Fix: Switch handlers should wait for unknown first (#679, #675)

then click directly if unknown timer reached
This commit is contained in:
LmeSzinc 2024-12-10 03:03:16 +08:00
parent 0a80ffec20
commit 5f4a2933b5
2 changed files with 36 additions and 17 deletions

View File

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

View File

@ -101,7 +101,7 @@ class DungeonUINav(UI):
bool: If UI switched
Examples:
self = DungeonUI('alas')
self = DungeonUINav('src')
self.device.screenshot()
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Operation_Briefing)
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Daily_Training)