StarRailCopilot/tasks/combat/skill.py

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from module.base.button import match_template
from module.base.timer import Timer
from module.logger import logger
from tasks.base.ui import UI
from tasks.combat.assets.assets_combat_skill import *
class CombatSkill(UI):
def is_in_skill(self) -> bool:
"""
Combat paused, require manual skill use
"""
if not self.appear(IN_SKILL):
return False
if not self.image_color_count(IN_SKILL, color=(255, 255, 255), threshold=221, count=50):
return False
return True
def _skill_click(self, button, skip_first_screenshot=True):
"""
Click a skill button.
Not in skill page means skill has been used and skill animation is ongoing
"""
logger.info(f'Skill use: {button}')
interval = Timer(1)
clicked = False
prev_image = None
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if self.is_in_skill():
if interval.reached():
prev_image = self.image_crop(button)
self.device.click(button)
interval.reset()
clicked = True
continue
else:
# Skill animation on going
if clicked:
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logger.info(f'Skill used: {button} (skill ongoing)')
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break
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# New skill icon
if prev_image is not None:
if not match_template(self.image_crop(button), prev_image):
logger.info(f'Skill used: {button} (icon changed)')
break
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def _is_skill_active(self, button):
flag = self.image_color_count(button, color=(220, 196, 145), threshold=221, count=50)
return flag
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def _skill_switch(self, check_button, click_button, skip_first_screenshot=True):
"""
Switch to A or E
"""
logger.info(f'Skill switch: {check_button}')
interval = Timer(1)
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# Raw brown border
if self._is_skill_active(check_button):
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logger.info(f'Skill switched: {check_button}')
break
if self.is_in_skill() and (self._is_skill_active(CHECK_A) or self._is_skill_active(CHECK_E)):
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if interval.reached():
self.device.click(click_button)
interval.reset()
continue
def wait_next_skill(self, expected_end=None, skip_first_screenshot=True):
"""
Args:
expected_end: A function returns bool, True represents end.
skip_first_screenshot:
Returns:
bool: True if is_in_skill
False if triggered expected_end
"""
logger.info('Wait next skill')
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if self.is_in_skill():
return True
if callable(expected_end) and expected_end():
logger.info(f'Combat execute ended at {expected_end.__name__}')
return False
def use_A(self) -> bool:
logger.hr('Use A')
self._skill_switch(check_button=CHECK_A, click_button=USE_A)
self._skill_click(USE_A)
return True
def use_E(self) -> bool:
logger.hr('Use E')
self._skill_switch(check_button=CHECK_E, click_button=USE_E)
self._skill_click(USE_E)
return True
def use_Q(self, position: int) -> bool:
"""
Args:
position: 1 to 4
"""
logger.hr(f'Use Q {position}')
try:
button = [USE_Q1, USE_Q2, USE_Q3, USE_Q4][position - 1]
except IndexError:
logger.error(f'use_Q: position {position} does not exist')
return False
self._skill_click(button)
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self.wait_next_skill()
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self._skill_click(USE_Q_AIM)
return True