Exemplo n.º 1
0
    def _goto(self, location, expected=''):
        """Goto a grid directly and handle ambush, air raid, mystery picked up, combat.

        Args:
            location (tuple, str, GridInfo): Destination.
        """
        location = location_ensure(location)
        result_mystery = ''
        self.movable_before = self.map.select(is_siren=True)
        if self.hp_withdraw_triggered():
            self.withdraw()
        is_portal = self.map[location].is_portal

        while 1:
            sight = self.map.camera_sight
            self.in_sight(location, sight=(sight[0], 0, sight[2], sight[3]))
            self.focus_to_grid_center()
            grid = self.convert_map_to_grid(location)

            self.ambush_color_initial()
            self.enemy_searching_color_initial()
            grid.__str__ = location
            result = 'nothing'
            self.device.click(grid)
            arrived = False
            # Wait to confirm fleet arrived. It does't appear immediately if fleet in combat .
            extra = 4.5 if self.config.SUBMARINE_MODE == 'hunt_only' else 0
            arrive_timer = Timer(0.5 + self.round_wait + extra, count=2)
            arrive_unexpected_timer = Timer(1.5 + self.round_wait + extra,
                                            count=6)
            # Wait after ambushed.
            ambushed_retry = Timer(0.5)
            # If nothing happens, click again.
            walk_timeout = Timer(20)
            walk_timeout.start()

            while 1:
                self.device.screenshot()
                grid.image = np.array(self.device.image)
                if is_portal:
                    self.update()
                    grid = self.view[self.view.center_loca]

                # Combat
                if self.config.ENABLE_MAP_FLEET_LOCK and not self.is_in_map():
                    if self.handle_retirement():
                        self.map_offensive()
                        walk_timeout.reset()
                    if self.handle_combat_low_emotion():
                        walk_timeout.reset()
                if self.combat_appear():
                    self.combat(
                        expected_end=self._expected_combat_end(expected),
                        fleet_index=self.fleet_current_index)
                    self.hp_get()
                    arrived = True if not self.config.MAP_HAS_MOVABLE_ENEMY else False
                    result = 'combat'
                    self.battle_count += 1
                    self.fleet_ammo -= 1
                    if 'siren' in expected or (
                            self.config.MAP_HAS_MOVABLE_ENEMY
                            and not expected):
                        self.siren_count += 1
                    elif self.map[location].may_enemy:
                        self.map[location].is_cleared = True

                    self.handle_boss_appear_refocus()
                    grid = self.convert_map_to_grid(location)
                    walk_timeout.reset()

                # Ambush
                if self.handle_ambush():
                    self.hp_get()
                    ambushed_retry.start()
                    walk_timeout.reset()

                # Mystery
                mystery = self.handle_mystery(button=grid)
                if mystery:
                    self.mystery_count += 1
                    result = 'mystery'
                    result_mystery = mystery

                # Cat attack animation
                if self.handle_map_cat_attack():
                    walk_timeout.reset()
                    continue

                if self.handle_walk_out_of_step():
                    raise MapWalkError('walk_out_of_step')

                # Arrive
                if self.is_in_map() and \
                        (grid.predict_fleet() or
                         (walk_timeout.reached() and grid.predict_current_fleet())):
                    if not arrive_timer.started():
                        logger.info(f'Arrive {location2node(location)}')
                    arrive_timer.start()
                    arrive_unexpected_timer.start()
                    if not arrive_timer.reached():
                        continue
                    if expected and result not in expected:
                        if arrive_unexpected_timer.reached():
                            logger.warning('Arrive with unexpected result')
                        else:
                            continue
                    if is_portal:
                        location = self.map[location].portal_link
                        self.camera = location
                    logger.info(
                        f'Arrive {location2node(location)} confirm. Result: {result}. Expected: {expected}'
                    )
                    arrived = True
                    break

                # Story
                if expected == 'story':
                    if self.handle_story_skip():
                        result = 'story'
                        continue

                # End
                if ambushed_retry.started() and ambushed_retry.reached():
                    break
                if walk_timeout.reached():
                    logger.warning('Walk timeout. Retrying.')
                    self.ensure_edge_insight()
                    break

            # End
            if arrived:
                # Ammo grid needs to click again, otherwise the next click doesn't work.
                if self.map[location].may_ammo:
                    self.device.click(grid)
                break

        self.map[self.fleet_current].is_fleet = False
        self.map[location].wipe_out()
        self.map[location].is_fleet = True
        self.__setattr__('fleet_%s_location' % self.fleet_current_index,
                         location)
        if result_mystery == 'get_carrier':
            self.full_scan_carrier()
        if result == 'combat':
            self.round_battle()
        self.round_next()
        if self.round_is_new:
            self.full_scan_movable(enemy_cleared=result == 'combat')
            self.find_path_initial()
            raise MapEnemyMoved
        self.find_path_initial()
Exemplo n.º 2
0
    def _goto(self, location, expected=''):
        """Goto a grid directly and handle ambush, air raid, mystery picked up, combat.

        Args:
            location (tuple, str, GridInfo): Destination.
        """
        location = location_ensure(location)
        siren_count = self.map.select(is_siren=True).count
        result_mystery = ''

        while 1:
            sight = self.map.camera_sight
            self.in_sight(location, sight=(sight[0], 0, sight[2], sight[3]))
            self.focus_to_grid_center()
            grid = self.convert_map_to_grid(location)

            self.ambush_color_initial()
            self.enemy_searching_color_initial()
            grid.__str__ = location
            result = 'nothing'
            self.device.click(grid)
            arrived = False
            # Wait to confirm fleet arrived. It does't appear immediately if fleet in combat .
            add = self.config.MAP_SIREN_MOVE_WAIT * min(self.config.MAP_SIREN_COUNT, siren_count) \
                if self.config.MAP_HAS_MOVABLE_ENEMY and not self.config.ENABLE_FAST_FORWARD else 0
            arrive_timer = Timer(0.3 + add)
            arrive_unexpected_timer = Timer(1.5 + add)
            # Wait after ambushed.
            ambushed_retry = Timer(0.5)
            # If nothing happens, click again.
            walk_timeout = Timer(20)
            walk_timeout.start()

            while 1:
                self.device.screenshot()
                grid.image = self.device.image

                # Ambush
                if self.handle_ambush():
                    ambushed_retry.start()

                # Mystery
                mystery = self.handle_mystery(button=grid)
                if mystery:
                    self.mystery_count += 1
                    result = 'mystery'
                    result_mystery = mystery

                # Combat
                if self.config.ENABLE_MAP_FLEET_LOCK and not self.is_in_map():
                    if self.handle_retirement():
                        self.map_offensive()
                        walk_timeout.reset()
                    if self.handle_combat_low_emotion():
                        walk_timeout.reset()
                if self.combat_appear():
                    self.combat(
                        expected_end=self._expected_combat_end(expected),
                        fleet_index=self.fleet_current_index)
                    self.hp_get()
                    if self.hp_withdraw_triggered():
                        self.withdraw()
                    arrived = True if not self.config.MAP_HAS_MOVABLE_ENEMY else False
                    result = 'combat'
                    self.battle_count += 1
                    self.fleet_ammo -= 1
                    if 'siren' in expected:
                        self.siren_count += 1
                    elif self.map[location].may_enemy:
                        self.map[location].is_cleared = True

                    self.handle_boss_appear_refocus()
                    grid = self.convert_map_to_grid(location)
                    walk_timeout.reset()

                # Cat attack animation
                if self.handle_map_cat_attack():
                    walk_timeout.reset()
                    continue

                if self.handle_walk_out_of_step():
                    raise MapWalkError('walk_out_of_step')

                # Arrive
                if self.is_in_map() and \
                        (grid.predict_fleet() or
                         (walk_timeout.reached() and grid.predict_current_fleet())):
                    if not arrive_timer.started():
                        logger.info(f'Arrive {location2node(location)}')
                    arrive_timer.start()
                    arrive_unexpected_timer.start()
                    if not arrive_timer.reached():
                        continue
                    if expected and result not in expected:
                        if arrive_unexpected_timer.reached():
                            logger.warning('Arrive with unexpected result')
                        else:
                            continue
                    logger.info(
                        f'Arrive {location2node(location)} confirm. Result: {result}. Expected: {expected}'
                    )
                    arrived = True
                    break

                # End
                if ambushed_retry.started() and ambushed_retry.reached():
                    break
                if walk_timeout.reached():
                    logger.warning('Walk timeout. Retrying.')
                    self.ensure_edge_insight()
                    break

            # End
            if arrived:
                # Ammo grid needs to click again, otherwise the next click doesn't work.
                if self.map[location].may_ammo:
                    self.device.click(grid)
                break

        self.map[self.fleet_current].is_fleet = False
        self.map[location].wipe_out()
        self.map[location].is_fleet = True
        self.__setattr__('fleet_%s_location' % self.fleet_current_index,
                         location)
        if result_mystery == 'get_carrier':
            prev_enemy = self.map.select(is_enemy=True)
            self.full_scan(is_carrier_scan=True)
            diff = self.map.select(is_enemy=True).delete(prev_enemy)
            logger.info(f'Carrier spawn: {diff}')
        self.find_path_initial()
Exemplo n.º 3
0
    def _goto(self, location, expected=''):
        """Goto a grid directly and handle ambush, air raid, mystery picked up, combat.

        Args:
            location (tuple, str, GridInfo): Destination.
            expected (str): Expected result on destination grid, such as 'combat', 'combat_siren', 'mystery'.
                Will give a waring if arrive with unexpected result.
        """
        location = location_ensure(location)
        result_mystery = ''
        self.movable_before = self.map.select(is_siren=True)
        self.movable_before_normal = self.map.select(is_enemy=True)
        if self.hp_retreat_triggered():
            self.withdraw()
        is_portal = self.map[location].is_portal
        # The upper grid is submarine, may mess up predict_fleet()
        may_submarine_icon = self.map.grid_covered(self.map[location],
                                                   location=[(0, -1)])
        may_submarine_icon = may_submarine_icon and self.fleet_submarine_location == may_submarine_icon[
            0].location

        while 1:
            self.fleet_ensure(self.fleet_current_index)
            self.in_sight(location, sight=self._walk_sight)
            self.focus_to_grid_center()
            grid = self.convert_global_to_local(location)

            self.ambush_color_initial()
            self.enemy_searching_color_initial()
            grid.__str__ = location
            result = 'nothing'

            self.device.click(grid)
            arrived = False
            # Wait to confirm fleet arrived. It does't appear immediately if fleet in combat.
            extra = 0
            if self.config.Submarine_Mode == 'hunt_only':
                extra += 4.5
            if self.config.MAP_HAS_LAND_BASED and grid.is_mechanism_trigger:
                extra += grid.mechanism_wait
            arrive_timer = Timer(0.5 + self.round_wait + extra, count=2)
            arrive_unexpected_timer = Timer(1.5 + self.round_wait + extra,
                                            count=6)
            # Wait after ambushed.
            ambushed_retry = Timer(0.5)
            # If nothing happens, click again.
            walk_timeout = Timer(20)
            walk_timeout.start()

            while 1:
                self.device.screenshot()
                self.view.update(image=self.device.image)
                if is_portal:
                    self.update(allow_error=True)
                    grid = self.view[self.view.center_loca]

                # Combat
                if self.config.Campaign_UseFleetLock and not self.is_in_map():
                    if self.handle_retirement():
                        self.map_offensive()
                        walk_timeout.reset()
                    if self.handle_combat_low_emotion():
                        walk_timeout.reset()
                if self.combat_appear():
                    self.combat(expected_end=self._expected_end(expected),
                                fleet_index=self.fleet_show_index,
                                submarine_mode=self._submarine_mode(expected))
                    self.hp_get()
                    self.lv_get(after_battle=True)
                    arrived = True if not self.config.MAP_HAS_MOVABLE_ENEMY else False
                    result = 'combat'
                    self.battle_count += 1
                    self.fleet_ammo -= 1
                    if 'siren' in expected or (
                            self.config.MAP_HAS_MOVABLE_ENEMY
                            and not expected):
                        self.siren_count += 1
                    elif self.map[location].may_enemy:
                        self.map[location].is_cleared = True

                    if self.catch_camera_repositioning(self.map[location]):
                        self.handle_boss_appear_refocus()
                    if self.config.MAP_FOCUS_ENEMY_AFTER_BATTLE:
                        self.camera = location
                        self.update()
                    grid = self.convert_global_to_local(location)
                    arrive_timer = Timer(0.5 + extra, count=2)
                    arrive_unexpected_timer = Timer(1.5 + extra, count=6)
                    walk_timeout.reset()
                    if not (grid.predict_fleet()
                            and grid.predict_current_fleet()):
                        ambushed_retry.start()

                # Ambush
                if self.handle_ambush():
                    self.hp_get()
                    self.lv_get(after_battle=True)
                    walk_timeout.reset()
                    self.view.update(image=self.device.image)
                    if not (grid.predict_fleet()
                            and grid.predict_current_fleet()):
                        ambushed_retry.start()

                # Mystery
                mystery = self.handle_mystery(button=grid)
                if mystery:
                    self.mystery_count += 1
                    result = 'mystery'
                    result_mystery = mystery

                # Cat attack animation
                if self.handle_map_cat_attack():
                    walk_timeout.reset()
                    continue

                # Guild popup
                # Usually handled in combat_status, but sometimes delayed until after battle on slow PCs.
                if self.handle_guild_popup_cancel():
                    walk_timeout.reset()
                    continue

                if self.handle_walk_out_of_step():
                    raise MapWalkError('walk_out_of_step')

                # Arrive
                arrive_predict = ''
                arrive_checker = False
                if self.is_in_map():
                    if not may_submarine_icon and grid.predict_fleet():
                        arrive_predict = '(is_fleet)'
                        arrive_checker = True
                    elif may_submarine_icon and grid.predict_current_fleet():
                        arrive_predict = '(may_submarine_icon, is_current_fleet)'
                        arrive_checker = True
                    elif self.config.MAP_WALK_USE_CURRENT_FLEET \
                            and expected != 'combat_boss' \
                            and not ('combat' in expected and grid.may_boss) \
                            and (grid.predict_fleet() or grid.predict_current_fleet()):
                        arrive_predict = '(MAP_WALK_USE_CURRENT_FLEET, is_current_fleet)'
                        arrive_checker = True
                    elif walk_timeout.reached() and grid.predict_current_fleet(
                    ):
                        arrive_predict = '(walk_timeout, is_current_fleet)'
                        arrive_checker = True
                if arrive_checker:
                    if not arrive_timer.started():
                        logger.info(
                            f'Arrive {location2node(location)} {arrive_predict}'
                            .strip())
                    arrive_timer.start()
                    arrive_unexpected_timer.start()
                    if result == 'nothing' and not arrive_timer.reached():
                        continue
                    if expected and result not in expected:
                        if arrive_unexpected_timer.reached():
                            logger.warning('Arrive with unexpected result')
                        else:
                            continue
                    if is_portal:
                        location = self.map[location].portal_link
                        self.camera = location
                    logger.info(
                        f'Arrive {location2node(location)} confirm. Result: {result}. Expected: {expected}'
                    )
                    arrived = True
                    break
                else:
                    if arrive_timer.started():
                        arrive_timer.reset()
                    if arrive_unexpected_timer.started():
                        arrive_unexpected_timer.reset()

                # Story
                if expected == 'story':
                    if self.handle_story_skip():
                        result = 'story'
                        continue

                # End
                if ambushed_retry.started() and ambushed_retry.reached():
                    break
                if walk_timeout.reached():
                    logger.warning('Walk timeout. Retrying.')
                    self.predict()
                    self.ensure_edge_insight(skip_first_update=False)
                    break

            # End
            if arrived:
                # Ammo grid needs to click again, otherwise the next click doesn't work.
                if self.map[location].may_ammo:
                    self.device.click(grid)
                break

        self.map[self.fleet_current].is_fleet = False
        self.map[location].wipe_out()
        self.map[location].is_fleet = True
        self.__setattr__('fleet_%s_location' % self.fleet_current_index,
                         location)
        if result_mystery == 'get_carrier':
            self.full_scan_carrier()
        if result == 'combat':
            self.round_battle(after_battle=True)
            self.predict()
        self.round_next()
        if self.round_is_new:
            if result != 'combat':
                self.predict()
            self.full_scan_movable(enemy_cleared=result == 'combat')
            self.find_path_initial()
            raise MapEnemyMoved
        if self.round_maze_changed:
            self.find_path_initial()
            raise MapEnemyMoved
        self.find_path_initial()
        if self.config.MAP_HAS_DECOY_ENEMY:
            if result == 'nothing' and expected == 'combat':
                raise MapEnemyMoved
Exemplo n.º 4
0
    def wait_until_walk_stable(self,
                               confirm_timer=None,
                               skip_first_screenshot=False,
                               walk_out_of_step=True):
        """
        Wait until homo_loca stabled.
        DETECTION_BACKEND must be 'homography'.

        Args:
            confirm_timer (Timer):
            skip_first_screenshot (bool):
            walk_out_of_step (bool): If catch walk_out_of_step error.
                Default to True, use False in abyssal zones.

        Raises:
            MapWalkError: If unable to goto such grid.
        """
        logger.hr('Wait until walk stable')
        record = None
        enemy_searching_appear = False
        self.device.screenshot_interval_set(0.35)
        if confirm_timer is None:
            confirm_timer = Timer(0.8, count=2)

        confirm_timer.reset()
        while 1:
            if skip_first_screenshot:
                skip_first_screenshot = False
            else:
                self.device.screenshot()

            # Map event
            if self.handle_map_event():
                confirm_timer.reset()
                continue
            if self.handle_retirement():
                confirm_timer.reset()
                continue
            if self.handle_walk_out_of_step():
                if walk_out_of_step:
                    raise MapWalkError('walk_out_of_step')
                else:
                    continue

            # Enemy searching
            if not enemy_searching_appear and self.enemy_searching_appear():
                enemy_searching_appear = True
                confirm_timer.reset()
                continue
            else:
                if enemy_searching_appear:
                    self.handle_enemy_flashing()
                    self.device.sleep(0.3)
                    logger.info('Enemy searching appeared.')
                    enemy_searching_appear = False
                if self.is_in_map():
                    self.enemy_searching_color_initial()

            # Combat
            if self.combat_appear():
                # Use ui_back() for testing, because there are too few abyssal loggers every month.
                # self.ui_back(check_button=self.is_in_map)
                self.combat(expected_end=self.is_in_map,
                            fleet_index=self.fleet_show_index)
                confirm_timer.reset()
                continue

            # Arrive
            # Check colors, because screen goes black when something is unlocking.
            if self.is_in_map() and IN_MAP.match_appear_on(self.device.image):
                self.update_os()
                current = self.view.backend.homo_loca
                logger.attr('homo_loca', current)
                if record is None or (current is not None and np.linalg.norm(
                        np.subtract(current, record)) < 3):
                    if confirm_timer.reached():
                        break
                else:
                    confirm_timer.reset()
                record = current
            else:
                confirm_timer.reset()

        logger.info('Walk stabled')
        self.device.screenshot_interval_set(0.1)
Exemplo n.º 5
0
    def wait_until_walk_stable(self,
                               confirm_timer=None,
                               skip_first_screenshot=False,
                               walk_out_of_step=True,
                               drop=None):
        """
        Wait until homo_loca stabled.
        DETECTION_BACKEND must be 'homography'.

        Args:
            confirm_timer (Timer):
            skip_first_screenshot (bool):
            walk_out_of_step (bool): If catch walk_out_of_step error.
                Default to True, use False in abyssal zones.
            drop (DropImage):

        Returns:
            str: Things that fleet met on its way,
                'event', 'search', 'akashi', 'combat',
                or their combinations like 'event_akashi', 'event_combat',
                or an empty string '' if nothing met.

        Raises:
            MapWalkError: If unable to goto such grid.
        """
        logger.hr('Wait until walk stable')
        record = None
        enemy_searching_appear = False
        self.device.screenshot_interval_set(0.35)
        if confirm_timer is None:
            confirm_timer = Timer(0.8, count=2)
        result = set()

        confirm_timer.reset()
        while 1:
            if skip_first_screenshot:
                skip_first_screenshot = False
            else:
                self.device.screenshot()

            # Map event
            if self.handle_map_event(drop=drop):
                confirm_timer.reset()
                result.add('event')
                continue
            if self.handle_retirement():
                confirm_timer.reset()
                continue
            if self.handle_walk_out_of_step():
                if walk_out_of_step:
                    raise MapWalkError('walk_out_of_step')
                else:
                    continue

            # Accident click
            if self.is_in_globe():
                self.os_globe_goto_map()
                confirm_timer.reset()
                continue
            if self.is_in_storage():
                self.storage_quit()
                confirm_timer.reset()
                continue
            if self.is_in_os_mission():
                self.os_mission_quit()
                confirm_timer.reset()
                continue
            if self.handle_os_game_tips():
                confirm_timer.reset()
                continue

            # Enemy searching
            if not enemy_searching_appear and self.enemy_searching_appear():
                enemy_searching_appear = True
                confirm_timer.reset()
                continue
            else:
                if enemy_searching_appear:
                    self.handle_enemy_flashing()
                    self.device.sleep(0.3)
                    logger.info('Enemy searching appeared.')
                    enemy_searching_appear = False
                    result.add('search')
                if self.is_in_map():
                    self.enemy_searching_color_initial()

            # Combat
            if self.combat_appear():
                # Use ui_back() for testing, because there are too few abyssal loggers every month.
                # self.ui_back(check_button=self.is_in_map)
                self.combat(expected_end=self.is_in_map,
                            fleet_index=self.fleet_show_index,
                            save_get_items=drop)
                confirm_timer.reset()
                result.add('event')
                continue

            # Akashi shop
            if self.appear(PORT_SUPPLY_CHECK, offset=(20, 20)):
                self.interval_clear(PORT_SUPPLY_CHECK)
                self.handle_akashi_supply_buy(CLICK_SAFE_AREA)
                confirm_timer.reset()
                result.add('akashi')
                continue

            # Arrive
            # Check colors, because screen goes black when something is unlocking.
            if self.is_in_map() and IN_MAP.match_appear_on(self.device.image):
                self.update_os()
                current = self.view.backend.homo_loca
                logger.attr('homo_loca', current)
                if record is None or (current is not None and np.linalg.norm(
                        np.subtract(current, record)) < 3):
                    if confirm_timer.reached():
                        break
                else:
                    confirm_timer.reset()
                record = current
            else:
                confirm_timer.reset()

        result = '_'.join(result)
        logger.info(f'Walk stabled, result: {result}')
        self.device.screenshot_interval_set()
        return result