Integration
About 7 min
Integration
API
AsstAppendTask
Prototype
TaskId ASSTAPI AsstAppendTask(AsstHandle handle, const char* type, const char* params);
Description
Appends a task.
Return Value
TaskId
The task ID if the task is successfully appended, for the following configuration;
0 if the task is not successfully appended.
Parameter Description
AsstHandle handle
Instance handleconst char* type
Task typeconst char* params
Task parameters in JSON
List of Task Types
StartUp
Start-up
// Corresponding task parameters
{
"enable": bool, // Whether to enable this task, optional, true by default
"client_type": string, // Client version, optional, empty by default
// Options: "Official" | "Bilibili" | "txwy" | "YoStarEN" | "YoStarJP" | "YoStarKR"
"start_game_enabled": bool // Whether to launch client automatically, optional, false by default
}
CloseDown
Close Game Client
// Corresponding task parameters
{
"enable": bool, // Whether to enable this task, optional, true by default
"client_type": string, // Client version, required, no execution if left blank
// Options: "Official" | "Bilibili" | "txwy" | "YoStarEN" | "YoStarJP" | "YoStarKR"
}
Fight
Operation
// Corresponding task parameters
{
"enable": bool, // Whether to enable this task, optional, true by default
"stage": string, // Stage name, optional, by default crrent / last stage. Editing in run-time is not supported.
// Supports all mainline stages, such as "1-7", "S3-2", etc.
// At the end of the level, enter Normal/Hard to switch between Normal and Tough difficulty
// Annihilation. The input should be `Annihilation`.
// Certain side story stages. The input should be complete with stage number.
"medicine": int, // Maximum number Sanity Potion used, optional, by default 0
"expiring_medicine": int, // Maximum number of expired Sanity Potion within 48 hours, optional, by default 0
"stone": int, // Maximum number of Originite Prime used, optional, by default 0
"times": int, // Maximum times, optional, by default infinite
"series": int, // Number of series, optional, 1~6
"drops": { // Specifying the number of drops, optional, no specification by default
"30011": int, // Key: item ID; value: number of items. Key refers to resource/item_index.json
"30062": int // OR combination
},
/* Items are combined with OR operators, i.e. the task stops when any condition meets. */
"report_to_penguin": bool, // Whether to upload data to Pengiun Stats, optional, by default false
"penguin_id": string, // Penguin Stats ID, optional, by default empty. Available only when `report_to_penguin` is `true`.
"server": string, // Server, optional, by default "CN", will affect the drop recognition and upload
// Options:"CN" | "US" | "JP" | "KR"
"client_type": string, // Client versino, optional, empty by default. Used to reconnect after the game crashed. Empty means to disable this feature
// Options: "Official" | "Bilibili" | "txwy" | "YoStarEN" | "YoStarJP" | "YoStarKR"
"DrGrandet": bool, // Save sanity by using Originites, Optional, false by default. effective only when Originites may be used
// Wait in the using Originites confirmation screen until the 1 point of sanity has been restored and then immediately use the Originite.
}
Supports some of the special stages,Please refer to autoLocalization example.
Recruit
Recruitment
// Corresponding task parameters
{
"enable": bool, // Whether to enable this task, optional, by default true
"refresh": bool, // Whether to refresh 3★ tags, optional, by default false
"select": [ // Tag level to click, required
int,
...
],
"confirm": [ // Tag level for confirmation, required. Can be set to empty array for calculation only.
int,
...
],
"first_tags": [ // Preferred Tags, valid only if 3★ tags. Optional, by default empty
string, // When Tag is level-3, as many Tags here as possible (if any) will be selected.
... // It's a forced selection, i.e. it ignores all "unselect 3★ Tags" settings.
],
"extra_tags_mode": int, // Select more tags, optional
// 0 - default
// 1 - click 3 tags anyway, even if they are in conflict
// 2 - select more combinations if possible, even if their tags are in conflict
"times": int, // The times of recruitment, optional, by default 0. Can be set to 0 for calculation only.
"set_time": bool, // Whether to set time to 9 hours, available only when `times` is 0, optional, by default true
"expedite": bool, // Whether to use expedited plans, optional, by default false
"expedite_times": int, // The times of using expedited plans, available only when `expedite` is `true`
// Optional, by default infinity until `times` reaches its limitation.
"skip_robot": bool, // Whether to skip when robot tag is recognized, optional, skip by default.
"recruitment_time": { // Tags level and set duration in minutes, optional, by default 540 (i.e. 9 hours)
"3": int,
"4": int,
...
},
"report_to_penguin": bool, // Whether to report to Penguin Stats, optional, by default false.
"penguin_id": string, // Penguin Stats user id, optional, by default empty. Valid only if report_to_penguin is true.
"report_to_yituliu": bool, // Whether to report to YITULIU, optional, by default false.
"yituliu_id": string, // YITULIU user id, optional, by default empty. Valid only if report_to_yituliu is true.
"server": string, // Server, optional, by default "CN", will affect upload
}
Infrast
Infrastructure shifting
{
"enable": bool, // Whether to enable this task, optional, by default true
"mode": int, // Shift mode, optional. Editing in run-time is not supported.
// 0 - By Default, auto shift
// 10000 - Custom Mode, please refer 3.6-INFRASTRUCTURE_SCHEDULING_SCHEMA
"facility": [ // Facilities for shifting, required. Editing in run-time is not supported.
string, // Facility name: "Mfg" | "Trade" | "Power" | "Control" | "Reception" | "Office" | "Dorm"
...
],
"drones": string, // Usage of drones, optional, by default "_NotUse"
// "_NotUse"、"Money"、"SyntheticJade"、"CombatRecord"、"PureGold"、"OriginStone"、"Chip"
"threshold": float, // Morale threshold with range [0, 1.0], optional, by default 0.3
"replenish": bool, // Whether to replenish Originium Shard, optional, by default false
"dorm_notstationed_enabled": bool, // Whether to enbale Not Stationed in Dorm, by default false
"dorm_trust_enabled": bool, // Whether to fill operators in dorm by trust, by default false
/* The following is only valid when mode == 10000 */
"filename": string, // Custom config json file path
"plan_index": int, // custom config plan index
}
Mall
Collecting Credits and auto-purchasing
Will buy items in order followingbuy_first
list, buy other items from left to right ignoring items inblacklist
, and buy other items from left to right ignoring theblacklist
while credit overflows.
// Corresponding task parameters
{
"enable": bool, // Whether to enable this task, optional, by default true
"shopping": bool, // Whether to buy items from the store, optional, by default false. Editing in run-time is not supported.
"buy_first": [ // Items to be purchased with priority, optional. Editing in run-time is not supported.
string, // Item name, e.g. "招聘许可" (Recruitment Permit), "龙门币" (LMD), etc.
...
],
"blacklist": [ // Blacklist, optional. Editing in run-time is not supported.
string, // Item name, e.g. "加急许可" (Expedited Plan), "家具零件" (Furniture Part), etc.
...
],
"force_shopping_if_credit_full": bool // Whether to ignore the Blacklist if credit overflows, by default true
"only_buy_discount": bool // Whether to purchase only discounted items, applicable only on the second round of purchases, by default false.
"reserve_max_credit": boll // Whether to stop purchasing when credit points fall below 300, applicable only on the second round of purchases, by default false.
}
Award
Collecting daily awards.
// Corresponding task parameters
{
"enable": bool // Whether to enable this task, optional, by default true
}
Roguelike
Integrated Strategies
{
"enable": bool, // Whether to enable this task, optional, by default true
"theme": string, // Name of the theme, optional, by default "Phantom"
// Phantom - 傀影与猩红血钻
// Mizuki - 水月与深蓝之树
"mode": int, // Mode, optional, by default 0
// 0 - For candle, plays as much as you can with stable strategy
// 1 - For Originium Ingots, exits after first level
// 2 - For both, Plays until invests
// 3 - For pass, plays as much as you can with aggressive strategy
"starts_count": int, // Number of starts, optional, by default INT_MAX
"investment_enabled": bool, // by default true
"investments_count": int,
// Number of investments, optional, by default INT_MAX
"stop_when_investment_full": bool,
// Stop the task when investment is full, optional, by default false
"squad": string, // Squad name like "assault squad", optional, by default "Default Squad"
"roles": string, // Roles, optional
"core_char": string, // Operator name, optional. Will recognize auto-selection of levels.
"use_support": bool, // Whether "core_char" is a support unit, optional, by default false
"use_nonfriend_support": bool, // Whether support unit can be non-friend support unit, optional, by default false, valid when use_support=true
"refresh_trader_with_dice": bool // Whether refresh trader with dice to buy special item, optional, by default false
}
Copilot
Copilot auto-combat feature
{
"enable": bool, // Whether to enable this task, optional, by default true
"filename": string, // Filename and path of the task JSON, supporting absolute/relative paths. Editing in run-time is not supported.
"formation": bool // Whether to "quick build", optional, by default false. Editing in run-time is not supported.
}
For more details about auto-copilot JSON, please refer to Copilot Schema
SSSCopilot
Copilot auto-combat feature for STATIONARY SECURITY SERVICE
{
"enable": bool, // Whether to enable this task, optional, by default true
"filename": string, // Filename and path of the task JSON, supporting absolute/relative paths. Editing in run-time is not supported.
"loop_times": int
}
For more details about auto-copilot JSON, please refer to Copilot Schema
Depot
Depot recognition
// Corresponding task parameters
{
"enable": bool // Whether to enable this task, optional, by default true
}
OperBox
Operator box recognition
// Corresponding task parameters
{
"enable": bool // Whether to enable this task, optional, by default true
}
Reclamation
ReclamationAlgorithm
{
"enable": bool,
"theme": string, // Theme, optional, 1 by default
// Fire - *Fire Within the Sand*
// Tales - *Tales Within the Sand*
"mode": int, // Mode, optional, 0 by default
// 0 - Farm badges & construction pts (exiting the stage immediately)
// 1 - Fire Within the Sand: Farm Crude Gold (forging Gold at headquarter after purchasing water)
// Tales Within the Sand: Automatically craft items and load to earn currency
"tool_to_craft": string, // Automatically crafted items, optional, glow stick by default
// Suggested fill in the substring
"increment_mode": int, // Click type, optional. 0 by default
// 0 - Rapid Click
// 1 - Long Press
"num_craft_batches": int // Maximum number of craft batches per session, optional. 16 by default
}
Custom
Custom Task
{
"enable": bool,
"task_names": [ // Execute the task on the first match in the array (and subsequent next, etc.)
// If you want to perform multiple tasks, you can append Custom task multiple times
string,
...
]
}
SingleStep
Single-step task (currently only supports copilot)
{
"enable": bool,
"type": string, // currently only supports "copilot"
"subtask": string, // "stage" | "start" | "action"
// "stage" to set stage name, eg: "details": { "stage": "xxxx" }
// "start" to start mission, without details
// "action": single battle action, details is single action in Copilot,
// eg: "details": { "name": "史尔特尔", "location": [ 4, 5 ], "direction": "左" },详情参考 3.3-战斗流程协议.md
"details": {
...
}
}
VideoRecognition
Video recognition, currently only supports operation (combat) video
{
"enable": bool,
"filename": string,
}
AsstSetTaskParams
Prototype
bool ASSTAPI AsstSetTaskParams(AsstHandle handle, TaskId id, const char* params);
Description
Set task parameters
Return Value
bool
Whether the parameters are successfully set.
Parameter Description
AsstHandle handle
Instance handleTaskId task
Task ID, the return value ofAsstAppendTask
const char* params
Task parameter in JSON, same asAsstAppendTask
For those fields that do not mention "Editing in run-time is not supported" can be changed during run-time. Otherwise these changes will be ignored when the task is running.
AsstSetStaticOption
Prototype
bool ASSTAPI AsstSetStaticOption(AsstStaticOptionKey key, const char* value);
Description
Set process-level parameters
Return Value
bool
Is the setup successful
Parameter Description
AsstStaticOptionKey key
keyconst char* value
value
List of Key and value
None
AsstSetInstanceOption
Prototype
bool ASSTAPI AsstSetInstanceOption(AsstHandle handle, AsstInstanceOptionKey key, const char* value);
Description
Set instance-level parameters
Return Value
bool
Is the setup successful
Parameter Description
AsstHandle handle
handleAsstInstanceOptionKey key
keyconst char* value
value
List of Key and value
enum InstanceOptionKey
{
Invalid = 0,
// Deprecated // MinitouchEnabled = 1, // Is minitouch enabled
// If you can't use minitouch, it's useless to turn it on.
// "1" - on, "0" - off
TouchMode = 2, // Touch mode, minitouch by default
// minitouch | maatouch | adb
DeploymentWithPause = 3, // Deployment with Pause (Works for IS, Copilot and 保全派驻)
// "1" | "0"
AdbLiteEnabled = 4, // Enable AdbLite or not, "0" | "1"
KillAdbOnExit = 5, // Release Adb on exit, "0" | "1"
};