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* 自定義參數的自動秘境腳本 可自訂義樹脂數量、刷取輪次、隊伍等參數的自動秘境腳本 * 支持週期性素材 支持天賦書、武器升級素材 * 支持週期性素材刷取 支持武器素材、天賦書刷取,顯示從秘境名稱改為以掉落物為主 * 适配月之四版本,重构以便后续维护 1.适配月之四版本:新增圣遗物秘境 2.重构以便后续维护:将秘境信息与main.js拆分
244 lines
11 KiB
JavaScript
244 lines
11 KiB
JavaScript
(async function () {
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// =========================================================================
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// 0. 动态加载数据 (基于 Genshin_Domains_SC_Live_Source.json)
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// =========================================================================
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let MATERIAL_DB = {};
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const DB_FILENAME = "Genshin_Domains_SC_Live_Source.json";
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try {
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// [修正] 使用正确的方法名 ReadTextSync 读取文件
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let rawContent = file.ReadTextSync(DB_FILENAME);
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// 检查读取结果是否为空
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if (!rawContent) {
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throw new Error("读取文件返回空内容");
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}
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let sourceData = JSON.parse(rawContent);
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if (!sourceData || !sourceData.domains) {
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throw new Error("JSON文件格式不正确,缺少 domains 字段");
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}
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// --- 1. 转换角色天赋素材 ---
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if (sourceData.domains.talent_books) {
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sourceData.domains.talent_books.forEach(item => {
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let domain = item.domain_name_sc;
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let schedule = item.schedule;
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// 映射规则: Mon_Thu -> 1, Tue_Fri -> 2, Wed_Sat -> 3
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if (schedule.Mon_Thu) MATERIAL_DB[schedule.Mon_Thu] = { domain: domain, idx: 1 };
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if (schedule.Tue_Fri) MATERIAL_DB[schedule.Tue_Fri] = { domain: domain, idx: 2 };
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if (schedule.Wed_Sat) MATERIAL_DB[schedule.Wed_Sat] = { domain: domain, idx: 3 };
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});
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}
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// --- 2. 转换武器升级素材 ---
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if (sourceData.domains.weapon_materials) {
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sourceData.domains.weapon_materials.forEach(item => {
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let domain = item.domain_name_sc;
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let schedule = item.schedule;
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if (schedule.Mon_Thu) MATERIAL_DB[schedule.Mon_Thu] = { domain: domain, idx: 1 };
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if (schedule.Tue_Fri) MATERIAL_DB[schedule.Tue_Fri] = { domain: domain, idx: 2 };
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if (schedule.Wed_Sat) MATERIAL_DB[schedule.Wed_Sat] = { domain: domain, idx: 3 };
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});
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}
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// --- 3. 转换圣遗物 (type: 'artifact') ---
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if (sourceData.domains.artifacts) {
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sourceData.domains.artifacts.forEach(item => {
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let domain = item.domain_name_sc;
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// 将 drops 数组组合成 key,格式为 "Drop1 / Drop2"
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let key = item.drops.join(" / ");
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MATERIAL_DB[key] = { domain: domain, type: "artifact" };
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});
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}
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log.info(`【系统】成功加载外部数据文件: ${DB_FILENAME},包含 ${Object.keys(MATERIAL_DB).length} 条记录`);
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} catch (e) {
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log.error(`【致命错误】无法读取或解析 ${DB_FILENAME}`);
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log.error(`错误详情: ${e.message}`);
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log.error("请确保 JSON 文件存在于脚本目录中且格式正确。脚本已停止。");
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return;
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}
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// =========================================================================
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// 1. 读取用户设置
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// =========================================================================
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let userConfig = settings;
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let enableDebug = userConfig.EnableDebug;
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// --- 读取三个独立栏位 ---
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let pTalent = userConfig.TargetTalentMaterialName;
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let pWeapon = userConfig.TargetWeaponMaterialName;
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let pArtifact = userConfig.TargetArtifactName;
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let pForceRunMode = userConfig.ForceRunMode;
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// --- 互斥检查与目标确定 ---
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let selectedCount = (pTalent ? 1 : 0) + (pWeapon ? 1 : 0) + (pArtifact ? 1 : 0);
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if (selectedCount === 0) {
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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。");
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return;
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}
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if (selectedCount > 1) {
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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。");
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return;
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}
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let pTargetMaterial = pTalent || pWeapon || pArtifact;
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// --- 通用参数 ---
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let pPartyName = userConfig.PartyName || "";
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let pRunUntilDepleted = userConfig.RunUntilResinDepleted;
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let pAutoArtifactSalvage = userConfig.AutoArtifactSalvage;
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let pMaxArtifactStar = userConfig.MaxArtifactStar || "4";
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// 初始化目标参数
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let pDomainName = "";
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let pSundaySelectedValue = "";
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// 数值参数
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let pOriginal = parseInt(userConfig.OriginalResinUseCount) || 0;
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let pCondensed = parseInt(userConfig.CondensedResinUseCount) || 0;
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let pTransient = parseInt(userConfig.TransientResinUseCount) || 0;
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let pFragile = parseInt(userConfig.FragileResinUseCount) || 0;
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let pDomainRoundNum = parseInt(userConfig.DomainRoundNum) || 0;
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let pFightEndDelay = parseInt(userConfig.FightEndDelay) || 5;
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// [新增] 树脂机制警告
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if (!pRunUntilDepleted && pOriginal > 0) {
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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:");
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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。");
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}
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// =========================================================================
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// 2. 智能逻辑处理
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// =========================================================================
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// 中文星期对照表 (0-6)
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const WEEK_MAP = ["日", "一", "二", "三", "四", "五", "六"];
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let materialInfo = MATERIAL_DB[pTargetMaterial];
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if (!materialInfo) {
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log.error(`【数据错误】无法在数据库中找到项目:${pTargetMaterial}`);
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log.error("请检查 JSON 数据文件是否包含此素材,或 settings.json 中的名称是否一致。");
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return;
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}
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if (materialInfo.type === 'artifact') {
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// [圣遗物] 每日开放,直接放行
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pDomainName = materialInfo.domain;
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pSundaySelectedValue = "";
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log.info(`【圣遗物模式】目标:${pTargetMaterial}`);
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log.info(`【自动定位】秘境:${pDomainName} (每日开放)`);
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} else {
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// [天赋/武器素材] 需要日期检查
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let requiredIdx = materialInfo.idx;
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pDomainName = materialInfo.domain;
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pSundaySelectedValue = requiredIdx.toString();
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// --- 全球通用时间逻辑 (跨时区修正版) ---
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// 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)
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let serverOffsetMs = ServerTime.GetServerTimeZoneOffset();
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// 2. 获取当前的 UTC 时间戳 (全球统一,不受电脑时区影响)
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let utcNow = Date.now();
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// 3. 计算"游戏服务器的逻辑时间戳"
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// 算法: UTC时间 + 服务器偏移量 - 4小时(换日)
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// 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"
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let logicTimeMs = utcNow + serverOffsetMs - (4 * 60 * 60 * 1000);
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let logicDate = new Date(logicTimeMs);
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// 4. 获取 UTC 星期 (关键: 必须用 getUTCDay,忽略本地时区)
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let dayOfWeek = logicDate.getUTCDay();
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let dayStr = WEEK_MAP[dayOfWeek];
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if (enableDebug) {
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// 调试信息:计算当前的服务器名义时间
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let serverTimeDate = new Date(utcNow + serverOffsetMs);
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log.info(`[DEBUG] 游戏服务器时间(UTC视角): ${serverTimeDate.toUTCString()}`);
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log.info(`[DEBUG] 逻辑判定后星期: ${dayStr}`);
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}
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// 判断今日是否开放
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let isDateOpen = false;
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if (dayOfWeek === 0) isDateOpen = true; // 周日
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else if (requiredIdx === 1 && (dayOfWeek === 1 || dayOfWeek === 4)) isDateOpen = true;
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else if (requiredIdx === 2 && (dayOfWeek === 2 || dayOfWeek === 5)) isDateOpen = true;
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else if (requiredIdx === 3 && (dayOfWeek === 3 || dayOfWeek === 6)) isDateOpen = true;
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log.info(`【智能匹配】目标: ${pTargetMaterial} (游戏内星期${dayStr})`);
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if (isDateOpen) {
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log.info(`【日期检查】通过,今日为常规开放日。`);
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} else {
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log.warn(`【日期检查】警告:今日 (游戏内星期${dayStr}) 非该素材常规开放日!`);
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if (pForceRunMode) {
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log.warn(`【强制运行】检测到"强制运行"已勾选。脚本将继续执行。`);
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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 将会直接进入今日预设副本,导致刷错素材!`);
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} else {
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log.error(`【停止运行】为防止刷错素材,脚本已停止。`);
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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。`);
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return; // 安全退出
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}
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}
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}
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// =========================================================================
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// 3. 执行主流程
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// =========================================================================
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while (true) {
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try {
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let taskParam = new AutoDomainParam(pDomainRoundNum);
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taskParam.DomainName = pDomainName;
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taskParam.PartyName = pPartyName;
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taskParam.AutoArtifactSalvage = pAutoArtifactSalvage;
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taskParam.MaxArtifactStar = pMaxArtifactStar;
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taskParam.SundaySelectedValue = pSundaySelectedValue;
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taskParam.SpecifyResinUse = !pRunUntilDepleted;
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if (!pRunUntilDepleted) {
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taskParam.OriginalResinUseCount = pOriginal;
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taskParam.CondensedResinUseCount = pCondensed;
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taskParam.TransientResinUseCount = pTransient;
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taskParam.FragileResinUseCount = pFragile;
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taskParam.SetResinPriorityList("浓缩树脂", "原粹树脂", "须臾树脂", "脆弱树脂");
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} else {
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taskParam.SetResinPriorityList("浓缩树脂", "原粹树脂");
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}
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await dispatcher.RunAutoDomainTask(taskParam);
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if (pFightEndDelay > 0) {
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log.info(`[脚本] 任务结束,等待 ${pFightEndDelay} 秒...`);
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await sleep(pFightEndDelay * 1000);
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}
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break;
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} catch (ex) {
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let msg = ex.message || "";
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if (msg.includes("背包物品已满") || msg.includes("未检测到秘境结束")) {
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log.warn(`[脚本] 任务可能已完成,但检测到: ${msg}`);
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break;
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} else if (msg.includes("复苏")) {
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log.warn(`[脚本] 角色死亡,5秒后重试...`);
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await sleep(5000);
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continue;
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} else if (msg.includes("TaskCanceledException")) {
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log.info("[脚本] 任务已取消。");
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break;
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} else {
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log.error(`[脚本] 错误: ${msg}`);
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// [修改] 新增针对未找到传送点的错误提示
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if (msg.includes("未找到对应的秘境")) {
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log.error("请等待BetterGI本体更新支援新秘境");
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}
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throw ex;
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}
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}
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}
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})(); |