def select_fight_option(self):
     if self._menu_state == BAState.Main:
         self.move_cursor_to((0, 0))
         kc.press_a()
         self._menu_state = BAState.Moves
     elif self._menu_state != BAState.Moves:
         raise Exception('transition not implemented')
 def handle_battle(self):
     print('Battle agent starting battle')
     tc.activate_speedup()
     self.wait_for_red_arrow()
     kc.press_a()
     self.wait_for_black_arrow()
     moves = self._active_pokemon.get_move_sequence(10)
     for move in moves:
         # use move and check for enemy faint
         if self.use_move_and_check_faint(
                 self._active_pokemon.get_move_coords(move)):
             self.on_enemy_fainted()
             # check level up
             if self.wait_for_level_up():
                 self.on_pokemon_leveled()
                 # check move learned
                 if self.wait_for_move_learned():
                     self.on_move_learned()
             # check move attempt learn
             # check evolution
             tc.deactivate_speedup()
             pparty.save_party()
             return
         else:
             # handle additional dialogues
             while not self.wait_for_black_arrow(timeout=0.1):
                 if self.wait_for_red_arrow(timeout=0.1):
                     print('additional dialogue detected')
                     kc.press_a()
     self.run_from_battle()
 def run_from_battle(self):
     # need to account for failing to escape
     print('Attempting to run from battle')
     self.move_cursor_to((1, 1))
     kc.press_a()
     self.wait_for_red_arrow()
     kc.press_a()
     tc.deactivate_speedup()
     pparty.save_party()
 def select_index(self, index):
     self.move_to_index(index)
     kc.press_a()
Exemple #5
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def fly_to_city(city_name):
    _move_to_city(city_name)
    kc.press_a()
    tc.activate_speedup()
    time.sleep(.5)
    tc.deactivate_speedup()
def select_pokemon_menu():
    _selector.move_to_index(1)
    kc.press_a()
    time.sleep(.8)
 def on_pokemon_leveled(self):
     print('pokemon leveled')
     self._active_pokemon.increment_level()
     for _ in range(3):
         kc.press_a()
 def on_enemy_fainted(self):
     print('Enemy fainted, concluding battle...')
     kc.press_a()
     self.wait_for_red_arrow()
     kc.press_a()
 def use_move(self, move_coords):
     print('Selecting move: ' + str(move_coords))
     self.select_fight_option()
     self.move_cursor_to(move_coords)
     kc.press_a()
     self._menu_state = BAState.Main
 def on_move_learned(self):
     print(self._active_pokemon.get_name() + ' learned move')
     self.wait_for_red_arrow()
     kc.press_a()