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