* 周本2.2更新 * Update repo/js/周本3-公子/main.js Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update repo/js/周本11-火龙/assets/tp.json Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
376 lines
12 KiB
JavaScript
376 lines
12 KiB
JavaScript
(async function () {//火龙
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//检测传送结束 await tpEndDetection();
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async function tpEndDetection() {
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const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
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const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
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let tpTime = 0;
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await sleep(1500);//点击传送后等待一段时间避免误判
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//最多30秒传送时间
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while (tpTime < 300) {
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let capture = captureGameRegion();
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let res1 = capture.find(region1);
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let res2 = capture.find(region2);
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if (!res1.isEmpty()|| !res2.isEmpty()){
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log.info("传送完成");
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await sleep(1000);//传送结束后有僵直
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click(960, 810);//点击任意处
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await sleep(500);
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return;
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}
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tpTime++;
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await sleep(100);
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}
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throw new Error('传送时间超时');
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}
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//吃料理
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async function eatFood() {
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let foodName = settings.foodName ?? 0;
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if(foodName){
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const foodSum = foodName.split('-');
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log.info("开始吃菜");
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await sleep(1000);
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keyPress("B");//打开背包
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await sleep(2000);
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click(863, 51);//选择食物
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await sleep(1000);
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for(let i = 0; i < foodSum.length; i++){
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(1000);
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inputText(foodSum[i]);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(1000);
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}
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keyPress("ESCAPE");
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await sleep(1500);
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}}
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//检测角色是否阵亡,并前往吃药复活
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async function resurgenceDetectionAndEatFood() {
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const region1 = RecognitionObject.ocr(1170, 780, 75, 35);// 复活料理区域
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const region2 = RecognitionObject.ocr(545, 360, 800, 45);// 料理冷却区域
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let recoveryFoodName = settings.recoveryFoodName ?? 0;
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let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
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if(resurgenceFoodName && recoveryFoodName){
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keyPress("1");
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await sleep(100);
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keyPress("2");
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await sleep(100);
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keyPress("3");
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await sleep(100);
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keyPress("4");
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await sleep(200);
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let capture = captureGameRegion();
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let res1 = capture.find(region1);
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let res2 = capture.find(region2);
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if (res1.isEmpty()){
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return;
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}
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else if (!res1.isEmpty() && !res2.isEmpty()) {
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log.info("复活料理处于冷却中");
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keyPress("ESCAPE");
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await sleep(1000);
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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throw new Error('战斗失败');
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return;
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}
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else if (!res1.isEmpty() && res2.isEmpty()) {
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log.info("检测到阵亡角色……复活吧!我的爱人!!!");
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keyPress("ESCAPE");
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await eatResurgenceFood();//满血复活
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return;
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}
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}}
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//吃料理复活
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async function eatResurgenceFood() {
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let recoveryFoodName = settings.recoveryFoodName ?? 0;
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let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
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const region = RecognitionObject.ocr(800, 200, 315, 32);// 复活对象检测
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const clickPositions = [
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{ x: 760, y: 440 }, // 角色1
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{ x: 900, y: 440 }, // 角色2
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{ x: 1040, y: 440 }, // 角色3
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{ x: 1180, y: 440 } // 角色4
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];
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if(resurgenceFoodName && recoveryFoodName){
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log.info("开始吃菜");
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await sleep(500);
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keyPress("B");//打开背包
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await sleep(2000);
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click(863, 51);//选择食物
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await sleep(1000);
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(200);
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click(110, 110);
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await sleep(1000);
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inputText(`${resurgenceFoodName}`);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(1000);
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// 使用 for 循环点击每个位置
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for (let i = 0; i < clickPositions.length; i++) {
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const position = clickPositions[i];
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click(position.x, position.y);
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await sleep(800);
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click(1200,770);//确认
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await sleep(800);
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let capture = captureGameRegion();
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let res = capture.find(region);
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if (res.isEmpty()){
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keyPress("ESCAPE");
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await sleep(1000);
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(1000);
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inputText(`${recoveryFoodName}`);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(500);
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click(position.x, position.y);
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await sleep(500);
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click(1200,770);//吃第一个
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await sleep(500);
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click(1200,770);//吃第二个
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await sleep(500);
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click(1350,290);//退出
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await sleep(500);
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keyPress("ESCAPE");
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await sleep(400);
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log.info("我又好了,嘿嘿");
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break;
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}
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await sleep(1000);
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}
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}
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}
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//征讨之花领奖
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const autoNavigateToReward = async () => {
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// 定义识别对象
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const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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let advanceNum = 0;//前进次数
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//调整为俯视视野
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middleButtonClick();
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await sleep(800);
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moveMouseBy(0, 1030);
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await sleep(400);
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moveMouseBy(0, 920);
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await sleep(400);
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moveMouseBy(0, 710);
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log.info("开始领奖");
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while (true) {
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// 1. 优先检查是否已到达领奖点
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let captureRegion = captureGameRegion();
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let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
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let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
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// 检测到特点文字则结束!!!
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if (rewardResult.text == "接触征讨之花") {
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log.info("已到达领奖点,检测到文字: " + rewardResult.text);
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return;
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}
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else if(advanceNum > 30){
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throw new Error('前进时间超时');
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}
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// 2. 未到达领奖点,则调整视野
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for(let i = 0; i < 100; i++){
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captureRegion = captureGameRegion();
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let iconRes = captureRegion.Find(boxIconRo);
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let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25);
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let climbResult = climbTextArea.find(RecognitionObject.ocrThis);
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// 检查是否处于攀爬状态
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if (climbResult.isEmpty()){
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log.info("检侧进入攀爬状态,尝试脱离");
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keyPress("x");
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await sleep(1000);
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keyDown("a");
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await sleep(800);
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keyUp("a");
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keyDown("w");
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await sleep(800);
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keyUp("w");
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}
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if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
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advanceNum++;
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log.info(`视野已调正,前进第${advanceNum}次`);
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break;
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} else {
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// 小幅度调整
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if(iconRes.y >= 520) moveMouseBy(0, 920);
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let adjustAmount = iconRes.x < 920 ? -20 : 20;
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let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
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let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1
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let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
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moveMouseBy(adjustAmount * adjustAmount2, 0);
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await sleep(100);
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}
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if(i > 97) throw new Error('视野调整超时');
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}
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// 3. 前进一小步
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keyDown("w");
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await sleep(500);
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keyUp("w");
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await sleep(200); // 等待角色移动稳定
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}
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}
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//执行战斗并检测结束
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async function autoFightAndEndDetection() {
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// 定义两个检测区域
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const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
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const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
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const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
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let challengeTime = 0;
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let challengeNum = 0;
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//12分钟兜底
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while (challengeTime < 6000) {
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// 捕获游戏区域
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let capture = captureGameRegion();
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// 检测两个区域的OCR结果
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let res1 = capture.find(region1);
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let res2 = capture.find(region2);
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let res3 = capture.find(region3);
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let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
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let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
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let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
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// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
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if (hasText1 && !hasText2 && hasText3) {
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await resurgenceDetectionAndEatFood();
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challengeNum++;
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await sleep(800);//避免切人冷却,导致角色识别失败
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log.info(`执行第${challengeNum}次战斗`);
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challengeTime = challengeTime + 205;
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try {
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await dispatcher.runTask(new SoloTask("AutoFight"));
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} catch (error) {
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log.info("启动战斗失败,尝试重新启动");
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await sleep(500);
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}
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}
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// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
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else if (hasText2 && !hasText1 && hasText3) {
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log.info("检测到挑战成功");
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break;
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}
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/*
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// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段,需要移动触发
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else if (!hasText2 && !hasText1 && hasText3) {
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log.info("检测到BOSS进入二阶段");
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await dispatcher.runTask(new SoloTask("AutoFight"));
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}
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// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
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else if (!hasText1 && !hasText2 && !hasText3){
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log.info("进入过场动画尝试快进");
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await sleep(400);
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click(1765, 55);
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await sleep(400);
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click(1765, 55);
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}
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*/
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challengeTime = challengeTime + 1;
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// 每次检测间隔100毫秒,避免CPU占用过高
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await sleep(100);
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}
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}
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//通用:前往副本(副本外)
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await sleep(1000);
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await pathingScript.runFile("assets/recover.json");
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await sleep(5000);
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await pathingScript.runFile("assets/tp.json");
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await sleep(1000);
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keyDown("w");
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await sleep(2000);
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keyUp("w");
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await sleep(1000);
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keyPress("F");
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await sleep(2000);
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click(1725, 1020);//单人挑战
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await sleep(300);
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click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
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await sleep(2000);
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click(1725, 1020);//开始挑战
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await tpEndDetection();
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//副本内前往BOSS处
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await eatFood();//嗑药
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keyPress("1");
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await sleep(1000);//切回固定行走位
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keyDown("s");
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await sleep(200);
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keyUp("s");
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keyDown("e");
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await sleep(1000);
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keyDown("e");
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keyDown("w");
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await sleep(1000);
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keyDown("VK_SHIFT");
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await sleep(200);
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keyUp("VK_SHIFT");
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await sleep(1000);
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keyDown("VK_SHIFT");
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await sleep(200);
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keyUp("VK_SHIFT");
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await sleep(1000);
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keyDown("VK_SHIFT");
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await sleep(200);
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keyUp("VK_SHIFT");
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await sleep(1000);
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keyDown("VK_SHIFT");
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await sleep(200);
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keyUp("VK_SHIFT");
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await sleep(1000);
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keyUp("w");
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keyDown("d");
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await sleep(500);
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keyUp("d");
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await autoFightAndEndDetection();//一直战斗直到检测到结束
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//领奖并退出
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await autoNavigateToReward();//前往地脉之花
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await sleep(1000);
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keyPress("F");//领奖
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await sleep(1000);
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click(950, 750);//使用树脂
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await sleep(6000);
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click(975, 1000);//退出秘境
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await tpEndDetection();
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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await sleep(1000);
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keyPress("M");//展示剩余体力
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await sleep(1000);
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notification.send('挑战完成');
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})();
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