2020-03-28 17:22:46 +00:00
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from module.combat.combat import Combat
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from module.daemon.assets import *
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from module.handler.ambush import MAP_AMBUSH_EVADE
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from module.handler.enemy_searching import EnemySearchingHandler
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from module.handler.mystery import MysteryHandler
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2020-04-13 15:00:19 +00:00
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from module.handler.popup import PopupHandler
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2020-03-28 17:22:46 +00:00
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from module.handler.urgent_commission import UrgentCommissionHandler
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from module.map.map_fleet_preparation import FleetPreparation
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2020-04-13 15:00:19 +00:00
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class AzurLaneDaemon(FleetPreparation, Combat, UrgentCommissionHandler, EnemySearchingHandler, MysteryHandler,
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PopupHandler):
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2020-03-28 17:22:46 +00:00
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def daemon(self):
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while 1:
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self.device.screenshot()
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# If is running a combat, do nothing.
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if self.is_combat_executing():
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continue
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# Combat
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if self.combat_appear():
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# if self.handle_combat_automation_set(auto=True):
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# continue
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# self.device.click(BATTLE_PREPARATION)
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self.combat_preparation()
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if self.handle_battle_status(save_get_items=False):
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self.combat_status(save_get_items=False, expected_end='no_searching')
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continue
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# Map operation
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if self.appear_then_click(MAP_AMBUSH_EVADE):
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self.device.sleep(1)
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continue
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if self.appear_then_click(STRATEGY_OPEN):
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continue
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# Map preparation
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if self.config.ENABLE_SEMI_MAP_PREPARATION:
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if self.appear_then_click(MAP_PREPARATION, interval=2):
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continue
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if self.appear_then_click(FLEET_PREPARATION, interval=2):
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continue
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# Retire
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pass
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# Emotion
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pass
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# Urgent commission
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if self.handle_urgent_commission(save_get_items=False):
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continue
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# Story
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if self.config.ENABLE_SEMI_STORY_SKIP:
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if self.appear_then_click(STORY_SKIP, offset=True, interval=2):
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continue
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2020-04-13 15:00:19 +00:00
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if self.handle_popup_confirm():
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2020-03-28 17:22:46 +00:00
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continue
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if self.appear_then_click(STORY_CHOOCE, offset=True, interval=2):
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continue
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if self.appear_then_click(STORY_CHOOCE_2, offset=True, interval=2):
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continue
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# End
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# No end condition, stop it manually.
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return True
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