import re import numpy as np from module.base.base import ModuleBase from module.base.button import ClickButton from module.base.timer import Timer from module.base.utils import get_color from module.logger import logger from module.ocr.ocr import Ocr, OcrResultButton from module.ocr.utils import split_and_pair_button_attr from module.ui.draggable_list import DraggableList from module.ui.switch import Switch from tasks.base.page import page_guide from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE from tasks.dungeon.assets.assets_dungeon_ui import * from tasks.dungeon.keywords import ( DungeonList, DungeonNav, DungeonTab, KEYWORDS_DUNGEON_ENTRANCE, KEYWORDS_DUNGEON_NAV, KEYWORDS_DUNGEON_TAB ) from tasks.dungeon.keywords.classes import DungeonEntrance from tasks.dungeon.state import DungeonState class DungeonTabSwitch(Switch): def click(self, state, main): """ Args: state (str): main (ModuleBase): """ button = self.get_data(state)['click_button'] _ = main.appear(button) # Search button to load offset main.device.click(button) SWITCH_DUNGEON_TAB = DungeonTabSwitch('DungeonTab', is_selector=True) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Operation_Briefing, check_button=OPERATION_BRIEFING_CHECK, click_button=OPERATION_BRIEFING_CLICK ) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Daily_Training, check_button=DAILY_TRAINING_CHECK, click_button=DAILY_TRAINING_CLICK ) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Survival_Index, check_button=SURVIVAL_INDEX_CHECK, click_button=SURVIVAL_INDEX_CLICK ) class OcrDungeonNav(Ocr): def after_process(self, result): result = super().after_process(result) result = result.replace('#', '') if self.lang == 'cn': result = result.replace('萼喜', '萼') result = result.replace('带', '滞') # 凝带虚影 return result class OcrDungeonList(Ocr): def after_process(self, result): result = super().after_process(result) if self.lang == 'cn': result = result.replace('翼', '巽') # 巽风之形 result = result.replace('皖A0', '50').replace('皖', '') # 燔灼之形•凝滞虚影 result = result.replace('熠', '燔') result = re.sub('^灼之形', '燔灼之形', result) return result class OcrDungeonListLimitEntrance(OcrDungeonList): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.button = ClickButton((*self.button.area[:3], self.button.area[3] - 70)) class DraggableDungeonNav(DraggableList): # 0.5 is the magic number to reach bottom in 1 swipe # but relax we still have retires when magic doesn't work drag_vector = (0.50, 0.52) class DraggableDungeonList(DraggableList): teleports: list[OcrResultButton] = [] navigates: list[OcrResultButton] = [] def load_rows(self, main: ModuleBase): super().load_rows(main=main) # Replace dungeon.button with teleport self.teleports = list(split_and_pair_button_attr( DUNGEON_LIST.cur_buttons, split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Teleport, relative_area=(0, 0, 1280, 120) )) self.navigates = list(split_and_pair_button_attr( DUNGEON_LIST.cur_buttons, split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Navigate, relative_area=(0, 0, 1280, 120) )) DUNGEON_NAV_LIST = DraggableDungeonNav( 'DungeonNavList', keyword_class=DungeonNav, ocr_class=OcrDungeonNav, search_button=OCR_DUNGEON_NAV) DUNGEON_LIST = DraggableDungeonList( 'DungeonList', keyword_class=[DungeonList, DungeonEntrance], ocr_class=OcrDungeonList, search_button=OCR_DUNGEON_LIST) class DungeonUI(DungeonState): def dungeon_tab_goto(self, state: DungeonTab): """ Args: state: Returns: bool: If UI switched Examples: self = DungeonUI('alas') self.device.screenshot() self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Operation_Briefing) self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Daily_Training) self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index) """ logger.hr('Dungeon tab goto', level=2) ui_switched = self.ui_ensure(page_guide) tab_switched = SWITCH_DUNGEON_TAB.set(state, main=self) if ui_switched or tab_switched: if state == KEYWORDS_DUNGEON_TAB.Daily_Training: logger.info(f'Tab goto {state}, wait until loaded') self._dungeon_wait_daily_training_loaded() elif state == KEYWORDS_DUNGEON_TAB.Survival_Index: logger.info(f'Tab goto {state}, wait until loaded') self._dungeon_wait_survival_loaded() return True else: return False def _dungeon_wait_daily_training_loaded(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Daily_Training """ timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.warning('Wait daily training loaded timeout') return False color = get_color(self.device.image, DAILY_TRAINING_LOADED.area) if np.mean(color) < 128: logger.info('Daily training loaded') return True def _dungeon_wait_survival_loaded(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Survival_Index """ timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.warning('Wait survival index loaded timeout') return False if self.appear(SURVIVAL_INDEX_LOADED): logger.info('Survival index loaded') return True def _dungeon_wait_until_forgotten_hall_stabled(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Survival_Index """ # Wait until Forgotten_Hall stabled timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if timeout.reached(): logger.warning('Wait until Forgotten_Hall stabled timeout') return False DUNGEON_NAV_LIST.load_rows(main=self) # End button = DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Forgotten_Hall, show_warning=False) if button: # 513 is the top of the last row of DungeonNav if button.area[1] > 513: logger.info('DungeonNav row Forgotten_Hall stabled') return True else: logger.info('No Forgotten_Hall in list skip waiting') return False def _dungeon_nav_goto(self, dungeon: DungeonList, skip_first_screenshot=True): """ Equivalent to `DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self)` but with tricks to be faster Args: dungeon: skip_first_screenshot: """ logger.hr('Dungeon nav goto', level=2) logger.info(f'Dungeon nav goto {dungeon.dungeon_nav}') # Wait rows while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() DUNGEON_NAV_LIST.load_rows(main=self) if DUNGEON_NAV_LIST.cur_buttons: break # Wait first row selected timeout = Timer(0.5, count=2).start() skip_first_screenshot = True while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.info('DUNGEON_NAV_LIST not selected') break if button := DUNGEON_NAV_LIST.get_selected_row(main=self): logger.info(f'DUNGEON_NAV_LIST selected at {button}') break # Check if it's at the first page. if button := DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Simulated_Universe, show_warning=False): # Going to use a faster method to navigate but can only start from list top logger.info('DUNGEON_NAV_LIST at top') # Update points if possible if DUNGEON_NAV_LIST.is_row_selected(button, main=self): self.dungeon_update_simuni() else: # To start from any list states. logger.info('DUNGEON_NAV_LIST not at top') DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self) return True # Check the first page if dungeon.dungeon_nav in [ KEYWORDS_DUNGEON_NAV.Simulated_Universe, KEYWORDS_DUNGEON_NAV.Calyx_Golden, KEYWORDS_DUNGEON_NAV.Calyx_Crimson, KEYWORDS_DUNGEON_NAV.Stagnant_Shadow, KEYWORDS_DUNGEON_NAV.Cavern_of_Corrosion, ]: button = DUNGEON_NAV_LIST.keyword2button(dungeon.dungeon_nav) if button: DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self, insight=False) return True # Check the second page while 1: DUNGEON_NAV_LIST.drag_page('down', main=self) # No skip_first_screenshot since drag_page is just called if self._dungeon_wait_until_forgotten_hall_stabled(skip_first_screenshot=False): DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self, insight=False) return True def _dungeon_insight(self, dungeon: DungeonList): """ Pages: in: page_guide, Survival_Index, nav including dungeon out: page_guide, Survival_Index, nav including dungeon, dungeon insight """ logger.hr('Dungeon insight', level=2) # Insight dungeon DUNGEON_LIST.insight_row(dungeon, main=self) # Check if dungeon unlocked for entrance in DUNGEON_LIST.navigates: entrance: OcrResultButton = entrance logger.warning(f'Teleport {entrance.matched_keyword} is not unlocked') if entrance == dungeon: logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked') return False # Find teleport button if dungeon not in [tp.matched_keyword for tp in DUNGEON_LIST.teleports]: # Dungeon name is insight but teleport button is not logger.info('Dungeon name is insight, swipe down a little bit to find the teleport button') if dungeon.is_Forgotten_Hall: DUNGEON_LIST.drag_vector = (-0.4, -0.2) # Keyword loaded is reversed else: DUNGEON_LIST.drag_vector = (0.2, 0.4) DUNGEON_LIST.ocr_class = OcrDungeonListLimitEntrance DUNGEON_LIST.insight_row(dungeon, main=self) DUNGEON_LIST.drag_vector = DraggableList.drag_vector DUNGEON_LIST.ocr_class = OcrDungeonList DUNGEON_LIST.load_rows(main=self) # Check if dungeon unlocked for entrance in DUNGEON_LIST.navigates: if entrance == dungeon: logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked') return False return True def _dungeon_enter(self, dungeon, enter_check_button=COMBAT_PREPARE, skip_first_screenshot=True): """ Pages: in: page_guide, Survival_Index, nav including dungeon out: COMBAT_PREPARE, FORGOTTEN_HALL_CHECK """ logger.hr('Dungeon enter', level=2) skip_first_load = True while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.appear(enter_check_button): logger.info(f'Arrive {enter_check_button.name}') break # Additional pass # Click teleport if self.appear(page_guide.check_button, interval=1): if skip_first_load: skip_first_load = False else: DUNGEON_LIST.load_rows(main=self) entrance = DUNGEON_LIST.keyword2button(dungeon) if entrance is not None: self.device.click(entrance) self.interval_reset(page_guide.check_button) continue else: logger.warning(f'Cannot find dungeon entrance of {dungeon}') continue def dungeon_goto(self, dungeon: DungeonList): """ Returns: bool: If success Pages: in: page_guide, Survival_Index out: COMBAT_PREPARE if success page_guide if failed Examples: from tasks.dungeon.keywords import KEYWORDS_DUNGEON_LIST self = DungeonUI('src') self.device.screenshot() self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index) self.dungeon_goto(KEYWORDS_DUNGEON_LIST.Calyx_Crimson_Harmony) """ if dungeon.is_Simulated_Universe: self._dungeon_nav_goto(dungeon) pass self._dungeon_insight(dungeon) return True # Reset search button DUNGEON_LIST.search_button = OCR_DUNGEON_LIST if dungeon.is_Calyx_Golden \ or dungeon.is_Calyx_Crimson \ or dungeon.is_Stagnant_Shadow \ or dungeon.is_Cavern_of_Corrosion \ or dungeon.is_Echo_of_War: self._dungeon_nav_goto(dungeon) self._dungeon_insight(dungeon) self._dungeon_enter(dungeon) return True logger.error(f'Goto dungeon {dungeon} is not supported') return False