This commit is contained in:
Tool_tingsu
2025-09-11 23:06:12 +08:00
committed by GitHub
parent db906ae880
commit 793223246e
2 changed files with 297 additions and 214 deletions

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@@ -35,10 +35,10 @@ function readAliases() {
setGameMetrics(1920, 1080, 1);
// 返回主界面
await genshin.returnMainUi();
//切换配对
if (settings.switchPartyName) {
await genshin.switchParty(settings.switchPartyName);
}
//切换配对
if (settings.switchPartyName) {
await genshin.switchParty(settings.switchPartyName);
}
const option = settings.option;
if (option === '推荐-非快速配对模式 @Tool_tingsu') {
@@ -50,6 +50,9 @@ function readAliases() {
[1462, 538]
];
// 获取初始角色数组
const initialAvatars = getAvatars();
// 读取别名
const aliases = readAliases();
@@ -58,15 +61,21 @@ function readAliases() {
settings.position2,
settings.position3,
settings.position4
].map(input => {
if (input && input.trim()!== "") {
].map((input, index) => {
if (input && input.trim() !== "") {
const actualName = aliases[input] || input;
log.info(`设置对应号位为【${input}】,切换角色为【${actualName}`);
// 替换初始数组对应位置
initialAvatars[index] = actualName;
return actualName;
}
return null;
});
// 目标角色数组(替换后的初始数组)
const targetAvatars = [...initialAvatars];
log.info(`目标角色: [${targetAvatars}]`);
// 识别对象定义
const roTeamConfig = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/队伍配置.png`), 0, 0, 1920, 1080);
const roReplace = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/更换.png`), 0, 0, 1920, 1080);
@@ -74,9 +83,11 @@ function readAliases() {
let openPairingTries = 0;
let totalOpenPairingTries = 0;
let retryCount = 0; // 重试计数器
let switchSuccess = false;
// 在进入角色切换逻辑前进行检测,如果所有角色设置均为空则直接退出
if (positionSettings.every((item) =>!item)) {
if (positionSettings.every((item) => !item)) {
log.info("未设置任何角色,跳过切换队伍步骤");
await genshin.returnMainUi();
return;
@@ -104,97 +115,130 @@ function readAliases() {
}
}
if (!(await openPairingInterface())) {
// 角色切换逻辑封装
async function switchCharacters() {
if (!(await openPairingInterface())) {
return false;
}
for (let i = 0; i < positionSettings.length; i++) {
let rolenum = i + 1;
const selectedCharacter = positionSettings[i];
if (!selectedCharacter) {
log.info(`未设置${rolenum}号位角色,跳过`);
continue;
}
const [x, y] = positionCoordinates[i];
click(x, y);
log.info(`开始设置${rolenum}号位角色`);
await sleep(1000);
let characterFound = false;
let pageTries = 0;
// 最多尝试滚动页面20次
while (pageTries < 20) {
// 尝试识别所有可能的角色文件名
for (let num = 1; ; num++) {
const paddedNum = num.toString().padStart(2, "0");
const characterFileName = `${selectedCharacter}${paddedNum}`;
try {
const characterRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`),
0, 0, 1920, 1080
);
const characterResult = captureGameRegion().find(characterRo);
if (characterResult.isExist()) {
log.info(`已找到角色【${selectedCharacter}`);
characterResult.click();
await sleep(500);
characterFound = true;
break;
}
} catch (error) {
// 文件不存在,跳出循环
break;
}
}
if (characterFound) {
break;
}
// 滚动页面
if (pageTries < 15) {
log.info("当前页面没有目标角色,滚动页面");
await scrollPage(200);
}
pageTries++;
}
if (!characterFound) {
log.error(`未找到【${selectedCharacter}`);
continue;
}
// 识别"更换"或"加入"按钮
const replaceResult = captureGameRegion().find(roReplace);
const joinResult = captureGameRegion().find(roJoin);
if (replaceResult.isExist() || joinResult.isExist()) {
await sleep(300);
if (replaceResult.isExist()){
replaceResult.click();
} else {
joinResult.click();
}
keyPress("VK_LBUTTON");
await sleep(500);
} else {
log.error(`该角色已在队伍中,无需切换`);
await sleep(300);
keyPress("VK_ESCAPE");
await sleep(500);
}
await sleep(500);
}
return true;
}
// 执行切换并检查结果
while (retryCount < 2) { // 最多尝试2次初始1次+重试1次
if (!await switchCharacters()) {
log.error("角色切换过程失败");
return;
}
// 返回主界面后获取最终角色数组
await genshin.returnMainUi();
const finalAvatars = getAvatars();
// 比较数组是否完全一致
const arraysEqual = targetAvatars.length === finalAvatars.length &&
targetAvatars.every((val, idx) => val === finalAvatars[idx]);
if (arraysEqual) {
log.info("角色切换成功");
switchSuccess = true;
break;
} else {
log.warn("角色不匹配,准备重试...");
retryCount++;
if (retryCount >= 2) {
log.error("角色切换失败");
return;
}
// 重新打开配对界面准备重试
await genshin.returnMainUi();
}
}
if (!switchSuccess) {
log.error("角色切换失败");
return;
}
// 角色切换逻辑
for (let i = 0; i < positionSettings.length; i++) {
let rolenum = i + 1;
const selectedCharacter = positionSettings[i];
if (!selectedCharacter) {
log.info(`未设置${rolenum}号位角色,跳过`);
continue;
}
const [x, y] = positionCoordinates[i];
click(x, y);
log.info(`开始设置${rolenum}号位角色`);
await sleep(1000);
let characterFound = false;
let pageTries = 0;
// 最多尝试滚动页面20次
while (pageTries < 20) {
// 尝试识别所有可能的角色文件名
for (let num = 1; ; num++) {
const paddedNum = num.toString().padStart(2, "0");
const characterFileName = `${selectedCharacter}${paddedNum}`;
try {
const characterRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`),
0,
0,
1920,
1080
);
const characterResult = captureGameRegion().find(characterRo);
if (characterResult.isExist()) {
log.info(`已找到角色${selectedCharacter}`);
// 计算向右偏移70像素、向下偏移70像素的位置
const targetX = characterResult.x + 35;
const targetY = characterResult.y + 35;
// 边界检查,确保坐标在屏幕范围内
const safeX = Math.min(Math.max(targetX, 0), 1920);
const safeY = Math.min(Math.max(targetY, 0), 1080);
click(safeX, safeY);
await sleep(500); // 点击角色后等待0.5秒
characterFound = true;
break;
}
} catch (error) {
// 如果文件不存在,跳出循环
break;
}
}
if (characterFound) {
break;
}
// 如果不是最后一次尝试,尝试滚动页面
if (pageTries < 15) {
log.info("当前页面没有目标角色,滚动页面");
await scrollPage(200); // 滚动距离可根据实际情况调整
}
pageTries++;
}
if (!characterFound) {
log.error(`未找到【${selectedCharacter}`);
continue;
}
// 识别"更换"或"加入"按钮
const replaceResult = captureGameRegion().find(roReplace);
const joinResult = captureGameRegion().find(roJoin);
if (replaceResult.isExist() || joinResult.isExist()) {
await sleep(300);
click(68, 1020);
keyPress("VK_LBUTTON");
await sleep(500);
} else {
log.error(`该角色已在队伍中,无需切换`);
await sleep(300);
keyPress("VK_ESCAPE");
await sleep(500);
}
await sleep(500);
}
} else if (option === '存在bug-快速配对模式 @兩夢三醒') {
// 切换队伍
// 切换队伍
if (!!settings.partyName) {
try {
log.info("正在尝试切换至" + settings.partyName);
@@ -212,6 +256,9 @@ function readAliases() {
await genshin.returnMainUi();
}
// 获取初始角色数组
const initialAvatars = getAvatars();
// 角色位置坐标
const positionCoordinates = [
[107, 190],
@@ -224,25 +271,31 @@ function readAliases() {
const aliases = readAliases();
// 获取需要切换的角色,并进行别名替换
const positionSettings = [settings.position1, settings.position2, settings.position3, settings.position4].map(input => {
if (input && input.trim()!== "") {
const positionSettings = [settings.position1, settings.position2, settings.position3, settings.position4].map((input, index) => {
if (input && input.trim() !== "") {
const actualName = aliases[input] || input;
log.info(`设置对应号位为【${input}】,切换角色为【${actualName}`);
// 替换初始数组对应位置
initialAvatars[index] = actualName;
return actualName;
}
return null;
});
// 目标角色数组(替换后的初始数组)
const targetAvatars = [...initialAvatars];
log.info(`目标角色: [${targetAvatars}]`);
// 识别对象定义
const roTeamConfig = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/队伍配置.png`), 0, 0, 1920, 1080);
// const roReplace = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/更换.png`), 0, 0, 1920, 1080);
// const roJoin = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/加入.png`), 0, 0, 1920, 1080);
let openPairingTries = 0;
let totalOpenPairingTries = 0;
let retryCount = 0; // 重试计数器
let switchSuccess = false;
// 在进入角色切换逻辑前进行检测,如果所有角色设置均为空则直接退出
if (positionSettings.every((item) =>!item)) {
if (positionSettings.every((item) => !item)) {
log.info("未设置任何角色,跳过切换队伍步骤");
await genshin.returnMainUi();
return;
@@ -271,130 +324,160 @@ function readAliases() {
}
}
if (!(await openPairingInterface())) {
return;
}
// 需要取消选择的数量
const ocrRegions = [
[340, 181, 315, 330],
[655, 181, 315, 330],
[970, 181, 315, 330],
[1285, 181, 315, 330],
];
let regionsWithTextCount = 0;
let captureRegion = captureGameRegion();
for (const [x, y, w, h] of ocrRegions) {
const regionOcrResult = captureRegion.findMulti(RecognitionObject.ocr(x, y, w, h));
if (regionOcrResult.count > 0) {
regionsWithTextCount++;
// 角色切换逻辑封装
async function switchCharacters() {
if (!(await openPairingInterface())) {
return false;
}
}
log.info(`有文字的区域数量为: ${regionsWithTextCount}`);
// 角色切换逻辑
click(1212, 1020); // 点击快速编队
await sleep(1000);
log.info(`点击快速编队`);
for (let i = 0; i < regionsWithTextCount; i++) {
if (i >= positionCoordinates.length) {
break;
}
const [x, y] = positionCoordinates[i];
click(x, y);
await sleep(1000);
log.info(`取消选择${x},${y}位置的角色`);
}
for (let i = 0; i < positionSettings.length; i++) {
let rolenum = i + 1;
const selectedCharacter = positionSettings[i];
const [x, y] = positionCoordinates[i];
click(800, 123);
await sleep(1000);
if (!selectedCharacter) {
log.info(`未设置${rolenum}号位角色保持原来的选择可能存在未知bug`);
click(x, y);
await sleep(1000);
continue;
}
log.info(`开始设置${rolenum}号位角色`);
log.info(`目标角色为:【${selectedCharacter}`);
let characterFound = false;
let pageTries = 0;
// 最多尝试滚动页面20×2次
while (pageTries < 40) {
// 尝试识别所有可能的角色文件名
for (let num = 1; ; num++) {
const paddedNum = num.toString().padStart(2, "0");
const characterFileName = `${selectedCharacter}${paddedNum}`;
try {
const characterRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`),
0,
0,
1920,
1080
);
const characterResult = captureGameRegion().find(characterRo);
if (characterResult.isExist()) {
log.info(`已找到角色【${selectedCharacter}`);
// 计算向右偏移70像素、向下偏移70像素的位置
const targetX = characterResult.x + 35;
const targetY = characterResult.y + 35;
// 边界检查,确保坐标在屏幕范围内
const safeX = Math.min(Math.max(targetX, 0), 1920);
const safeY = Math.min(Math.max(targetY, 0), 1080);
click(safeX, safeY);
await sleep(500); // 点击角色后等待0.5秒
characterFound = true;
break;
}
} catch (error) {
// 如果文件不存在,跳出循环
break;
}
// 需要取消选择的数量
const ocrRegions = [
[340, 181, 315, 330],
[655, 181, 315, 330],
[970, 181, 315, 330],
[1285, 181, 315, 330],
];
let regionsWithTextCount = 0;
let captureRegion = captureGameRegion();
for (const [x, y, w, h] of ocrRegions) {
const regionOcrResult = captureRegion.findMulti(RecognitionObject.ocr(x, y, w, h));
if (regionOcrResult.count > 0) {
regionsWithTextCount++;
}
}
log.info(`有文字的区域数量为: ${regionsWithTextCount}`);
if (characterFound) {
// 角色切换逻辑
click(1212, 1020); // 点击快速编队
await sleep(1000);
log.info(`点击快速编队`);
for (let i = 0; i < regionsWithTextCount; i++) {
if (i >= positionCoordinates.length) {
break;
}
// 如果不是最后一次尝试,尝试滚动页面
if (pageTries < 30) {
log.info(`当前页面没有目标角色【${selectedCharacter}】,滚动页面`);
await scrollPage(200); // 滚动距离可根据实际情况调整
}
if (pageTries == 15) {
log.info("滚动完毕,重置位置,再试一次");
click(800, 123);
await sleep(1000);
}
pageTries++;
}
if (!characterFound) {
log.error(`未找到【${selectedCharacter}】,尝试选择原来的角色`);
click(800, 123);
await sleep(1000);
const [x, y] = positionCoordinates[i];
click(x, y);
await sleep(1000);
continue;
log.info(`取消选择${x},${y}位置的角色`);
}
for (let i = 0; i < positionSettings.length; i++) {
let rolenum = i + 1;
const selectedCharacter = positionSettings[i];
const [x, y] = positionCoordinates[i];
click(800, 123);
await sleep(1000);
if (!selectedCharacter) {
log.info(`未设置${rolenum}号位角色保持原来的选择可能存在未知bug`);
click(x, y);
await sleep(1000);
continue;
}
log.info(`开始设置${rolenum}号位角色`);
log.info(`目标角色为:【${selectedCharacter}`);
let characterFound = false;
let pageTries = 0;
// 最多尝试滚动页面20×2次
while (pageTries < 40) {
// 尝试识别所有可能的角色文件名
for (let num = 1; ; num++) {
const paddedNum = num.toString().padStart(2, "0");
const characterFileName = `${selectedCharacter}${paddedNum}`;
try {
const characterRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`),
0, 0, 1920, 1080
);
const characterResult = captureGameRegion().find(characterRo);
if (characterResult.isExist()) {
log.info(`已找到角色【${selectedCharacter}`);
characterResult.click();
await sleep(500);
characterFound = true;
break;
}
} catch (error) {
// 文件不存在,跳出循环
break;
}
}
if (characterFound) {
break;
}
// 滚动页面
if (pageTries < 30) {
log.info(`当前页面没有目标角色【${selectedCharacter}】,滚动页面`);
await scrollPage(200);
}
if (pageTries == 15) {
log.info("滚动完毕,重置位置,再试一次");
click(800, 123);
await sleep(1000);
}
pageTries++;
}
if (!characterFound) {
log.error(`未找到【${selectedCharacter}】,尝试选择原来的角色`);
click(800, 123);
await sleep(1000);
click(x, y);
await sleep(1000);
continue;
}
}
// 点击保存
click(427, 1024);
await sleep(1000);
keyPress("VK_LBUTTON");
await sleep(500);
return true;
}
// 执行切换并检查结果
while (retryCount < 2) { // 最多尝试2次初始1次+重试1次
if (!await switchCharacters()) {
log.error("角色切换过程失败");
return;
}
// 返回主界面后获取最终角色数组
await genshin.returnMainUi();
const finalAvatars = getAvatars();
// 比较数组是否完全一致
const arraysEqual = targetAvatars.length === finalAvatars.length &&
targetAvatars.every((val, idx) => val === finalAvatars[idx]);
if (arraysEqual) {
log.info("角色切换成功");
switchSuccess = true;
break;
} else {
log.warn("角色不匹配,准备重试...");
retryCount++;
if (retryCount >= 2) {
log.error("角色切换失败");
return;
}
// 重新打开配对界面准备重试
await genshin.returnMainUi();
}
}
// 点击保存
click(427, 1024);
await sleep(1000);
keyPress("VK_LBUTTON");
await sleep(500);
}
// 返回主界面
await genshin.returnMainUi();
//清空角色缓存
genshin.ClearPartyCache();
if (!switchSuccess) {
log.error("角色切换失败");
return;
}
}
// 返回主界面
await genshin.returnMainUi();
// 清空角色缓存
genshin.ClearPartyCache();
})();