(async function () { // ========================================================================= // 0. 数据定义 (源自 Genshin_Domains_SC_Live_Source.json) // ========================================================================= const MATERIAL_DB = { // ====== 角色天赋素材 ====== // 蒙德 "「自由」的哲学": { domain: "忘却之峡", idx: 1 }, "「抗争」的哲学": { domain: "忘却之峡", idx: 2 }, "「诗文」的哲学": { domain: "忘却之峡", idx: 3 }, // 璃月 "「繁荣」的哲学": { domain: "太山府", idx: 1 }, "「勤劳」的哲学": { domain: "太山府", idx: 2 }, "「黄金」的哲学": { domain: "太山府", idx: 3 }, // 稻妻 "「浮世」的哲学": { domain: "堇色之庭", idx: 1 }, "「风雅」的哲学": { domain: "堇色之庭", idx: 2 }, "「天光」的哲学": { domain: "堇色之庭", idx: 3 }, // 须弥 "「诤言」的哲学": { domain: "昏识塔", idx: 1 }, "「巧思」的哲学": { domain: "昏识塔", idx: 2 }, "「笃行」的哲学": { domain: "昏识塔", idx: 3 }, // 枫丹 "「公平」的哲学": { domain: "苍白的遗荣", idx: 1 }, "「正义」的哲学": { domain: "苍白的遗荣", idx: 2 }, "「秩序」的哲学": { domain: "苍白的遗荣", idx: 3 }, // 纳塔 "「角逐」的哲学": { domain: "蕴火的幽墟", idx: 1 }, "「焚燔」的哲学": { domain: "蕴火的幽墟", idx: 2 }, "「纷争」的哲学": { domain: "蕴火的幽墟", idx: 3 }, // 挪德卡莱 "「月光」的哲学": { domain: "无光的深都", idx: 1 }, "「乐园」的哲学": { domain: "无光的深都", idx: 2 }, "「浪迹」的哲学": { domain: "无光的深都", idx: 3 }, // ====== 武器升级素材 ====== // 蒙德 "高塔孤王的碎梦": { domain: "塞西莉亚苗圃", idx: 1 }, "凛风奔狼的怀乡": { domain: "塞西莉亚苗圃", idx: 2 }, "狮牙斗士的理想": { domain: "塞西莉亚苗圃", idx: 3 }, // 璃月 "孤云寒林的神体": { domain: "震雷连山密宫", idx: 1 }, "雾海云间的转还": { domain: "震雷连山密宫", idx: 2 }, "漆黑陨铁的一块": { domain: "震雷连山密宫", idx: 3 }, // 稻妻 "远海夷地的金枝": { domain: "砂流之庭", idx: 1 }, "鸣神御灵的勇武": { domain: "砂流之庭", idx: 2 }, "今昔剧画之鬼人": { domain: "砂流之庭", idx: 3 }, // 须弥 "谧林涓露的金符": { domain: "有顶塔", idx: 1 }, "绿洲花园的真谛": { domain: "有顶塔", idx: 2 }, "烈日威权的旧日": { domain: "有顶塔", idx: 3 }, // 枫丹 "悠古弦音的回响": { domain: "深潮的余响", idx: 1 }, "纯圣露滴的真粹": { domain: "深潮的余响", idx: 2 }, "无垢之海的金杯": { domain: "深潮的余响", idx: 3 }, // 纳塔 "贡祭炽心的荣膺": { domain: "深古瞭望所", idx: 1 }, "谵妄圣主的神面": { domain: "深古瞭望所", idx: 2 }, "神合秘烟的启示": { domain: "深古瞭望所", idx: 3 }, // 挪德卡莱 "奇巧秘器的真愿": { domain: "失落的月庭", idx: 1 }, "长夜燧火的烈辉": { domain: "失落的月庭", idx: 2 }, "终北遗嗣的煌熠": { domain: "失落的月庭", idx: 3 }, // ====== 圣遗物 (type: 'artifact') ====== // 蒙德 "如雷的盛怒 / 平息雷鸣的尊者": { domain: "仲夏庭园", type: "artifact" }, "翠绿之影 / 被怜爱的少女": { domain: "铭记之谷", type: "artifact" }, "沉沦之心 / 冰风迷途的勇士": { domain: "芬德尼尔之顶", type: "artifact" }, // 璃月 "炽烈的炎之魔女 / 渡过烈火的贤人": { domain: "无妄引咎密宫", type: "artifact" }, "昔日宗室之仪 / 染血的骑士道": { domain: "华池岩岫", type: "artifact" }, "悠古的磐岩 / 逆飞的流星": { domain: "孤云凌霄之处", type: "artifact" }, "辰砂往生录 / 来歆余响": { domain: "岩中幽谷", type: "artifact" }, // 稻妻 "绝缘之旗印 / 追忆之注连": { domain: "椛染之庭", type: "artifact" }, "海染砗磲 / 华馆梦醒形骸记": { domain: "沉眠之庭", type: "artifact" }, // 须弥 "深林的记忆 / 饰金之梦": { domain: "缘觉塔", type: "artifact" }, "沙上楼阁史话 / 乐园遗落之花": { domain: "赤金的城墟", type: "artifact" }, "水仙之梦 / 花海甘露之光": { domain: "熔铁的孤塞", type: "artifact" }, // 枫丹 "逐影猎人 / 黄金剧团": { domain: "罪祸的终末", type: "artifact" }, "昔时之歌 / 回声之林夜话": { domain: "临瀑之城", type: "artifact" }, "谐律异想断章 / 未竟的遐思": { domain: "剧变丛林", type: "artifact" }, // 纳塔 "黑曜秘典 / 烬城勇者绘卷": { domain: "虹灵的净土", type: "artifact" }, "深廊终曲 / 长夜之誓": { domain: "荒废砌造坞", type: "artifact" }, // 挪德卡莱 "纺月的夜歌 / 穹境示现之夜": { domain: "霜凝的机枢", type: "artifact" } }; // ========================================================================= // 1. 读取用户设置 // ========================================================================= let userConfig = settings; let enableDebug = userConfig.EnableDebug; // --- 读取三个独立栏位 --- let pTalent = userConfig.TargetTalentMaterialName; let pWeapon = userConfig.TargetWeaponMaterialName; let pArtifact = userConfig.TargetArtifactName; let pForceRunMode = userConfig.ForceRunMode; // --- 互斥检查与目标确定 --- let selectedCount = (pTalent ? 1 : 0) + (pWeapon ? 1 : 0) + (pArtifact ? 1 : 0); if (selectedCount === 0) { log.error("【配置错误】您未选择任何素材!请在天赋、武器或圣遗物中选择一项。"); return; } if (selectedCount > 1) { log.error("【配置冲突】您同时选择了多种类型的素材!请只保留一项,将其余两项设为空。"); return; } let pTargetMaterial = pTalent || pWeapon || pArtifact; // --- 通用参数 --- let pPartyName = userConfig.PartyName || ""; let pRunUntilDepleted = userConfig.RunUntilResinDepleted; let pAutoArtifactSalvage = userConfig.AutoArtifactSalvage; let pMaxArtifactStar = userConfig.MaxArtifactStar || "4"; // 初始化目标参数 let pDomainName = ""; let pSundaySelectedValue = ""; // 数值参数 let pOriginal = parseInt(userConfig.OriginalResinUseCount) || 0; let pCondensed = parseInt(userConfig.CondensedResinUseCount) || 0; let pTransient = parseInt(userConfig.TransientResinUseCount) || 0; let pFragile = parseInt(userConfig.FragileResinUseCount) || 0; let pDomainRoundNum = parseInt(userConfig.DomainRoundNum) || 0; let pFightEndDelay = parseInt(userConfig.FightEndDelay) || 5; // [新增] 树脂机制警告 if (!pRunUntilDepleted && pOriginal > 0) { log.warn("【树脂警告】您设置了使用原粹树脂。由于 BetterGI 本体任务目前不支持选择 20/40 树脂:"); log.warn(" -> 请务必在运行脚本前,手动进入一次秘境,确认并调整好游戏内的树脂消耗选项,否则可能导致消耗不符合预期。"); } // ========================================================================= // 2. 智能逻辑处理 // ========================================================================= // 中文星期对照表 (0-6) const WEEK_MAP = ["日", "一", "二", "三", "四", "五", "六"]; let materialInfo = MATERIAL_DB[pTargetMaterial]; if (!materialInfo) { log.error(`【数据错误】无法在数据库中找到项目:${pTargetMaterial}`); return; } if (materialInfo.type === 'artifact') { // [圣遗物] 每日开放,直接放行 pDomainName = materialInfo.domain; pSundaySelectedValue = ""; log.info(`【圣遗物模式】目标:${pTargetMaterial}`); log.info(`【自动定位】秘境:${pDomainName} (每日开放)`); } else { // [天赋/武器素材] 需要日期检查 let requiredIdx = materialInfo.idx; pDomainName = materialInfo.domain; pSundaySelectedValue = requiredIdx.toString(); // --- 全球通用时间逻辑 (跨时区修正版) --- // 1. 获取 BGI 配置的服务器偏移量 (例如亚服为 +8小时,单位毫秒) let serverOffsetMs = ServerTime.GetServerTimeZoneOffset(); // 2. 获取当前的 UTC 时间戳 (全球统一,不受电脑时区影响) let utcNow = Date.now(); // 3. 计算"游戏服务器的逻辑时间戳" // 算法: UTC时间 + 服务器偏移量 - 4小时(换日) // 这样算出来的时间,如果视作 UTC 时间,其"星期几"就是游戏内的"星期几" let logicTimeMs = utcNow + serverOffsetMs - (4 * 60 * 60 * 1000); let logicDate = new Date(logicTimeMs); // 4. 获取 UTC 星期 (关键: 必须用 getUTCDay,忽略本地时区) let dayOfWeek = logicDate.getUTCDay(); let dayStr = WEEK_MAP[dayOfWeek]; if (enableDebug) { // 调试信息:计算当前的服务器名义时间 let serverTimeDate = new Date(utcNow + serverOffsetMs); log.info(`[DEBUG] 游戏服务器时间(UTC视角): ${serverTimeDate.toUTCString()}`); log.info(`[DEBUG] 逻辑判定后星期: ${dayStr}`); } // 判断今日是否开放 let isDateOpen = false; if (dayOfWeek === 0) isDateOpen = true; // 周日 else if (requiredIdx === 1 && (dayOfWeek === 1 || dayOfWeek === 4)) isDateOpen = true; else if (requiredIdx === 2 && (dayOfWeek === 2 || dayOfWeek === 5)) isDateOpen = true; else if (requiredIdx === 3 && (dayOfWeek === 3 || dayOfWeek === 6)) isDateOpen = true; log.info(`【智能匹配】目标: ${pTargetMaterial} (游戏内星期${dayStr})`); if (isDateOpen) { log.info(`【日期检查】通过,今日为常规开放日。`); } else { log.warn(`【日期检查】警告:今日 (游戏内星期${dayStr}) 非該素材常規開放日!`); if (pForceRunMode) { log.warn(`【强制运行】检测到"强制运行"已勾选。脚本将继续执行。`); log.warn(`【风险提示】若游戏内并无"限时全开"活动,底层的 OCR 将无法识别活动,BetterGI 將會直接進入今日預設副本,導致刷錯素材!`); } else { log.error(`【停止运行】为防止刷错素材,脚本已停止。`); log.error(` -> 若您确认当前游戏有"限时全开/精通移涌"活动,请在设置中勾选"强制运行"以忽略此警告。`); return; // 安全退出 } } } // ========================================================================= // 3. 执行主流程 // ========================================================================= while (true) { try { let taskParam = new AutoDomainParam(pDomainRoundNum); taskParam.DomainName = pDomainName; taskParam.PartyName = pPartyName; taskParam.AutoArtifactSalvage = pAutoArtifactSalvage; taskParam.MaxArtifactStar = pMaxArtifactStar; taskParam.SundaySelectedValue = pSundaySelectedValue; taskParam.SpecifyResinUse = !pRunUntilDepleted; if (!pRunUntilDepleted) { taskParam.OriginalResinUseCount = pOriginal; taskParam.CondensedResinUseCount = pCondensed; taskParam.TransientResinUseCount = pTransient; taskParam.FragileResinUseCount = pFragile; taskParam.SetResinPriorityList("浓缩树脂", "原粹树脂", "须臾树脂", "脆弱树脂"); } else { taskParam.SetResinPriorityList("浓缩树脂", "原粹树脂"); } await dispatcher.RunAutoDomainTask(taskParam); if (pFightEndDelay > 0) { log.info(`[脚本] 任务结束,等待 ${pFightEndDelay} 秒...`); await sleep(pFightEndDelay * 1000); } break; } catch (ex) { let msg = ex.message || ""; if (msg.includes("背包物品已满") || msg.includes("未检测到秘境结束")) { log.warn(`[脚本] 任务可能已完成,但检测到: ${msg}`); break; } else if (msg.includes("复苏")) { log.warn(`[脚本] 角色死亡,5秒后重试...`); await sleep(5000); continue; } else if (msg.includes("TaskCanceledException")) { log.info("[脚本] 任务已取消。"); break; } else { log.error(`[脚本] 错误: ${msg}`); throw ex; } } } })();