diff --git a/repo/js/AutoArtifactLockingSettings/README.md b/repo/js/AutoArtifactLockingSettings/README.md new file mode 100644 index 000000000..a9345f51a --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/README.md @@ -0,0 +1,62 @@ +

🔒 自动配置圣遗物锁定方案

+ +## ✨ 脚本简介 + +本脚本用于**自动配置圣遗物锁定方案**。 + +锁定方案来源于 哔哩哔哩 @酸儒书生 的 [这期视频](https://www.bilibili.com/video/BV13YHQzMEAT),脚本会自动识别游戏界面并完成所有配置操作,省去手动逐个设置的繁琐过程。 + +## 🚀 功能特性 + +- 🎯 **自动识别套装** - 通过 OCR 自动识别当前界面的圣遗物套装 +- ⚙️ **批量配置方案** - 支持一次性配置多个套装的锁定方案 +- 🔄 **覆盖已有方案** - 可选择是否覆盖已存在的锁定方案 +- ⏱️ **延迟系数调节** - 支持自定义延迟系数,适配不同性能设备 + +## 📖 使用步骤 + +### 1️⃣ 前置要求 + +- 游戏分辨率设置为 **16:9** (2560x1440 或 1920x1080) + +- 游戏语言设置为**简体中文** + +- 圣遗物「锁定辅助」页面的「通用锁定方案」勾选上1、3、4项,如图所示 + + ![global-lock](assets/global-lock.jpg) + +### 2️⃣ 配置选项 + +在 「调度器」 中打开脚本设置,配置以下选项: + +| 选项 | 说明 | +|:---|:---| +| 覆盖已有方案 | 勾选后会删除已有方案并重新配置 | +| 延迟系数 | 默认 1.2,运行不稳定时可调高至 1.4 或更高 | +| 需要配置的圣遗物套装 | 勾选需要配置的套装,支持全选 | + +### 3️⃣ 运行脚本 + +1. 在「调度器」中运行此脚本 +2. 等待脚本自动完成所有配置 + +> 运行期间请勿操作鼠标键盘,脚本会自动控制游戏界面 + +## 🛠️ 支持的套装 + +脚本目前支持 1.0~月之四 的圣遗物套装 + +## 💬 问题反馈流程 + +1. 找到日志文件,路径为 BetterGI 安装目录的 `log` 目录下,日志文件名为 `better-genshin-impact年月日.log` +2. 屏幕左下角的错误日志截个图 +3. https://github.com/babalae/bettergi-scripts-list/issues 创建一个 issue,**上传截图和日志**,并 @bling-yshs + +## 🙏 致谢 + +- 锁定方案来源:[@酸儒书生](https://space.bilibili.com/10411008) + +## 👥 作者 + +- [bling-yshs](https://github.com/bling-yshs) +- [Bedrockx](https://github.com/Bedrockx) diff --git a/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg b/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg new file mode 100644 index 000000000..e26c16ed7 Binary files /dev/null and b/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg differ diff --git a/repo/js/AutoArtifactLockingSettings/lib.js b/repo/js/AutoArtifactLockingSettings/lib.js new file mode 100644 index 000000000..6df76b66b --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/lib.js @@ -0,0 +1,96 @@ +/** + * 在指定区域内查找特定文本并返回其中心坐标(屏幕绝对坐标) + * @param {number} x1 - 区域左上角 X 坐标 + * @param {number} y1 - 区域左上角 Y 坐标 + * @param {number} x2 - 区域右下角 X 坐标 + * @param {number} y2 - 区域右下角 Y 坐标 + * @param {string} targetText - 您要查找的目标文本 + * @returns {{x: number, y: number, text: string} | null} - 如果找到,返回中心坐标和文本;否则返回 null + */ +export const findTextInRegion = (x1, y1, x2, y2, targetText) => { + // 获取游戏画面截图并裁剪指定区域 + let screen = captureGameRegion(); + let searchRegion = screen.deriveCrop(x1, y1, x2 - x1, y2 - y1); + + try { + // 对区域进行 OCR,获取所有文本行的列表 + let ocrResultList = searchRegion.findMulti(RecognitionObject.ocrThis); + log.debug("OCR 识别到的文本行总数: {count}", ocrResultList.count); + + // 遍历所有 OCR 结果 + for (let i = 0; i < ocrResultList.count; i++) { + let currentResult = ocrResultList[i]; + log.debug("识别到文本: '{text}',位置: ({x}, {y})", currentResult.text, currentResult.x, currentResult.y); + + // 判断识别到的文本是否包含目标文本 + if (currentResult.text && currentResult.text.includes(targetText)) { + log.debug("成功找到目标文本 '{target}'!", targetText); + // 计算中心坐标(局部坐标) + let localCenterX = currentResult.x + Math.floor(currentResult.width / 2); + let localCenterY = currentResult.y + Math.floor(currentResult.height / 2); + // 转换为屏幕绝对坐标 + let screenX = x1 + localCenterX; + let screenY = y1 + localCenterY; + return { + x: screenX, + y: screenY, + text: currentResult.text + }; + } + } + + // 如果遍历完所有结果都未找到,返回 null + log.debug("在指定区域内未能找到目标文本: '{target}'", targetText); + return null; + } finally { + // 释放图像资源 + searchRegion.dispose(); + screen.dispose(); + } +}; + +/** + * 平滑拖动列表(从起始坐标拖动到目标坐标) + * @param {number} startX - 起始 X 坐标 + * @param {number} startY - 起始 Y 坐标 + * @param {number} endX - 目标 X 坐标 + * @param {number} endY - 目标 Y 坐标 + * @param {number} stepDistance - 每步移动的距离(像素),默认 10 + * @returns {Promise} + */ +export const smoothDragVertical = async (startX, startY, endX, endY, stepDistance = 10) => { + log.debug("开始平滑拖动,从 ({x1}, {y1}) 到 ({x2}, {y2})", startX, startY, endX, endY); + + // 移动到起始位置 + moveMouseTo(startX, startY); + + // 按住鼠标左键 + leftButtonDown(); + + // 计算总距离和步数 + const totalDistanceX = endX - startX; + const totalDistanceY = endY - startY; + const absDistanceY = Math.abs(totalDistanceY); + const steps = Math.floor(absDistanceY / stepDistance); // 完整的步数 + + // 分步移动鼠标,模拟自然拖动(使用绝对坐标) + for (let i = 1; i <= steps; i++) { + // 计算当前步的绝对坐标(线性插值) + const progress = i / steps; + const currentX = Math.round(startX + totalDistanceX * progress); + const currentY = Math.round(startY + totalDistanceY * (i * stepDistance / absDistanceY)); + moveMouseTo(currentX, currentY); + await sleep(10); // 每次移动后延迟 10 毫秒 + } + + // 最后确保精确到达目标位置 + moveMouseTo(endX, endY); + await sleep(10); + + // 释放鼠标左键前稍作延迟 + await sleep(700); + leftButtonUp(); + await sleep(500); + + log.debug("拖动完成"); +}; diff --git a/repo/js/AutoArtifactLockingSettings/main.js b/repo/js/AutoArtifactLockingSettings/main.js new file mode 100644 index 000000000..3ac0e3ff2 --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/main.js @@ -0,0 +1,621 @@ +import { findTextInRegion, smoothDragVertical } from './lib.js'; + +// 延迟时间默认值(单位:毫秒) +const DEFAULT_DELAY_SHORT = 75; +const DEFAULT_DELAY_MEDIUM = 200; +const DEFAULT_DELAY_LONG = 1000; +const DEFAULT_DELAY_EXTRA_LONG = 3000; + +// 从 settings 读取延迟系数,不填则使用默认值 1.2 +const rawMultiplier = settings.delayMultiplier ? parseFloat(settings.delayMultiplier) : 1.2; +if (isNaN(rawMultiplier) || rawMultiplier <= 0) { + log.error("延迟系数配置错误,必须是大于 0 的数字,当前值: {value}", settings.delayMultiplier); + throw new Error("延迟系数配置错误,脚本已终止"); +} +const DELAY_MULTIPLIER = rawMultiplier; + +// 计算实际延迟值(默认值 × 延迟系数) +const DELAY_SHORT = Math.round(DEFAULT_DELAY_SHORT * DELAY_MULTIPLIER); +const DELAY_MEDIUM = Math.round(DEFAULT_DELAY_MEDIUM * DELAY_MULTIPLIER); +const DELAY_LONG = Math.round(DEFAULT_DELAY_LONG * DELAY_MULTIPLIER); +const DELAY_EXTRA_LONG = Math.round(DEFAULT_DELAY_EXTRA_LONG * DELAY_MULTIPLIER); + +// 标记是否已检查过必须条件提示框 +let hasCheckedNecessaryTip = false; + +/** + * 检查 OCR 识别到的套装名称是否匹配配置中的套装 + * @param {string} recognizedName - OCR 识别到的套装名称 + * @param {Object} setConfig - 套装配置对象(包含 set_name 和可选的 alias 数组) + * @returns {boolean} - 是否匹配 + */ +function matchSetName(recognizedName, setConfig) { + // 先精确匹配套装名称 + if (recognizedName === setConfig.set_name) { + return true; + } + // 如果有别名,尝试模糊匹配(识别到的名称包含别名) + if (setConfig.alias && Array.isArray(setConfig.alias)) { + for (let alias of setConfig.alias) { + if (recognizedName.includes(alias)) { + return true; + } + } + } + return false; +} + +/** + * 根据 OCR 识别到的套装名称查找对应的配置 + * @param {string} recognizedName - OCR 识别到的套装名称 + * @param {Array} config - 所有套装配置数组 + * @returns {Object|null} - 匹配的套装配置,未找到返回 null + */ +function findSetConfig(recognizedName, config) { + for (let setConfig of config) { + if (matchSetName(recognizedName, setConfig)) { + return setConfig; + } + } + return null; +} + +/** + * 检查用户选择的套装名称是否匹配配置(支持别名) + * @param {string} selectedName - 用户选择的套装名称 + * @param {string} recognizedName - OCR 识别到的套装名称 + * @param {Array} config - 所有套装配置数组 + * @returns {boolean} - 是否匹配 + */ +function isSelectedSetMatch(selectedName, recognizedName, config) { + // 精确匹配 + if (selectedName === recognizedName) { + return true; + } + // 查找用户选择的套装对应的配置 + let setConfig = config.find(s => s.set_name === selectedName); + if (setConfig) { + return matchSetName(recognizedName, setConfig); + } + return false; +} + +/** + * 配置单个套装的所有方案 + * @param {Object} setConfig - 套装配置对象 + * @param {Object} uiCoords - UI坐标映射对象 + * @param {boolean} overwriteExisting - 是否覆盖已有方案 + * @returns {boolean|null} - true: 成功配置, false: 跳过(已有方案且未勾选覆盖), null: 错误(找不到按钮/无启用方案等) + */ +async function configureArtifactSet(setConfig, uiCoords, overwriteExisting) { + // 根据配置处理推荐方案开关 + let shouldEnable = setConfig.enable_recommended_scheme; + log.debug("套装「{name}」的推荐方案配置: {value}", setConfig.set_name, shouldEnable); + + // 检查当前界面状态:如果不包含"未生效",说明推荐方案是打开的 + let statusResult = findTextInRegion(838, 294, 1136, 351, "未生效"); + let isCurrentlyEnabled = (statusResult === null); // 不包含"未生效"说明是打开的 + + log.debug("当前推荐方案状态: {status}", isCurrentlyEnabled ? "已开启" : "未开启"); + + // 判断是否需要点击开关 + if (shouldEnable !== isCurrentlyEnabled) { + log.info("步骤:切换推荐方案开关"); + click(1786, 323); + await sleep(DELAY_MEDIUM); + } else { + log.debug("步骤:推荐方案状态已符合配置,无需操作"); + } + + // 查找并点击"编辑"按钮 + let editResult = findTextInRegion(1686, 208, 1850, 256, "编辑"); + if (editResult) { + log.debug("找到「编辑」按钮,坐标: ({x}, {y})", editResult.x, editResult.y); + log.info("步骤:点击编辑按钮"); + click(editResult.x, editResult.y); + await sleep(DELAY_MEDIUM); + } else { + log.error("未找到「编辑」按钮"); + return null; + } + + // 获取所有启用的方案 + let enabledPlans = setConfig.plans.filter(p => p.enabled); + if (enabledPlans.length === 0) { + log.warn("套装「{name}」未找到启用的方案,跳过", setConfig.set_name); + // 点击返回按钮 + click(1840, 44); + await sleep(DELAY_MEDIUM); + return null; + } + + log.debug("找到 {count} 个启用的方案", enabledPlans.length); + + // 遍历所有启用的方案 + for (let planIndex = 0; planIndex < enabledPlans.length; planIndex++) { + let plan = enabledPlans[planIndex]; + + log.debug("开始配置第 {index} 个方案", planIndex + 1); + + // 如果不是第一个方案,需要切换到方案2 + if (planIndex > 0) { + log.info("步骤:切换到方案 {index}", planIndex + 1); + click(129, 265); + await sleep(DELAY_LONG); + } + + // 检查是否存在旧方案 + let noConfigResult = findTextInRegion(1004, 499, 1253, 549, "暂无方案配置"); + + if (noConfigResult === null) { + // 不包含"暂无方案配置",说明已经有旧方案 + if (!overwriteExisting) { + // 未勾选覆盖选项,跳过该套装 + log.info("套装「{name}」已有方案配置,且未勾选覆盖选项,跳过", setConfig.set_name); + // 点击返回按钮 + click(1840, 44); + await sleep(DELAY_LONG); + return false; + } + + // 点击删除按钮 + log.info("步骤:点击删除按钮,坐标: (1147, 1022)"); + click(1147, 1022); + + // 等待一下让删除确认对话框出现 + await sleep(DELAY_MEDIUM); + + // 点击确认按钮 + log.info("步骤:点击确认按钮,坐标: (1171, 758)"); + click(1171, 758); + await sleep(DELAY_MEDIUM); + } else { + log.debug("未检测到旧方案(显示「暂无方案配置」),无需删除"); + } + + // 点击"新建锁定方案"按钮 + let newPlanResult = findTextInRegion(1563, 986, 1876, 1051, "新建锁定方案"); + + if (newPlanResult) { + log.debug("找到「新建锁定方案」按钮,坐标: ({x}, {y})", newPlanResult.x, newPlanResult.y); + log.info("步骤:点击「新建锁定方案」按钮"); + click(newPlanResult.x, newPlanResult.y); + await sleep(DELAY_MEDIUM); + } else { + log.error("未找到「新建锁定方案」按钮"); + continue; + } + + // 配置当前方案 + await configurePlan(plan, uiCoords); + + log.debug("第 {index} 个方案配置完成", planIndex + 1); + } + + // 点击返回按钮 + log.info("步骤:点击返回按钮,坐标: (1840, 44)"); + click(1840, 44); + await sleep(DELAY_LONG); + + log.debug("套装「{name}」配置完成", setConfig.set_name); + return true; // 返回 true 表示成功配置 +} + +/** + * 配置单个锁定方案 + * @param {Object} plan - 方案配置对象 + * @param {Object} uiCoords - UI坐标映射对象 + */ +async function configurePlan(plan, uiCoords) { + log.debug("开始配置方案: {name}", plan.plan_name); + + // 遍历配置中的所有部位(不一定是5个) + for (let positionConfig of plan.positions) { + // 根据部位名称找到对应的UI坐标 + let positionUI = uiCoords.positions.find(p => p.name === positionConfig.position_name); + + if (!positionUI) { + log.error("未找到部位「{name}」的UI坐标", positionConfig.position_name); + continue; + } + + log.info("配置部位: {name}", positionConfig.position_name); + + // 点击部位按钮 + click(positionUI.x, positionUI.y); + await sleep(DELAY_SHORT); + + // 如果部位未启用,跳过配置 + if (!positionConfig.enabled) { + log.info("部位 {name} 未启用,跳过", positionConfig.position_name); + continue; + } + + // 配置主属性 + log.debug("点击主要属性按钮"); + click(uiCoords.buttons.main_attr.x, uiCoords.buttons.main_attr.y); + await sleep(DELAY_SHORT); + + // 点击所有需要的主属性 + let positionMainAttrs = uiCoords.main_attrs_by_position[positionConfig.position_name]; + if (!positionMainAttrs) { + log.error("未找到部位 {name} 的主属性坐标映射", positionConfig.position_name); + continue; + } + + // 检查是否包含"元素伤害加成" + let hasElementalDamage = positionConfig.main_attrs.includes("元素伤害加成"); + + for (let mainAttr of positionConfig.main_attrs) { + // 特殊处理:元素伤害加成 = 使用"全选伤害加成"按钮(包含物理+所有7种元素伤害) + if (mainAttr === "元素伤害加成") { + let coord = positionMainAttrs["全选伤害加成"]; + log.debug("检测到「元素伤害加成」,使用全选按钮一次性选择所有伤害加成"); + log.debug("点击全选伤害加成按钮,坐标: ({x}, {y})", coord.x, coord.y); + click(coord.x, coord.y); + await sleep(DELAY_SHORT); + } else if (mainAttr === "物理伤害加成" && hasElementalDamage) { + // 如果已经点击了"元素伤害加成"(全选),则跳过单独的"物理伤害加成" + log.debug("「物理伤害加成」已被全选包含,跳过"); + } else { + // 普通主属性 + if (positionMainAttrs[mainAttr]) { + let coord = positionMainAttrs[mainAttr]; + log.debug("选择主属性: {attr}, 坐标: ({x}, {y})", mainAttr, coord.x, coord.y); + click(coord.x, coord.y); + await sleep(DELAY_SHORT); + } else { + log.warn("未找到主属性坐标: {attr} (部位: {pos})", mainAttr, positionConfig.position_name); + } + } + } + + // 配置副属性 + log.debug("点击追加属性按钮"); + click(uiCoords.buttons.sub_attr.x, uiCoords.buttons.sub_attr.y); + await sleep(DELAY_SHORT); + + // 点击所有需要的副属性 + for (let subAttr of positionConfig.sub_attrs) { + if (uiCoords.sub_attrs[subAttr]) { + let coord = uiCoords.sub_attrs[subAttr]; + log.debug("选择副属性: {attr}, 坐标: ({x}, {y})", subAttr, coord.x, coord.y); + click(coord.x, coord.y); + await sleep(DELAY_SHORT); + + // 如果该副属性是必须条件,点击右侧的必须条件按钮 + if (positionConfig.necessary_sub_attrs && positionConfig.necessary_sub_attrs.includes(subAttr)) { + // 必须条件按钮在副属性右侧,X 坐标固定:第一列 1090,第二列 1810 + let necessaryX = coord.x < 800 ? 1090 : 1810; + log.debug("设置必须条件: {attr}, 坐标: ({x}, {y})", subAttr, necessaryX, coord.y); + click(necessaryX, coord.y); + await sleep(DELAY_SHORT); + + // 第一次点击必须条件按钮后,检查是否弹出提示框 + if (!hasCheckedNecessaryTip) { + hasCheckedNecessaryTip = true; + await sleep(DELAY_MEDIUM); + let tipResult = findTextInRegion(870, 261, 1069, 338, "提示"); + if (tipResult) { + log.debug("检测到提示框,点击确认关闭"); + click(964, 745); + await sleep(DELAY_MEDIUM); + } + } + } + } else { + log.warn("未找到副属性坐标: {attr}", subAttr); + } + } + + // 配置副属性最小命中数 + let minCount = positionConfig.min_count; + let countKey = `任意${minCount}条`; + + if (uiCoords.sub_attr_count[countKey]) { + let coord = uiCoords.sub_attr_count[countKey]; + log.debug("选择副属性命中数: {count}, 坐标: ({x}, {y})", countKey, coord.x, coord.y); + click(coord.x, coord.y); + await sleep(DELAY_SHORT); + } else { + log.warn("未找到副属性命中数坐标: {count}", countKey); + } + + log.debug("部位 {name} 配置完成", positionConfig.position_name); + } + + // 点击保存按钮 + log.info("步骤:点击保存按钮,坐标: (1733, 1017)"); + click(1733, 1017); + await sleep(DELAY_LONG); + // 再点一次关闭弹窗 + log.info("步骤:关闭保存按钮的弹窗"); + click(1733, 1017); + await sleep(DELAY_LONG); + +} + +async function main() { + // 运行前检查游戏窗口信息,并验证分辨率是否为 16:9 + const width = genshin.width; + const height = genshin.height; + if (!width || !height) { + log.error("无法获取游戏窗口信息,请确保原神正在运行,脚本已终止"); + return; + } + + const aspectRatio = width / height; + const targetRatio = 16 / 9; + const ratioTolerance = 0.01; // 允许极小的浮点误差 + + log.debug("环境检测:当前游戏分辨率 {w}x{h}", width, height); + + if (Math.abs(aspectRatio - targetRatio) > ratioTolerance) { + log.error("当前分辨率不是 16:9(检测到: {w}x{h}),脚本已终止", width, height); + return; + } + + // 读取配置文件 + const configText = await file.readText("圣遗物锁定方案信息.json"); + const config = JSON.parse(configText); + + // 读取UI坐标映射文件 + const uiCoordsText = await file.readText("ui_coordinates.json"); + const uiCoords = JSON.parse(uiCoordsText); + + // 读取用户设置 + let selectedSets = settings.artifactSets ? Array.from(settings.artifactSets) : []; // C# List 对象,需要转换为 JS 数组 + let overwriteExisting = settings.overwriteExisting; // 是否覆盖已有方案 + + log.debug("用户选择的套装数量: {count}", selectedSets.length); + log.debug("选择的套装: {sets}", JSON.stringify(selectedSets)); + log.debug("是否覆盖已有方案: {value}", overwriteExisting); + + // 如果选择了"全选",需要读取 settings.json 获取所有套装列表 + if (selectedSets.includes("全选")) { + const settingsText = await file.readText("settings.json"); + const settingsConfig = JSON.parse(settingsText); + const artifactSetsConfig = settingsConfig.find(s => s.name === "artifactSets"); + + if (artifactSetsConfig && artifactSetsConfig.options) { + // 包含所有套装(除了"全选"本身) + selectedSets = artifactSetsConfig.options.filter(name => name !== "全选"); + log.debug("检测到「全选」,已展开为所有套装,共 {count} 个", selectedSets.length); + } + } + + // 检查用户是否选择了至少一个套装 + if (selectedSets.length === 0) { + log.error("未选择任何套装,请在设置中勾选需要配置的圣遗物套装"); + return; + } + + // 返回主界面 + await genshin.returnMainUi(); + + // 打开背包 + keyPress("B") + await sleep(DELAY_LONG); + + log.info("即将配置 {count} 个套装", selectedSets.length); + + // 第一步:点击圣遗物背包页面 + log.info("步骤:点击圣遗物背包页面"); + click(671, 46); + await sleep(DELAY_MEDIUM); + + // 第二步:验证是否进入圣遗物页面 + let verifyResult = findTextInRegion(131, 21, 231, 70, "圣遗物"); + if (!verifyResult) { + log.error("未检测到「圣遗物」页面"); + return; + } + + // 第三步:点击进入圣遗物锁定方案入口 + log.info("步骤:点击「锁定辅助」"); + click(394, 1017); + await sleep(DELAY_LONG); + + // 第四步:查找并点击 "套装锁定方案",来到套装选择界面 + log.info("步骤:点击「套装锁定方案」"); + let result = findTextInRegion(148, 696, 322, 760, "套装锁定方案"); + if (!result) { + // 第一个位置没找到,尝试第二个位置 + result = findTextInRegion(146, 290, 332, 366, "套装锁定方案"); + } + if (result) { + log.debug("点击「套装锁定方案」,坐标: ({x}, {y})", result.x, result.y); + click(result.x, result.y); + await sleep(DELAY_LONG); + } else { + log.error("未找到「套装锁定方案」按钮"); + return; + } + + // 第五步:把滚动条拉到顶部 + log.info("步骤:点击滚动条顶部"); + click(795, 212); + await sleep(DELAY_MEDIUM); + + // 第六步:遍历所有套装 + let processedSets = new Set(); // 记录已处理的套装名称,避免重复 + let configuredSets = []; // 记录成功配置的套装名称 + let skippedSets = []; // 记录跳过的套装名称(已有方案且未勾选覆盖) + let notFoundSets = []; // 记录未找到的套装名称(OCR 未识别到) + let failedSets = []; // 记录处理失败的套装名称(执行过程中出错) + let finishedSetNames = new Set(); // 记录已完成处理的套装名称(成功/跳过/失败) + + while (true) { + log.info("步骤:开始识别当前屏幕的套装"); + + // 获取游戏画面截图 + let screen = captureGameRegion(); + let listRegion = null; + + try { + // 裁剪套装列表区域 (142,209) 到 (384,954) + const cropStartX = 142; + const cropStartY = 209; + const cropEndX = 384; + const cropEndY = 954; + listRegion = screen.deriveCrop(cropStartX, cropStartY, cropEndX - cropStartX, cropEndY - cropStartY); + + // 使用 findMulti 进行 OCR 识别 + let ocrResultList = listRegion.findMulti(RecognitionObject.ocrThis); + + log.debug("识别到 {count} 个文本", ocrResultList.count); + + if (ocrResultList.count === 0) { + log.warn("未识别到任何文本,列表遍历完成"); + break; + } + + // 记录本轮识别到的套装名称 + let currentScreenSets = []; + for (let i = 0; i < ocrResultList.count; i++) { + currentScreenSets.push(ocrResultList[i].text.trim()); + } + + // 检查是否所有套装都已处理过(说明列表已经到底了) + let allProcessed = currentScreenSets.every(name => processedSets.has(name)); + if (allProcessed) { + log.info("当前屏幕所有套装都已处理过,列表遍历完成"); + break; + } + + // 遍历识别到的所有文本,处理套装 + for (let i = 0; i < ocrResultList.count; i++) { + let ocrResult = ocrResultList[i]; + let setName = ocrResult.text.trim(); + + // 跳过已处理的套装 + if (processedSets.has(setName)) { + log.debug("套装「{name}」已处理过,跳过", setName); + continue; + } + + log.debug("识别到套装名称: {name}", setName); + + // 检查该套装是否在用户选择的列表中(支持别名匹配) + let matchedSelectedName = selectedSets.find(selected => isSelectedSetMatch(selected, setName, config)); + if (!matchedSelectedName) { + log.debug("套装「{name}」不在用户选择列表中,跳过", setName); + processedSets.add(setName); + continue; + } + + // 在配置中查找对应的套装(支持别名匹配) + let setConfig = findSetConfig(setName, config); + + // 标记为已处理(无论是否有配置) + processedSets.add(setName); + + if (setConfig) { + log.info(`开始处理套装: 「${setConfig.set_name}」`); + + // 计算文本左上角的屏幕绝对坐标 + let absoluteX = cropStartX + ocrResult.x; + let absoluteY = cropStartY + ocrResult.y; + + // 点击套装名称进入详情页 + log.debug("点击套装,坐标: ({x}, {y})", absoluteX, absoluteY); + click(absoluteX, absoluteY); + await sleep(DELAY_MEDIUM); + + // 配置该套装 + let configured = await configureArtifactSet(setConfig, uiCoords, overwriteExisting); + + if (configured === true) { + configuredSets.push(setConfig.set_name); + finishedSetNames.add(setConfig.set_name); + log.info("套装「{name}」处理完成,进度: {current}/{total}", setConfig.set_name, configuredSets.length, selectedSets.length); + + // 快速结算:如果已完成数量达到用户选择的数量,提前结束 + if (finishedSetNames.size >= selectedSets.length) { + log.info("已处理完所有选择的套装(含跳过/失败)"); + break; + } + } else if (configured === false) { + skippedSets.push(setConfig.set_name); + finishedSetNames.add(setConfig.set_name); + log.info("套装「{name}」已跳过(已有方案且未勾选覆盖)", setConfig.set_name); + } else { + failedSets.push(setConfig.set_name); + finishedSetNames.add(setConfig.set_name); + log.error("套装「{name}」处理失败(执行过程中出现错误)", setConfig.set_name); + } + } else { + log.info("配置文件中未找到套装「{name}」,跳过", setName); + } + } + + // 快速结算:如果已完成数量达到用户选择的数量,跳出外层循环 + if (finishedSetNames.size >= selectedSets.length) { + break; + } + } finally { + // 释放图像资源 + if (listRegion) { + listRegion.dispose(); + } + screen.dispose(); + } + + await sleep(DELAY_LONG); + // 处理完当前屏幕的所有套装后,平滑拖动列表显示下一批 + log.info("当前屏幕处理完成,拖动列表显示下一批套装"); + // 从 (771,856) 移动到 (770,244) + await smoothDragVertical(771, 856, 770, 244); + } + + // 检查哪些用户选择的套装未被识别到 + for (let selectedName of selectedSets) { + // 检查是否已成功配置或已跳过 + if (configuredSets.includes(selectedName) || skippedSets.includes(selectedName) || failedSets.includes(selectedName)) { + continue; + } + // 检查是否通过别名匹配到了 + let foundByAlias = configuredSets.some(name => { + let cfg = config.find(c => c.set_name === name); + return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg); + }) || skippedSets.some(name => { + let cfg = config.find(c => c.set_name === name); + return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg); + }) || failedSets.some(name => { + let cfg = config.find(c => c.set_name === name); + return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg); + }); + if (!foundByAlias) { + notFoundSets.push(selectedName); + } + } + + // 输出结果汇总 + log.info("========== 配置结果汇总 =========="); + log.info("成功配置: {count} 个套装", configuredSets.length); + + if (skippedSets.length > 0) { + log.info("跳过(已有方案): {count} 个套装", skippedSets.length); + for (let name of skippedSets) { + log.info(" - {name}", name); + } + } + + if (failedSets.length > 0) { + log.error("处理失败: {count} 个套装", failedSets.length); + for (let name of failedSets) { + log.error(" ✗ {name}", name); + } + } + + if (notFoundSets.length > 0) { + log.warn("未能设置: {count} 个套装(未在列表中识别到)", notFoundSets.length); + for (let name of notFoundSets) { + log.warn(" ✗ {name}", name); + } + } + + log.info("所有套装配置完成!"); +} + +main(); diff --git a/repo/js/AutoArtifactLockingSettings/manifest.json b/repo/js/AutoArtifactLockingSettings/manifest.json new file mode 100644 index 000000000..cd8954907 --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/manifest.json @@ -0,0 +1,22 @@ +{ + "manifest_version": 1, + "name": "自动配置圣遗物锁定方案", + "version": "1.0.0", + "bgi_version": "0.56.2", + "description": "自动配置圣遗物锁定方案,方案来源于 哔哩哔哩 @酸儒书生 https://www.bilibili.com/video/BV13YHQzMEAT", + "authors": [ + { + "name": "bling-yshs", + "link": "https://github.com/bling-yshs" + }, + { + "name": "Bedrockx", + "link": "https://github.com/Bedrockx" + } + ], + "settings_ui": "settings.json", + "main": "main.js", + "library": [ + "." + ] +} diff --git a/repo/js/AutoArtifactLockingSettings/settings.json b/repo/js/AutoArtifactLockingSettings/settings.json new file mode 100644 index 000000000..911b207f2 --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/settings.json @@ -0,0 +1,63 @@ +[ + { + "name": "overwriteExisting", + "type": "checkbox", + "label": "覆盖已有方案", + "default": false + }, + { + "name": "delayMultiplier", + "type": "input-text", + "label": "延迟系数,留空为1.2,如果发现运行不稳定,可以尝试填1.4或者更高" + }, + { + "name": "artifactSets", + "type": "multi-checkbox", + "label": "需要配置的圣遗物套装", + "options": [ + "全选", + "风起之日", + "晨星与月的晓歌", + "纺月的夜歌", + "穹境示现之夜", + "深廊终曲", + "长夜之誓", + "黑曜秘典", + "烬城勇者绘卷", + "未竟的遐思", + "谐律异想断章", + "回声之林夜话", + "昔时之歌", + "黄金剧团", + "逐影猎人", + "花海甘露之光", + "水仙之梦", + "乐园遗落之花", + "沙上楼阁史话", + "饰金之梦", + "深林的记忆", + "来歆余响", + "辰砂往生录", + "海染砗磲", + "华馆梦醒形骸记", + "绝缘之旗印", + "追忆之注连", + "苍白之火", + "千岩牢固", + "沉沦之心", + "冰风迷途的勇士", + "炽烈的炎之魔女", + "渡过烈火的贤人", + "如雷的盛怒", + "平息鸣雷的尊者", + "逆飞的流星", + "悠古的磐岩", + "翠绿之影", + "被怜爱的少女", + "染血的骑士道", + "昔日宗室之仪", + "流浪大地的乐团", + "角斗士的终幕礼" + ] + } +] diff --git a/repo/js/AutoArtifactLockingSettings/ui_coordinates.json b/repo/js/AutoArtifactLockingSettings/ui_coordinates.json new file mode 100644 index 000000000..146f69830 --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/ui_coordinates.json @@ -0,0 +1,225 @@ +{ + "positions": [ + { + "name": "生之花", + "index": 0, + "x": 550, + "y": 141 + }, + { + "name": "死之羽", + "index": 1, + "x": 842, + "y": 142 + }, + { + "name": "时之沙", + "index": 2, + "x": 1126, + "y": 143 + }, + { + "name": "空之杯", + "index": 3, + "x": 1417, + "y": 141 + }, + { + "name": "理之冠", + "index": 4, + "x": 1703, + "y": 144 + } + ], + "buttons": { + "main_attr": { + "x": 770, + "y": 221 + }, + "sub_attr": { + "x": 1492, + "y": 218 + } + }, + "main_attrs_by_position": { + "生之花": { + "生命值": { + "x": 440, + "y": 310 + } + }, + "死之羽": { + "攻击力": { + "x": 440, + "y": 310 + } + }, + "时之沙": { + "生命值百分比": { + "x": 440, + "y": 310 + }, + "攻击力百分比": { + "x": 1160, + "y": 310 + }, + "防御力百分比": { + "x": 440, + "y": 390 + }, + "元素精通": { + "x": 1160, + "y": 390 + }, + "元素充能效率": { + "x": 440, + "y": 470 + } + }, + "空之杯": { + "生命值百分比": { + "x": 440, + "y": 310 + }, + "攻击力百分比": { + "x": 1160, + "y": 310 + }, + "防御力百分比": { + "x": 440, + "y": 390 + }, + "元素精通": { + "x": 1160, + "y": 390 + }, + "全选伤害加成": { + "x": 440, + "y": 500, + "note": "一次性选择物理伤害加成和所有7种元素伤害加成" + }, + "物理伤害加成": { + "x": 440, + "y": 580 + }, + "火元素伤害加成": { + "x": 1160, + "y": 580 + }, + "雷元素伤害加成": { + "x": 440, + "y": 660 + }, + "水元素伤害加成": { + "x": 1160, + "y": 660 + }, + "草元素伤害加成": { + "x": 440, + "y": 740 + }, + "风元素伤害加成": { + "x": 1160, + "y": 740 + }, + "岩元素伤害加成": { + "x": 440, + "y": 820 + }, + "冰元素伤害加成": { + "x": 1160, + "y": 820 + } + }, + "理之冠": { + "生命值百分比": { + "x": 440, + "y": 310 + }, + "攻击力百分比": { + "x": 1160, + "y": 310 + }, + "防御力百分比": { + "x": 440, + "y": 390 + }, + "元素精通": { + "x": 1160, + "y": 390 + }, + "暴击率": { + "x": 440, + "y": 470 + }, + "暴击伤害": { + "x": 1160, + "y": 470 + }, + "治疗加成": { + "x": 440, + "y": 550 + } + } + }, + "sub_attrs": { + "生命值": { + "x": 440, + "y": 360 + }, + "生命值百分比": { + "x": 1160, + "y": 360 + }, + "攻击力": { + "x": 440, + "y": 440 + }, + "攻击力百分比": { + "x": 1160, + "y": 440 + }, + "防御力": { + "x": 440, + "y": 520 + }, + "防御力百分比": { + "x": 1160, + "y": 520 + }, + "暴击率": { + "x": 440, + "y": 600 + }, + "暴击伤害": { + "x": 1160, + "y": 600 + }, + "元素精通": { + "x": 440, + "y": 680 + }, + "元素充能效率": { + "x": 1160, + "y": 680 + } + }, + "sub_attr_count": { + "任意1条": { + "x": 440, + "y": 810 + }, + "任意2条": { + "x": 1160, + "y": 810 + }, + "任意3条": { + "x": 440, + "y": 890 + }, + "任意4条": { + "x": 1160, + "y": 890 + } + } +} \ No newline at end of file diff --git a/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json b/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json new file mode 100644 index 000000000..e11d4d5bb --- /dev/null +++ b/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json @@ -0,0 +1,5872 @@ +[ + { + "set_name": "风起之日", + "enable_recommended_scheme": true, + "plans": [ + { + "plan_name": "方案一", + "index": 0, + "enabled": true, + "positions": [ + { + "position_name": "生之花", + "enabled": true, + "main_attrs": [ + "生命值" + ], + "sub_attrs": [ + "攻击力百分比", + "暴击伤害", + "暴击率" + ], + 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"暴击伤害", + "元素充能效率", + "元素精通" + ], + "min_count": 3, + "necessary_sub_attrs": [ + "元素精通" + ] + }, + { + "position_name": "时之沙", + "enabled": true, + "main_attrs": [ + "元素充能效率" + ], + "sub_attrs": [ + "生命值百分比", + "攻击力百分比", + "防御力百分比", + "暴击率", + "暴击伤害", + "元素精通" + ], + "min_count": 3, + "necessary_sub_attrs": [] + }, + { + "position_name": "空之杯", + "enabled": true, + "main_attrs": [ + "元素伤害加成", + "物理伤害加成" + ], + "sub_attrs": [ + "暴击率", + "暴击伤害" + ], + "min_count": 1, + "necessary_sub_attrs": [] + } + ] + }, + { + "plan_name": "方案二", + "index": 76, + "enabled": true, + "positions": [ + { + "position_name": "生之花", + "enabled": true, + "main_attrs": [ + "生命值" + ], + "sub_attrs": [ + "攻击力百分比", + "暴击率", + "暴击伤害", + "元素充能效率", + "元素精通" + ], + "min_count": 3, + "necessary_sub_attrs": [ + "元素精通" + ] + }, + { + "position_name": "死之羽", + "enabled": true, + "main_attrs": [ + "攻击力" + ], + "sub_attrs": [ + "攻击力百分比", + "暴击率", + "暴击伤害", + "元素充能效率", + "元素精通" + ], + "min_count": 3, + "necessary_sub_attrs": [ + "元素精通" + ] + } + ] + } + ] + }, + { + "set_name": "角斗士的终幕礼", + "enable_recommended_scheme": true, + "plans": [ + { + "plan_name": "方案一", + "index": 77, + "enabled": true, + "positions": [ + { + "position_name": "生之花", + "enabled": true, + "main_attrs": [ + "生命值" + ], + "sub_attrs": [ + "攻击力百分比", + "暴击率", + "暴击伤害" + ], + "min_count": 2, + "necessary_sub_attrs": [] + }, + { + "position_name": "死之羽", + "enabled": true, + "main_attrs": [ + "攻击力" + ], + "sub_attrs": [ + "攻击力百分比", + "暴击率", + "暴击伤害" + ], + "min_count": 2, + "necessary_sub_attrs": [] + }, + { + "position_name": "空之杯", + "enabled": true, + "main_attrs": [ + "元素伤害加成", + "物理伤害加成" + ], + "sub_attrs": [ + "暴击率", + "暴击伤害" + ], + "min_count": 1, + "necessary_sub_attrs": [] + }, + { + "position_name": "理之冠", + "enabled": true, + "main_attrs": [ + "攻击力百分比" + ], + "sub_attrs": [ + "攻击力", + "暴击率", + "暴击伤害", + "元素精通", + "元素充能效率" + ], + "min_count": 3, + "necessary_sub_attrs": [] + } + ] + }, + { + "plan_name": "方案二", + "index": 78, + "enabled": true, + "positions": [ + { + "position_name": "时之沙", + "enabled": true, + "main_attrs": [ + "元素精通" + ], + "sub_attrs": [ + "生命值百分比", + "攻击力百分比", + "暴击率", + "暴击伤害", + "元素充能效率" + ], + "min_count": 3, + "necessary_sub_attrs": [] + }, + { + "position_name": "空之杯", + "enabled": true, + "main_attrs": [ + "元素精通" + ], + "sub_attrs": [ + "生命值百分比", + "攻击力百分比", + "暴击率", + "暴击伤害", + "元素充能效率" + ], + "min_count": 3, + "necessary_sub_attrs": [] + }, + { + "position_name": "理之冠", + "enabled": true, + "main_attrs": [ + "元素精通" + ], + "sub_attrs": [ + "生命值百分比", + "攻击力百分比", + "暴击率", + "暴击伤害", + "元素充能效率" + ], + "min_count": 3, + "necessary_sub_attrs": [] + } + ] + } + ] + } +] \ No newline at end of file