from module.base.utils import location2node from module.logger import logger class GridInfo: """ Class that gather basic information of a grid in map_v1. Visit 碧蓝航线WIKI(Chinese Simplified) http://wiki.joyme.com/blhx, to get basic info of a map_v1. For example, visit http://wiki.joyme.com/blhx/7-2, to know more about campaign 7-2, which includes boss point, enemy spawn point. A grid contains these unchangeable properties which can known from WIKI. | print_name | property_name | description | |------------|----------------|-------------------------| | ++ | is_land | fleet can't go to land | | -- | is_sea | sea | | __ | | submarine spawn point | | SP | is_spawn_point | fleet may spawns here | | ME | may_enemy | enemy may spawns here | | MB | may_boss | boss may spawns here | | MM | may_mystery | mystery may spawns here | | MA | may_ammo | fleet can get ammo here | | MS | may_siren | Siren/Elite enemy spawn | """ # is_sea -- is_land = False # ++ is_spawn_point = False # SP may_enemy = False # ME may_boss = False # MB may_mystery = False # MM may_ammo = False # MA may_siren = False # MS is_enemy = False # example: 0L 1M 2C 3T 3E is_boss = False # BO is_mystery = False # MY is_ammo = False # AM is_fleet = False # FL is_current_fleet = False is_submarine = False # SS is_siren = False # SI enemy_scale = 0 enemy_type = 'Enemy' # Light, Main, Carrier, Treasure, Enemy(unknown) is_cleared = False is_ambush_save = False cost = 9999 connection = None weight = 1 location = None def decode(self, text): dic = { '++': 'is_land', 'SP': 'is_spawn_point', 'ME': 'may_enemy', 'MB': 'may_boss', 'MM': 'may_mystery', 'MA': 'may_ammo', 'MS': 'may_siren', } if text in dic: self.__setattr__(dic[text], True) if self.may_enemy or self.may_boss or self.may_mystery or self.may_mystery: self.is_ambush_save = True if self.may_siren: self.may_enemy = True if self.may_boss: self.may_enemy = True def encode(self): dic = { '++': 'is_land', 'BO': 'is_boss', 'SI': 'is_siren' } for key, value in dic.items(): if self.__getattribute__(value): return key if self.is_enemy: # if self.may_siren: # return 'SI' # else: return '%s%s' % (self.enemy_scale, self.enemy_type[0].upper()) dic = { 'FL': 'is_current_fleet', 'Fl': 'is_fleet', 'MY': 'is_mystery', 'AM': 'is_ammo', '==': 'is_cleared' } for key, value in dic.items(): if self.__getattribute__(value): return key return '--' def __str__(self): return location2node(self.location) @property def str(self): return self.encode() @property def is_sea(self): return False if self.is_land or self.is_enemy or self.is_boss else True @property def may_carrier(self): return self.is_sea and not self.may_enemy @property def is_accessible(self): return self.cost < 9999 @property def is_nearby(self): return self.cost < 20 def update(self, info, is_carrier_scan=False, ignore_may=False, ignore_cleared=False): """ Args: info (GridInfo): is_carrier_scan (bool): Is a scan for mystery: enemy_searching, which ignore may_enemy spawn point. ignore_may (bool): Ignore map_data, force update. ignore_cleared (bool): Ignore is_cleared property. """ for item in ['boss', 'siren']: if info.enemy_scale or self.enemy_scale: break if info.__getattribute__('is_' + item): flag = not info.is_fleet and not self.is_fleet if not ignore_may: flag &= self.__getattribute__('may_' + item) if not ignore_cleared: flag &= not self.is_cleared if flag: self.__setattr__('is_' + item, True) return True else: logger.info(f'Wrong Prediction. Grid: {self}, Attr: is_{item}') if info.is_enemy: flag = not info.is_fleet and not self.is_fleet if not is_carrier_scan: if not ignore_may: flag &= self.may_enemy if not ignore_cleared: flag &= not self.is_cleared if flag: self.is_enemy = True self.enemy_scale = info.enemy_scale self.enemy_type = info.enemy_type if self.may_siren: self.is_siren = True return True else: logger.info(f'Wrong Prediction. Grid: {self}, Attr: is_enemy') for item in ['mystery', 'ammo']: if info.__getattribute__('is_' + item): if self.__getattribute__('may_' + item) or ignore_may: self.__setattr__('is_' + item, True) return True else: logger.info(f'Wrong Prediction. Grid: {self}, Attr: {item}') # failure += 1 self.is_fleet = info.is_fleet if info.is_current_fleet: self.is_current_fleet = True return False def wipe_out(self): """ Call this method when a fleet step on grid. """ self.is_enemy = False self.enemy_scale = 0 self.enemy_type = 'Enemy' self.is_mystery = False self.is_boss = False self.is_ammo = False self.is_siren = False def reset(self): """ Call this method after entering a map. """ self.wipe_out() self.is_fleet = False self.is_current_fleet = False self.is_submarine = False self.is_cleared = False