Merge pull request #16 from LmeSzinc/master

Add: 10-4
This commit is contained in:
Erik 2020-06-06 17:02:31 -03:00 committed by GitHub
commit 5d5d23c9fd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -14,22 +14,23 @@ MAP.map_data = '''
SP -- -- -- ME ++ ME -- MB
'''
MAP.weight_data = '''
10 10 10 10 10 10 10 10 10
10 20 10 10 10 10 10 10 10
10 10 10 10 30 10 10 20 10
10 10 10 10 10 10 10 10 20
10 10 10 10 10 10 10 10 10
10 10 10 10 10 10 10 10 10
10 30 30 10 10 10 10 10 10
5 30 10 30 10 10 5 10 10
10 10 5 4 30 10 5 30 10
10 10 10 10 10 10 5 10 30
10 10 10 10 10 10 10 30 10
10 10 10 10 30 10 5 10 10
'''
# MAP.camera_data = ['D3']
# MAP.spawn_data = [
# {'battle': 0, 'enemy': 3},
# {'battle': 1, 'enemy': 2, 'mystery': 1},
# {'battle': 2, 'enemy': 2, 'mystery': 1},
# {'battle': 3, 'enemy': 1, 'mystery': 2},
# {'battle': 4, 'enemy': 1},
# {'battle': 5, 'boss': 1},
# ]
MAP.spawn_data = [
{'battle': 0, 'enemy': 4},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 2},
{'battle': 3, 'enemy': 1},
{'battle': 4, 'enemy': 1},
{'battle': 5,},
{'battle': 6, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
@ -39,10 +40,48 @@ A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
= MAP.flatten()
step_on = SelectedGrids([E4, D3, G4, C3])
road_main = RoadGrids([[D5, D3], [C3, A2], [E4, G4], [G2, G3, G6]])
roadblocks_d4 = RoadGrids([[D5, E6], E4, D3])
class Config:
pass
INTERNAL_LINES_HOUGHLINES_THRESHOLD = 40
EDGE_LINES_HOUGHLINES_THRESHOLD = 40
COINCIDENT_POINT_ENCOURAGE_DISTANCE = 1.5
INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
'height': (150, 255 - 24),
'width': (0.9, 10),
'prominence': 10,
'distance': 35,
}
EDGE_LINES_FIND_PEAKS_PARAMETERS = {
'height': (255 - 24, 255),
'prominence': 10,
'distance': 50,
'width': (0, 10),
'wlen': 1000,
}
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[roadblocks_d4]):
return True
if self.clear_roadblocks([road_main]):
return True
if self.clear_potential_roadblocks([road_main]):
return True
return self.battle_default()
def battle_6(self):
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0], fleet=2):
if self.clear_roadblocks([road_main]):
return True
return self.fleet_2.clear_boss()