Example #1
0
    def ensure_campaign_ui(self, name, mode='normal'):
        for n in range(20):
            try:
                self.campaign_set_chapter(name, mode)
                self.ENTRANCE = self.campaign_get_entrance(name=name)
                return True
            except CampaignNameError:
                continue

        logger.warning('Campaign name error')
        raise ScriptEnd('Campaign name error')
Example #2
0
    def handle_campaign_ui(self):
        for n in range(20):
            try:
                self.ensure_campaign_ui(name=self.stage, mode=self.config.CAMPAIGN_MODE)
                self.campaign.ENTRANCE = self.campaign_get_entrance(name=self.stage)
                return True
            except CampaignNameError:
                continue

        logger.warning('Campaign name error')
        raise ScriptEnd('Campaign name error')
    def battle_default(self):
        while self.affinity_battle < self.config.C11_AFFINITY_BATTLE_COUNT:
            logger.attr(
                'Affinity_battle',
                f'{self.affinity_battle}/{self.config.C11_AFFINITY_BATTLE_COUNT}'
            )
            self.goto(C1)
            self.affinity_battle += 1
            self.goto(D1 if np.random.uniform() < 0.7 else B1)

        # End
        try:
            self.withdraw()
        except CampaignEnd:
            raise ScriptEnd('Reach condition: Affinity farming battle count')
Example #4
0
    def check_reduce(self, battle):
        """
        Check emotion before entering a campaign.

        Args:
            battle (int): Battles in this campaign

        Raise:
            ScriptEnd: Delay current task to prevent emotion control in the future.
        """
        if not self.config.Emotion_CalculateEmotion:
            return

        method = self.config.Fleet_FleetOrder

        if method == 'fleet1_mob_fleet2_boss':
            battle = (battle - 1, 1)
        elif method == 'fleet1_boss_fleet2_mob':
            battle = (1, battle - 1)
        elif method == 'fleet1_all_fleet2_standby':
            battle = (battle, 0)
        elif method == 'fleet1_standby_fleet2_all':
            battle = (0, battle)
        else:
            raise ScriptError(f'Unknown fleet order: {method}')

        battle = tuple(
            np.array(battle) * self.reduce_per_battle_before_entering)
        logger.info(f'Expect emotion reduce: {battle}')

        self.update()
        self.record()
        self.show()
        recovered = max(
            [f.get_recovered(b) for f, b in zip(self.fleets, battle)])
        if recovered > datetime.now():
            logger.info(
                'Delay current task to prevent emotion control in the future')
            self.config.task_delay(target=recovered)
            raise ScriptEnd('Emotion control')
Example #5
0
    def enter_map(self, button, mode='normal'):
        """Enter a campaign.

        Args:
            button: Campaign to enter.
            mode (str): 'normal' or 'hard' or 'cd'
        """
        logger.hr('Enter map')
        campaign_timer = Timer(5)
        map_timer = Timer(5)
        fleet_timer = Timer(5)
        checked_in_map = False
        self.stage_entrance = button

        while 1:
            self.device.screenshot()

            if not checked_in_map and self.is_in_map():
                logger.info('Already in map, skip enter_map.')
                return False
            else:
                checked_in_map = True

            # Map preparation
            if map_timer.reached() and self.handle_map_preparation():
                self.map_get_info()
                self.handle_fast_forward()
                self.handle_auto_search()
                if self.triggered_map_stop():
                    self.enter_map_cancel()
                    raise ScriptEnd(
                        f'Reach condition: {self.config.STOP_IF_MAP_REACH}')
                self.device.click(MAP_PREPARATION)
                map_timer.reset()
                campaign_timer.reset()
                continue

            # Fleet preparation
            if fleet_timer.reached() and self.appear(FLEET_PREPARATION):
                if self.config.ENABLE_FLEET_CONTROL:
                    if mode == 'normal' or mode == 'hard':
                        self.fleet_preparation()
                        self.handle_auto_search_setting()
                        self.handle_auto_search_emotion_wait()
                self.device.click(FLEET_PREPARATION)
                fleet_timer.reset()
                campaign_timer.reset()
                continue

            # Auto search continue
            if self.handle_auto_search_continue():
                campaign_timer.reset()
                continue

            # Retire
            if self.handle_retirement():
                continue

            # Use Data Key
            if self.handle_use_data_key():
                continue

            # Emotion
            if self.handle_combat_low_emotion():
                continue

            # Urgent commission
            if self.handle_urgent_commission():
                continue

            # Story skip
            if self.handle_story_skip():
                campaign_timer.reset()
                continue

            # Enter campaign
            if campaign_timer.reached() and self.appear_then_click(button):
                campaign_timer.reset()
                continue

            # End
            if self.map_is_auto_search:
                if self.is_auto_search_running():
                    break
            else:
                if self.handle_in_map_with_enemy_searching():
                    self.handle_map_after_combat_story()
                    break

        return True
Example #6
0
    def enter_map(self, button, mode='normal', skip_first_screenshot=True):
        """Enter a campaign.

        Args:
            button: Campaign to enter.
            mode (str): 'normal' or 'hard' or 'cd'
            skip_first_screenshot (bool):
        """
        logger.hr('Enter map')
        campaign_timer = Timer(5)
        map_timer = Timer(5)
        fleet_timer = Timer(5)
        campaign_click = 0
        map_click = 0
        fleet_click = 0
        checked_in_map = False
        self.stage_entrance = button

        with self.stat.new(genre=self.config.campaign_name,
                           save=self.config.DropRecord_SaveCombat,
                           upload=False) as drop:
            while 1:
                if skip_first_screenshot:
                    skip_first_screenshot = False
                else:
                    self.device.screenshot()

                # Check errors
                if campaign_click > 5:
                    logger.critical(
                        f"Failed to enter {button}, too many click on {button}"
                    )
                    logger.critical(
                        "Possible reason #1: You haven't reached the commander level to unlock this stage."
                    )
                    raise RequestHumanTakeover
                if fleet_click > 5:
                    logger.critical(
                        f"Failed to enter {button}, too many click on FLEET_PREPARATION"
                    )
                    logger.critical(
                        "Possible reason #1: "
                        "Your fleets haven't satisfied the stat restrictions of this stage."
                    )
                    logger.critical(
                        "Possible reason #2: "
                        "This stage can only be farmed once a day, "
                        "but it's the second time that you are entering")
                    raise RequestHumanTakeover

                # Already in map
                if not checked_in_map and self.is_in_map():
                    logger.info('Already in map, skip enter_map.')
                    return False
                else:
                    checked_in_map = True

                # Map preparation
                if map_timer.reached() and self.handle_map_preparation():
                    self.map_get_info()
                    self.handle_fast_forward()
                    self.handle_auto_search()
                    if self.triggered_map_stop():
                        self.enter_map_cancel()
                        self.handle_map_stop()
                        raise ScriptEnd(
                            f'Reach condition: {self.config.StopCondition_MapAchievement}'
                        )
                    self.device.click(MAP_PREPARATION)
                    map_click += 1
                    map_timer.reset()
                    campaign_timer.reset()
                    continue

                # Fleet preparation
                if fleet_timer.reached() and self.appear(FLEET_PREPARATION,
                                                         offset=(20, 20)):
                    if mode == 'normal' or mode == 'hard':
                        self.handle_2x_book_setting(mode='prep')
                        self.fleet_preparation()
                        self.handle_auto_submarine_call_disable()
                        self.handle_auto_search_setting()
                        self.map_fleet_checked = True
                    self.device.click(FLEET_PREPARATION)
                    fleet_click += 1
                    fleet_timer.reset()
                    campaign_timer.reset()
                    continue

                # Auto search continue
                if self.handle_auto_search_continue():
                    campaign_timer.reset()
                    continue

                # Retire
                if self.handle_retirement():
                    campaign_timer.reset()
                    map_timer.reset()
                    fleet_timer.reset()
                    continue

                # Use Data Key
                if self.handle_use_data_key():
                    continue

                # Emotion
                if self.handle_combat_low_emotion():
                    continue

                # Urgent commission
                if self.handle_urgent_commission(drop=drop):
                    continue

                # Story skip
                if self.handle_story_skip():
                    campaign_timer.reset()
                    continue

                # Enter campaign
                if campaign_timer.reached() and self.appear_then_click(button):
                    campaign_click += 1
                    campaign_timer.reset()
                    continue

                # End
                if self.map_is_auto_search:
                    if self.is_auto_search_running():
                        break
                else:
                    if self.handle_in_map_with_enemy_searching():
                        self.handle_map_after_combat_story()
                        break

        return True
    def enter_map(self, button, mode='normal'):
        """Enter a campaign.

        Args:
            button: Campaign to enter.
            mode (str): 'normal' or 'hard' or 'cd'
        """
        logger.hr('Enter map')
        campaign_timer = Timer(2)
        map_timer = Timer(1)
        fleet_timer = Timer(1)
        checked_in_map = False
        while 1:
            self.device.screenshot()

            if not checked_in_map and self.is_in_map():
                logger.info('Already in map, skip enter_map.')
                return False
            else:
                checked_in_map = True

            # Map preparation
            if map_timer.reached() and self.appear(MAP_PREPARATION):
                self.device.sleep(0.3)  # Wait for map information.
                self.device.screenshot()
                if self.handle_map_clear_mode_stop():
                    self.enter_map_cancel()
                    raise ScriptEnd(
                        f'Reach condition: {self.config.CLEAR_MODE_STOP_CONDITION}'
                    )
                self.handle_fast_forward()
                self.device.click(MAP_PREPARATION)
                map_timer.reset()
                campaign_timer.reset()
                continue

            # Fleet preparation
            if fleet_timer.reached() and self.appear(FLEET_PREPARATION):
                if self.config.ENABLE_FLEET_CONTROL:
                    if mode == 'normal' or mode == 'hard':
                        self.fleet_preparation()
                self.device.click(FLEET_PREPARATION)
                fleet_timer.reset()
                campaign_timer.reset()
                continue

            # Retire
            if self.handle_retirement():
                continue

            # Emotion
            if self.handle_combat_low_emotion():
                continue

            # Urgent commission
            if self.handle_urgent_commission():
                continue

            # Story skip
            if self.handle_story_skip():
                campaign_timer.reset()
                continue

            # Enter campaign
            if campaign_timer.reached() and self.is_in_stage():
                self.device.click(button)
                campaign_timer.reset()
                continue

            # End
            if self.handle_in_map_with_enemy_searching():
                break

        return True