mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
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40298c4e23
- 修复了开关控制点击的按钮错误的问题
305 lines
11 KiB
Python
305 lines
11 KiB
Python
from module.base.timer import Timer
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from module.handler.ambush import AmbushHandler
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from module.handler.mystery import MysteryHandler
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from module.logger import logger
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from module.map.camera import Camera
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from module.map.map_base import location2node, location_ensure
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from module.map.map_operation import MapOperation
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class Fleet(Camera, AmbushHandler, MysteryHandler, MapOperation):
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fleet_1_location = ()
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fleet_2_location = ()
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fleet_current_index = 1
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battle_count = 0
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mystery_count = 0
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siren_count = 0
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fleet_ammo = 5
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ammo_count = 3
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@property
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def fleet_1(self):
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if self.fleet_current_index != 1:
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self.fleet_switch()
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return self
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@fleet_1.setter
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def fleet_1(self, value):
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self.fleet_1_location = value
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@property
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def fleet_2(self):
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if self.fleet_current_index != 2:
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self.fleet_switch()
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return self
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@fleet_2.setter
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def fleet_2(self, value):
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self.fleet_2_location = value
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@property
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def fleet_current(self):
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if self.fleet_current_index == 2:
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return self.fleet_2_location
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else:
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return self.fleet_1_location
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def fleet_switch(self):
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self.fleet_switch_click()
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self.fleet_current_index = 1 if self.fleet_current_index == 2 else 2
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self.camera = self.fleet_current
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self.handle_strategy(index=self.fleet_current_index)
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self.update()
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self.find_path_initial()
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self.map.show_cost()
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self.show_fleet()
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def switch_to(self):
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pass
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def _goto(self, location, expected=''):
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"""Goto a grid directly and handle ambush, air raid, mystery picked up, combat.
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Args:
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location (tuple, str, GridInfo): Destination.
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"""
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location = location_ensure(location)
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self.in_sight(location, sight=(-3, 0, 3, 2))
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grid = self.convert_map_to_grid(location)
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while 1:
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self.ambush_color_initial()
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grid.__str__ = location
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result = 'nothing'
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self.device.click(grid)
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arrived = False
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# Wait to confirm fleet arrived. It does't appear immediately if fleet in combat .
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arrive_timer = Timer(0.3)
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arrive_unexpected_timer = Timer(1.5)
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# Wait after ambushed.
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ambushed_retry = Timer(0.5)
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# If nothing happens, click again.
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walk_timeout = Timer(10)
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walk_timeout.start()
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while 1:
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self.device.screenshot()
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grid.image = self.device.image
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if self.handle_ambush():
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ambushed_retry.start()
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# 这个虽然到了之后还会原地再点一次, 但还是先用着, 问题不大
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# arrived = False
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# 这个可能会误以为已经到达
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# arrived = grid.predict_fleet()
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# 把break去掉就搞定了
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# break
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if self.handle_mystery(button=grid):
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# arrived = True
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self.mystery_count += 1
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result = 'mystery'
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# break
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if self.combat_appear():
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self.combat(expected_end=self._expected_combat_end(expected), fleet_index=self.fleet_current_index)
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self.hp_get()
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if self.hp_withdraw_triggered():
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self.withdraw()
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arrived = True
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result = 'combat'
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self.battle_count += 1
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self.fleet_ammo -= 1
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if 'siren' in expected:
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self.siren_count += 1
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else:
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self.map[location_ensure(location)].is_cleared = True
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self.handle_boss_appear_refocus()
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grid = self.convert_map_to_grid(location)
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# break
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if self.handle_map_cat_attack():
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continue
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if grid.predict_fleet():
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arrive_timer.start()
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arrive_unexpected_timer.start()
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if not arrive_timer.reached():
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continue
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if expected and result not in expected:
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if arrive_unexpected_timer.reached():
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logger.warning('Arrive with unexpected result')
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else:
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continue
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logger.info(f'Arrive confirm. Result: {result}. Expected: {expected}')
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arrived = True
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break
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# End
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if ambushed_retry.started() and ambushed_retry.reached():
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break
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if not arrived and walk_timeout.reached():
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logger.warning('Walk timeout. Retrying.')
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break
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# End
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if arrived:
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break
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self.map[self.fleet_current].is_fleet = False
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self.map[location].wipe_out()
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self.map[location].is_fleet = True
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self.__setattr__('fleet_%s_location' % self.fleet_current_index, location)
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self.find_path_initial()
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def goto(self, location, optimize=True, expected=''):
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# self.device.sleep(1000)
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location = location_ensure(location)
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if self.config.MAP_HAS_AMBUSH and optimize:
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nodes = self.map.find_path(location)
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for node in nodes:
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self._goto(node, expected=expected if node == nodes[-1] else '')
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else:
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self._goto(location, expected=expected)
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def find_path_initial(self):
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self.map.find_path_initial(self.fleet_current, has_ambush=self.config.MAP_HAS_AMBUSH)
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def show_fleet(self):
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fleets = []
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for n in [1, 2]:
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fleet = self.__getattribute__('fleet_%s_location' % n)
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if len(fleet):
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text = 'Fleet_%s: %s' % (n, location2node(fleet))
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if self.fleet_current_index == n:
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text = '[%s]' % text
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fleets.append(text)
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logger.info(' '.join(fleets))
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def find_current_fleet(self):
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fleets = self.map.select(is_fleet=True, is_spawn_point=True)
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logger.info('Fleets: %s' % str(fleets))
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count = fleets.count
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if count == 1:
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self.fleet_1 = fleets[0].location
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elif count == 2:
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fleets = fleets.sort_by_camera_distance(self.camera)
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self.in_sight(fleets[0], sight=(-1, 0, 1, 2))
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if self.convert_map_to_grid(fleets[0]).predict_current_fleet():
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self.fleet_1 = fleets[0].location
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self.fleet_2 = fleets[1].location
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else:
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self.in_sight(fleets[1], sight=(-1, 0, 1, 2))
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if self.convert_map_to_grid(fleets[1]).predict_current_fleet():
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self.fleet_1 = fleets[1].location
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self.fleet_2 = fleets[0].location
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else:
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logger.warning('Current fleet not found')
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self.fleet_1 = fleets[0].location
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self.fleet_2 = fleets[1].location
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else:
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if count == 0:
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logger.warning('No fleets detected. Checking fleet spawn points.')
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if count > 2:
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logger.warning('Too many fleets: %s. Re-checking all spawn points.' % str(fleets))
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queue = self.map.select(is_spawn_point=True)
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while queue:
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queue = queue.sort_by_camera_distance(self.camera)
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self.in_sight(queue[0], sight=(-1, 0, 1, 2))
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grid = self.convert_map_to_grid(queue[0])
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if grid.predict_current_fleet():
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self.fleet_1 = grid.location
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elif grid.predict_fleet():
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self.fleet_2 = grid.location
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queue = queue[1:]
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self.fleet_current_index = 1
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self.show_fleet()
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return self.fleet_current
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def map_init(self, map_):
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logger.hr('Map init')
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self.battle_count = 0
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self.mystery_count = 0
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self.siren_count = 0
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self.ammo_count = 3
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self.map = map_
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self.map.reset()
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self.hp_init()
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self.handle_strategy(index=self.fleet_current_index)
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self.ensure_edge_insight(preset=self.map.in_map_swipe_preset_data)
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self.full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count, siren_count=self.siren_count)
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self.find_current_fleet()
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self.find_path_initial()
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self.map.show_cost()
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def _expected_combat_end(self, expected):
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for data in self.map.spawn_data:
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if data.get('battle') == self.battle_count and 'boss' in expected:
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return 'in_stage'
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if data.get('battle') == self.battle_count:
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if data.get('enemy', 0) + data.get('siren', 0) + data.get('boss', 0) > 0:
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return 'with_searching'
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else:
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return 'no_searching'
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def fleet_at(self, grid, fleet=None):
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"""
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Args:
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grid (Grid):
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fleet (int): 1, 2
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Returns:
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bool: If fleet is at grid.
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"""
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if fleet is None:
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return self.fleet_current == grid.location
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if fleet == 1:
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return self.fleet_1_location == grid.location
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else:
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return self.fleet_2_location == grid.location
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def check_accessibility(self, grid, fleet=None):
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"""
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Args:
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grid (Grid):
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fleet (int): 1, 2
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Returns:
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bool: If accessible.
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"""
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if fleet is None:
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return grid.is_accessible
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if fleet == self.fleet_current_index:
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return grid.is_accessible
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else:
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backup = self.fleet_current_index
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self.fleet_current_index = fleet
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self.find_path_initial()
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result = grid.is_accessible
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self.fleet_current_index = backup
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self.find_path_initial()
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return result
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def handle_boss_appear_refocus(self):
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"""
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"""
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appear = False
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for data in self.map.spawn_data:
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if data.get('battle') == self.battle_count and data.get('boss', 0):
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appear = True
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if appear:
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logger.info('Catch camera re-positioning after boss appear')
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camera = self.camera
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self.ensure_edge_insight()
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logger.info('Refocus to previous camera position.')
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self.focus_to(camera)
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return True
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else:
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return False
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