Add: 增加敌人类型识别
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assets/template/TEMPLATE_ENEMY_CARRIER.png
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assets/template/TEMPLATE_ENEMY_LIGHT.png
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assets/template/TEMPLATE_ENEMY_MAIN.png
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assets/template/TEMPLATE_ENEMY_TREASURE.png
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assets/template/TEMPLATE_SIREN_1.png
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assets/template/TEMPLATE_SIREN_2.png
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assets/template/TEMPLATE_SIREN_3.png
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@ -24,7 +24,7 @@ class Config:
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MAP_HAS_FLEET_STEP = True
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MAP_HAS_MOVABLE_ENEMY = True
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MAP_HAS_SIREN = True
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MAP_HAS_DYNAMIC_RED_BORDER = True
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MAP_HAS_DYNAMIC_RED_BORDER = False
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MAP_HAS_MAP_STORY = True
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MAP_SIREN_COUNT = 2
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@ -24,7 +24,7 @@ class Config:
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MAP_HAS_FLEET_STEP = True
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MAP_HAS_MOVABLE_ENEMY = True
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MAP_HAS_SIREN = True
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MAP_HAS_DYNAMIC_RED_BORDER = True
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MAP_HAS_DYNAMIC_RED_BORDER = False
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MAP_HAS_MAP_STORY = True
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MAP_SIREN_COUNT = 2
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@ -6,7 +6,7 @@ from module.map.grid_predictor import GridPredictor
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class Grid(GridPredictor, GridInfo):
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def __init__(self, location, image, corner):
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def __init__(self, location, image, corner, config):
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"""
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Args:
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@ -18,7 +18,7 @@ class Grid(GridPredictor, GridInfo):
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(x2, y2) +-------------+ (x3, y3)
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"""
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self.location = location
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super().__init__(location, image, corner)
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super().__init__(location, image, corner, config)
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self.corner = corner.flatten()
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@property
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@ -43,7 +43,7 @@ class GridInfo:
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is_siren = False # SI
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enemy_scale = 0
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enemy_type = 'Enemy' # Light, Main, Carrier, Treasure, Enemy(unknown)
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enemy_type = None # Light, Main, Carrier, Treasure, Enemy(unknown)
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is_cleared = False
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is_ambush_save = False
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@ -76,16 +76,15 @@ class GridInfo:
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dic = {
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'++': 'is_land',
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'BO': 'is_boss',
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'SI': 'is_siren'
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}
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for key, value in dic.items():
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if self.__getattribute__(value):
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return key
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if self.is_siren:
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return ''.join([text[0] for text in self.enemy_type.split('_')]).upper()
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if self.is_enemy:
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# if self.may_siren:
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# return 'SI'
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# else:
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return '%s%s' % (self.enemy_scale, self.enemy_type[0].upper())
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dic = {
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@ -143,6 +142,7 @@ class GridInfo:
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flag &= not self.is_cleared
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if flag:
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self.__setattr__('is_' + item, True)
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self.enemy_type = info.enemy_type
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return True
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else:
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logger.info(f'Wrong Prediction. Grid: {self}, Attr: is_{item}')
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@ -184,7 +184,7 @@ class GridInfo:
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"""
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self.is_enemy = False
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self.enemy_scale = 0
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self.enemy_type = 'Enemy'
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self.enemy_type = None
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self.is_mystery = False
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self.is_boss = False
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self.is_ammo = False
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@ -3,6 +3,7 @@ from PIL import Image
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from skimage.color import rgb2hsv
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from module.base.utils import color_similarity_2d
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from module.config.config import AzurLaneConfig
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from module.template.assets import *
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@ -10,14 +11,25 @@ class GridPredictor:
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ENEMY_SCALE_IMAGE_SIZE = (50, 50)
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ENEMY_PERSPECTIVE_IMAGE_SIZE = (50, 50)
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RED_BORDER_IGNORE_TOP = 10
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DIC_ENEMY_TYPE = {
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'Siren_1': TEMPLATE_SIREN_1,
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'Siren_2': TEMPLATE_SIREN_2,
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'Siren_3': TEMPLATE_SIREN_3,
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'Light': TEMPLATE_ENEMY_LIGHT,
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'Main': TEMPLATE_ENEMY_MAIN,
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'Carrier': TEMPLATE_ENEMY_CARRIER,
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'Treasure': TEMPLATE_ENEMY_TREASURE,
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}
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def __init__(self, location, image, corner):
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def __init__(self, location, image, corner, config):
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"""
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Args:
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location:
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image:
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corner:
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config (AzurLaneConfig)
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"""
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self.config = config
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self.location = location
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self.image = image
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self.corner = corner.flatten()
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@ -41,20 +53,35 @@ class GridPredictor:
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def predict(self):
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self.image_transform = self.image.transform(self.ENEMY_PERSPECTIVE_IMAGE_SIZE, Image.PERSPECTIVE, self._perspective)
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# self.image_hole = self.get_relative_image((-1, -1, 1, 1))
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self.is_enemy = self.predict_static_red_border()
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self.enemy_scale = self.predict_enemy_scale()
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if self.enemy_scale > 0:
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self.is_enemy = True
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self.enemy_type = self.predict_enemy_type()
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self.is_mystery = self.predict_mystery()
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if not self.is_enemy and not self.is_mystery:
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self.is_siren = self.predict_dynamic_red_border()
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self.is_fleet = self.predict_fleet()
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if self.is_fleet:
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self.is_current_fleet = self.predict_current_fleet()
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self.is_boss = self.predict_boss()
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if self.config.MAP_HAS_DYNAMIC_RED_BORDER:
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if not self.is_enemy and not self.is_mystery:
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if self.predict_dynamic_red_border():
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self.enemy_type = 'Siren_unknown'
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# self.caught_by_siren = self.predict_siren_caught()
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if self.enemy_type:
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self.is_enemy = True
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if self.enemy_scale:
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self.is_enemy = True
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if not self.is_enemy:
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self.is_enemy = self.predict_static_red_border()
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if self.is_enemy and not self.enemy_type:
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self.enemy_type = 'Enemy'
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if self.config.MAP_HAS_SIREN:
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if self.enemy_type is not None and self.enemy_type.startswith('Siren'):
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self.is_siren = True
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self.enemy_scale = 0
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# self.image_perspective = color_similarity_2d(
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# self.image.transform(self.ENEMY_PERSPECTIVE_IMAGE_SIZE, Image.PERSPECTIVE, self._perspective)
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# , color=(255, 36, 82)
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@ -224,3 +251,14 @@ class GridPredictor:
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def predict_siren_caught(self):
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image = self.get_relative_image((-1, -1.5, 1, 0.5), output_shape=(120, 120))
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return TEMPLATE_CAUGHT_BY_SIREN.match(image, similarity=0.6)
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def predict_enemy_type(self):
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image = self.get_relative_image((-1, -1, 1, 0), output_shape=(120, 60))
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for name, template in self.DIC_ENEMY_TYPE.items():
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if not self.config.MAP_HAS_SIREN and name.startswith('Siren'):
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continue
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if template.match(image):
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return name
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return None
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@ -82,7 +82,7 @@ class Grids(Perspective):
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area = np.append(cross[0], cross[3])
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if area_in_area(area, self.config.DETECTING_AREA):
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grid = Grid(location=(x, y), image=self.image, corner=cross.points)
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grid = Grid(location=(x, y), image=self.image, corner=cross.points, config=self.config)
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yield grid
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def show(self):
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@ -93,9 +93,6 @@ class Grids(Perspective):
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def predict(self):
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for grid in self:
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grid.predict()
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if not self.config.MAP_HAS_DYNAMIC_RED_BORDER:
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for grid in self:
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grid.is_siren = False
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# for grid in self:
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# if grid.is_enemy and grid.enemy_scale == 0:
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@ -8,13 +8,20 @@ TEMPLATE_AMBUSH_EVADE_FAILED = Template(file='./assets/template/TEMPLATE_AMBUSH_
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TEMPLATE_AMBUSH_EVADE_SUCCESS = Template(file='./assets/template/TEMPLATE_AMBUSH_EVADE_SUCCESS.png')
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TEMPLATE_CAUGHT_BY_SIREN = Template(file='./assets/template/TEMPLATE_CAUGHT_BY_SIREN.png')
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TEMPLATE_ENEMY_BOSS = Template(file='./assets/template/TEMPLATE_ENEMY_BOSS.png')
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TEMPLATE_ENEMY_CARRIER = Template(file='./assets/template/TEMPLATE_ENEMY_CARRIER.png')
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TEMPLATE_ENEMY_L = Template(file='./assets/template/TEMPLATE_ENEMY_L.png')
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TEMPLATE_ENEMY_LIGHT = Template(file='./assets/template/TEMPLATE_ENEMY_LIGHT.png')
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TEMPLATE_ENEMY_M = Template(file='./assets/template/TEMPLATE_ENEMY_M.png')
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TEMPLATE_ENEMY_MAIN = Template(file='./assets/template/TEMPLATE_ENEMY_MAIN.png')
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TEMPLATE_ENEMY_S = Template(file='./assets/template/TEMPLATE_ENEMY_S.png')
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TEMPLATE_ENEMY_TREASURE = Template(file='./assets/template/TEMPLATE_ENEMY_TREASURE.png')
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TEMPLATE_FLEET_AMMO = Template(file='./assets/template/TEMPLATE_FLEET_AMMO.png')
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TEMPLATE_FORMATION_1 = Template(file='./assets/template/TEMPLATE_FORMATION_1.png')
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TEMPLATE_FORMATION_2 = Template(file='./assets/template/TEMPLATE_FORMATION_2.png')
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TEMPLATE_FORMATION_3 = Template(file='./assets/template/TEMPLATE_FORMATION_3.png')
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TEMPLATE_MAP_WALK_OUT_OF_STEP = Template(file='./assets/template/TEMPLATE_MAP_WALK_OUT_OF_STEP.png')
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TEMPLATE_SIREN_1 = Template(file='./assets/template/TEMPLATE_SIREN_1.png')
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TEMPLATE_SIREN_2 = Template(file='./assets/template/TEMPLATE_SIREN_2.png')
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TEMPLATE_SIREN_3 = Template(file='./assets/template/TEMPLATE_SIREN_3.png')
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TEMPLATE_STAGE_CLEAR = Template(file='./assets/template/TEMPLATE_STAGE_CLEAR.png')
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TEMPLATE_STAGE_PERCENT = Template(file='./assets/template/TEMPLATE_STAGE_PERCENT.png')
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