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https://github.com/LmeSzinc/StarRailCopilot.git
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604cdf4005
- 优化章节名OCR, 防止地图特效影响识别 - 修复等待精英移动 - 修复回到出击界面
452 lines
16 KiB
Python
452 lines
16 KiB
Python
import itertools
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from module.base.timer import Timer
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from module.handler.ambush import AmbushHandler
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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.exception import MapWalkError
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from module.map.grids import Grids
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from module.map.map_base import SelectedGrids
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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, MapOperation, AmbushHandler):
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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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@property
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def fleet_boss(self):
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if self.config.FLEET_BOSS == 2 and self.config.FLEET_2:
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return self.fleet_2
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else:
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return self.fleet_1
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@property
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def fleet_step(self):
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if not self.config.MAP_HAS_FLEET_STEP:
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return 0
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if self.fleet_current_index == 2:
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return self.config.FLEET_2_STEP
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else:
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return self.config.FLEET_1_STEP
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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.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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self.handle_strategy(index=self.fleet_current_index)
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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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result_mystery = ''
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while 1:
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sight = self.map.camera_sight
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self.in_sight(location, sight=(sight[0], 0, sight[2], sight[3]))
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self.focus_to_grid_center()
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grid = self.convert_map_to_grid(location)
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self.ambush_color_initial()
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self.enemy_searching_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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add = self.config.MAP_SIREN_MOVE_WAIT * self.config.MAP_SIREN_COUNT \
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if self.config.MAP_HAS_MOVABLE_ENEMY and not self.config.ENABLE_FAST_FORWARD else 0
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arrive_timer = Timer(0.3 + add)
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arrive_unexpected_timer = Timer(1.5 + add)
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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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# Ambush
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if self.handle_ambush():
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ambushed_retry.start()
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# Mystery
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mystery = self.handle_mystery(button=grid)
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if mystery:
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self.mystery_count += 1
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result = 'mystery'
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result_mystery = mystery
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# Combat
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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 if not self.config.MAP_HAS_MOVABLE_ENEMY else False
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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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elif self.map[location].may_enemy:
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self.map[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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walk_timeout.reset()
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# Cat attack animation
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if self.handle_map_cat_attack():
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continue
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if self.handle_walk_out_of_step():
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raise MapWalkError('walk_out_of_step')
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# Arrive
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if self.is_in_map() and 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 {location2node(location)} 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 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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# Ammo grid needs to click again, otherwise the next click doesn't work.
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if self.map[location].may_ammo:
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self.device.click(grid)
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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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if result_mystery == 'get_carrier':
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prev_enemy = self.map.select(is_enemy=True)
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self.full_scan(is_carrier_scan=True)
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diff = self.map.select(is_enemy=True).delete(prev_enemy)
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logger.info(f'Carrier spawn: {diff}')
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elif self.config.POOR_MAP_DATA:
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for grid in self.map:
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grid.wipe_out()
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self.full_scan()
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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 or self.config.MAP_HAS_FLEET_STEP) and optimize:
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nodes = self.map.find_path(location, step=self.fleet_step)
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for node in nodes:
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try:
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self._goto(node, expected=expected if node == nodes[-1] else '')
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except MapWalkError:
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nodes_ = self.map.find_path(node, step=1)
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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 full_scan(self, is_carrier_scan=False):
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super().full_scan(battle_count=self.battle_count, mystery_count=self.mystery_count,
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siren_count=self.siren_count, carrier_count=self.carrier_count,
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is_carrier_scan=is_carrier_scan)
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if self.config.FLEET_2 and not self.fleet_2_location:
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fleets = self.map.select(is_fleet=True, is_current_fleet=False)
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if fleets.count:
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logger.info(f'Predict fleet_2 to be {fleets[0]}')
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self.fleet_2_location = fleets[0].location
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def find_all_fleets(self):
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logger.hr('Find all 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 = queue[0].location
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elif grid.predict_fleet():
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self.fleet_2 = queue[0].location
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queue = queue[1:]
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def find_current_fleet(self):
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logger.hr('Find current fleet')
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if not self.config.POOR_MAP_DATA:
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fleets = self.map.select(is_fleet=True, is_spawn_point=True)
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else:
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fleets = self.map.select(is_fleet=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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if not self.config.FLEET_2:
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self.fleet_1 = fleets[0].location
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else:
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logger.info('Fleet_2 not detected.')
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if self.config.POOR_MAP_DATA and self.map.select(is_spawn_point=True):
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self.fleet_1 = fleets[0].location
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else:
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self.find_all_fleets()
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elif count == 2:
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current = self.map.select(is_current_fleet=True)
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if current.count == 1:
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self.fleet_1 = current[0].location
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self.fleet_2 = fleets.delete(current)[0].location
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else:
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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.')
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fleets = self.map.select(is_current_fleet=True)
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if fleets.count:
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self.fleet_1 = fleets[0].location
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if count > 2:
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logger.warning('Too many fleets: %s.' % str(fleets))
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self.find_all_fleets()
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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.fleet_1_location = ()
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self.fleet_2_location = ()
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self.fleet_current_index = 1
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self.battle_count = 0
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self.mystery_count = 0
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self.carrier_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.map.poor_map_data = self.config.POOR_MAP_DATA
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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()
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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_backup:
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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 + 1:
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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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if 'boss' in expected:
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return 'in_stage'
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return None
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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 brute_find_roadblocks(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. Default to current fleet.
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Returns:
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SelectedGrids:
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"""
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if fleet is not None and fleet != self.fleet_current_index:
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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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else:
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backup = None
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if grid.is_accessible:
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if backup is not None:
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self.fleet_current_index = backup
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self.find_path_initial()
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return SelectedGrids([])
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enemies = self.map.select(is_enemy=True)
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logger.info(f'Potential enemy roadblocks: {enemies}')
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for repeat in range(1, enemies.count + 1):
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for select in itertools.product(enemies, repeat=repeat):
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for block in select:
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block.is_enemy = False
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self.find_path_initial()
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for block in select:
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block.is_enemy = True
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if grid.is_accessible:
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select = SelectedGrids(list(select))
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logger.info(f'Enemy roadblock: {select}')
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if backup is not None:
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self.fleet_current_index = backup
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self.find_path_initial()
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return select
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logger.warning('Enemy roadblock try exhausted.')
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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 self.config.POOR_MAP_DATA:
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self.device.screenshot()
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grids = Grids(self.device.image, config=self.config)
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grids.predict()
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grids.show()
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for grid in grids:
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if grid.is_boss:
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appear = True
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for grid in self.map:
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grid.wipe_out()
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break
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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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def fleet_checked_reset(self):
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self.map_fleet_checked = False
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self.fleet_1_formation_fixed = False
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self.fleet_2_formation_fixed = False
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