js:狗粮联机团购1.1.1 (#1799)

This commit is contained in:
mno
2025-09-03 11:19:27 +08:00
committed by GitHub
parent 45eb8e41d3
commit 97181d6171

View File

@@ -22,7 +22,7 @@
// 按 runningOrder 依次进入世界并执行联机收尾
for (const idx of enteringIndex) {
if (settings.usingCharacter) keyPress(`${settings.usingCharacter}`);
if (settings.usingCharacter) { await sleep(1000); keyPress(`${settings.usingCharacter}`); }
//构造加入idx号世界的autoEnter的settings
let autoEnterSettings;
if (idx === yourIndex) {
@@ -56,16 +56,60 @@
};
log.info(`将要进入序号${idx}uid为${settings[`p${idx}UID`]}的世界`);
}
await autoEnter(autoEnterSettings);
let attempts = 0;
const leaveTeamRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/leaveTeam.png"));
while (attempts < 5) {
attempts++;
await autoEnter(autoEnterSettings);
//队员加入后要检查房主名称
if (autoEnterSettings.enterMode === "进入他人世界" && attempts != 5) {
if (await checkP1Name(settings[`p${idx}Name`])) {
break;
} else {
//进入了错误的世界,退出世界并重新加入,最后一次不检查
await sleep(1000);
await findAndClick(leaveTeamRo);
await waitForMainUI(true);
continue;
}
} else {
break;
}
}
//执行对应的联机狗粮
await runGroupPurchasing();
}
//如果勾选了额外,在结束后再执行一次额外路线
if (settings.runExtra) await runGroupPurchasing();
if (settings.runExtra) {
await switchPartyIfNeeded(settings.partyName)
await runGroupPurchasing();
}
}
}
)();
async function checkP1Name(p1Name) {
await genshin.returnMainUi();
await keyPress("F2");
await sleep(2000);
const gameRegion = captureGameRegion();
const resList = gameRegion.findMulti(RecognitionObject.ocr(400, 170, 300, 55));
gameRegion.dispose();
let hit = null;
let txt;
for (const res of resList) {
txt = res.text.trim();
if (txt === p1Name) { hit = txt; break; }
}
if (hit) {
log.info(`识别到房主为${hit},与预期相符`);
return true;
} else {
log.warn(`识别结果为${txt},与预期的${p1Name}不符,重试`);
return false;
}
}
/**
* 群收尾 / 额外路线统一入口
*
@@ -85,7 +129,7 @@ async function runGroupPurchasing() {
const p4InBigMapRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/4pInBigMap.png"));
const kickAllRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickAll.png"));
const confirmKickRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/confirmKick.png"));
const leaveTeamRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/leaveTeam.png"));
// ===== 3. 初始化变量 =====
let _infoPoints = null;
@@ -108,15 +152,24 @@ async function runGroupPurchasing() {
const totalNumber = await findTotalNumber();
await waitForReady(totalNumber);
for (let i = 1; i <= totalNumber; i++) await runEndingPath(i);
await genshin.returnMainUi();
await keyPress("F2");
await sleep(2000);
await findAndClick(kickAllRo);
await sleep(500);
await findAndClick(confirmKickRo);
await waitForMainUI(true);
await genshin.returnMainUi();
let kickAttempts = 0;
while (kickAttempts < 10) {
kickAttempts++;
await genshin.returnMainUi();
await keyPress("F2");
await sleep(2000);
await findAndClick(kickAllRo);
await sleep(500);
await findAndClick(confirmKickRo);
await waitForMainUI(true);
await genshin.returnMainUi();
if (getPlayerSign() != 0) {
await genshin.returnMainUi();
break;
}
await genshin.returnMainUi();
await sleep(10000);
}
} else if (groupNumBer > 1) {
await goToTarget(groupNumBer);
if (await waitForMainUI(false, 2 * 60 * 60 * 1000)) {
@@ -132,134 +185,6 @@ async function runGroupPurchasing() {
}
running = false;
//等待主界面状态
async function waitForMainUI(requirement, timeOut = 60 * 1000) {
log.info(`等待至多${timeOut}毫秒`)
const startTime = Date.now();
while (Date.now() - startTime < timeOut) {
const mainUIState = await isMainUI();
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;
log.info(`已等待 ${min}${sec}${ms}毫秒`);
await sleep(1000);
}
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
const imagePath = "assets/RecognitionObject/MainUI.png";
// 修改后的识别区域(左上角区域)
const xMin = 0;
const yMin = 0;
const width = 150; // 识别区域宽度
const height = 150; // 识别区域高度
let template = file.ReadImageMatSync(imagePath);
let recognitionObject = RecognitionObject.TemplateMatch(template, xMin, yMin, width, height);
// 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(recognitionObject);
gameRegion.dispose();
if (result.isExist()) {
//log.info("处于主界面");
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(50); // 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
}
//获取联机世界的当前玩家标识
async function getPlayerSign() {
const picDic = {
"1P": "assets/RecognitionObject/1P.png",
"2P": "assets/RecognitionObject/2P.png",
"3P": "assets/RecognitionObject/3P.png",
"4P": "assets/RecognitionObject/4P.png"
}
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);
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 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 findTotalNumber() {
await genshin.returnMainUi();
await keyPress("F2");
await sleep(2000);
// 定义模板
const kick2pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 277, 230, 120);
const kick3pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 400, 230, 120);
const kick4pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 527, 230, 120);
moveMouseTo(1555, 860); // 防止鼠标干扰
const gameRegion = captureGameRegion();
await sleep(200);
let count = 1; // 先算上自己
// 依次匹配 2P
if (gameRegion.Find(kick2pRo).isExist()) {
log.info("发现 2P");
count++;
}
// 依次匹配 3P
if (gameRegion.Find(kick3pRo).isExist()) {
log.info("发现 3P");
count++;
}
// 依次匹配 4P
if (gameRegion.Find(kick4pRo).isExist()) {
log.info("发现 4P");
count++;
}
gameRegion.dispose();
log.info(`当前联机世界玩家总数(含自己):${count}`);
return count;
}
/**
* 等待所有队友2P/3P/4P就位
* @param {number} totalNumber 联机总人数(包含自己)
@@ -359,7 +284,7 @@ async function runGroupPurchasing() {
log.info(`├─ 目标点位坐标: (${point.x}, ${point.y})`);
log.info(`└─ 图标与目标点位距离: ${dist.toFixed(2)} m`);
return dist <= 20; // 20 m 阈值,可按需调整
return dist <= 10; // 10 m 阈值,可按需调整
}
@@ -561,82 +486,6 @@ async function runGroupPurchasing() {
log.info(`${folderName} 的全部路线已完成`);
}
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()) {
result.click();
return true; // 成功立刻返回
}
log.warn(`识别失败,第 ${attempts + 1} 次重试`);
} catch (err) {
} finally {
gameRegion.dispose();
}
if (attempts < maxAttempts - 1) { // 最后一次不再 sleep
await sleep(250);
}
}
//log.error("已达到重试次数上限,仍未找到目标");
return false;
}
// 定义 readFolder 函数
async function readFolder(folderPath, onlyJson) {
// 新增一个堆栈,初始时包含 folderPath
const folderStack = [folderPath];
// 新增一个数组,用于存储文件信息对象
const files = [];
// 当堆栈不为空时,继续处理
while (folderStack.length > 0) {
// 从堆栈中弹出一个路径
const currentPath = folderStack.pop();
// 读取当前路径下的所有文件和子文件夹路径
const filesInSubFolder = file.ReadPathSync(currentPath);
// 临时数组,用于存储子文件夹路径
const subFolders = [];
for (const filePath of filesInSubFolder) {
if (file.IsFolder(filePath)) {
// 如果是文件夹,先存储到临时数组中
subFolders.push(filePath);
} else {
// 如果是文件,根据 onlyJson 判断是否存储
if (onlyJson) {
if (filePath.endsWith(".json")) {
const fileName = filePath.split('\\').pop(); // 提取文件名
const folderPathArray = filePath.split('\\').slice(0, -1); // 提取文件夹路径数组
files.push({
fullPath: filePath,
fileName: fileName,
folderPathArray: folderPathArray
});
//log.info(`找到 JSON 文件:${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;
}
// fakeLog 函数,使用方法:将本函数放在主函数前,调用时请务必使用await否则可能出现v8白框报错
//在js开头处伪造该js结束运行的日志信息如 await fakeLog("js脚本", true, true, 0);
//在js结尾处伪造该js开始运行的日志信息如 await fakeLog("js脚本", true, false, 2333);
@@ -786,7 +635,7 @@ async function autoEnter(autoEnterSettings) {
log.info(`加入成功,队伍编号 ${playerSign}`);
break;
}
log.error('不处于多人世界,开始尝试加入');
log.info('不处于多人世界,开始尝试加入');
await genshin.returnMainUi(); await sleep(500);
if (!enteringUID) { log.error('未填写有效 UID'); break; }
@@ -804,8 +653,7 @@ async function autoEnter(autoEnterSettings) {
} else { // 等待他人进入
if (enterCount >= maxEnterCount) break;
if (await isYUI()) keyPress("VK_ESCAPE");
if (await isYUI()) keyPress("VK_ESCAPE"); await sleep(500);
await genshin.returnMainUi();
keyPress("Y"); await sleep(250);
@@ -828,10 +676,10 @@ async function autoEnter(autoEnterSettings) {
enterCount++;
enteredPlayers = [...new Set([...enteredPlayers, result])];
log.info(`允许 ${result} 加入`);
if (await isYUI()) { keyPress("VK_ESCAPE"); await genshin.returnMainUi(); }
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(); }
}
}
}
@@ -849,46 +697,6 @@ async function autoEnter(autoEnterSettings) {
}
}
// ===== 以下工具函数保持不变 =====
async function waitForMainUI(requirement, timeOut = 60 * 1000) {
const startTime = Date.now();
while (Date.now() - startTime < timeOut) {
if (await isMainUI() === requirement) return true;
await sleep(1000);
}
log.error("超时仍未到达指定状态");
return false;
}
async function isMainUI() {
const template = file.ReadImageMatSync("assets/RecognitionObject/MainUI.png");
const ro = RecognitionObject.TemplateMatch(template, 0, 0, 150, 150);
try {
const gameRegion = captureGameRegion();
const result = gameRegion.find(ro);
gameRegion.dispose();
return result.isExist();
} catch { return false; }
}
async function getPlayerSign() {
const picDic = {
"1P": "assets/RecognitionObject/1P.png",
"2P": "assets/RecognitionObject/2P.png",
"3P": "assets/RecognitionObject/3P.png",
"4P": "assets/RecognitionObject/4P.png"
};
await genshin.returnMainUi(); await sleep(500);
const gameRegion = captureGameRegion();
const x = 344, y = 22, w = 45, h = 45;
for (let i = 1; i <= 4; i++) {
const ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic[i + "P"]), x, y, w, h);
if (gameRegion.Find(ro).isExist()) { gameRegion.dispose(); return i; }
}
gameRegion.dispose();
return 0;
}
async function confirmSearchResult() {
for (let i = 0; i < 5; i++) {
const gameRegion = captureGameRegion();
@@ -900,17 +708,6 @@ async function autoEnter(autoEnterSettings) {
return true;
}
async function findAndClick(target, maxAttempts = 20) {
for (let i = 0; i < maxAttempts; i++) {
const gameRegion = captureGameRegion();
const res = gameRegion.find(target);
if (res.isExist()) { res.click(); return true; }
gameRegion.dispose();
if (i < maxAttempts - 1) await sleep(250);
}
return false;
}
async function isYUI() {
for (let i = 0; i < 5; i++) {
const gameRegion = captureGameRegion();
@@ -943,44 +740,6 @@ async function autoEnter(autoEnterSettings) {
return hit;
} catch { return null; }
}
async function findTotalNumber() {
await genshin.returnMainUi(); await keyPress("F2"); await sleep(2000);
const template = file.ReadImageMatSync("assets/RecognitionObject/kickButton.png");
const positions = [
{ x: 1520, y: 277, w: 230, h: 120 },
{ x: 1520, y: 400, w: 230, h: 120 },
{ x: 1520, y: 527, w: 230, h: 120 }
];
const gameRegion = captureGameRegion();
let count = 1;
for (const { x, y, w, h } of positions) {
if (gameRegion.Find(RecognitionObject.TemplateMatch(template, x, y, w, h)).isExist()) count++;
}
gameRegion.dispose();
log.info(`当前联机世界玩家总数(含自己):${count}`);
return count;
}
async function readFolder(folderPath, onlyJson) {
const stack = [folderPath];
const files = [];
while (stack.length) {
const cur = stack.pop();
const items = file.ReadPathSync(cur);
const folders = [];
for (const p of items) {
if (file.IsFolder(p)) folders.push(p);
else if (!onlyJson || p.endsWith('.json')) {
const fileName = p.split('\\').pop();
const folderPathArray = p.split('\\').slice(0, -1);
files.push({ fullPath: p, fileName, folderPathArray });
}
}
stack.push(...folders.reverse());
}
return files;
}
}
//切换队伍
@@ -1001,4 +760,206 @@ async function switchPartyIfNeeded(partyName) {
notification.error(`队伍切换失败,可能处于联机模式或其他不可切换状态`);
await genshin.returnMainUi();
}
}
}
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()) {
result.click();
return true; // 成功立刻返回
}
} 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;
}
//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();
while (Date.now() - startTime < timeOut) {
const mainUIState = await isMainUI();
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;
log.info(`已等待 ${min}${sec}${ms}毫秒`);
await sleep(1000);
}
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
const imagePath = "assets/RecognitionObject/MainUI.png";
// 修改后的识别区域(左上角区域)
const xMin = 0;
const yMin = 0;
const width = 150; // 识别区域宽度
const height = 150; // 识别区域高度
let template = file.ReadImageMatSync(imagePath);
let recognitionObject = RecognitionObject.TemplateMatch(template, xMin, yMin, width, height);
// 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(recognitionObject);
gameRegion.dispose();
if (result.isExist()) {
//log.info("处于主界面");
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(50); // 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
}
//获取联机世界的当前玩家标识
async function getPlayerSign() {
const picDic = {
"1P": "assets/RecognitionObject/1P.png",
"2P": "assets/RecognitionObject/2P.png",
"3P": "assets/RecognitionObject/3P.png",
"4P": "assets/RecognitionObject/4P.png"
}
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);
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 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 findTotalNumber() {
await genshin.returnMainUi();
await keyPress("F2");
await sleep(2000);
// 定义模板
const kick2pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 277, 230, 120);
const kick3pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 400, 230, 120);
const kick4pRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/RecognitionObject/kickButton.png"), 1520, 527, 230, 120);
moveMouseTo(1555, 860); // 防止鼠标干扰
const gameRegion = captureGameRegion();
await sleep(200);
let count = 1; // 先算上自己
// 依次匹配 2P
if (gameRegion.Find(kick2pRo).isExist()) {
log.info("发现 2P");
count++;
}
// 依次匹配 3P
if (gameRegion.Find(kick3pRo).isExist()) {
log.info("发现 3P");
count++;
}
// 依次匹配 4P
if (gameRegion.Find(kick4pRo).isExist()) {
log.info("发现 4P");
count++;
}
gameRegion.dispose();
log.info(`当前联机世界玩家总数(含自己):${count}`);
return count;
}
// 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;
}