from module.campaign.campaign_base import CampaignBase from module.map.map_base import CampaignMap from module.map.map_grids import SelectedGrids, RoadGrids from module.logger import logger from campaign.campaign_main.campaign_6_1 import Config MAP = CampaignMap() MAP.shape = 'H5' # WIKI的图有错: https://wiki.biligame.com/blhx/6-3 # G3是出生点, 假图害人 MAP.map_data = ''' MB -- ME SP -- ME ME MM ME -- -- ++ ++ -- ME -- -- -- ME MB ++ ME SP MB SP -- ME -- ME -- ME ME ++ ME -- ME SP ME -- MM ''' MAP.weight_data = ''' 10 10 50 50 50 50 50 10 50 10 10 10 10 50 50 10 50 50 10 10 10 20 10 10 50 50 10 10 10 10 10 30 50 50 20 20 20 20 10 10 ''' MAP.spawn_data = [ {'battle': 0, 'enemy': 4}, {'battle': 1, 'enemy': 2}, {'battle': 2, 'enemy': 1, 'mystery': 1}, {'battle': 3, 'enemy': 2}, {'battle': 4, 'enemy': 1, 'mystery': 1, 'boss': 1}, ] A1, B1, C1, D1, E1, F1, G1, H1, \ A2, B2, C2, D2, E2, F2, G2, H2, \ A3, B3, C3, D3, E3, F3, G3, H3, \ A4, B4, C4, D4, E4, F4, G4, H4, \ A5, B5, C5, D5, E5, F5, G5, H5, \ = MAP.flatten() step_on = SelectedGrids([E4, G2, C3, C4, F3]) road_boss = RoadGrids([ A1, [B1, A2], B2, [C2, B3], [B3, C3], [B4, C3], [C3, C4], [C4, D3], D4, # A1 - D4 [G3, H4], [G3, G4], G3, [F3, G4], F4, [E4, F5], [E4, E5], [E4, D5] # H3 - D4 ]) road_in_map = RoadGrids([ A1, [B1, A2], B2, [C2, B3], [B3, C3], [B4, C3], [C3, C4], [C4, D3], D4, # A1 - D4 [G3, H4], [G3, G4], G3, [F3, G4], F4, [E4, F5], [E4, E5], [E4, D5], # H3 - D4 D1, C1, [B1, C2], # D1 - C2 E1, F1, [G1, F2], [G2, F2], [F3, G2] # E1 - G3 ]) road_mystery = RoadGrids([[F5, G4], [H4, G5], H2]) class Campaign(CampaignBase): MAP = MAP def battle_0(self): if self.fleet_2_step_on(step_on, roadblocks=[road_in_map]): return True if self.clear_roadblocks([road_boss]): return True if self.clear_roadblocks([road_mystery]): return True self.clear_all_mystery() if self.clear_potential_roadblocks([road_boss]): return True if self.clear_potential_roadblocks([road_mystery]): return True return self.battle_default() def battle_4(self): self.clear_all_mystery() boss = self.map.select(is_boss=True) if boss: if not self.check_accessibility(boss[0], fleet=2): return self.clear_roadblocks([road_boss]) return self.fleet_2.clear_boss()