style(FullyAutoAndSemiAutoTools): 优化代码格式和团队切换逻辑

- 修复字符串常量中的空格问题
- 重新格式化switchTeamByIndex函数的注释和代码缩进
- 简化团队切换逻辑,移除冗余的条件判断和重复代码
- 优化runList函数参数中的空格格式
- 重构团队切换的执行顺序和条件判断结构
This commit is contained in:
yan
2026-01-18 17:46:11 +08:00
parent 84ae468a23
commit 3fd487dc9c

View File

@@ -610,7 +610,7 @@ async function initRun(config_run) {
let groups = groupByParentAndName(matchedPaths);
// 支持多条规则,例如: "parentName->name1=1,parentName->name2=2"
const orderStr = settings.order_rules ||"parentName->name=1"
const orderStr = settings.order_rules || "parentName->name=1"
// 排序
const orderMap = new Map()
orderStr.split(",").forEach(item => {
@@ -1387,27 +1387,27 @@ async function runPath(path) {
log.error("检查战斗需求失败: {error}", error.message);
}
/**
* 根据索引切换队伍
* @param {number} index - 要切换的队伍在SevenElements数组中的索引
* @returns {Promise<void>}
*/
async function switchTeamByIndex(index,key) {
// 获取指定索引的队伍名称如果索引超出范围或小于0则返回undefined
/**
* 根据索引切换队伍
* @param {number} index - 要切换的队伍在SevenElements数组中的索引
* @returns {Promise<void>}
*/
async function switchTeamByIndex(index, key) {
// 获取指定索引的队伍名称如果索引超出范围或小于0则返回undefined
const teamName = team.SevenElements.length > index && index >= 0 ? team.SevenElements[index] : undefined;
// 检查队伍名称是否有效
// 检查队伍名称是否有效
if (!teamName || teamName === "") {
// 如果没有设置队伍,记录调试日志并跳过切换
// 如果没有设置队伍,记录调试日志并跳过切换
log.debug(`[{mode}] 没有设置队伍: {teamName},跳过切换`, settings.mode, teamName);
} else if (team.current === teamName) {
// 如果当前已经是目标队伍,记录调试日志并跳过切换
// 如果当前已经是目标队伍,记录调试日志并跳过切换
log.debug(`[{mode}] 当前队伍为: {teamName},无需切换`, settings.mode, teamName);
} else {
// 如果需要切换队伍,记录信息日志
// 如果需要切换队伍,记录信息日志
log.info(`[{mode}] 检测到需要: {key},切换至{val}`, settings.mode, key, teamName);
// 调用切换队伍的工具函数
// 调用切换队伍的工具函数
const teamSwitch = await switchUtil.SwitchPartyMain(teamName);
// 如果切换成功,更新当前队伍
// 如果切换成功,更新当前队伍
if (teamSwitch) {
team.current = teamSwitch;
}
@@ -1415,51 +1415,33 @@ async function runPath(path) {
}
//切换队伍
if (team.fight) {
if (!team.fightName) {
log.error(`[{mode}] 路径需要配置好战斗策略: {path}`, settings.mode, path)
throw new Error(`路径需要配置好战斗策略: ` + path)
} else if (team.current !== team.fightName) {
log.info(`[{mode}] 检测到需要战斗,切换至{teamName}`, team.fightName);
const teamSwitch = await switchUtil.SwitchPartyMain(team.fightName);
if (teamSwitch) {
team.current = teamSwitch;
}
}
}
else if(path.includes("有草神")){
const idx = SevenElement.SevenElements.indexOf('草');
await switchTeamByIndex(idx,"路线需要草神");
}
else {
const entry = [...SevenElement.SevenElementsMap.entries()].find(([key, val]) => {
return val.some(item => path.includes(`\\${item}\\`));
});
if (entry) {
const [key, val] = entry;
const index = SevenElement.SevenElements.indexOf(key);
await switchTeamByIndex(index,key);
// const teamName = team.SevenElements.length > index && index >= 0 ?
// team.SevenElements[index] : undefined;
//
// if (!teamName || teamName === "") {
// log.debug(`[{mode}] 没有设置队伍: {teamName},跳过切换`, settings.mode, teamName);
// } else if (team.current === teamName) {
// log.debug(`[{mode}] 当前队伍为: {teamName},无需切换`, settings.mode, teamName);
// } else {
// log.info(`[{mode}] 检测到需要: {key},切换至{val}`, settings.mode, key, teamName);
// const teamSwitch = await switchUtil.SwitchPartyMain(teamName);
// if (teamSwitch) {
// team.current = teamSwitch;
// }
// }
} else if (team.current !== team.fightName) {
const teamSwitch = await switchUtil.SwitchPartyMain(team.fightName);
if (teamSwitch) {
team.current = teamSwitch;
const entry = [...SevenElement.SevenElementsMap.entries()].find(([key, val]) => {
return val.some(item => path.includes(`\\${item}\\`));
});
if (entry) {
const [key, val] = entry;
const index = SevenElement.SevenElements.indexOf(key);
await switchTeamByIndex(index, `路线需要${key}元素`);
} else {
if (path.includes("有草神")) {
const idx = SevenElement.SevenElements.indexOf('草');
await switchTeamByIndex(idx, "路线需要草神");
} else if (team.fight) {
if (!team.fightName) {
log.error(`[{mode}] 路径需要配置好战斗策略: {path}`, settings.mode, path)
throw new Error(`路径需要配置好战斗策略: ` + path)
} else if (team.current !== team.fightName) {
log.info(`[{mode}] 检测到需要战斗,切换至{teamName}`, team.fightName);
const teamSwitch = await switchUtil.SwitchPartyMain(team.fightName);
if (teamSwitch) {
team.current = teamSwitch;
}
}
}
}
//切换队伍-end
try {
log.info("开始执行路径: {path}", path)
@@ -1496,7 +1478,7 @@ async function runPath(path) {
* @param {Array} list - 要执行的路径列表,默认为空数组
* @returns {Promise<void>}
*/
async function runList(list = [], key = "", current_name="", parent_name="") {
async function runList(list = [], key = "", current_name = "", parent_name = "") {
// 参数验证
if (!Array.isArray(list)) {
log.warn('无效的路径列表参数: {list}', list);
@@ -1566,7 +1548,7 @@ async function runMap(map = new Map()) {
log.debug(`[{0}] {1}组 开始执行...`, settings.mode, key);
// 执行当前任务关联的路径列表
await runList(one.paths, key,one.current_name,one.parent_name);
await runList(one.paths, key, one.current_name, one.parent_name);
Record.groupPaths.add({
name: key,
paths: new Set(one.paths)