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mirror of https://gitee.com/sui-feng-cb/AzurLaneAutoScript1 synced 2026-04-19 17:42:13 +08:00

Add: Chapter SP

This commit is contained in:
LmeSzinc
2026-04-18 01:12:24 +08:00
parent 8ce450a42b
commit 45faa7c46d
41 changed files with 514 additions and 2 deletions

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from module.base.button import Button
from module.campaign.campaign_base import CampaignBase as CampaignBase_
from module.logger import logger
EVENT_ANIMATION = Button(area=(49, 229, 119, 400), color=(118, 215, 240), button=(49, 229, 119, 400),
name='EVENT_ANIMATION')
class CampaignBase(CampaignBase_):
@staticmethod
def _campaign_ocr_result_process(result):
result = CampaignBase_._campaign_ocr_result_process(result)
if result in ['ysp', 'usp', 'vsp']:
result = 'sp'
return result
def is_event_animation(self):
"""
Animation in events after cleared an enemy.
Returns:
bool: If animation appearing.
"""
appear = self.appear(EVENT_ANIMATION)
if appear:
logger.info('DOA animation, waiting')
return appear
def event_animation_end(self):
if not self.appear(EVENT_ANIMATION):
return False
# wait until EVENT_ANIMATION closed
for _ in self.loop():
if self.is_event_animation():
continue
break
# now in_map
return True

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from .campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
MAP = CampaignMap('VSP')
MAP.shape = 'I9'
MAP.camera_data = ['D3', 'D6', 'E3', 'E6']
MAP.camera_data_spawn_point = ['D3', 'D6']
MAP.map_data = """
++ ++ -- ++ ++ ++ -- ++ ++
++ ++ -- ME -- ME -- ++ ++
++ ME -- -- -- -- -- ME ++
SP -- -- MS -- ME -- -- --
-- __ MS -- ++ -- -- MB --
SP -- -- MS -- ME -- -- --
++ ME -- -- -- -- -- ME ++
++ ++ -- ME -- ME -- ++ ++
++ ++ -- ++ ++ ++ -- ++ ++
"""
MAP.weight_data = """
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 12, 'siren': 3},
{'battle': 1},
{'battle': 2},
{'battle': 3},
{'battle': 4},
{'battle': 5},
{'battle': 6},
{'battle': 7, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
A9, B9, C9, D9, E9, F9, G9, H9, I9, \
= MAP.flatten()
class Config:
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['Lexington2', 'Yorktown2']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = False
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
STAR_REQUIRE_1 = 0
STAR_REQUIRE_2 = 0
STAR_REQUIRE_3 = 0
# ===== End of generated config =====
MAP_CHAPTER_SWITCH_20241219_SPEX = True
STAGE_ENTRANCE = ['half', '20240725']
INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
'height': (80, 255 - 49),
'width': (1.5, 10),
'prominence': 10,
'distance': 35,
}
EDGE_LINES_FIND_PEAKS_PARAMETERS = {
'height': (255 - 49, 255),
'prominence': 10,
'distance': 50,
'wlen': 1000
}
MAP_IS_ONE_TIME_STAGE = True
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
def battle_0(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=2):
return True
return self.battle_default()
def battle_5(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
return True
return self.battle_default()
def battle_7(self):
return self.fleet_boss.clear_boss()
def _expected_end(self, expected):
# after 4th battle, no enemy search but has event animation
# we wait until event animation appears, otherwise next map walk will click on animation popup
if self.battle_count == 3:
return self.event_animation_end
return super()._expected_end(expected)

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from .campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
MAP = CampaignMap('SP1')
MAP.shape = 'I8'
MAP.camera_data = ['D2', 'D6', 'F2', 'F6']
MAP.camera_data_spawn_point = ['F2']
MAP.map_data = """
-- -- -- ME -- -- -- ++ ++
ME -- ME ++ Me -- SP -- ++
-- ME -- ++ -- -- -- SP --
-- ++ -- Me -- MS -- -- --
-- -- -- -- -- ++ ++ ++ ME
-- MB -- __ -- Me -- ME --
ME -- ME -- -- -- ME -- --
++ ++ ++ -- ME ++ -- ME --
"""
MAP.weight_data = """
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 2, 'siren': 1},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1},
{'battle': 3, 'enemy': 1},
{'battle': 4, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
= MAP.flatten()
class Config:
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['Bremerton']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
# ===== End of generated config =====
MAP_CHAPTER_SWITCH_20241219_SPEX = True
STAGE_ENTRANCE = ['half', '20240725']
INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
'height': (80, 255 - 49),
'width': (1.5, 10),
'prominence': 10,
'distance': 35,
}
EDGE_LINES_FIND_PEAKS_PARAMETERS = {
'height': (255 - 49, 255),
'prominence': 10,
'distance': 50,
'wlen': 1000
}
MAP_SWIPE_MULTIPLY = (1.188, 1.210)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.149, 1.170)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.116, 1.136)
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
def battle_0(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
return True
return self.battle_default()
def battle_4(self):
return self.clear_boss()

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from .campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from .sp1 import Config as ConfigBase
MAP = CampaignMap('SP2')
MAP.shape = 'I8'
MAP.camera_data = ['D2', 'D6', 'E2', 'E6']
MAP.camera_data_spawn_point = ['D2', 'E2']
MAP.map_data = """
++ -- SP -- SP -- ++ -- --
ME -- -- -- -- -- -- ME --
-- ME -- MS __ -- -- -- ++
ME -- Me ++ -- Me -- ME --
++ -- ++ ++ -- ++ ++ -- --
ME -- -- Me -- ++ ++ ME --
-- MB -- -- -- -- -- -- --
MB -- -- ++ ++ ++ -- ME --
"""
MAP.weight_data = """
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 3, 'siren': 1},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1},
{'battle': 3, 'enemy': 1},
{'battle': 4, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
= MAP.flatten()
class Config(ConfigBase):
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['FuShunG']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
# ===== End of generated config =====
MAP_SWIPE_MULTIPLY = (1.234, 1.257)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.193, 1.215)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.158, 1.179)
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
def battle_0(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
return True
return self.battle_default()
def battle_4(self):
return self.clear_boss()

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from .campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from .sp1 import Config as ConfigBase
MAP = CampaignMap('SP3')
MAP.shape = 'I8'
MAP.camera_data = ['D2', 'D6']
MAP.camera_data_spawn_point = ['D2']
# Big Raffaello may cover D2-D3
MAP.map_covered = ['D2', 'D3']
MAP.map_data = """
++ ++ Me ++ ++ ++ -- -- --
++ ++ -- ME -- ME -- -- --
SP -- -- MS -- -- ME ++ --
SP -- -- MS -- -- -- -- --
++ Me __ ++ ++ -- Me -- --
ME -- -- Me ++ ME ++ -- --
-- -- -- -- ME -- ME -- ++
MB ++ ME -- -- -- -- -- ++
"""
MAP.weight_data = """
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 3, 'siren': 2},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1},
{'battle': 3, 'enemy': 1},
{'battle': 4},
{'battle': 5, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
= MAP.flatten()
class Config(ConfigBase):
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['Raffaello', 'ArkRoyalG']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
# ===== End of generated config =====
# Big Raffaello may cover nearby grids
MAP_WALK_USE_CURRENT_FLEET = True
MAP_SWIPE_MULTIPLY = (1.137, 1.159)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.100, 1.120)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.068, 1.087)
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
def battle_0(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
return True
return self.battle_default()
def battle_5(self):
return self.fleet_boss.clear_boss()
def _expected_end(self, expected):
# after 4th battle, no enemy search but has event animation
# we wait until event animation appears, otherwise next map walk will click on animation popup
if self.battle_count == 3:
return self.event_animation_end
return super()._expected_end(expected)

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from .campaign_base import CampaignBase
from module.map.map_base import CampaignMap
from module.map.map_grids import SelectedGrids, RoadGrids
from module.logger import logger
from .sp1 import Config as ConfigBase
MAP = CampaignMap('SP4')
MAP.shape = 'I8'
MAP.camera_data = ['D3', 'D6', 'F3', 'F6']
MAP.camera_data_spawn_point = ['D6']
MAP.map_data = """
-- -- -- ++ ++ ++ -- -- --
-- ++ ME -- MB -- ME ++ --
-- ME -- -- -- -- -- ME --
-- ++ ++ Me -- Me ++ ++ --
-- ++ ++ MS -- MS ++ ++ --
-- ME Me -- __ -- Me ME --
ME -- -- -- -- -- -- -- ME
++ ++ ++ SP -- SP ++ ++ ++
"""
MAP.weight_data = """
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 3, 'siren': 2},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 1},
{'battle': 3, 'enemy': 1},
{'battle': 4, 'enemy': 1},
{'battle': 5, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
= MAP.flatten()
class Config(ConfigBase):
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['Cheshire', 'Nakhimov']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
# ===== End of generated config =====
MAP_SWIPE_MULTIPLY = (1.084, 1.104)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.048, 1.067)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.017, 1.036)
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
def battle_0(self):
if self.clear_siren():
return True
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
return True
return self.battle_default()
def battle_5(self):
return self.fleet_boss.clear_boss()