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()
def path_compass_final_battle(self): game.combat_compass() game.combat_map_moving() game.combat_battle(self.should_night_battle()) game.combat_result() api_server.wait("/kcsapi/api_get_member/useitem") self.cell_no = 0 return self.port
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
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
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)
def start(self): request = api_server.wait("/kcsapi/api_port/port") self.decks = request.body["api_deck_port"] for deck in self.decks: i = deck["api_id"] - 2 if i < 0: continue mission = deck["api_mission"] if mission[0] in (1, 2) and mission[1] > 0: self.exp_no[i] = mission[1] print("Expedition:", self.exp_no) utils.random_sleep(1) return self.port
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()