Add: 增加阵型选择
- 修复了开关控制点击的按钮错误的问题
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assets/handler/FORMATION_1.png
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After Width: | Height: | Size: 9.6 KiB |
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assets/handler/FORMATION_2.png
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After Width: | Height: | Size: 10 KiB |
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assets/handler/FORMATION_3.png
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After Width: | Height: | Size: 10 KiB |
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assets/handler/FORMATION_LOCATION.png
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After Width: | Height: | Size: 23 KiB |
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assets/handler/STRATEGY_OPEN.png
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After Width: | Height: | Size: 8.6 KiB |
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 9.0 KiB After Width: | Height: | Size: 9.0 KiB |
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assets/handler/SUBMARINE_HUNT_OFF.png
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assets/handler/SUBMARINE_HUNT_ON.png
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After Width: | Height: | Size: 9.8 KiB |
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assets/handler/SUBMARINE_VIEW_OFF.png
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assets/handler/SUBMARINE_VIEW_ON.png
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After Width: | Height: | Size: 9.9 KiB |
@ -56,11 +56,13 @@ class Switch:
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else:
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else:
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main.device.screenshot()
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main.device.screenshot()
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matched = None
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current = 'unknown'
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current = 'unknown'
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for data in self.status_list:
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for data in self.status_list:
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if main.appear(data['check_button'], offset=data['offset']):
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if main.appear(data['check_button'], offset=data['offset']):
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current = data['status']
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current = data['status']
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logger.attr(self.name, current)
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logger.attr(self.name, current)
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matched = data
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if current == status:
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if current == status:
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return changed
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return changed
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if current == 'unknown':
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if current == 'unknown':
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@ -68,6 +70,6 @@ class Switch:
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for data in self.status_list:
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for data in self.status_list:
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if data['status'] == status:
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if data['status'] == status:
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main.device.click(data['click_button'])
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main.device.click(data['click_button'] if matched is None else matched['click_button'])
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main.device.sleep(data['sleep'])
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main.device.sleep(data['sleep'])
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changed = True
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changed = True
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@ -8,6 +8,10 @@ FAST_FORWARD_OFF = Button(area=(984, 587, 1021, 606), color=(252, 252, 252), but
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FAST_FORWARD_ON = Button(area=(1025, 587, 1063, 606), color=(252, 252, 252), button=(1025, 587, 1063, 606), file='./assets/handler/FAST_FORWARD_ON.png')
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FAST_FORWARD_ON = Button(area=(1025, 587, 1063, 606), color=(252, 252, 252), button=(1025, 587, 1063, 606), file='./assets/handler/FAST_FORWARD_ON.png')
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FLEET_LOCKED = Button(area=(1197, 502, 1274, 519), color=(146, 186, 179), button=(1197, 502, 1274, 519), file='./assets/handler/FLEET_LOCKED.png')
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FLEET_LOCKED = Button(area=(1197, 502, 1274, 519), color=(146, 186, 179), button=(1197, 502, 1274, 519), file='./assets/handler/FLEET_LOCKED.png')
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FLEET_UNLOCKED = Button(area=(1197, 502, 1274, 519), color=(195, 168, 168), button=(1197, 502, 1274, 519), file='./assets/handler/FLEET_UNLOCKED.png')
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FLEET_UNLOCKED = Button(area=(1197, 502, 1274, 519), color=(195, 168, 168), button=(1197, 502, 1274, 519), file='./assets/handler/FLEET_UNLOCKED.png')
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FORMATION_1 = Button(area=(1108, 415, 1170, 477), color=(80, 82, 93), button=(1108, 415, 1170, 477), file='./assets/handler/FORMATION_1.png')
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FORMATION_2 = Button(area=(1108, 415, 1170, 477), color=(80, 82, 92), button=(1108, 415, 1170, 477), file='./assets/handler/FORMATION_2.png')
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FORMATION_3 = Button(area=(1108, 415, 1170, 477), color=(79, 82, 92), button=(1108, 415, 1170, 477), file='./assets/handler/FORMATION_3.png')
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FORMATION_LOCATION = Button(area=(145, 115, 437, 159), color=(103, 118, 118), button=(145, 115, 437, 159), file='./assets/handler/FORMATION_LOCATION.png')
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GET_AMMO = Button(area=(792, 315, 794, 333), color=(251, 250, 255), button=(792, 315, 794, 333), file='./assets/handler/GET_AMMO.png')
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GET_AMMO = Button(area=(792, 315, 794, 333), color=(251, 250, 255), button=(792, 315, 794, 333), file='./assets/handler/GET_AMMO.png')
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GET_ITEMS_1 = Button(area=(538, 217, 741, 253), color=(160, 192, 248), button=(924, 653, 943, 672), file='./assets/handler/GET_ITEMS_1.png')
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GET_ITEMS_1 = Button(area=(538, 217, 741, 253), color=(160, 192, 248), button=(924, 653, 943, 672), file='./assets/handler/GET_ITEMS_1.png')
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GET_MISSION = Button(area=(553, 491, 727, 551), color=(96, 144, 204), button=(553, 491, 727, 551), file='./assets/handler/GET_MISSION.png')
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GET_MISSION = Button(area=(553, 491, 727, 551), color=(96, 144, 204), button=(553, 491, 727, 551), file='./assets/handler/GET_MISSION.png')
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@ -22,4 +26,9 @@ MAP_AMBUSH = Button(area=(261, 433, 1280, 449), color=(161, 41, 43), button=(261
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MAP_AMBUSH_EVADE = Button(area=(325, 393, 1280, 395), color=(255, 255, 255), button=(979, 444, 1152, 502), file='./assets/handler/MAP_AMBUSH_EVADE.png')
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MAP_AMBUSH_EVADE = Button(area=(325, 393, 1280, 395), color=(255, 255, 255), button=(979, 444, 1152, 502), file='./assets/handler/MAP_AMBUSH_EVADE.png')
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MAP_ENEMY_SEARCHING = Button(area=(531, 320, 864, 382), color=(200, 99, 91), button=(531, 320, 864, 382), file='./assets/handler/MAP_ENEMY_SEARCHING.png')
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MAP_ENEMY_SEARCHING = Button(area=(531, 320, 864, 382), color=(200, 99, 91), button=(531, 320, 864, 382), file='./assets/handler/MAP_ENEMY_SEARCHING.png')
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MYSTERY_ITEM = Button(area=(589, 294, 691, 427), color=(144, 127, 83), button=(589, 294, 691, 427), file='./assets/handler/MYSTERY_ITEM.png')
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MYSTERY_ITEM = Button(area=(589, 294, 691, 427), color=(144, 127, 83), button=(589, 294, 691, 427), file='./assets/handler/MYSTERY_ITEM.png')
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STRATEGY_OPEN_1 = Button(area=(1176, 366, 1275, 393), color=(128, 155, 218), button=(1060, 406, 1092, 485), file='./assets/handler/STRATEGY_OPEN_1.png')
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STRATEGY_OPEN = Button(area=(1198, 411, 1269, 471), color=(81, 85, 101), button=(1198, 411, 1269, 471), file='./assets/handler/STRATEGY_OPEN.png')
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STRATEGY_OPENED = Button(area=(1176, 366, 1275, 393), color=(128, 155, 218), button=(1060, 406, 1092, 485), file='./assets/handler/STRATEGY_OPENED.png')
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SUBMARINE_HUNT_OFF = Button(area=(1200, 415, 1262, 477), color=(125, 127, 132), button=(1200, 415, 1262, 477), file='./assets/handler/SUBMARINE_HUNT_OFF.png')
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SUBMARINE_HUNT_ON = Button(area=(1200, 415, 1262, 477), color=(124, 125, 132), button=(1200, 415, 1262, 477), file='./assets/handler/SUBMARINE_HUNT_ON.png')
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SUBMARINE_VIEW_OFF = Button(area=(1108, 415, 1170, 477), color=(129, 130, 135), button=(1108, 415, 1170, 477), file='./assets/handler/SUBMARINE_VIEW_OFF.png')
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SUBMARINE_VIEW_ON = Button(area=(1108, 415, 1170, 477), color=(134, 135, 141), button=(1108, 415, 1170, 477), file='./assets/handler/SUBMARINE_VIEW_ON.png')
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@ -1,11 +1,76 @@
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from module.handler.assets import STRATEGY_OPEN_1
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from module.base.switch import Switch
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from module.handler.assets import *
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from module.handler.info_bar import InfoBarHandler
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from module.handler.info_bar import InfoBarHandler
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from module.logger import logger
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formation = Switch('Formation')
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formation.add_status('1', check_button=FORMATION_1, offset=120)
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formation.add_status('2', check_button=FORMATION_2, offset=120)
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formation.add_status('3', check_button=FORMATION_3, offset=120)
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submarine_view = Switch('Submarine_view')
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submarine_view.add_status('on', check_button=SUBMARINE_VIEW_ON, offset=120)
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submarine_view.add_status('off', check_button=SUBMARINE_VIEW_OFF, offset=120)
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submarine_hunt = Switch('Submarine_hunt')
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submarine_hunt.add_status('on', check_button=SUBMARINE_HUNT_ON, offset=120)
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submarine_hunt.add_status('off', check_button=SUBMARINE_HUNT_OFF, offset=120)
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class StrategyHandler(InfoBarHandler):
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class StrategyHandler(InfoBarHandler):
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fleet_1_formation_fixed = False
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fleet_2_formation_fixed = False
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def handle_opened_strategy_bar(self):
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def handle_opened_strategy_bar(self):
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if self.appear_then_click(STRATEGY_OPEN_1):
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if self.appear_then_click(STRATEGY_OPENED, offset=120):
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self.device.sleep(0.5)
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self.device.sleep(0.5)
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return True
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return True
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return False
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return False
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def strategy_open(self):
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self.device.click(STRATEGY_OPEN)
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self.device.sleep(0.5)
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def strategy_close(self):
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self.appear_then_click(STRATEGY_OPENED, offset=120)
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self.device.sleep(0.5)
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def strategy_set_execute(self, formation_index=2, sub_view=False, sub_hunt=False):
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"""
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Args:
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formation_index (int):
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sub_view (bool):
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sub_hunt (bool):
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"""
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logger.info(f'Strategy set: formation={formation_index}, submarine_view={sub_view}, submarine_hunt={sub_hunt}')
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self.strategy_open()
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self.device.screenshot()
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formation.set(str(formation_index), main=self)
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if submarine_view.appear(main=self):
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submarine_view.set('on' if sub_view else 'off', main=self)
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if submarine_hunt.appear(main=self):
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submarine_hunt.set('on' if sub_hunt else 'off', main=self)
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self.strategy_close()
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def handle_strategy(self, index):
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"""
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Args:
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index (int): Fleet index.
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Returns:
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bool: If changed.
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"""
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if self.__getattribute__(f'fleet_{index}_formation_fixed'):
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return False
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self.strategy_set_execute(
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formation_index=self.config.__getattribute__(f'FLEET_{index}_FORMATION'),
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sub_view=False,
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sub_hunt=self.config.SUBMARINE and self.config.SUBMARINE_MODE == 'hunt_only'
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)
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self.__setattr__(f'fleet_{index}_formation_fixed', True)
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return True
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@ -48,6 +48,7 @@ class Fleet(Camera, AmbushHandler, MysteryHandler, MapOperation):
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self.fleet_switch_click()
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self.fleet_switch_click()
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self.fleet_current_index = 1 if self.fleet_current_index == 2 else 2
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self.fleet_current_index = 1 if self.fleet_current_index == 2 else 2
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self.camera = self.fleet_current
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self.camera = self.fleet_current
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self.handle_strategy(index=self.fleet_current_index)
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self.update()
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self.update()
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self.find_path_initial()
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self.find_path_initial()
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self.map.show_cost()
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self.map.show_cost()
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@ -227,6 +228,7 @@ class Fleet(Camera, AmbushHandler, MysteryHandler, MapOperation):
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self.map = map_
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self.map = map_
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self.map.reset()
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self.map.reset()
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self.hp_init()
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self.hp_init()
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self.handle_strategy(index=self.fleet_current_index)
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self.ensure_edge_insight(preset=self.map.in_map_swipe_preset_data)
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self.ensure_edge_insight(preset=self.map.in_map_swipe_preset_data)
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self.full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count, siren_count=self.siren_count)
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self.full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count, siren_count=self.siren_count)
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self.find_current_fleet()
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self.find_current_fleet()
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@ -1,6 +1,7 @@
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from module.base.timer import Timer
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from module.base.timer import Timer
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from module.handler.enemy_searching import EnemySearchingHandler
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from module.handler.enemy_searching import EnemySearchingHandler
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from module.handler.fast_forward import FastForwardHandler
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from module.handler.fast_forward import FastForwardHandler
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from module.handler.strategy import StrategyHandler
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from module.handler.urgent_commission import UrgentCommissionHandler
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from module.handler.urgent_commission import UrgentCommissionHandler
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from module.logger import logger
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from module.logger import logger
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from module.map.assets import *
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from module.map.assets import *
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@ -9,7 +10,8 @@ from module.map.map_fleet_preparation import FleetPreparation
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from module.retire.retirement import Retirement
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from module.retire.retirement import Retirement
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class MapOperation(UrgentCommissionHandler, EnemySearchingHandler, FleetPreparation, Retirement, FastForwardHandler):
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class MapOperation(UrgentCommissionHandler, EnemySearchingHandler, FleetPreparation, Retirement, FastForwardHandler,
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StrategyHandler):
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def fleet_switch_click(self):
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def fleet_switch_click(self):
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"""
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"""
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Switch fleet.
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Switch fleet.
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