Add: Map logic fleet_2_push_forward, better support 7-1

- Predict fleets when having 2 fleet spawn_point but only 1 fleet detected
This commit is contained in:
LmeSzinc 2020-05-28 16:28:36 +08:00
parent 3e687c4b23
commit e8b3e7916c
5 changed files with 110 additions and 14 deletions

View File

@ -6,19 +6,33 @@ from module.logger import logger
MAP = CampaignMap()
MAP.map_data = '''
-- -- -- -- -- -- ++ ++
-- -- ++ ++ -- -- ++ ++
-- -- ++ ++ -- -- -- --
-- ME ME MM ME -- ++ ++
SP ME ++ ++ ME ME ++ ++
SP -- ++ ++ -- ME ME MB
'''
MAP.camera_data = ['D2', 'E2']
MAP.camera_data = ['C1', 'E1']
MAP.weight_data = '''
40 30 21 20 17 15 50 50
40 40 50 50 16 13 50 50
40 40 50 50 14 12 11 10
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 3},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 2},
{'battle': 3, 'enemy': 1, 'mystery': 1},
{'battle': 4},
{'battle': 5, 'boss': 1},
]
class Config:
SUBMARINE = 0
POOR_MAP_DATA = True
FLEET_BOSS = 2
INTERNAL_LINES_HOUGHLINES_THRESHOLD = 30
EDGE_LINES_HOUGHLINES_THRESHOLD = 30
INTERNAL_LINES_HOUGHLINES_THRESHOLD = 40
EDGE_LINES_HOUGHLINES_THRESHOLD = 40
COINCIDENT_POINT_ENCOURAGE_DISTANCE = 1.5
MID_DIFF_RANGE_H = (140 - 3, 140 + 3)
MID_DIFF_RANGE_V = (143 - 3, 143 + 3)
@ -39,3 +53,22 @@ class Config:
class Campaign(CampaignBase):
MAP = MAP
MAP_AMBUSH_OVERLAY_TRANSPARENCY_THRESHOLD = 0.45
MAP_AIR_RAID_OVERLAY_TRANSPARENCY_THRESHOLD = 0.45
def battle_0(self):
self.clear_all_mystery()
self.fleet_2_push_forward()
return self.battle_default()
def battle_5(self):
self.clear_all_mystery()
return self.fleet_2.brute_clear_boss()
def handle_boss_appear_refocus(self):
for data in self.map.spawn_data:
if data.get('battle') == self.battle_count and data.get('boss', 0):
self.map_swipe((-3, -2))
return super().handle_boss_appear_refocus()

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@ -219,12 +219,20 @@ class Fleet(Camera, MapOperation, AmbushHandler):
else:
self._goto(location, expected=expected)
def find_path_initial(self):
def find_path_initial(self, grid=None):
"""
Args:
grid (tuple, GridInfo): Current fleet grid
"""
if grid is None:
grid = self.fleet_current
else:
grid = location_ensure(grid)
if self.fleet_1_location:
self.map[self.fleet_1_location].is_fleet = True
if self.fleet_2_location:
self.map[self.fleet_2_location].is_fleet = True
self.map.find_path_initial(self.fleet_current, has_ambush=self.config.MAP_HAS_AMBUSH)
self.map.find_path_initial(grid, has_ambush=self.config.MAP_HAS_AMBUSH)
def show_fleet(self):
fleets = []
@ -280,6 +288,15 @@ class Fleet(Camera, MapOperation, AmbushHandler):
logger.info('Fleet_2 not detected.')
if self.config.POOR_MAP_DATA and not self.map.select(is_spawn_point=True):
self.fleet_1 = fleets[0].location
elif self.map.select(is_spawn_point=True).count == 2:
logger.info('Predict fleet to be spawn point')
another = self.map.select(is_spawn_point=True).delete(SelectedGrids([fleets[0]]))[0]
if fleets[0].is_current_fleet:
self.fleet_1 = fleets[0].location
self.fleet_2 = another.location
else:
self.fleet_1 = another.location
self.fleet_2 = fleets[0].location
else:
self.find_all_fleets()
elif count == 2:

View File

@ -6,8 +6,8 @@ class GridInfo:
"""
Class that gather basic information of a grid in map_v1.
Visit 碧蓝航线WIKI(Chinese Simplified) http://wiki.joyme.com/blhx, to get basic info of a map_v1. For example,
visit http://wiki.joyme.com/blhx/7-2, to know more about campaign 7-2, which includes boss point, enemy spawn point.
Visit 碧蓝航线WIKI(Chinese Simplified) http://wiki.biligame.com/blhx, to get basic info of a map_v1. For example,
visit http://wiki.biligame.com/blhx/7-2, to know more about campaign 7-2, which includes boss point, enemy spawn point.
A grid contains these unchangeable properties which can known from WIKI.
| print_name | property_name | description |

View File

@ -68,8 +68,7 @@ class GridPredictor:
if not self.is_enemy and not self.is_mystery:
if self.predict_dynamic_red_border():
self.enemy_genre = 'Siren_unknown'
if self.config.MAP_HAS_MOVABLE_ENEMY:
self.is_caught_by_siren = self.predict_siren_caught()
self.is_caught_by_siren = self.predict_siren_caught()
if self.enemy_genre:
self.is_enemy = True

View File

@ -230,7 +230,8 @@ class Map(Fleet):
return False
def clear_boss(self):
"""Clear BOSS.
"""This method is deprecated, although it works well in simple map.
In a complex map, brute_clear_boss is recommended.
Returns:
bool:
@ -292,6 +293,10 @@ class Map(Fleet):
return True
else:
return self.fleet_boss.clear_boss()
elif self.map.select(may_boss=True, is_caught_by_siren=True):
logger.info('BOSS appear on fleet grid')
self.fleet_2.switch_to()
self.clear_chosen_enemy(self.map.select(may_boss=True, is_caught_by_siren=True)[0])
else:
logger.warning('BOSS not detected, trying all boss spawn point.')
return self.clear_potential_boss()
@ -356,6 +361,8 @@ class Map(Fleet):
Returns:
bool: if clear an enemy.
"""
if not self.config.FLEET_2:
return False
for grid in grids:
if self.fleet_at(grid=grid, fleet=2):
return False
@ -376,6 +383,8 @@ class Map(Fleet):
return True
def fleet_2_break_siren_caught(self):
if not self.config.FLEET_2:
return False
if not self.config.MAP_HAS_SIREN or not self.config.MAP_HAS_MOVABLE_ENEMY:
return False
if not self.map.select(is_caught_by_siren=True):
@ -395,3 +404,41 @@ class Map(Fleet):
for grid in self.map:
grid.is_caught_by_siren = False
return True
def fleet_2_push_forward(self):
"""Move fleet 2 to the grid with lower grid.weight
This will reduce the possibility of Boss fleet get stuck by enemies, especially for those one-way-road map
from chapter 7 to chapter 9.
Know more (in Chinese simplified):
9章道中战最小化路线规划 (Route Planning for battle minimization in chapter 9)
https://wiki.biligame.com/blhx/9%E7%AB%A0%E9%81%93%E4%B8%AD%E6%88%98%E6%9C%80%E5%B0%8F%E5%8C%96%E8%B7%AF%E7%BA%BF%E8%A7%84%E5%88%92
Returns:
bool: If pushed forward.
"""
if not self.config.FLEET_2:
return False
logger.info('Fleet_2 push forward')
grids = self.map.select(is_land=False).sort(cost=True, weight=True)
if self.map[self.fleet_2_location].weight <= grids[0].weight:
logger.info('Fleet_2 pushed to destination')
return False
self.find_path_initial(self.fleet_2_location)
fleets = SelectedGrids([self.map[self.fleet_1_location], self.map[self.fleet_2_location]])
grids = grids.select(is_accessible=True, is_sea=True).delete(fleets)
self.find_path_initial()
if not grids:
logger.info('Fleet_2 has no where to push')
return False
if self.map[self.fleet_2_location].weight <= grids[0].weight:
logger.info('Fleet_2 pushed to closest grid')
return False
logger.info(f'Grids: {grids}')
logger.info(f'Push forward: {grids[0]}')
self.fleet_2.goto(grids[0])
self.fleet_1.switch_to()
return True