全自动地脉花4.1.6:Bug修复 (#1810)

* 新路线target

* 树脂耗尽检测修复

* 4.1.6
This commit is contained in:
ddaodan
2025-09-03 20:20:31 +08:00
committed by GitHub
parent 55ba8eb708
commit e3075087d3
15 changed files with 831 additions and 668 deletions

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@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔11-呼呼丘-1",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754200248662
},
"positions": [
{
"id": 1,
"x": 14248.3935546875,
"y": 581.4296875,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔11-呼呼丘-2",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754200241832
},
"positions": [
{
"id": 1,
"x": 14309.2685546875,
"y": 462.38916015625,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔11-呼呼丘-3",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754200188083
},
"positions": [
{
"id": 1,
"x": 14390.443359375,
"y": 470.20263671875,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔12-浪浪湾-1",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754569850355
},
"positions": [
{
"id": 1,
"x": 14799.513671875,
"y": 631.3671875,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔12-浪浪湾-2",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754570057671
},
"positions": [
{
"id": 1,
"x": 14801.615234375,
"y": 740.56103515625,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -0,0 +1,26 @@
{
"info": {
"name": "纳塔12-浪浪湾-3",
"bgi_version": "0.45.0",
"type": "collect",
"order": 0,
"tags": [],
"enable_monster_loot_split": false,
"map_name": "Teyvat",
"map_match_method": "",
"items": [],
"authors": [],
"version": "1.0",
"description": "",
"last_modified_time": 1754570352636
},
"positions": [
{
"id": 1,
"x": 14870.0927734375,
"y": 807.755859375,
"type": "target",
"move_mode": "walk"
}
]
}

View File

@@ -118,7 +118,9 @@ async function prepareForLeyLineRun() {
await genshin.switchParty(settings.team);
}
// 3. 关闭自定义标记
await closeCustomMarks();
if (!settings.useAdventurerHandbook) {
await closeCustomMarks();
}
// 4. 添加自动拾取实时任务
// TODO: 个性化拾取策略
dispatcher.addTimer(new RealtimeTimer("AutoPick"));

View File

@@ -1,7 +1,7 @@
{
"manifest_version": 1,
"name": "全自动地脉花",
"version": "4.1.5",
"version": "4.1.6",
"tags": ["地脉花"],
"bgi_version": "0.44.7",
"description": "基于OCR图像识别的全自动刷取地脉花。\n💡更多信息请查看在线手册https://hcnsvf0s8d0s.feishu.cn/wiki/Tb1twpThLi7UlykqcYOcuccTnjJ \n\n----------注意事项----------\n●仅支持BetterGI 0.44.7 及以上版本!\n●部分地脉花因特殊原因不支持全自动具体的点位请在手册中查看。\n●树脂使用的优先级2倍原粹树脂 > 浓缩树脂 > 原粹树脂。\n●运行时会传送到七天神像设置中设置的七天神像需要关闭七天神像设置中的“是否就近七天神像恢复血量”并指定七天神像。\n●战斗策略注意调度器设置中地图追踪行走配置里的“允许在JsSpript中使用”和“覆盖JS中的自动战斗配置”只有在都打开的情况下脚本才会使用下面的战斗配置否则会使用独立任务中的战斗策略。战斗超时时间不能大于脚本自定义配置中的时间。\n\n如果遇到问题请先参照手册中的方法进行解决。",

View File

@@ -1,134 +1,138 @@
/**
* 带验证的单击函数
* @param {number} x - X坐标
* @param {number} y - Y坐标
* @param {string} targetText - 需要验证消失的目标文字
* @param {number} maxRetries - 最大重试次数默认为10
* @returns {Promise<boolean>} 是否成功
*/
this.clickWithVerification = async function(x, y, targetText, maxRetries = 20) {
for (let i = 0; i < maxRetries; i++) {
keyUp("LBUTTON");
click(x, y);
await sleep(400);
// 验证目标文字是否消失
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(ocrRoThis);
captureRegion.dispose();
let textFound = false;
if (resList && resList.count > 0) {
for (let j = 0; j < resList.count; j++) {
if (resList[j].text.includes(targetText)) {
textFound = true;
break;
}
}
}
// 如果文字消失了,说明点击成功
if (!textFound) {
return true;
}
}
log.warn(`经过${maxRetries}次点击,文字"${targetText}"仍未消失`);
return false;
}
/**
* 尝试领取地脉花奖励
* @returns {Promise<void>}
*/
this.attemptReward = async function (retryCount = 0) {
const MAX_RETRY = 3;
if (retryCount >= MAX_RETRY) {
throw new Error("超过最大重试次数,领取奖励失败");
}
log.info("开始领取地脉奖励");
keyPress("F");
await sleep(500);
// 识别是否为地脉之花界面
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(ocrRoThis); // 使用预定义的ocrRoThis对象
captureRegion.dispose();
let isValid = false;
let condensedResin = null;
let originalResin = null;
let fragileResin = null;
let isResinEmpty = false;
let dobuleReward = false;
if (resList && resList.count > 0) {
// 分析识别到的文本
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (res.text.includes("浓缩树脂")) {
isValid = true;
condensedResin = res;
} else if (res.text.includes("原粹树脂")) {
isValid = true;
originalResin = res;
} else if (res.text.includes("脆弱树脂") && settings.fragileResin) {
isValid = true;
fragileResin = res;
} else if (res.text.includes("双倍掉落")) {
isValid = true;
dobuleReward = true;
} else {
isValid = true;
isResinEmpty = true;
}
} // 处理不同的树脂情况
if (originalResin && dobuleReward) {
log.info("选择使用原粹树脂,获得双倍产出");
await clickWithVerification(
Math.round(originalResin.x + originalResin.width / 2) + 400,
Math.round(originalResin.y + originalResin.height / 2),
"使用"
);
} else if (condensedResin) {
log.info("选择使用浓缩树脂");
await clickWithVerification(
Math.round(condensedResin.x + condensedResin.width / 2) + 400,
Math.round(condensedResin.y + condensedResin.height / 2),
"使用"
);
} else if (originalResin) {
log.info("选择使用原粹树脂");
await clickWithVerification(
Math.round(originalResin.x + originalResin.width / 2) + 400,
Math.round(originalResin.y + originalResin.height / 2),
"使用"
);
} else if (fragileResin) {
log.info("选择使用脆弱树脂");
await clickWithVerification(
Math.round(fragileResin.x + fragileResin.width / 2) + 400,
Math.round(fragileResin.y + fragileResin.height / 2),
"使用"
);
} else if (isResinEmpty) {
log.error("树脂用完了呢");
keyPress("VK_ESCAPE");
throw new Error("树脂已用完");
}
if (settings.friendshipTeam) {
log.info("切换回战斗队伍");
await sleep(500);
const switchSuccess = await switchTeam(settings.team);
}
}
// 界面不正确,尝试重试
if (!isValid) {
log.info("当前界面不是地脉之花界面,重试");
await genshin.returnMainUi();
await sleep(1000);
await autoNavigateToReward();
await attemptReward(++retryCount);
}
/**
* 带验证的单击函数
* @param {number} x - X坐标
* @param {number} y - Y坐标
* @param {string} targetText - 需要验证消失的目标文字
* @param {number} maxRetries - 最大重试次数默认为10
* @returns {Promise<boolean>} 是否成功
*/
this.clickWithVerification = async function(x, y, targetText, maxRetries = 20) {
for (let i = 0; i < maxRetries; i++) {
keyUp("LBUTTON");
click(x, y);
await sleep(400);
// 验证目标文字是否消失
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(ocrRoThis);
captureRegion.dispose();
let textFound = false;
if (resList && resList.count > 0) {
for (let j = 0; j < resList.count; j++) {
if (resList[j].text.includes(targetText)) {
textFound = true;
break;
}
}
}
// 如果文字消失了,说明点击成功
if (!textFound) {
return true;
}
}
log.warn(`经过${maxRetries}次点击,文字"${targetText}"仍未消失`);
return false;
}
/**
* 尝试领取地脉花奖励
* @returns {Promise<void>}
*/
this.attemptReward = async function (retryCount = 0) {
const MAX_RETRY = 3;
if (retryCount >= MAX_RETRY) {
throw new Error("超过最大重试次数,领取奖励失败");
}
log.info("开始领取地脉奖励");
keyPress("F");
await sleep(500);
// 识别是否为地脉之花界面
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(ocrRoThis); // 使用预定义的ocrRoThis对象
captureRegion.dispose();
let isValid = false;
let condensedResin = null;
let originalResin = null;
let fragileResin = null;
let isResinEmpty = false;
let dobuleReward = false;
let isOriginalResinEmpty = false;
if (resList && resList.count > 0) {
// 分析识别到的文本
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (res.text.includes("浓缩树脂")) {
isValid = true;
condensedResin = res;
} else if (res.text.includes("原粹树脂")) {
isValid = true;
originalResin = res;
} else if (res.text.includes("脆弱树脂") && settings.fragileResin) {
isValid = true;
fragileResin = res;
} else if (res.text.includes("双倍掉落")) {
isValid = true;
dobuleReward = true;
} else if (res.text.includes("补充")){
isValid = true;
isOriginalResinEmpty = true;
} else {
isValid = true;
isResinEmpty = true;
}
} // 处理不同的树脂情况
if (originalResin && dobuleReward && !isOriginalResinEmpty) {
log.info("选择使用原粹树脂,获得双倍产出");
await clickWithVerification(
Math.round(originalResin.x + originalResin.width / 2) + 400,
Math.round(originalResin.y + originalResin.height / 2),
"使用"
);
} else if (condensedResin) {
log.info("选择使用浓缩树脂");
await clickWithVerification(
Math.round(condensedResin.x + condensedResin.width / 2) + 400,
Math.round(condensedResin.y + condensedResin.height / 2),
"使用"
);
} else if (originalResin && !isOriginalResinEmpty) {
log.info("选择使用原粹树脂");
await clickWithVerification(
Math.round(originalResin.x + originalResin.width / 2) + 400,
Math.round(originalResin.y + originalResin.height / 2),
"使用"
);
} else if (fragileResin) {
log.info("选择使用脆弱树脂");
await clickWithVerification(
Math.round(fragileResin.x + fragileResin.width / 2) + 400,
Math.round(fragileResin.y + fragileResin.height / 2),
"使用"
);
} else if (isResinEmpty && isOriginalResinEmpty) {
log.error("树脂用完了呢");
keyPress("VK_ESCAPE");
throw new Error("原粹树脂不足20无法领取奖励");
}
if (settings.friendshipTeam) {
log.info("切换回战斗队伍");
await sleep(500);
const switchSuccess = await switchTeam(settings.team);
}
}
// 界面不正确,尝试重试
if (!isValid) {
log.info("当前界面不是地脉之花界面,重试");
await genshin.returnMainUi();
await sleep(1000);
await autoNavigateToReward();
await attemptReward(++retryCount);
}
}

View File

@@ -1,75 +1,75 @@
/**
* 使用广度优先搜索算法查找从传送点到目标的所有路径
* @param {Object} nodeData - 节点数据
* @param {Object} targetNode - 目标节点
* @param {Object} nodeMap - 节点映射
* @returns {Array} 找到的所有可行路径
*/
this.breadthFirstPathSearch =
function (nodeData, targetNode, nodeMap) {
// 存储找到的所有有效路径
const validPaths = [];
// 获取所有传送点作为起点
const teleportNodes = nodeData.node.filter(node => node.type === "teleport");
log.debug(`找到 ${teleportNodes.length} 个传送点作为可能的起点`);
// 对每个传送点,尝试查找到目标的路径
for (const startNode of teleportNodes) {
// 初始化队列,每个元素包含 [当前节点, 路径信息]
const queue = [[startNode, {
startNode: startNode,
routes: [],
visitedNodes: new Set([startNode.id])
}]];
// 广度优先搜索
while (queue.length > 0) {
const [currentNode, pathInfo] = queue.shift();
// 如果已经到达目标节点
if (currentNode.id === targetNode.id) {
validPaths.push({
startNode: pathInfo.startNode,
targetNode: targetNode,
routes: [...pathInfo.routes]
});
continue; // 找到一条路径,继续搜索其他可能路径
}
// 检查当前节点的下一个连接
if (currentNode.next && currentNode.next.length > 0) {
for (const nextRoute of currentNode.next) {
const nextNodeId = nextRoute.target;
// 避免循环
if (pathInfo.visitedNodes.has(nextNodeId)) {
continue;
}
const nextNode = nodeMap[nextNodeId];
if (!nextNode) {
continue;
}
// 创建新的路径信息
const newPathInfo = {
startNode: pathInfo.startNode,
routes: [...pathInfo.routes, nextRoute.route],
visitedNodes: new Set([...pathInfo.visitedNodes, nextNodeId])
};
// 加入队列
queue.push([nextNode, newPathInfo]);
}
}
}
}
// 检查是否存在反向路径
const reversePaths = findReversePathsIfNeeded(nodeData, targetNode, nodeMap, validPaths);
validPaths.push(...reversePaths);
log.debug(`共找到 ${validPaths.length} 条有效路径`);
return validPaths;
/**
* 使用广度优先搜索算法查找从传送点到目标的所有路径
* @param {Object} nodeData - 节点数据
* @param {Object} targetNode - 目标节点
* @param {Object} nodeMap - 节点映射
* @returns {Array} 找到的所有可行路径
*/
this.breadthFirstPathSearch =
function (nodeData, targetNode, nodeMap) {
// 存储找到的所有有效路径
const validPaths = [];
// 获取所有传送点作为起点
const teleportNodes = nodeData.node.filter(node => node.type === "teleport");
log.debug(`找到 ${teleportNodes.length} 个传送点作为可能的起点`);
// 对每个传送点,尝试查找到目标的路径
for (const startNode of teleportNodes) {
// 初始化队列,每个元素包含 [当前节点, 路径信息]
const queue = [[startNode, {
startNode: startNode,
routes: [],
visitedNodes: new Set([startNode.id])
}]];
// 广度优先搜索
while (queue.length > 0) {
const [currentNode, pathInfo] = queue.shift();
// 如果已经到达目标节点
if (currentNode.id === targetNode.id) {
validPaths.push({
startNode: pathInfo.startNode,
targetNode: targetNode,
routes: [...pathInfo.routes]
});
continue; // 找到一条路径,继续搜索其他可能路径
}
// 检查当前节点的下一个连接
if (currentNode.next && currentNode.next.length > 0) {
for (const nextRoute of currentNode.next) {
const nextNodeId = nextRoute.target;
// 避免循环
if (pathInfo.visitedNodes.has(nextNodeId)) {
continue;
}
const nextNode = nodeMap[nextNodeId];
if (!nextNode) {
continue;
}
// 创建新的路径信息
const newPathInfo = {
startNode: pathInfo.startNode,
routes: [...pathInfo.routes, nextRoute.route],
visitedNodes: new Set([...pathInfo.visitedNodes, nextNodeId])
};
// 加入队列
queue.push([nextNode, newPathInfo]);
}
}
}
}
// 检查是否存在反向路径
const reversePaths = findReversePathsIfNeeded(nodeData, targetNode, nodeMap, validPaths);
validPaths.push(...reversePaths);
log.debug(`共找到 ${validPaths.length} 条有效路径`);
return validPaths;
}

View File

@@ -1,158 +1,158 @@
/**
* 使用节点数据执行路径
* @param {Object} position - 位置对象
* @returns {Promise<void>}
*/
this.executePathsUsingNodeData = async function (position) {
try {
const nodeData = await loadNodeData();
let currentNodePosition = position;
const targetNode = findTargetNodeByPosition(nodeData, currentNodePosition.x, currentNodePosition.y);
if (!targetNode) {
log.error(`未找到与坐标(${currentNodePosition.x}, ${currentNodePosition.y})匹配的目标节点`);
return;
}
log.debug(`找到目标节点: ID ${targetNode.id}, 位置(${targetNode.position.x}, ${targetNode.position.y})`);
const paths = findPathsToTarget(nodeData, targetNode);
if (paths.length === 0) {
log.error(`未找到通向目标节点(ID: ${targetNode.id})的路径`);
return;
}
// 选择最短的路径执行
const optimalPath = selectOptimalPath(paths);
log.debug(`选择了含有 ${optimalPath.routes.length} 个路径点的最优路径`);
// 执行路径
await executePath(optimalPath);
currentRunTimes++;
// 如果达到刷取次数上限,退出循环
if (currentRunTimes >= settings.timesValue) {
return;
}
let currentNode = targetNode;
log.debug(`开始处理节点链目标节点ID: ${targetNode.id}, next数量: ${targetNode.next ? targetNode.next.length : 'undefined'}`);
while (currentNode.next && currentRunTimes < settings.timesValue) {
log.debug(`当前节点ID: ${currentNode.id}, next数量: ${currentNode.next.length}`);
if (currentNode.next.length === 1) { // 获取下一个节点的ID 和 路径,并在节点数据中找到下一个节点
const nextNodeId = currentNode.next[0].target;
const nextRoute = currentNode.next[0].route;
log.debug(`单一路径: 从节点${currentNode.id}到节点${nextNodeId}, 路径: ${nextRoute}`);
const nextNode = nodeData.node.find(node => node.id === nextNodeId);
if (!nextNode) {
return;
}
const pathObject = {
startNode: currentNode,
targetNode: nextNode,
routes: [nextRoute]
};
log.info(`直接执行下一个节点路径: ${nextRoute}`);
await executePath(pathObject);
currentRunTimes++;
log.info(`完成节点 ID ${nextNodeId}, 已执行 ${currentRunTimes}/${settings.timesValue}`); // 更新当前节点为下一个节点,继续检查
currentNode = nextNode;
currentNodePosition = { x: nextNode.position.x, y: nextNode.position.y };
}
else if (currentNode.next.length > 1) {
// 如果存在分支路线,先打开大地图判断下一个地脉花的位置,然后结合顺序边缘数据选择最优路线
log.info("检测到多个分支路线,开始查找下一个地脉花位置");
// 备份当前地脉花坐标
const currentLeyLineX = leyLineX;
const currentLeyLineY = leyLineY;
// 打开大地图
await genshin.returnMainUi();
keyPress("M");
await sleep(1000);
// 查找下一个地脉花
const found = await locateLeyLineOutcrop(settings.leyLineOutcropType);
await genshin.returnMainUi();
if (!found) {
log.warn("无法在分支点找到下一个地脉花,退出本次循环");
return;
}
log.info(`找到下一个地脉花,位置: (${leyLineX}, ${leyLineY})`);
// 直接比较所有分支节点到地脉花的距离,选择最近的路径
let selectedRoute = null;
let selectedNodeId = null;
let closestDistance = Infinity;
for (const nextRoute of currentNode.next) {
const branchNodeId = nextRoute.target;
const branchNode = nodeData.node.find(node => node.id === branchNodeId);
if (!branchNode) continue;
const distance = calculate2DDistance(
leyLineX, leyLineY,
branchNode.position.x, branchNode.position.y
);
log.info(`分支节点ID ${branchNodeId} 到地脉花距离: ${distance.toFixed(2)}`);
if (distance < closestDistance) {
closestDistance = distance;
selectedRoute = nextRoute.route;
selectedNodeId = branchNodeId;
}
}
if (!selectedRoute) {
log.error("无法找到合适的路线,终止执行");
// 恢复原始坐标
leyLineX = currentLeyLineX;
leyLineY = currentLeyLineY;
return;
}
const nextNode = nodeData.node.find(node => node.id === selectedNodeId);
if (!nextNode) {
log.error(`未找到节点ID ${selectedNodeId},终止执行`);
// 恢复原始坐标
leyLineX = currentLeyLineX;
leyLineY = currentLeyLineY;
return;
}
log.info(`选择路线: ${selectedRoute}, 目标节点ID: ${selectedNodeId}`);
// 创建路径对象并执行
const pathObject = {
startNode: currentNode,
targetNode: nextNode,
routes: [selectedRoute]
};
await executePath(pathObject);
currentRunTimes++;
log.info(`完成节点 ID ${selectedNodeId}, 已执行 ${currentRunTimes}/${settings.timesValue}`);
// 更新当前节点为下一个节点,继续检查
currentNode = nextNode;
currentNodePosition = { x: nextNode.position.x, y: nextNode.position.y };
}
else {
log.info("当前路线完成,退出循环");
break;
}
}
}
catch (error) {
if(error.message.includes("战斗失败")) {
log.error("战斗失败,重新寻找地脉花后重试");
return;
}
// 其他错误需要向上传播
log.error(`执行路径时出错: ${error.message}`);
throw error;
}
/**
* 使用节点数据执行路径
* @param {Object} position - 位置对象
* @returns {Promise<void>}
*/
this.executePathsUsingNodeData = async function (position) {
try {
const nodeData = await loadNodeData();
let currentNodePosition = position;
const targetNode = findTargetNodeByPosition(nodeData, currentNodePosition.x, currentNodePosition.y);
if (!targetNode) {
log.error(`未找到与坐标(${currentNodePosition.x}, ${currentNodePosition.y})匹配的目标节点`);
return;
}
log.debug(`找到目标节点: ID ${targetNode.id}, 位置(${targetNode.position.x}, ${targetNode.position.y})`);
const paths = findPathsToTarget(nodeData, targetNode);
if (paths.length === 0) {
log.error(`未找到通向目标节点(ID: ${targetNode.id})的路径`);
return;
}
// 选择最短的路径执行
const optimalPath = selectOptimalPath(paths);
log.debug(`选择了含有 ${optimalPath.routes.length} 个路径点的最优路径`);
// 执行路径
await executePath(optimalPath);
currentRunTimes++;
// 如果达到刷取次数上限,退出循环
if (currentRunTimes >= settings.timesValue) {
return;
}
let currentNode = targetNode;
log.debug(`开始处理节点链目标节点ID: ${targetNode.id}, next数量: ${targetNode.next ? targetNode.next.length : 'undefined'}`);
while (currentNode.next && currentRunTimes < settings.timesValue) {
log.debug(`当前节点ID: ${currentNode.id}, next数量: ${currentNode.next.length}`);
if (currentNode.next.length === 1) { // 获取下一个节点的ID 和 路径,并在节点数据中找到下一个节点
const nextNodeId = currentNode.next[0].target;
const nextRoute = currentNode.next[0].route;
log.debug(`单一路径: 从节点${currentNode.id}到节点${nextNodeId}, 路径: ${nextRoute}`);
const nextNode = nodeData.node.find(node => node.id === nextNodeId);
if (!nextNode) {
return;
}
const pathObject = {
startNode: currentNode,
targetNode: nextNode,
routes: [nextRoute]
};
log.info(`直接执行下一个节点路径: ${nextRoute}`);
await executePath(pathObject);
currentRunTimes++;
log.info(`完成节点 ID ${nextNodeId}, 已执行 ${currentRunTimes}/${settings.timesValue}`); // 更新当前节点为下一个节点,继续检查
currentNode = nextNode;
currentNodePosition = { x: nextNode.position.x, y: nextNode.position.y };
}
else if (currentNode.next.length > 1) {
// 如果存在分支路线,先打开大地图判断下一个地脉花的位置,然后结合顺序边缘数据选择最优路线
log.info("检测到多个分支路线,开始查找下一个地脉花位置");
// 备份当前地脉花坐标
const currentLeyLineX = leyLineX;
const currentLeyLineY = leyLineY;
// 打开大地图
await genshin.returnMainUi();
keyPress("M");
await sleep(1000);
// 查找下一个地脉花
const found = await locateLeyLineOutcrop(settings.leyLineOutcropType);
await genshin.returnMainUi();
if (!found) {
log.warn("无法在分支点找到下一个地脉花,退出本次循环");
return;
}
log.info(`找到下一个地脉花,位置: (${leyLineX}, ${leyLineY})`);
// 直接比较所有分支节点到地脉花的距离,选择最近的路径
let selectedRoute = null;
let selectedNodeId = null;
let closestDistance = Infinity;
for (const nextRoute of currentNode.next) {
const branchNodeId = nextRoute.target;
const branchNode = nodeData.node.find(node => node.id === branchNodeId);
if (!branchNode) continue;
const distance = calculate2DDistance(
leyLineX, leyLineY,
branchNode.position.x, branchNode.position.y
);
log.info(`分支节点ID ${branchNodeId} 到地脉花距离: ${distance.toFixed(2)}`);
if (distance < closestDistance) {
closestDistance = distance;
selectedRoute = nextRoute.route;
selectedNodeId = branchNodeId;
}
}
if (!selectedRoute) {
log.error("无法找到合适的路线,终止执行");
// 恢复原始坐标
leyLineX = currentLeyLineX;
leyLineY = currentLeyLineY;
return;
}
const nextNode = nodeData.node.find(node => node.id === selectedNodeId);
if (!nextNode) {
log.error(`未找到节点ID ${selectedNodeId},终止执行`);
// 恢复原始坐标
leyLineX = currentLeyLineX;
leyLineY = currentLeyLineY;
return;
}
log.info(`选择路线: ${selectedRoute}, 目标节点ID: ${selectedNodeId}`);
// 创建路径对象并执行
const pathObject = {
startNode: currentNode,
targetNode: nextNode,
routes: [selectedRoute]
};
await executePath(pathObject);
currentRunTimes++;
log.info(`完成节点 ID ${selectedNodeId}, 已执行 ${currentRunTimes}/${settings.timesValue}`);
// 更新当前节点为下一个节点,继续检查
currentNode = nextNode;
currentNodePosition = { x: nextNode.position.x, y: nextNode.position.y };
}
else {
log.info("当前路线完成,退出循环");
break;
}
}
}
catch (error) {
if(error.message.includes("战斗失败")) {
log.error("战斗失败,重新寻找地脉花后重试");
return;
}
// 其他错误需要向上传播
log.error(`执行路径时出错: ${error.message}`);
throw error;
}
}

View File

@@ -1,69 +1,69 @@
/**
* 查找地脉花位置
* @param {string} country - 国家名称
* @param {string} type - 地脉花类型
* @returns {Promise<void>}
*/
this.findLeyLineOutcrop =
async function (country, type) {
currentFlower = null;
await sleep(1000);
log.info("开始寻找地脉花");
if (!config.mapPositions[country] || config.mapPositions[country].length === 0) {
throw new Error(`未找到国家 ${country} 的位置信息`);
}
const positions = config.mapPositions[country];
await genshin.moveMapTo(positions[0].x, positions[0].y, country);
const found = await locateLeyLineOutcrop(type);
await sleep(1000); // 移动后等一下
if (found) return;
for (let retryCount = 1; retryCount < positions.length; retryCount++) {
const position = positions[retryCount];
log.info(`${retryCount + 1} 次尝试定位地脉花`);
log.info(`移动到位置:(${position.x}, ${position.y}), ${position.name || '未命名位置'}`);
await genshin.moveMapTo(position.x, position.y);
const found = await locateLeyLineOutcrop(type);
if (found) return;
}
// 如果到这里还没找到
throw new Error("寻找地脉花失败,已达最大重试次数");
}
/**
* 在地图上定位地脉花
* @param {string} type - 地脉花类型
* @returns {Promise<boolean>} 是否找到地脉花
*/
this.locateLeyLineOutcrop =
async function (type) {
await sleep(500); // 确保画面稳定
await genshin.setBigMapZoomLevel(3.0);
const iconPath = type === "蓝花(经验书)"
? "assets/icon/Blossom_of_Revelation.png"
: "assets/icon/Blossom_of_Wealth.png";
const captureRegion = captureGameRegion();
const flowerList = captureRegion.findMulti(RecognitionObject.TemplateMatch(file.ReadImageMatSync(iconPath)));
captureRegion.dispose();
if (flowerList && flowerList.count > 0) {
currentFlower = flowerList[0];
const center = genshin.getPositionFromBigMap();
const mapZoomLevel = genshin.getBigMapZoomLevel();
const mapScaleFactor = 2.361;
leyLineX = (960 - currentFlower.x - 25) * mapZoomLevel / mapScaleFactor + center.x;
leyLineY = (540 - currentFlower.y - 25) * mapZoomLevel / mapScaleFactor + center.y;
log.info(`找到地脉花的坐标:(${leyLineX}, ${leyLineY})`);
return true;
} else {
log.warn("未找到地脉花");
return false;
}
/**
* 查找地脉花位置
* @param {string} country - 国家名称
* @param {string} type - 地脉花类型
* @returns {Promise<void>}
*/
this.findLeyLineOutcrop =
async function (country, type) {
currentFlower = null;
await sleep(1000);
log.info("开始寻找地脉花");
if (!config.mapPositions[country] || config.mapPositions[country].length === 0) {
throw new Error(`未找到国家 ${country} 的位置信息`);
}
const positions = config.mapPositions[country];
await genshin.moveMapTo(positions[0].x, positions[0].y, country);
const found = await locateLeyLineOutcrop(type);
await sleep(1000); // 移动后等一下
if (found) return;
for (let retryCount = 1; retryCount < positions.length; retryCount++) {
const position = positions[retryCount];
log.info(`${retryCount + 1} 次尝试定位地脉花`);
log.info(`移动到位置:(${position.x}, ${position.y}), ${position.name || '未命名位置'}`);
await genshin.moveMapTo(position.x, position.y);
const found = await locateLeyLineOutcrop(type);
if (found) return;
}
// 如果到这里还没找到
throw new Error("寻找地脉花失败,已达最大重试次数");
}
/**
* 在地图上定位地脉花
* @param {string} type - 地脉花类型
* @returns {Promise<boolean>} 是否找到地脉花
*/
this.locateLeyLineOutcrop =
async function (type) {
await sleep(500); // 确保画面稳定
await genshin.setBigMapZoomLevel(3.0);
const iconPath = type === "蓝花(经验书)"
? "assets/icon/Blossom_of_Revelation.png"
: "assets/icon/Blossom_of_Wealth.png";
const captureRegion = captureGameRegion();
const flowerList = captureRegion.findMulti(RecognitionObject.TemplateMatch(file.ReadImageMatSync(iconPath)));
captureRegion.dispose();
if (flowerList && flowerList.count > 0) {
currentFlower = flowerList[0];
const center = genshin.getPositionFromBigMap();
const mapZoomLevel = genshin.getBigMapZoomLevel();
const mapScaleFactor = 2.361;
leyLineX = (960 - currentFlower.x - 25) * mapZoomLevel / mapScaleFactor + center.x;
leyLineY = (540 - currentFlower.y - 25) * mapZoomLevel / mapScaleFactor + center.y;
log.info(`找到地脉花的坐标:(${leyLineX}, ${leyLineY})`);
return true;
} else {
log.warn("未找到地脉花");
return false;
}
}

View File

@@ -25,14 +25,15 @@ async function (timeout, targetPath, retries = 0) {
const result2 = captureRegion.find(ocrRo3);
// 检查地脉之花状态 - 已完成状态,准备领取奖励
if (result2.text.includes("地脉之花")) {
log.debug(`地脉花状态:${result2.text}`);
if (result2.text.includes("之花")) {
log.info("识别到地脉之花,准备领取奖励");
await switchToFriendshipTeamIfNeeded();
return;
}
// 处理地脉溢口
if (result2.text.includes("地脉溢口")) {
if (result2.text.includes("溢口")) {
log.info("识别到地脉溢口");
keyPress("F");
await sleep(300);

View File

@@ -1,159 +1,159 @@
/*
代码迁移中,还未完成适配
*/
const CondensedRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/Condensed Resin.png"));
const FragileRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/Fragile Resin.png"));
const TemporaryRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/5.png"));
CondensedRo.threshold = 0.70;
CondensedRo.Use3Channels = true;
FragileRo.threshold = 0.70;
FragileRo.Use3Channels = true;
this.recognitionResin =
async function() {
let totalRunNum = 0;
await genshin.returnMainUi();
await sleep(2000);
keyPress("m");
await sleep(2000);
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(1043, 5, 300, 100));
captureRegion.dispose();
let IsOver = false
for (let i = 0; i < resList.count; i++) {
let resStamina = resList[i];
log.info(`${i + 1} 个结果: ${resStamina.text}`);
await sleep(2000);
// 提取/前面的数字
const rawText = resStamina.text;
const splitResult = rawText.split('/'); // 用/分割字符串
// 确保分割后得到两部分且第一部分是有效数字
if (splitResult.length >= 1) {
const staminaValue = parseInt(splitResult[0]); // 只取第一部分
if (!isNaN(staminaValue)) {
log.info(`提取的体力值: ${staminaValue}`);
if (staminaValue >= 40) {
IsOver = true;
}
break;
} else {
log.warn("无效的数字格式");
}
} else {
log.warn("未找到/分隔符");
}
await sleep(2000)
await genshin.returnMainUi();
keyPress("b");
await sleep(2000);
click(1245, 50);
await sleep(2000);
// 浓缩树脂识别
let Condensed = captureGameRegion().find(CondensedRo);
Condensed.dispose();
let Isfive = false;
if (Condensed.isExist()) {
log.info("识别到浓缩树脂");
let CondensedX = Math.round(Condensed.x + Condensed.width / 2 - 20)
let Condensedy = Math.round(Condensed.y + Condensed.height / 2 + 60)
log.info(`点击坐标: (${CondensedX}, ${Condensedy})`);
let captureRegion = captureGameRegion();
let Condensedres = captureRegion.findMulti(RecognitionObject.ocr(CondensedX, Condensedy, 50, 50));
captureRegion.dispose();
for (let i = 0; i < Condensedres.count; i++) {
let resCondensed = Condensedres[i];
log.info(`浓缩树脂: ${resCondensed.text}`);
await sleep(2000);
if (resCondensed.text == 5) {
Isfive = true;
log.info("浓缩树脂已满")
await sleep(2000);
}
}
}
// 脆弱树脂识别
let FragileCapture = captureGameRegion();
let Fragile = FragileCapture.find(FragileRo);
FragileCapture.dispose();
if (Fragile.isExist()) {
log.info("识别到脆弱树脂");
let FragileX = Math.round(Fragile.x + Fragile.width / 2 - 20)
let Fragiley = Math.round(Fragile.y + Fragile.height / 2 + 60)
let captureRegion = captureGameRegion();
let Fragileres = captureRegion.findMulti(RecognitionObject.ocr(FragileX, Fragiley, 50, 50));
captureRegion.dispose();
if (Fragileres.count === 0) {
log.error("OCR识别失败未能识别到脆弱树脂数量");
} else {
for (let i = 0; i < Fragileres.count; i++) {
let resFragile = Fragileres[i];
if (resFragile.text && resFragile.text.trim() !== "") {
log.info("脆弱树脂数量: " + resFragile.text);
} else {
log.warn("OCR识别结果为空或无效");
}
}
}
} else {
log.info("未识别到脆弱树脂");
await sleep(2000);
}
// 须臾树脂识别
let TemporaryCapture = captureGameRegion();
let Temporary = TemporaryCapture.find(TemporaryRo);
TemporaryCapture.dispose();
let Temporaryres = null;
if (Temporary.isExist()) {
log.info("识别到须臾树脂");
let TemporaryX = Math.round(Temporary.x + Temporary.width / 2 - 20)
let Temporaryy = Math.round(Temporary.y + Temporary.height / 2 + 40)
log.info(`点击坐标: (${TemporaryX}, ${Temporaryy})`);
let captureRegion = captureGameRegion();
Temporaryres = captureRegion.findMulti(RecognitionObject.ocr(TemporaryX, Temporaryy, 50, 50));
captureRegion.dispose();
} else {
log.info("未识别到须臾树脂");
}
if (Temporaryres && Temporaryres.count === 0) {
log.error("OCR识别失败未能识别到须臾树脂数量");
} else {
for (let i = 0; i < Temporaryres.count; i++) {
let resTemporary = Temporaryres[i];
if (resTemporary.text && resTemporary.text.trim() !== "") {
log.info("须臾树脂数量: " + resTemporary.text);
} else {
log.warn("OCR识别结果为空或无效");
}
await sleep(2000);
}
}
// 尝试调用任务
if (IsOver && Isfive == true) {
log.info("需要前往合成台"); // 输出 true
} else {
log.info("不需要前往合成台");
}
}
/*
代码迁移中,还未完成适配
*/
const CondensedRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/Condensed Resin.png"));
const FragileRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/Fragile Resin.png"));
const TemporaryRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/5.png"));
CondensedRo.threshold = 0.70;
CondensedRo.Use3Channels = true;
FragileRo.threshold = 0.70;
FragileRo.Use3Channels = true;
this.recognitionResin =
async function() {
let totalRunNum = 0;
await genshin.returnMainUi();
await sleep(2000);
keyPress("m");
await sleep(2000);
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(1043, 5, 300, 100));
captureRegion.dispose();
let IsOver = false
for (let i = 0; i < resList.count; i++) {
let resStamina = resList[i];
log.info(`${i + 1} 个结果: ${resStamina.text}`);
await sleep(2000);
// 提取/前面的数字
const rawText = resStamina.text;
const splitResult = rawText.split('/'); // 用/分割字符串
// 确保分割后得到两部分且第一部分是有效数字
if (splitResult.length >= 1) {
const staminaValue = parseInt(splitResult[0]); // 只取第一部分
if (!isNaN(staminaValue)) {
log.info(`提取的体力值: ${staminaValue}`);
if (staminaValue >= 40) {
IsOver = true;
}
break;
} else {
log.warn("无效的数字格式");
}
} else {
log.warn("未找到/分隔符");
}
await sleep(2000)
await genshin.returnMainUi();
keyPress("b");
await sleep(2000);
click(1245, 50);
await sleep(2000);
// 浓缩树脂识别
let Condensed = captureGameRegion().find(CondensedRo);
Condensed.dispose();
let Isfive = false;
if (Condensed.isExist()) {
log.info("识别到浓缩树脂");
let CondensedX = Math.round(Condensed.x + Condensed.width / 2 - 20)
let Condensedy = Math.round(Condensed.y + Condensed.height / 2 + 60)
log.info(`点击坐标: (${CondensedX}, ${Condensedy})`);
let captureRegion = captureGameRegion();
let Condensedres = captureRegion.findMulti(RecognitionObject.ocr(CondensedX, Condensedy, 50, 50));
captureRegion.dispose();
for (let i = 0; i < Condensedres.count; i++) {
let resCondensed = Condensedres[i];
log.info(`浓缩树脂: ${resCondensed.text}`);
await sleep(2000);
if (resCondensed.text == 5) {
Isfive = true;
log.info("浓缩树脂已满")
await sleep(2000);
}
}
}
// 脆弱树脂识别
let FragileCapture = captureGameRegion();
let Fragile = FragileCapture.find(FragileRo);
FragileCapture.dispose();
if (Fragile.isExist()) {
log.info("识别到脆弱树脂");
let FragileX = Math.round(Fragile.x + Fragile.width / 2 - 20)
let Fragiley = Math.round(Fragile.y + Fragile.height / 2 + 60)
let captureRegion = captureGameRegion();
let Fragileres = captureRegion.findMulti(RecognitionObject.ocr(FragileX, Fragiley, 50, 50));
captureRegion.dispose();
if (Fragileres.count === 0) {
log.error("OCR识别失败未能识别到脆弱树脂数量");
} else {
for (let i = 0; i < Fragileres.count; i++) {
let resFragile = Fragileres[i];
if (resFragile.text && resFragile.text.trim() !== "") {
log.info("脆弱树脂数量: " + resFragile.text);
} else {
log.warn("OCR识别结果为空或无效");
}
}
}
} else {
log.info("未识别到脆弱树脂");
await sleep(2000);
}
// 须臾树脂识别
let TemporaryCapture = captureGameRegion();
let Temporary = TemporaryCapture.find(TemporaryRo);
TemporaryCapture.dispose();
let Temporaryres = null;
if (Temporary.isExist()) {
log.info("识别到须臾树脂");
let TemporaryX = Math.round(Temporary.x + Temporary.width / 2 - 20)
let Temporaryy = Math.round(Temporary.y + Temporary.height / 2 + 40)
log.info(`点击坐标: (${TemporaryX}, ${Temporaryy})`);
let captureRegion = captureGameRegion();
Temporaryres = captureRegion.findMulti(RecognitionObject.ocr(TemporaryX, Temporaryy, 50, 50));
captureRegion.dispose();
} else {
log.info("未识别到须臾树脂");
}
if (Temporaryres && Temporaryres.count === 0) {
log.error("OCR识别失败未能识别到须臾树脂数量");
} else {
for (let i = 0; i < Temporaryres.count; i++) {
let resTemporary = Temporaryres[i];
if (resTemporary.text && resTemporary.text.trim() !== "") {
log.info("须臾树脂数量: " + resTemporary.text);
} else {
log.warn("OCR识别结果为空或无效");
}
await sleep(2000);
}
}
// 尝试调用任务
if (IsOver && Isfive == true) {
log.info("需要前往合成台"); // 输出 true
} else {
log.info("不需要前往合成台");
}
}
}

View File

@@ -1,75 +1,75 @@
/**
* 识别战斗结果
* @param {number} timeout - 超时时间
* @returns {Promise<boolean>} 战斗是否成功
*/
this.recognizeTextInRegion =
async function (timeout) {
return new Promise((resolve, reject) => {
(async () => {
try {
let startTime = Date.now();
let noTextCount = 0;
const successKeywords = ["挑战达成", "战斗胜利", "挑战成功"];
const failureKeywords = ["挑战失败"];
// 循环检测直到超时
while (Date.now() - startTime < timeout) {
let captureRegion = null;
try {
captureRegion = captureGameRegion();
let result = captureRegion.find(ocrRo1);
let text = result.text;
// 检查成功关键词
for (let keyword of successKeywords) {
if (text.includes(keyword)) {
log.debug("检测到战斗成功关键词: {0}", keyword);
resolve(true);
return;
}
}
// 检查失败关键词
for (let keyword of failureKeywords) {
if (text.includes(keyword)) {
log.debug("检测到战斗失败关键词: {0}", keyword);
resolve(false);
return;
}
}
let foundText = recognizeFightText(captureRegion);
if (!foundText) {
noTextCount++;
log.info(`检测到可能离开战斗区域,当前计数: ${noTextCount}`);
if (noTextCount >= 10) {
log.warn("已离开战斗区域");
resolve(false);
return;
}
}
else {
noTextCount = 0; // 重置计数
}
}
catch (error) {
log.error("OCR过程中出错: {0}", error);
}
finally {
if (captureRegion) {
captureRegion.dispose();
}
}
await sleep(1000); // 检查间隔
}
log.warn("在超时时间内未检测到战斗结果");
resolve(false);
} catch (error) {
reject(error);
}
})();
});
/**
* 识别战斗结果
* @param {number} timeout - 超时时间
* @returns {Promise<boolean>} 战斗是否成功
*/
this.recognizeTextInRegion =
async function (timeout) {
return new Promise((resolve, reject) => {
(async () => {
try {
let startTime = Date.now();
let noTextCount = 0;
const successKeywords = ["挑战达成", "战斗胜利", "挑战成功"];
const failureKeywords = ["挑战失败"];
// 循环检测直到超时
while (Date.now() - startTime < timeout) {
let captureRegion = null;
try {
captureRegion = captureGameRegion();
let result = captureRegion.find(ocrRo1);
let text = result.text;
// 检查成功关键词
for (let keyword of successKeywords) {
if (text.includes(keyword)) {
log.debug("检测到战斗成功关键词: {0}", keyword);
resolve(true);
return;
}
}
// 检查失败关键词
for (let keyword of failureKeywords) {
if (text.includes(keyword)) {
log.debug("检测到战斗失败关键词: {0}", keyword);
resolve(false);
return;
}
}
let foundText = recognizeFightText(captureRegion);
if (!foundText) {
noTextCount++;
log.info(`检测到可能离开战斗区域,当前计数: ${noTextCount}`);
if (noTextCount >= 10) {
log.warn("已离开战斗区域");
resolve(false);
return;
}
}
else {
noTextCount = 0; // 重置计数
}
}
catch (error) {
log.error("OCR过程中出错: {0}", error);
}
finally {
if (captureRegion) {
captureRegion.dispose();
}
}
await sleep(1000); // 检查间隔
}
log.warn("在超时时间内未检测到战斗结果");
resolve(false);
} catch (error) {
reject(error);
}
})();
});
}