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Fix: Update obtain_frequent_check before deside again or exit
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@ -296,6 +296,8 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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# Game client might slow to response COMBAT_AGAIN clicks
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# Game client might slow to response COMBAT_AGAIN clicks
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if self.appear(COMBAT_AGAIN, interval=5):
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if self.appear(COMBAT_AGAIN, interval=5):
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add_wave_done()
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add_wave_done()
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# Update obtain_frequent_check
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self.obtained_is_full(dungeon=self.dungeon, wave_done=self.combat_wave_done, obtain_get=False)
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# Cache the result of _combat_can_again() as no expected stamina reduce during retry
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# Cache the result of _combat_can_again() as no expected stamina reduce during retry
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if combat_can_again is None:
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if combat_can_again is None:
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combat_can_again = self._combat_can_again()
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combat_can_again = self._combat_can_again()
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@ -253,7 +253,7 @@ class CombatObtain(PlannerMixin):
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self.planner_write()
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self.planner_write()
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return items
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return items
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def obtained_is_full(self, dungeon: DungeonList | None, wave_done=0) -> bool:
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def obtained_is_full(self, dungeon: DungeonList | None, wave_done=0, obtain_get=True) -> bool:
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if dungeon is None:
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if dungeon is None:
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self.obtain_frequent_check = False
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self.obtain_frequent_check = False
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return False
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return False
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@ -263,7 +263,8 @@ class CombatObtain(PlannerMixin):
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return False
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return False
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# Update
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# Update
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self.obtain_get(dungeon)
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if obtain_get:
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self.obtain_get(dungeon)
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# Check progress
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# Check progress
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row = self.planner.row_come_from_dungeon(dungeon)
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row = self.planner.row_come_from_dungeon(dungeon)
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