StarRailCopilot/campaign/campaign_main/campaign_6_4.py
LmeSzinc 87127c882a Fix: Now able to use 1 or 2 fleets in chapter 2 to 6
- If using 1 fleet in 6-4, will pick up the ammo
2020-06-03 23:11:31 +08:00

80 lines
2.1 KiB
Python

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 = 'H6'
MAP.map_data = '''
-- ME MB MB -- ME ++ ++
MB SP ME -- ME MM MA ++
-- ++ ME -- -- ME SP ME
ME __ -- ME ME __ ME MB
-- ME -- MB ++ ME -- ME
MB ME -- SP -- ME -- --
'''
MAP.weight_data = '''
50 40 40 40 50 50 50 50
40 40 20 20 20 20 50 50
10 50 10 10 10 10 10 20
10 10 10 10 30 30 30 40
10 20 20 40 40 50 50 50
30 40 30 50 50 50 50 50
'''
MAP.spawn_data = [
{'battle': 0, 'enemy': 4},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 2},
{'battle': 3, 'enemy': 1, 'mystery': 1},
{'battle': 4, 'enemy': 1},
{'battle': 5, '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, \
A6, B6, C6, D6, E6, F6, G6, H6, \
= MAP.flatten()
step_on = SelectedGrids([C2, C3, D4, F3, G4])
road_boss = RoadGrids([
[A5, B6], [A4, B5, B6], C4, C5, [C3, D4], D3, # A6 - D3
[C5, D3], # D5 - D3
[B1, B2], [B1, C2], [C1, C2], [C2, D1], [C2, D2], # A2 - D3
[H3, G2], [G3, G4], [F3, G4], [F3, F4], [F2, F3, E4], [E2, F3, E4], E3 # H4 - D3
])
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.fleet_2_step_on(step_on, roadblocks=[road_boss]):
return True
if self.clear_roadblocks([road_boss]):
return True
self.clear_all_mystery()
if self.clear_potential_roadblocks([road_boss]):
return True
return self.battle_default()
def battle_5(self):
self.clear_all_mystery()
if not self.config.FLEET_2:
self.pick_up_ammo()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0], fleet='boss'):
return self.clear_roadblocks([road_boss])
return self.fleet_boss.clear_boss()