2020-03-28 17:22:46 +00:00
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from module.base.timer import Timer
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from module.base.utils import color_bar_percentage
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from module.combat.assets import *
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from module.combat.emotion import Emotion
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from module.combat.hp_balancer import HPBalancer
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from module.handler.enemy_searching import EnemySearchingHandler
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from module.handler.urgent_commission import UrgentCommissionHandler
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from module.logger import logger
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from module.map.assets import MAP_OFFENSIVE
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from module.map.exception import CampaignEnd
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from module.retire.retirement import Retirement
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from module.ui.assets import BACK_ARROW
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class Combat(HPBalancer, UrgentCommissionHandler, EnemySearchingHandler, Retirement):
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_automation_set_timer = Timer(1)
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_emotion: Emotion
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@property
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def emotion(self):
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if not hasattr(self, '_emotion'):
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self._emotion = Emotion(config=self.config)
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return self._emotion
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def combat_appear(self):
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"""
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Returns:
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bool: If enter combat.
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"""
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if self.config.ENABLE_MAP_FLEET_LOCK and not self.is_in_map():
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if self.is_combat_loading():
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return True
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if self.handle_retirement():
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self.map_offensive()
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return True
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if self.appear(BATTLE_PREPARATION):
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return True
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if self.appear(BATTLE_PREPARATION_WITH_OVERLAY) and self.handle_combat_automation_confirm():
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return True
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return False
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def map_offensive(self):
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while 1:
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self.device.screenshot()
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if self.appear_then_click(MAP_OFFENSIVE, interval=1):
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continue
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# Break
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if self.combat_appear():
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break
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def is_combat_loading(self):
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"""
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Returns:
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bool:
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"""
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left = color_bar_percentage(self.device.image, area=LOADING_BAR.area, prev_color=(99, 150, 255))
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right = color_bar_percentage(self.device.image, area=LOADING_BAR.area, prev_color=(225, 225, 225), reverse=True)
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if 0.15 < left < 0.95 and right > 0.15 and left + right <= 1.2:
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logger.attr('Loading', f'{int(left * 100)}%({int(right * 100)}%)')
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return True
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return False
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def is_combat_executing(self):
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"""
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Returns:
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bool:
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"""
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return self.appear(PAUSE)
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def handle_combat_automation_confirm(self):
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if self.appear(AUTOMATION_CONFIRM_CHECK, interval=1):
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self.appear_then_click(AUTOMATION_CONFIRM, offset=True)
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return True
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return False
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def combat_preparation(self, balance_hp=False, emotion_reduce=False, auto=True, fleet_index=1):
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"""
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Args:
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balance_hp (bool):
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emotion_reduce (bool):
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auto (bool):
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fleet_index (int):
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"""
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logger.info('Combat preparation.')
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if emotion_reduce and not self.config.ENABLE_MAP_FLEET_LOCK:
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self.emotion.wait()
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if balance_hp:
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self.balance_scout_hp()
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# logger.info('start combat')
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while 1:
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self.device.screenshot()
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# Automation.
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if self.appear(BATTLE_PREPARATION):
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# if self.handle_combat_automation_confirm():
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# continue
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if self.handle_combat_automation_set(auto=auto):
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continue
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# Retirement
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if self.handle_retirement():
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continue
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# Combat start
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if self.appear_then_click(BATTLE_PREPARATION):
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continue
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if self.handle_combat_automation_confirm():
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continue
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# End
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if self.is_combat_executing():
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if emotion_reduce:
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self.emotion.reduce(fleet_index)
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break
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def handle_combat_automation_set(self, auto):
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"""
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Args:
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auto (bool): If use auto.
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Returns:
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bool:
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"""
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if not self._automation_set_timer.reached():
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return False
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if self.appear(AUTOMATION_ON):
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logger.info('[Automation] ON')
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if not auto:
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self.device.click(AUTOMATION_SWITCH)
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self.device.sleep(1)
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self._automation_set_timer.reset()
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return True
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if self.appear(AUTOMATION_OFF):
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logger.info('[Automation] OFF')
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if auto:
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self.device.click(AUTOMATION_SWITCH)
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self.device.sleep(1)
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self._automation_set_timer.reset()
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return True
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if self.appear_then_click(AUTOMATION_CONFIRM, offset=True):
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self._automation_set_timer.reset()
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return True
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return False
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def combat_execute(self, func=None, call_submarine_at_boss=False, save_get_items=False):
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"""
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Args:
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func: Funtion to run when in combat.
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call_submarine_at_boss (bool):
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save_get_items (bool)
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"""
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logger.info('Combat execute')
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confirm_timer = Timer(10)
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confirm_timer.start()
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while 1:
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self.device.screenshot()
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if not confirm_timer.reached() and self.appear_then_click(AUTOMATION_CONFIRM, offset=True):
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continue
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if call_submarine_at_boss:
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pass
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# End
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# if self.appear_then_click(BATTLE_STATUS):
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# break
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if self.handle_battle_status(save_get_items=save_get_items):
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break
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2020-03-30 06:00:39 +00:00
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def handle_battle_status(self, save_get_items=False):
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2020-03-28 17:22:46 +00:00
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"""
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Args:
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save_get_items (bool):
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Returns:
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bool:
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"""
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if self.appear_then_click(BATTLE_STATUS_S, screenshot=save_get_items, genre='status'):
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self.device.sleep((0.25, 0.5))
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return True
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if self.appear_then_click(BATTLE_STATUS_A, screenshot=save_get_items, genre='status'):
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self.device.sleep((0.25, 0.5))
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logger.warning('Battle status: A')
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return True
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return False
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2020-03-30 06:00:39 +00:00
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def handle_get_items(self, save_get_items=False):
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"""
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Args:
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save_get_items (bool):
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Returns:
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bool:
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"""
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if self.appear_then_click(GET_ITEMS_1, screenshot=save_get_items, genre='get_items', offset=5):
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return True
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if self.appear_then_click(GET_ITEMS_2, screenshot=save_get_items, genre='get_items', offset=5):
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return False
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return False
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def handle_get_ship(self):
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if self.appear_then_click(GET_SHIP):
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return True
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return False
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2020-03-28 17:22:46 +00:00
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def combat_status(self, save_get_items=False, expected_end=None):
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"""
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Args:
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save_get_items (bool):
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expected_end (str): with_searching, no_searching, in_stage.
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"""
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logger.info('Combat status')
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while 1:
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self.device.screenshot()
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# Combat status
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2020-03-30 06:00:39 +00:00
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if self.handle_get_items(save_get_items=save_get_items):
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2020-03-28 17:22:46 +00:00
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continue
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if self.handle_battle_status(save_get_items=save_get_items):
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continue
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2020-03-30 06:00:39 +00:00
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if self.handle_get_ship():
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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(EXP_INFO_S):
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self.device.sleep((0.25, 0.5))
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continue
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if self.appear_then_click(EXP_INFO_A):
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self.device.sleep((0.25, 0.5))
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continue
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if self.handle_urgent_commission(save_get_items=save_get_items):
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continue
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# End
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if expected_end is None:
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if self.handle_in_stage() or self.handle_in_map_with_enemy_searching():
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break
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if isinstance(expected_end, str):
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if expected_end == 'in_stage' and self.handle_in_stage():
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raise CampaignEnd('Boss clear')
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if expected_end == 'with_searching' and self.handle_in_map_with_enemy_searching():
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break
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if expected_end == 'no_searching' and self.handle_in_map():
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break
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if expected_end == 'in_ui' and self.appear(BACK_ARROW, offset=(20, 20)):
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break
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if callable(expected_end):
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if expected_end():
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break
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def combat(self, banlance_hp=None, emotion_reduce=None, func=None, call_submarine_at_boss=None, save_get_items=None,
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expected_end=None):
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"""
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Execute a combat.
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"""
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banlance_hp = banlance_hp if banlance_hp is not None else self.config.ENABLE_HP_BALANCE
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emotion_reduce = emotion_reduce if emotion_reduce is not None else self.config.ENABLE_EMOTION_REDUCE
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auto = func is None
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call_submarine_at_boss = call_submarine_at_boss if call_submarine_at_boss is not None else self.config.SUBMARINE_CALL_AT_BOSS
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save_get_items = save_get_items if save_get_items is not None else self.config.ENABLE_SAVE_GET_ITEMS
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if expected_end == 'in_stage':
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emotion_reduce = False
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fleet_index = 2
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else:
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fleet_index = 1
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# if not hasattr(self, 'emotion'):
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# self.emotion = Emotion(config=self.config)
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self.combat_preparation(
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balance_hp=banlance_hp, emotion_reduce=emotion_reduce, auto=auto, fleet_index=fleet_index)
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self.combat_execute(
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func=func, call_submarine_at_boss=call_submarine_at_boss, save_get_items=save_get_items)
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self.combat_status(
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save_get_items=save_get_items, expected_end=expected_end)
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