Beispiel #1
0
def choose_10_floor_of_yuhun_private_team():
    # 为了效率,默认跳过
    # # 副本类型选择魂十
    # mouse_move(Coordinate.create_team_choose_type_of_battle_x_left, Coordinate.create_team_choose_type_of_battle_y_top)
    # time.sleep(0.5)
    # mouseevent_wheel.scroll_down_to_the_bottom()
    # time.sleep(0.5)
    # 选择十层
    if not identifyImg.look_for_template_for_a_moment_return_boolean("check_floor_10.png", 2, 0.85):
        print("未选择十层,开始选择十层")
        mouse_move(Coordinate.create_team_choose_floor_of_battle_x_left, Coordinate.create_team_choose_floor_of_battle_y_top)
        mouseevent_wheel.scroll_down_to_the_bottom()
        # 滚轮滚到底之后,开始向上滚动寻找魂十
        while not identifyImg.look_for_template_for_a_moment_return_boolean("check_floor_10.png", 2, 0.85):
            time.sleep(0.3)
            win32api.mouse_event(win32con.MOUSEEVENTF_WHEEL, 0, 0, 32)
        time.sleep(0.5)
    # 限制60级进入
    if not identifyImg.look_for_template_for_a_moment_return_boolean("check_allowed_maxlevel.png", 2, 0.85):
        print("最大等级不是60级,开始调整等级限制")
        mouse_move(Coordinate.create_team_minimum_lv_x_left, Coordinate.create_team_minimum_lv_y_top)
        mouseevent_wheel.scroll_down_to_the_bottom()
        time.sleep(0.5)
        mouse_move(Coordinate.create_team_max_lv_x_left, Coordinate.create_team_max_lv_y_top)
        mouseevent_wheel.scroll_down_to_the_bottom()
        time.sleep(0.5)
    # 点击创建
    create_button_filename = "create_button.png"
    identifyImg.identify_template_click(create_button_filename, template_cv2_entity[create_button_filename], 0.75)
    time.sleep(1)
Beispiel #2
0
def explore_main(omyuji_hwnd_info):
    print("start explore_main()")
    while True:
        # 切换队长号
        win32gui.SetForegroundWindow(list(omyuji_hwnd_info.keys())[1])
        print("进入点怪界面,先观察有没有BOSS")
        boss_appear_flag = identifyImg.look_for_template_for_a_moment_return_boolean("boss_appear.png", 1, 0.85)
        boss_flag = identifyImg.look_for_template_for_a_moment_return_boolean("boss.png", 1, 0.85)
        if boss_appear_flag or boss_flag:
            print("出BOSS了,开始打BOSS")
            identifyImg.wait_for_a_moment_and_click_template("boss.png", 5, 0.85)
            fight.fight_for_experience(omyuji_hwnd_info)

        identifyImg.look_for_template_to_click("monster.png",0.85)
        fight.fight_for_experience(omyuji_hwnd_info)
Beispiel #3
0
def accept_invite_from_captain(omyuji_hwnd_info):
    # 切换大号接受
    windowTools.switch_window(list(omyuji_hwnd_info.keys())[0])
    # 添加意外处理,防止大号被6000御魂、掉线以及其他异常情况卡在战斗收益画面没有出来
    if identifyImg.identify_find_template_or_not("money_ico.png",0.85):
        mouse_click(Coordinate.explore_getoutofbattle_x_left, Coordinate.explore_getoutofbattle_y_top)
    # 开始接受队长邀请
    accept_xiaohao_invite = "accept_xiaohao_invite.png"
    for i in range(10):
        # 检测小号邀请信息,点击对号
        xiaohao_invite_coordinate = identifyImg. \
            identify_find_template_or_not(accept_xiaohao_invite, 0.8)
        if xiaohao_invite_coordinate:
            # 如果找到默认邀请了,仅点击对号接受邀请
            if identifyImg.look_for_template_for_a_moment_return_boolean("continuous_invited_flag.png", 3, 0.8):
                mouse_click(xiaohao_invite_coordinate['x'] - 170, xiaohao_invite_coordinate['y'] + 10)
                print("invitationTask.py:检测到小号发来的默认邀请,仅点击对号接受本次邀请")
                time.sleep(0.2)
                break
            # 如果没找到默认邀请的标志,那么就是普通邀请
            mouse_click(xiaohao_invite_coordinate['x'] - 95,
                        xiaohao_invite_coordinate['y'] + 10)
            time.sleep(0.2)
            print("检测到小号发来的普通邀请,点击对号接受本次邀请")
            break
    # 切换队长号继续流程
    windowTools.switch_window(list(omyuji_hwnd_info.keys())[1])
Beispiel #4
0
def choose_the_latest_chapter(chapter):
    # 鼠标选择指定章节,鼠标滚轮一直滚到看到指定章节的模板为止,并点击
    print("开始找最新章节,当前试图寻找 %d" % chapter + " 章")
    chapter_coordinate = identifyImg.identify_find_template_or_not("explore_choose_chapter.png", 0.85)
    if chapter_coordinate:
        mouse_move(chapter_coordinate['x'], chapter_coordinate['y'])
        time.sleep(1)
        while True:
            # 先找章节模板,找不到就滚动滚轮寻找
            aim_of_chapter_coordinate = identifyImg.identify_find_template_or_not("explore_chapter_%d.png" % chapter,
                                                                                  0.9)
            if aim_of_chapter_coordinate:
                # 点击指定章节
                mouse_click(aim_of_chapter_coordinate['x'], aim_of_chapter_coordinate['y'])
                # 等待屏幕移动出现选择难度及组队信息
                wait_for_explore_button = identifyImg.look_for_template_for_a_moment_return_boolean("common_button_explore.png", 3.5,
                                                                                                    0.85)
                # 看到屏幕出现等待信息后,判断是否点击了困难标志,否则无法组队
                if wait_for_explore_button:
                    hard_status_coordinate = identifyImg.identify_find_template_or_not("experience_hard.png", 0.85)
                    # 如果看到了困难标志没有点上,点击
                    if hard_status_coordinate:
                        mouse_click(hard_status_coordinate['x'],hard_status_coordinate['y'])
                    # 点击组队,结束本方法
                    identifyImg.identify_template_click("common_button_creatteam.png",
                                                        template_cv2_entity["common_button_creatteam.png"], 0.85)
                    break
            # win32con.MOUSEEVENTF_WHEEL代表鼠标中轮,第四个参数正数代表往上轮滚,负数代表往下
            win32api.mouse_event(win32con.MOUSEEVENTF_WHEEL, 0, 0, -128)
            time.sleep(0.3)
    print("choose_the_latest_chapter()结束")
    return
Beispiel #5
0
def foster_execute():
    # 点击进入结界
    identifyImg.look_for_template_to_click("boundary_entry_other_boundary.png",
                                           0.8)
    # 寻找【友】字的坑位
    if identifyImg.look_for_template_for_a_moment_return_boolean(
            "boundary_foster_available_flag.png", 8, 0.8):
        # 寻找目标式神,并返回等级的坐标位置
        shikigami_level_coordinate = shikigamiTools.select_shikigami()
        # 如果没找到滑块,直接return
        if shikigami_level_coordinate.__len__() == 0:
            return
        # N卡被吃光,直接切回全部,随便选第一个寄养
        elif shikigami_level_coordinate.__len__(
        ) > 0 and shikigami_level_coordinate['x'] == 0:
            identifyImg.wait_for_a_moment_and_click_template(
                "common_rare_N.png", 3, 0.8)
            identifyImg.wait_for_a_moment_and_click_template(
                "common_rare_button.png", 3, 0.8)
            temp_coordinate = identifyImg.identify_find_template_or_not(
                "common_rare_button.png", 0.8)
            mouse_click(temp_coordinate['x'], temp_coordinate['y'])
            identifyImg.wait_for_a_moment_and_click_template(
                "common_confirm_button.png", 3, 0.8)
            return
        else:
            # 如果正常返回坐标,开始寄养
            mouse_click(shikigami_level_coordinate['x'],
                        shikigami_level_coordinate['y'])
            identifyImg.wait_for_a_moment_and_click_template(
                "common_confirm_button.png", 3, 0.8)
    return datetime.datetime.now()
Beispiel #6
0
def fight_for_experience(omyuji_hwnd_info, template_filename=None):
    battle_result = False
    whether_battle_start = identifyImg.look_for_template_for_a_moment_return_boolean("common_exit_battle.png", 15, 0.85)
    # 如果没找到返回按钮,则判断没有进入战斗
    if not whether_battle_start:
        print("fight_for_experience()判断未进入战斗,返回战斗失败退出方法")
        return battle_result
    # 开始更换两个号的狗粮
    check_level_of_hellspawn(omyuji_hwnd_info)
Beispiel #7
0
def check_time_and_foster(task_type):
    # 进入方法时间,目前方法不够精确,所以是否寄养成功,都返回寄养时间,防止寄养失败后,每一次循环都启用一次寄养。
    foster_time = datetime.datetime.now()
    # 首先检查人物所处位置,如果在探索菜单就先返回主界面
    # 先找下有没有后退的蓝色按钮,不断地按直到没有找到
    if identifyImg.look_for_template_for_a_moment_return_boolean(
            "back_button_blue.png", 2, 0.8):
        while identifyImg.look_for_template_for_a_moment_return_boolean(
                "back_button_blue.png", 5, 0.8):
            identifyImg.look_for_template_to_click("back_button_blue.png", 0.8)
            if identifyImg.look_for_template_for_a_moment_return_boolean(
                    "main_menu_yinyangliao.png", 0.5, 0.8):
                print("检测到退回主界面了,开始点击阴阳寮")
                break
    # 点击主界面阴阳寮按钮
    identifyImg.look_for_template_to_click("main_menu_yinyangliao.png", 0.8)
    # 点击结界,进入结界界面
    identifyImg.wait_for_a_moment_and_click_template("boundary_button.png", 5,
                                                     0.8)
    # 点击式神育成
    identifyImg.wait_for_a_moment_and_click_template("boundary_index.png", 8,
                                                     0.7)
    time.sleep(1)
    # 观察一下寄养按钮是否可用
    foster_coordinate = identifyImg.identify_find_template_or_not(
        "boundary_foster_button.png", 0.8)
    # 如果寄养还没结束,则终止寄养流程,开始准备返回上一级调用
    if not foster_coordinate:
        # 返回正在进行的任务,比如御魂
        back_to_mission(task_type)
        return foster_time
    mouse_click(foster_coordinate['x'], foster_coordinate['y'])
    # 最多等待5秒寄养主界面弹出,方法是检测模板中的【结界卡】字样
    identifyImg.look_for_template_for_a_moment_return_boolean(
        "boundary_foster_main_menu_flag.png", 5, 0.8)

    # 开始挑卡寄养,尽量选择收益高的
    foster_time = check_friend_to_foster()

    # 挂完卡之后,开始返回进行中任务
    back_to_mission(task_type)
    return foster_time
Beispiel #8
0
def invite_main_account_experience(omyuji_hwnd_info, chapter):
    # 首先等待看见大号名字
    main_account_appeare_flag = identifyImg.wait_for_a_moment_and_click_template("headportrait_of_main_account.png", 3, 0.85)
    if not main_account_appeare_flag:
        # 如果出现异常,直接点击X退出到探索主界面,重新选择章节再邀请一次。
        catch_invite_main_account_error(chapter)
    # invite_click_is_done_flag = identifyImg.wait_for_a_moment_and_click_template("invite_click_is_done.png", 2, 0.85)
    # if not invite_click_is_done_flag:
    #     # 如果出现异常,直接点击X退出到探索主界面,重新选择章节再邀请一次。
    #     catch_invite_main_account_error(chapter)
    # 疯狂邀请至大号进来为止
    while True:
        # 点击邀请
        identifyImg.wait_for_a_moment_and_click_template("invite_button.png", 1, 0.85)
        # 接受队长邀请
        accept_invite_from_captain(omyuji_hwnd_info)
        # 判断大号是否进入
        success_flag = identifyImg.look_for_template_for_a_moment_return_boolean("experience_move_left.png", 9, 0.85)
        if success_flag:
            print("end invite_main_account_experience()")
            return
Beispiel #9
0
def battle_statistics_and_command(omyuji_hwnd_info, mission):
    residue_number = mission
    battle_count = 0
    win_count = 0
    # 寮突破是否可以继续打的Flag,True:可以打,False:不可以继续打了
    whether_breakthrough_is_available = True
    # 切换大号开始判断首先要处理的事情,比如寄养、突破
    windowTools.switch_window(list(omyuji_hwnd_info.keys())[0])
    # 首先去寄养,然后再记下寄养的时间
    the_last_foster_time = fosterCare.check_time_and_foster("yuhun")
    # 然后判断收益号是否开始执行个人突破,突破票28张以上就开打
    breakthrough.AOP_for_breakthrough(omyuji_hwnd_info)

    # 切回队长小号开始流程
    windowTools.switch_window(list(omyuji_hwnd_info.keys())[1])
    # 开始进入刷御魂主流程
    start_yuhun_to_attack_for_multi_player(omyuji_hwnd_info, mission)
    # 邀请大号,返回开始战斗图标坐标
    start_battle_button_is_availeable_coordinate = invitationTask.invite_main_account_for_yuhun(
        omyuji_hwnd_info)
    # 点击开始战斗
    mouse_click(start_battle_button_is_availeable_coordinate['x'],
                start_battle_button_is_availeable_coordinate['y'])
    # 获取当前时间点,用时间差计算何时进入寮突:
    the_last_breakthrough_union_time = datetime.now()
    while win_count < residue_number:
        # 进入大小号无限刷的循环
        print("当前已打:" + str(battle_count) + "次,胜利:" + str(win_count) +
              "次,还需再打" + str(residue_number - win_count) + "次")
        # 进入战斗,注意当前是小号视角,退出战斗可以找开始战斗按钮是否出现
        battle_result = fight.fight("common_team_start_battle_button.png")
        battle_count += 1
        if battle_result:
            win_count += 1
        # 设置默认邀请队友界面是否会弹出的Flag
        default_invite = False
        # 第一次组队,一定会弹出默认邀请
        first_default_invite = True

        # 检测弹出【是否默认邀请队友界面】
        if not default_invite and first_default_invite:
            # 开始执行点击默认邀请流程,首先要把首次进入战斗Flag设为False
            first_default_invite = False
            checkbox_need_to_click_filename = "checkbox_need_to_click.png"
            checkbox_need_to_click_coordinate = identifyImg.\
                identify_find_template_or_not(
                checkbox_need_to_click_filename,0.85)
            if checkbox_need_to_click_coordinate.__len__() > 0:
                print("点击默认邀请队友")
                mouse_click(checkbox_need_to_click_coordinate['x'],
                            checkbox_need_to_click_coordinate['y'])
                # 点击确定
                common_confirm_button_filename = "common_confirm_button.png"
                identifyImg.identify_template_click(
                    common_confirm_button_filename,
                    template_cv2_entity[common_confirm_button_filename], 0.8)
                # 点了默认邀请之后,默认邀请Flag设置为True
                default_invite = False
        windowTools.switch_window(list(omyuji_hwnd_info.keys())[0])
        check_explore_filename = "check_explore.png"
        # 切出去等待大号点出战斗,判断方式为左下角出现御魂图标
        while True:
            time.sleep(0.6)
            print("点击屏幕退出战斗画面")
            # 为了防止弹出御魂6000超量警告,这里加一个判断点击
            # 判断御魂数量大于6000
            yuhun_number_exceeded_filename = "yuhun_number_exceeded.png"
            yuhun_number_exceeded_coordinate = identifyImg.identify_find_template_or_not(
                yuhun_number_exceeded_filename, 0.85)
            if yuhun_number_exceeded_coordinate.__len__() > 0:
                mouse_click(yuhun_number_exceeded_coordinate['x'],
                            yuhun_number_exceeded_coordinate['y'])
                print("大号御魂超数了,赶紧去清了")
            # 如果没见到超量,就正常点击小号邀请
            check_explore = identifyImg.identify_find_template_or_not(
                check_explore_filename, 0.75)
            if check_explore.__len__() > 0:
                break
            # 如果意外地弹出去直接进了队,那么离开点击
            leave_the_team_button_filename = "leave_the_team_button.png"
            leave_the_team_button_coordinate = identifyImg.identify_find_template_or_not(
                leave_the_team_button_filename, 0.85)
            if leave_the_team_button_coordinate.__len__() > 0:
                break
            mouse_click(Coordinate.explore_getoutofbattle_x_left,
                        Coordinate.explore_getoutofbattle_y_top)

        # 在接受前,上次寄养是否超过了6小时,如是,则先去寄养
        if (datetime.now() - the_last_foster_time).seconds > 21600:

            # Sensitive operation!!!
            # 关buffer
            bufferTools.switch_off_all_of_buffer()

            # 寄养
            the_last_foster_time = fosterCare.check_time_and_foster("yuhun")

            # Sensitive operation!!!
            # 开buffer
            bufferTools.switch_on_buffer("yuhun")

        # 在接受前,判断大号突破票是否大于28张,如是,则先进行突破
        personal_breakthrough_ticket = observerTools.remaining_of_personal_breakthrough_ticket(
        )
        print("当前突破票剩余:" + personal_breakthrough_ticket)
        if int(personal_breakthrough_ticket) > 28:

            # Sensitive operation!!!
            # 关buffer
            bufferTools.switch_off_all_of_buffer()

            # 开始突破
            breakthrough.breakthrough_personal("yuhun")

            # Sensitive operation!!!
            # 开buffer
            bufferTools.switch_on_buffer("yuhun")

        # 接下来判断经过时间,用于进入寮突破
        breakthrough_loop_time = datetime.now()
        time_lapse = (breakthrough_loop_time -
                      the_last_breakthrough_union_time).seconds
        print("与上次突破时间相比,当前经过了:" + str(time_lapse) + "秒")
        if time_lapse > 300 or time_lapse < 5:
            # 加入定时寮突破
            print("又该打寮突了,当前时间 :" + str(datetime.now()))
            if whether_breakthrough_is_available:
                # Sensitive operation!!!
                # 关buffer
                bufferTools.switch_off_all_of_buffer()

                # 开始寮突破
                whether_breakthrough_is_available = breakthrough.start_to_breakthrough(
                    "union", "yuhun")

                # Sensitive operation!!!
                # 开buffer
                bufferTools.switch_on_buffer("yuhun")

                # 记录打完突破的时间点,用于下一次计算时长
                the_last_breakthrough_union_time = datetime.now()
            else:
                print("记得上一次看到100%被攻破了,那今天先不打寮突了")
        # 判断完个突(如果票够)和寮突(如果时间点对)后,点击对号接受组队
        # mouse_click(Coordinate.accept_invite_x_left, Coordinate.accept_invite_y_top)
        accept_xiaohao_invite = "accept_xiaohao_invite.png"
        for i in range(10):
            # 检测小号邀请信息,点击对号
            xiaohao_invite_coordinate = identifyImg. \
                identify_find_template_or_not(accept_xiaohao_invite, 0.85)
            if xiaohao_invite_coordinate:
                # 如果找到默认邀请了,仅点击对号接受邀请
                if identifyImg.look_for_template_for_a_moment_return_boolean(
                        "continuous_invited_flag.png", 3, 0.85):
                    mouse_click(xiaohao_invite_coordinate['x'] - 170,
                                xiaohao_invite_coordinate['y'] + 10)
                    print("yuhun.py :检测到小号发来的默认邀请,仅点击对号接受本次邀请")
                    time.sleep(0.2)
                    break
                # 如果没找到默认邀请的标志,那么就是普通邀请
                mouse_click(xiaohao_invite_coordinate['x'] - 95,
                            xiaohao_invite_coordinate['y'] + 10)
                print("检测到小号发来的普通邀请,点击对号接受本次邀请")
                time.sleep(0.2)
                break
        time.sleep(0.1)
        # 打完突破(如果打了)之后,切换小号观察大号是否进来,如是,开始战斗。如不是,重新邀请
        windowTools.switch_window(list(omyuji_hwnd_info.keys())[1])
        time.sleep(0.3)
        headportrait_of_main_account_filename = "headportrait_of_main_account_team_interface.png"
        headportrait_of_main_account_coordinate = \
            identifyImg.identify_find_template_or_not(headportrait_of_main_account_filename, 0.85)
        if headportrait_of_main_account_coordinate.__len__() > 0:
            # 看开始战斗按钮是否可用,如有,则进行下一轮循环,直到打满输入次数
            common_team_start_battle_button_filename = "common_team_start_battle_button.png"
            start_battle_button_is_availeable_coordinate = \
                identifyImg.identify_find_template_or_not(common_team_start_battle_button_filename, 0.85)
            if start_battle_button_is_availeable_coordinate.__len__() > 0:
                print("邀请成功,退出invite_main_account_for_yuhun()")
                # 点击开始战斗
                mouse_click(start_battle_button_is_availeable_coordinate['x'],
                            start_battle_button_is_availeable_coordinate['y'])
        else:
            # 邀请大号,返回开始战斗图标坐标
            start_battle_button_is_availeable_coordinate = invitationTask.invite_main_account_for_yuhun(
                omyuji_hwnd_info)
            # 点击开始战斗
            mouse_click(start_battle_button_is_availeable_coordinate['x'],
                        start_battle_button_is_availeable_coordinate['y'])
Beispiel #10
0
def city_of_sun():
    # 点日轮之城活动主界面
    identifyImg.look_for_template_to_click("sun_index.png", 0.85)
    # 10秒内等轮回秘境
    identifyImg.wait_for_a_moment_and_click_template("lun_hui_mi_jing.png", 10,
                                                     0.85)
    # 等待出现轮回重置按钮出现,代表页面读取完毕
    if identifyImg.look_for_template_for_a_moment_return_boolean(
            "reset_lunhui.png", 10, 0.85):
        # 开始打秘境大循环
        while True:
            print("开始外层大循环,缓冲几秒")
            sleep(1)
            print("开始读取每一格坐标")
            # 如果有资源选取意愿,先点击御魂资源
            identifyImg.look_for_template_to_click(
                "lunhuimijing_yuhun_ziyuan.png", 0.85)

            # 开始读取每个板块坐标
            battle_list = identifyImg.multi_template_coordinate(
                "cityofsun.png", 0.9)
            # 逻辑:优先看资源格子、下一层,如果什么都没发现就开始正常翻格子遍历
            # 下面的遍历是以每个板块坐标为单位
            for i in battle_list:
                sleep(0.5)
                # 如果有资源选取意愿,先点击御魂资源
                resources_button = identifyImg.identify_find_template_or_not(
                    "lunhuimijing_yuhun_ziyuan.png", 0.85)
                if resources_button:
                    mouse_click(resources_button['x'], resources_button['y'])
                    identifyImg.wait_for_a_moment_and_click_template(
                        "common_confirm.png", 3, 0.85)
                # 先看有没有宝箱
                box = identifyImg.multi_template_coordinate(
                    "lunhuimijing_box.png", 0.85)
                if box:
                    count = box.__len__()
                    print("有宝箱,拾取%d个宝箱" % count)
                    for j in box:
                        mouse_click(j[0], j[1])
                        # 等待箱子开完,点击屏幕取消掉奖励
                        identifyImg.wait_for_a_moment_and_click_template(
                            "battle_win_continue.png", 5, 0.85)
                        # 判断是否取消掉屏幕,如果没有,直接点到看不到达摩弹出的金币奖励图标为止
                        while identifyImg.identify_find_template_or_not(
                                "money_ico.png", 0.9):
                            print("持续点击到没有金币为止")
                            identifyImg.look_for_template_to_click(
                                "battle_win_continue.png", 0.85)
                # 再看有没有时曲碎片
                shiqusuipian = identifyImg.multi_template_coordinate(
                    "lunhuimijing_shiqusuipian.png", 0.9)
                if shiqusuipian:
                    count = shiqusuipian.__len__()
                    print("有碎片,拾取%d个碎片" % count)
                    for k in shiqusuipian:
                        mouse_click(k[0], k[1])
                        sleep(1)
                # 再看有没有下一层
                sleep(0.5)
                next_floor = identifyImg.identify_find_template_or_not(
                    "lunhuimijing_next_floor.png", 0.85)
                if next_floor:
                    print("发现下一层了,直接进入下一层")
                    mouse_click(next_floor['x'], next_floor['y'])
                    # 点击下一层的时候有2种情况
                    # 第一种是第一次点击,出现BOSS战斗界面
                    sleep(1)
                    boss_battle_button = identifyImg.identify_find_template_or_not(
                        "lunhuimijing_start_battle.png", 0.85)
                    if boss_battle_button:
                        mouse_click(boss_battle_button['x'],
                                    boss_battle_button['y'])
                        fight.fight("reset_lunhui.png")
                        print("打完下一层BOSS了,等待2秒缓冲去下一层")
                        sleep(2)
                    # 第二种是打完boss了,弹出是否进入下一层,会现common的确定按钮,直接点击进入下一层
                    common_confirm_button = identifyImg.identify_find_template_or_not(
                        "common_confirm_button.png", 0.85)
                    if common_confirm_button:
                        mouse_click(common_confirm_button['x'],
                                    common_confirm_button['y'])
                        continue

                # 如果特殊资源格子都没发现,那么就开始正常点击每个板块翻
                mouse_click(i[0], i[1])
                sleep(0.3)
                # 找单人挑战的按钮
                start_battle_button_cd = identifyImg.identify_find_template_or_not(
                    "lunhuimijing_start_battle.png", 0.85)
                if start_battle_button_cd:
                    mouse_click(start_battle_button_cd['x'],
                                start_battle_button_cd['y'])
                    fight.fight("reset_lunhui.png")
                else:
                    continue
Beispiel #11
0
def check_whether_start():
    return not identifyImg.look_for_template_for_a_moment_return_boolean(
        "check_breakthrough_start.png", 2, 0.85)