from module.base.timer import Timer from module.exception import CampaignEnd from module.exception import ScriptEnd from module.handler.fast_forward import FastForwardHandler from module.handler.low_emotion import LowEmotionHandler from module.handler.mystery import MysteryHandler from module.handler.urgent_commission import UrgentCommissionHandler from module.logger import logger from module.map.assets import * from module.map.map_fleet_preparation import FleetPreparation from module.retire.retirement import Retirement class MapOperation(UrgentCommissionHandler, MysteryHandler, FleetPreparation, Retirement, FastForwardHandler, LowEmotionHandler): 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 # Map preparation if map_timer.reached() and self.appear(MAP_PREPARATION): self.device.sleep(0.3) # Wait for map information. self.device.screenshot() if self.handle_map_clear_mode_stop(): self.enter_map_cancel() raise ScriptEnd(f'Reach condition: {self.config.CLEAR_MODE_STOP_CONDITION}') self.handle_fast_forward() 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 if self.handle_combat_low_emotion(): continue # Urgent commission if self.handle_urgent_commission(): continue # Story skip if self.handle_story_skip(): campaign_timer.reset() continue # Enter campaign if campaign_timer.reached() and self.is_in_stage(): self.device.click(button) campaign_timer.reset() continue # End if self.handle_in_map_with_enemy_searching(): break return True def enter_map_cancel(self, skip_first_screenshot=True): logger.hr('Enter map cancel') while 1: if skip_first_screenshot: skip_first_screenshot = False else: self.device.screenshot() if self.appear(MAP_PREPARATION) or self.appear(FLEET_PREPARATION): self.device.click(MAP_PREPARATION_CANCEL) continue if self.is_in_stage(): break return True def withdraw(self): """ Withdraw campaign. """ logger.hr('Map withdraw') while 1: self.device.screenshot() if self.handle_popup_confirm(): continue if self.appear_then_click(WITHDRAW, 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_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