mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
synced 2024-12-12 07:29:03 +00:00
then click directly if unknown timer reached
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parent
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commit
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@ -1,5 +1,4 @@
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from module.base.base import ModuleBase
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from module.base.button import Button
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from module.base.timer import Timer
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from module.exception import ScriptError
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from module.logger import logger
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@ -29,16 +28,18 @@ class Switch:
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For example: | [ON] | -> click -> | [OFF] |
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"""
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self.name = name
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self.is_choice = is_selector
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self.is_selector = is_selector
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self.state_list = []
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def add_state(self, state, check_button, click_button=None):
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"""
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Args:
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state (str):
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state (str): State name but cannot use 'unknown' as state name
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check_button (ButtonWrapper):
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click_button (ButtonWrapper):
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"""
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if state == 'unknown':
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raise ScriptError(f'Cannot use "unknown" as state name')
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self.state_list.append({
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'state': state,
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'check_button': check_button,
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@ -97,8 +98,7 @@ class Switch:
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if row['state'] == state:
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return row
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logger.warning(f'Switch {self.name} received an invalid state {state}')
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raise ScriptError(f'Switch {self.name} received an invalid state {state}')
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raise ScriptError(f'Switch {self.name} received an invalid state: {state}')
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def handle_additional(self, main):
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"""
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@ -123,9 +123,9 @@ class Switch:
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logger.info(f'{self.name} set to {state}')
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self.get_data(state)
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counter = 0
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changed = False
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warning_show_timer = Timer(5, count=10).start()
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has_unknown = False
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unknown_timer = Timer(5, count=10).start()
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click_timer = Timer(1, count=3)
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while 1:
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if skip_first_screenshot:
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@ -147,20 +147,39 @@ class Switch:
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# Warning
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if current == 'unknown':
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if warning_show_timer.reached():
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logger.warning(f'Unknown {self.name} switch')
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warning_show_timer.reset()
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if counter >= 1:
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logger.warning(f'{self.name} switch {state} asset has evaluated to unknown too many times, '
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if unknown_timer.reached():
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logger.warning(f'Switch {self.name} has states evaluated to unknown, '
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f'asset should be re-verified')
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counter += 1
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has_unknown = True
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unknown_timer.reset()
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# If unknown_timer never reached, don't click when having an unknown state,
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# the unknown state is probably the switching animation.
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# If unknown_timer reached once, click target state ignoring whether state is unknown or not,
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# the unknown state is probably a new state not yet added.
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# By ignoring new states, Switch.set() can still switch among known states.
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if not has_unknown:
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continue
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else:
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# Known state, reset timer
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unknown_timer.reset()
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# Click
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if click_timer.reached():
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click_state = state if self.is_choice else current
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if self.is_selector:
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# Click target state to switch
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click_state = state
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else:
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# If this is a selector, click on current state to switch to another
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# But 'unknown' is not clickable, if it is, click target state instead
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# assuming all selector states share the same position.
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if current == 'unknown':
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click_state = state
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else:
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click_state = current
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self.click(click_state, main=main)
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click_timer.reset()
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changed = True
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click_timer.reset()
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unknown_timer.reset()
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return changed
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@ -101,7 +101,7 @@ class DungeonUINav(UI):
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bool: If UI switched
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Examples:
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self = DungeonUI('alas')
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self = DungeonUINav('src')
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self.device.screenshot()
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self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Operation_Briefing)
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self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Daily_Training)
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