mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
synced 2024-11-26 18:20:42 +00:00
commit
30120268d0
@ -3,8 +3,6 @@ import os
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import numpy as np
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from PIL import Image
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os.chdir('../')
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from module.base.button import get_color
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from module.config.config import AzurLaneConfig
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from module.logger import logger
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@ -179,5 +177,5 @@ class AssetExtractor:
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me = ModuleExtractor(name=module, config=config)
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me.write()
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ae = AssetExtractor(AzurLaneConfig())
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if __name__ == '__main__':
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ae = AssetExtractor(AzurLaneConfig('template'))
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@ -1,6 +1,9 @@
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import time
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import numpy as np
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import module.config.server as server
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server.server = 'cn' # Don't need to edit, it's used to avoid error.
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from module.config.config import AzurLaneConfig
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from module.device.device import Device
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@ -33,5 +36,5 @@ class Config:
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USE_ADB_SCREENSHOT = False
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az = EmulatorChecker(AzurLaneConfig().merge(Config()))
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az = EmulatorChecker(AzurLaneConfig('template').merge(Config()))
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az.stress_test()
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@ -78,6 +78,10 @@ BATTLE_PREPARATION = Button(area=(1043, 607, 1241, 667), color=(234, 179, 97), b
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button_extract.py会自动提取按钮的属性, 免去了人工输入的烦恼
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```
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python -m dev_tools.button_extract
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```
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8. **使用按钮**
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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 @@
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from module.base.timer import Timer
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from module.campaign.campaign_base import CampaignBase
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from module.hard.equipment import HardEquipment
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from module.logger import logger
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from module.map.assets import MAP_PREPARATION, FLEET_PREPARATION
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from module.exception import CampaignEnd
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from module.ui.ui import CAMPAIGN_CHECK
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class Config:
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MAP_HAS_AMBUSH = False
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EMOTION_REDUCE = False
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class Campaign(CampaignBase, HardEquipment):
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def run(self):
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logger.hr(self.ENTRANCE, level=2)
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self.enter_map(self.ENTRANCE, mode='hard')
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self.map = self.MAP
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self.map.reset()
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if self.config.FLEET_HARD == 1:
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self.ensure_edge_insight(reverse=True)
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self.full_scan_find_boss()
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else:
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self.fleet_switch_click()
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self.ensure_no_info_bar()
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self.ensure_edge_insight()
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self.full_scan_find_boss()
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try:
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self.clear_boss()
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except CampaignEnd:
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logger.hr('Campaign end')
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def fleet_preparation(self):
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self.equipment_take_on()
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@property
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def _expected_combat_end(self):
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return 'in_stage'
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def clear_boss(self):
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grids = self.map.select(is_boss=True)
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grids = grids.add(self.map.select(may_boss=True, is_enemy=True))
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logger.info('May boss: %s' % self.map.select(may_boss=True))
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logger.info('May boss and is enemy: %s' % self.map.select(may_boss=True, is_enemy=True))
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logger.info('Is boss: %s' % self.map.select(is_boss=True))
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# logger.info('Grids: %s' % grids)
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if grids:
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logger.hr('Clear BOSS')
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grids = grids.sort(cost=True, weight=True)
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logger.info('Grids: %s' % str(grids))
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self._goto(grids[0])
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raise CampaignEnd('BOSS Clear.')
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return False
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def equipment_take_off_when_finished(self):
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logger.info('equipment_take_off_when_finished')
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campaign_timer = Timer(2)
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map_timer = Timer(1)
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fleet_timer = Timer(1)
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while 1:
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self.device.screenshot()
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# Enter campaign
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if campaign_timer.reached() and self.appear_then_click(self.ENTRANCE):
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campaign_timer.reset()
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continue
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# Map preparation
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if map_timer.reached() and self.appear(MAP_PREPARATION):
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self.device.click(MAP_PREPARATION)
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map_timer.reset()
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campaign_timer.reset()
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continue
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# Fleet preparation
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if fleet_timer.reached() and self.appear(FLEET_PREPARATION):
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self.equipment_take_off()
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self.ui_back(check_button=CAMPAIGN_CHECK, appear_button=FLEET_PREPARATION)
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break
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# Retire
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if self.handle_retirement():
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continue
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# Emotion
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pass
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return True
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@ -96,7 +96,6 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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self.emotion.wait(fleet=fleet_index)
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if balance_hp:
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self.hp_balance()
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# logger.info('start combat')
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while 1:
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self.device.screenshot()
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@ -105,6 +104,11 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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if self.handle_combat_automation_set(auto=auto):
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continue
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if self.handle_retirement():
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if self.config.ENABLE_HP_BALANCE:
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self.wait_until_appear(BATTLE_PREPARATION)
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# When re-entering battle_preparation page, the emergency icon is active by default, even if
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# nothing to use. After a short animation, everything shows as usual.
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self.device.sleep(0.5) # Wait animation.
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continue
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if self.handle_combat_low_emotion():
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continue
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@ -157,6 +161,8 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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return False
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def handle_emergency_repair_use(self):
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if not self.config.ENABLE_HP_BALANCE:
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return False
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if self.appear_then_click(EMERGENCY_REPAIR_CONFIRM, offset=True):
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self.device.sleep(0.5) # Animation: hp increase and emergency_repair amount decrease.
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return True
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@ -1,7 +1,7 @@
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import importlib
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from module.base.ocr import Digit
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from module.campaign.campaign_hard import Campaign
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from campaign.campaign_hard.campaign_hard import Campaign
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from module.campaign.run import CampaignRun
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from module.hard.assets import *
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from module.logger import logger
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