StarRailCopilot/tasks/combat/combat.py

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from module.logger import logger
from tasks.base.assets.assets_base_page import CLOSE
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from tasks.combat.assets.assets_combat_finish import COMBAT_AGAIN, COMBAT_EXIT
from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE
from tasks.combat.assets.assets_combat_team import COMBAT_TEAM_PREPARE
from tasks.combat.interact import CombatInteract
from tasks.combat.prepare import CombatPrepare
from tasks.combat.state import CombatState
from tasks.combat.team import CombatTeam
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from tasks.map.control.joystick import MapControlJoystick
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class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJoystick):
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def handle_combat_prepare(self):
"""
Pages:
in: COMBAT_PREPARE
"""
current = self.combat_get_trailblaze_power()
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cost = self.combat_get_wave_cost()
if cost == 10:
wave = min(current // self.combat_wave_cost, 6)
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, able to do {wave} waves')
if wave > 0:
self.combat_set_wave(wave)
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else:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, do 1 wave')
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def handle_ascension_dungeon_prepare(self):
"""
Returns:
bool: If clicked.
"""
if self.is_in_main():
if self.handle_map_A():
return True
return False
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def combat_prepare(self, team=1):
"""
Args:
team: 1 to 6.
Returns:
bool: True if success to enter combat
False if trialblaze power is not enough
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Pages:
in: COMBAT_PREPARE
out: is_combat_executing
"""
logger.hr('Combat prepare')
skip_first_screenshot = True
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.is_combat_executing():
return True
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# Click
if self.appear(COMBAT_TEAM_PREPARE, interval=2):
self.team_set(team)
self.device.click(COMBAT_TEAM_PREPARE)
self.interval_reset(COMBAT_TEAM_PREPARE)
continue
if self.appear(COMBAT_TEAM_PREPARE):
self.interval_reset(COMBAT_PREPARE)
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self._map_A_timer.reset()
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if self.appear(COMBAT_PREPARE, interval=2):
self.handle_combat_prepare()
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if self.state.TrailblazePower < self.combat_wave_cost:
return False
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self.device.click(COMBAT_PREPARE)
self.interval_reset(COMBAT_PREPARE)
continue
if self.handle_combat_interact():
continue
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if self.handle_ascension_dungeon_prepare():
continue
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def combat_execute(self):
"""
Pages:
in: is_combat_executing
out: COMBAT_AGAIN
"""
logger.hr('Combat execute')
skip_first_screenshot = True
is_executing = True
self.combat_state_reset()
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.appear(COMBAT_AGAIN):
break
# Daemon
if self.is_combat_executing():
if not is_executing:
logger.info('Combat continues')
self.device.stuck_record_clear()
is_executing = True
else:
is_executing = False
if self.handle_combat_state():
continue
def _combat_can_again(self) -> bool:
"""
Pages:
in: COMBAT_AGAIN
"""
current = self.combat_get_trailblaze_power(expect_reduce=True)
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if self.combat_wave_cost == 10:
if current >= self.combat_wave_cost * 6:
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again')
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return True
else:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can not run again')
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return False
else:
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if current >= self.combat_wave_cost:
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again')
return True
else:
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can not run again')
return False
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def combat_finish(self) -> bool:
"""
Returns:
bool: True if exit, False if again
Pages:
in: COMBAT_AGAIN
out: page_main if exit
is_combat_executing if again
"""
logger.hr('Combat finish')
skip_first_screenshot = True
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
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if self.is_in_main():
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logger.info('Combat finishes at page_main')
return True
if self.is_combat_executing():
logger.info('Combat finishes at another combat')
return False
# Click
if self.appear(COMBAT_AGAIN, interval=2):
if self._combat_can_again():
self.device.click(COMBAT_AGAIN)
else:
self.device.click(COMBAT_EXIT)
self.interval_reset(COMBAT_AGAIN)
def combat_exit(self, skip_first_screenshot=True):
"""
Pages:
in: Any page during combat
out: page_main
"""
logger.info('Combat exit')
self.interval_clear([COMBAT_PREPARE, COMBAT_TEAM_PREPARE, COMBAT_AGAIN])
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
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if self.is_in_main():
break
# Click
if self.appear(COMBAT_PREPARE, interval=2):
logger.info(f'{COMBAT_PREPARE} -> {CLOSE}')
self.device.click(CLOSE)
continue
if self.appear(COMBAT_TEAM_PREPARE, interval=2):
logger.info(f'{COMBAT_TEAM_PREPARE} -> {CLOSE}')
self.device.click(CLOSE)
continue
if self.appear(COMBAT_AGAIN, interval=2):
logger.info(f'{COMBAT_AGAIN} -> {COMBAT_EXIT}')
self.device.click(COMBAT_EXIT)
continue
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def combat(self, team: int = 1, skip_first_screenshot=True):
"""
Combat until trailblaze power runs out.
Args:
team: 1 to 6.
skip_first_screenshot:
Pages:
in: COMBAT_PREPARE
or page_main with DUNGEON_COMBAT_INTERACT
out: page_main
"""
if not skip_first_screenshot:
self.device.screenshot()
while 1:
logger.hr('Combat', level=2)
# Prepare
prepare = self.combat_prepare(team)
if not prepare:
self.combat_exit()
break
# Execute
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self.combat_execute()
# Finish
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finish = self.combat_finish()
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if self.state.TrailblazePower >= self.combat_wave_cost:
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logger.info('Still having some trailblaze power run with less waves to empty it')
continue
if finish:
break