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https://github.com/babalae/bettergi-scripts-list.git
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* 改进 AutoFriendshipFight 的稳定性与错误处理 改进 AutoFriendshipFight 的稳定性与错误处理: - 新增 swimConsecutiveLimit 设置项,并通过 swim_stats.json 记录每日/连续触发“游泳”事件的次数。 - 重构战斗流程: runBattlePathAndFight 、 executeBattleTasks 、 waitForBattleResult 现在返回明确的状态(success/failure/out_of_area/cancelled),并更好地处理取消/超时等情况。 - 改进 OCR 与资源管理:复用并释放经验/摩拉模板 Mat(exp/mora),安全释放截图/OCR 对象,减少循环中的资源泄露风险。 - 增加 AutoPath 封装与安全的文件/路径工具( fileExistsSafe 、 normalizePathForCompare ),避免路径执行/ runFile 出错时出现未处理异常。 - 增加通用工具:安全读取地图坐标、取消检测辅助函数、每日游泳统计的加载/保存/重置,以及战斗点缓存等。 - 其它修复:超时参数校验、正确声明 runTimes 、改进切队逻辑,以及更健壮的日志与通知输出等。 这些改动旨在防止后台残留导致的资源占用问题,更好地检测与处理游泳相关失败,并让战斗/OCR 循环更确定、更可恢复。 * Change fight timeout default from 120 to 30 seconds * Update fight timeout default value to 120 seconds * 更改版本号
983 lines
38 KiB
JavaScript
983 lines
38 KiB
JavaScript
// ----------------------------
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// AutoFriendshipFight 主脚本
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// - 通过 OCR 识别“突发事件”任务文本来判定是否触发
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// - 通过地图路径文件导航到触发点/战斗点
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// - 通过自动战斗任务完成战斗,并用 OCR 判定胜负/是否离开触发区域
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// - 可选:后台检测是否出现经验/摩拉图标,用于提前终止循环
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// ----------------------------
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// 默认配置(当 settings.json 未设置或设置非法时使用)
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const DEFAULT_RUNS = 10;
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const DEFAULT_OCR_TIMEOUT_SECONDS = 10;
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const DEFAULT_FIGHT_TIMEOUT_SECONDS = 120;
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const DEFAULT_SWIM_CONSECUTIVE_LIMIT = 5;
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// 掉落检测状态
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// detectedExpOrMora:上一轮是否识别到经验/摩拉图标(用于判断“连续两轮都没有掉落则停”)
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// NoExpOrMoraCount:连续“没有识别到掉落”的计数器
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// running:后台循环 detectExpOrMora 的停止开关(必须在任何退出路径上关闭,避免后台占用)
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let detectedExpOrMora = true;
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let NoExpOrMoraCount = 0;
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let running = true;
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// 默认突发任务 OCR 关键词(敌人配置未提供时使用)
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const DEFAULT_OCR_KEYWORDS = ["突发", "任务", "打倒", "消灭", "敌人", "所有"];
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// 各敌人类型的参数配置
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// - ocrKeywords:用于 detectTaskTrigger / waitForBattleResult 的 OCR 关键字
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// - triggerPoint:触发点坐标(用于到位校验与二次导航)
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// - targetCoords:战斗点坐标(用于到位校验)
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// - preparePath:准备路径(通常是传送点->触发区域附近)
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// - postBattlePath:战斗后补充路径(如拾取/对话)
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// - failReturnPath:失败后的回退路径(通常回到准备点/触发点)
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// - failReturnSleepMs:失败回退后额外等待(给加载/稳定留时间)
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// - initialDelayMs:首轮额外等待(给地图/加载/触发留时间)
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const ENEMY_CONFIG = {
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"愚人众": {
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ocrKeywords: ["买卖", "不成", "正义存", "愚人众", "禁止", "危险", "运输", "打倒", "盗宝团", "丘丘人", "今晚", "伙食", "所有人"],
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targetCoords: { x: 4840.55, y: -3078.01 },
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triggerPoint: { x: 4783.79, y: -3065.62 },
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preparePath: "愚人众-准备",
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failReturnPath: "愚人众-准备",
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},
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"盗宝团": {
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ocrKeywords: ["岛上", "无贼", "消灭", "鬼鬼祟祟", "盗宝团"],
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targetCoords: { x: -2753.04, y: -3459.3025 },
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triggerPoint: { x: -2736.60, y: -3415.44 },
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},
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"鳄鱼": {
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ocrKeywords: ["张牙", "舞爪", "恶党", "鳄鱼", "打倒", "所有", "鳄鱼"],
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targetCoords: { x: 3578.08, y: -500.75 },
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triggerPoint: { x: 3614.63, y: -521.60 },
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preparePath: "鳄鱼-准备",
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failReturnPath: "鳄鱼-准备",
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failReturnSleepMs: 5000,
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initialDelayMs: 5000,
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postBattlePath: "鳄鱼-拾取",
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},
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"蕈兽": {
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ocrKeywords: ["实验家", "变成", "实验品", "击败", "所有", "魔物"],
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targetCoords: { x: 3794.55, y: -350.60 },
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triggerPoint: { x: 3749.38, y: -391.91 },
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preparePath: "蕈兽-准备",
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postBattlePath: "蕈兽-对话",
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},
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"雷萤术士": {
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ocrKeywords: ["雷萤", "术士", "圆滚滚", "不可食用", "威撼", "攀岩", "消灭", "准备", "打倒", "所有", "魔物", "盗宝团", "击败", "成员", "盗亦无道"],
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targetCoords: { x: 883.91, y: 656.63 },
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triggerPoint: { x: 881.92, y: 616.85 },
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preparePath: "雷萤术士-准备",
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},
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};
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// 经验/摩拉模板匹配资源
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// 这里保留 Mat 引用,便于脚本结束时主动释放,降低长时间运行的资源占用风险
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let expMat = file.ReadImageMatSync("assets/exp.png");
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const expRo = RecognitionObject.TemplateMatch(expMat, 74, 341, 207 - 74, 803 - 341);
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expRo.Threshold = 0.85;
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expRo.Use3Channels = true;
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expRo.InitTemplate();
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let moraMat = file.ReadImageMatSync("assets/mora.png");
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const moraRo = RecognitionObject.TemplateMatch(moraMat, 74, 341, 207 - 74, 803 - 341);
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moraRo.Threshold = 0.85;
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moraRo.Use3Channels = true;
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moraRo.InitTemplate();
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(async function () {
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const startTime = Date.now();
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try {
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// 可选:启用自动拾取实时任务
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if (convertToTrueIfNotBoolean(settings.pickupMode)) {
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dispatcher.addTimer(new RealtimeTimer("AutoPick"));
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log.info("已 启用 自动拾取任务");
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} else {
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log.info("已 禁用 自动拾取任务");
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}
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// 修复点:runTimes 必须用 let/const 声明,避免污染全局变量
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let runTimes = await calulateRunTimes();
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await switchPartyIfNeeded(settings.partyName);
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// 选择敌人类型(默认盗宝团)
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const enemyType = settings.enemyType || "盗宝团";
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log.info(`当前选择的敌人类型: ${enemyType}`);
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log.info(`${enemyType}好感开始...`);
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// 敌人准备流程(部分敌人需要先走准备路径/清理)
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await prepareForEnemy(enemyType);
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// 超时设置校验(非法则回退默认值)
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const ocrTimeout = validateTimeoutSetting(settings.ocrTimeout, DEFAULT_OCR_TIMEOUT_SECONDS, "OCR");
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const fightTimeout = validateTimeoutSetting(settings.fightTimeout, DEFAULT_FIGHT_TIMEOUT_SECONDS, "战斗");
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// 主循环入口
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await AutoFriendshipDev(runTimes, ocrTimeout, fightTimeout, enemyType);
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log.info(`${enemyType}好感运行总时长:${LogTimeTaken(startTime)}`);
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} catch (error) {
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if (isCancellationError(error)) {
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resetDailySwimConsecutiveIfNeeded();
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log.info("脚本已取消");
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return;
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}
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log.error(`脚本运行出错: ${error && error.message ? error.message : error}`);
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notification.error(`脚本运行出错: ${error && error.message ? error.message : error}`);
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} finally {
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// 修复点:无论成功/失败/异常,都必须停止后台循环与释放模板资源
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running = false;
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try { expMat?.Dispose?.(); } catch { }
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try { moraMat?.Dispose?.(); } catch { }
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expMat = null;
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moraMat = null;
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}
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})();
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function convertToTrueIfNotBoolean(value) {
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// settings 里可能是 undefined/字符串等非布尔值,此处按“未设置则视为开启”处理
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return typeof value === 'boolean' ? value : true;
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}
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function isCancellationError(error) {
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const msg = error && error.message ? String(error.message) : "";
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return msg.includes("取消自动任务") || msg.includes("A task was canceled.");
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}
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function isCtsCancellationRequested(cts) {
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try {
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const v =
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cts?.isCancellationRequested ??
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cts?.IsCancellationRequested ??
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cts?.token?.isCancellationRequested ??
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cts?.token?.IsCancellationRequested;
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return v === true;
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} catch {
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return false;
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}
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}
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function safeGetPositionFromMap() {
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try {
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return genshin.getPositionFromMap();
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} catch (error) {
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if (isCancellationError(error)) {
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throw error;
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}
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return null;
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}
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}
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function getEnemyConfig(enemyType) {
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// 根据敌人类型返回配置对象(不存在则返回空对象,调用方负责兜底)
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return ENEMY_CONFIG[enemyType] || {};
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}
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async function prepareForEnemy(enemyType) {
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// 清理丘丘人(仅盗宝团需要)
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if (settings.qiuQiuRen && enemyType === "盗宝团") {
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log.info("清理原住民...");
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await AutoPath("盗宝团-准备");
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}
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const { preparePath } = getEnemyConfig(enemyType);
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if (preparePath) {
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log.info(`导航到${enemyType}触发点...`);
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await AutoPath(preparePath);
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}
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}
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async function runPostBattle(enemyType) {
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// 战斗后处理:按敌人配置执行附加路径;部分敌人需要对话交互
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const { postBattlePath } = getEnemyConfig(enemyType);
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if (postBattlePath) {
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await AutoPath(postBattlePath);
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}
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if (enemyType === "蕈兽") {
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await sleep(50);
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keyPress("F");
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await sleep(50);
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keyPress("F");
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await sleep(500);
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await genshin.chooseTalkOption("下次");
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await sleep(500);
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}
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}
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async function recoverAfterFailure(enemyType, skipTp = false) {
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if (!skipTp) {
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await genshin.tpToStatueOfTheSeven();
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}
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const { failReturnPath, failReturnSleepMs, preparePath } = getEnemyConfig(enemyType);
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if (failReturnPath) {
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await AutoPath(failReturnPath);
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} else if (preparePath) {
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await AutoPath(preparePath);
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} else {
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await AutoPath(`${enemyType}-触发点`);
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}
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if (failReturnSleepMs) {
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await sleep(failReturnSleepMs);
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}
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}
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// 执行 path 任务
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async function AutoPath(locationName) {
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// 统一包装路径执行:避免 runFile 抛错导致整个脚本中断
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try {
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const filePath = `assets/AutoPath/${locationName}.json`;
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await pathingScript.runFile(filePath);
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return true;
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} catch (error) {
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if (isCancellationError(error)) {
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throw error;
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}
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log.error(`执行 ${locationName} 路径时发生错误: ${error.message}`);
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return false;
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}
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}
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function getTodayKey() {
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const d = new Date();
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const yyyy = String(d.getFullYear());
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const mm = String(d.getMonth() + 1).padStart(2, "0");
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const dd = String(d.getDate()).padStart(2, "0");
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return `${yyyy}-${mm}-${dd}`;
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}
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function normalizePathForCompare(p) {
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if (!p || typeof p !== "string") return "";
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return p.replace(/\\/g, "/").replace(/\/+/g, "/");
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}
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function fileExistsSafe(filePath) {
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try {
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if (!filePath || typeof filePath !== "string") return false;
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if (file.isFolder(filePath)) return false;
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const normalized = normalizePathForCompare(filePath);
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const lastSlash = normalized.lastIndexOf("/");
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const dir = lastSlash >= 0 ? normalized.slice(0, lastSlash) : ".";
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const name = lastSlash >= 0 ? normalized.slice(lastSlash + 1) : normalized;
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const items = file.readPathSync(dir);
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if (!items || items.length === 0) return false;
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for (const item of items) {
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const n = normalizePathForCompare(item);
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if (n === normalized) return true;
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const nLastSlash = n.lastIndexOf("/");
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const nName = nLastSlash >= 0 ? n.slice(nLastSlash + 1) : n;
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if (nName === name) return true;
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}
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return false;
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} catch {
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return false;
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}
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}
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function loadDailySwimStats() {
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const today = getTodayKey();
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const statsPath = "swim_stats.json";
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try {
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if (!fileExistsSafe(statsPath)) {
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return { date: today, totalSwimCount: 0, consecutiveSwimCount: 0 };
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}
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const raw = file.readTextSync(statsPath);
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const parsed = JSON.parse(raw);
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if (parsed && parsed.date === today) {
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const totalSwimCount = typeof parsed.totalSwimCount === "number"
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? parsed.totalSwimCount
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: (typeof parsed.swimCount === "number" ? parsed.swimCount : 0);
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const consecutiveSwimCount = typeof parsed.consecutiveSwimCount === "number" ? parsed.consecutiveSwimCount : 0;
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return { date: today, totalSwimCount, consecutiveSwimCount };
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}
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} catch { }
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return { date: today, totalSwimCount: 0, consecutiveSwimCount: 0 };
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}
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function saveDailySwimStats(stats) {
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const statsPath = "swim_stats.json";
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try {
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file.writeTextSync(statsPath, JSON.stringify(stats, null, 2), false);
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} catch { }
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}
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function resetDailySwimConsecutiveIfNeeded() {
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const stats = loadDailySwimStats();
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if (stats.consecutiveSwimCount > 0) {
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stats.consecutiveSwimCount = 0;
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saveDailySwimStats(stats);
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}
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}
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function recordSwimEventAndCheck(consecutiveLimit) {
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const stats = loadDailySwimStats();
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stats.totalSwimCount = (Number(stats.totalSwimCount) || 0) + 1;
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stats.consecutiveSwimCount = (Number(stats.consecutiveSwimCount) || 0) + 1;
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saveDailySwimStats(stats);
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const limit = Number.isFinite(Number(consecutiveLimit)) ? Number(consecutiveLimit) : DEFAULT_SWIM_CONSECUTIVE_LIMIT;
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return {
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totalSwimCount: stats.totalSwimCount,
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consecutiveSwimCount: stats.consecutiveSwimCount,
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consecutiveLimit: limit,
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exceeded: stats.consecutiveSwimCount >= limit
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};
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}
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const battlePointCache = new Map();
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function getBattlePointFromBattlePath(enemyType) {
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if (battlePointCache.has(enemyType)) {
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return battlePointCache.get(enemyType);
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}
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const filePath = `assets/AutoPath/${enemyType}-战斗点.json`;
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let point = null;
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try {
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if (fileExistsSafe(filePath)) {
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const raw = file.readTextSync(filePath);
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const parsed = JSON.parse(raw);
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const positions = parsed && Array.isArray(parsed.positions) ? parsed.positions : null;
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if (positions && positions.length > 0) {
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const last = positions[positions.length - 1];
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if (last && Number.isFinite(Number(last.x)) && Number.isFinite(Number(last.y))) {
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point = { x: Number(last.x), y: Number(last.y) };
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}
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}
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}
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} catch { }
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if (!point) {
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point = getTargetCoordinates(enemyType);
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}
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battlePointCache.set(enemyType, point);
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return point;
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}
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async function runBattlePathAndFight(enemyType) {
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const filePath = `assets/AutoPath/${enemyType}-战斗点.json`;
|
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if (!fileExistsSafe(filePath)) {
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throw new Error(`缺少战斗点路径文件: ${filePath}`);
|
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}
|
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const raw = file.readTextSync(filePath);
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const parsed = JSON.parse(raw);
|
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const positions = parsed && Array.isArray(parsed.positions) ? parsed.positions : null;
|
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if (!positions || positions.length === 0) {
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throw new Error(`战斗点路径文件无有效 positions: ${filePath}`);
|
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}
|
||
|
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const last = positions[positions.length - 1];
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const clonedPositions = positions.map(p => ({ ...p }));
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clonedPositions[clonedPositions.length - 1] = {
|
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...last,
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action: "fight",
|
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action_params: last && typeof last.action_params === "string" ? last.action_params : ""
|
||
};
|
||
|
||
const payload = {
|
||
...parsed,
|
||
positions: clonedPositions
|
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};
|
||
await pathingScript.run(JSON.stringify(payload));
|
||
}
|
||
|
||
// 计算运行时长
|
||
function LogTimeTaken(startTimeParam) {
|
||
const currentTime = Date.now();
|
||
const totalTimeInSeconds = (currentTime - startTimeParam) / 1000;
|
||
const minutes = Math.floor(totalTimeInSeconds / 60);
|
||
const seconds = totalTimeInSeconds % 60;
|
||
return `${minutes} 分 ${seconds.toFixed(0).padStart(2, '0')} 秒`;
|
||
}
|
||
|
||
// 计算预估时间
|
||
function CalculateEstimatedCompletion(startTime, current, total) {
|
||
if (current === 0) return "计算中...";
|
||
|
||
const elapsedTime = Date.now() - startTime;
|
||
const timePerTask = elapsedTime / current;
|
||
const remainingTasks = total - current;
|
||
const remainingTime = timePerTask * remainingTasks;
|
||
const completionDate = new Date(Date.now() + remainingTime);
|
||
return `${completionDate.toLocaleTimeString()} (约 ${Math.round(remainingTime / 60000)} 分钟)`;
|
||
}
|
||
|
||
// 检查并导航到触发点
|
||
async function navigateToTriggerPoint(enemyType) {
|
||
await AutoPath(`${enemyType}-触发点`);
|
||
const triggerPoint = getTriggerPoint(enemyType);
|
||
if (!triggerPoint) {
|
||
log.warn(`未配置 ${enemyType} 的 triggerPoint,跳过触发点距离校验`);
|
||
return;
|
||
}
|
||
const pos = safeGetPositionFromMap();
|
||
|
||
if (pos) {
|
||
const distance = Math.sqrt(Math.pow(pos.x - triggerPoint.x, 2) + Math.pow(pos.y - triggerPoint.y, 2));
|
||
if (distance <= 8) {
|
||
log.info(`已到达触发点附近,距离: ${distance.toFixed(2)}米`);
|
||
} else {
|
||
log.info(`未到达触发点,当前距离: ${distance.toFixed(2)}米,正在导航...`);
|
||
await AutoPath(`${enemyType}-触发点`);
|
||
}
|
||
}
|
||
}
|
||
|
||
// OCR检测突发任务
|
||
async function detectTaskTrigger(ocrTimeout, enemyType) {
|
||
// 修复点:OCR 的截图对象与 findMulti 返回对象可能持有底层资源
|
||
// 必须在 finally 中释放,避免长时间循环导致资源累积
|
||
const ocrKeywords = getOcrKeywords(enemyType);
|
||
let ocrStatus = false;
|
||
let ocrStartTime = Date.now();
|
||
|
||
while (Date.now() - ocrStartTime < ocrTimeout * 1000 && !ocrStatus) {
|
||
let captureRegion = null;
|
||
let resList = null;
|
||
try {
|
||
captureRegion = captureGameRegion();
|
||
resList = captureRegion.findMulti(RecognitionObject.ocr(0, 200, 300, 300));
|
||
for (let o = 0; o < resList.count; o++) {
|
||
let res = resList[o];
|
||
try {
|
||
for (let keyword of ocrKeywords) {
|
||
if (res && res.text && String(res.text).includes(keyword)) {
|
||
ocrStatus = true;
|
||
log.info("检测到突发任务触发");
|
||
break;
|
||
}
|
||
}
|
||
if (ocrStatus) break;
|
||
} finally {
|
||
try { res?.Dispose?.(); } catch { }
|
||
try { res?.dispose?.(); } catch { }
|
||
}
|
||
}
|
||
} catch (error) {
|
||
if (isCancellationError(error)) {
|
||
throw error;
|
||
}
|
||
log.error(`OCR检测突发任务过程中出错: ${error && error.message ? error.message : error}`);
|
||
} finally {
|
||
try { resList?.dispose?.(); } catch { }
|
||
try { resList?.Dispose?.(); } catch { }
|
||
try { captureRegion?.dispose?.(); } catch { }
|
||
try { captureRegion?.Dispose?.(); } catch { }
|
||
}
|
||
|
||
if (!ocrStatus) {
|
||
await sleep(1000);
|
||
}
|
||
}
|
||
|
||
return ocrStatus;
|
||
}
|
||
|
||
// 等待角色到达目标位置
|
||
async function waitForTargetPosition(pathTask, targetCoords, maxWaitTime = 15000, maxDistance = 5) {
|
||
const waitStartTime = Date.now();
|
||
let isNearTarget = false;
|
||
let pathTaskFinished = false;
|
||
let sawPosition = false;
|
||
|
||
// 监控路径任务完成
|
||
pathTask.then(() => {
|
||
pathTaskFinished = true;
|
||
log.info("路径任务已完成");
|
||
}).catch(error => {
|
||
pathTaskFinished = true;
|
||
if (isCancellationError(error)) {
|
||
log.info("路径任务已取消");
|
||
return;
|
||
}
|
||
log.error(`路径任务出错: ${error}`);
|
||
});
|
||
|
||
// 等待角色到达目标位置或超时
|
||
while (!isNearTarget && !pathTaskFinished && (Date.now() - waitStartTime < maxWaitTime)) {
|
||
const pos = safeGetPositionFromMap();
|
||
if (pos) {
|
||
sawPosition = true;
|
||
const distance = Math.sqrt(Math.pow(pos.x - targetCoords.x, 2) + Math.pow(pos.y - targetCoords.y, 2));
|
||
if (distance <= maxDistance) {
|
||
isNearTarget = true;
|
||
log.info(`已到达目标点附近,距离: ${distance.toFixed(2)}米`);
|
||
break;
|
||
}
|
||
}
|
||
await sleep(1000);
|
||
}
|
||
|
||
return { isNearTarget, pathTaskFinished, sawPosition };
|
||
}
|
||
|
||
// 执行战斗任务(并发执行战斗和结果检测)
|
||
async function executeBattleTasks(fightTimeout, enemyType, cts) {
|
||
// 修复点:
|
||
// - 以前只要“检测任务 fulfilled”就当成功;现在明确区分 success/failure/out_of_area 等状态
|
||
// - 取消只意味着停止战斗任务,不等价于“本轮战斗成功”
|
||
log.info("开始战斗!");
|
||
|
||
let battleTask;
|
||
let battleResult = null;
|
||
let battleDetectTask = null;
|
||
try {
|
||
if (settings.disableAsyncFight) {
|
||
// 同步战斗模式:由宿主的战斗结束检测/策略决定何时返回
|
||
await dispatcher.RunTask(new SoloTask("AutoFight"));
|
||
const maxDetectMs = Math.max(0, Number(fightTimeout) * 1000);
|
||
const graceMs = Math.min(8000, maxDetectMs);
|
||
try {
|
||
const status = await waitForBattleResult(graceMs, enemyType, new CancellationTokenSource());
|
||
return { success: status === "success", status };
|
||
} catch (error) {
|
||
if (error && error.message && String(error.message).includes("战斗超时")) {
|
||
return { success: false, status: "auto_fight_ended" };
|
||
}
|
||
throw error;
|
||
}
|
||
} else {
|
||
// 异步战斗模式:并发启动战斗 + OCR 检测结果;检测到结果后取消战斗任务
|
||
battleTask = dispatcher.RunTask(new SoloTask("AutoFight"), cts);
|
||
battleDetectTask = waitForBattleResult(fightTimeout * 1000, enemyType, cts);
|
||
const maxDetectMs = Math.max(0, Number(fightTimeout) * 1000);
|
||
const graceMs = Math.min(8000, maxDetectMs);
|
||
|
||
const battleWrapped = battleTask
|
||
.then(value => ({ kind: "battle_fulfilled", value }))
|
||
.catch(error => ({ kind: "battle_rejected", error }));
|
||
|
||
const detectWrapped = battleDetectTask
|
||
.then(status => ({ kind: "detect_fulfilled", status }))
|
||
.catch(error => ({ kind: "detect_rejected", error }));
|
||
|
||
const first = await Promise.race([battleWrapped, detectWrapped]);
|
||
|
||
if (first.kind === "detect_fulfilled") {
|
||
log.info("战斗检测任务完成");
|
||
return { success: first.status === "success", status: first.status };
|
||
}
|
||
if (first.kind === "detect_rejected") {
|
||
throw first.error;
|
||
}
|
||
|
||
battleResult = first;
|
||
if (first.kind === "battle_rejected" && isCancellationError(first.error)) {
|
||
throw first.error;
|
||
}
|
||
|
||
const second = await Promise.race([
|
||
detectWrapped,
|
||
sleep(graceMs).then(() => ({ kind: "detect_timeout" }))
|
||
]);
|
||
|
||
if (second.kind === "detect_fulfilled") {
|
||
log.info("战斗检测任务完成");
|
||
return { success: second.status === "success", status: second.status };
|
||
}
|
||
if (second.kind === "detect_rejected") {
|
||
throw second.error;
|
||
}
|
||
|
||
return { success: false, status: "auto_fight_ended" };
|
||
}
|
||
} catch (error) {
|
||
// 过滤掉正常的取消错误
|
||
if (isCancellationError(error)) {
|
||
log.info("战斗任务已取消");
|
||
return { success: false, status: "cancelled" };
|
||
}
|
||
const msg = error && error.message ? String(error.message) : "";
|
||
if (msg.includes("前往七天神像重试") || msg.includes("检测到游泳")) {
|
||
log.warn(`战斗执行异常(已自动回七天神像): ${msg}`);
|
||
return { success: false, status: "recovered_to_statue", errorMessage: msg };
|
||
}
|
||
log.error(`战斗执行过程中出错: ${msg}`);
|
||
return { success: false, status: "error", errorMessage: msg };
|
||
} finally {
|
||
// 确保战斗任务被等待完成(即使被取消)
|
||
if (battleTask) {
|
||
try {
|
||
await battleTask;
|
||
} catch (error) {
|
||
// 忽略 finally 块中的取消错误
|
||
if (!isCancellationError(error)) {
|
||
log.warn(`清理战斗任务时出错: ${error.message}`);
|
||
}
|
||
}
|
||
}
|
||
keyUp("VK_LBUTTON");
|
||
}
|
||
}
|
||
|
||
// 执行单次好感任务循环
|
||
async function executeSingleFriendshipRound(roundIndex, ocrTimeout, fightTimeout, enemyType) {
|
||
// 单轮流程:
|
||
// 1) 导航到触发点附近
|
||
// 2) 通过 OCR 判断是否已触发突发任务
|
||
// 3) 导航到战斗点(避免与失败回退路径并发冲突)
|
||
// 4) 启动战斗 + OCR 判定胜负/是否离开区域
|
||
// 5) 成功则执行战斗后流程;失败则回退到准备/触发点并进入下一轮
|
||
// 导航到触发点
|
||
await navigateToTriggerPoint(enemyType);
|
||
const { initialDelayMs } = getEnemyConfig(enemyType);
|
||
if (roundIndex === 0 && initialDelayMs) {
|
||
await sleep(initialDelayMs);
|
||
}
|
||
let initialDetected = false;
|
||
if (roundIndex === 0) {
|
||
initialDetected = await detectTaskTrigger(3, enemyType);
|
||
}
|
||
if (!detectedExpOrMora && settings.loopTillNoExpOrMora) {
|
||
NoExpOrMoraCount++;
|
||
log.warn("上次运行未检测到经验或摩拉");
|
||
if (NoExpOrMoraCount >= 2) {
|
||
log.warn("连续两次循环没有经验或摩拉掉落,提前终止");
|
||
return false;
|
||
}
|
||
} else {
|
||
NoExpOrMoraCount = 0;
|
||
detectedExpOrMora = false;
|
||
}
|
||
if (!initialDetected || roundIndex > 0) {
|
||
if (settings.use1000Stars) {
|
||
await genshin.wonderlandCycle();
|
||
} else {
|
||
await genshin.relogin();
|
||
}
|
||
}
|
||
|
||
const ocrStatus = await detectTaskTrigger(ocrTimeout, enemyType);
|
||
|
||
if (!ocrStatus) {
|
||
// 本轮未检测到突发任务:按设计直接结束整个脚本循环
|
||
notification.send(`未识别到突发任务,${enemyType}好感结束`);
|
||
log.info(`未识别到突发任务,${enemyType}好感结束`);
|
||
resetDailySwimConsecutiveIfNeeded();
|
||
return false; // 返回 false 表示需要终止循环
|
||
}
|
||
|
||
// 修复点:先确认触发,再执行导航;避免“未触发时仍去战斗点”以及失败时多路径并发
|
||
const battlePointCoords = getBattlePointFromBattlePath(enemyType);
|
||
if (!battlePointCoords) {
|
||
throw new Error(`未配置 ${enemyType} 的 targetCoords`);
|
||
}
|
||
|
||
const maxDetectMs = Math.max(0, Number(fightTimeout) * 1000);
|
||
const battleDetectCts = new CancellationTokenSource();
|
||
const battleDetectPromise = waitForBattleResult(maxDetectMs, enemyType, battleDetectCts, battlePointCoords);
|
||
|
||
try {
|
||
log.info("开始战斗!");
|
||
await runBattlePathAndFight(enemyType);
|
||
} catch (e) {
|
||
try { battleDetectCts.cancel(); } catch { }
|
||
if (isCancellationError(e)) throw e;
|
||
const msg = e && e.message ? String(e.message) : "";
|
||
if (msg.includes("前往七天神像重试") || msg.includes("检测到游泳")) {
|
||
const { totalSwimCount, consecutiveSwimCount, consecutiveLimit, exceeded } = recordSwimEventAndCheck(settings.swimConsecutiveLimit);
|
||
log.warn(`检测到游泳异常,今日累计 ${totalSwimCount} 次,连续 ${consecutiveSwimCount}/${consecutiveLimit} 次`);
|
||
if (exceeded) {
|
||
throw new Error(`当日连续触发游泳已达 ${consecutiveLimit} 次,战斗策略或配队严重不合理`);
|
||
}
|
||
throw new Error("检测到游泳且自动回七天神像,视为本轮失败");
|
||
}
|
||
throw e;
|
||
}
|
||
const battleStatus = await battleDetectPromise;
|
||
if (battleStatus === "cancelled") {
|
||
throw new Error("战斗任务已取消");
|
||
}
|
||
resetDailySwimConsecutiveIfNeeded();
|
||
|
||
await runPostBattle(enemyType);
|
||
|
||
// 返回 true 表示成功完成这一轮
|
||
return true;
|
||
}
|
||
|
||
// 记录进度信息
|
||
function logProgress(startTime, currentRound, totalRounds) {
|
||
const estimatedCompletion = CalculateEstimatedCompletion(startTime, currentRound + 1, totalRounds);
|
||
const currentTime = LogTimeTaken(startTime);
|
||
log.info(`当前进度:${currentRound + 1}/${totalRounds} (${((currentRound + 1) / totalRounds * 100).toFixed(1)}%)`);
|
||
log.info(`当前运行总时长:${currentTime}`);
|
||
log.info(`预计完成时间:${estimatedCompletion}`);
|
||
}
|
||
|
||
// 执行 N 次好感任务并输出日志 - 重构后的主函数
|
||
async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团") {
|
||
// 主循环:执行指定次数或在 detectTaskTrigger 判定“未触发”时提前退出
|
||
// 修复点:finally 中统一关闭 running 并等待 detectExpOrMoraTask 退出,避免后台循环残留
|
||
const startFirstTime = Date.now();
|
||
let detectExpOrMoraTask;
|
||
let cancelled = false;
|
||
let successCount = 0;
|
||
let failureCount = 0;
|
||
try {
|
||
if (settings.loopTillNoExpOrMora) {
|
||
detectExpOrMoraTask = detectExpOrMora();
|
||
}
|
||
for (let i = 0; i < times; i++) {
|
||
try { await sleep(1); } catch (e) { break; }
|
||
try {
|
||
const success = await executeSingleFriendshipRound(i, ocrTimeout, fightTimeout, enemyType);
|
||
if (!success)
|
||
break;
|
||
successCount++;
|
||
logProgress(startFirstTime, i, times);
|
||
} catch (error) {
|
||
if (isCancellationError(error)) {
|
||
cancelled = true;
|
||
throw error;
|
||
}
|
||
failureCount++;
|
||
log.error(`第 ${i + 1} 轮好感任务失败: ${error.message}`);
|
||
if (error.message && error.message.includes("战斗超时")) {
|
||
throw error;
|
||
}
|
||
if (error.message && error.message.includes("当日连续触发游泳")) {
|
||
throw error;
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
if (!cancelled) {
|
||
log.info(`${enemyType} 好感已完成`);
|
||
}
|
||
} finally {
|
||
if (!cancelled) {
|
||
const stats = loadDailySwimStats();
|
||
const limit = Number.isFinite(Number(settings.swimConsecutiveLimit)) ? Number(settings.swimConsecutiveLimit) : DEFAULT_SWIM_CONSECUTIVE_LIMIT;
|
||
log.info(`本次运行统计:成功 ${successCount} 次,失败 ${failureCount} 次,今日游泳累计 ${stats.totalSwimCount} 次,连续游泳 ${stats.consecutiveSwimCount}/${limit} 次`);
|
||
}
|
||
running = false;
|
||
if (detectExpOrMoraTask) {
|
||
try { await detectExpOrMoraTask; } catch { }
|
||
}
|
||
}
|
||
}
|
||
|
||
async function detectExpOrMora() {
|
||
// 后台循环:通过模板匹配检测经验/摩拉图标
|
||
// 注意:该循环依赖 running 停止;必须保证任何退出路径都会把 running=false
|
||
while (running) {
|
||
try { await sleep(1); } catch (e) { break; }
|
||
let gameRegion;
|
||
if (!detectedExpOrMora) {
|
||
try {
|
||
gameRegion = captureGameRegion();
|
||
const res1 = gameRegion.find(expRo);
|
||
if (res1.isExist()) {
|
||
log.info("识别到经验");
|
||
detectedExpOrMora = true;
|
||
continue;
|
||
}
|
||
const res2 = gameRegion.find(moraRo);
|
||
if (res2.isExist()) {
|
||
log.info("识别到摩拉");
|
||
detectedExpOrMora = true;
|
||
continue;
|
||
}
|
||
} catch (e) {
|
||
log.error(`检测经验和摩拉掉落过程中出现错误 ${e.message}`);
|
||
} finally {
|
||
try { gameRegion?.dispose?.(); } catch { }
|
||
try { gameRegion?.Dispose?.(); } catch { }
|
||
}
|
||
} else {
|
||
//无需检测时额外等待200
|
||
await sleep(200);
|
||
}
|
||
await sleep(200);
|
||
}
|
||
}
|
||
|
||
async function calulateRunTimes() {
|
||
// 从 settings 读取次数并校验;非法则回退默认值
|
||
log.info(`'请确保队伍满员,并为队伍配置相应的战斗策略'`);
|
||
// 计算运行次数
|
||
let runTimes = Number(settings.runTimes);
|
||
if (!isPositiveInteger(runTimes)) {
|
||
log.warn("请输入正确的次数,必须是正整数!");
|
||
log.warn(`运行次数重置为 ${DEFAULT_RUNS} 次!`);
|
||
runTimes = DEFAULT_RUNS;
|
||
}
|
||
|
||
log.info(`当前设置的运行次数: ${runTimes}`);
|
||
return runTimes;
|
||
}
|
||
|
||
// 验证输入是否是正整数
|
||
function isPositiveInteger(value) {
|
||
return Number.isInteger(value) && value > 0;
|
||
}
|
||
|
||
// 根据敌人类型获取OCR关键词
|
||
function getOcrKeywords(enemyType) {
|
||
// OCR 关键词获取:优先使用敌人类型配置,否则回退到默认关键词
|
||
const { ocrKeywords } = getEnemyConfig(enemyType);
|
||
return ocrKeywords || DEFAULT_OCR_KEYWORDS;
|
||
}
|
||
|
||
// 根据敌人类型获取目标战斗点坐标
|
||
function getTargetCoordinates(enemyType) {
|
||
const { targetCoords } = getEnemyConfig(enemyType);
|
||
return targetCoords;
|
||
}
|
||
|
||
function getTriggerPoint(enemyType) {
|
||
const { triggerPoint } = getEnemyConfig(enemyType);
|
||
return triggerPoint;
|
||
}
|
||
|
||
// 验证日期格式
|
||
async function switchPartyIfNeeded(partyName) {
|
||
// 可选队伍切换:为空则直接回到主界面,避免停留在菜单/对话等状态
|
||
if (!partyName) {
|
||
await genshin.returnMainUi();
|
||
return;
|
||
}
|
||
try {
|
||
log.info("正在尝试切换至" + partyName);
|
||
if (!await genshin.switchParty(partyName)) {
|
||
log.info("切换队伍失败,前往七天神像重试");
|
||
await genshin.tpToStatueOfTheSeven();
|
||
await genshin.switchParty(partyName);
|
||
}
|
||
} catch {
|
||
log.error("队伍切换失败,可能处于联机模式或其他不可切换状态");
|
||
notification.error(`队伍切换失败,可能处于联机模式或其他不可切换状态`);
|
||
await genshin.returnMainUi();
|
||
}
|
||
}
|
||
|
||
async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝团", cts = new CancellationTokenSource(), battlePointCoords = null) {
|
||
// 战斗结果 OCR 判定:
|
||
// - 返回 "success":识别到成功关键字/特殊条件
|
||
// - 返回 "failure":识别到失败关键字
|
||
// - 返回 "out_of_area":连续多次识别不到事件关键字,认为离开触发区域
|
||
// - 超时:抛出 Error("战斗超时,未检测到结果")
|
||
//
|
||
// 修复点:这里不做 tp/跑路径,只做“结果判定 + cts.cancel()”
|
||
// 失败后的恢复统一在 executeSingleFriendshipRound 中串行处理,避免路径并发冲突
|
||
const fightStartTime = Date.now();
|
||
const successKeywords = ["事件", "完成"];
|
||
const failureKeywords = ["失败"];
|
||
const eventKeywords = getOcrKeywords(enemyType);
|
||
const pollIntervalMs = 1000;
|
||
let notFind = 0;
|
||
|
||
while (Date.now() - fightStartTime < timeout) {
|
||
if (isCtsCancellationRequested(cts)) {
|
||
return "cancelled";
|
||
}
|
||
let capture = null;
|
||
try {
|
||
capture = captureGameRegion();
|
||
// 沿用最初版写死的 OCR 框(1080p 下的“事件完成”识别区域)
|
||
let result = capture.find(RecognitionObject.ocr(850, 150, 200, 80));
|
||
let result2 = capture.find(RecognitionObject.ocr(0, 200, 300, 300));
|
||
let text = result && result.text ? String(result.text) : "";
|
||
text = text ? text.replace(/\s+/g, "") : "";
|
||
let text2 = result2 && result2.text ? String(result2.text) : "";
|
||
text2 = text2 ? text2.replace(/\s+/g, "") : "";
|
||
if (enemyType === "蕈兽" && text2.includes("维沙瓦")) {
|
||
log.info("战斗结果:成功");
|
||
cts.cancel();
|
||
return "success";
|
||
}
|
||
|
||
// 检查成功关键词:只要开战后识别到“事件/完成”等关键词即可认为本轮结束
|
||
if (Date.now() - fightStartTime >= 2000) {
|
||
for (let keyword of successKeywords) {
|
||
if (text.includes(keyword)) {
|
||
log.info("检测到战斗成功关键词: {0}", keyword);
|
||
log.info("战斗结果:成功");
|
||
cts.cancel(); // 取消任务
|
||
return "success";
|
||
}
|
||
}
|
||
}
|
||
|
||
// 检查失败关键词
|
||
for (let keyword of failureKeywords) {
|
||
if (text.includes(keyword)) {
|
||
log.warn("检测到战斗失败关键词: {0}", keyword);
|
||
cts.cancel(); // 取消任务
|
||
return "failure";
|
||
}
|
||
}
|
||
if (enemyType !== "蕈兽") {
|
||
// 检查事件关键词
|
||
let find = 0;
|
||
for (let keyword of eventKeywords) {
|
||
if (text2.includes(keyword)) {
|
||
find++;
|
||
}
|
||
}
|
||
|
||
if (find === 0) {
|
||
notFind++;
|
||
log.info("未检测到任务触发关键词:{0} 次", notFind);
|
||
} else {
|
||
notFind = 0;
|
||
}
|
||
|
||
if (notFind > 10) {
|
||
let nearBattlePoint = false;
|
||
if (battlePointCoords && Number.isFinite(Number(battlePointCoords.x)) && Number.isFinite(Number(battlePointCoords.y))) {
|
||
const pos = safeGetPositionFromMap();
|
||
if (pos && typeof pos === "object") {
|
||
const dx = Number(pos.x) - Number(battlePointCoords.x);
|
||
const dy = Number(pos.y) - Number(battlePointCoords.y);
|
||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||
nearBattlePoint = Number.isFinite(dist) && dist <= 25;
|
||
}
|
||
}
|
||
|
||
if (nearBattlePoint) {
|
||
log.info("触发关键词消失但仍在战斗点附近,视为本轮结束");
|
||
cts.cancel();
|
||
return "success";
|
||
}
|
||
|
||
log.warn("不在任务触发区域,战斗失败");
|
||
cts.cancel(); // 取消任务
|
||
return "out_of_area";
|
||
|
||
}
|
||
}
|
||
}
|
||
catch (error) {
|
||
log.error("OCR过程中出错: {0}", error);
|
||
// 出错后继续循环,不进行额外嵌套处理
|
||
}
|
||
finally {
|
||
try { capture?.dispose?.(); } catch { }
|
||
try { capture?.Dispose?.(); } catch { }
|
||
}
|
||
|
||
// 统一的检查间隔
|
||
await sleep(pollIntervalMs);
|
||
}
|
||
|
||
log.warn("在超时时间内未检测到战斗结果");
|
||
cts.cancel(); // 取消任务
|
||
throw new Error("战斗超时,未检测到结果");
|
||
}
|
||
|
||
/**
|
||
* 验证超时时间设置
|
||
* @param {number|string} value - 用户设置的超时时间(秒)
|
||
* @param {number} defaultValue - 默认超时时间(秒)
|
||
* @param {string} timeoutType - 超时类型名称
|
||
* @returns {number} - 验证后的超时时间(秒)
|
||
*/
|
||
function validateTimeoutSetting(value, defaultValue, timeoutType) {
|
||
// 转换为数字
|
||
const timeout = Number(value);
|
||
|
||
// 检查是否为有效数字且大于0
|
||
if (!isFinite(timeout) || timeout <= 0) {
|
||
log.warn(`${timeoutType} 超时设置无效,必须是大于0的数字,将使用默认值 ${defaultValue} 秒`);
|
||
return defaultValue;
|
||
}
|
||
|
||
log.info(`${timeoutType}超时设置为 ${timeout} 秒`);
|
||
return timeout;
|
||
}
|
||
|