from module.campaign.campaign_base import CampaignBase from module.map.map_base import CampaignMap from module.map.map_grids import SelectedGrids, RoadGrids from module.logger import logger from campaign.campaign_main.campaign_7_2 import Config, MAP # MAP.in_map_swipe_preset_data = (-1, 0) A1, B1, C1, D1, E1, F1, G1, H1, \ A2, B2, C2, D2, E2, F2, G2, H2, \ A3, B3, C3, D3, E3, F3, G3, H3, \ A4, B4, C4, D4, E4, F4, G4, H4, \ A5, B5, C5, D5, E5, F5, G5, H5 = MAP.flatten() ROAD_MAIN = RoadGrids([A3, [C3, B4, C5], [F1, G2, G3]]) GRIDS_FOR_FASTER = SelectedGrids([A3, C3, E3, G3]) FLEET_2_STEP_ON = SelectedGrids([A3, G3, C3, E3]) class Campaign(CampaignBase): MAP = MAP def battle_0(self): if self.config.C72_BOSS_FLEET_STEP_ON_A3: if self.fleet_2_step_on(FLEET_2_STEP_ON, roadblocks=[ROAD_MAIN]): return True ignore = None if self.fleet_at(A3, fleet=2): ignore = SelectedGrids([A2]) if self.fleet_at(G3, fleet=2): ignore = SelectedGrids([H3]) self.clear_all_mystery(nearby=False, ignore=ignore) else: self.clear_all_mystery(nearby=False) grids = ROAD_MAIN.roadblocks().select(is_accessible=True, enemy_scale=3) if grids: self.clear_chosen_enemy(grids[0]) return True if self.clear_roadblocks([ROAD_MAIN]): return True grids = ROAD_MAIN.potential_roadblocks().select(is_accessible=True, enemy_scale=3) if grids: self.clear_chosen_enemy(grids[0]) return True if self.clear_potential_roadblocks([ROAD_MAIN]): return True if self.clear_enemy(scale=(3,)): return True grids = ROAD_MAIN.first_roadblock().select(is_accessible=True, enemy_scale=2) if grids: self.clear_chosen_enemy(grids[0]) return True if self.clear_enemy(scale=(2,)): return True if self.clear_grids_for_faster(GRIDS_FOR_FASTER): return True return self.battle_default() battle_1 = battle_0 battle_2 = battle_0 def battle_3(self): if self.config.C72_BOSS_FLEET_STEP_ON_A3: ignore = None if self.fleet_at(A3, fleet=2): ignore = SelectedGrids([A2]) if self.fleet_at(G3, fleet=2): ignore = SelectedGrids([H3]) self.clear_all_mystery(nearby=False, ignore=ignore) if self.fleet_at(A3, fleet=2) and A2.is_mystery: self.fleet_2.clear_chosen_mystery(A2) if self.fleet_at(G3, fleet=2) and H3.is_mystery: self.fleet_2.clear_chosen_mystery(H3) else: self.clear_all_mystery(nearby=False) if self.map.select(is_mystery=True, is_accessible=False): logger.info('Roadblock blocks mystery.') if self.fleet_1.clear_roadblocks([ROAD_MAIN]): return True if not self.map.select(is_mystery=True): self.withdraw()