from module.base.timer import Timer from module.handler.enemy_searching import EnemySearchingHandler from module.handler.urgent_commission import UrgentCommissionHandler from module.logger import logger from module.map.assets import * from module.map.exception import CampaignEnd from module.map.map_fleet_preparation import FleetPreparation from module.retire.retirement import Retirement class MapOperation(UrgentCommissionHandler, EnemySearchingHandler, FleetPreparation, Retirement): def fleet_switch_click(self): """ Switch fleet. """ logger.info('Switch over') if self.appear_then_click(SWITCH_OVER): pass else: logger.warning('No buttons detected.') self.device.sleep((1, 1.5)) # self.ensure_no_info_bar() def enter_map(self, button, mode='normal'): """Enter a campaign. Args: button: Campaign to enter. mode (str): 'normal' or 'hard' or 'cd' """ logger.hr('Enter map') campaign_timer = Timer(2) map_timer = Timer(1) fleet_timer = Timer(1) checked_in_map = False while 1: self.device.screenshot() if not checked_in_map and self.is_in_map(): logger.info('Already in map, skip enter_map.') return False else: checked_in_map = True # Enter campaign if campaign_timer.reached() and self.appear_then_click(button): campaign_timer.reset() continue # Map preparation if map_timer.reached() and self.appear(MAP_PREPARATION): self.device.click(MAP_PREPARATION) map_timer.reset() campaign_timer.reset() continue # Fleet preparation if fleet_timer.reached() and self.appear(FLEET_PREPARATION): if self.config.ENABLE_FLEET_CONTROL: if mode == 'normal' or mode == 'hard': self.fleet_preparation() self.device.click(FLEET_PREPARATION) fleet_timer.reset() campaign_timer.reset() continue # Retire if self.handle_retirement(): continue # Emotion pass # Urgent commission if self.handle_urgent_commission(): continue # End if self.handle_in_map_with_enemy_searching(): break return True def withdraw(self): """ Withdraw campaign. """ logger.hr('Map withdraw') while 1: self.device.screenshot() if self.appear_then_click(WITHDRAW, interval=2): continue if self.appear_then_click(WITHDRAW_CONFIRM, offset=True, interval=2): continue # End if self.handle_in_stage(): raise CampaignEnd('Withdraw') def handle_map_cat_attack(self): """ Click to skip the animation when cat attacks. """ if self.appear_then_click(MAP_CAT_ATTACK, genre='cat_attack', interval=2): logger.info('Skip map cat attack') return True return False def handle_map_fleet_lock(self, lock=None, skip_first_screenshot=True): """ Args: lock (bool, optional): Set to lock or unlock. skip_first_screenshot (bool): Returns: bool: If fleet lock changed. """ if lock is None: lock = self.config.ENABLE_MAP_FLEET_LOCK while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if lock: if self.appear(FLEET_LOCKED): logger.attr('Map_fleet', 'locked') return False elif self.appear_then_click(FLEET_UNLOCKED, interval=1): continue else: logger.info('No fleet lock option.') return False else: if self.appear(FLEET_UNLOCKED): logger.attr('Map_fleet', 'unlocked') return False elif self.appear_then_click(FLEET_LOCKED, interval=1): continue else: logger.info('No fleet lock option.') return False return True def handle_fleet_reverse(self): """ The game chooses the fleet with a smaller index to be the first fleet, no matter what we choose in fleet preparation. Returns: bool: Fleet changed """ if (self.config.FLEET_2 == 0) or (self.config.FLEET_2 > self.config.FLEET_1): return False self.fleet_switch_click() return True def handle_spare_fleet(self): pass