feat(auto-tool): 添加锄地队伍配置功能

- 新增 HoeGroundMap 用于存储锄地队伍映射关系
- 添加 team_hoe_ground 配置项用于设置锄地队伍规则
- 实现 switchTeamByName 函数按名称切换队伍
- 修改 runPath 函数支持传递父级和当前名称参数
- 在路径执行时根据锄地配置自动切换对应队伍
- 更新设置界面添加锄地队伍配置输入框
- 移除废弃的方案2注释代码
This commit is contained in:
yan
2026-01-19 00:18:26 +08:00
parent 696bad0245
commit 545fbaa9ef
2 changed files with 103 additions and 82 deletions

View File

@@ -88,6 +88,8 @@ const team = {
fightName: settings.team_fight,
fightKeys: ['锄地专区', "敌人与魔物"],
SevenElements: settings.team_seven_elements ? settings.team_seven_elements.split(',').map(item => item.trim()) : [],
HoeGroundMap: new Map([]),
}
const timeType = Object.freeze({
hours: 'hours',//小时
@@ -257,33 +259,6 @@ async function initRefresh(settingsConfig) {
child_names: [...child_names]
});
}
//方案2
/* const level_parent_name = getChildFolderNameFromRoot(pathRun, parent_level);
const level1_name = getChildFolderNameFromRoot(pathRun, parent_level + 1);
let level2_name = getChildFolderNameFromRoot(pathRun, parent_level + 1 + 1);
let level3_name = getChildFolderNameFromRoot(pathRun, parent_level + 1 + 2);
if (level2_name.endsWith(".json")) {
level2_name = undefined
}
if (level3_name.endsWith(".json")) {
level3_name = undefined
}
//存储 2 级
await addUniquePath({
level: parent_level,
name: level1_name,
parent_name: level_parent_name,
child_names: level2_name ? [level2_name] : []
})
await addUniquePath({
level: parent_level + 1,
name: level2_name,
parent_name: level1_name,
child_names: level3_name ? [level3_name] : []
})*/
}
// 正确的排序方式
PATHING_ALL.sort((a, b) => {
@@ -617,6 +592,16 @@ async function initRun(config_run) {
let groups = groupByParentAndName(matchedPaths);
try {
const teamHoeGroundStr = settings.team_hoe_ground || "parentName->name=key"
teamHoeGroundStr.split(",").forEach(item => {
const [key, order] = item.split("=");
team.HoeGroundMap.set(key, parseInt(order))
})
} catch (e) {
}
// 排序
const orderMap = new Map()
try {
@@ -626,7 +611,7 @@ async function initRun(config_run) {
const [key, order] = item.split("=");
orderMap.set(key, parseInt(order))
})
}catch (e) {
} catch (e) {
}
@@ -639,8 +624,8 @@ async function initRun(config_run) {
// } json支持
const orderList = JSON.parse(file.readTextSync(json_path_name.PathOrder)) ?? []
orderList.filter(item => item.uid === Record.uid).forEach(item => orderMap.set(`${item.parent_name}->${item.name}`, item.order))
log.info(`{0}加载完成`,json_path_name.PathOrder)
}catch (e) {
log.info(`{0}加载完成`, json_path_name.PathOrder)
} catch (e) {
}
@@ -1290,11 +1275,58 @@ async function keyMousePressStart(key) {
return (await keyMousePress(key)).ok
}
/**
* 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
if (!teamName || teamName === "") {
// 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
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
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
const teamSwitch = await switchUtil.SwitchPartyMain(teamName);
// 如果切换成功,更新当前队伍
if (teamSwitch) {
team.current = teamSwitch;
}
}
}
async function switchTeamByName(teamName) {
// 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
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
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
log.info(`[{mode}] 切换至{val}`, settings.mode, teamName);
// 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
if (teamSwitch) {
team.current = teamSwitch;
}
}
}
/**
* 执行指定路径的脚本文件
* @param {string} path - 要执行的脚本路径
*/
async function runPath(path) {
async function runPath(path, parent_name = "", current_name = "") {
// 参数验证
if (!path || typeof path !== 'string') {
log.warn('无效的路径参数: {path}', path)
@@ -1322,62 +1354,39 @@ 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
const teamName = team.SevenElements.length > index && index >= 0 ? team.SevenElements[index] : undefined;
// 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
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
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
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
const teamSwitch = await switchUtil.SwitchPartyMain(teamName);
// 如果切换成功,更新当前队伍
if (teamSwitch) {
team.current = teamSwitch;
}
}
}
//切换队伍
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${key}元素`);
//切换队伍
const hoeGroundKey = `${parent_name}->${current_name}`;
if (team.HoeGroundMap.has(hoeGroundKey)) {
const hoeGroundName = team.HoeGroundMap.get(hoeGroundKey);
await switchTeamByName(hoeGroundName);
} else {
if (path.includes("有草神")) {
const idx = SevenElement.SevenElements.indexOf('草');
await switchTeamByIndex(idx, "路线需要草神");
} else if (team.fight) {
if (!team.fightName) {
log.error(`[{mode}] 路径需要配置好战斗策略: {path}`, settings.mode, path)
throw new Error(`需要配置好战斗策略: ` + path)
} else if (team.current !== team.fightName) {
log.info(`[{mode}] 检测到需要战斗,切换至{teamName}`, team.fightName);
const teamSwitch = await switchUtil.SwitchPartyMain(team.fightName);
if (teamSwitch) {
team.current = teamSwitch;
const entry = [...SevenElement.SevenElementsMap.entries()].find(([key, val]) => {
return val.some(item => path.includes(`\\${item}\\`));
});
if (entry) {
const [key, val] = entry;
const index = SevenElement.SevenElements.indexOf(key);
await switchTeamByIndex(index, `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
log.info("开始执行路径: {path}", path)
await pathingScript.runFile(path)
try {

View File

@@ -5,6 +5,9 @@
"label": "密钥",
"default": ""
},
{
"type": "separator"
},
{
"name": "config_run",
"type": "select",
@@ -29,7 +32,7 @@
{
"name": "order_rules",
"type": "input-text",
"label": "执行顺序规则(可留空){语法:父文件夹名称->文件夹名称=顺序请填整数,.....}",
"label": "执行顺序规则(可留空)\n{语法:父文件夹名称->文件夹名称=顺序请填整数,.....}",
"default": ""
},
{
@@ -57,11 +60,14 @@
"default": false
},
{
"name": "http_api",
"name": "http_api",
"type": "input-text",
"label": "[默认CD算法api]\ncron解析Http地址\n[请部署bettergi-scripts-tools可支持]",
"default": "http://<ip:port>/bgi/cron/next-timestamp"
},
{
"type": "separator"
},
{
"name": "real_time_missions",
"type": "multi-checkbox",
@@ -109,6 +115,12 @@
"type": "input-text",
"label": "战斗队伍配置(同时也是行走队伍配置)"
},
{
"name": "team_hoe_ground",
"type": "input-text",
"label": "锄地队伍配置\n{语法:父文件夹名称->文件夹名称=队伍名称,.....}\n如:敌人与魔物->蕈兽=队伍名称",
"default": ""
},
{
"name": "team_seven_elements",
"type": "input-text",