def unable_handler(self, coords): """ Method called when the path to the boss fleet is obstructed by mobs: it procedes to switch targets to the mobs which are blocking the path. Args: coords (list): coordinate_x, coordinate_y. These coordinates describe the boss location. """ Logger.log_debug("Unable to reach boss function started.") closest_to_boss = self.get_closest_target(self.blacklist, coords) Utils.touch(closest_to_boss) Utils.wait_update_screen(1) if Utils.find("combat/alert_unable_reach"): Logger.log_warning("Unable to reach next to boss.") self.blacklist.append(closest_to_boss) while True: closest_enemy = self.get_closest_target(self.blacklist) Utils.touch(closest_enemy) Utils.update_screen() if Utils.find("combat/alert_unable_reach"): self.blacklist.append(closest_to_boss) else: break self.movement_handler(closest_enemy) self.battle_handler() return else: self.movement_handler(closest_to_boss) self.battle_handler() return
def select_daily(self): Utils.wait_update_screen(1) # while True: if not Utils.find("combat/daily_attempts"): Utils.touch_randomly(self.region["center_daily"]) Logger.log_info("Found daily challenge.") Utils.script_sleep(1) Utils.update_screen() # continue if Utils.find("combat/daily_attempts"): Utils.touch_randomly(self.region["select_daily"]) Logger.log_info("Select daily challenge.") Utils.script_sleep(1) Utils.update_screen() # continue if Utils.find("combat/daily_out"): Logger.log_info("You're out of daily stage challenges.") Utils.touch_randomly(self.region["menu_nav_back"]) # return True Utils.wait_update_screen(1) self.start_daily()
def retreat_handler(self): """ Retreats if necessary. """ while True: Utils.wait_update_screen(2) if Utils.find("combat/alert_morale_low"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 3 continue if Utils.find("menu/button_sort"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 4 continue if Utils.find("combat/menu_formation"): Utils.touch_randomly(self.region["menu_nav_back"]) continue if Utils.find("combat/button_retreat"): Utils.touch_randomly(self.region['retreat_button']) continue if Utils.find("menu/button_confirm"): Utils.touch_randomly(self.region['dismiss_commission_dialog']) continue if Utils.find("menu/attack"): if self.exit != 1 and self.exit != 2 and self.exit != 5: Logger.log_msg("Retreating...") return
def refill_dorm(self): """ This method refill the dorm supplies with 10 oxy cola (150 minutes) if the supplies bar is empty. """ Utils.script_sleep(5) Logger.log_debug("Refilling dorm supplies if empty.") while True: Utils.wait_update_screen(1) if Utils.find("headquarters/dorm_summary_confirm_button"): # dismiss dorm summary, if any Utils.touch_randomly(self.region["confirm_dorm_summary"]) continue if Utils.find("headquarters/give_food_button"): # dismiss notification by tapping ignore Utils.touch_randomly(self.region["ignore_give_food_button"]) continue if Utils.find("headquarters/supplies_bar_empty"): # proceed to refill Utils.touch_randomly(self.region["supplies_bar"]) Utils.script_sleep(1) # tap oxy cola ten times for i in range(0, 10): Utils.touch_randomly(self.region["oxy_cola"]) Logger.log_msg("Refilled dorm supplies.") # tap out Utils.touch_randomly(self.region["exit_snacks_menu"]) else: # exit loop Logger.log_debug("Ending refill loop.") break
def combat_handler(self): Logger.log_msg("Starting combat.") Utils.touch_randomly(self.region['menu_combat_start']) Utils.script_sleep(4) while True: Utils.wait_update_screen(1) if Utils.find("combat/combat_pause", 0.7): Logger.log_debug("In battle.") Utils.script_sleep(5) continue if Utils.find("combat/menu_touch2continue"): Utils.touch_randomly(self.region['tap_to_continue']) continue if Utils.find("menu/item_found"): Utils.touch_randomly(self.region['tap_to_continue']) Utils.script_sleep(1) continue if Utils.find("combat/button_confirm"): Logger.log_msg("Combat ended.") Utils.touch_randomly(self.region['combat_end_confirm']) self.stats.increment_combat_done() Utils.script_sleep(1) return if Utils.find("combat/commander"): # prevents fleet with submarines from getting stuck at combat end screen Utils.touch_randomly(self.region["combat_dismiss_surface_fleet_summary"]) Utils.script_sleep(1) continue if Utils.find("combat/menu_combat_finished"): Utils.touch_randomly(self.region['dismiss_combat_finished']) Utils.script_sleep(1) continue
def feed_snacks(self): Utils.touch_randomly(self.region["supplies_bar"]) Utils.script_sleep(1) Utils.update_screen() alert_found = Utils.find("menu/alert_close") retry_counter = 0 while retry_counter < 40 and self.get_dorm_bar_empty( self.stop_feed_threshold) and not alert_found: retry_counter += 1 find_food = False for idx in self.supply_order: region = self.supply_region[idx] if Utils.get_region_color_average( region)[2] < self.supply_whiteout_threshold: Utils.touch_randomly(region) find_food = True break if not find_food: break else: Utils.wait_update_screen(0.5) alert_found = Utils.find("menu/alert_close") if alert_found: Utils.touch_randomly(alert_found) Utils.wait_update_screen(1) # tap out Utils.touch_randomly(self.region["exit_snacks_menu"])
def refill_dorm(self): """ This method refill the dorm supplies with 10 oxy cola (150 minutes) if the supplies bar is empty. """ Utils.script_sleep(5) Logger.log_debug("Refilling dorm supplies if empty.") while True: Utils.wait_update_screen(1) if Utils.find("headquarters/dorm_summary_confirm_button"): # dismiss dorm summary, if any Utils.touch_randomly(self.region["confirm_dorm_summary"]) continue if Utils.find("headquarters/give_food_button"): # dismiss notification by tapping ignore Utils.touch_randomly(self.region["ignore_give_food_button"]) continue if self.get_dorm_bar_empty(self.start_feed_threshold, True): # proceed to refill self.feed_snacks() break else: # exit loop Logger.log_debug("Ending refill loop.") break
def start_commission(self): Logger.log_debug("Starting commission.") tapped_recommend = False while True: Utils.update_screen() if self.commission_start_attempts > 10: Logger.log_warning("Failed to start commission.") Utils.touch_randomly(self.region["dismiss_message"]) break if Utils.find("commission/alert_begun"): Logger.log_msg("Successfully started commission.") Utils.touch_randomly(self.region["dismiss_message"]) self.stats.increment_commissions_started() break if Utils.find("menu/button_confirm"): Logger.log_debug("Found commission oil warning message.") Utils.touch_randomly(self.region["oil_warning"]) continue if tapped_recommend and Utils.find("commission/button_ready"): Logger.log_debug("Found commission start button.") Utils.touch_randomly(self.region["commission_start"]) tapped_recommend = False continue if Utils.find("commission/button_recommend"): Logger.log_debug("Found commission recommend button.") Utils.touch_randomly(self.region["commission_recommend"]) tapped_recommend = True self.commission_start_attempts += 1 continue Utils.wait_update_screen(1) return not (Utils.find("commission/commissions_full") or self.commission_start_attempts > 10)
def event_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of completing an event """ if self.config.events['name'] == 'Crosswave' and not self.finished: Logger.log_msg("Opening event menu.") while not Utils.find("menu/operation"): Utils.find_and_touch("event/crosswave/menu_button") Utils.wait_update_screen(1) Logger.log_msg("Event levels: " + str(self.levels)) while ('EX' in self.levels): Utils.update_screen() if Utils.find("event/crosswave/ex_completed", 0.98): Logger.log_info("No more EX combats to do.") break Utils.touch_randomly(self.region['crosswave_ex']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg("Finished EX crosswave combat.") while ('H' in self.levels): Utils.update_screen() if Utils.find("event/crosswave/hard_completed"): Logger.log_info("No more hard combats to do.") break Utils.touch_randomly(self.region['crosswave_hard']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg("Finished hard crosswave combat.") while ('N' in self.levels): Utils.update_screen() if Utils.find("event/crosswave/normal_completed"): Logger.log_info("No more normal combats to do.") break Utils.touch_randomly(self.region['crosswave_normal']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg("Finished normal crosswave combat.") while ('E' in self.levels): Utils.update_screen() if Utils.find("event/crosswave/easy_completed"): Logger.log_info("No more easy combats to do.") break Utils.touch_randomly(self.region['crosswave_easy']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg("Finished easy crosswave combat.") Logger.log_msg("Finished all event combats, going back to menu.") Utils.menu_navigate("menu/button_battle") self.finished = True return
def select_ships(self): Logger.log_msg("Selecting ships for retirement.") Utils.touch_randomly(self.region['button_batch_retire']) Utils.wait_update_screen(0.7) if Utils.find("retirement/no_batch", similarity=0.9): for i in range(0, 7): Utils.touch_randomly(self.region['select_ship_{}'.format(i)]) else: Utils.touch_randomly(self.region['close_batch_retire'])
def skill_levelling(self): """ This method ensures that the skills currently being levelled continue to do so. The skillbooks used are the ones indicated by the SkillBookTier setting in the config.ini file. """ Utils.script_sleep(5) Logger.log_msg("Levelling the skills of the previously chosen ships.") while True: Utils.wait_update_screen(1) if Utils.find_and_touch("menu/button_confirm"): Logger.log_msg("Starting/ending skill levelling session.") Utils.script_sleep(3.5) continue if Utils.find("headquarters/skill_exp_gain"): if Utils.find_and_touch( "headquarters/t{}_offense_skillbook".format( self.config.academy["skill_book_tier"]), 0.99): # levelling offesinve skill Logger.log_msg("Selected T{} offensive skill book.".format( self.config.academy["skill_book_tier"])) self.stats.increment_offensive_skillbook_used() elif Utils.find_and_touch( "headquarters/t{}_defense_skillbook".format( self.config.academy["skill_book_tier"]), 0.99): # levelling defesinve skill Logger.log_msg("Selected T{} defensive skill book.".format( self.config.academy["skill_book_tier"])) self.stats.increment_defensive_skillbook_used() elif Utils.find_and_touch( "headquarters/t{}_support_skillbook".format( self.config.academy["skill_book_tier"]), 0.99): # levelling support skill Logger.log_msg("Selected T{} support skill book.".format( self.config.academy["skill_book_tier"])) self.stats.increment_support_skillbook_used() else: Logger.log_warning( "Skillbook specified not found. Cancelling lesson.") Utils.touch_randomly(self.region["cancel_lesson_button"]) continue Utils.script_sleep(1) Utils.touch_randomly(self.region["start_lesson_button"]) continue if Utils.find("headquarters/tactical_class"): # exit tactical class Utils.touch_randomly(self.region["button_back"]) Logger.log_msg("All classes have started.") Utils.script_sleep(1) break
def research_cycle(self): Utils.wait_update_screen(1) if not self.config.research['8Hours'] and Utils.find( "research/8h", 0.99): return False if not self.config.research['6Hours'] and Utils.find( "research/6h", 0.99): return False if not self.config.research['5Hours'] and Utils.find( "research/5h", 0.99): return False if not self.config.research['4Hours'] and Utils.find( "research/4h", 0.99): return False if not self.config.research['2Hours30Minutes'] and Utils.find( "research/2_30h", 0.99): return False if not self.config.research['2Hours'] and Utils.find( "research/2h", 0.99): return False if not self.config.research['1Hour30Minutes'] and Utils.find( "research/1_30h", 0.99): return False if not self.config.research['1Hour'] and Utils.find( "research/1h", 0.99): return False if not self.config.research['30Minutes'] and Utils.find( "research/30m", 0.99): return False if self.config.research['WithoutRequirements'] and not Utils.find( "research/nothing", 0.99): return False if not self.config.research['AllowConsumingCoins'] and Utils.find( "research/coins", 0.99): return False if not self.config.research['AllowConsumingCubes'] and Utils.find( "research/cubes", 0.99): return False if self.config.research[ 'AwardMustContainPRBlueprint'] and not Utils.find( "research/PRBlueprint"): return False if not self.config.research['AllowFreeProjects'] and Utils.find( "research/free", 0.99): return False if not self.config.research['12Hours'] and Utils.find( "research/12h", 0.99): return False else: return True
def start_project(self): Utils.touch_randomly(self.region['commence_tab']) Utils.wait_update_screen(1) #solution for projects that don't require confirmation. if Utils.find("research/terminate", 0.99): return True if Utils.find("research/confirm", 0.99): Utils.touch_randomly(self.region['confirm_tab']) Utils.wait_update_screen(1) if Utils.find("research/terminate", 0.99): return True else: return False
def pre_combat_handler(self): """Handles pre-combat stuff like fleet selection and starts combat_handler function. """ while True: Utils.wait_update_screen(1) if Utils.find("combat/menu_select_fleet"): Logger.log_debug("Found event fleet go button.") Utils.touch_randomly(self.region['menu_fleet_go']) continue if Utils.find("menu/alert_close"): Utils.touch_randomly(self.region['close_info_dialog']) continue if Utils.find("combat/menu_formation"): Logger.log_debug("Found formation asset.") return True
def reach_map(self): """ Method to move to the world where the specified map is located. Only works with worlds added to assets (from 1 to 8) and some event maps. Also checks if hard mode is enabled. """ _map = 0 if not self.chapter_map[0].isdigit(): letter = self.chapter_map[2:3] event_maps = ['A', 'B', 'C', 'D'] Utils.touch_randomly(self.region['event_button']) Utils.wait_update_screen(1) # Utils.script_sleep(1) # Utils.touch_randomly(self.region['visitors_red']) # Utils.wait_update_screen(1) # Utils.script_sleep(1) if event_maps.index(letter) < 2 and Utils.find("menu/button_normal_mode", 0.8) or \ event_maps.index(letter) > 1 and not Utils.find("menu/button_normal_mode", 0.8): Utils.touch_randomly(self.region['normal_mode_button']) Utils.wait_update_screen(1) else: for x in range(1, 14): if Utils.find("maps/map_{}-1".format(x), 0.99): _map = x break if _map != 0: taps = int(self.chapter_map.split("-")[0]) - _map for x in range(0, abs(taps)): if taps >= 1: Utils.touch_randomly(self.region['map_nav_right']) Logger.log_debug("Swiping to the right") Utils.wait_update_screen() else: Utils.touch_randomly(self.region['map_nav_left']) Logger.log_debug("Swiping to the left") Utils.wait_update_screen() if Utils.find('maps/map_{}'.format(self.chapter_map), 0.99): Logger.log_msg("Successfully reached the world where map is located.") else: Logger.log_error("Cannot find the specified map, please move to the world where it's located.") while not Utils.find('maps/map_{}'.format(self.chapter_map), 0.99): Utils.wait_update_screen(1)
def research_logic_wrapper(self): Logger.log_msg("Found lab alert.") Utils.touch_randomly(self.region["lab_tab"]) while True: Utils.wait_update_screen(1) if self.config.research['enabled'] and Utils.find( "research/research_academy_alert", 0.99): Logger.log_msg("Found research academy alert.") Utils.touch_randomly(self.region['research_academy']) Utils.script_sleep(1) Logger.log_msg("Searching for completed research.") if not self.collecting_research(): Logger.log_msg("Did not found any completed research.") started = False Logger.log_msg("Searching for project that matches config.") for research_loop in range(0, 5): if not self.research_cycle(): Utils.touch_randomly(self.region['right_arrow']) else: if self.start_project() == True: Logger.log_success("Project started.") started = True break else: Logger.log_warning( "Unable to start project. Finding a new one.") Utils.touch_randomly(self.region['right_arrow']) if started == False: Logger.log_error( "Unable to find project that matches current configuration." ) Logger.log_msg("Going back to main menu.") else: Logger.log_msg( "Shipyard or Fleet Tech alert detected, ignoring it.") Utils.touch_randomly(self.region['main_menu_button']) Utils.wait_update_screen(1) return True
def reach_map(self): """ Method to move to the world where the specified map is located. Only works with worlds added to assets (from 1 to 8). Also checks if hard mode is enabled. """ _map = 0 if Utils.find("menu/button_normal_mode"): Logger.log_debug("Disabling hard mode.") Utils.touch_randomly(Region(88, 990, 80, 40)) Utils.wait_update_screen(1) if not self.chapter_map[0].isdigit(): Utils.find_and_touch("menu/button_event") Utils.wait_update_screen(1) else: for x in range(1, 9): if Utils.find("maps/map_{}-1".format(x), 0.99): _map = x break if _map != 0: taps = int(self.chapter_map.split("-")[0]) - _map for x in range(0, abs(taps)): if taps >= 1: Utils.touch_randomly(Region(1831, 547, 26, 26)) Logger.log_debug("Swiping to the right") Utils.wait_update_screen() else: Utils.touch_randomly(Region(65, 547, 26, 26)) Logger.log_debug("Swiping to the left") Utils.wait_update_screen() if Utils.find('maps/map_{}'.format(self.chapter_map), 0.99): Logger.log_msg( "Successfully reached the world where map is located.") else: Logger.log_error( "Cannot find the specified map, please move to the world where it's located." ) while not Utils.find('maps/map_{}'.format(self.chapter_map), 0.99): Utils.wait_update_screen(1)
def collecting_research(self): Utils.touch_randomly(self.region['project_click']) Utils.wait_update_screen(1) if Utils.find("research/item_found"): Logger.log_msg("Found completed research project.") Utils.touch_randomly(self.region['project_click']) Utils.script_sleep(1) Utils.touch_randomly(self.region['project_click']) return True else: #solution for azur lane bug for searching in range(0, 5): Utils.touch_randomly(self.region['right_arrow']) Utils.wait_update_screen(1) if Utils.find("research/item_found"): Logger.log_msg("Found completed research project.") Utils.script_sleep(1.5) Utils.touch_randomly(self.region['project_click']) Utils.script_sleep(1) Utils.touch_randomly(self.region['project_click']) return True
def daily_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of sortieing combat fleets and resolving combat. """ Utils.update_screen() while True: if Utils.find("menu/button_battle"): Logger.log_debug("Found menu battle button.") Utils.touch_randomly(self.region["menu_button_battle"]) Utils.wait_update_screen(1) continue if Utils.find("combat/daily_menu"): Logger.log_debug("Found Daily Raid button.") Utils.touch_randomly(self.region["start_daily"]) Utils.wait_update_screen(1) continue if Utils.find("combat/daily_locked3"): self.swipe() if Utils.find("combat/tactical_training") and not Utils.find( "combat/tactical_training_out") and not Utils.find( "combat/daily_locked"): self.select_daily() else: self.swipe() if Utils.find("combat/advance_mission") and not Utils.find( "combat/advance_mission_out") and not Utils.find( "combat/daily_locked"): self.select_daily() else: self.swipe() if Utils.find("combat/escort_mission") and not Utils.find( "combat/escort_mission_out") and not Utils.find( "combat/daily_locked"): self.select_daily() else: self.swipe() if Utils.find("combat/supply_line"): Logger.log_info("Supply line is not supported yet.") Utils.touch_randomly(self.region["swipe"]) Utils.wait_update_screen(1) if Utils.find("combat/fierce_assault"): Logger.log_info("Fierce assault is not supported yet.") Utils.touch_randomly(self.region["swipe"]) Utils.wait_update_screen(1) if Utils.find("menu/home_button"): Logger.log_info("Back to main screen.") Utils.touch_randomly(self.region["home_button"]) break
def commission_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of starting and completing commissions. """ Logger.log_msg("Found commission completed alert.") Utils.touch_randomly(self.region["left_menu"]) Utils.script_sleep(1) Utils.touch_randomly(self.region["collect_oil"]) Utils.touch_randomly(self.region["collect_gold"]) self.attempts_count = 0 while True: Utils.update_screen() if Utils.find("commission/button_completed") and ( lambda x: x > 332 and x < 511)( Utils.find("commission/button_completed").y): Logger.log_debug("Found commission complete button.") self.completed_handler() if Utils.find("commission/alert_available", 0.9) and (lambda x: x > 332 and x < 511)(Utils.find( "commission/alert_available", 0.9).y): Logger.log_debug("Found commission available indicator.") if self.attempts_count > 2: Logger.log_msg( "Exceeded number of tries allowed. Resuming with other tasks." ) Utils.touch_randomly(self.region["dismiss_side_tab"]) break Utils.touch_randomly(self.region["button_go"]) self.attempts_count += 1 self.commission_start_attempts = 0 Utils.wait_update_screen(1) while not Utils.find("menu/commission"): Utils.touch_randomly(self.region["button_go"]) Utils.wait_update_screen(1) if Utils.find_and_touch("menu/alert_close"): Utils.script_sleep(1) if self.urgent_handler(): self.daily_handler() Utils.touch_randomly(self.region["button_back"]) continue if Utils.find("commission/button_go") and ( lambda x: x > 332 and x < 511)( Utils.find("commission/button_go").y): Logger.log_msg("All commissions are running.") Utils.touch_randomly(self.region["dismiss_side_tab"]) break Utils.wait_update_screen() return True
def commission_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of starting and completing commissions. """ Logger.log_msg("Found commission completed alert.") Utils.touch_randomly(self.region["left_menu"]) Utils.script_sleep(1) Utils.touch_randomly(self.region["collect_oil"]) Utils.touch_randomly(self.region["collect_gold"]) while True: Utils.wait_update_screen(1) Utils.avoid_stuck_routine() if Utils.find("commission/button_completed") and ( lambda x: x > 332 and x < 511)( Utils.find("commission/button_completed").y): Logger.log_debug("Found commission complete button.") self.completed_handler() if Utils.find("commission/alert_available", 0.9) and (lambda x: x > 332 and x < 511)(Utils.find( "commission/alert_available", 0.9).y): Logger.log_debug("Found commission available indicator.") Utils.touch_randomly(self.region["button_go"]) Utils.wait_update_screen(1) while not Utils.find("menu/commission"): Utils.touch_randomly(self.region["button_go"]) Utils.wait_update_screen(1) if self.urgent_handler(): self.daily_handler() Utils.touch_randomly(self.region["button_back"]) continue if Utils.find("commission/button_go") and ( lambda x: x > 332 and x < 511)( Utils.find("commission/button_go").y): Logger.log_msg("All commissions are running.") Utils.touch_randomly(self.region["dismiss_side_tab"]) break Utils.wait_update_screen() return True
def collect_dorm_balloons(self): """" This method finds and collects all the dorm tokens and affinity points visible to the script. The various swipes may not work if there is a shipgirl at the starting point of the swipe. For this reason the wrapper to this methoed iterates its cycle for three times, refreshing the dorm. """ Utils.script_sleep(1) # tap dorm eye in order to hide UI Utils.touch_randomly(self.region["dorm_eye_button"]) Logger.log_debug("Collecting all visible dorm tokens/affinity points.") for i in range(0, 4): Utils.wait_update_screen(1) # since a rather low similarity is used, the variable j ensures a finite loop j = 0 while Utils.find_and_touch("headquarters/dorm_token", 0.75) and j < 5: Logger.log_msg("Collected dorm token.") Utils.wait_update_screen() j += 1 j = 0 while Utils.find_and_touch("headquarters/affinity_point", 0.75) and j < 5: Logger.log_msg("Collected affinity points.") Utils.wait_update_screen() j += 1 if i == 0: # swipe right and refresh Utils.swipe(960, 540, 560, 540, 300) continue if i == 1: # swipe left (also countering the previous swipe) and refresh Utils.swipe(960, 540, 1760, 540, 300) continue if i == 2: # undo previous swipe Utils.swipe(960, 540, 560, 540, 300) # swipe up and refresh Utils.swipe(960, 540, 960, 790, 300) continue if i == 3: # swipe bottom (also countering the previous swipe) and refresh Utils.swipe(960, 540, 960, 40, 300) continue # restore UI Utils.touch_randomly(self.region["dorm_eye_button"])
def event_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of completing an event """ event = self.config.events['name'] events = ['Crosswave', 'Royal_Maids'] if event in events and not self.finished: Logger.log_msg("Opening event menu.") while not Utils.find("menu/operation"): Utils.find_and_touch(f"event/{event}/menu_button") Utils.wait_update_screen(1) Logger.log_msg("Event levels: " + str(self.levels)) while ('EX' in self.levels): Utils.wait_update_screen(1) if Utils.find(f"event/{event}/ex_completed", 0.98): Logger.log_info("No more EX combats to do.") break Utils.touch_randomly(self.region[f'{event.lower()}_ex']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg(f"Finished EX {event.replace('_', ' ')} combat.") while ('H' in self.levels): Utils.wait_update_screen(1) if Utils.find(f"event/{event}/hard_completed"): Logger.log_info("No more Hard combats to do.") break Utils.touch_randomly(self.region[f'{event.lower()}_hard']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg(f"Finished Hard {event.replace('_', ' ')} combat.") while ('N' in self.levels): Utils.wait_update_screen(1) if Utils.find(f"event/{event}/normal_completed"): Logger.log_info("No more Normal combats to do.") break Utils.touch_randomly(self.region[f'{event.lower()}_normal']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg(f"Finished Normal {event.replace('_', ' ')} combat.") while ('E' in self.levels): Utils.wait_update_screen(1) if Utils.find(f"event/{event}/easy_completed"): Logger.log_info("No more Easy combats to do.") break Utils.touch_randomly(self.region[f'{event.lower()}_easy']) if self.pre_combat_handler(): self.combat_handler() Logger.log_msg(f"Finished Easy {event.replace('_', ' ')} combat.") Logger.log_msg("Finished all event combats, going back to menu.") Utils.menu_navigate("menu/button_battle") self.finished = True return
def clear_map(self): """ Clears map. """ self.combats_done = 0 self.kills_count = 0 self.enemies_list.clear() self.mystery_nodes_list.clear() self.blacklist.clear() self.swipe_counter = 0 Logger.log_msg("Started map clear.") Utils.script_sleep(2.5) while Utils.find("combat/fleet_lock", 0.99): Utils.touch_randomly(self.region["fleet_lock"]) Logger.log_warning("Fleet lock is not supported, disabling it.") Utils.wait_update_screen() #swipe map to fit everything on screen swipes = { 'E-SP1': lambda: Utils.swipe(960, 540, 1400, 640, 300), 'E-SP2': lambda: Utils.swipe(960, 540, 1500, 540, 300), 'E-SP3': lambda: Utils.swipe(960, 540, 1300, 740, 300), '7-2': lambda: Utils.swipe(960, 540, 1300, 600, 300), '12-2': lambda: Utils.swipe(1000, 570, 1300, 540, 300), '12-3': lambda: Utils.swipe(1250, 530, 1300, 540, 300), '12-4': lambda: Utils.swipe(960, 300, 960, 540, 300), '13-1': lambda: Utils.swipe(1020, 500, 1300, 540, 300), '13-2': lambda: Utils.swipe(1125, 550, 1300, 540, 300), '13-3': lambda: Utils.swipe(1150, 510, 1300, 540, 300), '13-4': lambda: Utils.swipe(1200, 450, 1300, 540, 300) } swipes.get(self.chapter_map, lambda: Utils.swipe(960, 540, 1300, 540, 300))() # disable subs' hunting range if self.config.combat["hide_subs_hunting_range"]: Utils.script_sleep(0.5) Utils.touch_randomly(self.region["open_strategy_menu"]) Utils.script_sleep() Utils.touch_randomly(self.region["disable_subs_hunting_radius"]) Utils.script_sleep() Utils.touch_randomly(self.region["close_strategy_menu"]) target_info = self.get_closest_target(self.blacklist) while True: Utils.update_screen() if Utils.find("combat/alert_unable_battle"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 5 if self.config.combat[ 'retreat_after'] != 0 and self.combats_done >= self.config.combat[ 'retreat_after']: Logger.log_msg("Retreating after defeating {} enemies".format( self.config.combat['retreat_after'])) self.exit = 2 if self.exit != 0: self.retreat_handler() return True if self.kills_count >= self.kills_before_boss[ self.chapter_map] and Utils.find_in_scaling_range( "enemy/fleet_boss"): Logger.log_msg("Boss fleet was found.") if self.config.combat['boss_fleet']: s = 0 swipes = { 0: lambda: Utils.swipe(960, 240, 960, 940, 300), 1: lambda: Utils.swipe(1560, 540, 260, 540, 300), 2: lambda: Utils.swipe(960, 940, 960, 240, 300), 3: lambda: Utils.swipe(260, 540, 1560, 540, 300) } Utils.touch_randomly(self.region['button_switch_fleet']) Utils.wait_update_screen(2) boss_region = Utils.find_in_scaling_range( "enemy/fleet_boss") while not boss_region: if s > 3: s = 0 swipes.get(s)() Utils.wait_update_screen(0.5) boss_region = Utils.find_in_scaling_range( "enemy/fleet_boss") s += 1 # swipe to center the boss fleet on the screen # first calculate the translation vector coordinates horizontal_translation = 150 if boss_region.x < 960 else -150 angular_coefficient = -1 * ((540 - boss_region.y) / (960 - boss_region.x)) Utils.swipe( boss_region.x + horizontal_translation, boss_region.y + int(horizontal_translation * angular_coefficient), 960 + horizontal_translation, 540 + int(horizontal_translation * angular_coefficient), 300) Utils.wait_update_screen() boss_region = Utils.find_in_scaling_range("enemy/fleet_boss", similarity=0.9) #extrapolates boss_info(x,y,enemy_type) from the boss_region found boss_info = [boss_region.x + 50, boss_region.y + 25, "boss"] self.clear_boss(boss_info) continue if target_info == None: target_info = self.get_closest_target( self.blacklist, mystery_node=( not self.config.combat["ignore_mystery_nodes"])) if target_info: #tap at target's coordinates Utils.touch(target_info[0:2]) Utils.update_screen() else: continue if Utils.find("combat/alert_unable_reach", 0.8): Logger.log_warning("Unable to reach the target.") self.blacklist.append(target_info[0:2]) target_info = None continue else: movement_result = self.movement_handler(target_info) if movement_result == 1: self.battle_handler() target_info = None self.blacklist.clear() continue
def battle_handler(self, boss=False): Logger.log_msg("Starting combat.") # enhancecement and retirement flags enhancement_failed = False retirement_failed = False while not (Utils.find("combat/menu_loading", 0.8)): Utils.update_screen() if Utils.find("menu/button_sort"): if self.config.enhancement[ 'enabled'] and not enhancement_failed: if not self.enhancement_module.enhancement_logic_wrapper( forced=True): enhancement_failed = True elif self.config.retirement[ 'enabled'] and not retirement_failed: if not self.retirement_module.retirement_logic_wrapper( forced=True): retirement_failed = True else: self.retreat_handler() return False elif Utils.find("combat/alert_morale_low"): self.retreat_handler() return False elif Utils.find("combat/combat_pause", 0.7): Logger.log_warning( "Loading screen was not found but combat pause is present, assuming combat is initiated normally." ) break else: Utils.touch_randomly(self.region["menu_combat_start"]) Utils.script_sleep(1) Utils.script_sleep(4) # flags in_battle = True items_received = False locked_ship = False confirmed_fight = False defeat = False confirmed_fleet_switch = False while True: Utils.update_screen() if in_battle and Utils.find("combat/combat_pause", 0.7): Logger.log_debug("In battle.") Utils.script_sleep(2.5) continue if not items_received: if Utils.find("combat/menu_touch2continue"): Logger.log_debug("Combat ended: tap to continue") Utils.touch_randomly(self.region['tap_to_continue']) in_battle = False continue if Utils.find("menu/item_found"): Logger.log_debug("Combat ended: items received screen") Utils.touch_randomly(self.region['tap_to_continue']) Utils.script_sleep(1) continue if (not locked_ship) and Utils.find("combat/alert_lock"): Logger.log_msg("Locking received ship.") Utils.touch_randomly(self.region['lock_ship_button']) locked_ship = True continue if Utils.find("menu/drop_elite"): Logger.log_msg("Received ELITE ship as drop.") Utils.touch_randomly(self.region['dismiss_ship_drop']) Utils.script_sleep(2) continue elif Utils.find("menu/drop_rare"): Logger.log_msg("Received new RARE ship as drop.") Utils.touch_randomly(self.region['dismiss_ship_drop']) Utils.script_sleep(2) continue elif Utils.find("menu/drop_ssr"): Logger.log_msg("Received SSR ship as drop.") Utils.touch_randomly(self.region['dismiss_ship_drop']) Utils.script_sleep(2) continue elif Utils.find("menu/drop_common"): Logger.log_msg("Received new COMMON ship as drop.") Utils.touch_randomly(self.region['dismiss_ship_drop']) Utils.script_sleep(2) continue if not in_battle: if (not confirmed_fight ) and Utils.find("combat/button_confirm"): Logger.log_msg("Combat ended.") items_received = True confirmed_fight = True Utils.touch_randomly(self.region["combat_end_confirm"]) if boss: return True Utils.wait_update_screen(3) if (not confirmed_fight) and Utils.find("combat/commander"): items_received = True # prevents fleet with submarines from getting stuck at combat end screen Utils.touch_randomly( self.region["combat_dismiss_surface_fleet_summary"]) continue if defeat and not confirmed_fleet_switch: if Utils.find("combat/alert_unable_battle"): Utils.touch_randomly(self.region['close_info_dialog']) Utils.script_sleep(3) self.exit = 5 return False if Utils.find("combat/alert_fleet_cannot_be_formed"): # fleet will be automatically switched Utils.touch_randomly(self.region['close_info_dialog']) confirmed_fleet_switch = True self.enemies_list.clear() self.mystery_nodes_list.clear() self.blacklist.clear() Utils.script_sleep(3) continue else: # flagship sunk, but part of backline still remains # proceed to retreat Utils.script_sleep(3) self.exit = 5 return False if confirmed_fight and Utils.find("menu/button_confirm"): Logger.log_msg("Found commission info message.") Utils.touch_randomly(self.region["combat_com_confirm"]) continue if confirmed_fight and Utils.find("combat/button_retreat"): #Utils.touch_randomly(self.region["hide_strat_menu"]) if confirmed_fleet_switch: # if fleet was defeated and it has now been switched return False else: # fleet won the fight self.combats_done += 1 self.kills_count += 1 if self.kills_count >= self.kills_before_boss[ self.chapter_map]: Utils.script_sleep(2.5) return True if confirmed_fight and Utils.find_and_touch( "combat/defeat_close_button"): Logger.log_debug("Fleet was defeated.") defeat = True Utils.script_sleep(3)
def clear_map(self): """ Clears map. """ Logger.log_msg("Started map clear.") Utils.script_sleep(2.5) while Utils.find("combat/fleet_lock", 0.99): Utils.touch_randomly(self.region["fleet_lock"]) Logger.log_warning("Fleet lock is not supported, disabling it.") Utils.wait_update_screen() #swipe map to fit everything on screen swipes = { 'E-C3': lambda: Utils.swipe(960, 800, 960, 400, 100), 'E-A3': lambda: Utils.swipe(960, 800, 960, 400, 100), 'E-SP5': lambda: Utils.swipe(350, 500, 960, 800, 100), '12-2': lambda: Utils.swipe(1000, 570, 1300, 540, 100), '12-3': lambda: Utils.swipe(1250, 530, 1300, 540, 100), '12-4': lambda: Utils.swipe(960, 300, 960, 540, 100), '13-1': lambda: Utils.swipe(1020, 500, 1300, 540, 100), '13-2': lambda: Utils.swipe(1125, 550, 1300, 540, 100), '13-3': lambda: Utils.swipe(1150, 510, 1300, 540, 100), '13-4': lambda: Utils.swipe(1200, 450, 1300, 540, 100) } swipes.get(self.chapter_map, lambda: Utils.swipe(960, 540, 1300, 540, 100))() target_info = self.get_closest_target(self.blacklist) while True: Utils.update_screen() if Utils.find("combat/alert_unable_battle"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 4 if self.config.combat[ 'retreat_after'] != 0 and self.combats_done >= self.config.combat[ 'retreat_after']: Logger.log_msg("Retreating after defeating {} enemies".format( self.config.combat['retreat_after'])) self.exit = 5 if self.exit != 0: self.retreat_handler() return True if Utils.find_in_scaling_range("enemy/fleet_boss"): Logger.log_msg("Boss fleet was found.") if self.config.combat['boss_fleet']: s = 0 swipes = { 0: lambda: Utils.swipe(960, 240, 960, 940, 300), 1: lambda: Utils.swipe(1560, 540, 260, 540, 300), 2: lambda: Utils.swipe(960, 940, 960, 240, 300), 3: lambda: Utils.swipe(260, 540, 1560, 540, 300) } Utils.touch_randomly(self.region['button_switch_fleet']) Utils.wait_update_screen(2) boss_region = Utils.find_in_scaling_range( "enemy/fleet_boss") while not boss_region: if s > 3: s = 0 swipes.get(s)() Utils.wait_update_screen(0.5) boss_region = Utils.find_in_scaling_range( "enemy/fleet_boss") s += 1 Utils.swipe(boss_region.x, boss_region.y, 960, 540, 300) Utils.wait_update_screen() boss_region = Utils.find_in_scaling_range("enemy/fleet_boss") #extrapolates boss_info(x,y,enemy_type) from the boss_region found boss_info = [boss_region.x + 50, boss_region.y + 25, "boss"] self.clear_boss(boss_info) continue if target_info == None: if Utils.find("combat/question_mark", 0.9): target_info = self.get_closest_target(self.blacklist, mystery_node=True) else: target_info = self.get_closest_target(self.blacklist) continue if target_info: #tap at target's coordinates Utils.touch(target_info[0:2]) Utils.update_screen() if Utils.find("combat/alert_unable_reach", 0.8): Logger.log_warning("Unable to reach the target.") self.blacklist.append(target_info[0:2]) target_info = None continue else: movement_result = self.movement_handler(target_info) if movement_result == 1: self.battle_handler() target_info = None self.blacklist.clear() continue
def combat_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of sortieing combat fleets and resolving combat. Returns: int: 1 if boss was defeated, 2 if morale is too low and 3 if dock is full. """ self.exit = 0 self.combats_done = 0 self.l.clear() self.blacklist.clear() while True: Utils.wait_update_screen() if Utils.find("menu/button_sort"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 3 if Utils.find("combat/alert_morale_low"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 2 break if Utils.find("menu/button_confirm"): Logger.log_msg("Found commission info message.") Utils.touch_randomly(self.region["combat_com_confirm"]) continue if Utils.find("menu/button_battle"): Logger.log_debug("Found menu battle button.") Utils.touch_randomly(self.region["menu_button_battle"]) Utils.wait_update_screen(1) continue if Utils.find("combat/menu_fleet") and ( lambda x: x > 414 and x < 584)( Utils.find("combat/menu_fleet").y ) and not self.config.combat['boss_fleet']: if not self.chapter_map[0].isdigit( ) and string.ascii_uppercase.index(self.chapter_map[ 2:3]) < 1 or self.chapter_map[0].isdigit(): Logger.log_msg( "Removing second fleet from fleet selection.") Utils.touch_randomly(self.region["clear_second_fleet"]) if Utils.find("combat/menu_select_fleet"): Logger.log_debug("Found fleet select go button.") Utils.touch_randomly(self.region["fleet_menu_go"]) Utils.script_sleep(1) continue if Utils.find("combat/button_go"): Logger.log_debug("Found map summary go button.") Utils.touch_randomly(self.region["map_summary_go"]) continue if Utils.find("combat/button_retreat"): Logger.log_debug( "Found retreat button, starting clear function.") if not self.clear_map(): self.stats.increment_combat_attempted() break if self.exit == 1 or self.exit == 5: self.stats.increment_combat_done() break if self.exit > 1: self.stats.increment_combat_attempted() break if Utils.find("menu/button_normal_mode" ) and self.chapter_map[0].isdigit(): Logger.log_debug("Disabling hard mode.") Utils.touch_randomly(self.region['normal_mode_button']) Utils.wait_update_screen(1) if Utils.find_and_touch('maps/map_{}'.format(self.chapter_map), 0.99): Logger.log_msg("Found specified map.") continue else: self.reach_map() continue Utils.script_sleep(1) Utils.menu_navigate("menu/button_battle") return self.exit
def combat_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of sortieing combat fleets and resolving combat. Returns: int: 1 if boss was defeated, 2 if successfully retreated after the specified number of fights, 3 if morale is too low, 4 if dock is full and unable to free it and 5 if fleet was defeated. """ self.exit = 0 self.start_time = datetime.now() # enhancecement and retirement flags enhancement_failed = False retirement_failed = False # get to map map_region = self.reach_map() Utils.touch_randomly(map_region) while True: Utils.wait_update_screen() if self.exit == 1 or self.exit == 2: self.stats.increment_combat_done() time_passed = datetime.now() - self.start_time if self.stats.combat_done % self.config.combat['retire_cycle'] == 0 or ((self.config.commissions['enabled'] or \ self.config.dorm['enabled'] or self.config.academy['enabled']) and time_passed.total_seconds() > 3600) or \ not Utils.check_oil(self.config.combat['oil_limit']): break else: self.exit = 0 Logger.log_msg("Repeating map {}.".format( self.chapter_map)) Utils.touch_randomly(map_region) continue if self.exit > 2: self.stats.increment_combat_attempted() break if Utils.find("combat/button_go"): Logger.log_debug("Found map summary go button.") Utils.touch_randomly(self.region["map_summary_go"]) Utils.wait_update_screen() if Utils.find("combat/menu_fleet") and ( lambda x: x > 414 and x < 584)( Utils.find("combat/menu_fleet").y ) and not self.config.combat['boss_fleet']: if not self.chapter_map[0].isdigit( ) and string.ascii_uppercase.index(self.chapter_map[ 2:3]) < 1 or self.chapter_map[0].isdigit(): Logger.log_msg( "Removing second fleet from fleet selection.") Utils.touch_randomly(self.region["clear_second_fleet"]) if Utils.find("combat/menu_select_fleet"): Logger.log_debug("Found fleet select go button.") Utils.touch_randomly(self.region["fleet_menu_go"]) Utils.wait_update_screen(2) if Utils.find("combat/button_retreat"): Logger.log_debug( "Found retreat button, starting clear function.") if not self.clear_map(): self.stats.increment_combat_attempted() break Utils.wait_update_screen() if Utils.find("menu/button_confirm"): Logger.log_msg("Found commission info message.") Utils.touch_randomly(self.region["combat_com_confirm"]) continue if Utils.find("menu/button_sort"): if self.config.enhancement[ 'enabled'] and not enhancement_failed: if not self.enhancement_module.enhancement_logic_wrapper( forced=True): enhancement_failed = True Utils.script_sleep(1) Utils.touch_randomly(map_region) continue elif self.config.retirement[ 'enabled'] and not retirement_failed: if not self.retirement_module.retirement_logic_wrapper( forced=True): retirement_failed = True else: # reset enhancement flag enhancement_failed = False Utils.script_sleep(1) Utils.touch_randomly(map_region) continue else: Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 4 break if Utils.find("combat/alert_morale_low"): Utils.touch_randomly(self.region['close_info_dialog']) self.exit = 3 break Utils.script_sleep(1) Utils.menu_navigate("menu/button_battle") return self.exit
def combat_logic_wrapper(self): """Method that fires off the necessary child methods that encapsulates the entire action of sortieing combat fleets and resolving combat. Returns: int: 1 if boss was defeated, 2 if morale is too low and 3 if dock is full. """ self.exit = 0 self.l.clear() self.blacklist.clear() while True: Utils.wait_update_screen() if Utils.find("menu/button_sort"): Utils.touch_randomly(Region(1326, 274, 35, 35)) self.exit = 3 if Utils.find("combat/alert_morale_low"): Utils.touch_randomly(Region(1326, 274, 35, 35)) self.exit = 2 break if Utils.find("commission/button_confirm"): Logger.log_msg("Found commission info message.") Utils.touch_randomly(self.region["combat_com_confirm"]) continue if Utils.find("menu/button_battle"): Logger.log_debug("Found menu battle button.") Utils.touch_randomly(self.region["menu_button_battle"]) Utils.wait_update_screen(1) continue if Utils.find("combat/menu_select_fleet"): Logger.log_debug("Found fleet select go button.") Utils.touch_randomly(self.region["fleet_menu_go"]) continue if Utils.find("combat/button_go"): Logger.log_debug("Found map summary go button.") Utils.touch_randomly(self.region["map_summary_go"]) continue if Utils.find("combat/button_retreat"): Logger.log_debug( "Found retreat button, starting clear function.") if not self.clear_map(): self.stats.increment_combat_attempted() break if self.exit == 1: self.stats.increment_combat_done() break if self.exit > 1: self.stats.increment_combat_attempted() break if Utils.find("menu/button_normal_mode"): Logger.log_debug("Disabling hard mode.") Utils.touch_randomly(Region(88, 990, 80, 40)) Utils.wait_update_screen(1) if Utils.find_and_touch('maps/map_{}'.format(self.chapter_map), 0.8): Logger.log_msg("Found specified map.") continue else: self.reach_map() continue Utils.script_sleep(1) Utils.menu_navigate("menu/button_battle") return self.exit
def reach_map(self): """ Method which returns the map region for the stage set in the configuration file. If the map isn't found, it navigates the map selection menu to get to the world where the specified map is located. Only works with standard maps up to worlds 13 and some event maps. Also checks if hard mode is enabled, and if it's legit to keep it so (event maps C and D). If nothing is found even after menu navigation, it stops the bot workflow until the user moves to the right screen or the map asset is substituted with the right one. Returns: (Region): the map region of the selected stage. """ Utils.wait_update_screen() # get to map selection menu if Utils.find("menu/button_battle"): Logger.log_debug("Found menu battle button.") Utils.touch_randomly(self.region["menu_button_battle"]) Utils.wait_update_screen(2) # correct map mode if not self.chapter_map[0].isdigit(): letter = self.chapter_map[2] event_maps = ['A', 'B', 'S', 'C', 'D'] Utils.touch_randomly(self.region['event_button']) Utils.wait_update_screen(1) if event_maps.index(letter) < 3 and Utils.find("menu/button_normal_mode", 0.8) or \ event_maps.index(letter) > 2 and not Utils.find("menu/button_normal_mode", 0.8): Utils.touch_randomly(self.region['normal_mode_button']) Utils.wait_update_screen(1) else: if Utils.find("menu/button_normal_mode"): Logger.log_debug("Disabling hard mode.") Utils.touch_randomly(self.region['normal_mode_button']) Utils.wait_update_screen(1) map_region = Utils.find('maps/map_{}'.format(self.chapter_map), 0.99) if map_region != None: Logger.log_msg("Found specified map.") return map_region else: # navigate map selection menu if not self.chapter_map[0].isdigit(): if (self.chapter_map[2] == 'A' or self.chapter_map[2] == 'C') and \ (Utils.find('maps/map_E-B1', 0.99) or Utils.find('maps/map_E-D1', 0.99)): Utils.touch_randomly(self.region['map_nav_left']) Logger.log_debug("Swiping to the left") else: Utils.touch_randomly(self.region['map_nav_right']) Logger.log_debug("Swiping to the right") else: _map = 0 for x in range(1, 14): if Utils.find("maps/map_{}-1".format(x), 0.99): _map = x break if _map != 0: taps = int(self.chapter_map.split("-")[0]) - _map for x in range(0, abs(taps)): if taps >= 1: Utils.touch_randomly(self.region['map_nav_right']) Logger.log_debug("Swiping to the right") Utils.script_sleep() else: Utils.touch_randomly(self.region['map_nav_left']) Logger.log_debug("Swiping to the left") Utils.script_sleep() Utils.wait_update_screen() map_region = Utils.find('maps/map_{}'.format(self.chapter_map), 0.99) if map_region == None: Logger.log_error( "Cannot find the specified map, please move to the world where it's located." ) while map_region == None: map_region = Utils.find('maps/map_{}'.format(self.chapter_map), 0.99) Utils.wait_update_screen(1) Logger.log_msg("Found specified map.") return map_region