from module.base.decorator import run_once from module.exception import RequestHumanTakeover from module.logger import logger from tasks.combat.assets.assets_combat_finish import COMBAT_AGAIN, COMBAT_EXIT from tasks.combat.assets.assets_combat_interact import DUNGEON_COMBAT_INTERACT from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE from tasks.combat.assets.assets_combat_team import COMBAT_TEAM_PREPARE, COMBAT_TEAM_SUPPORT from tasks.combat.fuel import Fuel from tasks.combat.interact import CombatInteract from tasks.combat.obtain import CombatObtain from tasks.combat.prepare import CombatPrepare from tasks.combat.skill import CombatSkill from tasks.combat.state import CombatState from tasks.combat.support import CombatSupport from tasks.combat.team import CombatTeam from tasks.dungeon.keywords import DungeonList from tasks.map.control.joystick import MapControlJoystick class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSupport, CombatSkill, CombatObtain, MapControlJoystick, Fuel): dungeon: DungeonList | None = None is_doing_planner: bool = False def handle_combat_prepare(self): """ Returns: bool: If able to run a combat Pages: in: COMBAT_PREPARE """ self.combat_waves = 1 cost = self.combat_get_wave_cost() current = self.combat_get_trailblaze_power() if current < self.combat_wave_cost: if self._try_get_more_trablaize_power(self.combat_wave_cost): current = self.config.stored.TrailblazePower.value else: return False if cost == 10: # Calyx self.combat_waves = min(current // self.combat_wave_cost, 6) if self.combat_wave_limit: self.combat_waves = min(self.combat_waves, self.combat_wave_limit - self.combat_wave_done) logger.info( f'Current has {current}, combat costs {self.combat_wave_cost}, ' f'wave={self.combat_wave_done}/{self.combat_wave_limit}, ' f'able to do {self.combat_waves} waves') else: logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, ' f'able to do {self.combat_waves} waves') if self.combat_waves > 0: self.combat_set_wave(self.combat_waves) else: # Others logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, ' f'do {self.combat_waves} wave') # Check limits if self.config.stored.TrailblazePower.value < self.combat_wave_cost: return self._try_get_more_trablaize_power(self.combat_wave_cost) if self.combat_waves <= 0: logger.info('Combat wave limited, cannot continue combat') return False return True def handle_ascension_dungeon_prepare(self): """ Returns: bool: If clicked. """ if self.combat_wave_cost == 30 and self.is_in_main(): if self.handle_map_A(): return True return False def combat_prepare(self, team=1, support_character: str = None): """ Args: team: 1 to 6. support_character: Support character name Returns: bool: True if success to enter combat False if trialblaze power is not enough Pages: in: COMBAT_PREPARE out: is_combat_executing """ logger.hr('Combat prepare') skip_first_screenshot = True if support_character: # Block COMBAT_TEAM_PREPARE before support set support_set = False else: support_set = True logger.info([support_character, support_set]) trial = 0 while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.is_combat_executing(): return True # Relics full # Clicking between COMBAT_PREPARE and COMBAT_TEAM_PREPARE if trial > 3: logger.critical('Failed to enter dungeon after 3 trial, probably because relics are full') raise RequestHumanTakeover # Click if support_character and self.appear(COMBAT_TEAM_SUPPORT, interval=2): self.team_set(team) self.support_set(support_character) self.interval_reset(COMBAT_TEAM_SUPPORT) support_set = True continue if support_set and self.appear(COMBAT_TEAM_PREPARE, interval=2): self.team_set(team) self.device.click(COMBAT_TEAM_PREPARE) self.interval_reset(COMBAT_TEAM_PREPARE) self.interval_reset(COMBAT_TEAM_SUPPORT) continue if self.appear(COMBAT_TEAM_PREPARE): self.interval_reset(COMBAT_PREPARE) self.map_A_timer.reset() if self.appear(COMBAT_PREPARE, interval=2): if self.is_doing_planner and self.obtained_is_full(self.dungeon, wave_done=self.combat_wave_done): # Update stamina so task can be delayed if both obtained_is_full and stamina exhausted self.combat_get_trailblaze_power() return False if not self.handle_combat_prepare(): return False if self.is_doing_planner and self.combat_wave_cost == 0: logger.info('Free combat gets nothing cannot meet planner needs') return False self.device.click(COMBAT_PREPARE) self.interval_reset(COMBAT_PREPARE) trial += 1 continue if self.appear(DUNGEON_COMBAT_INTERACT): if self.handle_combat_interact(): self.map_A_timer.reset() continue else: if self.handle_ascension_dungeon_prepare(): continue if self.handle_popup_confirm(): continue def combat_execute(self, expected_end=None): """ Args: expected_end: A function returns bool, True represents end. Pages: in: is_combat_executing out: COMBAT_AGAIN """ logger.hr('Combat execute') skip_first_screenshot = True is_executing = True self.combat_state_reset() self.device.stuck_record_clear() self.device.click_record_clear() self.device.screenshot_interval_set('combat') while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if callable(expected_end) and expected_end(): logger.info(f'Combat execute ended at {expected_end.__name__}') break if (self.appear(COMBAT_AGAIN) and self.image_color_count(COMBAT_AGAIN, color=(227, 227, 228), threshold=221, count=50)): logger.info(f'Combat execute ended at {COMBAT_AGAIN}') break if self.is_in_main(): logger.info(f'Combat execute ended at page_main') break # Daemon if self.is_combat_executing(): if not is_executing: logger.info('Combat continues') self.device.stuck_record_clear() is_executing = True else: is_executing = False if self.handle_combat_state(): continue # Battle pass popup appears just after combat finished and before blessings if self.handle_battle_pass_notification(): continue self.device.stuck_record_clear() self.device.click_record_clear() self.device.screenshot_interval_set() def _combat_can_again(self) -> bool: """ Pages: in: COMBAT_AGAIN """ current = self.combat_get_trailblaze_power(expect_reduce=self.combat_wave_cost > 0) # Planner logger.attr('obtain_frequent_check', self.obtain_frequent_check) if self.obtain_frequent_check: logger.info('Exit combat to check obtained items') return False # Wave limit if self.combat_wave_limit: if self.combat_wave_done + self.combat_waves > self.combat_wave_limit: logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, ' f'can not run again') return False # Cost limit if self.combat_wave_cost == 10: if current >= self.combat_wave_cost * self.combat_waves: logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again') return True else: return self._try_get_more_trablaize_power(self.combat_wave_cost * self.combat_waves) elif self.combat_wave_cost <= 0: logger.info(f'Free combat, combat costs {self.combat_wave_cost}, can not run again') return False else: if current >= self.combat_wave_cost: logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can run again') return True else: return self._try_get_more_trablaize_power(self.combat_wave_cost * self.combat_waves) def _try_get_more_trablaize_power(self, cost): self.extract_stamina( update=False, use_reserved=self.config.TrailblazePower_ExtractReservedTrailblazePower, use_fuel=self.config.TrailblazePower_UseFuel ) current = self.config.stored.TrailblazePower.value if current >= cost: return True else: logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can not run again') return False def _combat_should_reenter(self): """ Returns: bool: True to re-enter combat and run with another wave settings """ # Planner logger.attr('obtain_frequent_check', self.obtain_frequent_check) if self.obtain_frequent_check: if self.config.stored.TrailblazePower.value >= self.combat_wave_cost \ and (self.combat_wave_limit and self.combat_wave_done < self.combat_wave_limit): logger.info(f'Stall having some trailblaze power ' f'but wave limit reached {self.combat_wave_done}/{self.combat_wave_limit}, ' f'ignore obtain_frequent_check cause will reenter later') return False else: logger.info('Re-enter combat to check obtained items') return True # Stamina if self.config.stored.TrailblazePower.value < self.combat_wave_cost: if self.is_doing_planner: logger.info('Current trailblaze power is not enough for next run, ' 're-enter combat to check obtained items') return True else: logger.info('Current trailblaze power is not enough for next run') return False # Wave limit if self.combat_wave_limit: if self.combat_wave_done < self.combat_wave_limit: logger.info(f'Combat wave limit: {self.combat_wave_done}/{self.combat_wave_limit}, ' f'run again with less waves') return True else: return False # Cost limit if self.config.stored.TrailblazePower.value >= self.combat_wave_cost: logger.info('Still having some trailblaze power run with less waves to empty it') return True return False def combat_finish(self) -> bool: """ Returns: bool: True if exit, False if again Pages: in: COMBAT_AGAIN out: page_main if exit is_combat_executing if again """ logger.hr('Combat finish') @run_once def add_wave_done(): self.combat_wave_done += self.combat_waves logger.info(f'Done {self.combat_waves} waves at total') skip_first_screenshot = True combat_can_again = None while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.is_in_main(): logger.info('Combat finishes at page_main') return True if self.appear(COMBAT_PREPARE): logger.info('Combat finishes at COMBAT_PREPARE') return True if self.is_combat_executing(): logger.info('Combat finishes at another combat') return False # Click # Game client might slow to response COMBAT_AGAIN clicks if self.appear(COMBAT_AGAIN, interval=5): add_wave_done() # Update obtain_frequent_check if self.is_doing_planner: self.obtained_is_full(dungeon=self.dungeon, wave_done=self.combat_wave_done, obtain_get=False) # Cache the result of _combat_can_again() as no expected stamina reduce during retry if combat_can_again is None: combat_can_again = self._combat_can_again() if combat_can_again: self.device.click(COMBAT_AGAIN) else: self.device.click(COMBAT_EXIT) self.interval_reset(COMBAT_AGAIN) continue # Dropped light cone from weekly if self.handle_get_light_cone(): continue # Having any character died if self.handle_popup_confirm(): continue def combat_exit(self, skip_first_screenshot=True): """ Pages: in: Any page during combat out: page_main """ logger.info('Combat exit') self.interval_clear([COMBAT_PREPARE, COMBAT_TEAM_PREPARE, COMBAT_AGAIN]) while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.is_in_main(): break # Click if self.handle_ui_close(COMBAT_PREPARE, interval=2): continue if self.handle_ui_close(COMBAT_TEAM_PREPARE, interval=2): continue if self.appear(COMBAT_AGAIN, interval=2): logger.info(f'{COMBAT_AGAIN} -> {COMBAT_EXIT}') self.device.click(COMBAT_EXIT) continue if self.handle_get_light_cone(): continue def is_trailblaze_power_exhausted(self) -> bool: flag = self.config.stored.TrailblazePower.value < self.combat_wave_cost logger.attr('TrailblazePowerExhausted', flag) return flag def combat(self, team: int = 1, wave_limit: int = 0, support_character: str = None, skip_first_screenshot=True): """ Combat until trailblaze power runs out. Args: team: 1 to 6. wave_limit: Limit combat runs, 0 means no limit. support_character: Support character name skip_first_screenshot: Returns: int: Run count Raises: RequestHumanTakeover: If relics are full Pages: in: COMBAT_PREPARE or page_main with DUNGEON_COMBAT_INTERACT out: page_main """ if not skip_first_screenshot: self.device.screenshot() self.combat_wave_limit = wave_limit self.combat_wave_done = 0 while 1: logger.hr('Combat', level=2) logger.info(f'Combat, team={team}, wave={self.combat_wave_done}/{self.combat_wave_limit}') # Prepare prepare = self.combat_prepare(team, support_character) if not prepare: self.combat_exit() break # Execute self.combat_execute() # Finish finish = self.combat_finish() if self._combat_should_reenter(): continue if finish: self.combat_exit() break # Reset combat_wave_cost, so handle_combat_interact() won't activate before handle_combat_prepare() self.combat_wave_cost = 10 logger.attr('combat_wave_done', self.combat_wave_done) return self.combat_wave_done