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Fix: Cache _combat_can_again() as no expected stamina reduce during retry
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@ -230,6 +230,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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logger.info(f'Done {self.combat_waves} waves at total')
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skip_first_screenshot = True
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combat_can_again = None
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while 1:
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if skip_first_screenshot:
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skip_first_screenshot = False
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@ -248,7 +249,10 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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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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add_wave_done()
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if self._combat_can_again():
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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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combat_can_again = self._combat_can_again()
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if combat_can_again:
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self.device.click(COMBAT_AGAIN)
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else:
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self.device.click(COMBAT_EXIT)
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@ -66,6 +66,7 @@ class CombatPrepare(UI):
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in: COMBAT_PREPARE or COMBAT_REPEAT
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"""
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timeout = Timer(1, count=2).start()
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before = self.config.stored.TrailblazePower.value
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while 1:
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if skip_first_screenshot:
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skip_first_screenshot = False
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@ -79,7 +80,7 @@ class CombatPrepare(UI):
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# Confirm if it is > 240, sometimes just OCR errors
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if current > 240 and timeout.reached():
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break
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if expect_reduce and current >= self.config.stored.TrailblazePower.value:
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if expect_reduce and current >= before:
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continue
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if current <= 240:
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break
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