js:联机团购 (#2985)

* js:联机狗粮团购

增加额外的检测点

* js:联机团购增加保留拾取图片

* 修复autoenter以适配更新后的ui

---------

Co-authored-by: 起个名字好难的喵 <25520958+MisakaAldrich@users.noreply.github.com>
This commit is contained in:
mno
2026-03-13 16:47:53 +08:00
committed by GitHub
parent c303f86107
commit 69d9f906cd
21 changed files with 354 additions and 587 deletions

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@@ -667,7 +667,9 @@ async function autoEnter(autoEnterSettings) {
log.info(`加载完成共 ${targetsRo.length} 个目标`);
// ===== 主循环 =====
while (new Date() - start < timeout * 60 * 1000) {
const totalTime = timeout * 60 * 1000;
let checkPoints = [false, false, false]; // 使用数组标记检查状态分别对应30%、50%、70%时间点
while (new Date() - start < totalTime) {
if (enterMode === "进入他人世界") {
const playerSign = await getPlayerSign();
await sleep(500);
@@ -712,6 +714,20 @@ async function autoEnter(autoEnterSettings) {
await genshin.returnMainUi();
}
}
// 检查时间点,触发额外检测
const elapsed = new Date() - start;
const timePoints = [0.3, 0.5, 0.7];
for (let i = 0; i < timePoints.length; i++) {
const point = timePoints[i];
if (!checkPoints[i] && elapsed >= totalTime * point) {
checkPoints[i] = true;
log.info(`达到超时时间的 ${point * 100}%,额外进行一次检测`);
enterCount = maxEnterCount;
break;
}
}
if (enterCount >= maxEnterCount) break;
if (await isYUI()) keyPress("VK_ESCAPE"); await sleep(500);
await genshin.returnMainUi();

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@@ -1,14 +1,18 @@
{
"manifest_version": 1,
"name": "AAA狗粮联机团购",
"version": "1.13.94",
"version": "1.14.0",
"tags": [
"狗粮"
],
"description": "配合AAA狗粮批发使用联机运行多条收尾路线",
"saved_files": [
"records/*.txt",
"targets/*.png"
"targets/*.png",
"assets/targetItems/保留/*.png",
"assets/targetItems/保留/*/*.png",
"assets/targetItems/保留/*/*/*.png",
"assets/targetItems/保留/*/*/*/*.png"
],
"authors": [
{

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@@ -1,4 +1,2 @@
自动进入联机状态js测试版本出什么bug都是正常的加qq718135749去超市作者
组队和更多使用说明请加qq群1057307824
进入特定uid世界或自动批准特定用户进入填写的名字和放在targets文件夹中的截图都会被视为白名单用户放行使用前务必将世界权限设置为确认后加入

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@@ -1,203 +1,339 @@
//获取自定义配置
const enterMode = settings.enterMode || "进入他人世界";
const enteringUID = settings.enteringUID;
const permissionMode = settings.permissionMode || "无条件通过";
const nameToPermit1 = settings.nameToPermit1;
const nameToPermit2 = settings.nameToPermit2;
const nameToPermit3 = settings.nameToPermit3;
const timeOut = +settings.timeout || 5;
const maxEnterCount = +settings.maxEnterCount || 3;
const leaveTeamRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/leaveTeam.png"));
/**
* 递归读取目录下所有文件
* @param {string} folderPath 起始目录
* @param {string} [ext=''] 需要的文件后缀,空字符串表示不限制;例如 'json' 或 '.json' 均可
* @returns {Array<{fullPath:string, fileName:string, folderPathArray:string[]}>}
*/
async function readFolder(folderPath, ext = '') {
// 统一后缀格式:确保前面有一个点,且全小写
const targetExt = ext ? (ext.startsWith('.') ? ext : `.${ext}`).toLowerCase() : '';
const folderStack = [folderPath];
const files = [];
while (folderStack.length > 0) {
const currentPath = folderStack.pop();
const filesInSubFolder = file.ReadPathSync(currentPath); // 同步读取当前目录
const subFolders = [];
for (const filePath of filesInSubFolder) {
if (file.IsFolder(filePath)) {
subFolders.push(filePath); // 子目录稍后处理
} else {
// 后缀过滤
if (targetExt) {
const fileExt = filePath.toLowerCase().slice(filePath.lastIndexOf('.'));
if (fileExt !== targetExt) continue;
}
const fileName = filePath.split('\\').pop();
const folderPathArray = filePath.split('\\').slice(0, -1);
files.push({ fullPath: filePath, fileName, folderPathArray });
}
}
// 保持同层顺序reverse 后仍按原顺序入栈
folderStack.push(...subFolders.reverse());
}
return files;
}
(async function () {
await autoEnter(settings);
}
)();
/**
* 自动联机脚本(整体打包为一个函数)
* @param {Object} autoEnterSettings 配置对象
* enterMode: "进入他人世界" | "等待他人进入"
* enteringUID: string | null
* permissionMode: "无条件通过" | "白名单"
* nameToPermit1/2/3: string | null
* timeout: 分钟
* maxEnterCount: number
*/
async function autoEnter(autoEnterSettings) {
// ===== 配置解析 =====
const enterMode = autoEnterSettings.enterMode || "进入他人世界";
const enteringUID = autoEnterSettings.enteringUID;
const permissionMode = autoEnterSettings.permissionMode || "无条件通过";
const timeout = +autoEnterSettings.timeOut || 5;
const maxEnterCount = +autoEnterSettings.maxEnterCount || 3;
// 白名单
const targetList = [];
[autoEnterSettings.nameToPermit1, autoEnterSettings.nameToPermit2, autoEnterSettings.nameToPermit3]
.forEach(v => v && targetList.push(v));
// ===== 模板 / 路径 =====
const enterUIDRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/enterUID.png"));
const searchRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/search.png"));
const requestEnterRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/requestEnter.png"));
const requestEnter2Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/requestEnter.png"), 1480, 300, 280, 600);
const yUIRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/yUI.png"));
const allowEnterRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/allowEnter.png"), 1250, 300, 150, 130);
const allowEnterRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/allowEnter.png"));
const targetsPath = "targets";
let enterCount = 0;
let targetsRo;
let checkToEnd = false;
// 先初始化空数组
let targetList = [];
let enteredPlayers = [];
(async function () {
// ===== 状态 =====
let enterCount = 0;
let targetsRo = [];
let checkToEnd = false;
// ===== 初始化 =====
setGameMetrics(1920, 1080, 1);
const start = new Date();
log.info(`当前模式为:${enterMode}`);
// 依次判断并加入
if (settings.nameToPermit1) targetList.push(settings.nameToPermit1);
if (settings.nameToPermit2) targetList.push(settings.nameToPermit2);
if (settings.nameToPermit3) targetList.push(settings.nameToPermit3);
// 获取指定文件夹下所有文件
let targetPngs = await readFolder(targetsPath, false);
// 生成 targetsRo使用 for...of
targetsRo = [];
// 加载目标 PNG
const targetPngs = await readFolder(targetsPath, ".png");
for (const f of targetPngs) {
log.info(`找到文件${f.fullPath}`);
if (f.fullPath.endsWith('.png')) {
const mat = file.ReadImageMatSync(f.fullPath);
const ro = RecognitionObject.TemplateMatch(mat, 650, 320, 350, 60);
const ro = RecognitionObject.TemplateMatch(mat, 664, 481, 1355 - 668, 588 - 484);
const baseName = f.fileName.replace(/\.png$/i, '');
targetsRo.push({ ro, baseName });
}
}
log.info(`加载完成共 ${targetsRo.length} 个目标`);
log.info(`加载完成共${targetPngs.length}个目标`);
while (new Date() - start < timeOut * 60 * 1000) {
// ===== 主循环 =====
while (new Date() - start < timeout * 60 * 1000) {
if (enterMode === "进入他人世界") {
//检验队伍编号
const playerSign = await getPlayerSign();
await sleep(500);
if (playerSign != 0) {
log.info(`加入世界成功,队伍中的编号${playerSign}`);
if (playerSign > 1) {
log.info(`加入成功,队伍编号 ${playerSign}`);
break;
} else {
log.error(`不处于多人世界,开始尝试加入`);
await genshin.returnMainUi();
await sleep(500);
}
//反复敲门进入他人世界
//我要cia进来llo
if (enteringUID) {
await keyPress("F2");
//点击输入uid
await sleep(2000);
if (!await findAndClick(enterUIDRo)) {
await genshin.returnMainUi();
continue;
}
await sleep(1000);
inputText(enteringUID);
//点击搜索
await sleep(1000);
if (!await findAndClick(searchRo)) {
await genshin.returnMainUi();
continue;
}
//判断是否成功搜索
if (await confirmSearchResult()) {
await genshin.returnMainUi();
continue;
} else if (playerSign === -1) {
log.warn("队伍编号识别异常尝试按0p处理");
}
log.info('不处于多人世界,开始尝试加入');
await genshin.returnMainUi(); await sleep(500);
//点击申请加入
if (!enteringUID) { log.error('未填写有效 UID'); break; }
await keyPress("F2"); await sleep(2000);
if (!await findAndClick(enterUIDRo)) { await genshin.returnMainUi(); continue; }
await sleep(1000); inputText(enteringUID);
await sleep(1000);
if (!await findAndClick(searchRo)) { await genshin.returnMainUi(); continue; }
await sleep(500);
if (!await findAndClick(requestEnterRo)) {
await genshin.returnMainUi();
continue;
}
//等待加入完成
if (!await confirmSearchResult()) { await genshin.returnMainUi(); log.warn("无搜索结果"); continue; }
await sleep(500);
if (!await findAndClick(requestEnterRo)) { await genshin.returnMainUi(); continue; }
await waitForMainUI(true, 20 * 1000);
} else {
log.error("未填写有效的uid请检查后重试");
} else { // 等待他人进入
const playerSign = await getPlayerSign();
if (playerSign > 1) {
log.warn("处于他人世界,先尝试退出");
let leaveAttempts = 0;
while (leaveAttempts < 10) {
if (await getPlayerSign() === 0) {
break;
}
} else {
//等待他人进入世界
if (enterCount < maxEnterCount) {
if (await isYUI()) {
await keyPress("F2");
await sleep(1000);
await findAndClick(leaveTeamRo);
await sleep(1000);
keyPress("VK_ESCAPE");
}
await waitForMainUI(true);
await genshin.returnMainUi();
keyPress("Y");
await sleep(250);
if (await isYUI()) {
log.info("处于y界面开始识别");
}
}
if (enterCount >= maxEnterCount) break;
if (await isYUI()) keyPress("VK_ESCAPE"); await sleep(500);
await genshin.returnMainUi();
keyPress("Y"); await sleep(250);
if (!await isYUI()) continue;
log.info("处于 Y 界面,开始识别");
let attempts = 0;
while (attempts < 5) {
attempts++;
while (attempts++ < 5) {
if (permissionMode === "无条件通过") {
//无需筛选,全部通过
if (await findAndClick(allowEnterRo)) {
//等待加入完成
await waitForMainUI(true, 20 * 1000);
enterCount++;
break;
}
} else {
//需要筛选,开始识别第一行申请
const result = await recognizeRequest();
if (result) {
if (await findAndClick(allowEnterRo)) {
//等待加入完成
await waitForMainUI(true, 20 * 1000);
enterCount++;
log.info(`允许${result}加入世界`);
// 把 result 加入 enteredPlayers并立即去重
enteredPlayers = [...new Set([...enteredPlayers, result])];
await sleep(1000);
if (await isYUI()) {
keyPress("VK_ESCAPE");
await genshin.returnMainUi();
}
log.info(`允许 ${result} 加入`);
notification.send(`允许 ${result} 加入`);
if (await isYUI()) { keyPress("VK_ESCAPE"); await sleep(500); await genshin.returnMainUi(); }
break;
} else {
if (await isYUI()) {
keyPress("VK_ESCAPE");
await genshin.returnMainUi();
if (await isYUI()) { keyPress("VK_ESCAPE"); await sleep(500); await genshin.returnMainUi(); }
}
}
}
}
await sleep(500);
}
}
if (await isYUI()) {
keyPress("VK_ESCAPE");
await genshin.returnMainUi();
}
}
if (await isYUI()) { keyPress("VK_ESCAPE"); await genshin.returnMainUi(); }
if (enterCount >= maxEnterCount || checkToEnd) {
log.info("准备结束js");
checkToEnd = true;
if (await isYUI()) {
keyPress("VK_ESCAPE");
await genshin.returnMainUi();
}
await sleep(20000);
if (await findTotalNumber() === maxEnterCount + 1) {
notification.send(`已达到预定人数:${maxEnterCount + 1}`);
break;
}
else enterCount--;
}
}
}
if (new Date() - start >= timeout * 60 * 1000) {
log.warn("超时未达到预定人数");
notification.error(`超时未达到预定人数`);
}
async function confirmSearchResult() {
for (let i = 0; i < 4; i++) {
const gameRegion = captureGameRegion();
const res = gameRegion.find(requestEnter2Ro);
gameRegion.dispose();
if (res.isExist()) return false;
if (i < 4) await sleep(250);
}
return true;
}
async function isYUI() {
for (let i = 0; i < 5; i++) {
const gameRegion = captureGameRegion();
const res = gameRegion.find(yUIRo);
gameRegion.dispose();
if (res.isExist()) return true;
await sleep(250);
}
return false;
}
async function recognizeRequest() {
try {
const gameRegion = captureGameRegion();
for (const { ro, baseName } of targetsRo) {
if (gameRegion.find(ro).isExist()) { gameRegion.dispose(); return baseName; }
}
gameRegion.dispose();
} catch { }
try {
const gameRegion = captureGameRegion();
const resList = gameRegion.findMulti(RecognitionObject.ocr(664, 481, 1355 - 668, 588 - 484));
gameRegion.dispose();
let hit = null;
for (const res of resList) {
const txt = res.text.trim();
if (targetList.includes(txt)) { hit = txt; break; }
}
if (!hit) resList.forEach(r => log.warn(`识别到"${r.text.trim()}",不在白名单`));
return hit;
} catch { return null; }
}
}
/**
* 通用找图/找RO并可选点击支持单图片文件路径、单RO、图片文件路径数组、RO数组
* @param {string|string[]|RecognitionObject|RecognitionObject[]} target
* @param {boolean} [doClick=true] 是否点击
* @param {number} [timeout=3000] 识别时间上限ms
* @param {number} [interval=50] 识别间隔ms
* @param {number} [retType=0] 0-返回布尔1-返回 Region 结果
* @param {number} [preClickDelay=50] 点击前等待
* @param {number} [postClickDelay=50] 点击后等待
* @returns {boolean|Region} 根据 retType 返回是否成功或最终 Region
*/
async function findAndClick(target,
doClick = true,
timeout = 3000,
interval = 50,
retType = 0,
preClickDelay = 50,
postClickDelay = 50) {
try {
// 1. 统一转成 RecognitionObject 数组
let ros = [];
if (Array.isArray(target)) {
ros = target.map(t =>
(typeof t === 'string')
? RecognitionObject.TemplateMatch(file.ReadImageMatSync(t))
: t
);
} else {
enterCount--;
}
}
ros = [(typeof target === 'string')
? RecognitionObject.TemplateMatch(file.ReadImageMatSync(target))
: target];
}
const start = Date.now();
let found = null;
while (Date.now() - start <= timeout) {
const gameRegion = captureGameRegion();
try {
// 依次尝试每一个 ro
for (const ro of ros) {
const res = gameRegion.find(ro);
if (!res.isEmpty()) { // 找到
found = res;
if (doClick) {
await sleep(preClickDelay);
res.click();
await sleep(postClickDelay);
}
break; // 成功即跳出 for
}
}
if (found) break; // 成功即跳出 while
} finally {
gameRegion.dispose();
}
await sleep(interval); // 没找到时等待
}
// 3. 按需返回
return retType === 0 ? !!found : (found || null);
} catch (error) {
log.error(`执行通用识图时出现错误:${error.message}`);
return retType === 0 ? false : null;
}
}
)();
//等待主界面状态
async function waitForMainUI(requirement, timeOut = 60 * 1000) {
log.info(`等待至多${timeOut}毫秒`)
const startTime = Date.now();
let logcount = 0;
while (Date.now() - startTime < timeOut) {
const mainUIState = await isMainUI();
logcount++;
if (mainUIState === requirement) return true;
const elapsed = Date.now() - startTime;
const min = Math.floor(elapsed / 60000);
const sec = Math.floor((elapsed % 60000) / 1000);
const ms = elapsed % 1000;
if (logcount >= 50) {
logcount = 0;
log.info(`已等待 ${min}${sec}${ms}毫秒`);
await sleep(1000);
}
await sleep(200);
}
log.error("超时仍未到达指定状态");
return false;
}
//检查是否在主界面
async function isMainUI() {
// 修改后的图像路径
@@ -230,14 +366,18 @@ async function isMainUI() {
return false; // 发生异常时返回 false
}
attempts++; // 增加尝试次数
await sleep(50); // 每次检测间隔 50 毫秒
await sleep(250); // 每次检测间隔 250 毫秒
}
return false; // 如果尝试次数达到上限或取消,返回 false
}
//获取联机世界的当前玩家标识
async function getPlayerSign() {
let attempts = 0;
while (attempts < 10) {
attempts++;
const picDic = {
"0P": "assets/RecognitionObject/0P.png",
"1P": "assets/RecognitionObject/1P.png",
"2P": "assets/RecognitionObject/2P.png",
"3P": "assets/RecognitionObject/3P.png",
@@ -245,198 +385,40 @@ async function getPlayerSign() {
}
await genshin.returnMainUi();
await sleep(500);
const p1Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["1P"]), 344, 22, 45, 45);
const p2Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["2P"]), 344, 22, 45, 45);
const p3Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["3P"]), 344, 22, 45, 45);
const p4Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["4P"]), 344, 22, 45, 45);
const p0Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["0P"]), 200, 10, 400, 70);
p0Ro.Threshold = 0.95;
p0Ro.InitTemplate();
const p1Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["1P"]), 200, 10, 400, 70);
p1Ro.Threshold = 0.95;
p1Ro.InitTemplate();
const p2Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["2P"]), 200, 10, 400, 70);
p2Ro.Threshold = 0.95;
p2Ro.InitTemplate();
const p3Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["3P"]), 200, 10, 400, 70);
p3Ro.Threshold = 0.95;
p3Ro.InitTemplate();
const p4Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["4P"]), 200, 10, 400, 70);
p4Ro.Threshold = 0.95;
p4Ro.InitTemplate();
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
const gameRegion = captureGameRegion();
// 当前页面模板匹配
let p0 = gameRegion.Find(p0Ro);
let p1 = gameRegion.Find(p1Ro);
let p2 = gameRegion.Find(p2Ro);
let p3 = gameRegion.Find(p3Ro);
let p4 = gameRegion.Find(p4Ro);
gameRegion.dispose();
if (p1.isExist()) return 1;
if (p2.isExist()) return 2;
if (p3.isExist()) return 3;
if (p4.isExist()) return 4;
return 0;
}
async function confirmSearchResult() {
maxAttempts = 5;
for (let attempts = 0; attempts < maxAttempts; attempts++) {
const gameRegion = captureGameRegion();
try {
const result = gameRegion.find(requestEnter2Ro);
if (result.isExist) {
return false; // 成功立刻返回
}
} catch (err) {
} finally {
gameRegion.dispose();
}
if (attempts < maxAttempts - 1) { // 最后一次不再 sleep
if (p0.isExist()) { log.info("识别结果为0P"); return 0; }
if (p1.isExist()) { log.info("识别结果为1P"); return 1; }
if (p2.isExist()) { log.info("识别结果为2P"); return 2; }
if (p3.isExist()) { log.info("识别结果为3P"); return 3; }
if (p4.isExist()) { log.info("识别结果为4P"); return 4; }
await genshin.returnMainUi();
await sleep(250);
}
}
return true;
}
async function findAndClick(target, maxAttempts = 20) {
for (let attempts = 0; attempts < maxAttempts; attempts++) {
const gameRegion = captureGameRegion();
try {
const result = gameRegion.find(target);
if (result.isExist) {
await sleep(50);
result.click();
await sleep(50);
return true; // 成功立刻返回
}
log.warn(`识别失败,第 ${attempts + 1} 次重试`);
} catch (err) {
} finally {
gameRegion.dispose();
}
if (attempts < maxAttempts - 1) { // 最后一次不再 sleep
await sleep(250);
}
}
log.error("已达到重试次数上限,仍未找到目标");
return false;
}
//检查是否在主界面
async function isYUI() {
// 尝试次数设置为 5 次
const maxAttempts = 5;
let attempts = 0;
while (attempts < maxAttempts) {
try {
let gameRegion = captureGameRegion();
let result = gameRegion.find(yUIRo);
gameRegion.dispose();
if (result.isExist()) {
//log.info("处于Y界面");
return true; // 如果找到图标,返回 true
}
} catch (error) {
log.error(`识别图像时发生异常: ${error.message}`);
return false; // 发生异常时返回 false
}
attempts++; // 增加尝试次数
await sleep(250); // 每次检测间隔 50 毫秒
}
return false; // 如果尝试次数达到上限或取消,返回 false
}
// 确认当前申请是否为目标
async function recognizeRequest() {
// 1. 模板匹配
try {
const gameRegion = captureGameRegion();
for (const { ro, baseName } of targetsRo) {
if (gameRegion.find(ro).isExist()) {
gameRegion.dispose();
return baseName;
}
}
gameRegion.dispose();
} catch (err) {
log.error(`模板匹配异常: ${err.message}`);
}
// 2. OCR 仅识别一次,固定区域 650,320,350,60
try {
const gameRegion = captureGameRegion();
const resList = gameRegion.findMulti(
RecognitionObject.ocr(650, 320, 350, 60)
);
gameRegion.dispose();
let hit = null;
for (const res of resList) {
const txt = res.text.trim();
for (const whiteItem of targetList) {
if (txt === whiteItem) {
hit = whiteItem;
break;
}
}
if (hit) break;
}
// 如果未命中,输出所有识别结果
if (!hit) {
for (const res of resList) {
log.warn(`识别到"${res.text.trim()}",不在白名单`);
}
}
return hit; // 命中返回白名单项,未命中返回 null
} catch (err) {
log.error(`OCR 识别异常: ${err.message}`);
}
return null;
}
// 定义 readFolder 函数
async function readFolder(folderPath, onlyJson) {
// 新增一个堆栈,初始时包含 folderPath
const folderStack = [folderPath];
// 新增一个数组,用于存储文件信息对象
const files = [];
// 当堆栈不为空时,继续处理
while (folderStack.length > 0) {
// 从堆栈中弹出一个路径
const currentPath = folderStack.pop();
// 读取当前路径下的所有文件和子文件夹路径
const filesInSubFolder = file.ReadPathSync(currentPath);
// 临时数组,用于存储子文件夹路径
const subFolders = [];
for (const filePath of filesInSubFolder) {
if (file.IsFolder(filePath)) {
// 如果是文件夹,先存储到临时数组中
subFolders.push(filePath);
} else {
// 如果是文件,根据 onlyJson 判断是否存储
if (onlyJson) {
if (filePath.endsWith(".json")) {
const fileName = filePath.split('\\').pop(); // 提取文件名
const folderPathArray = filePath.split('\\').slice(0, -1); // 提取文件夹路径数组
files.push({
fullPath: filePath,
fileName: fileName,
folderPathArray: folderPathArray
});
//log.info(`找到 JSON 文件:${filePath}`);
}
} else {
const fileName = filePath.split('\\').pop(); // 提取文件名
const folderPathArray = filePath.split('\\').slice(0, -1); // 提取文件夹路径数组
files.push({
fullPath: filePath,
fileName: fileName,
folderPathArray: folderPathArray
});
//log.info(`找到文件:${filePath}`);
}
}
}
// 将临时数组中的子文件夹路径按原顺序压入堆栈
folderStack.push(...subFolders.reverse()); // 反转子文件夹路径
}
return files;
log.warn("超时仍未识别到队伍编号");
return -1;
}
async function findTotalNumber() {

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@@ -1,11 +1,9 @@
{
"manifest_version": 1,
"name": "进入联机状态",
"version": "0.0.4",
"tags": [
"狗粮"
],
"description": "配合AAA狗粮联机团购使用自动进入别人世界或批准别人加入",
"version": "1.1.0",
"tags": [],
"description": "自动进入指定uid世界或批准别人加入用于进入小号世界采集等",
"saved_files": [
"records/*.txt"
],

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@@ -1,4 +0,0 @@
-1.json
F
-2.json
F

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@@ -1,160 +0,0 @@
// 定义识别对象
const paimonMenuRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync("assets/RecognitionObject/paimon_menu.png"),
0,
0,
640,
216
);
// 判断是否在主界面的函数
const isInMainUI = () => {
let captureRegion = captureGameRegion();
let res = captureRegion.Find(paimonMenuRo);
captureRegion.dispose();
return !res.isEmpty();
};
// 获取设置
/*const settings = {
questName: "默认委托",
questLocation: "默认地点",
trackNumber: "1"
//runMode: "录制模式",
};*/
const questName = settings.questName
const questLocation = settings.questLocation
const trackNumber = settings.trackNumber
const runMode = settings.runMode
// 初始化追踪数据
let trackData = {
"info": {
"name": `${settings.questName}-${settings.trackNumber}`,
"type": "collect",
"author": settings.author,
"version": settings.version,
"description": settings.description,
"map_name": "Teyvat",
"bgi_version": "0.45.0"
},
"positions": []
};
// 检查是否需要创建新文件夹
function checkOrCreateFolder() {
const folderName = `assets/${settings.questLocation}-${settings.questName}`;
/*if (!file.existsSync(folderName)) {
file.writeTextSync(folderName, { recursive: true });
log.info(`创建文件夹: ${folderName}`);
}*/
}
// 保存追踪数据
async function saveTrackData() {
const filePath = `assets/${settings.questLocation}-${settings.questName}/${settings.questName}-${settings.trackNumber}.json`;
//const fileName = `${settings.questName}-${settings.trackNumber}.json`;
try {
await file.writeTextSync(filePath, JSON.stringify(trackData, null, 2));
log.info(`追踪数据已保存到: ${filePath}`);
} catch (error) {
log.error(`保存追踪数据失败: ${error}`);
}
}
// 获取当前位置并添加到追踪数据
async function recordPosition() {
if (isInMainUI()) {
try {
const position = genshin.getPositionFromMap();
log.info(`从小地图获取坐标: X=${position.X}, Y=${position.Y}`);
trackData.positions.push({
"id": trackData.positions.length + 1,
"x": position.X,
"y": position.Y,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
});
}
catch (error) {
log.error(`获取坐标失败: ${error.message}`);
await sleep(500);
return await recordPosition();;
}
} else {
try {
await genshin.setBigMapZoomLevel(1.0);
const position = genshin.getPositionFromBigMap();
log.info(`从大地图获取坐标: X=${position.X}, Y=${position.Y}`);
trackData.positions.push({
"id": trackData.positions.length + 1,
"x": position.X,
"y": position.Y,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
});
log.info("已在大地图界面,已生成地图追踪,脚本结束");
await saveTrackData();
return false;
}
catch (error) {
log.error(`获取坐标失败: ${error.message}`);
await sleep(500);
return await recordPosition();;
}
}
return true;
}
// 主逻辑
async function main() {
log.info("委托地图追踪录制开始");
checkOrCreateFolder();
if (settings.runMode === "运行模式") {
const filePath = `assets/${settings.questLocation}-${settings.questName}/${settings.questName}-${settings.trackNumber}.json`;
log.info(`正在运行地图追踪任务文件: ${filePath}`);
await pathingScript.runFile(filePath);
return;
}
let continueRecording = true;
let recordCount = 0;
if (isInMainUI()) {
const position = genshin.getPositionFromMap();
log.info(`从小地图获取坐标: X=${position.X}, Y=${position.Y}`);
trackData.positions.push({
"id": trackData.positions.length + 1,
"x": position.X,
"y": position.Y,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "teleport"
});
} else {
log.info("不在主界面,请返回主界面后重新启动脚本");
return;
}
await sleep(3000);
while (continueRecording && recordCount < 999) { // 限制最大录制次数,避免无限循环
continueRecording = await recordPosition();
if (continueRecording) {
recordCount++;
await sleep(3000); // 每3秒录制一次
}
}
log.info("委托地图追踪录制结束");
}
main();

View File

@@ -1,19 +0,0 @@
{
"manifest_version": 1,
"name": "地图追踪录制",
"version": "1.2",
"bgi_version": "0.45.0",
"description": "自动地图追踪录制每3秒从小地图获取一次当前坐标打开大地图结束录制",
"tags": [
"工具",
"委托"
],
"authors": [
{
"name": "星野",
"links": "https://github.com/LX666-666"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,48 +0,0 @@
[
{
"name": "questName",
"type": "input-text",
"label": "委托名称",
"default": "默认委托"
},
{
"name": "questLocation",
"type": "input-text",
"label": "委托地点",
"default": "默认地点"
},
{
"name": "trackNumber",
"type": "input-text",
"label": "地图追踪编号",
"default": 1
},
{
"name": "runMode",
"type": "select",
"label": "运行模式",
"options": [
"录制模式",
"运行模式"
],
"default": "录制模式"
},
{
"name": "author",
"type": "input-text",
"label": "作者",
"default": "星野工具箱"
},
{
"name": "description",
"type": "input-text",
"label": "描述",
"default": "自动地图追踪录制"
},
{
"name": "version",
"type": "input-text",
"label": "版本",
"default": "1.0"
}
]