StarRailCopilot/tasks/dungeon/ui.py
2023-12-28 01:47:40 +08:00

515 lines
19 KiB
Python

import re
import numpy as np
from module.base.base import ModuleBase
from module.base.button import ClickButton
from module.base.timer import Timer
from module.base.utils import get_color
from module.exception import ScriptError
from module.logger import logger
from module.ocr.ocr import Ocr, OcrResultButton
from module.ocr.utils import split_and_pair_button_attr
from module.ui.draggable_list import DraggableList
from module.ui.switch import Switch
from tasks.base.page import page_guide
from tasks.combat.assets.assets_combat_interact import DUNGEON_COMBAT_INTERACT, DUNGEON_COMBAT_INTERACT_TEXT
from tasks.combat.assets.assets_combat_prepare import COMBAT_PREPARE
from tasks.dungeon.assets.assets_dungeon_ui import *
from tasks.dungeon.keywords import (
DungeonList,
DungeonNav,
DungeonTab,
KEYWORDS_DUNGEON_ENTRANCE,
KEYWORDS_DUNGEON_LIST,
KEYWORDS_DUNGEON_NAV,
KEYWORDS_DUNGEON_TAB
)
from tasks.dungeon.keywords.classes import DungeonEntrance
from tasks.dungeon.state import DungeonState
class DungeonTabSwitch(Switch):
def click(self, state, main):
"""
Args:
state (str):
main (ModuleBase):
"""
button = self.get_data(state)['click_button']
_ = main.appear(button) # Search button to load offset
main.device.click(button)
SWITCH_DUNGEON_TAB = DungeonTabSwitch('DungeonTab', is_selector=True)
SWITCH_DUNGEON_TAB.add_state(
KEYWORDS_DUNGEON_TAB.Operation_Briefing,
check_button=OPERATION_BRIEFING_CHECK,
click_button=OPERATION_BRIEFING_CLICK
)
SWITCH_DUNGEON_TAB.add_state(
KEYWORDS_DUNGEON_TAB.Daily_Training,
check_button=DAILY_TRAINING_CHECK,
click_button=DAILY_TRAINING_CLICK
)
SWITCH_DUNGEON_TAB.add_state(
KEYWORDS_DUNGEON_TAB.Survival_Index,
check_button=SURVIVAL_INDEX_CHECK,
click_button=SURVIVAL_INDEX_CLICK
)
SWITCH_DUNGEON_TAB.add_state(
KEYWORDS_DUNGEON_TAB.Treasures_Lightward,
check_button=TREASURES_LIGHTWARD_CHECK,
click_button=TREASURES_LIGHTWARD_CLICK
)
class OcrDungeonNav(Ocr):
def after_process(self, result):
result = super().after_process(result)
result = result.replace('#', '')
if self.lang == 'cn':
result = result.replace('萼喜', '')
result = result.replace('', '') # 凝带虚影
return result
class OcrDungeonList(Ocr):
def after_process(self, result):
result = super().after_process(result)
if self.lang == 'cn':
result = result.replace('', '') # 巽风之形
result = result.replace('皖A0', '50').replace('', '')
# 燔灼之形•凝滞虚影
result = result.replace('', '')
result = re.sub('^灼之形', '燔灼之形', result)
# 蛀星的旧·历战余响
result = re.sub(r'蛀星的旧.*?历战', '蛀星的旧靥•历战', result)
return result
class OcrDungeonListLimitEntrance(OcrDungeonList):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.button = ClickButton((*self.button.area[:3], self.button.area[3] - 70))
class DraggableDungeonNav(DraggableList):
# 0.5 is the magic number to reach bottom in 1 swipe
# but relax we still have retires when magic doesn't work
drag_vector = (0.50, 0.52)
class DraggableDungeonList(DraggableList):
teleports: list[OcrResultButton] = []
navigates: list[OcrResultButton] = []
def load_rows(self, main: ModuleBase):
super().load_rows(main=main)
# Replace dungeon.button with teleport
self.teleports = list(split_and_pair_button_attr(
DUNGEON_LIST.cur_buttons,
split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Teleport,
relative_area=(0, 0, 1280, 120)
))
self.navigates = list(split_and_pair_button_attr(
DUNGEON_LIST.cur_buttons,
split_func=lambda x: x != KEYWORDS_DUNGEON_ENTRANCE.Navigate,
relative_area=(0, 0, 1280, 120)
))
DUNGEON_NAV_LIST = DraggableDungeonNav(
'DungeonNavList', keyword_class=DungeonNav, ocr_class=OcrDungeonNav, search_button=OCR_DUNGEON_NAV)
DUNGEON_LIST = DraggableDungeonList(
'DungeonList', keyword_class=[DungeonList, DungeonEntrance],
ocr_class=OcrDungeonList, search_button=OCR_DUNGEON_LIST)
class DungeonUI(DungeonState):
def dungeon_tab_goto(self, state: DungeonTab):
"""
Args:
state:
Returns:
bool: If UI switched
Examples:
self = DungeonUI('alas')
self.device.screenshot()
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Operation_Briefing)
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Daily_Training)
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index)
"""
logger.hr('Dungeon tab goto', level=2)
ui_switched = self.ui_ensure(page_guide)
tab_switched = SWITCH_DUNGEON_TAB.set(state, main=self)
if ui_switched or tab_switched:
if state == KEYWORDS_DUNGEON_TAB.Daily_Training:
logger.info(f'Tab goto {state}, wait until loaded')
self._dungeon_wait_daily_training_loaded()
elif state == KEYWORDS_DUNGEON_TAB.Survival_Index:
logger.info(f'Tab goto {state}, wait until loaded')
self._dungeon_wait_survival_index_loaded()
elif state == KEYWORDS_DUNGEON_TAB.Treasures_Lightward:
logger.info(f'Tab goto {state}, wait until loaded')
self._dungeon_wait_treasures_lightward_loaded()
return True
else:
return False
def _dungeon_wait_daily_training_loaded(self, skip_first_screenshot=True):
"""
Returns:
bool: True if wait success, False if wait timeout.
Pages:
in: page_guide, Daily_Training
"""
timeout = Timer(2, count=4).start()
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if timeout.reached():
logger.warning('Wait daily training loaded timeout')
return False
color = get_color(self.device.image, DAILY_TRAINING_LOADED.area)
if np.mean(color) < 128:
logger.info('Daily training loaded')
return True
def _dungeon_wait_survival_index_loaded(self, skip_first_screenshot=True):
"""
Returns:
bool: True if wait success, False if wait timeout.
Pages:
in: page_guide, Survival_Index
"""
timeout = Timer(2, count=4).start()
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if timeout.reached():
logger.warning('Wait survival index loaded timeout')
return False
if self.appear(SURVIVAL_INDEX_LOADED):
logger.info('Survival index loaded')
return True
def _dungeon_wait_treasures_lightward_loaded(self, skip_first_screenshot=True):
"""
Returns:
bool: True if wait success, False if wait timeout.
Pages:
in: page_guide, Survival_Index
"""
timeout = Timer(2, count=4).start()
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if timeout.reached():
logger.warning('Wait treasures lightward loaded timeout')
return False
if self.appear(TREASURES_LIGHTWARD_LOADED):
logger.info('Treasures lightward loaded')
return True
def _dungeon_wait_until_echo_or_war_stabled(self, skip_first_screenshot=True):
"""
Returns:
bool: True if wait success, False if wait timeout.
Pages:
in: page_guide, Survival_Index
"""
# Wait until Forgotten_Hall stabled
timeout = Timer(2, count=4).start()
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if timeout.reached():
logger.warning('Wait until Echo_of_War stabled timeout')
return False
DUNGEON_NAV_LIST.load_rows(main=self)
# End
button = DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Echo_of_War, show_warning=False)
if button:
# 513 is the top of the last row of DungeonNav
if button.area[1] > 513:
logger.info('DungeonNav row Echo_of_War stabled')
return True
else:
logger.info('No Echo_of_War in list skip waiting')
return False
def _dungeon_nav_goto(self, dungeon: DungeonList, skip_first_screenshot=True):
"""
Equivalent to `DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self)`
but with tricks to be faster
Args:
dungeon:
skip_first_screenshot:
"""
logger.hr('Dungeon nav goto', level=2)
logger.info(f'Dungeon nav goto {dungeon.dungeon_nav}')
# Wait rows
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
DUNGEON_NAV_LIST.load_rows(main=self)
if DUNGEON_NAV_LIST.cur_buttons:
break
# Wait first row selected
timeout = Timer(0.5, count=2).start()
skip_first_screenshot = True
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
if timeout.reached():
logger.info('DUNGEON_NAV_LIST not selected')
break
if button := DUNGEON_NAV_LIST.get_selected_row(main=self):
logger.info(f'DUNGEON_NAV_LIST selected at {button}')
break
# Check if it's at the first page.
if button := DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Simulated_Universe, show_warning=False):
# Going to use a faster method to navigate but can only start from list top
logger.info('DUNGEON_NAV_LIST at top')
# Update points if possible
if DUNGEON_NAV_LIST.is_row_selected(button, main=self):
self.dungeon_update_simuni()
# Treasures lightward is always at top
elif DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Forgotten_Hall, show_warning=False) \
or DUNGEON_NAV_LIST.keyword2button(KEYWORDS_DUNGEON_NAV.Pure_Fiction, show_warning=False):
logger.info('DUNGEON_NAV_LIST at top')
else:
# To start from any list states.
logger.info('DUNGEON_NAV_LIST not at top')
DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self)
return True
# Check the first page
if dungeon.dungeon_nav in [
KEYWORDS_DUNGEON_NAV.Simulated_Universe,
KEYWORDS_DUNGEON_NAV.Calyx_Golden,
KEYWORDS_DUNGEON_NAV.Calyx_Crimson,
KEYWORDS_DUNGEON_NAV.Stagnant_Shadow,
KEYWORDS_DUNGEON_NAV.Cavern_of_Corrosion,
KEYWORDS_DUNGEON_NAV.Forgotten_Hall,
KEYWORDS_DUNGEON_NAV.Pure_Fiction,
]:
button = DUNGEON_NAV_LIST.keyword2button(dungeon.dungeon_nav)
if button:
DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self, insight=False)
return True
# Check the second page
while 1:
DUNGEON_NAV_LIST.drag_page('down', main=self)
# No skip_first_screenshot since drag_page is just called
if self._dungeon_wait_until_echo_or_war_stabled(skip_first_screenshot=False):
DUNGEON_NAV_LIST.select_row(dungeon.dungeon_nav, main=self, insight=False)
return True
def _dungeon_insight(self, dungeon: DungeonList):
"""
Pages:
in: page_guide, Survival_Index, nav including dungeon
out: page_guide, Survival_Index, nav including dungeon, dungeon insight
"""
logger.hr('Dungeon insight', level=2)
# Insight dungeon
DUNGEON_LIST.insight_row(dungeon, main=self)
# Check if dungeon unlocked
for entrance in DUNGEON_LIST.navigates:
entrance: OcrResultButton = entrance
logger.warning(f'Teleport {entrance.matched_keyword} is not unlocked')
if entrance == dungeon:
logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked')
return False
# Find teleport button
if dungeon not in [tp.matched_keyword for tp in DUNGEON_LIST.teleports]:
# Dungeon name is insight but teleport button is not
logger.info('Dungeon name is insight, swipe down a little bit to find the teleport button')
if dungeon.is_Forgotten_Hall:
DUNGEON_LIST.drag_vector = (-0.4, -0.2) # Keyword loaded is reversed
else:
DUNGEON_LIST.drag_vector = (0.2, 0.4)
DUNGEON_LIST.ocr_class = OcrDungeonListLimitEntrance
DUNGEON_LIST.insight_row(dungeon, main=self)
DUNGEON_LIST.drag_vector = DraggableList.drag_vector
DUNGEON_LIST.ocr_class = OcrDungeonList
DUNGEON_LIST.load_rows(main=self)
# Check if dungeon unlocked
for entrance in DUNGEON_LIST.navigates:
if entrance == dungeon:
logger.error(f'Trying to enter dungeon {dungeon}, but teleport is not unlocked')
return False
return True
def _dungeon_enter(self, dungeon, enter_check_button=COMBAT_PREPARE, skip_first_screenshot=True):
"""
Pages:
in: page_guide, Survival_Index, nav including dungeon
out: COMBAT_PREPARE, FORGOTTEN_HALL_CHECK
"""
logger.hr('Dungeon enter', level=2)
skip_first_load = True
while 1:
if skip_first_screenshot:
skip_first_screenshot = False
else:
self.device.screenshot()
# End
if self.appear(enter_check_button):
logger.info(f'Arrive {enter_check_button.name}')
break
# Additional
pass
# Click teleport
if self.appear(page_guide.check_button, interval=1):
if skip_first_load:
skip_first_load = False
else:
DUNGEON_LIST.load_rows(main=self)
entrance = DUNGEON_LIST.keyword2button(dungeon)
if entrance is not None:
self.device.click(entrance)
self.interval_reset(page_guide.check_button)
continue
else:
logger.warning(f'Cannot find dungeon entrance of {dungeon}')
continue
def get_dungeon_interact(self) -> DungeonList | None:
"""
Pages:
in: page_main
"""
if not self.appear(DUNGEON_COMBAT_INTERACT):
logger.info('No dungeon interact')
return None
ocr = OcrDungeonList(DUNGEON_COMBAT_INTERACT_TEXT)
result = ocr.detect_and_ocr(self.device.image)
result = ' '.join([row.ocr_text for row in result])
# Calyx (Crimson): Bud of XXX -> Bud of XXX
result = re.sub(r'Calyx\s*\(.*?\):*', '', result)
# Stagnant Shadow: Shap XXX -> Shape of XXX
result = re.sub(r'Stagnant\s*Shadow[:\s]*\w*', 'Shape of', result)
# Cavern of Corrosion: Pa XXX -> Path of XXX
result = re.sub(r'Cavern\s*of\s*Corrosion[:\s]*\w*', 'Path of', result)
# Echo of War: XXX -> XXX
result = re.sub(r'Echo\s*of\s*War:*', '', result)
# Divine See -> Divine Seed
result = re.sub(r'Divine\s*\w*', 'Divine Seed', result)
# Destructio Beginning -> Destruction's Beginning
result = re.sub(r"Destruct[a-zA-Z0-9_']*", "Destruction's", result)
# Dungeons
try:
dungeon = DungeonList.find(result)
logger.attr('DungeonInteract', dungeon)
return dungeon
except ScriptError:
pass
# Simulated Universe returns Simulated_Universe_World_1
try:
dungeon = DungeonNav.find(result)
if dungeon == KEYWORDS_DUNGEON_NAV.Simulated_Universe:
dungeon = KEYWORDS_DUNGEON_LIST.Simulated_Universe_World_1
logger.attr('DungeonInteract', dungeon)
return dungeon
except ScriptError:
pass
# Unknown
logger.attr('DungeonInteract', None)
return None
def dungeon_goto_rogue(self):
"""
Goto Simulated Universe page but not pressing the TELEPORT button
Pages:
in: Any
out: page_guide, Survival_Index, Simulated_Universe
Examples:
self = DungeonUI('src')
self.device.screenshot()
self.dungeon_goto_rogue()
self._rogue_teleport()
"""
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index)
if self.appear(SURVIVAL_INDEX_LOADED):
logger.info('Already at nav Simulated_Universe')
else:
self._dungeon_nav_goto(KEYWORDS_DUNGEON_LIST.Simulated_Universe_World_1)
def dungeon_goto(self, dungeon: DungeonList):
"""
Returns:
bool: If success
Pages:
in: page_guide, Survival_Index
out: COMBAT_PREPARE if success
page_guide if failed
Examples:
from tasks.dungeon.keywords import KEYWORDS_DUNGEON_LIST
self = DungeonUI('src')
self.device.screenshot()
self.dungeon_tab_goto(KEYWORDS_DUNGEON_TAB.Survival_Index)
self.dungeon_goto(KEYWORDS_DUNGEON_LIST.Calyx_Crimson_Harmony)
"""
# Reset search button
DUNGEON_LIST.search_button = OCR_DUNGEON_LIST
if dungeon.is_Calyx_Golden \
or dungeon.is_Calyx_Crimson \
or dungeon.is_Stagnant_Shadow \
or dungeon.is_Cavern_of_Corrosion \
or dungeon.is_Echo_of_War:
self._dungeon_nav_goto(dungeon)
self._dungeon_insight(dungeon)
self._dungeon_enter(dungeon)
return True
logger.error(f'Goto dungeon {dungeon} is not supported')
return False