from module.base.base import ModuleBase from module.base.button import Button from module.base.timer import Timer from module.exception import ScriptError from module.logger import logger class Switch: """ A wrapper to handle switches in game, switch among states with retries. Examples: # Definitions submarine_hunt = Switch('Submarine_hunt', offset=120) submarine_hunt.add_state('on', check_button=SUBMARINE_HUNT_ON) submarine_hunt.add_state('off', check_button=SUBMARINE_HUNT_OFF) # Change state to ON submarine_view.set('on', main=self) """ def __init__(self, name='Switch', is_selector=False): """ Args: name (str): is_selector (bool): True if this is a multi choice, click to choose one of the switches. For example: | [Daily] | Urgent | -> click -> | Daily | [Urgent] | False if this is a switch, click the switch itself, and it changed in the same position. For example: | [ON] | -> click -> | [OFF] | """ self.name = name self.is_choice = is_selector self.state_list = [] def add_state(self, state, check_button, click_button=None): """ Args: state (str): check_button (ButtonWrapper): click_button (ButtonWrapper): """ self.state_list.append({ 'state': state, 'check_button': check_button, 'click_button': click_button if click_button is not None else check_button, }) def appear(self, main): """ Args: main (ModuleBase): Returns: bool """ for data in self.state_list: if main.appear(data['check_button']): return True return False def get(self, main): """ Args: main (ModuleBase): Returns: str: state name or 'unknown'. """ for data in self.state_list: if main.appear(data['check_button']): return data['state'] return 'unknown' def click(self, state, main): """ Args: state (str): main (ModuleBase): """ button = self.get_data(state)['click_button'] main.device.click(button) def get_data(self, state): """ Args: state (str): Returns: dict: Dictionary in add_state Raises: ScriptError: If state invalid """ for row in self.state_list: if row['state'] == state: return row logger.warning(f'Switch {self.name} received an invalid state {state}') raise ScriptError(f'Switch {self.name} received an invalid state {state}') def handle_additional(self, main): """ Args: main (ModuleBase): Returns: bool: If handled """ return False def set(self, state, main, skip_first_screenshot=True): """ Args: state: main (ModuleBase): skip_first_screenshot (bool): Returns: bool: If clicked """ logger.info(f'{self.name} set to {state}') self.get_data(state) counter = 0 changed = False warning_show_timer = Timer(5, count=10).start() click_timer = Timer(1, count=3) while 1: if skip_first_screenshot: skip_first_screenshot = False else: main.device.screenshot() # Detect current = self.get(main=main) logger.attr(self.name, current) # End if current == state: return changed # Handle additional popups if self.handle_additional(main=main): continue # Warning if current == 'unknown': if warning_show_timer.reached(): logger.warning(f'Unknown {self.name} switch') warning_show_timer.reset() if counter >= 1: logger.warning(f'{self.name} switch {state} asset has evaluated to unknown too many times, ' f'asset should be re-verified') return False counter += 1 continue # Click if click_timer.reached(): click_state = state if self.is_choice else current self.click(click_state, main=main) click_timer.reset() changed = True return changed def wait(self, main, skip_first_screenshot=True): """ Wait until any state activated Args: main (ModuleBase): skip_first_screenshot: Returns: bool: If success """ timeout = Timer(2, count=6).start() while 1: if skip_first_screenshot: skip_first_screenshot = False else: main.device.screenshot() # Detect current = self.get(main=main) logger.attr(self.name, current) # End if current != 'unknown': return True if timeout.reached(): logger.warning(f'{self.name} wait activated timeout') return False # Handle additional popups if self.handle_additional(main=main): continue