from module.base.decorator import run_once from module.logger import logger from tasks.base.assets.assets_base_page import CLOSE from tasks.combat.assets.assets_combat_finish import COMBAT_AGAIN, COMBAT_EXIT 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.interact import CombatInteract 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.map.control.joystick import MapControlJoystick class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSupport, CombatSkill, MapControlJoystick): def handle_combat_prepare(self): """ Returns: bool: If able to run a combat Pages: in: COMBAT_PREPARE """ self.combat_waves = 1 current = self.combat_get_trailblaze_power() cost = self.combat_get_wave_cost() 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: logger.info('Trailblaze power exhausted, cannot continue combat') return False 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 pre_set_team = bool(support_character) while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.is_combat_executing(): return True # Click if self.appear(COMBAT_TEAM_SUPPORT) and support_character: if pre_set_team: self.team_set(team) pre_set_team = False continue self.support_set(support_character) continue if self.appear(COMBAT_TEAM_PREPARE, interval=2): self.team_set(team) self.device.click(COMBAT_TEAM_PREPARE) self.interval_reset(COMBAT_TEAM_PREPARE) 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 not self.handle_combat_prepare(): return False self.device.click(COMBAT_PREPARE) self.interval_reset(COMBAT_PREPARE) continue if self.handle_combat_interact(): continue 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() 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): 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 def _combat_can_again(self) -> bool: """ Pages: in: COMBAT_AGAIN """ current = self.combat_get_trailblaze_power(expect_reduce=self.combat_wave_cost > 0) # 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: logger.info(f'Current has {current}, combat costs {self.combat_wave_cost}, can not run again') return False 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: 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 """ # 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 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 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.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() if self._combat_can_again(): self.device.click(COMBAT_AGAIN) else: self.device.click(COMBAT_EXIT) self.interval_reset(COMBAT_AGAIN) 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.appear(COMBAT_PREPARE, interval=2): logger.info(f'{COMBAT_PREPARE} -> {CLOSE}') self.device.click(CLOSE) continue if self.appear(COMBAT_TEAM_PREPARE, interval=2): logger.info(f'{COMBAT_TEAM_PREPARE} -> {CLOSE}') self.device.click(CLOSE) continue if self.appear(COMBAT_AGAIN, interval=2): logger.info(f'{COMBAT_AGAIN} -> {COMBAT_EXIT}') self.device.click(COMBAT_EXIT) 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 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 run_count = 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 run_count += 1 if finish: break logger.attr('CombatRunCount', run_count) return run_count