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exUtils.lua
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exUtils.lua
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-- ===========================================
-- 额外工具类函数
-- 请所有贡献者在此处添加额外需要的函数
--
-- 函数命名规范推荐
-- 1. 工具 --> 小驼峰
-- 2. 类path函数 --> 下划线
-- 3. 禁止重载utils.lua中已有的函数,避免污染
--
-- 函数注解
-- 请在函数上方添加注解,尽可能的说明函数用途
-- ===========================================
-- 以字符串格式找色
findOneStr = function(x, confidence)
-- 每5秒确认游戏在前台
-- if (time() - findOne_game_up_check_last_time > 5000) then
-- findOne_game_up_check_last_time = time()
-- wait_game_up()
-- end
confidence = confidence or default_findcolor_confidence
if type(x) == "string" then
-- 控制截图频率
local current = time()
if findOne_interval > 0 and current - findOne_last_time > findOne_interval then
findOne_last_time = time()
keepCapture()
end
local pos
if cmpColorEx(x, confidence) == 1 then
pos = { str2int(x:match("^(%d )|"), 0), str2int(x:match("^%d |(%d )|"), 0) }
end
return pos
end
end
-- 单点找色
checkPointColor = function(pInfo, confidence)
-- 每5秒确认游戏在前台
-- if (time() - findOne_game_up_check_last_time > 5000) then
-- findOne_game_up_check_last_time = time()
-- wait_game_up()
-- end
confidence = confidence or default_findcolor_confidence
-- 控制截图频率
local current = time()
if findOne_interval > 0 and current - findOne_last_time > findOne_interval then
findOne_last_time = time()
keepCapture()
end
if type(pInfo) == "table" then
colorStr = pInfo[1] .. "|" .. pInfo[2] .. "|" .. pInfo[3]
elseif type(pInfo) == "string" then
colorStr = pInfo
end
-- 比色
if cmpColorEx(colorStr, confidence) == 1 then
return true
else
return false
end
end
-- 等待单点颜色出现
waitUntilFindColor = function(pInfo, time)
local time = time or 5
return wait(function()
if checkPointColor(pInfo) then
return true
end
end, time)
end
-- 持续点击直到找到指定颜色
tapUntilCheckedPointColor = function(pTap, pInfo, msg, sleep, time)
log(msg)
local sleep = sleep or 0
local time = time or 5
if wait(function()
if checkPointColor(pInfo) then
log(msg, "成功")
return true
end
tap({ pTap[1], pTap[2] })
ssleep(sleep)
end, time) then
return true
else
log("持续点击直到找到指定颜色失败")
return false
end
end
doIfCheckedColor = function(pInfo, func, time)
time = time or 15
if checkPointColor(pInfo) then
wait(function()
return func()
end, time)
end
end
tapIfCheckedColor = function(pTap, pInfo)
doIfCheckedColor(pInfo,
function()
tap({ pTap[1], pTap[2] })
return true
end)
end
-- 新deploy3 原deploy3有计算bug
-- src: 从右数第几个干员
-- dst: 目标位置,格式{x,y,direction} direction: 上1 右2 下3 左4
-- total: 当前有几个干员,不同干员数影响干员位置
nDeploy3 = function(src, dst, total)
total = total or 1
local max_op_width = scale(178) -- in loose mode, each operator's width
local x1
if total * max_op_width > screen.width then
-- tight
max_op_width = screen.width // total
x1 = src * max_op_width - max_op_width // 2
else
-- loose
-- x1 = screen.width - (total - src) * max_op_width - max_op_width // 2
x1 = screen.width - src * max_op_width max_op_width // 2
end
deploy(x1, dst[1], dst[2], dst[3])
end
-- 合并至主分支后已弃用
-- show_extra_ui = function()
-- local layout = "extra"
-- saveConfig('last_layout', layout)
-- ui.newLayout(layout, ui_page_width, -2)
-- make_ui_title(layout, "其他功能")
-- newRow(layout)
-- addButton(layout, nil, "返回", make_jump_ui_command(layout, "main"), nil,
-- nil)
-- -- ui.addButton(layout, layout .. "_stop", "返回")
-- -- ui.setBackground(layout .. "_stop", ui_cancel_color)
-- -- ui.setOnClick(layout .. "_stop", make_jump_ui_command(layout, "main"))
-- -- make_continue_extra_ui(layout)
-- -- {nil, "退出", make_jump_ui_command(layout, nil, "peaceExit()")}, {
-- -- readme_btn, "必读", make_jump_ui_command(layout, nil,
-- -- "saveConfig('readme_already_read','1');jump_readme()"),
-- -- }, {nil, "高级设置", make_jump_ui_command(layout, "debug")},
-- newRow(layout)
-- addTextView(layout, [[以下功能将沿用脚本主页设置]])
-- newRow(layout)
-- addButton(layout, nil, "傀影与猩红孤钻",
-- make_jump_ui_command(layout, nil,
-- "extra_mode='傀影与猩红孤钻自动上号';lock:remove(main_ui_lock)"))
-- addButton(layout, nil, "水月与深蓝之树",
-- make_jump_ui_command(layout, nil,
-- "extra_mode='水月与深蓝之树自动上号';lock:remove(main_ui_lock)"))
-- addButton(layout, nil, "生息演算",
-- make_jump_ui_command(layout, nil,
-- "extra_mode='生息演算沙中之火自动上号';lock:remove(main_ui_lock)"))
-- newRow(layout)
-- addTextView(layout, [[账号]])
-- ui.addEditText(layout, "rogue_account", [[]])
-- addTextView(layout, [[ 密码]])
-- ui.addEditText(layout, "rogue_password", [[]])
-- ui.addCheckBox(layout, "rogue_server", "是B服", false)
-- newRow(layout)
-- addTextView(layout, [[选第]])
-- ui.addEditText(layout, "zl_best_operator", [[-1]])
-- addTextView(layout, [[个近卫 开]])
-- ui.addEditText(layout, "zl_skill_times", [[0]])
-- addTextView(layout, [[次]])
-- ui.addEditText(layout, "zl_skill_idx", [[1]])
-- addTextView(layout, [[技能]])
-- newRow(layout)
-- ui.addCheckBox(layout, "zl_more_repertoire", "多点剧目", false)
-- ui.addCheckBox(layout, "zl_more_experience", "升级等级", true)
-- ui.addCheckBox(layout, "zl_skip_coin", "跳过投币", false)
-- newRow(layout)
-- ui.addCheckBox(layout, "zl_accept_mg", "可打敏感", false)
-- ui.addCheckBox(layout, "zl_accept_yx", "可打臆想", false)
-- ui.addCheckBox(layout, "zl_accept_sc", "可打生存", false)
-- newRow(layout)
-- ui.addCheckBox(layout, "zl_skip_hard", "不打驯兽", false)
-- ui.addCheckBox(layout, "zl_no_waste", "每8小时做日常", true)
-- -- ui.addSpinner(layout, "zl_hard_level", {"观光", "正式"}, 0)
-- newRow(layout)
-- addTextView(layout, [[需求商品]])
-- ui.addEditText(layout, "zl_need_goods", [[]])
-- addTextView(layout, [[等级]])
-- ui.addEditText(layout, "zl_max_level", [[]])
-- addTextView(layout, [[源石锭]])
-- ui.addEditText(layout, "zl_max_coin", [[]])
-- -- ui.addCheckBox(layout, "zl_disable_game_up_check", "禁用前台检查", false)
-- -- newRow(layout)
-- -- addTextView(layout, [[重启间隔(秒)]])
-- -- ui.addEditText(layout, "zl_restart_interval", [[]])
-- -- newRow(layout)
-- -- addTextView(layout,
-- -- [[用于刷源石锭投资、等级(蜡烛)、藏品、剧目等。应选择常见5、6星近卫,临光1、煌2、山2、羽毛笔1、帕拉斯1、赫拉格2、史尔特尔2、银灰1、幽灵鲨1、拉狗2,更多干员测试见群精华消息。]] ..
-- -- [[刷源石锭应选“观光难度”,不勾“多点蜡烛”、“跳过投币”]]
-- -- [[支持凌晨4点数据更新、支持掉线抢登情况、支持每8小时做日常。支持16:9及以上分辨率,但建议16:9,否则可能选不到后勤队。]] ..
-- -- [[游戏本体存在内存泄漏,因此会抽空重启。如果1小时内就出现脚本停止运行、随机界面卡住、悬浮按钮消失,应把“高级设置”中两个3600重启间隔调小(如900)。]] ..
-- -- [[999源石锭刷取耗时与难度、幕后筹备无关,与是否通关三结局、网络延迟有关,双结局耗时10时14分(97个/时),三结局耗时8时10分(122个/时),低网络延迟 三结局耗时7时21分(135个/时)。]] ..
-- -- [[如需刷等级(蜡烛),应选普通难度,勾“多点蜡烛”与“跳过投币”。]] ..
-- -- [[商品需求可填商品名称关键字,用空格隔开(如填“玩 金 骑士”),则刷到其中任一商品就会停止并通知QQ]])
-- --
-- -- ui.(layout, layout .. "_invest", "集成战略前瞻性投资")
-- -- ui.setOnClick(layout .. "_invest", make_jump_ui_command(layout, nil,
-- -- "extra_mode='前瞻投资';lock:remove(main_ui_lock)"))
-- newRow(layout)
-- addButton(layout, layout .. "_recruit", "公开招募加急",
-- make_jump_ui_command(layout, nil,
-- "extra_mode='公开招募加急';lock:remove(main_ui_lock)"))
-- addTextView(layout, [[保留标签]])
-- ui.addEditText(layout, layout .. "_recruit_important_tag", [[]])
-- -- newRow(layout)
-- -- addTextView(layout,
-- -- [[用于刷黄绿票,或刷出指定标签。使用加急券在第一个公招位反复执行“公开招募”任务,沿用脚本主页的“自动招募”设置。“自动招募”只勾“其他”时,刷出保底标签就停;只勾“其他”、“4”时,刷出保底小车、保底5星、资深就停;其余同理。如果想刷到指定标签就停,则“保留标签”填期望标签(例如填“削弱 快速复活”)。]])
-- -- newRow(layout)
-- -- addButton(layout, layout .. "_hd2_shop", "遗尘漫步任务与商店",
-- -- make_jump_ui_command(layout, nil,
-- -- "extra_mode='活动任务与商店';lock:remove(main_ui_lock)"))
-- --
-- -- addButton(layout, layout .. "_hd2_shop_multi",
-- -- "遗尘漫步任务与商店多号",
-- -- make_jump_ui_command(layout, nil,
-- -- "extra_mode='活动任务与商店';extra_mode_multi=true;lock:remove(main_ui_lock)"))
-- -- newRow(layout)
-- -- addButton(layout, layout .. "_hd3_shop", "吾导先路任务与商店",
-- -- make_jump_ui_command(layout, nil,
-- -- "extra_mode='活动2任务与商店';lock:remove(main_ui_lock)"))
-- --
-- -- addButton(layout, layout .. "_hd3_shop_multi",
-- -- "吾导先路任务与商店多号",
-- -- make_jump_ui_command(layout, nil,
-- -- "extra_mode='活动2任务与商店';extra_mode_multi=true;lock:remove(main_ui_lock)"))
-- -- newRow(layout)
-- -- addButton(layout, layout .. "_speedrun", "每日任务速通(待修)",
-- -- make_jump_ui_command(layout, nil,
-- -- "extra_mode='每日任务速通';lock:remove(main_ui_lock)"))
-- -- ui.setOnClick(layout .. "_speedrun", )
-- -- addButton(layout, layout .. "jump_qq_btn", "需加机器人好友",
-- -- make_jump_ui_command(layout, nil, 'jump_qq()'))
-- -- newRow(layout)
-- -- ui.addButton(layout, layout .. "_speedrun", "每日任务速通(别用)")
-- -- ui.setOnClick(layout .. "_speedrun", make_jump_ui_command(layout, nil,
-- -- "extra_mode='每日任务速通';lock:remove(main_ui_lock)"))
-- --
-- -- newRow(layout)
-- -- ui.addButton(layout, layout .. "_1-12", "克洛丝单人1-12(没写)")
-- -- ui.setOnClick(layout .. "_1-12", make_jump_ui_command(layout, nil,
-- -- "extra_mode='克洛丝单人1-12';lock:remove(main_ui_lock)"))
-- ui.loadProfile(getUIConfigPath(layout))
-- ui.show(layout, false)
-- end
-- 水月肉鸽导航
mizuki_navigation = function()
-- 先导航到水月_常规行动
if not findOne("水月_常规行动") then
path.跳转("首页")
tap("面板作战")
if not appear("主页") then return false end
-- if not wait(function()
-- if findOne("主题曲界面") then return true end
-- tap("主题曲")
-- end, 5) then return false end
if not wait(function()
if findOne("傀影") then return true end
tap("集成战略")
end, 5) then
return false
end
if not wait(function()
if checkPointColor(mizuki_point.等待开始页面标题) then
return true
end
tap("进入主题")
end, 5) then
return false
end
end
log("常规行动选中")
return true
end
-- 水月肉鸽助战
mizuki_help_fight = function(reflashNum)
reflashNum = reflashNum or 0
single_man_operation = false
if reflashNum > 3 then
log("助战刷新次数超过3次")
return false
end
-- if not findOne("确认招募") then return end
if not wait(function()
if findOne("战略助战界面") then return true end
tap("战略助战")
end, 5) then
return
end
local operator
if not wait(function()
operator = ocr("战略助战干员范围")
if #operator > 3 then return true end
end, 5) then
stop("找不到助战干员", 'cur')
end
local name2point = table.reduce(operator, function(a, c)
a[c.text] = c
return a
end, {})
local order = {
{ "羽毛笔", 0, 1 },
{ "海沫", 0, 1 },
{ "煌", 0, 2 },
{ "百炼嘉维尔", 99, 2 }
}
local best = table.findv(order, function(x) return name2point[x[1]] end)
if not best then
log("助战也找不到所需干员")
tapUntilCheckedPointColor(mizuki_point.刷新助战, mizuki_point.刷新助战中, 5)
reflashNum = reflashNum 1
ssleep(3)
return mizuki_help_fight(reflashNum)
end
reflashNum = 0
if best[1] == "羽毛笔" or best[1] == "海沫" then
single_man_operation = true
end
zl_skill_times = best[2]
zl_skill_idx = best[3]
-- log("best", best)
-- if not best then return point.战略助战干员列表1, 0, 1 end
local p = name2point[best[1]]
p = { p.l, p.t }
tap(p)
disappear("战略助战界面", 5)
return wait(function()
if checkPointColor(mizuki_point.初始招募进度条) then
log("助战选择完成")
return true
end
tap("开包skip")
tap("战略助战确认")
-- 需要等待ui加载
ssleep(0.5)
end, 5)
end
-- 水月肉鸽重启
mizuki_restart = function(msg)
toast(msg)
mizuki_fight_time = mizuki_fight_time 1
-- if not restart_game_check(zl_restart_interval) then
if not request_memory_clean() then
path.水月与深蓝之树前瞻投资()
else
path.跳转("首页")
end
end
-- 水月肉鸽认知塑造
mizuki_cognition = function()
mizuki_fight_time = 0
local f = function()
local pos_cognition = mizuki_point.认知塑造界面[1] .. "|" ..
mizuki_point.认知塑造界面[2] .. "|" ..
mizuki_point.认知塑造界面[3]
-- 进入认知塑造
log("进入认知塑造")
if not wait(function()
tap({ mizuki_point.认知塑造[1], mizuki_point.认知塑造[2] })
sleep(100)
if findOneStr(pos_cognition) then return true end
end, 5) then
return
end
sleep(100)
-- 缩放
log("缩放")
local finger = {
{
point = { { 0, 0 }, { screen.width // 2, screen.height // 2 } },
duration = duration,
}, {
point = {
{ screen.width, screen.height },
{ screen.width // 2, screen.height // 2 },
},
duration = duration,
},
}
gesture(finger)
sleep(300)
-- 创建坐标
local pos_up = mizuki_point.认知塑造节点升级[1] .. "|" ..
mizuki_point.认知塑造节点升级[2] .. "|" ..
mizuki_point.认知塑造节点升级[3]
local pos_uped = mizuki_point.认知塑造节点已升级[1] .. "|" ..
mizuki_point.认知塑造节点已升级[2] .. "|" ..
mizuki_point.认知塑造节点已升级[3]
local pos_lock = mizuki_point.认知塑造节点未解锁[1] .. "|" ..
mizuki_point.认知塑造节点未解锁[2] .. "|" ..
mizuki_point.认知塑造节点未解锁[3]
-- 确认是否已满
log("确认是否已满")
tap(mizuki_point.认知塑造节点列表[#mizuki_point.认知塑造节点列表])
ssleep(1)
if findOneStr(pos_uped) then
log("认知塑造已满")
lighter_enough = true
return true
end
-- 升级
log("升级")
for i = 1, #mizuki_point.认知塑造节点列表 do
local flag = false
if not wait(function()
tap(mizuki_point.认知塑造节点列表[i])
sleep(100)
if findOneStr(pos_lock) then
flag = true
return true
end
if findOneStr(pos_up) then
tap({
mizuki_point.认知塑造节点升级[1],
mizuki_point.认知塑造节点升级[2],
})
end
if findOneStr(pos_uped) then return true end
end, 3) then
break
end
if flag then break end
end
end
f()
return true
end
-- 水月肉鸽作战选择器
mizuki_fight_select = function()
local select_fight = nil
if not wait(function()
setDict(0, "水月.txt") -- 字库需要放到资源文件中
useDict(0)
if not wait(function()
-- 战斗
select_fight = matrixOcr(mizuki_point.水月关卡标题坐标1[1],
mizuki_point.水月关卡标题坐标1[2],
mizuki_point.水月关卡标题坐标1[3],
mizuki_point.水月关卡标题坐标1[4],
"FFFFFF", 0.90)
if select_fight ~= nil then
log(select_fight)
return true
end
-- 不期而遇/地区委托/诡异行商
select_fight = matrixOcr(mizuki_point.水月关卡标题坐标2[1],
mizuki_point.水月关卡标题坐标2[2],
mizuki_point.水月关卡标题坐标2[3],
mizuki_point.水月关卡标题坐标2[4],
"FFFFFF", 0.90)
if select_fight ~= nil then
log(select_fight)
return true
end
-- 紧急战斗识别区域
select_fight = matrixOcr(mizuki_point.水月关卡标题坐标3[1],
mizuki_point.水月关卡标题坐标3[2],
mizuki_point.水月关卡标题坐标3[3],
mizuki_point.水月关卡标题坐标3[4],
"FFFFFF", 0.90)
if select_fight ~= nil then
log(select_fight)
return true
end
end, 5) then
log("关卡识别错误")
return mizuki_restart("关卡识别错误")
end
if #select_fight > 1 then
if select_fight:includes({ "排", "反", "应" }) then
select_fight = "排异反应"
elseif select_fight:includes({ "启", "示" }) then
select_fight = "启示"
elseif select_fight:includes({ "大", "的", "呼", "唤" }) then
select_fight = "大群的呼唤"
elseif select_fight:includes({ "掷", "出", "骰", "子" }) then
select_fight = "掷出骰子"
elseif select_fight:includes({ "虫", "群", "横" }) then
select_fight = "虫群横行"
-- 蓄水池
elseif select_fight:includes({ "蓄", "水", "池" }) then
select_fight = "蓄水池"
-- 共生
elseif select_fight:includes({ "共", "生" }) then
select_fight = "共生"
elseif select_fight:includes({ "互", "助" }) then
select_fight = "互助"
elseif select_fight:includes({ "射", "手", "部", "队" }) then
select_fight = "射手部队"
-- 不期而遇
elseif select_fight:includes({ "不", "期", "而", "遇" }) then
select_fight = "不期而遇"
-- 地区委托
elseif select_fight:includes({ "地", "区", "委", "托" }) then
select_fight = "地区委托"
-- 诡异行商
elseif select_fight:includes({ "诡", "异", "行", "商" }) then
select_fight = "诡异行商"
-- 得偿所愿
elseif select_fight:includes({ "得", "偿", "所", "愿" }) then
select_fight = "得偿所愿"
-- 兴致盎然
elseif select_fight:includes({ "兴", "致", "盎", "然" }) then
select_fight = "兴致盎然"
else
log("不知道什么作战:" .. select_fight)
return
end
log("作战: " .. select_fight)
return true
end
end, 5) then
stop("不知道第一个作战是什么", 'cur')
return
end
return select_fight
end
-- 水月肉鸽干员放置
mizuki_deploy = function(deploy_table)
for i = 1, #deploy_table, 1 do
if not wait(function()
if findOne("干员费用够列表1") then return true end
if not findOne("生命值") then
log("没找到生命值,继续等待")
end
end, 30) then
return false
end
wait(function()
tap("水月_干员费用够列表1")
disappear("水月_干员费用够列表1", 0.5)
nDeploy3(1, deploy_table[i], 4 - i)
wait(function()
if findOne("生命值") then return true end
tap("开始行动1")
end)
if not appear("水月_干员费用够列表" .. 4 - i, 5) then return true end
end, 20)
if single_man_operation then break end
end
end
-- 水月肉鸽重新校准路径
mizuki_repos_path = function()
findTap("战略返回")
local tgha_pos = mizuki_point.天光海岸[1] .. "|" ..
mizuki_point.天光海岸[2] .. "|" ..
mizuki_point.天光海岸[3]
log("tgha_pos: ", tgha_pos)
if not wait(function()
if checkPointColor(mizuki_point.等待开始页面标题) then
log("找到等待开始页面标题")
return true
end
end, 5) then
mizuki_restart("超时未找到等待开始页面标题")
end
wait(function()
tap(mizuki_point.继续探索)
if findOneStr(tgha_pos) then
log("重置成功")
return true
end
end, 5)
end
-- 水月肉鸽路径选择器
mizuki_path_selecter = function()
local path_count = 0
wait(function()
local current = time()
if findOne_interval > 0 and current - findOne_last_time > findOne_interval then
findOne_last_time = time()
-- log(500)
-- releaseCapture()
keepCapture()
end
-- 检查此次分支关卡数量
for i = 1, 5 do
local path_pos = mizuki_point.水月关卡坐标[i][1] .. "|" ..
mizuki_point.水月关卡坐标[i][2]
-- log("正在检测第" .. i .. "个路径")
-- log("path_pos: ", path_pos)
-- 关卡等级判断
for k, t in ipairs({ "846BDE", "AC4F79", "131314", "17C7C8", "199B81" }) do
local path_pos_color = path_pos .. "|" .. t
local res = cmpColorEx(path_pos_color, 0.95)
if res == 1 then
-- log("path_pos_color: ", path_pos_color)
if i < 4 then
path_count = 4 - i
return true
elseif i == 4 then
path_count = 2
return true
elseif i == 5 then
path_count = 1
return true
end
end
end
end
end, 5)
log("当前分支数量 ", path_count)
if path_count == 0 then
log("没有找到路径")
mizuki_repos_path()
return mizuki_path_selecter()
end
return path_count
end
-- 水月肉鸽关卡类型判断器
mizuki_level_type = function(count)
local res = {}
local level = {}
local currentDetectionTypeColor = nil
-- 关卡坐标
if count == 3 then
level = {
mizuki_point.水月关卡坐标[1], mizuki_point.水月关卡坐标[3],
mizuki_point.水月关卡坐标[5],
}
elseif count == 2 then
level = {
mizuki_point.水月关卡坐标[2], mizuki_point.水月关卡坐标[4],
}
elseif count == 1 then
level = { mizuki_point.水月关卡坐标[3] }
end
-- 关卡类型
count = math.tointeger(count)
for i = 1, count do
-- log("第".. i .."个关卡类型判断")
wait(function()
for t, v in ipairs({
"关卡等级_不期而遇", "关卡等级_普通",
"关卡等级_行商", "关卡等级_紧急", "关卡等级_未选择",
}) do
currentDetectionTypeColor = mizuki_point[v]
local pos = level[i][1] .. "|" .. level[i][2] .. "|" ..
currentDetectionTypeColor
local ans = cmpColorEx(pos, 0.95)
if ans == 1 then
res[i] = { level = t, pos = level[i] }
-- x偏移77 y偏移-114
local pos_key = level[i][1] mizuki_point.偏移[1] .. "|" ..
level[i][2] - mizuki_point.偏移[2] .. "|FFFFFFF"
local ans_key = cmpColorEx(pos_key, 0.8)
if ans_key == 1 then
res[i]["key"] = true
log("第" .. i .. "个 " .. v .. " 有钥匙")
else
res[i]["key"] = false
log("第" .. i .. "个 " .. v)
end
return true
end
end
end, 3)
end
-- log(res)
return res
end
-- 水月肉鸽关卡判决器
mizuki_level_selecter = function(input_info)
local info = input_info
-- log("关卡判决器",info)
if info == nil then
log("关卡判决器未传入参数")
return false
end
-- 选择排序 info
for i = 1, #info do
local min = i
for j = i 1, #info do
if info[j].level < info[min].level then min = j end
end
info[i], info[min] = info[min], info[i]
end
for i = 1, #info do
if info[i].key then info[i], info[#info] = info[#info], info[i] end
end
-- 非单人作战的情况下尝试打紧急
if not single_man_operation then
-- 排序后检查是否只有紧急
if info[1] ~= nil then
if info[1].level == 4 then
log("只有紧急, 重试")
mizuki_restart("只有紧急, 重试")
return false
end
end
end
-- 检查全是钥匙
local key_count = 0
local flag = false
for k, v in pairs(info) do
if not info[k].key then
if wait(function()
tap(info[k].pos)
if waitUntilFindColor(mizuki_point.选中关卡, 1) then return true end
end, 3) then
log("进入关卡准备界面")
flag = true
break
end
else
key_count = key_count 1
end
end
if flag then return true end
if key_count == #info then
log("全有钥匙, 重试")
mizuki_restart("全有钥匙, 重试")
return false
end
mizuki_repos_path()
return mizuki_level_selecter(input_info)
end
-- 水月肉鸽骰子处理器(只处理必定出现的情况)
mizuki_dice_solve = function()
ssleep(1)
local pos = mizuki_point.投骰子确认[1] .. "|" ..
mizuki_point.投骰子确认[2] .. "|" ..
mizuki_point.投骰子确认[3]
if not wait(function()
if findOneStr(pos) then
log("点击骰子确认")
tap({ mizuki_point.投骰子确认[1], mizuki_point.投骰子确认[2] })
return true
end
end, 10) then
log("骰子处理器未找到投骰子确认")
return false
end
if not wait(function()
if not findOne("战略帮助") then
log("点击骰子确认 2次确认")
tap({ mizuki_point.投骰子确认[1], mizuki_point.投骰子确认[2] })
else
return true
end
end, 10) then
return false
end
log("骰子处理完成")
return true
end
-- 水月肉鸽不期而遇处理器
mizuki_unexpect_solve = function()
local select_unexpect = nil
local unexpect_tag = mizuki_point.左侧标记[1] .. "|" ..
mizuki_point.左侧标记[2] .. "|" ..
mizuki_point.左侧标记[3]
local unexpect_area = mizuki_point.不期而遇范围
if not wait(function()
-- 进入不期而遇
log("尝试进入不期而遇")
tap(mizuki_point.进入)
if findOneStr(unexpect_tag, 0.9) then
log("已进入不期而遇")
return true
end
end, 5) then
return false
end
if not wait(function()
setDict(0, "水月_不期而遇.txt") -- 字库需要放到资源文件中
useDict(0)
select_unexpect = matrixOcr(unexpect_area[1], unexpect_area[2],
unexpect_area[3], unexpect_area[4],
"008AFF-215682", 0.90)
if select_unexpect ~= nil then
log(select_unexpect)
return true
end
end, 5) then
return false
end
if not wait(function()
if #select_unexpect > 1 then
-- 继承
if select_unexpect:includes({ "继", "承" }) then
select_unexpect = "继承"
-- 噬尘扩散
elseif select_unexpect:includes({ "噬", "尘", "扩", "散" }) then
select_unexpect = "噬尘扩散"
-- 天灾信使
elseif select_unexpect:includes({ "天", "灾", "信", "使" }) then
select_unexpect = "天灾信使"
-- 悬高之葬
elseif select_unexpect:includes({ "悬", "高", "之", "葬" }) then
select_unexpect = "悬高之葬"
-- 阴云如聚
elseif select_unexpect:includes({ "阴", "云", "如", "聚" }) then
select_unexpect = "阴云如聚"
-- 远销海外
elseif select_unexpect:includes({ "远", "销", "海", "外" }) then
select_unexpect = "远销海外"
-- 重返家园
elseif select_unexpect:includes({ "重", "返", "家", "园" }) then
select_unexpect = "重返家园"
-- 狗眼婆娑
elseif select_unexpect:includes({ "狗", "眼", "婆", "娑" }) then
select_unexpect = "狗眼婆娑"
-- 海嗣学者
elseif select_unexpect:includes({ "嗣", "学", "者" }) then
select_unexpect = "海嗣学者"
-- 狂徒妄念
elseif select_unexpect:includes({ "狂", "徒", "妄", "念" }) then
select_unexpect = "狂徒妄念"
-- 开端
elseif select_unexpect:includes({ "开", "端" }) then
select_unexpect = "开端"
else
log("不期而遇识别失败")
return
end
log("不期而遇: " .. select_unexpect)
return true
end
end, 5) then
stop("不知道不期而遇是什么", 'cur')
return false
end
-- local pos = mizuki_point[select_unexpect][1] .."|" .. mizuki_point[select_unexpect][2] .. "|" .. mizuki_point[select_unexpect][3]
local pos_2 = {
mizuki_point[select_unexpect][1], mizuki_point[select_unexpect][2],
}
local dicePos = mizuki_point.投骰子确认[1] .. "|" ..
mizuki_point.投骰子确认[2] .. "|" ..
mizuki_point.投骰子确认[3]
if not wait(function()
if not findOne("战略帮助") then
log("点击选项")
tap(pos_2)
tap(pos_2)
tap(pos_2)
tap(pos_2)
tap(pos_2)
ssleep(0.1)
-- 处理投骰子
if select_unexpect == "重返家园" and findOneStr(dicePos) then return mizuki_dice_solve() end
return false
else
return true
end
end, 5) then
return false
end
log("不期而遇处理完成")
return true
end
-- 水月地区委托处理器
mizuki_entrust_solve = function()
local pos = mizuki_point.左侧清单[1] .. "|" ..
mizuki_point.左侧清单[2] .. "|" ..
mizuki_point.左侧清单[3]
log("尝试进入地区委托")
if not wait(function()
if not findOneStr(pos) then
tap(mizuki_point.进入)
else
return true
end
end, 5) then
return false
end
log("成功进入地区委托")
if not wait(function()
if not findOne("战略帮助") then
tap({ mizuki_point.关闭终端[1], mizuki_point.关闭终端[2] })
ssleep(0.1)
else
return true
end
end, 5) then
return false
end
log("地区委托完成")
return true
end
-- 水月得偿所愿处理器
mizuki_wish_solve = function()
local pos = mizuki_point.左侧标记[1] .. "|" ..
mizuki_point.左侧标记[2] .. "|" ..
mizuki_point.左侧标记[3]
log("尝试进入得偿所愿")
if not wait(function()
if not findOneStr(pos) then
tap(mizuki_point.进入)
else
return true
end
end, 5) then
return false
end
log("成功进入得偿所愿")