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https://gitee.com/sui-feng-cb/AzurLaneAutoScript1
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Add: Abyssal Refrain chapter AC
- Add: clear_bouncing_enemy() - Opt: Retry faster if fleet was caught by a moving enemy
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@@ -204,6 +204,11 @@ class Fleet(Camera, AmbushHandler):
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if (self.round + 1) % 3 == 0:
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second += 1.0
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if self.config.MAP_HAS_BOUNCING_ENEMY:
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for route in self.map.bouncing_enemy_data:
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if route.select(may_bouncing_enemy=True):
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second += self.config.MAP_SIREN_MOVE_WAIT
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return second
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@property
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@@ -325,6 +330,8 @@ class Fleet(Camera, AmbushHandler):
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arrive_timer = Timer(0.5 + extra, count=2)
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arrive_unexpected_timer = Timer(1.5 + extra, count=6)
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walk_timeout.reset()
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if not (grid.predict_fleet() and grid.predict_current_fleet()):
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ambushed_retry.start()
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# Ambush
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if self.handle_ambush():
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@@ -811,7 +818,8 @@ class Fleet(Camera, AmbushHandler):
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self.map.load_mechanism(
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land_based=self.config.MAP_HAS_LAND_BASED,
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maze=self.config.MAP_HAS_MAZE,
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fortress=self.config.MAP_HAS_FORTRESS
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fortress=self.config.MAP_HAS_FORTRESS,
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bouncing_enemy=self.config.MAP_HAS_BOUNCING_ENEMY,
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)
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def map_control_init(self):
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@@ -844,6 +852,7 @@ class Fleet(Camera, AmbushHandler):
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if self.config.POOR_MAP_DATA and self.map.is_map_data_poor:
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self.config.POOR_MAP_DATA = False
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self.map.fortress_data = [(), ()]
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self.map.bouncing_enemy_data = []
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return True
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