mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
synced 2024-11-21 16:28:17 +00:00
238 lines
8.3 KiB
Python
238 lines
8.3 KiB
Python
from module.base.decorator import run_once
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from module.exception import RequestHumanTakeover
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from module.logger import logger
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from tasks.base.assets.assets_base_page import MAP_EXIT
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from tasks.base.assets.assets_base_popup import POPUP_CANCEL
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from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE
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from tasks.combat.assets.assets_combat_support import COMBAT_SUPPORT_LIST
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from tasks.dungeon.dungeon import Dungeon
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from tasks.dungeon.ui.state import DungeonState
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from tasks.map.route.loader import RouteLoader
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from tasks.map.route.route.daily import OrnamentExtraction__route
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from tasks.ornament.assets.assets_ornament_combat import *
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from tasks.ornament.assets.assets_ornament_ui import *
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class OrnamentCombat(Dungeon, RouteLoader, DungeonState):
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def combat_enter_from_map(self, skip_first_screenshot=True):
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# Don't enter from map, UI too deep inside
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# Enter from survival index instead
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pass
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def _combat_should_reenter(self):
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# Never re-enter, can only enter from Survival_Index
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return False
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def get_double_event_remain_at_combat(self, button=OCR_DOUBLE_EVENT_REMAIN_AT_OE):
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# Different position to OCR
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return super().get_double_event_remain_at_combat(button)
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def oe_leave(self, skip_first_screenshot=True):
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self.interval_clear([COMBAT_PREPARE, MAP_EXIT])
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logger.hr('OE leave')
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while 1:
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if skip_first_screenshot:
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skip_first_screenshot = False
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else:
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self.device.screenshot()
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# End
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exit_ = self.is_in_map_exit()
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if not exit_ and self.is_in_main():
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logger.info('OE left')
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break
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# Click
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if self.handle_ui_back(DU_OE_SELECT_CHECK, interval=2):
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continue
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if self.handle_ui_back(DU_MODE_CHECK, interval=2):
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continue
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if self.handle_ui_back(DU_MAIN_CHECK, interval=2):
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continue
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if self.handle_ui_back(COMBAT_PREPARE, interval=2):
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continue
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if exit_ and self.is_in_map_exit(interval=3):
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self.device.click(MAP_EXIT)
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continue
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if self.handle_popup_confirm():
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continue
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def support_set(self, support_character_name: str = "FirstCharacter"):
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"""
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Args:
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support_character_name: Support character name
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Returns:
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bool: If clicked
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Pages:
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in: COMBAT_PREPARE
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mid: COMBAT_SUPPORT_LIST
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out: COMBAT_PREPARE
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"""
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logger.hr("Combat support")
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self.interval_clear(SUPPORT_ADD)
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skip_first_screenshot = True
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selected_support = False
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while 1:
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if skip_first_screenshot:
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skip_first_screenshot = False
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else:
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self.device.screenshot()
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# End
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if self.appear(SUPPORT_DISMISS):
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return True
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# Click
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if self.appear(SUPPORT_ADD, interval=2):
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self.device.click(SUPPORT_ADD)
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self.interval_reset(SUPPORT_ADD)
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continue
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if self.appear(POPUP_CANCEL, interval=1):
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logger.warning(
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"selected identical character, trying select another")
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self._cancel_popup()
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self._select_next_support()
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self.interval_reset(POPUP_CANCEL)
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continue
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if self.appear(COMBAT_SUPPORT_LIST, interval=2):
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if not selected_support:
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# In Ornament Extraction, first character isn't selected by default
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if support_character_name == "FirstCharacter":
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self._select_first()
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else:
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self._search_support(support_character_name) # Search support
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selected_support = True
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self.device.click(SUPPORT_ADD)
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self.interval_reset(COMBAT_SUPPORT_LIST)
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continue
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def get_equivalent_stamina(self):
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value = self.config.stored.Immersifier.value * 40
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if self.config.Ornament_UseStamina or self.config.stored.DungeonDouble.rogue > 0:
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value += self.config.stored.TrailblazePower.value
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return value
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def combat_get_trailblaze_power(self, expect_reduce=False, skip_first_screenshot=True) -> int:
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"""
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Args:
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expect_reduce: Current value is supposed to be lower than the previous.
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skip_first_screenshot:
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Returns:
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int: Equivalent stamina
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Pages:
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in: COMBAT_PREPARE or COMBAT_REPEAT
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"""
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logger.info(f'Ornament_UseStamina={self.config.Ornament_UseStamina}, '
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f'DungeonDouble.rogue={self.config.stored.DungeonDouble.rogue}')
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before = self.get_equivalent_stamina()
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logger.info(f'equivalent_stamina: {before}')
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after = before
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for _ in range(3):
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self.update_stamina_status()
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after = self.get_equivalent_stamina()
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logger.info(f'equivalent_stamina: {after}')
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if expect_reduce:
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if before > after:
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break
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else:
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break
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return after
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def _try_get_more_trablaize_power(self, cost):
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if self.config.Ornament_UseStamina or self.config.stored.DungeonDouble.rogue > 0:
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return super()._try_get_more_trablaize_power(cost)
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else:
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logger.info('Skip _try_get_more_trablaize_power')
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return False
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def is_trailblaze_power_exhausted(self):
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flag = self.get_equivalent_stamina() < self.combat_wave_cost
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logger.attr('TrailblazePowerExhausted', flag)
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return flag
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def is_team_prepared(self) -> bool:
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"""
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Pages:
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in: COMBAT_PREPARE
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"""
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slots = CHARACTER_EMPTY_OE.match_multi_template(self.device.image)
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slots = 4 - len(slots)
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logger.attr('TeamSlotsPrepared', slots)
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return slots > 0
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def combat_prepare(self, team=1, support_character: str = None):
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"""
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Args:
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team: 1 to 6.
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support_character: Support character name
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Returns:
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bool: True
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Pages:
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in: COMBAT_PREPARE
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out: is_in_main
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"""
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self.combat_wave_cost = 40
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@run_once
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def check_team_prepare():
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if not self.is_team_prepared():
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logger.error(f'Please prepare your team in Ornament Extraction')
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raise RequestHumanTakeover
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logger.hr('Combat prepare')
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skip_first_screenshot = True
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if support_character:
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# Block COMBAT_TEAM_PREPARE before support set
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support_set = False
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else:
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support_set = True
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logger.info([support_character, support_set])
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trial = 0
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while 1:
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if skip_first_screenshot:
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skip_first_screenshot = False
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else:
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self.device.screenshot()
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# End
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if self.is_in_main():
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logger.info('Combat map entered')
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self.device.screenshot_interval_set()
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break
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if self.is_combat_executing():
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self.device.screenshot_interval_set()
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return True
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# Relics full
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# Clicking between COMBAT_PREPARE and COMBAT_TEAM_PREPARE
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if trial > 5:
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logger.critical('Failed to enter dungeon after 5 trial, probably because relics are full')
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raise RequestHumanTakeover
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if self.appear(SUPPORT_ADD):
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check_team_prepare()
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# Click
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if support_character and self.appear(SUPPORT_ADD, interval=2):
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self.support_set(support_character)
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self.interval_reset(SUPPORT_ADD)
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support_set = True
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continue
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if support_set and self.appear(COMBAT_PREPARE, interval=5):
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# Long loading after COMBAT_PREPARE
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self.device.click(COMBAT_PREPARE)
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self.device.screenshot_interval_set('combat')
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trial += 1
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continue
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if self.handle_popup_confirm():
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continue
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self.route_run(OrnamentExtraction__route)
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return True
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