from module.base.timer import Timer from module.base.utils import red_overlay_transparency, get_color from module.exception import CampaignEnd from module.handler.assets import * from module.handler.info_handler import InfoHandler from module.logger import logger class EnemySearchingHandler(InfoHandler): MAP_ENEMY_SEARCHING_OVERLAY_TRANSPARENCY_THRESHOLD = 0.5 # Usually (0.70, 0.80). MAP_ENEMY_SEARCHING_TIMEOUT_SECOND = 5 in_stage_timer = Timer(1.5, count=5) def enemy_searching_color_initial(self): MAP_ENEMY_SEARCHING.load_color(self.device.image) def enemy_searching_appear(self): return red_overlay_transparency( MAP_ENEMY_SEARCHING.color, get_color(self.device.image, MAP_ENEMY_SEARCHING.area) ) > self.MAP_ENEMY_SEARCHING_OVERLAY_TRANSPARENCY_THRESHOLD def handle_enemy_flashing(self): self.device.sleep(1.2) def handle_in_stage(self): if self.is_in_stage(): if self.in_stage_timer.reached(): logger.info('In stage.') self.ensure_no_info_bar(timeout=1.2) raise CampaignEnd('In stage.') else: return False else: self.in_stage_timer.reset() return False def is_in_stage(self): return self.appear(IN_STAGE, offset=(10, 10)) def is_in_map(self): return self.appear(IN_MAP) def handle_in_map_with_enemy_searching(self): if not self.is_in_map(): return False timeout = Timer(self.MAP_ENEMY_SEARCHING_TIMEOUT_SECOND) appeared = False while 1: if self.is_in_map(): timeout.start() else: timeout.reset() if self.handle_in_stage(): return True if self.handle_story_skip(): self.ensure_no_story() timeout.limit = 10 timeout.reset() # End if self.enemy_searching_appear(): appeared = True else: if appeared: self.handle_enemy_flashing() self.device.sleep(0.3) logger.info('Enemy searching appeared.') break self.enemy_searching_color_initial() if timeout.reached(): logger.info('Enemy searching timeout.') break self.device.screenshot() return True def handle_in_map_no_enemy_searching(self): if not self.is_in_map(): return False self.device.sleep((1, 1.2)) return True