/** * 判断是否为地脉花并处理 * @param {number} timeout - 超时时间 * @param {string} targetPath - 目标路径 * @param {number} [retries=0] - 当前函数内重试次数 * @returns {Promise} */ this.processLeyLineOutcrop = async function (timeout, targetPath, retries = 0) { const MAX_RETRIES = 3; let captureRegion = null; timeout = timeout * 1000; try { // 检查重试次数,避免死循环 if (retries >= MAX_RETRIES) { const errorMsg = `开启地脉花失败,已重试${MAX_RETRIES}次,终止处理`; log.error("我辣么大一个地脉花哪去了?"); throw new Error(errorMsg); } // 截图并识别 captureRegion = captureGameRegion(); const result = captureRegion.find(ocrRo2); const result2 = captureRegion.find(ocrRo3); // 检查地脉之花状态 - 已完成状态,准备领取奖励 if (result2.text.includes("地脉之花")) { log.info("识别到地脉之花,准备领取奖励"); await switchToFriendshipTeamIfNeeded(); return; } // 处理地脉溢口 if (result2.text.includes("地脉溢口")) { log.info("识别到地脉溢口"); keyPress("F"); await sleep(300); keyPress("F"); await sleep(500); } else if (result.text.includes("打倒所有敌人")) { log.info("地脉花已经打开,直接战斗"); } else { // 未识别到目标,需要重新导航 log.warn("未识别到地脉花文本,尝试重新导航"); await pathingScript.runFile(targetPath); return await this.processLeyLineOutcrop(timeout, targetPath, retries + 1); } // 执行战斗 const fightResult = await autoFight(timeout); if (!fightResult) { throw new Error("战斗失败"); } // 完成后续操作 await switchToFriendshipTeamIfNeeded(); await autoNavigateToReward(); } catch (error) { // 保留原始错误信息 const errorMsg = `地脉花处理失败 (重试${retries}/${MAX_RETRIES}): ${error.message}`; log.error(errorMsg); throw error; } finally { // 确保资源释放 if (captureRegion) { try { captureRegion.dispose(); } catch (disposeError) { log.warn(`截图资源释放失败: ${disposeError.message}`); } } } }