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Add: wave_limit in combat
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@ -1,3 +1,4 @@
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from module.base.decorator import run_once
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from module.logger import logger
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from tasks.base.assets.assets_base_page import CLOSE
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from tasks.combat.assets.assets_combat_finish import COMBAT_AGAIN, COMBAT_EXIT
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@ -13,18 +14,43 @@ from tasks.map.control.joystick import MapControlJoystick
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class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJoystick):
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def handle_combat_prepare(self):
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"""
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Returns:
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bool: If able to run a combat
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Pages:
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in: COMBAT_PREPARE
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"""
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self.combat_waves = 1
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current = self.combat_get_trailblaze_power()
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cost = self.combat_get_wave_cost()
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if cost == 10:
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wave = min(current // self.combat_wave_cost, 6)
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, able to do {wave} waves')
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if wave > 0:
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self.combat_set_wave(wave)
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# Calyx
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self.combat_waves = min(current // self.combat_wave_cost, 6)
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if self.combat_wave_limit:
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self.combat_waves = min(self.combat_waves, self.combat_wave_limit - self.combat_wave_done)
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logger.info(
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f'Current has {current}, combat costs {self.combat_wave_cost}, '
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f'wave={self.combat_wave_done}/{self.combat_wave_limit}, '
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f'able to do {self.combat_waves} waves')
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else:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, '
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f'able to do {self.combat_waves} waves')
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if self.combat_waves > 0:
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self.combat_set_wave(self.combat_waves)
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else:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, do 1 wave')
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# Others
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, '
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f'do {self.combat_waves} wave')
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# Check limits
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if self.state.TrailblazePower < self.combat_wave_cost:
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logger.info('Trailblaze power exhausted, cannot continue combat')
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return False
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if self.combat_waves <= 0:
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logger.info('Combat wave limited, cannot continue combat')
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return False
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return True
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def handle_ascension_dungeon_prepare(self):
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"""
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@ -72,8 +98,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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self.interval_reset(COMBAT_PREPARE)
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self._map_A_timer.reset()
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if self.appear(COMBAT_PREPARE, interval=2):
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self.handle_combat_prepare()
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if self.state.TrailblazePower < self.combat_wave_cost:
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if not self.handle_combat_prepare():
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return False
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self.device.click(COMBAT_PREPARE)
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self.interval_reset(COMBAT_PREPARE)
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@ -120,8 +145,16 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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in: COMBAT_AGAIN
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"""
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current = self.combat_get_trailblaze_power(expect_reduce=True)
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# Wave limit
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if self.combat_wave_limit:
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if self.combat_wave_done + self.combat_waves > self.combat_wave_limit:
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logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, '
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f'can not run again')
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return False
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# Cost limit
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if self.combat_wave_cost == 10:
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if current >= self.combat_wave_cost * 6:
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if current >= self.combat_wave_cost * self.combat_waves:
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again')
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return True
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else:
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@ -135,6 +168,24 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can not run again')
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return False
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def _combat_should_reenter(self):
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"""
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Returns:
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bool: True to re-enter combat and run with another wave settings
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"""
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# Wave limit
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if self.combat_wave_limit:
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if self.combat_wave_done < self.combat_wave_limit:
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logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, '
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f'run again with less waves')
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return True
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else:
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return False
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# Cost limit
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if self.state.TrailblazePower >= self.combat_wave_cost:
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logger.info('Still having some trailblaze power run with less waves to empty it')
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return True
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def combat_finish(self) -> bool:
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"""
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Returns:
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@ -146,6 +197,12 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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is_combat_executing if again
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"""
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logger.hr('Combat finish')
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@run_once
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def add_wave_done():
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self.combat_wave_done += self.combat_waves
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logger.info(f'Done {self.combat_waves} waves at total')
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skip_first_screenshot = True
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while 1:
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if skip_first_screenshot:
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@ -164,6 +221,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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# Click
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# Game client might slow to response COMBAT_AGAIN clicks
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if self.appear(COMBAT_AGAIN, interval=5):
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add_wave_done()
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if self._combat_can_again():
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self.device.click(COMBAT_AGAIN)
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else:
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@ -202,12 +260,13 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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self.device.click(COMBAT_EXIT)
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continue
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def combat(self, team: int = 1, skip_first_screenshot=True):
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def combat(self, team: int = 1, wave_limit: int = 0, skip_first_screenshot=True):
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"""
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Combat until trailblaze power runs out.
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Args:
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team: 1 to 6.
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wave_limit: Limit combat runs, 0 means no limit.
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skip_first_screenshot:
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Pages:
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@ -218,8 +277,11 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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if not skip_first_screenshot:
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self.device.screenshot()
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self.combat_wave_limit = wave_limit
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self.combat_wave_done = 0
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while 1:
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logger.hr('Combat', level=2)
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logger.info(f'Combat, team={team}, wave={self.combat_wave_done}/{self.combat_wave_limit}')
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# Prepare
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prepare = self.combat_prepare(team)
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if not prepare:
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@ -229,8 +291,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, MapControlJ
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self.combat_execute()
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# Finish
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finish = self.combat_finish()
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if self.state.TrailblazePower >= self.combat_wave_cost:
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logger.info('Still having some trailblaze power run with less waves to empty it')
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if self._combat_should_reenter():
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continue
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if finish:
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break
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@ -23,7 +23,13 @@ class TrailblazePowerOcr(DigitCounter):
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class CombatPrepare(UI):
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combat_wave_cost = True
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# Current combat waves,
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combat_waves = 1
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# Limit combat runs, 0 means no limit.
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combat_wave_limit = 0
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combat_wave_done = 0
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# E.g. 10, 30, 40
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combat_wave_cost = 10
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def combat_set_wave(self, count=6):
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"""
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@ -82,7 +88,7 @@ class CombatPrepare(UI):
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Get traiblaze power cost and set it to `combat_cost`
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Returns:
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int: 10, 30, 40
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int: E.g. 10, 30, 40
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Pages:
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in: COMBAT_PREPARE
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