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 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 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 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)