mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
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58357483ea
Add: 10-4
87 lines
2.4 KiB
Python
87 lines
2.4 KiB
Python
from module.campaign.campaign_base import CampaignBase
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from module.map.map_base import CampaignMap
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from module.map.map_grids import SelectedGrids, RoadGrids
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from module.logger import logger
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MAP = CampaignMap('10-4')
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MAP.shape = 'I6'
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MAP.map_data = '''
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MB ME ME -- ++ MB -- ++ ++
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ME ME ++ ME ++ -- ME -- ++
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-- -- ME ME ME ++ ME ME --
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++ ++ ++ -- ME -- ME ++ ME
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SP -- -- ME -- ++ -- ME --
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SP -- -- -- ME ++ ME -- MB
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'''
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MAP.weight_data = '''
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10 30 30 10 10 10 10 10 10
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5 30 10 30 10 10 5 10 10
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10 10 5 4 30 10 5 30 10
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10 10 10 10 10 10 5 10 30
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10 10 10 10 10 10 10 30 10
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10 10 10 10 30 10 5 10 10
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'''
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MAP.spawn_data = [
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{'battle': 0, 'enemy': 4},
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{'battle': 1, 'enemy': 2},
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{'battle': 2, 'enemy': 2},
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{'battle': 3, 'enemy': 1},
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{'battle': 4, 'enemy': 1},
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{'battle': 5,},
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{'battle': 6, 'boss': 1},
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]
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A1, B1, C1, D1, E1, F1, G1, H1, I1, \
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A2, B2, C2, D2, E2, F2, G2, H2, I2, \
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A3, B3, C3, D3, E3, F3, G3, H3, I3, \
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A4, B4, C4, D4, E4, F4, G4, H4, I4, \
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A5, B5, C5, D5, E5, F5, G5, H5, I5, \
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A6, B6, C6, D6, E6, F6, G6, H6, I6, \
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= MAP.flatten()
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step_on = SelectedGrids([E4, D3, G4, C3])
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road_main = RoadGrids([[D5, D3], [C3, A2], [E4, G4], [G2, G3, G6]])
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roadblocks_d4 = RoadGrids([[D5, E6], E4, D3])
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class Config:
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INTERNAL_LINES_HOUGHLINES_THRESHOLD = 40
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EDGE_LINES_HOUGHLINES_THRESHOLD = 40
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COINCIDENT_POINT_ENCOURAGE_DISTANCE = 1.5
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INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (150, 255 - 24),
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'width': (0.9, 10),
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'prominence': 10,
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'distance': 35,
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}
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EDGE_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (255 - 24, 255),
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'prominence': 10,
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'distance': 50,
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'width': (0, 10),
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'wlen': 1000,
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}
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class Campaign(CampaignBase):
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MAP = MAP
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def battle_0(self):
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if self.fleet_2_step_on(step_on, roadblocks=[roadblocks_d4]):
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return True
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if self.clear_roadblocks([road_main]):
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return True
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if self.clear_potential_roadblocks([road_main]):
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return True
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return self.battle_default()
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def battle_6(self):
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boss = self.map.select(is_boss=True)
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if boss:
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if not self.check_accessibility(boss[0], fleet=2):
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if self.clear_roadblocks([road_main]):
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return True
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return self.fleet_2.clear_boss() |