Esempio n. 1
0
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()
Esempio n. 2
0
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
Esempio n. 3
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def auto_1_1_single():
    game.set_foremost()

    game.dock_back_to_port()

    game.port_open_panel_sortie()
    game.sortie_select(1, 1)
    game.sortie_confirm()

    game.combat_map_loading()
    game.combat_map_moving()
    game.combat_battle(False)
    game.combat_result()
    utils.random_sleep(1.6)

    game.combat_advance()
    game.combat_compass()
    game.combat_map_moving()
    game.combat_battle(False)
    utils.random_sleep(1.6)
    game.combat_result()

    api_server.wait("/kcsapi/api_get_member/useitem")
    utils.random_sleep(1.6)
    game.port_open_panel_supply()
    game.supply_first_ship()
Esempio n. 4
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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
Esempio n. 5
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    def start(self):
        while True:
            request = api_server.wait(("/kcsapi/api_req_map/next",
                                       "/kcsapi/api_req_map/start",
                                       "/kcsapi/api_port/port"))
            if request.path == "/kcsapi/api_port/port":
                if battle.port_has_damaged_ship(request):
                    self.fleet_status = battle.BattleResult.Ship_Damaged
                else:
                    self.fleet_status = battle.BattleResult.Safe
                return self.start

            if request.path == "/kcsapi/api_req_map/start":
                if request.body['api_maparea_id'] != self.map_area or \
                   request.body['api_mapinfo_no'] != self.map_no or \
                   self.fleet_status != battle.BattleResult.Safe:
                    return None
                else:
                    self.spot_no = request.body["api_no"]
                    game.combat_map_loading()
                    return self.spot_dispatcher

            if request.path == "/kcsapi/api_req_map/next":
                if request.body['api_maparea_id'] != self.map_area or \
                   request.body['api_mapinfo_no'] != self.map_no:
                    return None
                else:
                    self.spot_no = request.body["api_no"]
                    return self.spot_dispatcher
Esempio n. 6
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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
Esempio n. 7
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    def start(self):
        game.set_foremost()

        request = game.dock_back_to_port()
        if battle.port_has_damaged_ship(request):
            game.port_open_panel_organize()
            return None

        game.port_open_panel_sortie()
        game.sortie_select(2, 3)
        req_next = game.sortie_confirm()
        game.poi_switch_panel_prophet()
        game.combat_map_loading()

        self.cell_no = req_next.body["api_no"]
        return self.path_dict.get(self.cell_no, None)
Esempio n. 8
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def help_5_4():
    while True:
        request = api_server.wait(
            ("/kcsapi/api_req_map/next", "/kcsapi/api_req_map/start"))

        # HS: c1d c7 12d c18 19d
        # SS: c2 4d 6n 9 c10d 15d

        if request.body["api_no"] in (1, ):
            game.combat_map_loading()
            game.combat_compass()
            game.combat_map_moving()
            game.combat_formation_line()
            game.combat_move_to_button_left()
            game.combat_result()
            game.combat_move_to_button_left()

        if request.body["api_no"] in (2, ):
            game.combat_map_loading()
            game.combat_compass()

        if request.body["api_no"] in (7, 18):
            utils.random_sleep(2)
            game.combat_compass()

        if request.body["api_no"] in (10, ):
            game.combat_compass()
            game.combat_map_moving()
            game.combat_formation_line()
            game.combat_move_to_button_left()
            game.combat_result()
            game.combat_move_to_button_left()

        if request.body["api_no"] in (4, 6, 10, 12, 15, 19):
            game.combat_map_moving()
            game.combat_formation_line()
            game.combat_move_to_button_left()
            game.combat_result()
            game.combat_move_to_button_left()