Esempio n. 1
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def test_battle_analyze():
    # Assure current fleet is not combined.
    while True:
        request = api_server.wait([
            '/kcsapi/api_req_sortie/battle',
            '/kcsapi/api_req_sortie/airbattle',
            '/kcsapi/api_req_battle_midnight/battle',
            '/kcsapi/api_req_battle_midnight/sp_midnight',
            '/kcsapi/api_req_sortie/ld_airbattle'
        ])
        battle.battle_analyze(request, 0, True)
Esempio n. 2
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    def path_battle(self):
        game.combat_map_moving()
        game.combat_formation_line()
        request = game.combat_battle(self.should_night_battle())
        game.combat_result()
        battle_result = battle.battle_analyze(request)

        if battle_result == battle.BattleResult.Flagship_Damaged:
            game.combat_retreat_flagship_damaged()
            self.cell_no = 0
            return self.port

        if battle_result == battle.BattleResult.Ship_Damaged:
            game.combat_retreat()
            self.cell_no = 0
            return self.port

        if battle_result == battle.BattleResult.Safe:
            req_ship_deck, req_next = game.combat_advance()
            if battle.advance_has_damaged_ship(req_ship_deck):
                game.poi_refresh_page()
                raise Exception("battle_analyze_failure")

            else:
                self.cell_no = req_next.body["api_no"]
                return self.path_dict.get(self.cell_no, None)
Esempio n. 3
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    def spot_battle(self):
        spot = self.spot_list[self.spot_no]
        if spot.compass:
            game.combat_compass()
        game.combat_map_moving()
        if spot.enemy_detection:
            game.combat_map_enemy_animation()
        if spot.enemy_animation:
            game.combat_map_enemy_animation()
        if self.auto_formation and spot.formation is not None:
            spot.formation()
        if spot.boss_dialog:
            game.combat_boss_dialog()

        if self.auto_night:
            battle_request = game.combat_battle(self.should_night_battle())
        else:
            battle_request = api_server.wait('/kcsapi/api_req_sortie/battle')

        self.fleet_status = battle.battle_analyze(
            battle_request, combined=self.fleet_combined)
        game.combat_result()
        if spot.final:
            api_server.wait("/kcsapi/api_get_member/useitem")
            self.spot_no = 0
            return self.end

        elif self.auto_advance:
            if self.fleet_status == battle.BattleResult.Flagship_Damaged:
                game.combat_retreat_flagship_damaged()
                self.spot_no = 0
                return self.end

            if self.fleet_status == battle.BattleResult.Ship_Damaged:
                game.combat_retreat()
                self.spot_no = 0
                return self.end

            if self.should_retreat():
                game.combat_retreat()
                self.spot_no = 0
                return self.end

            if self.fleet_status == battle.BattleResult.Safe:
                req_ship_deck, req_next = game.combat_advance()
                if battle.advance_has_damaged_ship(req_ship_deck):
                    self.fleet_status = battle.BattleResult.Ship_Damaged
                    game.poi_refresh_page()
                    raise Exception("BattleAnalyzeFailure")

                else:
                    self.spot_no = req_next.body["api_no"]
                    return self.spot_dispatcher

        else:
            req_next = game.combat_map_next()
            self.spot_no = req_next.body["api_no"]
            return self.spot_dispatcher