StarRailCopilot/module/map/fleet.py

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import itertools
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from module.base.timer import Timer
from module.handler.ambush import AmbushHandler
from module.logger import logger
from module.map.camera import Camera
from module.exception import MapWalkError
from module.map.grids import Grids
from module.map.map_base import SelectedGrids
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from module.map.map_base import location2node, location_ensure
from module.map.map_operation import MapOperation
class Fleet(Camera, MapOperation, AmbushHandler):
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fleet_1_location = ()
fleet_2_location = ()
fleet_current_index = 1
battle_count = 0
mystery_count = 0
siren_count = 0
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fleet_ammo = 5
ammo_count = 3
@property
def fleet_1(self):
if self.fleet_current_index != 1:
self.fleet_switch()
return self
@fleet_1.setter
def fleet_1(self, value):
self.fleet_1_location = value
@property
def fleet_2(self):
if self.fleet_current_index != 2:
self.fleet_switch()
return self
@fleet_2.setter
def fleet_2(self, value):
self.fleet_2_location = value
@property
def fleet_current(self):
if self.fleet_current_index == 2:
return self.fleet_2_location
else:
return self.fleet_1_location
@property
def fleet_boss(self):
if self.config.FLEET_BOSS == 2 and self.config.FLEET_2:
return self.fleet_2
else:
return self.fleet_1
@property
def fleet_step(self):
if not self.config.MAP_HAS_FLEET_STEP:
return 0
if self.fleet_current_index == 2:
return self.config.FLEET_2_STEP
else:
return self.config.FLEET_1_STEP
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def fleet_switch(self):
self.fleet_switch_click()
self.fleet_current_index = 1 if self.fleet_current_index == 2 else 2
self.camera = self.fleet_current
self.update()
self.find_path_initial()
self.map.show_cost()
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self.show_fleet()
self.handle_strategy(index=self.fleet_current_index)
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def switch_to(self):
pass
def _goto(self, location, expected=''):
"""Goto a grid directly and handle ambush, air raid, mystery picked up, combat.
Args:
location (tuple, str, GridInfo): Destination.
"""
location = location_ensure(location)
result_mystery = ''
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while 1:
sight = self.map.camera_sight
self.in_sight(location, sight=(sight[0], 0, sight[2], sight[3]))
self.focus_to_grid_center()
grid = self.convert_map_to_grid(location)
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self.ambush_color_initial()
self.enemy_searching_color_initial()
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grid.__str__ = location
result = 'nothing'
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self.device.click(grid)
arrived = False
# Wait to confirm fleet arrived. It does't appear immediately if fleet in combat .
add = self.config.MAP_SIREN_MOVE_WAIT * self.config.MAP_SIREN_COUNT \
if self.config.MAP_HAS_MOVABLE_ENEMY and not self.config.ENABLE_FAST_FORWARD else 0
arrive_timer = Timer(0.3 + add)
arrive_unexpected_timer = Timer(1.5 + add)
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# Wait after ambushed.
ambushed_retry = Timer(0.5)
# If nothing happens, click again.
walk_timeout = Timer(10)
walk_timeout.start()
while 1:
self.device.screenshot()
grid.image = self.device.image
# Ambush
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if self.handle_ambush():
ambushed_retry.start()
# Mystery
mystery = self.handle_mystery(button=grid)
if mystery:
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self.mystery_count += 1
result = 'mystery'
result_mystery = mystery
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# Combat
if self.config.ENABLE_MAP_FLEET_LOCK and not self.is_in_map():
if self.handle_retirement():
self.map_offensive()
walk_timeout.reset()
if self.handle_combat_low_emotion():
walk_timeout.reset()
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if self.combat_appear():
self.combat(expected_end=self._expected_combat_end(expected), fleet_index=self.fleet_current_index)
self.hp_get()
if self.hp_withdraw_triggered():
self.withdraw()
arrived = True if not self.config.MAP_HAS_MOVABLE_ENEMY else False
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result = 'combat'
self.battle_count += 1
self.fleet_ammo -= 1
if 'siren' in expected:
self.siren_count += 1
elif self.map[location].may_enemy:
self.map[location].is_cleared = True
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self.handle_boss_appear_refocus()
grid = self.convert_map_to_grid(location)
walk_timeout.reset()
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# Cat attack animation
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if self.handle_map_cat_attack():
continue
if self.handle_walk_out_of_step():
raise MapWalkError('walk_out_of_step')
# Arrive
if self.is_in_map() and grid.predict_fleet():
if not arrive_timer.started():
logger.info(f'Arrive {location2node(location)}')
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arrive_timer.start()
arrive_unexpected_timer.start()
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if not arrive_timer.reached():
continue
if expected and result not in expected:
if arrive_unexpected_timer.reached():
logger.warning('Arrive with unexpected result')
else:
continue
logger.info(f'Arrive {location2node(location)} confirm. Result: {result}. Expected: {expected}')
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arrived = True
break
# End
if ambushed_retry.started() and ambushed_retry.reached():
break
if walk_timeout.reached():
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logger.warning('Walk timeout. Retrying.')
break
# End
if arrived:
# Ammo grid needs to click again, otherwise the next click doesn't work.
if self.map[location].may_ammo:
self.device.click(grid)
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break
self.map[self.fleet_current].is_fleet = False
self.map[location].wipe_out()
self.map[location].is_fleet = True
self.__setattr__('fleet_%s_location' % self.fleet_current_index, location)
if result_mystery == 'get_carrier':
prev_enemy = self.map.select(is_enemy=True)
self.full_scan(is_carrier_scan=True)
diff = self.map.select(is_enemy=True).delete(prev_enemy)
logger.info(f'Carrier spawn: {diff}')
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self.find_path_initial()
def goto(self, location, optimize=True, expected=''):
# self.device.sleep(1000)
location = location_ensure(location)
if (self.config.MAP_HAS_AMBUSH or self.config.MAP_HAS_FLEET_STEP) and optimize:
nodes = self.map.find_path(location, step=self.fleet_step)
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for node in nodes:
try:
self._goto(node, expected=expected if node == nodes[-1] else '')
except MapWalkError:
nodes_ = self.map.find_path(node, step=1)
for node_ in nodes_:
self._goto(node_, expected=expected if node == nodes[-1] else '')
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else:
self._goto(location, expected=expected)
def find_path_initial(self):
self.map.find_path_initial(self.fleet_current, has_ambush=self.config.MAP_HAS_AMBUSH)
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def show_fleet(self):
fleets = []
for n in [1, 2]:
fleet = self.__getattribute__('fleet_%s_location' % n)
if len(fleet):
text = 'Fleet_%s: %s' % (n, location2node(fleet))
if self.fleet_current_index == n:
text = '[%s]' % text
fleets.append(text)
logger.info(' '.join(fleets))
def full_scan(self, is_carrier_scan=False):
super().full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count,
siren_count=self.siren_count, carrier_count=self.carrier_count,
is_carrier_scan=is_carrier_scan)
if self.config.FLEET_2 and not self.fleet_2_location:
fleets = self.map.select(is_fleet=True, is_current_fleet=False)
if fleets.count:
logger.info(f'Predict fleet_2 to be {fleets[0]}')
self.fleet_2_location = fleets[0].location
def find_all_fleets(self):
logger.hr('Find all fleets')
queue = self.map.select(is_spawn_point=True)
while queue:
queue = queue.sort_by_camera_distance(self.camera)
self.in_sight(queue[0], sight=(-1, 0, 1, 2))
grid = self.convert_map_to_grid(queue[0])
if grid.predict_current_fleet():
self.fleet_1 = queue[0].location
elif grid.predict_fleet():
self.fleet_2 = queue[0].location
queue = queue[1:]
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def find_current_fleet(self):
logger.hr('Find current fleet')
if not self.config.POOR_MAP_DATA:
fleets = self.map.select(is_fleet=True, is_spawn_point=True)
else:
fleets = self.map.select(is_fleet=True)
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logger.info('Fleets: %s' % str(fleets))
count = fleets.count
if count == 1:
if not self.config.FLEET_2:
self.fleet_1 = fleets[0].location
else:
logger.info('Fleet_2 not detected.')
if self.config.POOR_MAP_DATA and self.map.select(is_spawn_point=True):
self.fleet_1 = fleets[0].location
else:
self.find_all_fleets()
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elif count == 2:
current = self.map.select(is_current_fleet=True)
if current.count == 1:
self.fleet_1 = current[0].location
self.fleet_2 = fleets.delete(current)[0].location
else:
fleets = fleets.sort_by_camera_distance(self.camera)
self.in_sight(fleets[0], sight=(-1, 0, 1, 2))
if self.convert_map_to_grid(fleets[0]).predict_current_fleet():
self.fleet_1 = fleets[0].location
self.fleet_2 = fleets[1].location
else:
self.in_sight(fleets[1], sight=(-1, 0, 1, 2))
if self.convert_map_to_grid(fleets[1]).predict_current_fleet():
self.fleet_1 = fleets[1].location
self.fleet_2 = fleets[0].location
else:
logger.warning('Current fleet not found')
self.fleet_1 = fleets[0].location
self.fleet_2 = fleets[1].location
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else:
if count == 0:
logger.warning('No fleets detected.')
fleets = self.map.select(is_current_fleet=True)
if fleets.count:
self.fleet_1 = fleets[0].location
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if count > 2:
logger.warning('Too many fleets: %s.' % str(fleets))
self.find_all_fleets()
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self.fleet_current_index = 1
self.show_fleet()
return self.fleet_current
def map_init(self, map_):
logger.hr('Map init')
self.fleet_1_location = ()
self.fleet_2_location = ()
self.fleet_current_index = 1
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self.battle_count = 0
self.mystery_count = 0
self.carrier_count = 0
self.siren_count = 0
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self.ammo_count = 3
self.map = map_
self.map.reset()
self.handle_map_green_config_cover()
self.map.poor_map_data = self.config.POOR_MAP_DATA
self.hp_init()
self.handle_strategy(index=self.fleet_current_index)
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self.ensure_edge_insight(preset=self.map.in_map_swipe_preset_data)
self.full_scan()
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self.find_current_fleet()
self.find_path_initial()
self.map.show_cost()
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def handle_map_green_config_cover(self):
if not self.is_map_green:
return False
logger.info('Map is green sea.')
self.config.MAP_HAS_FLEET_STEP = False
self.config.MAP_HAS_MOVABLE_ENEMY = False
if self.config.ENABLE_FAST_FORWARD:
self.config.MAP_HAS_AMBUSH = False
else:
# When disable fast forward, MAP_HAS_AMBUSH depends on map settings.
# self.config.MAP_HAS_AMBUSH = True
pass
if self.config.POOR_MAP_DATA and self.map.is_map_data_poor:
self.config.POOR_MAP_DATA = False
return True
def _expected_combat_end(self, expected):
for data in self.map._spawn_data_backup:
if data.get('battle') == self.battle_count and 'boss' in expected:
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return 'in_stage'
if data.get('battle') == self.battle_count + 1:
if data.get('enemy', 0) + data.get('siren', 0) + data.get('boss', 0) > 0:
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return 'with_searching'
else:
return 'no_searching'
if 'boss' in expected:
return 'in_stage'
return None
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def fleet_at(self, grid, fleet=None):
"""
Args:
grid (Grid):
fleet (int): 1, 2
Returns:
bool: If fleet is at grid.
"""
if fleet is None:
return self.fleet_current == grid.location
if fleet == 1:
return self.fleet_1_location == grid.location
else:
return self.fleet_2_location == grid.location
def check_accessibility(self, grid, fleet=None):
"""
Args:
grid (Grid):
fleet (int): 1, 2
Returns:
bool: If accessible.
"""
if fleet is None:
return grid.is_accessible
if fleet == self.fleet_current_index:
return grid.is_accessible
else:
backup = self.fleet_current_index
self.fleet_current_index = fleet
self.find_path_initial()
result = grid.is_accessible
self.fleet_current_index = backup
self.find_path_initial()
return result
def brute_find_roadblocks(self, grid, fleet=None):
"""
Args:
grid (Grid):
fleet (int): 1, 2. Default to current fleet.
Returns:
SelectedGrids:
"""
if fleet is not None and fleet != self.fleet_current_index:
backup = self.fleet_current_index
self.fleet_current_index = fleet
self.find_path_initial()
else:
backup = None
if grid.is_accessible:
if backup is not None:
self.fleet_current_index = backup
self.find_path_initial()
return SelectedGrids([])
enemies = self.map.select(is_enemy=True)
logger.info(f'Potential enemy roadblocks: {enemies}')
for repeat in range(1, enemies.count + 1):
for select in itertools.product(enemies, repeat=repeat):
for block in select:
block.is_enemy = False
self.find_path_initial()
for block in select:
block.is_enemy = True
if grid.is_accessible:
select = SelectedGrids(list(select))
logger.info(f'Enemy roadblock: {select}')
if backup is not None:
self.fleet_current_index = backup
self.find_path_initial()
return select
logger.warning('Enemy roadblock try exhausted.')
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def handle_boss_appear_refocus(self):
"""
"""
appear = False
for data in self.map.spawn_data:
if data.get('battle') == self.battle_count and data.get('boss', 0):
appear = True
if self.config.POOR_MAP_DATA:
self.device.screenshot()
grids = Grids(self.device.image, config=self.config)
grids.predict()
grids.show()
for grid in grids:
if grid.is_boss:
appear = True
for g in self.map:
g.wipe_out()
break
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if appear:
logger.info('Catch camera re-positioning after boss appear')
camera = self.camera
self.ensure_edge_insight()
logger.info('Refocus to previous camera position.')
self.focus_to(camera)
return True
else:
return False
def fleet_checked_reset(self):
self.map_fleet_checked = False
self.fleet_1_formation_fixed = False
self.fleet_2_formation_fixed = False