mirror of
https://github.com/LmeSzinc/StarRailCopilot.git
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83508b94d3
- Log shows 'E' and wrong prediction is_siren, because attributes are kept to the next detection - Fix missing predict also - Fix log show DEFAULT_BUTTON for the entrance of campaign
227 lines
7.1 KiB
Python
227 lines
7.1 KiB
Python
from module.base.utils import location2node
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from module.logger import logger
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class GridInfo:
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"""
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Class that gather basic information of a grid in map_v1.
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Visit 碧蓝航线WIKI(Chinese Simplified) http://wiki.biligame.com/blhx, to get basic info of a map_v1. For example,
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visit http://wiki.biligame.com/blhx/7-2, to know more about campaign 7-2, which includes boss point, enemy spawn point.
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A grid contains these unchangeable properties which can known from WIKI.
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| print_name | property_name | description |
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|------------|----------------|-------------------------|
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| ++ | is_land | fleet can't go to land |
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| -- | is_sea | sea |
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| __ | | submarine spawn point |
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| SP | is_spawn_point | fleet may spawns here |
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| ME | may_enemy | enemy may spawns here |
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| MB | may_boss | boss may spawns here |
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| MM | may_mystery | mystery may spawns here |
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| MA | may_ammo | fleet can get ammo here |
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| MS | may_siren | Siren/Elite enemy spawn |
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"""
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# is_sea --
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is_land = False # ++
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is_spawn_point = False # SP
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may_enemy = False # ME
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may_boss = False # MB
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may_mystery = False # MM
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may_ammo = False # MA
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may_siren = False # MS
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is_enemy = False # example: 0L 1M 2C 3T 3E
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is_boss = False # BO
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is_mystery = False # MY
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is_ammo = False # AM
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is_fleet = False # FL
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is_current_fleet = False
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is_submarine = False # SS
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is_siren = False # SI
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enemy_scale = 0
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enemy_genre = None # Light, Main, Carrier, Treasure, Enemy(unknown)
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is_cleared = False
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is_ambush_save = False
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is_caught_by_siren = False
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cost = 9999
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connection = None
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weight = 1
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location = None
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def decode(self, text):
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dic = {
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'++': 'is_land',
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'SP': 'is_spawn_point',
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'ME': 'may_enemy',
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'MB': 'may_boss',
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'MM': 'may_mystery',
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'MA': 'may_ammo',
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'MS': 'may_siren',
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}
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if text in dic:
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self.__setattr__(dic[text], True)
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if self.may_enemy or self.may_boss or self.may_mystery or self.may_mystery:
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self.is_ambush_save = True
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if self.may_siren:
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self.may_enemy = True
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if self.may_boss:
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self.may_enemy = True
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def encode(self):
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dic = {
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'++': 'is_land',
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'BO': 'is_boss',
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}
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for key, value in dic.items():
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if self.__getattribute__(value):
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return key
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if self.is_siren:
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return ''.join([text[0] for text in self.enemy_genre.split('_')]).upper() if self.enemy_genre else 'SU'
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if self.is_enemy:
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return '%s%s' % (self.enemy_scale, self.enemy_genre[0].upper()) \
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if self.enemy_genre and self.enemy_scale else '0E'
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dic = {
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'FL': 'is_current_fleet',
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'Fl': 'is_fleet',
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'Fc': 'is_caught_by_siren',
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'MY': 'is_mystery',
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'AM': 'is_ammo',
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'==': 'is_cleared'
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}
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for key, value in dic.items():
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if self.__getattribute__(value):
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return key
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return '--'
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def __str__(self):
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return location2node(self.location)
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__repr__ = __str__
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def __hash__(self):
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return hash(self.location)
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@property
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def str(self):
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return self.encode()
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@property
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def is_sea(self):
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return False if self.is_land or self.is_enemy or self.is_boss else True
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@property
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def may_carrier(self):
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return self.is_sea and not self.may_enemy
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@property
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def is_accessible(self):
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return self.cost < 9999
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@property
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def is_nearby(self):
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return self.cost < 20
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def update(self, info, is_carrier_scan=False, ignore_may=False, ignore_cleared=False):
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"""
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Args:
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info (GridInfo):
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is_carrier_scan (bool): Is a scan for mystery: enemy_searching, which ignore may_enemy spawn point.
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ignore_may (bool): Ignore map_data, force update.
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ignore_cleared (bool): Ignore is_cleared property.
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"""
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for item in ['boss', 'siren']:
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if info.enemy_scale or self.enemy_scale:
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break
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if info.__getattribute__('is_' + item):
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flag = not info.is_fleet and not self.is_fleet
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if not ignore_may:
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flag &= self.__getattribute__('may_' + item)
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if not ignore_cleared:
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flag &= not self.is_cleared
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if flag:
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self.__setattr__('is_' + item, True)
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# self.is_enemy = True
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# self.enemy_scale = 0
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self.enemy_genre = info.enemy_genre
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return True
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else:
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logger.info(f'Wrong Prediction. Grid: {self}, Attr: is_{item}')
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if info.is_enemy:
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flag = not info.is_fleet and not self.is_fleet and not self.is_siren
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if not is_carrier_scan:
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if not ignore_may:
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flag &= self.may_enemy
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if not ignore_cleared:
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flag &= not self.is_cleared
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if flag:
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self.is_enemy = True
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self.enemy_scale = info.enemy_scale
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self.enemy_genre = info.enemy_genre
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if self.may_siren:
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self.is_siren = True
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return True
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else:
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logger.info(f'Wrong Prediction. Grid: {self}, Attr: is_enemy')
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for item in ['mystery', 'ammo']:
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if info.__getattribute__('is_' + item):
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if self.__getattribute__('may_' + item) or ignore_may:
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self.__setattr__('is_' + item, True)
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return True
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else:
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logger.info(f'Wrong Prediction. Grid: {self}, Attr: {item}')
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# failure += 1
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self.is_fleet = info.is_fleet
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if info.is_current_fleet:
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self.is_current_fleet = True
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if info.is_caught_by_siren:
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self.is_caught_by_siren = True
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return False
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def wipe_out(self):
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"""
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Call this method when a fleet step on grid.
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"""
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self.is_enemy = False
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self.enemy_scale = 0
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self.enemy_genre = None
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self.is_mystery = False
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self.is_boss = False
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self.is_ammo = False
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self.is_siren = False
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def reset(self):
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"""
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Call this method after entering a map.
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"""
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self.wipe_out()
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self.is_fleet = False
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self.is_current_fleet = False
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self.is_submarine = False
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self.is_cleared = False
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def covered_grid(self):
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"""Relative coordinate of the covered grid.
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Returns:
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list[tuple]:
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"""
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if self.is_current_fleet:
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return [(0, -1), (0, -2)]
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if self.is_fleet or self.is_siren or self.is_mystery:
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return [(0, -1)]
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return []
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