Fix: Handle destructible object nearby Stagnant_Shadow_Blaze

This commit is contained in:
LmeSzinc 2023-07-09 17:48:11 +08:00
parent 1de3741a6e
commit 59eccac256

View File

@ -1,6 +1,7 @@
from module.base.utils import area_offset
from module.logger import logger
from tasks.combat.combat import Combat
from tasks.dungeon.keywords import DungeonList
from tasks.dungeon.keywords import DungeonList, KEYWORDS_DUNGEON_LIST
from tasks.dungeon.ui import DungeonUI
@ -17,6 +18,10 @@ class Dungeon(DungeonUI, Combat):
self.config.Scheduler_Enable = False
self.config.task_stop()
if dungeon == KEYWORDS_DUNGEON_LIST.Stagnant_Shadow_Blaze:
if self.handle_destructible_around_blaze():
self.dungeon_goto(dungeon)
self.combat(team)
# Scheduler
@ -28,3 +33,43 @@ class Dungeon(DungeonUI, Combat):
cover = max(limit - self.state.TrailblazePower, 0) * 6
logger.info(f'Currently has {self.state.TrailblazePower} need {cover} minutes to reach {limit}')
self.config.task_delay(minute=cover)
def handle_destructible_around_blaze(self):
"""
Stagnant_Shadow_Blaze has a destructible object nearby, attacks are aimed at it first
so destroy it first
Returns:
bool: If handled.
Pages:
in: COMBAT_PREPARE
out: page_main, map position changed if handled
"""
logger.hr('Handle destructible around blaze')
self.combat_exit()
# Check if there's a front sight at bottom-left corner
area = area_offset((-50, -150, 0, 0), offset=self.config.ASSETS_RESOLUTION)
skip_first_screenshot = True
self._map_A_timer.reset()
handled = False
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if self.image_color_count(area, color=(48, 170, 204), threshold=221, count=50):
logger.info(f'Found destructible object')
if self.handle_map_A():
handled = True
continue
else:
logger.info(f'No destructible object')
if not handled:
break
if self._map_A_timer.reached():
break
return handled