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https://github.com/LmeSzinc/StarRailCopilot.git
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Add: 增加中路站桩时放空袭和鱼雷
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assets/combat/READY_AIR_RAID.png
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assets/combat/READY_AIR_RAID.png
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assets/combat/READY_TORPEDO.png
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assets/combat/READY_TORPEDO.png
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@ -26,6 +26,8 @@ LOADING_BAR = Button(area=(33, 676, 1247, 680), color=(172, 205, 232), button=(3
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MOVE_DOWN = Button(area=(148, 647, 155, 669), color=(21, 28, 57), button=(148, 647, 155, 669), file='./assets/combat/MOVE_DOWN.png')
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PAUSE = Button(area=(1236, 37, 1244, 59), color=(247, 243, 247), button=(1162, 34, 1246, 61), file='./assets/combat/PAUSE.png')
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PAUSE_DOUBLE_CHECK = Button(area=(1231, 35, 1236, 60), color=(96, 104, 136), button=(1231, 35, 1236, 60), file='./assets/combat/PAUSE_DOUBLE_CHECK.png')
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READY_AIR_RAID = Button(area=(887, 618, 907, 628), color=(255, 255, 255), button=(887, 618, 907, 628), file='./assets/combat/READY_AIR_RAID.png')
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READY_TORPEDO = Button(area=(1038, 611, 1046, 619), color=(255, 255, 255), button=(1038, 611, 1046, 619), file='./assets/combat/READY_TORPEDO.png')
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SUBMARINE_AVAILABLE_CHECK_1 = Button(area=(707, 660, 712, 665), color=(255, 255, 255), button=(707, 660, 712, 665), file='./assets/combat/SUBMARINE_AVAILABLE_CHECK_1.png')
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SUBMARINE_AVAILABLE_CHECK_2 = Button(area=(790, 631, 795, 641), color=(255, 255, 255), button=(790, 631, 795, 641), file='./assets/combat/SUBMARINE_AVAILABLE_CHECK_2.png')
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SUBMARINE_CALLED = Button(area=(737, 608, 750, 626), color=(132, 134, 132), button=(737, 608, 750, 626), file='./assets/combat/SUBMARINE_CALLED.png')
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@ -171,10 +171,10 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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return False
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def combat_execute(self, func=None, call_submarine_at_boss=False, save_get_items=False):
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def combat_execute(self, auto=True, call_submarine_at_boss=False, save_get_items=False):
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"""
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Args:
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func: Funtion to run when in combat.
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auto (bool):
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call_submarine_at_boss (bool):
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save_get_items (bool)
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"""
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@ -198,6 +198,9 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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continue
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if self.handle_combat_manual():
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continue
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if not auto and self.is_combat_executing():
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if self.handle_combat_weapon_release():
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continue
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if call_submarine_at_boss:
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pass
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else:
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@ -343,7 +346,7 @@ class Combat(HPBalancer, EnemySearchingHandler, Retirement, SubmarineCall, Comba
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self.combat_preparation(
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balance_hp=balance_hp, emotion_reduce=emotion_reduce, auto=auto, fleet_index=fleet_index)
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self.combat_execute(
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func=func, call_submarine_at_boss=call_submarine_at_boss, save_get_items=save_get_items)
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auto=auto, call_submarine_at_boss=call_submarine_at_boss, save_get_items=save_get_items)
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self.combat_status(
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save_get_items=save_get_items, expected_end=expected_end)
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self.handle_map_after_combat_story()
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@ -1,5 +1,5 @@
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from module.base.base import ModuleBase
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from module.combat.assets import MOVE_DOWN
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from module.combat.assets import *
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class CombatManual(ModuleBase):
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@ -16,6 +16,14 @@ class CombatManual(ModuleBase):
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self.device.long_click(MOVE_DOWN, duration=0.8)
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return True
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def handle_combat_weapon_release(self):
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if self.appear_then_click(READY_AIR_RAID, interval=5):
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return True
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if self.appear_then_click(READY_TORPEDO, interval=5):
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return True
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return False
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def handle_combat_manual(self):
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if self.manual_executed or not self.auto_mode_checked:
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return False
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