StarRailCopilot/tasks/ornament/combat.py

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from module.base.decorator import run_once
from module.exception import RequestHumanTakeover
from module.logger import logger
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from tasks.base.assets.assets_base_page import MAP_EXIT
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from tasks.base.assets.assets_base_popup import POPUP_CANCEL
from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE
from tasks.combat.assets.assets_combat_support import COMBAT_SUPPORT_LIST
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from tasks.dungeon.dungeon import Dungeon
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from tasks.dungeon.ui.state import DungeonState
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from tasks.map.route.loader import RouteLoader
from tasks.map.route.route.daily import OrnamentExtraction__route
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from tasks.ornament.assets.assets_ornament_combat import *
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from tasks.ornament.assets.assets_ornament_ui import *
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class OrnamentCombat(Dungeon, RouteLoader, DungeonState):
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def combat_enter_from_map(self, skip_first_screenshot=True):
# Don't enter from map, UI too deep inside
# Enter from survival index instead
pass
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def _combat_should_reenter(self):
# Never re-enter, can only enter from Survival_Index
return False
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def get_double_event_remain_at_combat(self, button=OCR_DOUBLE_EVENT_REMAIN_AT_OE):
# Different position to OCR
return super().get_double_event_remain_at_combat(button)
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def oe_leave(self, skip_first_screenshot=True):
self.interval_clear([COMBAT_PREPARE, MAP_EXIT])
logger.hr('OE leave')
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
exit_ = self.is_in_map_exit()
if not exit_ and self.is_in_main():
logger.info('OE left')
break
# Click
if self.handle_ui_back(DU_OE_SELECT_CHECK, interval=2):
continue
if self.handle_ui_back(DU_MODE_CHECK, interval=2):
continue
if self.handle_ui_back(DU_MAIN_CHECK, interval=2):
continue
if self.handle_ui_back(COMBAT_PREPARE, interval=2):
continue
if exit_ and self.is_in_map_exit(interval=3):
self.device.click(MAP_EXIT)
continue
if self.handle_popup_confirm():
continue
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def support_set(self, support_character_name: str = "FirstCharacter"):
"""
Args:
support_character_name: Support character name
Returns:
bool: If clicked
Pages:
in: COMBAT_PREPARE
mid: COMBAT_SUPPORT_LIST
out: COMBAT_PREPARE
"""
logger.hr("Combat support")
self.interval_clear(SUPPORT_ADD)
skip_first_screenshot = True
selected_support = False
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.appear(SUPPORT_DISMISS):
return True
# Click
if self.appear(SUPPORT_ADD, interval=2):
self.device.click(SUPPORT_ADD)
self.interval_reset(SUPPORT_ADD)
continue
if self.appear(POPUP_CANCEL, interval=1):
logger.warning(
"selected identical character, trying select another")
self._cancel_popup()
self._select_next_support()
self.interval_reset(POPUP_CANCEL)
continue
if self.appear(COMBAT_SUPPORT_LIST, interval=2):
if not selected_support:
# In Ornament Extraction, first character isn't selected by default
if support_character_name == "FirstCharacter":
self._select_first()
else:
self._search_support(support_character_name) # Search support
selected_support = True
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self.device.click(SUPPORT_ADD)
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self.interval_reset(COMBAT_SUPPORT_LIST)
continue
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def get_equivalent_stamina(self):
value = self.config.stored.Immersifier.value * 40
if self.config.Ornament_UseStamina or self.config.stored.DungeonDouble.rogue > 0:
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value += self.config.stored.TrailblazePower.value
return value
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def combat_get_trailblaze_power(self, expect_reduce=False, skip_first_screenshot=True) -> int:
"""
Args:
expect_reduce: Current value is supposed to be lower than the previous.
skip_first_screenshot:
Returns:
int: Equivalent stamina
Pages:
in: COMBAT_PREPARE or COMBAT_REPEAT
"""
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before = self.get_equivalent_stamina()
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after = before
for _ in range(3):
self.update_stamina_status()
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after = self.get_equivalent_stamina()
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if expect_reduce:
if before > after:
break
else:
break
return after
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def is_trailblaze_power_exhausted(self):
flag = self.get_equivalent_stamina() < self.combat_wave_cost
logger.attr('TrailblazePowerExhausted', flag)
return flag
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def is_team_prepared(self) -> bool:
"""
Pages:
in: COMBAT_PREPARE
"""
slots = CHARACTER_EMPTY_OE.match_multi_template(self.device.image)
slots = 4 - len(slots)
logger.attr('TeamSlotsPrepared', slots)
return slots > 0
def combat_prepare(self, team=1, support_character: str = None):
"""
Args:
team: 1 to 6.
support_character: Support character name
Returns:
bool: True
Pages:
in: COMBAT_PREPARE
out: is_in_main
"""
self.combat_wave_cost = 40
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@run_once
def check_team_prepare():
if not self.is_team_prepared():
logger.error(f'Please prepare your team in Ornament Extraction')
raise RequestHumanTakeover
logger.hr('Combat prepare')
skip_first_screenshot = True
if support_character:
# Block COMBAT_TEAM_PREPARE before support set
support_set = False
else:
support_set = True
logger.info([support_character, support_set])
trial = 0
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.is_in_main():
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logger.info('Combat map entered')
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self.device.screenshot_interval_set()
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break
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if self.is_combat_executing():
self.device.screenshot_interval_set()
return True
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# Relics full
# Clicking between COMBAT_PREPARE and COMBAT_TEAM_PREPARE
if trial > 5:
logger.critical('Failed to enter dungeon after 5 trial, probably because relics are full')
raise RequestHumanTakeover
if self.appear(SUPPORT_ADD):
check_team_prepare()
# Click
if support_character and self.appear(SUPPORT_ADD, interval=2):
self.support_set(support_character)
self.interval_reset(SUPPORT_ADD)
support_set = True
continue
if support_set and self.appear(COMBAT_PREPARE, interval=5):
# Long loading after COMBAT_PREPARE
self.device.click(COMBAT_PREPARE)
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self.device.screenshot_interval_set('combat')
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trial += 1
continue
if self.handle_popup_confirm():
continue
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self.route_run(OrnamentExtraction__route)
return True