mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
synced 2024-11-24 01:21:25 +00:00
3c35974bbe
- Fix emotion reduce when calculating recover
124 lines
4.0 KiB
Python
124 lines
4.0 KiB
Python
from datetime import datetime
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from time import sleep
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from module.config.config import AzurLaneConfig
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from module.logger import logger
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config_name = 'EmotionRecord'
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class Emotion:
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total_reduced = 0
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BUG_THRESHOLD = 100
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def __init__(self, config):
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"""
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Args:
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config (AzurLaneConfig):
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"""
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self.config = config
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self.emotion = self.config.config
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# self.load()
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self.update()
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self.record()
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# def load(self):
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# logger.hr('Emotion load')
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# self.emotion.read_file(codecs.open(self.config.EMOTION_LOG, "r", "utf8"))
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# self.update()
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def record(self):
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for index in [1, 2, 3]:
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logger.attr(f'Emotion fleet_{index}', self.emotion[config_name][f'fleet_{index}_emotion'])
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# self.emotion.write(codecs.open(self.config.CONFIG_FILE, "w+", "utf8"))
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self.config.save()
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def recover_value(self, index):
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return self.config.__getattribute__('FLEET_%s_RECOVER_PER_HOUR' % index) // 10
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def emotion_limit(self, index):
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return self.config.__getattribute__('FLEET_%s_EMOTION_LIMIT' % index)
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def recover_stop(self, index):
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return 150 if self.recover_value(index) > 3 else 119
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def update(self):
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for index in [1, 2, 3]:
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savetime = datetime.strptime(self.emotion[config_name][f'fleet_{index}_savetime'], self.config.TIME_FORMAT)
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savetime = int(savetime.timestamp())
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recover_count = int(datetime.now().timestamp() // 360 - savetime // 360)
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recover_count = 0 if recover_count < 0 else recover_count
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value = self.emotion.getint(config_name, f'fleet_{index}_emotion')
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value += self.recover_value(index=index) * recover_count
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if value > self.recover_stop(index=index):
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value = self.recover_stop(index)
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self.emotion[config_name][f'fleet_{index}_emotion'] = str(value)
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self.emotion[config_name][f'fleet_{index}_savetime'] = str(
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datetime.strftime(datetime.now(), self.config.TIME_FORMAT))
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def reduce(self, index):
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logger.hr('Emotion reduce')
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self.update()
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self.emotion[config_name][f'fleet_{index}_emotion'] = str(int(
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self.emotion[config_name][f'fleet_{index}_emotion']) - 2)
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self.total_reduced += 2
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self.record()
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def recovered_time(self, fleet=(1, 2)):
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"""
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Args:
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fleet (int, tuple):
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"""
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if isinstance(fleet, int):
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fleet = (fleet,)
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recover_count = [
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(self.emotion_limit(index) - int(self.emotion[config_name][f'fleet_{index}_emotion'])) \
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// self.recover_value(index) for index in fleet]
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recover_count = max(recover_count)
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recover_timestamp = datetime.now().timestamp() // 360 + recover_count + 1
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return datetime.fromtimestamp(recover_timestamp * 360)
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def emotion_triggered(self, fleet):
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"""
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Args:
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fleet (int, list):
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Returns:
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bool:
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"""
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if not isinstance(fleet, list):
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fleet = [fleet]
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return datetime.now() > self.recovered_time(fleet=fleet)
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def emotion_recovered(self, fleet):
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pass
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def wait(self, fleet=(1, 2)):
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"""
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Args:
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fleet (int, tuple):
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"""
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self.update()
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recovered_time = self.recovered_time(fleet=fleet)
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while 1:
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if datetime.now() > recovered_time:
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break
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logger.attr('Emotion recovered', recovered_time)
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self.config.EMOTION_LIMIT_TRIGGERED = True
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sleep(60)
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def triggered_bug(self):
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"""
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The game does not calculate emotion correctly, which is a bug in AzurLane.
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After a long run, we have to restart the game to update it.
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"""
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logger.attr('Emotion_bug', f'{self.total_reduced}/{self.BUG_THRESHOLD}')
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if self.total_reduced >= self.BUG_THRESHOLD:
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self.total_reduced = 0
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return True
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return False
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