from datetime import datetime from time import sleep from module.config.config import AzurLaneConfig from module.logger import logger config_name = 'EmotionRecord' class Emotion: total_reduced = 0 BUG_THRESHOLD = 100 def __init__(self, config): """ Args: config (AzurLaneConfig): """ self.config = config self.emotion = self.config.config # self.load() self.update() self.record() # def load(self): # logger.hr('Emotion load') # self.emotion.read_file(codecs.open(self.config.EMOTION_LOG, "r", "utf8")) # self.update() def record(self): for index in [1, 2, 3]: logger.attr(f'Emotion fleet_{index}', self.emotion[config_name][f'fleet_{index}_emotion']) # self.emotion.write(codecs.open(self.config.CONFIG_FILE, "w+", "utf8")) self.config.save() def recover_value(self, index): return self.config.__getattribute__('FLEET_%s_RECOVER_PER_HOUR' % index) // 10 def emotion_limit(self, index): return self.config.__getattribute__('FLEET_%s_EMOTION_LIMIT' % index) def recover_stop(self, index): return 150 if self.recover_value(index) > 3 else 119 def update(self): for index in [1, 2, 3]: savetime = datetime.strptime(self.emotion[config_name][f'fleet_{index}_savetime'], self.config.TIME_FORMAT) savetime = int(savetime.timestamp()) recover_count = int(datetime.now().timestamp() // 360 - savetime // 360) recover_count = 0 if recover_count < 0 else recover_count value = self.emotion.getint(config_name, f'fleet_{index}_emotion') value += self.recover_value(index=index) * recover_count if value > self.recover_stop(index=index): value = self.recover_stop(index) self.emotion[config_name][f'fleet_{index}_emotion'] = str(value) self.emotion[config_name][f'fleet_{index}_savetime'] = str( datetime.strftime(datetime.now(), self.config.TIME_FORMAT)) def reduce(self, index): logger.hr('Emotion reduce') self.update() self.emotion[config_name][f'fleet_{index}_emotion'] = str(int( self.emotion[config_name][f'fleet_{index}_emotion']) - 2) self.total_reduced += 2 self.record() def recovered_time(self, fleet=(1, 2)): """ Args: fleet (int, tuple): """ if isinstance(fleet, int): fleet = (fleet,) recover_count = [ (self.emotion_limit(index) - int(self.emotion[config_name][f'fleet_{index}_emotion'])) \ // self.recover_value(index) for index in fleet] recover_count = max(recover_count) recover_timestamp = datetime.now().timestamp() // 360 + recover_count + 1 return datetime.fromtimestamp(recover_timestamp * 360) def emotion_triggered(self, fleet): """ Args: fleet (int, list): Returns: bool: """ if not isinstance(fleet, list): fleet = [fleet] return datetime.now() > self.recovered_time(fleet=fleet) def emotion_recovered(self, fleet): pass def wait(self, fleet=(1, 2)): """ Args: fleet (int, tuple): """ self.update() recovered_time = self.recovered_time(fleet=fleet) while 1: if datetime.now() > recovered_time: break logger.attr('Emotion recovered', recovered_time) self.config.EMOTION_LIMIT_TRIGGERED = True sleep(60) def triggered_bug(self): """ The game does not calculate emotion correctly, which is a bug in AzurLane. After a long run, we have to restart the game to update it. """ logger.attr('Emotion_bug', f'{self.total_reduced}/{self.BUG_THRESHOLD}') if self.total_reduced >= self.BUG_THRESHOLD: self.total_reduced = 0 return True return False