This repository is a QQ Farm automation bot that provides multi-account management and a web-based control panel. It automates farming tasks (planting, harvesting, watering, weeding, pest control), friend interactions (helping, stealing, hindering), daily rewards, task completion, and item management. The architecture consists of a Node.js backend (core) handling game automation via protocol buffers and WebAssembly encryption, and a Vue 3 frontend (web) for configuration and monitoring. Each account runs in an isolated worker process (or thread) to prevent cross-account interference, communicating with the backend via IPC for status and logs. The backend exposes REST APIs and Socket.IO for real-time updates to the frontend, which displays dashboards, logs, and controls. Data persistence is via JSON files in a mounted data directory, with game-specific configurations stored as JSON. Key technologies include Express, Socket.IO, protobuf.js, Vue 3, Pinia, UnoCSS, and Vite. The system is actively maintained with modern dependencies and demonstrates strong engineering practices in worker isolation, protocol handling, and task scheduling.
BAAH (Blue Archive Aris Helper) is a Python-based automation tool for the mobile game Blue Archive. It automates daily tasks, combat, events, and other in-game activities through image recognition, OCR, and ADB-based emulator/device control. The application features a NiceGUI-powered desktop interface for configuration and task management, with support for multiple game servers (Global, Japan, CN, Bilibili, Steam) and cross-platform deployment (Windows, macOS, Linux, Android). The architecture follows a modular task-based design where each automation task (login, combat, cafe, etc.) inherits from a base Task class defining standardized lifecycle methods (pre_condition, on_run, post_condition). Game state detection relies on template matching via a Page class, while complex automation flows are built using composable actions from the define_actions module. Configuration is managed through a hierarchical system supporting user, software, session, and storage layers with i18n and post-processing capabilities. The GUI provides reusable components for list editing, screenshot capture, and task execution monitoring. Key external dependencies include OpenCV for image processing, ONNX Runtime for OCR, NiceGUI for the web-based GUI, and ADB for device communication. The tool stores user configurations as JSON files and maintains historical data in USER_STORAGE. Self-update functionality checks multiple sources (Gitee/GitHub/mirror) for new versions.
AzurLaneAutoScript (ALAS) is a Python-based game automation bot for the mobile game Azur Lane. It uses computer vision (OpenCV, template matching, OCR via cnocr/mxnet) and Android Debug Bridge (ADB) to control an emulator, automating nearly all gameplay loops: campaign sorties, daily missions, research, dormitory, guild operations, Operation Siren, and event-specific maps. The architecture is modular, with a core framework providing device abstraction (module/device), image recognition (module/ocr, module/map_detection), configuration management (module/config), and a web UI (module/webui) built on PyWebIO with an Electron wrapper. Campaign logic is organized into hundreds of per-event map scripts under campaign/, each defining map grids, enemy spawns, and battle strategies via a consistent CampaignBase subclass pattern. The system runs as a daemon, continuously executing scheduled tasks with configurable priorities and notifications (onepush, Discord). External dependencies include uiautomator2, adbutils, OpenCV, cnocr, mxnet, pywebio, and zerorpc, with pinned versions targeting Python 3.7. The codebase is actively maintained with frequent updates for new game events, but suffers from significant duplication across campaign files and reliance on outdated library versions.
ValleyServer is a dual-mainline project that turns Stardew Valley into a persistent, unattended multiplayer server. The 2.x branch (recommended, stable) runs on a real Stardew Valley + SMAPI client, using a set of custom mods (ALOS, ServerCMD, ChatCommand, CommandWebUI, ChangeServerPort) to automate the host farmer—auto-sleeping, skipping cutscenes, handling festivals, and providing a web-based console and Docker deployment. The 3.x branch (experimental) is a standalone headless server that loads decompiled game assemblies via reflection and mocking, implements the Lidgren-based multiplayer protocol, and manages farmhand connections, warps, saving, and day transitions without any graphical client. The 3.x code is architecturally ambitious—using uninitialized objects to bypass XNA dependencies, a custom content manager that returns dummy textures/fonts, and a dedicated overnight coroutine thread—but remains incomplete (missing farming, NPCs, seasons) and is tightly coupled to a specific decompiled game version. The 2.x mods are well-documented and production-tested; the 3.x server is a technical proof-of-concept with hardcoded paths and significant fragility. The repository provides CI/CD for building both branches, issue templates, and a community Docker image.