from module.base.timer import Timer from module.base.utils import color_bar_percentage from module.combat.assets import * from module.combat.emotion import Emotion from module.combat.hp_balancer import HPBalancer from module.handler.enemy_searching import EnemySearchingHandler from module.handler.urgent_commission import UrgentCommissionHandler from module.logger import logger from module.map.assets import MAP_OFFENSIVE from module.map.exception import CampaignEnd from module.retire.retirement import Retirement from module.ui.assets import BACK_ARROW class Combat(HPBalancer, UrgentCommissionHandler, EnemySearchingHandler, Retirement): _automation_set_timer = Timer(1) _emotion: Emotion @property def emotion(self): if not hasattr(self, '_emotion'): self._emotion = Emotion(config=self.config) return self._emotion def combat_appear(self): """ Returns: bool: If enter combat. """ if self.config.ENABLE_MAP_FLEET_LOCK and not self.is_in_map(): if self.is_combat_loading(): return True if self.handle_retirement(): self.map_offensive() return True if self.appear(BATTLE_PREPARATION): return True if self.appear(BATTLE_PREPARATION_WITH_OVERLAY) and self.handle_combat_automation_confirm(): return True return False def map_offensive(self): while 1: self.device.screenshot() if self.appear_then_click(MAP_OFFENSIVE, interval=1): continue # Break if self.combat_appear(): break def is_combat_loading(self): """ Returns: bool: """ left = color_bar_percentage(self.device.image, area=LOADING_BAR.area, prev_color=(99, 150, 255)) right = color_bar_percentage(self.device.image, area=LOADING_BAR.area, prev_color=(225, 225, 225), reverse=True) if 0.15 < left < 0.95 and right > 0.15 and left + right <= 1.2: logger.attr('Loading', f'{int(left * 100)}%({int(right * 100)}%)') return True return False def is_combat_executing(self): """ Returns: bool: """ return self.appear(PAUSE) def handle_combat_automation_confirm(self): if self.appear(AUTOMATION_CONFIRM_CHECK, interval=1): self.appear_then_click(AUTOMATION_CONFIRM, offset=True) return True return False def combat_preparation(self, balance_hp=False, emotion_reduce=False, auto=True, fleet_index=1): """ Args: balance_hp (bool): emotion_reduce (bool): auto (bool): fleet_index (int): """ logger.info('Combat preparation.') if emotion_reduce and not self.config.ENABLE_MAP_FLEET_LOCK: self.emotion.wait() if balance_hp: self.balance_scout_hp() # logger.info('start combat') while 1: self.device.screenshot() # Automation. if self.appear(BATTLE_PREPARATION): # if self.handle_combat_automation_confirm(): # continue if self.handle_combat_automation_set(auto=auto): continue # Retirement if self.handle_retirement(): continue # Combat start if self.appear_then_click(BATTLE_PREPARATION): continue if self.handle_combat_automation_confirm(): continue # End if self.is_combat_executing(): if emotion_reduce: self.emotion.reduce(fleet_index) break def handle_combat_automation_set(self, auto): """ Args: auto (bool): If use auto. Returns: bool: """ if not self._automation_set_timer.reached(): return False if self.appear(AUTOMATION_ON): logger.info('[Automation] ON') if not auto: self.device.click(AUTOMATION_SWITCH) self.device.sleep(1) self._automation_set_timer.reset() return True if self.appear(AUTOMATION_OFF): logger.info('[Automation] OFF') if auto: self.device.click(AUTOMATION_SWITCH) self.device.sleep(1) self._automation_set_timer.reset() return True if self.appear_then_click(AUTOMATION_CONFIRM, offset=True): self._automation_set_timer.reset() return True return False def combat_execute(self, func=None, call_submarine_at_boss=False, save_get_items=False): """ Args: func: Funtion to run when in combat. call_submarine_at_boss (bool): save_get_items (bool) """ logger.info('Combat execute') confirm_timer = Timer(10) confirm_timer.start() while 1: self.device.screenshot() if not confirm_timer.reached() and self.appear_then_click(AUTOMATION_CONFIRM, offset=True): continue if call_submarine_at_boss: pass # End # if self.appear_then_click(BATTLE_STATUS): # break if self.handle_battle_status(save_get_items=save_get_items): break def handle_battle_status(self, save_get_items=False): """ Args: save_get_items (bool): Returns: bool: """ if self.appear_then_click(BATTLE_STATUS_S, screenshot=save_get_items, genre='status'): self.device.sleep((0.25, 0.5)) return True if self.appear_then_click(BATTLE_STATUS_A, screenshot=save_get_items, genre='status'): self.device.sleep((0.25, 0.5)) logger.warning('Battle status: A') return True return False def handle_get_items(self, save_get_items=False): """ Args: save_get_items (bool): Returns: bool: """ if self.appear_then_click(GET_ITEMS_1, screenshot=save_get_items, genre='get_items', offset=5): return True if self.appear_then_click(GET_ITEMS_2, screenshot=save_get_items, genre='get_items', offset=5): return False return False def handle_get_ship(self): if self.appear_then_click(GET_SHIP): return True return False def combat_status(self, save_get_items=False, expected_end=None): """ Args: save_get_items (bool): expected_end (str): with_searching, no_searching, in_stage. """ logger.info('Combat status') while 1: self.device.screenshot() # Combat status if self.handle_get_items(save_get_items=save_get_items): continue if self.handle_battle_status(save_get_items=save_get_items): continue if self.handle_get_ship(): continue if self.appear_then_click(EXP_INFO_S): self.device.sleep((0.25, 0.5)) continue if self.appear_then_click(EXP_INFO_A): self.device.sleep((0.25, 0.5)) continue if self.handle_urgent_commission(save_get_items=save_get_items): continue # End if expected_end is None: if self.handle_in_stage() or self.handle_in_map_with_enemy_searching(): break if isinstance(expected_end, str): if expected_end == 'in_stage' and self.handle_in_stage(): raise CampaignEnd('Boss clear') if expected_end == 'with_searching' and self.handle_in_map_with_enemy_searching(): break if expected_end == 'no_searching' and self.handle_in_map(): break if expected_end == 'in_ui' and self.appear(BACK_ARROW, offset=(20, 20)): break if callable(expected_end): if expected_end(): break def combat(self, banlance_hp=None, emotion_reduce=None, func=None, call_submarine_at_boss=None, save_get_items=None, expected_end=None): """ Execute a combat. """ banlance_hp = banlance_hp if banlance_hp is not None else self.config.ENABLE_HP_BALANCE emotion_reduce = emotion_reduce if emotion_reduce is not None else self.config.ENABLE_EMOTION_REDUCE auto = func is None call_submarine_at_boss = call_submarine_at_boss if call_submarine_at_boss is not None else self.config.SUBMARINE_CALL_AT_BOSS save_get_items = save_get_items if save_get_items is not None else self.config.ENABLE_SAVE_GET_ITEMS if expected_end == 'in_stage': emotion_reduce = False fleet_index = 2 else: fleet_index = 1 # if not hasattr(self, 'emotion'): # self.emotion = Emotion(config=self.config) self.combat_preparation( balance_hp=banlance_hp, emotion_reduce=emotion_reduce, auto=auto, fleet_index=fleet_index) self.combat_execute( func=func, call_submarine_at_boss=call_submarine_at_boss, save_get_items=save_get_items) self.combat_status( save_get_items=save_get_items, expected_end=expected_end)