def auto_15_single(): game.set_foremost() while True: request = game.dock_back_to_port() if battle.port_has_damaged_ship(request): break game.port_open_panel_sortie() game.sortie_select(1, 5) game.sortie_confirm() game.combat_map_loading() game.combat_map_moving() game.combat_formation_abreast() game.combat_battle(False) game.combat_result() request = game.combat_retreat() game.port_open_panel_supply() time.sleep(7) game.supply_current_fleet() if battle.port_has_damaged_ship(request): game.dock_open_panel_organize() break
def auto_52c(): game.set_foremost() damaged = False request = game.dock_back_to_port() while True: # for i in range(1, 18): for i in range(1, 5): if battle.port_has_damaged_ship(request): damaged = True break game.port_open_panel_sortie() game.sortie_select(5, 2) game.sortie_confirm() game.combat_map_loading() game.combat_compass() game.combat_map_moving() game.combat_map_moving() game.combat_formation_diamond() game.combat_battle(False) game.combat_result() request = game.combat_retreat() if (damaged or battle.port_has_damaged_ship(request)): game.port_open_panel_organize() break else: game.port_open_panel_supply() time.sleep(1.3) game.supply_current_fleet() game.dock_back_to_port()
def port(self): game.poi_switch_panel_main() utils.random_sleep(2) # 动画时间 game.port_open_panel_supply() game.supply_current_fleet() return None
def auto_3_2(): game.set_foremost() while True: request = game.dock_back_to_port() if battle.port_has_damaged_ship(request): break game.port_open_panel_sortie() game.sortie_select(3, 2) game.sortie_confirm() game.combat_map_loading() game.combat_compass() game.combat_map_moving() game.combat_formation_double() game.combat_result() request = game.combat_retreat() game.port_open_panel_supply() game.supply_current_fleet() if battle.port_has_damaged_ship(request): game.dock_open_panel_organize() break
def auto_22(): game.set_foremost() while True: request = game.dock_back_to_port() if battle.port_has_damaged_ship(request): break game.port_open_panel_sortie() game.sortie_select(2, 2) game.sortie_confirm() game.combat_map_loading() game.combat_map_moving() game.combat_compass() game.combat_map_moving() game.combat_formation_line() # point B game.combat_result() game.combat_advance() # point A game.combat_map_moving() game.combat_map_moving() request = game.combat_summary() game.port_open_panel_supply() game.supply_current_fleet() if battle.port_has_damaged_ship(request): game.dock_open_panel_organize() break
def supply(self): ''' Supply all. ''' game.port_open_panel_supply() for i in range(3): if self.exp_no[i] is not None and self.fleet_status[i] == 2: game.supply_select_fleet(i + 2) game.supply_current_fleet() self.fleet_status[i] = 0 request = game.dock_back_to_port() self.decks = request.body["api_deck_port"] return self.port