mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
synced 2024-12-18 01:11:16 +00:00
81f9b61ea5
- Fix camera outside map caused by info bar - Fix mis-detection of is_caught_by_siren - Fix grid attribute is_caught_by_siren will be kept to next attack - Fix find_current_fleet when ammo icon of another fleet is covered by the green arrow of current fleet - Fix fleet_boss_index - Fix can not predict when boss appear on fleet's face
470 lines
16 KiB
Python
470 lines
16 KiB
Python
from module.logger import logger
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from module.map.fleet import Fleet
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from module.map.grid_info import GridInfo
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from module.map.map_grids import SelectedGrids, RoadGrids
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class Map(Fleet):
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def clear_chosen_enemy(self, grid, expected=''):
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"""
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Args:
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grid (GridInfo):
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expected (str):
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"""
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logger.info('Clear enemy: %s' % grid)
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expected = f'combat_{expected}' if expected else 'combat'
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self.show_fleet()
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if self.config.ENABLE_EMOTION_REDUCE and self.config.ENABLE_MAP_FLEET_LOCK:
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self.emotion.wait(fleet=self.fleet_current_index)
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self.goto(grid, expected=expected)
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self.full_scan()
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self.find_path_initial()
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self.map.show_cost()
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def clear_chosen_mystery(self, grid):
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"""
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Args:
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grid (GridInfo):
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"""
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logger.info('Clear mystery: %s' % grid)
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self.show_fleet()
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self.goto(grid, expected='mystery')
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# self.mystery_count += 1
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self.map.show_cost()
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def pick_up_ammo(self, grid=None):
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"""
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Args:
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grid (GridInfo):
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"""
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if grid is None:
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grid = self.map.select(may_ammo=True)
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if not grid:
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logger.info('Map has no ammo.')
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return False
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grid = grid[0]
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if self.ammo_count > 0 and grid.is_accessible:
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logger.info('Pick up ammo: %s' % grid)
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self.goto(grid, expected='')
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self.ensure_no_info_bar()
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# self.ammo_count -= 5 - self.battle_count
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recover = 5 - self.fleet_ammo
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recover = 3 if recover > 3 else recover
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logger.attr('Got ammo', recover)
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self.ammo_count -= recover
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self.fleet_ammo += recover
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@staticmethod
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def select_grids(grids, nearby=False, is_accessible=True, scale=(), genre=(), strongest=False, weakest=False,
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cost=True, weight=True, ignore=None):
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"""
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Args:
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grids (SelectedGrids):
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nearby (bool):
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is_accessible (bool):
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scale (tuple[int], list[int]): Tuple: select out of order, list: select in order.
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genre (tuple[str], list[str]): light, main, carrier, treasure. (Case insensitive).
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strongest (bool):
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weakest (bool):
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cost (bool):
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weight (bool):
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ignore (SelectedGrids):
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Returns:
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SelectedGrids:
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"""
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if nearby:
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grids = grids.select(is_nearby=True)
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if is_accessible:
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grids = grids.select(is_accessible=True)
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if ignore is not None:
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grids = grids.delete(grids=ignore)
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if len(scale):
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enemy = SelectedGrids([])
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for enemy_scale in scale:
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enemy = enemy.add(grids.select(enemy_scale=enemy_scale))
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if isinstance(scale, list) and enemy:
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break
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grids = enemy
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if len(genre):
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enemy = SelectedGrids([])
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for enemy_genre in genre:
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enemy = enemy.add(grids.select(enemy_genre=enemy_genre.capitalize()))
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if isinstance(genre, list) and enemy:
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break
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grids = enemy
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if strongest:
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for scale in [3, 2, 1, 0]:
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enemy = grids.select(enemy_scale=scale)
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if enemy:
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grids = enemy
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break
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if weakest:
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for scale in [1, 2, 3, 0]:
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enemy = grids.select(enemy_scale=scale)
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if enemy:
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grids = enemy
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break
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if grids:
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grids = grids.sort(cost=cost, weight=weight)
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return grids
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@staticmethod
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def show_select_grids(grids, **kwargs):
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length = 3
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keys = list(kwargs.keys())
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for index in range(0, len(keys), length):
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text = [f'{key}={kwargs[key]}' for key in keys[index:index + length]]
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text = ', '.join(text)
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logger.info(text)
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logger.info(f'Grids: {grids}')
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def clear_all_mystery(self, **kwargs):
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"""Methods to pick up all mystery.
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Returns:
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bool: False, because didn't clear any enemy.
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"""
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while 1:
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grids = self.map.select(is_mystery=True)
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grids = self.select_grids(grids, **kwargs)
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if not grids:
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break
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logger.hr('Clear all mystery')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_mystery(grids[0])
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return False
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def clear_enemy(self, **kwargs):
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"""Methods to clear a enemy. May not do anything if no suitable enemy.
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Returns:
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bool: True if clear an enemy.
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"""
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grids = self.map.select(is_enemy=True, is_boss=False)
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grids = self.select_grids(grids, **kwargs)
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if grids:
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logger.hr('Clear enemy')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_enemy(grids[0])
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return True
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return False
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def clear_roadblocks(self, roads, **kwargs):
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"""Clear roadblocks.
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Args:
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roads(list[RoadGrids]):
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Returns:
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bool: True if clear an enemy.
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"""
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grids = SelectedGrids([])
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for road in roads:
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grids = grids.add(road.roadblocks())
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grids = self.select_grids(grids, **kwargs)
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if grids:
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logger.hr('Clear roadblock')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_enemy(grids[0])
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return True
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return False
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def clear_potential_roadblocks(self, roads, **kwargs):
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"""Avoid roadblock that only has one grid empty.
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Args:
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roads(list[RoadGrids]):
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Returns:
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bool: True if clear an enemy.
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"""
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grids = SelectedGrids([])
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for road in roads:
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grids = grids.add(road.potential_roadblocks())
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grids = self.select_grids(grids, **kwargs)
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if grids:
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logger.hr('Avoid potential roadblock')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_enemy(grids[0])
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return True
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return False
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def clear_grids_for_faster(self, grids, **kwargs):
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"""Clear some grids to walk a shorter distance.
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Args:
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grids(SelectedGrids):
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Returns:
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bool: True if clear an enemy.
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"""
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grids = grids.select(is_enemy=True)
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grids = self.select_grids(grids, **kwargs)
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if grids:
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logger.hr('Clear grids for faster')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_enemy(grids[0])
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return True
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return False
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def clear_boss(self):
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"""This method is deprecated, although it works well in simple map.
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In a complex map, brute_clear_boss is recommended.
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Returns:
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bool:
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"""
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grids = self.map.select(is_boss=True, is_accessible=True)
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grids = grids.add(self.map.select(may_boss=True, is_caught_by_siren=True))
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logger.info('Is boss: %s' % grids)
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if not grids.count:
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grids = grids.add(self.map.select(may_boss=True, is_enemy=True, is_accessible=True))
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logger.warning('Boss not detected, using may_boss grids.')
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logger.info('May boss: %s' % self.map.select(may_boss=True))
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logger.info('May boss and is enemy: %s' % self.map.select(may_boss=True, is_enemy=True))
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if grids:
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logger.hr('Clear BOSS')
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grids = grids.sort(cost=True, weight=True)
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logger.info('Grids: %s' % str(grids))
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self.clear_chosen_enemy(grids[0])
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logger.warning('BOSS not detected, trying all boss spawn point.')
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return self.clear_potential_boss()
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def clear_potential_boss(self):
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"""
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Method to step on all boss spawn point when boss not detected.
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"""
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grids = self.map.select(may_boss=True, is_accessible=True)
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logger.info('May boss: %s' % self.map.select(may_boss=True))
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battle_count = self.battle_count
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for grid in grids:
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logger.hr('Clear potential BOSS')
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grids = grids.sort(cost=True, weight=True)
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logger.info('Grid: %s' % str(grid))
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self.clear_chosen_enemy(grid)
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if self.battle_count > battle_count:
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logger.info('Boss guessing correct.')
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return True
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else:
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logger.info('Boss guessing incorrect.')
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return False
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def brute_clear_boss(self):
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"""
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Method to clear boss, using brute-force to find roadblocks.
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Note: This method will use 2 fleets.
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"""
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boss = self.map.select(is_boss=True)
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if boss:
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logger.info('Brute clear BOSS')
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fleet = 2 if self.config.FLEET_BOSS == 2 and self.config.FLEET_2 else 1
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grids = self.brute_find_roadblocks(boss[0], fleet=fleet)
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if grids:
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if self.brute_fleet_meet():
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return True
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logger.info('Brute clear BOSS roadblocks')
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grids = grids.sort(cost=True, weight=True)
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logger.info('Grids: %s' % str(grids))
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self.clear_chosen_enemy(grids[0])
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return True
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else:
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return self.fleet_boss.clear_boss()
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elif self.map.select(may_boss=True, is_caught_by_siren=True):
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logger.info('BOSS appear on fleet grid')
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self.fleet_2.switch_to()
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return self.clear_chosen_enemy(self.map.select(may_boss=True, is_caught_by_siren=True)[0])
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else:
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logger.warning('BOSS not detected, trying all boss spawn point.')
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return self.clear_potential_boss()
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def brute_fleet_meet(self):
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"""
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Method to clear roadblocks between fleets, using brute-force to find roadblocks.
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"""
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if not self.config.FLEET_2 or not self.fleet_2_location:
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return False
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grids = self.brute_find_roadblocks(self.map[self.fleet_2_location], fleet=1)
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if grids:
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logger.info('Brute clear roadblocks between fleets.')
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grids = grids.sort(cost=True, weight=True)
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logger.info('Grids: %s' % str(grids))
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self.clear_chosen_enemy(grids[0])
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return True
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else:
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return False
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def clear_siren(self, **kwargs):
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"""
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Returns:
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bool: True if clear an enemy.
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"""
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if not self.config.MAP_HAS_SIREN:
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return False
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logger.info('May siren: %s' % self.map.select(may_siren=True))
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logger.info('May siren and is enemy: %s' % self.map.select(may_siren=True, is_enemy=True))
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grids = self.map.select(may_siren=True, is_enemy=True)
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logger.info('Is siren: %s' % self.map.select(is_siren=True))
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grids = grids.add(self.map.select(is_siren=True))
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if self.config.POOR_MAP_DATA or not self.is_map_green:
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logger.info('Is 0 scale enemy: %s' % self.map.select(is_enemy=True, enemy_scale=0))
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grids = grids.add(self.map.select(is_enemy=True, enemy_scale=0))
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logger.info('Delete is boss: %s' % self.map.select(is_boss=True))
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grids = grids.delete(self.map.select(is_boss=True))
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grids = self.select_grids(grids, **kwargs)
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if grids:
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logger.hr('Clear siren')
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self.show_select_grids(grids, **kwargs)
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self.clear_chosen_enemy(grids[0], expected='siren')
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return True
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return False
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def fleet_2_step_on(self, grids, roadblocks):
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"""Fleet step on a grid which can reduce the ambush frequency another fleet.
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Of course, you can simply use 'self.fleet_2.goto(grid)' and do the same thing.
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However, roads can be block by enemy and this method can handle that.
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Args:
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grids (SelectedGrids):
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roadblocks (list[RoadGrids]):
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Returns:
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bool: if clear an enemy.
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"""
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if not self.config.FLEET_2:
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return False
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for grid in grids:
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if self.fleet_at(grid=grid, fleet=2):
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return False
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logger.info('Fleet 2 step on')
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for grid in grids:
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if grid.is_enemy or grid.is_cleared:
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continue
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if self.check_accessibility(grid=grid, fleet=2):
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logger.info('Fleet_2 step on %s' % grid)
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self.fleet_2.goto(grid)
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self.fleet_1.switch_to()
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return False
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logger.info('Fleet_2 step on got roadblocks.')
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self.fleet_1.clear_roadblocks(roadblocks)
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self.fleet_1.clear_all_mystery()
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return True
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def fleet_2_break_siren_caught(self):
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if not self.config.FLEET_2:
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return False
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if not self.config.MAP_HAS_SIREN or not self.config.MAP_HAS_MOVABLE_ENEMY:
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return False
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if not self.map.select(is_caught_by_siren=True):
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logger.info('No fleet caught by siren.')
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return False
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if not self.fleet_2_location or not self.map[self.fleet_2_location].is_caught_by_siren:
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logger.warning('Appear caught by siren, but not fleet_2.')
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for grid in self.map:
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grid.is_caught_by_siren = False
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return False
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logger.info(f'Break siren caught, fleet_2: {self.fleet_2_location}')
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self.fleet_2.switch_to()
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self.ensure_edge_insight()
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self.clear_chosen_enemy(self.map[self.fleet_2_location])
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self.fleet_1.switch_to()
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for grid in self.map:
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grid.is_caught_by_siren = False
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return True
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def fleet_2_push_forward(self):
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"""Move fleet 2 to the grid with lower grid.weight
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This will reduce the possibility of Boss fleet get stuck by enemies, especially for those one-way-road map
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from chapter 7 to chapter 9.
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Know more (in Chinese simplified):
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9章道中战最小化路线规划 (Route Planning for battle minimization in chapter 9)
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https://wiki.biligame.com/blhx/9%E7%AB%A0%E9%81%93%E4%B8%AD%E6%88%98%E6%9C%80%E5%B0%8F%E5%8C%96%E8%B7%AF%E7%BA%BF%E8%A7%84%E5%88%92
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Returns:
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bool: If pushed forward.
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"""
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if not self.config.FLEET_2:
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return False
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logger.info('Fleet_2 push forward')
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grids = self.map.select(is_land=False).sort(cost=True, weight=True)
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if self.map[self.fleet_2_location].weight <= grids[0].weight:
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logger.info('Fleet_2 pushed to destination')
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return False
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self.find_path_initial(self.fleet_2_location)
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fleets = SelectedGrids([self.map[self.fleet_1_location], self.map[self.fleet_2_location]])
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grids = grids.select(is_accessible=True, is_sea=True).delete(fleets)
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self.find_path_initial()
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if not grids:
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logger.info('Fleet_2 has no where to push')
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return False
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if self.map[self.fleet_2_location].weight <= grids[0].weight:
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logger.info('Fleet_2 pushed to closest grid')
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return False
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logger.info(f'Grids: {grids}')
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logger.info(f'Push forward: {grids[0]}')
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self.fleet_2.goto(grids[0])
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self.fleet_1.switch_to()
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return True
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def fleet_2_rescue(self, grid):
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"""Use mob fleet to rescue boss fleet.
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Args:
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grid (GridInfo): Destination. Usually to be boss spawn grid.
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Returns:
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bool: If clear an enemy.
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"""
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if not self.config.FLEET_2:
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return False
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grids = self.brute_find_roadblocks(grid, fleet=2)
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if not grids:
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return False
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logger.info('Fleet_2 rescue')
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grids = self.select_grids(grids)
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if not grids:
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return False
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self.clear_chosen_enemy(grids[0])
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return True
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