@bettergi/types 0.1.16 → 0.1.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bindings/Color.d.ts +12 -0
- package/bindings/Pen.d.ts +12 -0
- package/bindings/characterDevelopmentTask.d.ts +11 -0
- package/index.d.ts +3 -0
- package/package.json +1 -1
- package/types/BetterGenshinImpact/Core/BgiVision/BvFlow.d.ts +243 -0
- package/types/BetterGenshinImpact/Core/BgiVision/BvFlowAction.d.ts +249 -0
- package/types/BetterGenshinImpact/Core/BgiVision/BvPage.d.ts +22 -0
- package/types/BetterGenshinImpact/Core/Recognition/RecognitionObject.d.ts +3 -3
- package/types/BetterGenshinImpact/Core/Recognition/SearchOptions.d.ts +116 -3
- package/types/BetterGenshinImpact/Core/Script/Dependence/AutoPathingScript.d.ts +1 -1
- package/types/BetterGenshinImpact/Core/Script/Dependence/Dispatcher.d.ts +1 -1
- package/types/BetterGenshinImpact/Core/Script/Dependence/Genshin.d.ts +29 -3
- package/types/BetterGenshinImpact/GameTask/AutoBoss/AutoBossConfig.d.ts +6 -0
- package/types/BetterGenshinImpact/GameTask/AutoBoss/AutoBossParam.d.ts +6 -0
- package/types/BetterGenshinImpact/GameTask/AutoDomain/AutoDomainTask.d.ts +3 -0
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightConfig.d.ts +101 -3
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightParam.d.ts +58 -2
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.d.ts +173 -0
- package/types/BetterGenshinImpact/GameTask/AutoFight/Model/Avatar.d.ts +2 -26
- package/types/BetterGenshinImpact/GameTask/AutoLeyLineOutcrop/AutoLeyLineOutcropFightConfig.d.ts +30 -0
- package/types/BetterGenshinImpact/GameTask/AutoPathing/PathingScriptNames.d.ts +2 -0
- package/types/BetterGenshinImpact/GameTask/CharacterDevelopment/CharacterDevelopmentTask.d.ts +158 -0
- package/types/BetterGenshinImpact/GameTask/Model/Area/Region.d.ts +5 -0
- package/types/BetterGenshinImpact/GameTask/Model/GameUI/GridScreenName.d.ts +1 -1
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@@ -5,7 +5,13 @@ import type {
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ReferenceTypeTrait,
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StrongNumeric
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} from "../../../Microsoft/ClearScript/HostType";
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import type { HostVariableOut } from "../../../Microsoft/ClearScript/HostVariable";
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import type { VoidResult } from "../../../Microsoft/ClearScript/VoidResult";
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import "../../../System/Collections/Generic/Dictionary";
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import "../../../System/Collections/Generic/List";
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import "../../../System/DateTime";
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import "../../../System/Threading/CancellationToken";
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import "../../../System/ValueTuple";
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import "../AutoPathing/Model/WaypointForTrack";
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import "../ISoloTask";
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import "./AutoFightParam";
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@@ -51,6 +57,132 @@ export interface AutoFightTask extends ClrHostValue, BetterGenshinImpact.GameTas
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): Promise<boolean>;
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}
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/**
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* 战斗结束检测的运行时配置,由自动战斗参数解析而来,供 TXT 与 JSON 策略共用
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* @since 0.64.0
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*/
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declare const autoFightTask_TaskFightFinishDetectConfigBrand: unique symbol;
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export interface AutoFightTask_TaskFightFinishDetectConfig extends ClrHostValue {
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readonly [autoFightTask_TaskFightFinishDetectConfigBrand]: true;
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/**
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* 检查战斗结束前的默认延时,单位毫秒,默认 1500
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* @since 0.64.0
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*/
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delayTime: number;
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/**
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* 按下切换队伍后检测色块的延时,单位毫秒,默认 450
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* @since 0.64.0
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*/
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detectDelayTime: number;
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/**
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* 按角色名覆盖的检查延时,单位毫秒
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* @since 0.64.0
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*/
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delayTimes: System.Collections.Generic.Dictionary<string, number>;
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/**
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* 快速检查间隔,单位秒,默认 5
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* @since 0.64.0
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*/
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checkTime: number;
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/**
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* 触发快速检查的角色名列表
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* @since 0.64.0
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*/
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checkNames: System.Collections.Generic.List<string>;
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/**
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* 是否启用快速检查战斗结束
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* @since 0.64.0
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*/
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fastCheckEnabled: boolean;
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/**
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* 是否在切人后再执行战斗结束检查;无需等待上一动作后摇,目前仅 JSON 策略下生效
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* @since 0.64.0
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*/
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checkAfterSwitchAvatar: boolean;
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/**
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* 是否启用旋转寻找敌人
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* @since 0.64.0
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*/
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rotateFindEnemyEnabled: boolean;
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/**
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* 是否在敌人可见时跳过战斗结束检查;检测到敌人血条时跳过,与旋转寻找敌人互斥
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* @since 0.64.0
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*/
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skipFightEndCheckWhenEnemyVisible: boolean;
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/**
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* 开战后阻断战斗结束检查的时长,单位秒;默认 0 不阻断,大于 0 时该时间内的检查视为战斗未结束
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* @since 0.64.0
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*/
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blockCheckBeforeBattleSeconds: number;
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/**
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* 是否启用派蒙辅助检测;按 L 后当派蒙头像可见时提前跳出战斗结束检测
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* @since 0.64.0
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*/
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paimonEndCheckEnabled: boolean;
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/**
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* 派蒙辅助检测延时,单位毫秒
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* @since 0.64.0
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*/
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paimonEndCheckDelayMs: number;
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/**
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* 判断战斗结束的进度条颜色,RGB 三元组
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* @since 0.64.0
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*/
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readonly battleEndProgressBarColor: System.ValueTuple<number, number, number>;
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/**
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* 战斗结束进度条颜色容差,RGB 三元组
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* @since 0.64.0
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*/
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readonly battleEndProgressBarColorTolerance: System.ValueTuple<number, number, number>;
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}
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export interface AutoFightTask_TaskFightFinishDetectConfigHostType extends HostType<
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AutoFightTask_TaskFightFinishDetectConfig,
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ReferenceTypeTrait
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> {
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/**
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* 由自动战斗参数中的战斗结束检测配置构造运行时配置
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* @param finishDetectConfig 自动战斗参数中的战斗结束检测配置
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* @since 0.64.0
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*/
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new (
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finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightParam.FightFinishDetectConfig
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): AutoFightTask_TaskFightFinishDetectConfig;
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/**
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* 解析快速检查参数字符串
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* @param input 快速检查参数;数字为间隔秒数,人名为对应角色动作后触发,分号分隔
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* @param checkTime 解析得到的检查间隔秒数
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* @param names 解析得到的角色名列表,方法会追加去重后的人名
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* @returns ClearScript 宿主空结果
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* @since 0.64.0
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*/
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parseCheckTimeString(
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input: string,
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checkTime: HostVariableOut<number>,
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names: System.Collections.Generic.List<string>
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): VoidResult;
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/**
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* 解析检查结束延时字符串
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* @param input 延时配置;纯数字为默认秒数,`名字,秒数` 为角色覆盖,分号分隔
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* @param delayTime 解析得到的默认延时,单位毫秒
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* @param nameDelayMap 角色名到延时毫秒的映射,方法会写入覆盖值
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* @returns ClearScript 宿主空结果
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* @since 0.64.0
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*/
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parseFastCheckEndDelayString(
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input: string,
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delayTime: HostVariableOut<number>,
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nameDelayMap: System.Collections.Generic.Dictionary<string, number>
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): VoidResult;
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}
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declare global {
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namespace BetterGenshinImpact.GameTask.AutoFight.AutoFightTask {
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type TaskFightFinishDetectConfig =
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import("./AutoFightTask").AutoFightTask_TaskFightFinishDetectConfig;
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}
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}
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declare global {
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namespace BetterGenshinImpact.GameTask.AutoFight {
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type AutoFightTask = import("./AutoFightTask").AutoFightTask;
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*/
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new (taskParam: BetterGenshinImpact.GameTask.AutoFight.AutoFightParam): AutoFightTask;
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/**
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* 重置「敌人可见时跳过战斗结束检查」的连续跳过计数;每场战斗开始时调用,TXT 与 JSON 策略共用
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* @returns ClearScript 宿主空结果
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* @since 0.64.0
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*/
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resetSkipCheckCounter(): VoidResult;
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/**
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* 全局战斗进行中标志
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fightWaypoint: BetterGenshinImpact.GameTask.AutoPathing.Model.WaypointForTrack;
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/**
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* 最近一次战斗结束检查的时间;TXT 与 JSON 策略共用,供更快触发检查判断间隔
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* @since 0.64.0
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*/
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lastFightFinishCheckTime: System.DateTime;
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/**
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* 本次战斗的开战时间;TXT 与 JSON 策略共用,供开战后一段时间阻断战斗结束检查
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* @since 0.64.0
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*/
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fightStartTime: System.DateTime;
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/**
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* 检查战斗是否已结束;TXT 与 JSON 策略共用的统一实现
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* @param finishDetectConfig 战斗结束检测运行时配置
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* @param ct 取消令牌
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* @param delayTime 检查前延时,单位毫秒,默认 1500
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* @param detectDelayTime 切换队伍后检测色块的延时,单位毫秒,默认 450
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* @returns 在检测完成后兑现是否结束的 Promise
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*/
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checkFightFinish(
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finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
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ct: System.Threading.CancellationToken
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): Promise<boolean>;
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checkFightFinish(
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finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
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ct: System.Threading.CancellationToken,
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delayTime: number | StrongNumeric<Int32Host>
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): Promise<boolean>;
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checkFightFinish(
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finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
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delayTime: number | StrongNumeric<Int32Host>,
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detectDelayTime: number | StrongNumeric<Int32Host>
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): Promise<boolean>;
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readonly TaskFightFinishDetectConfig: AutoFightTask_TaskFightFinishDetectConfigHostType;
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}
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export {};
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import "../../../../System/Collections/Generic/List";
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import "../../../../System/ValueTuple";
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import type { KeyCode } from "../../../Helpers/User32Helper";
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parseActionSchedulerByCd(avatarName: AvatarName, input: string): number | null;
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* 识别屏幕上的血条位置列表
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* @param existingCapture 可选的已有截图区域,省略时重新截图
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* @returns 血条边界框元组列表
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* @since 0.50.0
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findBloodBars(): System.Collections.Generic.List<
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findBloodBars(
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* 通过 OCR 寻找伤害数字或反应文字作为追踪目标(备用寻敌);在 450,240–1600,900 区域 OCR,过滤纯数字 ≥4 位或含反应关键词的文本,按 `h²×文本字数` 加权得到中心坐标
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* @param existingCapture 可选的已有截图区域,省略时重新截图
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* @returns 离加权中心最近的有效项坐标与文本,未找到时为 null
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findDamageNumber(): System.ValueTuple<number, number, string> | null;
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findDamageNumber(
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): System.ValueTuple<number, number, string> | null;
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}
|
|
512
488
|
|
|
513
489
|
export {};
|
package/types/BetterGenshinImpact/GameTask/AutoLeyLineOutcrop/AutoLeyLineOutcropFightConfig.d.ts
CHANGED
|
@@ -150,13 +150,18 @@ export interface AutoLeyLineOutcropFightConfig_FightFinishDetectConfig
|
|
|
150
150
|
| "battleEndProgressBarColor"
|
|
151
151
|
| "battleEndProgressBarColorTolerance"
|
|
152
152
|
| "beforeDetectDelay"
|
|
153
|
+
| "blockCheckBeforeBattleSeconds"
|
|
154
|
+
| "checkAfterSwitchAvatar"
|
|
153
155
|
| "checkBeforeBurst"
|
|
154
156
|
| "checkEndDelay"
|
|
155
157
|
| "fastCheckEnabled"
|
|
156
158
|
| "fastCheckParams"
|
|
157
159
|
| "isFirstCheck"
|
|
160
|
+
| "paimonEndCheckDelay"
|
|
161
|
+
| "paimonEndCheckEnabled"
|
|
158
162
|
| "rotaryFactor"
|
|
159
163
|
| "rotateFindEnemyEnabled"
|
|
164
|
+
| "skipFightEndCheckWhenEnemyVisible"
|
|
160
165
|
>,
|
|
161
166
|
System.ComponentModel.INotifyPropertyChangedInput,
|
|
162
167
|
System.ComponentModel.INotifyPropertyChangingInput {
|
|
@@ -196,6 +201,11 @@ export interface AutoLeyLineOutcropFightConfig_FightFinishDetectConfig
|
|
|
196
201
|
* @since 0.58.0
|
|
197
202
|
*/
|
|
198
203
|
fastCheckParams: string;
|
|
204
|
+
/**
|
|
205
|
+
* 是否在切人后再执行战斗结束检查;无需等待上一动作后摇,目前仅 JSON 策略下生效
|
|
206
|
+
* @since 0.64.0
|
|
207
|
+
*/
|
|
208
|
+
checkAfterSwitchAvatar: boolean;
|
|
199
209
|
/**
|
|
200
210
|
* 是否在首次检查时进行面敌
|
|
201
211
|
* @since 0.58.0
|
|
@@ -211,6 +221,26 @@ export interface AutoLeyLineOutcropFightConfig_FightFinishDetectConfig
|
|
|
211
221
|
* @since 0.58.0
|
|
212
222
|
*/
|
|
213
223
|
rotateFindEnemyEnabled: boolean;
|
|
224
|
+
/**
|
|
225
|
+
* 是否在敌人可见时跳过战斗结束检查;检测到敌人血条时跳过,与旋转寻找敌人互斥
|
|
226
|
+
* @since 0.64.0
|
|
227
|
+
*/
|
|
228
|
+
skipFightEndCheckWhenEnemyVisible: boolean;
|
|
229
|
+
/**
|
|
230
|
+
* 开战后阻断战斗结束检查的时长,单位秒;默认 0 不阻断,大于 0 时该时间内的检查视为战斗未结束
|
|
231
|
+
* @since 0.64.0
|
|
232
|
+
*/
|
|
233
|
+
blockCheckBeforeBattleSeconds: number;
|
|
234
|
+
/**
|
|
235
|
+
* 是否启用派蒙辅助检测;按 L 后当派蒙头像可见时提前跳出战斗结束检测
|
|
236
|
+
* @since 0.64.0
|
|
237
|
+
*/
|
|
238
|
+
paimonEndCheckEnabled: boolean;
|
|
239
|
+
/**
|
|
240
|
+
* 派蒙辅助检测延时,单位秒
|
|
241
|
+
* @since 0.64.0
|
|
242
|
+
*/
|
|
243
|
+
paimonEndCheckDelay: number;
|
|
214
244
|
}
|
|
215
245
|
|
|
216
246
|
export interface AutoLeyLineOutcropFightConfig_FightFinishDetectConfigHostType extends HostType<
|
|
@@ -0,0 +1,158 @@
|
|
|
1
|
+
import type {
|
|
2
|
+
ClrHostValue,
|
|
3
|
+
HostType,
|
|
4
|
+
PublicDefaultConstructorTrait,
|
|
5
|
+
ReferenceTypeTrait
|
|
6
|
+
} from "../../../Microsoft/ClearScript/HostType";
|
|
7
|
+
import "../../../System/Collections/Generic/IEnumerable";
|
|
8
|
+
import "../../../System/Collections/Generic/List";
|
|
9
|
+
import type { AvatarName } from "../AutoFight/Model/Avatar";
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* 角色元素类型
|
|
13
|
+
* 来源:上游 `Assets/Model/AvatarGridIcon/avatar.csv` 的 `element_type`
|
|
14
|
+
* @since 0.63.0
|
|
15
|
+
*/
|
|
16
|
+
export type CharacterElementType = "火" | "水" | "雷" | "冰" | "风" | "岩" | "草" | (string & {});
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* 单个角色的养成信息识别结果;未请求或未识别的字段为 null
|
|
20
|
+
* @since 0.63.0
|
|
21
|
+
*/
|
|
22
|
+
declare const characterDevelopmentResultBrand: unique symbol;
|
|
23
|
+
export interface CharacterDevelopmentResult extends ClrHostValue {
|
|
24
|
+
readonly [characterDevelopmentResultBrand]: true;
|
|
25
|
+
/**
|
|
26
|
+
* 调用方传入并规范化后的角色名称
|
|
27
|
+
* @since 0.63.0
|
|
28
|
+
*/
|
|
29
|
+
characterName: AvatarName;
|
|
30
|
+
/**
|
|
31
|
+
* 角色元素类型;旅行者和奇偶由模型识别,其余角色来自头像原型表
|
|
32
|
+
* @since 0.63.0
|
|
33
|
+
*/
|
|
34
|
+
elementType: CharacterElementType | null;
|
|
35
|
+
/**
|
|
36
|
+
* 角色当前等级
|
|
37
|
+
* @since 0.63.0
|
|
38
|
+
*/
|
|
39
|
+
level: number | null;
|
|
40
|
+
/**
|
|
41
|
+
* 角色当前等级上限
|
|
42
|
+
* @since 0.63.0
|
|
43
|
+
*/
|
|
44
|
+
levelLimit: number | null;
|
|
45
|
+
/**
|
|
46
|
+
* 经物品原型表编辑距离纠错后的标准武器名称
|
|
47
|
+
* @since 0.63.0
|
|
48
|
+
*/
|
|
49
|
+
weaponName: string | null;
|
|
50
|
+
/**
|
|
51
|
+
* 武器当前等级
|
|
52
|
+
* @since 0.63.0
|
|
53
|
+
*/
|
|
54
|
+
weaponLevel: number | null;
|
|
55
|
+
/**
|
|
56
|
+
* 武器当前等级上限
|
|
57
|
+
* @since 0.63.0
|
|
58
|
+
*/
|
|
59
|
+
weaponLevelLimit: number | null;
|
|
60
|
+
/**
|
|
61
|
+
* 普通攻击的界面显示等级
|
|
62
|
+
* @since 0.63.0
|
|
63
|
+
*/
|
|
64
|
+
attackLevel: number | null;
|
|
65
|
+
/**
|
|
66
|
+
* 普通攻击是否显示命座带来的固定等级加成
|
|
67
|
+
* @since 0.63.0
|
|
68
|
+
*/
|
|
69
|
+
attackHasBonus: boolean | null;
|
|
70
|
+
/**
|
|
71
|
+
* 元素战技的界面显示等级
|
|
72
|
+
* @since 0.63.0
|
|
73
|
+
*/
|
|
74
|
+
skillLevel: number | null;
|
|
75
|
+
/**
|
|
76
|
+
* 元素战技是否显示命座带来的固定等级加成
|
|
77
|
+
* @since 0.63.0
|
|
78
|
+
*/
|
|
79
|
+
skillHasBonus: boolean | null;
|
|
80
|
+
/**
|
|
81
|
+
* 元素爆发的界面显示等级
|
|
82
|
+
* @since 0.63.0
|
|
83
|
+
*/
|
|
84
|
+
burstLevel: number | null;
|
|
85
|
+
/**
|
|
86
|
+
* 元素爆发是否显示命座带来的固定等级加成
|
|
87
|
+
* @since 0.63.0
|
|
88
|
+
*/
|
|
89
|
+
burstHasBonus: boolean | null;
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
/**
|
|
93
|
+
* 角色养成信息识别任务入口
|
|
94
|
+
* @since 0.63.0
|
|
95
|
+
*/
|
|
96
|
+
declare const characterDevelopmentTaskBrand: unique symbol;
|
|
97
|
+
export interface CharacterDevelopmentTask extends ClrHostValue {
|
|
98
|
+
readonly [characterDevelopmentTaskBrand]: true;
|
|
99
|
+
/**
|
|
100
|
+
* 识别单个角色的养成信息
|
|
101
|
+
* @param characterName 目标角色名称或已有别名
|
|
102
|
+
* @param categories 以分号分隔的 `属性`、`武器`、`天赋` 分类,null 表示全部
|
|
103
|
+
* @returns 在任务完成后兑现识别结果的 Promise
|
|
104
|
+
* @since 0.63.0
|
|
105
|
+
*/
|
|
106
|
+
getCharacter(characterName: AvatarName): Promise<CharacterDevelopmentResult>;
|
|
107
|
+
getCharacter(
|
|
108
|
+
characterName: AvatarName,
|
|
109
|
+
categories: string | null
|
|
110
|
+
): Promise<CharacterDevelopmentResult>;
|
|
111
|
+
/**
|
|
112
|
+
* 识别多个角色的养成信息
|
|
113
|
+
* @param characterNames 字符串集合或 ClearScript JS Array;不得为空或传入单个字符串
|
|
114
|
+
* @param categories 以分号分隔的 `属性`、`武器`、`天赋` 分类,null 表示全部
|
|
115
|
+
* @returns 在任务完成后兑现识别结果列表的 Promise
|
|
116
|
+
* @since 0.63.0
|
|
117
|
+
*/
|
|
118
|
+
getMultiCharacters(
|
|
119
|
+
characterNames: readonly AvatarName[] | System.Collections.Generic.IEnumerableInput<AvatarName>
|
|
120
|
+
): Promise<System.Collections.Generic.List<CharacterDevelopmentResult>>;
|
|
121
|
+
getMultiCharacters(
|
|
122
|
+
characterNames: readonly AvatarName[] | System.Collections.Generic.IEnumerableInput<AvatarName>,
|
|
123
|
+
categories: string | null
|
|
124
|
+
): Promise<System.Collections.Generic.List<CharacterDevelopmentResult>>;
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
declare global {
|
|
128
|
+
namespace BetterGenshinImpact.GameTask.CharacterDevelopment {
|
|
129
|
+
type CharacterElementType = import("./CharacterDevelopmentTask").CharacterElementType;
|
|
130
|
+
type CharacterDevelopmentResult =
|
|
131
|
+
import("./CharacterDevelopmentTask").CharacterDevelopmentResult;
|
|
132
|
+
type CharacterDevelopmentTask = import("./CharacterDevelopmentTask").CharacterDevelopmentTask;
|
|
133
|
+
}
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
export interface CharacterDevelopmentResultHostType extends HostType<
|
|
137
|
+
CharacterDevelopmentResult,
|
|
138
|
+
ReferenceTypeTrait & PublicDefaultConstructorTrait
|
|
139
|
+
> {
|
|
140
|
+
/**
|
|
141
|
+
* 构造空识别结果
|
|
142
|
+
* @since 0.63.0
|
|
143
|
+
*/
|
|
144
|
+
new (): CharacterDevelopmentResult;
|
|
145
|
+
}
|
|
146
|
+
|
|
147
|
+
export interface CharacterDevelopmentTaskHostType extends HostType<
|
|
148
|
+
CharacterDevelopmentTask,
|
|
149
|
+
ReferenceTypeTrait & PublicDefaultConstructorTrait
|
|
150
|
+
> {
|
|
151
|
+
/**
|
|
152
|
+
* 构造角色养成信息识别任务
|
|
153
|
+
* @since 0.63.0
|
|
154
|
+
*/
|
|
155
|
+
new (): CharacterDevelopmentTask;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
export {};
|