Add: 适配了第六章

- 修复了两队进图, 只检测到一队时报错的问题
- 修复了碰磁boss刷新点报错的问题
- 修复了踩到弹药时, 下一次走路会超时的问题
- 调整了一些log
This commit is contained in:
LmeSzinc 2020-04-18 16:19:31 +08:00
parent a674198365
commit 0663ee3d63
9 changed files with 343 additions and 34 deletions

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@ -0,0 +1,76 @@
from module.campaign.campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
MAP = CampaignMap()
MAP.shape = 'H5'
MAP.map_data = '''
ME MB SP ME -- -- ME MM
-- ME -- ME -- ME SP ME
SP -- ME MM ME -- MM --
++ ++ ME -- -- ME ME ME
++ ++ MM ME MB ++ -- MB
'''
MAP.weight_data = '''
50 10 10 50 50 50 20 20
50 50 10 10 50 50 20 20
50 50 50 10 10 10 10 30
50 50 20 10 10 50 10 10
50 50 20 20 10 50 10 10
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 3},
{'battle': 1, 'enemy': 1},
{'battle': 2, 'enemy': 2, 'mystery': 1},
{'battle': 3, 'enemy': 2},
{'battle': 4, 'enemy': 1, 'mystery': 1, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
= MAP.flatten()
step_on = SelectedGrids([E3, C3, G4, D2])
road_boss = RoadGrids([C1, C2, [C3, D2], D4, E4, [E3, F4], F3, G3, H3, [G4, H4]])
road_mystery = RoadGrids([[C4, D5], D4, G2, [G1, H2]])
class Config:
SUBMARINE = 0
MAP_MYSTERY_HAS_CARRIER = True
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[road_boss]):
return True
if self.clear_roadblocks([road_boss]):
return True
if self.clear_roadblocks([road_mystery]):
return True
self.clear_all_mystery()
if self.clear_potential_roadblocks([road_boss]):
return True
if self.clear_potential_roadblocks([road_mystery]):
return True
return self.battle_default()
def battle_4(self):
self.clear_all_mystery()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0]):
return self.clear_roadblocks([road_boss])
return self.fleet_2.clear_boss()

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@ -0,0 +1,70 @@
from module.campaign.campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from campaign.campaign_main.campaign_6_1 import Config
MAP = CampaignMap()
MAP.shape = 'H6'
MAP.camera_data = ['D4', 'E4', 'E2']
MAP.map_data = '''
-- -- ME -- ME ++ ++ ++
SP -- -- ME ME ME SP --
-- ME -- ++ ++ -- ME --
-- MM ME MA ++ ME MM ME
ME ++ ++ -- MB -- ++ MB
-- MB -- ++ ++ ME MB ME
'''
MAP.weight_data = '''
50 50 50 50 50 50 50 50
50 50 40 40 40 40 50 50
50 50 40 40 40 40 40 40
10 10 10 10 10 10 10 10
10 10 10 10 10 10 10 10
10 10 10 10 10 10 10 20
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 3},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1, 'mystery': 1},
{'battle': 3, 'enemy': 2},
{'battle': 4, 'enemy': 1, 'mystery': 1, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
A6, B6, C6, D6, E6, F6, G6, H6, \
= MAP.flatten()
step_on = SelectedGrids([C4, F4, A5, H4, F6])
road_boss = RoadGrids([B6, A6, A5, A4, B4, C4, D4, D5, E5, F5, F6, F4, G4, H4])
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[road_boss]):
return True
if self.clear_roadblocks([road_boss]):
return True
self.clear_all_mystery()
return self.battle_default()
def battle_4(self):
self.clear_all_mystery()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0]):
return self.clear_roadblocks([road_boss])
return self.fleet_2.clear_boss()

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@ -0,0 +1,77 @@
from module.campaign.campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from campaign.campaign_main.campaign_6_1 import Config
MAP = CampaignMap()
MAP.shape = 'H5'
# WIKI的图有错: https://wiki.biligame.com/blhx/6-3
# G3是出生点, 假图害人
MAP.map_data = '''
MB -- ME SP -- ME ME MM
ME -- -- ++ ++ -- ME --
-- -- ME MB ++ ME SP MB
SP -- ME -- ME -- ME ME
++ ME -- ME SP ME -- MM
'''
MAP.weight_data = '''
10 10 50 50 50 50 50 10
50 10 10 10 10 50 50 10
50 50 10 10 10 20 10 10
50 50 10 10 10 10 10 30
50 50 20 20 20 20 10 10
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 4},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1, 'mystery': 1},
{'battle': 3, 'enemy': 2},
{'battle': 4, 'enemy': 1, 'mystery': 1, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
= MAP.flatten()
step_on = SelectedGrids([E4, G2, C3, C4, F3])
road_boss = RoadGrids([
A1, [B1, A2], B2, [C2, B3], [B3, C3], [B4, C3], [C3, C4], [C4, D3], D4, # A1 - D4
[G3, H4], [G3, G4], G3, [F3, G4], F4, [E4, F5], [E4, E5], [E4, D5] # H3 - D4
])
road_mystery = RoadGrids([[F5, G4], [H4, G5], H2])
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[road_boss]):
return True
if self.clear_roadblocks([road_boss]):
return True
if self.clear_roadblocks([road_mystery]):
return True
self.clear_all_mystery()
if self.clear_potential_roadblocks([road_boss]):
return True
if self.clear_potential_roadblocks([road_mystery]):
return True
return self.battle_default()
def battle_4(self):
self.clear_all_mystery()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0]):
return self.clear_roadblocks([road_boss])
return self.fleet_2.clear_boss()

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@ -0,0 +1,76 @@
from module.campaign.campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from campaign.campaign_main.campaign_6_1 import Config
MAP = CampaignMap()
MAP.shape = 'H6'
MAP.map_data = '''
-- ME MB MB -- ME ++ ++
MB SP ME -- ME MM MA ++
-- ++ ME -- -- ME SP ME
ME __ -- ME ME __ ME MB
-- ME -- MB ++ ME -- ME
MB ME -- SP -- ME -- --
'''
MAP.weight_data = '''
50 40 40 40 50 50 50 50
40 40 20 20 20 20 50 50
10 50 10 10 10 10 10 20
10 10 10 10 30 30 30 40
10 20 20 40 40 50 50 50
30 40 30 50 50 50 50 50
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 4},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 2},
{'battle': 3, 'enemy': 1, 'mystery': 1},
{'battle': 4, 'enemy': 1},
{'battle': 5, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
A6, B6, C6, D6, E6, F6, G6, H6, \
= MAP.flatten()
step_on = SelectedGrids([C2, C3, D4, F3, G4])
road_boss = RoadGrids([
[A5, B6], [A4, B5, B6], C4, C5, [C3, D4], D3, # A6 - D3
[C5, D3], # D5 - D3
[B1, B2], [B1, C2], [C1, C2], [C2, D1], [C2, D2], # A2 - D3
[H3, G2], [G3, G4], [F3, G4], [F3, F4], [F2, F3, E4], [E2, F3, E4], E3 # H4 - D3
])
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[road_boss]):
return True
if self.clear_roadblocks([road_boss]):
return True
self.clear_all_mystery()
if self.clear_potential_roadblocks([road_boss]):
return True
return self.battle_default()
def battle_5(self):
self.clear_all_mystery()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0]):
return self.clear_roadblocks([road_boss])
return self.fleet_2.clear_boss()

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@ -258,7 +258,7 @@ def main(ini_name=''):
# ==========主线图==========
main_parser = subs.add_parser('主线图')
# 选择关卡
stage = main_parser.add_argument_group('选择关卡', '主线图出击, 目前仅支持前章和7-2')
stage = main_parser.add_argument_group('选择关卡', '主线图出击, 目前仅支持前章和7-2')
stage.add_argument('--主线地图出击', default=default('--主线地图出击'), help='例如 7-2')
# ==========活动图==========

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@ -72,9 +72,9 @@ class AmbushHandler(Combat):
image = ambush_letter_preprocess(np.array(self.device.image.crop((641, 311, 692, 336))))
if TEMPLATE_AMBUSH_EVADE_SUCCESS.match(image):
logger.info('Ambush evade success')
logger.attr('Ambush_evade', 'success')
elif TEMPLATE_AMBUSH_EVADE_FAILED.match(image):
logger.info('Ambush evade failed')
logger.attr('Ambush_evade', 'failed')
self.combat(expected_end='no_searching')
else:
logger.warning('Unrecognised info when ambush evade.')

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@ -79,7 +79,7 @@ class StrategyHandler(InfoBarHandler):
self.strategy_set_execute(
formation_index=expected_formation,
sub_view=False,
sub_hunt=self.config.SUBMARINE and self.config.SUBMARINE_MODE == 'hunt_only'
sub_hunt=bool(self.config.SUBMARINE) and self.config.SUBMARINE_MODE == 'hunt_only'
)
self.__setattr__(f'fleet_{index}_formation_fixed', True)
return True

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@ -87,22 +87,18 @@ class Fleet(Camera, MapOperation, AmbushHandler):
self.device.screenshot()
grid.image = self.device.image
# Ambush
if self.handle_ambush():
ambushed_retry.start()
# 这个虽然到了之后还会原地再点一次, 但还是先用着, 问题不大
# arrived = False
# 这个可能会误以为已经到达
# arrived = grid.predict_fleet()
# 把break去掉就搞定了
# break
# Mystery
mystery = self.handle_mystery(button=grid)
if mystery:
# arrived = True
self.mystery_count += 1
result = 'mystery'
result_mystery = mystery
# break
# Combat
if self.combat_appear():
self.combat(expected_end=self._expected_combat_end(expected), fleet_index=self.fleet_current_index)
self.hp_get()
@ -120,11 +116,12 @@ class Fleet(Camera, MapOperation, AmbushHandler):
self.handle_boss_appear_refocus()
grid = self.convert_map_to_grid(location)
walk_timeout.reset()
# break
# Cat attack animation
if self.handle_map_cat_attack():
continue
# Arrive
if self.is_in_map() and grid.predict_fleet():
arrive_timer.start()
arrive_unexpected_timer.start()
@ -148,6 +145,9 @@ class Fleet(Camera, MapOperation, AmbushHandler):
# End
if arrived:
# Ammo grid needs to click again, otherwise the next click doesn't work.
if self.map[location].may_ammo:
self.device.click(grid)
break
self.map[self.fleet_current].is_fleet = False
@ -186,12 +186,30 @@ class Fleet(Camera, MapOperation, AmbushHandler):
fleets.append(text)
logger.info(' '.join(fleets))
def find_all_fleets(self):
logger.hr('Find all fleets')
queue = self.map.select(is_spawn_point=True)
while queue:
queue = queue.sort_by_camera_distance(self.camera)
self.in_sight(queue[0], sight=(-1, 0, 1, 2))
grid = self.convert_map_to_grid(queue[0])
if grid.predict_current_fleet():
self.fleet_1 = queue[0].location
elif grid.predict_fleet():
self.fleet_2 = queue[0].location
queue = queue[1:]
def find_current_fleet(self):
logger.hr('Find current fleet')
fleets = self.map.select(is_fleet=True, is_spawn_point=True)
logger.info('Fleets: %s' % str(fleets))
count = fleets.count
if count == 1:
self.fleet_1 = fleets[0].location
if not self.config.FLEET_2:
self.fleet_1 = fleets[0].location
else:
logger.info('Fleet_2 not detected.')
self.find_all_fleets()
elif count == 2:
fleets = fleets.sort_by_camera_distance(self.camera)
self.in_sight(fleets[0], sight=(-1, 0, 1, 2))
@ -209,19 +227,10 @@ class Fleet(Camera, MapOperation, AmbushHandler):
self.fleet_2 = fleets[1].location
else:
if count == 0:
logger.warning('No fleets detected. Checking fleet spawn points.')
logger.warning('No fleets detected.')
if count > 2:
logger.warning('Too many fleets: %s. Re-checking all spawn points.' % str(fleets))
queue = self.map.select(is_spawn_point=True)
while queue:
queue = queue.sort_by_camera_distance(self.camera)
self.in_sight(queue[0], sight=(-1, 0, 1, 2))
grid = self.convert_map_to_grid(queue[0])
if grid.predict_current_fleet():
self.fleet_1 = grid.location
elif grid.predict_fleet():
self.fleet_2 = grid.location
queue = queue[1:]
logger.warning('Too many fleets: %s.' % str(fleets))
self.find_all_fleets()
self.fleet_current_index = 1
self.show_fleet()
@ -229,6 +238,9 @@ class Fleet(Camera, MapOperation, AmbushHandler):
def map_init(self, map_):
logger.hr('Map init')
self.fleet_1_location = ()
self.fleet_2_location = ()
self.fleet_current_index = 1
self.battle_count = 0
self.mystery_count = 0
self.carrier_count = 0

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@ -49,7 +49,6 @@ class Map(Fleet):
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
@ -301,18 +300,17 @@ class Map(Fleet):
if self.fleet_at(grid=grid, fleet=2):
return False
logger.info('Fleet 2 step on')
for grid in grids:
if grid.is_enemy:
if grid.is_enemy or grid.is_cleared:
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)
self.fleet_1.clear_all_mystery()
return True
return False
logger.info('Fleet_2 step on %s got roadblocks.')
self.fleet_1.clear_roadblocks(roadblocks)
self.fleet_1.clear_all_mystery()
return True