mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
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061077c690
- 修复了日常结束后不收菜的问题 - 修复登录 - 增加不能使用潜艇的地图的覆盖设置 - 修复了因图片不更新导致二队不会跳过阵容检查的问题 - 修复了一些过场图导致进入战斗判断错误的问题
119 lines
3.6 KiB
Python
119 lines
3.6 KiB
Python
from module.campaign.campaign_base import CampaignBase
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from module.map.map_base import CampaignMap
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from module.map.map_grids import SelectedGrids, RoadGrids
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from module.logger import logger
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from campaign.campaign_main.campaign_7_2 import Config
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MAP = CampaignMap('7-2')
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MAP.shape = 'H5'
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MAP.map_data = '''
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ME ++ ME -- ME ME -- SP
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MM ++ ++ MM -- -- ME --
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ME -- ME MB ME -- ME MM
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-- ME -- MM -- ME ++ ++
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SP -- ME ME -- ME ++ ++
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'''
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MAP.weight_data = '''
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40 30 30 30 30 30 30 30
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20 20 20 20 20 20 20 20
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10 10 10 10 10 10 10 10
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20 20 20 20 20 20 20 20
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30 30 30 30 30 30 30 30
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'''
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MAP.camera_data = ['D3']
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MAP.spawn_data = [
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{'battle': 0, 'enemy': 3},
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{'battle': 1, 'enemy': 2, 'mystery': 1},
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{'battle': 2, 'enemy': 2, 'mystery': 1},
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{'battle': 3, 'enemy': 1, 'mystery': 2},
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{'battle': 4, 'enemy': 1},
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{'battle': 5, 'boss': 1},
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]
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# MAP.in_map_swipe_preset_data = (-1, 0)
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A1, B1, C1, D1, E1, F1, G1, H1, \
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A2, B2, C2, D2, E2, F2, G2, H2, \
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A3, B3, C3, D3, E3, F3, G3, H3, \
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A4, B4, C4, D4, E4, F4, G4, H4, \
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A5, B5, C5, D5, E5, F5, G5, H5 = MAP.flatten()
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ROAD_MAIN = RoadGrids([A3, [C3, B4, C5], [F1, G2, G3]])
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GRIDS_FOR_FASTER = SelectedGrids([A3, C3, E3, G3])
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FLEET_2_STEP_ON = SelectedGrids([A3, G3, C3, E3])
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class Campaign(CampaignBase):
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MAP = MAP
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def battle_0(self):
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if self.config.C72_BOSS_FLEET_STEP_ON_A3:
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if self.fleet_2_step_on(FLEET_2_STEP_ON, roadblocks=[ROAD_MAIN]):
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return True
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ignore = None
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if self.fleet_at(A3, fleet=2):
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ignore = SelectedGrids([A2])
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if self.fleet_at(G3, fleet=2):
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ignore = SelectedGrids([H3])
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self.clear_all_mystery(nearby=False, ignore=ignore)
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else:
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self.clear_all_mystery(nearby=False)
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grids = ROAD_MAIN.roadblocks().select(is_accessible=True, enemy_scale=3)
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if grids:
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self.clear_chosen_enemy(grids[0])
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return True
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if self.clear_roadblocks([ROAD_MAIN]):
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return True
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grids = ROAD_MAIN.potential_roadblocks().select(is_accessible=True, enemy_scale=3)
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if grids:
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self.clear_chosen_enemy(grids[0])
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return True
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if self.clear_potential_roadblocks([ROAD_MAIN]):
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return True
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if self.clear_enemy(scale=(3,)):
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return True
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grids = ROAD_MAIN.first_roadblock().select(is_accessible=True, enemy_scale=2)
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if grids:
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self.clear_chosen_enemy(grids[0])
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return True
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if self.clear_enemy(scale=(2,)):
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return True
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if self.clear_grids_for_faster(GRIDS_FOR_FASTER):
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return True
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return self.battle_default()
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battle_1 = battle_0
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battle_2 = battle_0
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def battle_3(self):
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if self.config.C72_BOSS_FLEET_STEP_ON_A3:
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ignore = None
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if self.fleet_at(A3, fleet=2):
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ignore = SelectedGrids([A2])
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if self.fleet_at(G3, fleet=2):
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ignore = SelectedGrids([H3])
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self.clear_all_mystery(nearby=False, ignore=ignore)
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if self.fleet_at(A3, fleet=2) and A2.is_mystery:
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self.fleet_2.clear_chosen_mystery(A2)
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if self.fleet_at(G3, fleet=2) and H3.is_mystery:
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self.fleet_2.clear_chosen_mystery(H3)
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else:
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self.clear_all_mystery(nearby=False)
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if self.map.select(is_mystery=True, is_accessible=False):
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logger.info('Roadblock blocks mystery.')
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if self.fleet_1.clear_roadblocks([ROAD_MAIN]):
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return True
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if not self.map.select(is_mystery=True):
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self.withdraw()
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