StarRailCopilot/tasks/combat/combat.py

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from module.base.decorator import run_once
from module.exception import RequestHumanTakeover
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from module.logger import logger
from tasks.combat.assets.assets_combat_finish import COMBAT_AGAIN, COMBAT_EXIT
from tasks.combat.assets.assets_combat_interact import DUNGEON_COMBAT_INTERACT
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from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE
from tasks.combat.assets.assets_combat_team import COMBAT_TEAM_PREPARE, COMBAT_TEAM_SUPPORT
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from tasks.combat.fuel import Fuel
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from tasks.combat.interact import CombatInteract
from tasks.combat.obtain import CombatObtain
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from tasks.combat.prepare import CombatPrepare
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from tasks.combat.skill import CombatSkill
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from tasks.combat.state import CombatState
from tasks.combat.support import CombatSupport
from tasks.combat.team import CombatTeam
from tasks.dungeon.keywords import DungeonList
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from tasks.map.control.joystick import MapControlJoystick
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class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSupport, CombatSkill, CombatObtain,
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MapControlJoystick, Fuel):
dungeon: DungeonList | None = None
is_doing_planner: bool = False
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def handle_combat_prepare(self):
"""
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Returns:
bool: If able to run a combat
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Pages:
in: COMBAT_PREPARE
"""
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self.combat_waves = 1
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cost = self.combat_get_wave_cost()
current = self.combat_get_trailblaze_power()
if current < self.combat_wave_cost:
if self._try_get_more_trablaize_power(self.combat_wave_cost):
current = self.config.stored.TrailblazePower.value
else:
return False
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if cost == 10:
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# Calyx
self.combat_waves = min(current // self.combat_wave_cost, 6)
if self.combat_wave_limit:
self.combat_waves = min(self.combat_waves, self.combat_wave_limit - self.combat_wave_done)
logger.info(
f'Current has {current}, combat costs {self.combat_wave_cost}, '
f'wave={self.combat_wave_done}/{self.combat_wave_limit}, '
f'able to do {self.combat_waves} waves')
else:
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, '
f'able to do {self.combat_waves} waves')
if self.combat_waves > 0:
self.combat_set_wave(self.combat_waves)
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else:
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# Others
logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, '
f'do {self.combat_waves} wave')
# Check limits
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if self.config.stored.TrailblazePower.value < self.combat_wave_cost:
return self._try_get_more_trablaize_power(self.combat_wave_cost)
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if self.combat_waves <= 0:
logger.info('Combat wave limited, cannot continue combat')
return False
return True
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def handle_ascension_dungeon_prepare(self):
"""
Returns:
bool: If clicked.
"""
if self.combat_wave_cost == 30 and self.is_in_main():
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if self.handle_map_A():
return True
return False
def combat_prepare(self, team=1, support_character: str = None):
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"""
Args:
team: 1 to 6.
support_character: Support character name
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
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
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while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.is_combat_executing():
return True
# Relics full
# Clicking between COMBAT_PREPARE and COMBAT_TEAM_PREPARE
if trial > 3:
logger.critical('Failed to enter dungeon after 3 trial, probably because relics are full')
raise RequestHumanTakeover
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# Click
if support_character and self.appear(COMBAT_TEAM_SUPPORT, interval=2):
self.team_set(team)
self.support_set(support_character)
self.interval_reset(COMBAT_TEAM_SUPPORT)
support_set = True
continue
if support_set and self.appear(COMBAT_TEAM_PREPARE, interval=2):
self.team_set(team)
self.device.click(COMBAT_TEAM_PREPARE)
self.interval_reset(COMBAT_TEAM_PREPARE)
self.interval_reset(COMBAT_TEAM_SUPPORT)
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):
if self.is_doing_planner and self.obtained_is_full(self.dungeon, wave_done=self.combat_wave_done):
# Update stamina so task can be delayed if both obtained_is_full and stamina exhausted
self.combat_get_trailblaze_power()
return False
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if not self.handle_combat_prepare():
return False
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if self.is_doing_planner and self.combat_wave_cost == 0:
logger.info('Free combat gets nothing cannot meet planner needs')
return False
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self.device.click(COMBAT_PREPARE)
self.interval_reset(COMBAT_PREPARE)
trial += 1
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continue
if self.appear(DUNGEON_COMBAT_INTERACT):
if self.handle_combat_interact():
self.map_A_timer.reset()
continue
else:
if self.handle_ascension_dungeon_prepare():
continue
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if self.handle_popup_confirm():
continue
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def combat_execute(self, expected_end=None):
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"""
Args:
expected_end: A function returns bool, True represents end.
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Pages:
in: is_combat_executing
out: COMBAT_AGAIN
"""
logger.hr('Combat execute')
skip_first_screenshot = True
is_executing = True
self.combat_state_reset()
self.device.stuck_record_clear()
self.device.click_record_clear()
self.device.screenshot_interval_set('combat')
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while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if callable(expected_end) and expected_end():
logger.info(f'Combat execute ended at {expected_end.__name__}')
break
if (self.appear(COMBAT_AGAIN) and
self.image_color_count(COMBAT_AGAIN, color=(227, 227, 228), threshold=221, count=50)):
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logger.info(f'Combat execute ended at {COMBAT_AGAIN}')
break
if self.is_in_main():
logger.info(f'Combat execute ended at page_main')
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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
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# Battle pass popup appears just after combat finished and before blessings
if self.handle_battle_pass_notification():
continue
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self.device.stuck_record_clear()
self.device.click_record_clear()
self.device.screenshot_interval_set()
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def _combat_can_again(self) -> bool:
"""
Pages:
in: COMBAT_AGAIN
"""
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current = self.combat_get_trailblaze_power(expect_reduce=self.combat_wave_cost > 0)
# Planner
logger.attr('obtain_frequent_check', self.obtain_frequent_check)
if self.obtain_frequent_check:
logger.info('Exit combat to check obtained items')
return False
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# Wave limit
if self.combat_wave_limit:
if self.combat_wave_done + self.combat_waves > self.combat_wave_limit:
logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, '
f'can not run again')
return False
# Cost limit
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if self.combat_wave_cost == 10:
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if current >= self.combat_wave_cost * self.combat_waves:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again')
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return True
else:
return self._try_get_more_trablaize_power(self.combat_wave_cost * self.combat_waves)
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elif self.combat_wave_cost <= 0:
logger.info(f'Free combat, combat costs {self.combat_wave_cost}, can not run again')
return False
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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:
return self._try_get_more_trablaize_power(self.combat_wave_cost * self.combat_waves)
def _try_get_more_trablaize_power(self, cost):
self.extract_stamina(
update=False,
use_reserved=self.config.TrailblazePower_ExtractReservedTrailblazePower,
use_fuel=self.config.TrailblazePower_UseFuel
)
current = self.config.stored.TrailblazePower.value
if current >= cost:
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_should_reenter(self):
"""
Returns:
bool: True to re-enter combat and run with another wave settings
"""
# Planner
logger.attr('obtain_frequent_check', self.obtain_frequent_check)
if self.obtain_frequent_check:
if self.config.stored.TrailblazePower.value >= self.combat_wave_cost \
and (self.combat_wave_limit and self.combat_wave_done < self.combat_wave_limit):
logger.info(f'Stall having some trailblaze power '
f'but wave limit reached {self.combat_wave_done}/{self.combat_wave_limit}, '
f'ignore obtain_frequent_check cause will reenter later')
return False
else:
logger.info('Re-enter combat to check obtained items')
return True
# Stamina
if self.config.stored.TrailblazePower.value < self.combat_wave_cost:
if self.is_doing_planner:
logger.info('Current trailblaze power is not enough for next run, '
're-enter combat to check obtained items')
return True
else:
logger.info('Current trailblaze power is not enough for next run')
return False
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# Wave limit
if self.combat_wave_limit:
if self.combat_wave_done < self.combat_wave_limit:
logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, '
f'run again with less waves')
return True
else:
return False
# Cost limit
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if self.config.stored.TrailblazePower.value >= self.combat_wave_cost:
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logger.info('Still having some trailblaze power run with less waves to empty it')
return True
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')
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@run_once
def add_wave_done():
self.combat_wave_done += self.combat_waves
logger.info(f'Done {self.combat_waves} waves at total')
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skip_first_screenshot = True
combat_can_again = None
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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
# Game client might slow to response COMBAT_AGAIN clicks
if self.appear(COMBAT_AGAIN, interval=5):
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add_wave_done()
# Update obtain_frequent_check
if self.is_doing_planner:
self.obtained_is_full(dungeon=self.dungeon, wave_done=self.combat_wave_done, obtain_get=False)
# Cache the result of _combat_can_again() as no expected stamina reduce during retry
if combat_can_again is None:
combat_can_again = self._combat_can_again()
if combat_can_again:
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self.device.click(COMBAT_AGAIN)
else:
self.device.click(COMBAT_EXIT)
self.interval_reset(COMBAT_AGAIN)
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continue
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# Dropped light cone from weekly
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if self.handle_get_light_cone():
continue
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# Having any character died
if self.handle_popup_confirm():
continue
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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.handle_ui_close(COMBAT_PREPARE, interval=2):
continue
if self.handle_ui_close(COMBAT_TEAM_PREPARE, interval=2):
continue
if self.appear(COMBAT_AGAIN, interval=2):
logger.info(f'{COMBAT_AGAIN} -> {COMBAT_EXIT}')
self.device.click(COMBAT_EXIT)
continue
if self.handle_get_light_cone():
continue
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def is_trailblaze_power_exhausted(self) -> bool:
flag = self.config.stored.TrailblazePower.value < self.combat_wave_cost
logger.attr('TrailblazePowerExhausted', flag)
return flag
def combat(self, team: int = 1, wave_limit: int = 0, support_character: str = None, skip_first_screenshot=True):
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"""
Combat until trailblaze power runs out.
Args:
team: 1 to 6.
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wave_limit: Limit combat runs, 0 means no limit.
support_character: Support character name
skip_first_screenshot:
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Returns:
int: Run count
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Raises:
RequestHumanTakeover: If relics are full
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Pages:
in: COMBAT_PREPARE
or page_main with DUNGEON_COMBAT_INTERACT
out: page_main
"""
if not skip_first_screenshot:
self.device.screenshot()
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self.combat_wave_limit = wave_limit
self.combat_wave_done = 0
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while 1:
logger.hr('Combat', level=2)
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logger.info(f'Combat, team={team}, wave={self.combat_wave_done}/{self.combat_wave_limit}')
# Prepare
prepare = self.combat_prepare(team, support_character)
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._combat_should_reenter():
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continue
if finish:
break
# Reset combat_wave_cost, so handle_combat_interact() won't activate before handle_combat_prepare()
self.combat_wave_cost = 10
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logger.attr('combat_wave_done', self.combat_wave_done)
return self.combat_wave_done