本体JS开放幽境危战 (#2963)

* feat(dispatcher): 添加自动幽境危战任务支持

- 新增 runAutoStygianOnslaughtTask 方法用于运行自动幽境危战任务
- 添加 RunAutoStygianOnslaughtTask 别名支持
- 定义 AutoStygianOnslaughtParam 类包含战斗参数配置
- 支持配置 boss 数量、自动分解圣遗物、树脂使用策略等参数
- 提供战斗队伍和脚本包路径的自定义选项
- 生成相应的属性别名以保持一致性

* feat(dispatcher): 添加自动幽境危战任务支持

- 新增 runAutoStygianOnslaughtTask 方法用于运行自动幽境危战任务
- 添加 RunAutoStygianOnslaughtTask 别名支持
- 定义 AutoStygianOnslaughtParam 类包含战斗参数配置
- 支持配置 boss 数量、自动分解圣遗物、树脂使用策略等参数
- 提供战斗队伍和脚本包路径的自定义选项
- 生成相应的属性别名以保持一致性

* feat(bettergi): 添加战斗策略路径设置和树脂优先级列表功能

- 新增 setCombatStrategyPath 方法用于设置战斗策略路径
- 新增 setResinPriorityList 方法用于设置树脂优先级列表
- 为新方法添加了完整的 JSDoc 注释和参数说明
- 生成对应的全局别名声明 SetCombatStrategyPath 和 SetResinPriorityList
This commit is contained in:
云端客
2026-03-11 17:17:50 +08:00
committed by GitHub
parent d531648606
commit a85b49f9f3

58
bettergi.d.ts vendored
View File

@@ -646,6 +646,12 @@ declare const dispatcher: {
* @param customCt 自定义取消令牌(可选)
*/
runAutoLeyLineOutcropTask(param: AutoLeyLineOutcropParam, customCt?: CancellationToken | null): Promise<void>;
/**
* 运行自动幽境危战任务
* @param param 战斗任务参数
* @param customCt 自定义取消令牌(可选)
*/
runAutoStygianOnslaughtTask(param: AutoStygianOnslaughtParam, customCt?: CancellationToken | null): Promise<void>;
// ==== BEGIN AUTO-GENERATED ALIASES ====
AddTimer: typeof dispatcher.addTimer;
AddTrigger: typeof dispatcher.addTrigger;
@@ -656,6 +662,7 @@ declare const dispatcher: {
RunAutoDomainTask: typeof dispatcher.runAutoDomainTask;
RunAutoFightTask: typeof dispatcher.runAutoFightTask;
RunAutoLeyLineOutcropTask: typeof dispatcher.runAutoLeyLineOutcropTask;
RunAutoStygianOnslaughtTask: typeof dispatcher.runAutoStygianOnslaughtTask;
// ==== END AUTO-GENERATED ALIASES ====;
};
@@ -1046,7 +1053,58 @@ declare class AutoLeyLineOutcropParam {
declare IsNotification: typeof AutoLeyLineOutcropParam.prototype.isNotification;
// ==== END AUTO-GENERATED ALIASES ====
}
/**
* 自动幽境危战任务参数
*/
declare class AutoStygianOnslaughtParam {
constructor(path: string);
/**boss 名字 1~3 */
bossNum: number;
/**结束后是否自动分解圣遗物*/
autoArtifactSalvage: boolean;
/**指定树脂的使用次数*/
specifyResinUse: boolean;
/**自定义使用树脂优先级*/
resinPriorityList: string[];
/** 使用原粹树脂刷取副本次数*/
originalResinUseCount: number;
/** 使用浓缩树脂刷取副本次数*/
condensedResinUseCount: number;
/** 使用须臾树脂刷取副本次数*/
transientResinUseCount: number;
/** 使用脆弱树脂刷取副本次数*/
fragileResinUseCount: number;
/**指定战斗队伍*/
fightTeamName: string;
/**战斗脚本包路径*/
combatScriptBagPath: string;
/**
* 设置战斗策略路径
* @param strategyName 策略名称
* @returns 策略路径
*/
setCombatStrategyPath(strategyName?: string): string;
/**
* 设置树脂优先级列表
* @param list 优先级列表
*/
setResinPriorityList(...priorities: string[]): void;
// ==== BEGIN AUTO-GENERATED ALIASES ====
declare BossNum: typeof AutoStygianOnslaughtParam.prototype.bossNum;
declare AutoArtifactSalvage: typeof AutoStygianOnslaughtParam.prototype.autoArtifactSalvage;
declare SpecifyResinUse: typeof AutoStygianOnslaughtParam.prototype.specifyResinUse;
declare ResinPriorityList: typeof AutoStygianOnslaughtParam.prototype.resinPriorityList;
declare OriginalResinUseCount: typeof AutoStygianOnslaughtParam.prototype.originalResinUseCount;
declare CondensedResinUseCount: typeof AutoStygianOnslaughtParam.prototype.condensedResinUseCount;
declare TransientResinUseCount: typeof AutoStygianOnslaughtParam.prototype.transientResinUseCount;
declare FragileResinUseCount: typeof AutoStygianOnslaughtParam.prototype.fragileResinUseCount;
declare FightTeamName: typeof AutoStygianOnslaughtParam.prototype.fightTeamName;
declare CombatScriptBagPath: typeof AutoStygianOnslaughtParam.prototype.combatScriptBagPath;
declare SetCombatStrategyPath: typeof AutoDomainParam.prototype.setCombatStrategyPath;
declare SetResinPriorityList: typeof AutoDomainParam.prototype.setResinPriorityList;
// ==== END AUTO-GENERATED ALIASES ====
}
/**
* 自动战斗任务参数
*/