@bettergi/types 0.1.17 → 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/package.json +1 -1
- package/types/BetterGenshinImpact/Core/Recognition/SearchOptions.d.ts +116 -3
- package/types/BetterGenshinImpact/Core/Script/Dependence/Genshin.d.ts +20 -1
- package/types/BetterGenshinImpact/GameTask/AutoDomain/AutoDomainTask.d.ts +3 -0
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightConfig.d.ts +28 -4
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightParam.d.ts +23 -3
- package/types/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.d.ts +173 -0
- package/types/BetterGenshinImpact/GameTask/AutoFight/Model/Avatar.d.ts +2 -2
- package/types/BetterGenshinImpact/GameTask/AutoLeyLineOutcrop/AutoLeyLineOutcropFightConfig.d.ts +30 -0
- package/types/BetterGenshinImpact/GameTask/AutoPathing/PathingScriptNames.d.ts +2 -0
package/package.json
CHANGED
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@@ -1,20 +1,29 @@
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import type {
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ClrHostValue,
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DoubleHost,
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EnumTypeTrait,
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HostType,
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PublicDefaultConstructorTrait,
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ReferenceTypeTrait
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ReferenceTypeTrait,
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StrongNumeric,
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ValueTypeTrait
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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 "../../../OpenCvSharp/Rect";
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import "../../../OpenCvSharp/Size";
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import "../../../System/Enum";
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import "../../../System/IComparable";
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import "../../../System/IConvertible";
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import "../../../System/IEquatable";
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import "../../../System/IFormattable";
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import "../../../System/ISpanFormattable";
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import "../../../System/Nullable";
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import "../../../System/ValueType";
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/**
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* 参考搜索的锚定方式;元素在画布右/下侧时通常使用右/下锚定,在左/上侧时通常使用左/上锚定,居中元素使用中心锚定并按画布中心加偏移缩放
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* Auto 按参考包围盒所在区域分别选择水平和垂直锚定,用于模拟游戏 UI 的响应式布局
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* @since 0.49.0
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*/
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declare const searchAnchorModeBrand: unique symbol;
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@@ -30,7 +39,7 @@ declare global {
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export interface SearchAnchorModeHostType extends HostType<SearchAnchorMode, EnumTypeTrait> {
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/**
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*
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* 按参考包围盒中心的 0.4/0.6 分区模拟游戏 UI 的响应式布局
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* @since 0.49.0
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*/
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readonly auto: SearchAnchorMode;
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@@ -74,10 +83,20 @@ export interface SearchOptions extends ClrHostValue {
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*/
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anchorMode: BetterGenshinImpact.Core.Recognition.SearchAnchorMode;
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/**
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*
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* 参考画布坐标系中的独立搜索框;未指定时以 `RecognitionObject.referenceBoundingBox` 为基础搜索框,指定后与参考包围盒使用相同缩放和锚定规则转换到当前截图坐标系
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* @since 0.64.0
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*/
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referenceSearchBox: OpenCvSharp.Rect | null;
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/**
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* 在基础搜索框外额外扩展的像素大小,Width 用于左右,Height 用于上下;未指定时默认四周各扩展 10px;当 expandPercent 有值时不生效
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* @since 0.49.0
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*/
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expandSize: OpenCvSharp.Size | null;
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/**
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* 按当前截图宽高计算的四边扩展比例;左右乘截图宽度,上下乘截图高度,例如 0.05 表示 5%;优先于 expandSize,显式设置全零比例可关闭默认的 10px 扩展
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* @since 0.64.0
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*/
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expandPercent: BetterGenshinImpact.Core.Recognition.SearchExpandRatio | null;
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}
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declare global {
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@@ -97,4 +116,98 @@ export interface SearchOptionsHostType extends HostType<
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new (): SearchOptions;
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}
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/**
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* 搜索区域四边的扩展比例,属性顺序与 XAML Thickness 的四参数顺序一致:Left、Top、Right、Bottom;值为直接参与计算的小数比例,例如 0.05 表示 5%
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* @since 0.64.0
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*/
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declare const searchExpandRatioBrand: unique symbol;
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export interface SearchExpandRatio extends ClrHostValue {
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readonly [searchExpandRatioBrand]: true;
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/**
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* 左侧扩展比例,以当前截图宽度为基准
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* @since 0.64.0
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*/
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left: number;
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/**
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* 上侧扩展比例,以当前截图高度为基准
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* @since 0.64.0
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*/
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top: number;
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/**
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* 右侧扩展比例,以当前截图宽度为基准
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* @since 0.64.0
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*/
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right: number;
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/**
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* 下侧扩展比例,以当前截图高度为基准
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* @since 0.64.0
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*/
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bottom: number;
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/**
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* 四边比例是否均为有限且非负的数字;大于 1 的比例合法,最终搜索区域会被裁剪到截图边界
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* @since 0.64.0
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*/
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readonly isValid: boolean;
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/**
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* 比较是否相等
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* @param obj 比较对象
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* @since 0.64.0
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*/
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equals(obj: unknown | null): boolean;
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/**
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* 比较是否相等
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* @param other 另一扩展比例
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* @since 0.64.0
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*/
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equals(other: BetterGenshinImpact.Core.Recognition.SearchExpandRatio): boolean;
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/**
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* 返回哈希码
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* @since 0.64.0
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*/
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getHashCode(): number;
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/**
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* 返回字符串表示
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* @since 0.64.0
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*/
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toString(): string;
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/**
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* 解构为左右上下四边比例
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* @param left 左侧扩展比例
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* @param top 上侧扩展比例
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* @param right 右侧扩展比例
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* @param bottom 下侧扩展比例
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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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deconstruct(
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left: HostVariableOut<number>,
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top: HostVariableOut<number>,
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right: HostVariableOut<number>,
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bottom: HostVariableOut<number>
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): VoidResult;
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}
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declare global {
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namespace BetterGenshinImpact.Core.Recognition {
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type SearchExpandRatio = import("./SearchOptions").SearchExpandRatio;
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}
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}
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export interface SearchExpandRatioHostType extends HostType<SearchExpandRatio, ValueTypeTrait> {
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/**
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* 按左右上下四边比例构造
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* @param left 左侧扩展比例,以当前截图宽度为基准
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* @param top 上侧扩展比例,以当前截图高度为基准
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* @param right 右侧扩展比例,以当前截图宽度为基准
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* @param bottom 下侧扩展比例,以当前截图高度为基准
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* @since 0.64.0
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*/
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new (
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left: number | StrongNumeric<DoubleHost>,
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top: number | StrongNumeric<DoubleHost>,
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right: number | StrongNumeric<DoubleHost>,
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bottom: number | StrongNumeric<DoubleHost>
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): SearchExpandRatio;
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}
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export {};
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@@ -282,7 +282,7 @@ export interface Genshin extends ClrHostValue {
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/**
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* 按槽位重组当前队伍角色
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* 未传入或空字符串的槽位跳过;重组队伍槽位角色,不是按数字键切换当前出战角色
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*
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* 默认按队伍物理槽位解释;物理槽位示例:`await genshin.switchCharacter("胡桃", "夜兰", "", "钟离")`
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* @param slot1 1 号位角色名,空字符串表示跳过
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* @param slot2 2 号位角色名,空字符串表示跳过
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* @param slot3 3 号位角色名,空字符串表示跳过
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slot3: "" | AvatarName,
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slot4: "" | AvatarName
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): Promise<boolean>;
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/**
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* 按槽位重组当前队伍角色
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* `usePhysicalSlots` 为 true 时按队伍物理槽位解释 slot1-slot4,为 false 时按当前玩家可控角色顺序解释
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* 可控顺序示例:`await genshin.switchCharacter("胡桃", "夜兰", "", "", false)`
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* @param slot1 1 号位角色名,空字符串表示跳过
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* @param slot2 2 号位角色名,空字符串表示跳过
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* @param slot3 3 号位角色名,空字符串表示跳过
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* @param slot4 4 号位角色名,空字符串表示跳过
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* @param usePhysicalSlots 是否按队伍物理槽位解释,默认 true
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* @returns 在任务完成后兑现是否成功的 Promise;完成保存并返回主界面为 true,参数无效、目标角色未找到或流程失败为 false
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* @since 0.64.0
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*/
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switchCharacter(
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slot1: "" | AvatarName,
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slot2: "" | AvatarName,
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slot3: "" | AvatarName,
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slot4: "" | AvatarName,
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usePhysicalSlots: boolean
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): Promise<boolean>;
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/**
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* 清除当前调度器的队伍缓存
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* @returns ClearScript 宿主空结果
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@@ -223,11 +223,15 @@ export interface AutoFightConfig_FightFinishDetectConfig
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| "beforeDetectDelay"
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| "checkAfterSwitchAvatar"
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| "checkBeforeBurst"
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*/
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checkBeforeBurst: boolean;
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/**
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*
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* 触发战斗结束检查前的延时,单位秒,确保动作后摇结束;也可为角色单独指定,格式如 `0.4` 或 `0.4;钟离,1.5`
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* @since 0.52.0
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*/
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checkEndDelay: string;
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/**
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*
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* 是否启用快速检查战斗结束;完成一轮动作后若满足条件则触发一次检查,默认关闭
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* @since 0.52.0
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*/
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fastCheckEnabled: boolean;
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/**
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*
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* 快速检查参数;数字为距上次检查的间隔秒数,人名为对应角色动作后触发,多项用分号分隔,格式如 `5` 或 `5;白术;`
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* @since 0.52.0
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*/
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fastCheckParams: string;
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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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* 是否在首次检查时进行面敌
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* @since 0.52.0
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@@ -286,10 +295,25 @@ export interface AutoFightConfig_FightFinishDetectConfig
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*/
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rotateFindEnemyEnabled: boolean;
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/**
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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 0.63.0
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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,单位秒
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* @since 0.64.0
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*/
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paimonEndCheckDelay: number;
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}
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export interface AutoFightConfig_FightFinishDetectConfigHostType extends HostType<
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/**
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* 触发战斗结束检查前的延时,单位秒,确保动作后摇结束;也可为角色单独指定
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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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blockCheckBeforeBattleSeconds: number;
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paimonEndCheckEnabled: boolean;
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paimonEndCheckDelay: number;
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export interface AutoFightParam_FightFinishDetectConfigHostType extends HostType<
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} from "../../../Microsoft/ClearScript/HostType";
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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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}
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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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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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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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detectDelayTime: number;
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* 按角色名覆盖的检查延时,单位毫秒
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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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*/
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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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*/
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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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*/
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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
|
|
150
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+
): AutoFightTask_TaskFightFinishDetectConfig;
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+
/**
|
|
152
|
+
* 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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159
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+
parseCheckTimeString(
|
|
160
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+
input: string,
|
|
161
|
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checkTime: HostVariableOut<number>,
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|
+
names: System.Collections.Generic.List<string>
|
|
163
|
+
): VoidResult;
|
|
164
|
+
/**
|
|
165
|
+
* 解析检查结束延时字符串
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166
|
+
* @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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|
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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>,
|
|
175
|
+
nameDelayMap: System.Collections.Generic.Dictionary<string, number>
|
|
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|
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): VoidResult;
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
declare global {
|
|
180
|
+
namespace BetterGenshinImpact.GameTask.AutoFight.AutoFightTask {
|
|
181
|
+
type TaskFightFinishDetectConfig =
|
|
182
|
+
import("./AutoFightTask").AutoFightTask_TaskFightFinishDetectConfig;
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
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|
54
186
|
declare global {
|
|
55
187
|
namespace BetterGenshinImpact.GameTask.AutoFight {
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|
56
188
|
type AutoFightTask = import("./AutoFightTask").AutoFightTask;
|
|
@@ -64,6 +196,12 @@ export interface AutoFightTaskHostType extends HostType<AutoFightTask, Reference
|
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|
64
196
|
* @since 0.52.0
|
|
65
197
|
*/
|
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66
198
|
new (taskParam: BetterGenshinImpact.GameTask.AutoFight.AutoFightParam): AutoFightTask;
|
|
199
|
+
/**
|
|
200
|
+
* 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
|
|
201
|
+
* @returns ClearScript 宿主空结果
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|
202
|
+
* @since 0.64.0
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203
|
+
*/
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204
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+
resetSkipCheckCounter(): VoidResult;
|
|
67
205
|
/**
|
|
68
206
|
* 全局战斗进行中标志
|
|
69
207
|
* @since 0.52.0
|
|
@@ -74,6 +212,41 @@ export interface AutoFightTaskHostType extends HostType<AutoFightTask, Reference
|
|
|
74
212
|
* @since 0.52.0
|
|
75
213
|
*/
|
|
76
214
|
fightWaypoint: BetterGenshinImpact.GameTask.AutoPathing.Model.WaypointForTrack;
|
|
215
|
+
/**
|
|
216
|
+
* 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
|
|
217
|
+
* @since 0.64.0
|
|
218
|
+
*/
|
|
219
|
+
lastFightFinishCheckTime: System.DateTime;
|
|
220
|
+
/**
|
|
221
|
+
* 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
|
|
222
|
+
* @since 0.64.0
|
|
223
|
+
*/
|
|
224
|
+
fightStartTime: System.DateTime;
|
|
225
|
+
/**
|
|
226
|
+
* 检查战斗是否已结束;TXT 与 JSON 策略共用的统一实现
|
|
227
|
+
* @param finishDetectConfig 战斗结束检测运行时配置
|
|
228
|
+
* @param ct 取消令牌
|
|
229
|
+
* @param delayTime 检查前延时,单位毫秒,默认 1500
|
|
230
|
+
* @param detectDelayTime 切换队伍后检测色块的延时,单位毫秒,默认 450
|
|
231
|
+
* @returns 在检测完成后兑现是否结束的 Promise
|
|
232
|
+
* @since 0.64.0
|
|
233
|
+
*/
|
|
234
|
+
checkFightFinish(
|
|
235
|
+
finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
|
|
236
|
+
ct: System.Threading.CancellationToken
|
|
237
|
+
): Promise<boolean>;
|
|
238
|
+
checkFightFinish(
|
|
239
|
+
finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
|
|
240
|
+
ct: System.Threading.CancellationToken,
|
|
241
|
+
delayTime: number | StrongNumeric<Int32Host>
|
|
242
|
+
): Promise<boolean>;
|
|
243
|
+
checkFightFinish(
|
|
244
|
+
finishDetectConfig: BetterGenshinImpact.GameTask.AutoFight.AutoFightTask.TaskFightFinishDetectConfig,
|
|
245
|
+
ct: System.Threading.CancellationToken,
|
|
246
|
+
delayTime: number | StrongNumeric<Int32Host>,
|
|
247
|
+
detectDelayTime: number | StrongNumeric<Int32Host>
|
|
248
|
+
): Promise<boolean>;
|
|
249
|
+
readonly TaskFightFinishDetectConfig: AutoFightTask_TaskFightFinishDetectConfigHostType;
|
|
77
250
|
}
|
|
78
251
|
|
|
79
252
|
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<
|