StarRailCopilot/module/map/map.py

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from module.logger import logger
from module.map.exception import CampaignEnd
from module.map.fleet import Fleet
from module.map.grid_info import GridInfo
from module.map.map_grids import SelectedGrids, RoadGrids
class Map(Fleet):
def clear_chosen_enemy(self, grid, expected=''):
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"""
Args:
grid (GridInfo):
"""
logger.info('Clear enemy: %s' % grid)
expected = f'combat_{expected}' if expected else 'combat'
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self.show_fleet()
if self.config.ENABLE_EMOTION_REDUCE and self.config.ENABLE_MAP_FLEET_LOCK and 'boss' not in expected:
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self.emotion.wait()
self.goto(grid, expected=expected)
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self.full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count, siren_count=self.siren_count)
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self.find_path_initial()
def clear_chosen_mystery(self, grid):
"""
Args:
grid (GridInfo):
"""
logger.info('Clear mystery: %s' % grid)
self.show_fleet()
self.goto(grid, expected='mystery')
# self.mystery_count += 1
def pick_up_ammo(self, grid=None):
"""
Args:
grid (GridInfo):
"""
if grid is None:
grid = self.map.select(may_ammo=True)
if not grid:
logger.warning('Ammo not found')
grid = grid[0]
if self.ammo_count > 0:
logger.info('Pick up ammo: %s' % grid)
self.goto(grid, expected='')
self.goto(grid, expected='')
self.ensure_no_info_bar()
# self.ammo_count -= 5 - self.battle_count
recover = 5 - self.fleet_ammo
recover = 3 if recover > 3 else recover
logger.attr('Got ammo', recover)
self.ammo_count -= recover
self.fleet_ammo += recover
def sort_grids(self, grids, nearby=False, is_accessible=True, scale=(), strongest=False, weakest=False, cost=False, weight=False, ignore=None):
"""
Args:
grids (SelectedGrids):
nearby:
is_accessible:
scale:
strongest:
weakest:
cost:
weight:
ignore:
Returns:
SelectedGrids:
"""
# logger.info(f'nearby={nearby}. is_accessible={is_accessible}.')
# logger.info(f'scale={scale}. strongest={strongest}. weakest={weakest}.')
# logger.info(f'cost={cost}. weight={weight}.')
if nearby:
grids = grids.select(is_nearby=True)
if is_accessible:
grids = grids.select(is_accessible=True)
if ignore is not None:
grids = grids.delete(grids=ignore)
if len(scale):
enemy = SelectedGrids([])
for enemy_scale in scale:
enemy = enemy.add(grids.select(enemy_scale=enemy_scale))
grids = enemy
if strongest:
for scale in [3, 2, 1, 0]:
enemy = grids.select(enemy_scale=scale)
if enemy:
grids = enemy
break
if weakest:
for scale in [1, 2, 3, 0]:
enemy = grids.select(enemy_scale=scale)
if enemy:
grids = enemy
break
if grids:
grids = grids.sort(cost=cost, weight=weight)
return grids
def clear_all_mystery(self, nearby=False, ignore=None):
"""Methods to pick up all mystery.
Args:
nearby (bool): If only walk through ambush save area.
ignore (SelectedGrids): Ignore grids.
Returns:
bool: False, because didn't clear any enemy.
"""
while 1:
self.map.show_cost()
grids = self.map.select(is_mystery=True, is_accessible=True)
if nearby:
grids = grids.select(is_nearby=True)
if ignore is not None:
grids = grids.delete(grids=ignore)
if not grids:
break
logger.hr('Clear all mystery')
grids = grids.sort(cost=True, weight=False)
logger.info('Nearby=%s. grids: %s' % (str(nearby), str(grids)))
self.clear_chosen_mystery(grids[0])
return False
def clear_enemy(self, nearby=False, scale=(), strongest=False):
"""
Methods to clear a enemy. May not do anything if no suitable enemy.
Args:
nearby (bool): If only walk through ambush save area.
scale (tuple[int]): Enemy scale.
strongest (bool): If choose the strongest enemy.
Returns:
bool: True if clear an enemy.
"""
grids = self.map.select(is_enemy=True, is_accessible=True)
if nearby:
grids = grids.select(is_nearby=True)
if len(scale):
enemy = SelectedGrids([])
for enemy_scale in scale:
enemy = enemy.add(grids.select(enemy_scale=enemy_scale))
grids = enemy
if strongest:
for scale in [3, 2, 1, 0]:
enemy = grids.select(enemy_scale=scale)
if enemy:
grids = enemy
break
if grids:
logger.hr('Clear enemy')
grids = grids.sort(cost=True, weight=True)
logger.info(f'Nearby={nearby}. scale={scale}. strongest={strongest}. grids: {grids}')
self.clear_chosen_enemy(grids[0])
return True
return False
def clear_roadblocks(self, roads):
"""Clear roadblocks.
Args:
roads(list[RoadGrids]):
Returns:
bool: True if clear an enemy.
"""
grids = SelectedGrids([])
for road in roads:
grids = grids.add(road.roadblocks())
grids = grids.select(is_accessible=True)
if grids:
logger.hr('Clear roadblock')
logger.info('Roadblocks: %s' % str(grids))
grids = grids.sort(cost=False, weight=True)
logger.info('Grids: %s' % str(grids))
self.clear_chosen_enemy(grids[0])
return True
return False
def clear_potential_roadblocks(self, roads, **kwargs):
"""Avoid roadblock that only has one grid empty.
Args:
roads(list[RoadGrids]):
Returns:
bool: True if clear an enemy.
"""
grids = SelectedGrids([])
for road in roads:
grids = grids.add(road.potential_roadblocks())
grids = grids.select(is_accessible=True)
if grids:
logger.hr('Avoid potential roadblock')
logger.info(f'Roadblocks potential: {grids}')
grids = grids.sort(cost=False, weight=True)
logger.info('Grids: %s' % str(grids))
self.clear_chosen_enemy(grids[0])
return True
return False
def clear_grids_for_faster(self, grids):
"""Clear some grids to walk a shorter distance.
Args:
grids(SelectedGrids):
Returns:
bool: True if clear an enemy.
"""
grids = grids.select(is_enemy=True, is_accessible=True)
if grids:
logger.hr('Clear grids for faster')
grids = grids.sort(cost=True, weight=False)
logger.info('Grids: %s' % str(grids))
self.clear_chosen_enemy(grids[0])
return True
return False
def clear_boss(self):
"""Clear BOSS.
Returns:
bool:
"""
grids = self.map.select(is_boss=True, is_accessible=True)
grids = grids.add(self.map.select(may_boss=True, is_enemy=True, is_accessible=True))
logger.info('May boss: %s' % self.map.select(may_boss=True))
logger.info('May boss and is enemy: %s' % self.map.select(may_boss=True, is_enemy=True))
logger.info('Is boss: %s' % self.map.select(is_boss=True))
if grids:
logger.hr('Clear BOSS')
grids = grids.sort(cost=True, weight=True)
logger.info('Grids: %s' % str(grids))
self.clear_chosen_enemy(grids[0], expected='boss')
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raise CampaignEnd('BOSS Clear.')
return False
def clear_siren(self):
grids = self.map.select(may_siren=True, is_enemy=True, is_accessible=True)
grids = grids.add(self.map.select(may_siren=True, is_siren=True, is_accessible=True))
logger.info('May siren: %s' % self.map.select(may_siren=True))
logger.info('May siren and is enemy: %s' % self.map.select(may_siren=True, is_enemy=True))
logger.info('Is siren: %s' % self.map.select(is_siren=True))
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if grids:
logger.hr('Clear siren')
grids = grids.sort(cost=True, weight=True)
logger.info('Grids: %s' % str(grids))
self.clear_chosen_enemy(grids[0], expected='siren')
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return True
return False
def fleet_2_step_on(self, grids, roadblocks):
"""Fleet step on a grid which can reduce the ambush frequency another fleet.
Of course, you can simply use 'self.fleet_2.goto(grid)' and do the same thing.
However, roads can be block by enemy and this method can handle that.
Args:
grids (SelectedGrids):
roadblocks (list[RoadGrids]):
Returns:
bool: if clear an enemy.
"""
for grid in grids:
if self.fleet_at(grid=grid, fleet=2):
return False
for grid in grids:
if grid.is_enemy:
continue
if self.check_accessibility(grid=grid, fleet=2):
logger.info('Fleet_2 step on %s' % grid)
self.fleet_2.goto(grid)
self.fleet_1.switch_to()
return False
else:
logger.info('Fleet_2 step on %s got roadblocks.' % grid)
self.fleet_1.clear_roadblocks(roadblocks)
return True
return False