import re import cv2 import numpy as np from module.base.base import ModuleBase from module.base.button import ClickButton from module.base.timer import Timer from module.base.utils import get_color from module.exception import ScriptError from module.logger import logger from module.ocr.ocr import Ocr, OcrResultButton from module.ocr.utils import split_and_pair_button_attr, split_and_pair_buttons from module.ui.draggable_list import DraggableList from module.ui.switch import Switch from tasks.base.page import page_guide from tasks.combat.assets.assets_combat_interact import DUNGEON_COMBAT_INTERACT, DUNGEON_COMBAT_INTERACT_TEXT from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE from tasks.dungeon.assets.assets_dungeon_ui import * from tasks.dungeon.keywords import ( DungeonList, DungeonNav, DungeonTab, KEYWORDS_DUNGEON_ENTRANCE, KEYWORDS_DUNGEON_LIST, KEYWORDS_DUNGEON_NAV, KEYWORDS_DUNGEON_TAB ) from tasks.dungeon.keywords.classes import DungeonEntrance from tasks.dungeon.state import DungeonState from tasks.map.interact.aim import inrange from tasks.map.keywords import KEYWORDS_MAP_WORLD, MapPlane class DungeonTabSwitch(Switch): def click(self, state, main): """ Args: state (str): main (ModuleBase): """ button = self.get_data(state)['click_button'] _ = main.appear(button) # Search button to load offset main.device.click(button) SWITCH_DUNGEON_TAB = DungeonTabSwitch('DungeonTab', is_selector=True) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Operation_Briefing, check_button=OPERATION_BRIEFING_CHECK, click_button=OPERATION_BRIEFING_CLICK ) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Daily_Training, check_button=DAILY_TRAINING_CHECK, click_button=DAILY_TRAINING_CLICK ) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Survival_Index, check_button=SURVIVAL_INDEX_CHECK, click_button=SURVIVAL_INDEX_CLICK ) SWITCH_DUNGEON_TAB.add_state( KEYWORDS_DUNGEON_TAB.Treasures_Lightward, check_button=TREASURES_LIGHTWARD_CHECK, click_button=TREASURES_LIGHTWARD_CLICK ) class OcrDungeonNav(Ocr): def after_process(self, result): result = super().after_process(result) result = result.replace('#', '') if self.lang == 'cn': result = result.replace('萼喜', '萼') result = result.replace('带', '滞') # 凝带虚影 return result class OcrDungeonList(Ocr): def after_process(self, result): # 乙太之蕾•雅利洛-Ⅵ result = re.sub(r'-[VⅤ][IⅠ]', '-Ⅵ', result) result = super().after_process(result) if self.lang == 'cn': result = result.replace('翼', '巽') # 巽风之形 result = result.replace('皖A0', '50').replace('皖', '') # 燔灼之形•凝滞虚影 result = result.replace('熠', '燔') result = re.sub('^灼之形', '燔灼之形', result) # 蛀星的旧·历战余响 result = re.sub(r'蛀星的旧.*?历战', '蛀星的旧靥•历战', result) # 9支援仓段 for word in 'Q9α': result = result.removeprefix(word) return result class OcrDungeonListCalyxCrimson(OcrDungeonList): def _match_result(self, *args, **kwargs): """ Convert MapPlane object to their corresponding DungeonList object """ plane = super()._match_result(*args, **kwargs) if plane is not None: for dungeon in DungeonList.instances.values(): if dungeon.is_Calyx_Crimson and dungeon.plane == plane: return dungeon return plane class OcrDungeonListLimitEntrance(OcrDungeonList): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.button = ClickButton((*self.button.area[:3], self.button.area[3] - 70)) class DraggableDungeonNav(DraggableList): # 0.5 is the magic number to reach bottom in 1 swipe # but relax we still have retires when magic doesn't work drag_vector = (0.50, 0.52) class DraggableDungeonList(DraggableList): teleports: list[OcrResultButton] = [] navigates: list[OcrResultButton] = [] # use_plane: True to use map planes to predict dungeons only. # Can only be True in Calyx Crimson use_plane = False def load_rows(self, main: ModuleBase, allow_early_access=False): """ Args: main: allow_early_access: True to allow dungeons that are in temporarily early access during events """ relative_area = (0, 0, 1280, 120) if self.use_plane: self.keyword_class = [MapPlane, DungeonEntrance] self.ocr_class = OcrDungeonListCalyxCrimson else: self.keyword_class = [DungeonList, DungeonEntrance] self.ocr_class = OcrDungeonList super().load_rows(main=main) # Check early access dungeons buttons = DUNGEON_LIST.cur_buttons.copy() for name, button in split_and_pair_buttons( DUNGEON_LIST.cur_buttons, split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Enter, relative_area=relative_area ): logger.warning(f'Early access dungeon: {name}') buttons.remove(name) buttons.remove(button) # Remove early access dungeons if not allow_early_access: DUNGEON_LIST.cur_buttons = buttons # From super.load_rows(), re-calculate indexes indexes = [self.keyword2index(row.matched_keyword) for row in self.cur_buttons] indexes = [index for index in indexes if index] if not indexes: logger.warning(f'No valid rows loaded into {self}') return self.cur_min = min(indexes) self.cur_max = max(indexes) logger.attr(self.name, f'{self.cur_min} - {self.cur_max}') # Replace dungeon.button with teleport self.teleports = list(split_and_pair_button_attr( DUNGEON_LIST.cur_buttons, split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Teleport and x != KEYWORDS_DUNGEON_ENTRANCE.Enter, relative_area=relative_area )) self.navigates = list(split_and_pair_button_attr( DUNGEON_LIST.cur_buttons, split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Navigate, relative_area=relative_area )) DUNGEON_NAV_LIST = DraggableDungeonNav( 'DungeonNavList', keyword_class=DungeonNav, ocr_class=OcrDungeonNav, search_button=OCR_DUNGEON_NAV) DUNGEON_LIST = DraggableDungeonList( 'DungeonList', keyword_class=[DungeonList, DungeonEntrance, MapPlane], ocr_class=OcrDungeonList, search_button=OCR_DUNGEON_LIST) class DungeonUI(DungeonState): def dungeon_tab_goto(self, state: DungeonTab): """ Args: state: Returns: bool: If UI switched Examples: self = DungeonUI('alas') self.device.screenshot() self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Operation_Briefing) self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Daily_Training) self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index) """ logger.hr('Dungeon tab goto', level=2) ui_switched = self.ui_ensure(page_guide) tab_switched = SWITCH_DUNGEON_TAB.set(state, main=self) if ui_switched or tab_switched: if state == KEYWORDS_DUNGEON_TAB.Daily_Training: logger.info(f'Tab goto {state}, wait until loaded') self._dungeon_wait_daily_training_loaded() elif state == KEYWORDS_DUNGEON_TAB.Survival_Index: logger.info(f'Tab goto {state}, wait until loaded') self._dungeon_wait_survival_index_loaded() elif state == KEYWORDS_DUNGEON_TAB.Treasures_Lightward: logger.info(f'Tab goto {state}, wait until loaded') self._dungeon_wait_treasures_lightward_loaded() return True else: return False def _dungeon_wait_daily_training_loaded(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Daily_Training """ timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.warning('Wait daily training loaded timeout') return False color = get_color(self.device.image, DAILY_TRAINING_LOADED.area) if np.mean(color) < 128: logger.info('Daily training loaded') return True def _dungeon_wait_survival_index_loaded(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Survival_Index """ timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.warning('Wait survival index loaded timeout') return False if self.appear(SURVIVAL_INDEX_LOADED): logger.info('Survival index loaded') return True def _dungeon_wait_treasures_lightward_loaded(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Survival_Index """ timeout = Timer(2, count=4).start() TREASURES_LIGHTWARD_LOADED.set_search_offset((5, 5)) TREASURES_LIGHTWARD_LOCKED.set_search_offset((5, 5)) while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.warning('Wait treasures lightward loaded timeout') return False if self.appear(TREASURES_LIGHTWARD_LOADED): logger.info('Treasures lightward loaded (event unlocked)') return True if self.appear(TREASURES_LIGHTWARD_LOCKED): logger.info('Treasures lightward loaded (event locked)') return True def _dungeon_wait_until_dungeon_list_loaded(self, skip_first_screenshot=True): timeout = Timer(1, count=3).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if timeout.reached(): logger.warning('Wait until dungeon list loaded timeout') return False # Check if having any content # List background: 254, guild border: 225 r, g, b = cv2.split(self.image_crop(LIST_LOADED_CHECK)) minimum = cv2.min(cv2.min(r, g), b) minimum = inrange(minimum, lower=0, upper=180) if minimum.size > 100: logger.info('Dungeon list loaded') break def _dungeon_wait_until_echo_or_war_stabled(self, skip_first_screenshot=True): """ Returns: bool: True if wait success, False if wait timeout. Pages: in: page_guide, Survival_Index """ # Wait until Forgotten_Hall stabled timeout = Timer(2, count=4).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if timeout.reached(): logger.warning('Wait until Echo_of_War stabled timeout') return False DUNGEON_NAV_LIST.load_rows(main=self) # End button = DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Echo_of_War, show_warning=False) if button: # 513 is the top of the last row of DungeonNav if button.area[1] > 513: logger.info('DungeonNav row Echo_of_War stabled') return True else: logger.info('No Echo_of_War in list skip waiting') return False def _dungeon_nav_goto(self, nav: DungeonNav, skip_first_screenshot=True): """ Equivalent to `DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self)` but with tricks to be faster Args: nav: skip_first_screenshot: """ logger.hr('Dungeon nav goto', level=2) logger.info(f'Dungeon nav goto {nav}') # Wait rows while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() DUNGEON_NAV_LIST.load_rows(main=self) if DUNGEON_NAV_LIST.cur_buttons: break # Wait first row selected timeout = Timer(0.5, count=2).start() skip_first_screenshot = True while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if timeout.reached(): logger.info('DUNGEON_NAV_LIST not selected') break if button := DUNGEON_NAV_LIST.get_selected_row(main=self): logger.info(f'DUNGEON_NAV_LIST selected at {button}') break # Check if it's at the first page. if button := DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Simulated_Universe, show_warning=False): # Going to use a faster method to navigate but can only start from list top logger.info('DUNGEON_NAV_LIST at top') # Update points if possible if DUNGEON_NAV_LIST.is_row_selected(button, main=self): self.dungeon_update_simuni() # Treasures lightward is always at top elif DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Forgotten_Hall, show_warning=False) \ or DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Pure_Fiction, show_warning=False): logger.info('DUNGEON_NAV_LIST at top') else: # To start from any list states. logger.info('DUNGEON_NAV_LIST not at top') DUNGEON_NAV_LIST.select_row(nav, main=self) return True # Check the first page if nav in [ KEYWORDS_DUNGEON_NAV.Simulated_Universe, KEYWORDS_DUNGEON_NAV.Calyx_Golden, KEYWORDS_DUNGEON_NAV.Calyx_Crimson, KEYWORDS_DUNGEON_NAV.Stagnant_Shadow, KEYWORDS_DUNGEON_NAV.Cavern_of_Corrosion, KEYWORDS_DUNGEON_NAV.Forgotten_Hall, KEYWORDS_DUNGEON_NAV.Pure_Fiction, ]: button = DUNGEON_NAV_LIST.keyword2button(nav) if button: DUNGEON_NAV_LIST.select_row(nav, main=self, insight=False) return True # Check the second page while 1: DUNGEON_NAV_LIST.drag_page('down', main=self) # No skip_first_screenshot since drag_page is just called if self._dungeon_wait_until_echo_or_war_stabled(skip_first_screenshot=False): DUNGEON_NAV_LIST.select_row(nav, main=self, insight=False) return True def _dungeon_world_set(self, dungeon: DungeonList, skip_first_screenshot=True): """ Switch worlds in Calyx_Golden Returns: bool: True if success to set """ logger.hr('Dungeon world set', level=2) if not dungeon.is_Calyx_Golden: logger.warning(f'Dungeon {dungeon} is not Calyx Golden, no need to set world') return False if dungeon.world is None: logger.error(f'Dungeon {dungeon} does not belongs to any world') return False dic_world_button = { KEYWORDS_MAP_WORLD.Jarilo_VI: CALYX_WORLD_1, KEYWORDS_MAP_WORLD.The_Xianzhou_Luofu: CALYX_WORLD_2, KEYWORDS_MAP_WORLD.Penacony: CALYX_WORLD_3, } button = dic_world_button.get(dungeon.world) if button is None: logger.error(f'Dungeon {dungeon} with world {dungeon.world} has no corresponding world button') return False logger.info(f'Dungeon world set {dungeon.world}') while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.image_color_count(button, color=(18, 18, 18), threshold=180, count=50): logger.info(f'Dungeon world at {dungeon.world}') return True # Click if self.ui_page_appear(page_guide, interval=2): self.device.click(button) continue def _dungeon_world_set_wrapper(self, dungeon: DungeonList, skip_first_screenshot=True): """ Switch worlds in Calyx_Golden with error handling If world tab is not unlocked, fallback to Jarilo dungeons """ button = CALYX_WORLD_1 tab = False # Selected tab if self.image_color_count(button, color=(18, 18, 18), threshold=180, count=50): tab = True # Unselected tab if self.image_color_count(button, color=(134, 134, 134), threshold=180, count=50): tab = True logger.attr('WorldTab', tab) if not tab: logger.warning('World tab is not unlocked, fallback to Jarilo dungeons') if dungeon.is_Calyx_Golden_Memories: dungeon = KEYWORDS_DUNGEON_LIST.Calyx_Golden_Treasures_Jarilo_VI if dungeon.is_Calyx_Golden_Aether: dungeon = KEYWORDS_DUNGEON_LIST.Calyx_Golden_Aether_Jarilo_VI if dungeon.is_Calyx_Golden_Treasures: dungeon = KEYWORDS_DUNGEON_LIST.Calyx_Golden_Treasures_Jarilo_VI return self._dungeon_world_set(dungeon, skip_first_screenshot=skip_first_screenshot) def _dungeon_insight(self, dungeon: DungeonList): """ Pages: in: page_guide, Survival_Index, nav including dungeon out: page_guide, Survival_Index, nav including dungeon, dungeon insight """ logger.hr('Dungeon insight', level=2) DUNGEON_LIST.use_plane = bool(dungeon.is_Calyx_Crimson) # Insight dungeon DUNGEON_LIST.insight_row(dungeon, main=self) # Check if dungeon unlocked for entrance in DUNGEON_LIST.navigates: entrance: OcrResultButton = entrance logger.warning(f'Teleport {entrance.matched_keyword} is not unlocked') if entrance == dungeon: logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked') return False # Find teleport button if dungeon not in [tp.matched_keyword for tp in DUNGEON_LIST.teleports]: # Dungeon name is insight but teleport button is not logger.info('Dungeon name is insight, swipe down a little bit to find the teleport button') if dungeon.is_Forgotten_Hall: DUNGEON_LIST.drag_vector = (-0.4, -0.2) # Keyword loaded is reversed else: DUNGEON_LIST.drag_vector = (0.2, 0.4) DUNGEON_LIST.ocr_class = OcrDungeonListLimitEntrance DUNGEON_LIST.insight_row(dungeon, main=self) DUNGEON_LIST.drag_vector = DraggableList.drag_vector DUNGEON_LIST.ocr_class = OcrDungeonList DUNGEON_LIST.load_rows(main=self) # Check if dungeon unlocked for entrance in DUNGEON_LIST.navigates: if entrance == dungeon: logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked') return False return True def _dungeon_enter(self, dungeon, enter_check_button=COMBAT_PREPARE, skip_first_screenshot=True): """ Pages: in: page_guide, Survival_Index, nav including dungeon out: COMBAT_PREPARE, FORGOTTEN_HALL_CHECK """ logger.hr('Dungeon enter', level=2) DUNGEON_LIST.use_plane = bool(dungeon.is_Calyx_Crimson) skip_first_load = True while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() # End if self.appear(enter_check_button): logger.info(f'Arrive {enter_check_button.name}') break # Additional pass # Click teleport if self.appear(page_guide.check_button, interval=1): if skip_first_load: skip_first_load = False else: DUNGEON_LIST.load_rows(main=self) entrance = DUNGEON_LIST.keyword2button(dungeon) if entrance is not None: self.device.click(entrance) self.interval_reset(page_guide.check_button) continue else: logger.warning(f'Cannot find dungeon entrance of {dungeon}') continue def get_dungeon_interact(self) -> DungeonList | None: """ Pages: in: page_main """ if not self.appear(DUNGEON_COMBAT_INTERACT): logger.info('No dungeon interact') return None ocr = OcrDungeonList(DUNGEON_COMBAT_INTERACT_TEXT) result = ocr.detect_and_ocr(self.device.image) result = ' '.join([row.ocr_text for row in result]) # Calyx (Crimson): Bud of XXX -> Bud of XXX result = re.sub(r'Calyx\s*\(.*?\):*', '', result) # Stagnant Shadow: Shap XXX -> Shape of XXX result = re.sub(r'Stagnant\s*Shadow[:\s]*\w*', 'Shape of', result) # Cavern of Corrosion: Pa XXX -> Path of XXX result = re.sub(r'Cavern\s*of\s*Corrosion[:\s]*\w*', 'Path of', result) # Echo of War: XXX -> XXX result = re.sub(r'Echo\s*of\s*War:*', '', result) # Divine See -> Divine Seed result = re.sub(r'Divine\s*\w*', 'Divine Seed', result) # Destructio Beginning -> Destruction's Beginning result = re.sub(r"Destruct[a-zA-Z0-9_']*", "Destruction's", result) # Dungeons try: dungeon = DungeonList.find(result) logger.attr('DungeonInteract', dungeon) return dungeon except ScriptError: pass # Simulated Universe returns Simulated_Universe_World_1 try: dungeon = DungeonNav.find(result) if dungeon == KEYWORDS_DUNGEON_NAV.Simulated_Universe: dungeon = KEYWORDS_DUNGEON_LIST.Simulated_Universe_World_1 logger.attr('DungeonInteract', dungeon) return dungeon except ScriptError: pass # Unknown logger.attr('DungeonInteract', None) return None def dungeon_goto_rogue(self): """ Goto Simulated Universe page but not pressing the TELEPORT button Pages: in: Any out: page_guide, Survival_Index, Simulated_Universe Examples: self = DungeonUI('src') self.device.screenshot() self.dungeon_goto_rogue() self._rogue_teleport() """ self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index) if self.appear(SURVIVAL_INDEX_LOADED): logger.info('Already at nav Simulated_Universe') else: self._dungeon_nav_goto(KEYWORDS_DUNGEON_NAV.Simulated_Universe) def dungeon_goto(self, dungeon: DungeonList): """ Returns: bool: If success Pages: in: page_guide, Survival_Index out: COMBAT_PREPARE if success page_guide if failed Examples: from tasks.dungeon.keywords import KEYWORDS_DUNGEON_LIST self = DungeonUI('src') self.device.screenshot() self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index) self.dungeon_goto(KEYWORDS_DUNGEON_LIST.Calyx_Crimson_Harmony) """ # Reset search button DUNGEON_LIST.search_button = OCR_DUNGEON_LIST if dungeon.is_Calyx_Crimson \ or dungeon.is_Stagnant_Shadow \ or dungeon.is_Cavern_of_Corrosion \ or dungeon.is_Echo_of_War: self._dungeon_nav_goto(dungeon.dungeon_nav) self._dungeon_wait_until_dungeon_list_loaded() self._dungeon_insight(dungeon) self._dungeon_enter(dungeon) return True if dungeon.is_Calyx_Golden: self._dungeon_nav_goto(dungeon.dungeon_nav) self._dungeon_wait_until_dungeon_list_loaded() self._dungeon_world_set_wrapper(dungeon) self._dungeon_wait_until_dungeon_list_loaded() self._dungeon_insight(dungeon) self._dungeon_enter(dungeon) return True logger.error(f'Goto dungeon {dungeon} is not supported') return False