Merge pull request #2 from LmeSzinc/master

Fix: dev_tools import error
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Erik 2020-05-26 16:47:08 -03:00 committed by GitHub
commit 30120268d0
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6 changed files with 19 additions and 100 deletions

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@ -3,8 +3,6 @@ import os
import numpy as np
from PIL import Image
os.chdir('../')
from module.base.button import get_color
from module.config.config import AzurLaneConfig
from module.logger import logger
@ -179,5 +177,5 @@ class AssetExtractor:
me = ModuleExtractor(name=module, config=config)
me.write()
ae = AssetExtractor(AzurLaneConfig())
if __name__ == '__main__':
ae = AssetExtractor(AzurLaneConfig('template'))

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@ -1,6 +1,9 @@
import time
import numpy as np
import module.config.server as server
server.server = 'cn' # Don't need to edit, it's used to avoid error.
from module.config.config import AzurLaneConfig
from module.device.device import Device
@ -33,5 +36,5 @@ class Config:
USE_ADB_SCREENSHOT = False
az = EmulatorChecker(AzurLaneConfig().merge(Config()))
az = EmulatorChecker(AzurLaneConfig('template').merge(Config()))
az.stress_test()

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@ -78,6 +78,10 @@ BATTLE_PREPARATION = Button(area=(1043, 607, 1241, 667), color=(234, 179, 97), b
button_extract.py会自动提取按钮的属性, 免去了人工输入的烦恼
```
python -m dev_tools.button_extract
```
8. **使用按钮**
继承 module.base.base 下的 ModuleBase 类, 可以调用以下方法:

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@ -1,92 +0,0 @@
from module.base.timer import Timer
from module.campaign.campaign_base import CampaignBase
from module.hard.equipment import HardEquipment
from module.logger import logger
from module.map.assets import MAP_PREPARATION, FLEET_PREPARATION
from module.exception import CampaignEnd
from module.ui.ui import CAMPAIGN_CHECK
class Config:
MAP_HAS_AMBUSH = False
EMOTION_REDUCE = False
class Campaign(CampaignBase, HardEquipment):
def run(self):
logger.hr(self.ENTRANCE, level=2)
self.enter_map(self.ENTRANCE, mode='hard')
self.map = self.MAP
self.map.reset()
if self.config.FLEET_HARD == 1:
self.ensure_edge_insight(reverse=True)
self.full_scan_find_boss()
else:
self.fleet_switch_click()
self.ensure_no_info_bar()
self.ensure_edge_insight()
self.full_scan_find_boss()
try:
self.clear_boss()
except CampaignEnd:
logger.hr('Campaign end')
def fleet_preparation(self):
self.equipment_take_on()
@property
def _expected_combat_end(self):
return 'in_stage'
def clear_boss(self):
grids = self.map.select(is_boss=True)
grids = grids.add(self.map.select(may_boss=True, is_enemy=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))
# logger.info('Grids: %s' % grids)
if grids:
logger.hr('Clear BOSS')
grids = grids.sort(cost=True, weight=True)
logger.info('Grids: %s' % str(grids))
self._goto(grids[0])
raise CampaignEnd('BOSS Clear.')
return False
def equipment_take_off_when_finished(self):
logger.info('equipment_take_off_when_finished')
campaign_timer = Timer(2)
map_timer = Timer(1)
fleet_timer = Timer(1)
while 1:
self.device.screenshot()
# Enter campaign
if campaign_timer.reached() and self.appear_then_click(self.ENTRANCE):
campaign_timer.reset()
continue
# Map preparation
if map_timer.reached() and self.appear(MAP_PREPARATION):
self.device.click(MAP_PREPARATION)
map_timer.reset()
campaign_timer.reset()
continue
# Fleet preparation
if fleet_timer.reached() and self.appear(FLEET_PREPARATION):
self.equipment_take_off()
self.ui_back(check_button=CAMPAIGN_CHECK, appear_button=FLEET_PREPARATION)
break
# Retire
if self.handle_retirement():
continue
# Emotion
pass
return True

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@ -96,7 +96,6 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
self.emotion.wait(fleet=fleet_index)
if balance_hp:
self.hp_balance()
# logger.info('start combat')
while 1:
self.device.screenshot()
@ -105,7 +104,12 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
if self.handle_combat_automation_set(auto=auto):
continue
if self.handle_retirement():
continue
if self.config.ENABLE_HP_BALANCE:
self.wait_until_appear(BATTLE_PREPARATION)
# When re-entering battle_preparation page, the emergency icon is active by default, even if
# nothing to use. After a short animation, everything shows as usual.
self.device.sleep(0.5) # Wait animation.
continue
if self.handle_combat_low_emotion():
continue
if self.handle_emergency_repair_use():
@ -157,6 +161,8 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
return False
def handle_emergency_repair_use(self):
if not self.config.ENABLE_HP_BALANCE:
return False
if self.appear_then_click(EMERGENCY_REPAIR_CONFIRM, offset=True):
self.device.sleep(0.5) # Animation: hp increase and emergency_repair amount decrease.
return True

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@ -1,7 +1,7 @@
import importlib
from module.base.ocr import Digit
from module.campaign.campaign_hard import Campaign
from campaign.campaign_hard.campaign_hard import Campaign
from module.campaign.run import CampaignRun
from module.hard.assets import *
from module.logger import logger