mirror of
https://gitee.com/sui-feng-cb/AzurLaneAutoScript1
synced 2026-04-07 06:40:54 +08:00
AlasGG
This commit is contained in:
79
campaign/campaign_hard/campaign_12_4.py
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79
campaign/campaign_hard/campaign_12_4.py
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from campaign.campaign_main.campaign_12_1 import Config
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from module.campaign.campaign_base import CampaignBase
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from module.logger import logger
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from module.map.map_base import CampaignMap
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from module.map.map_grids import RoadGrids, SelectedGrids
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MAP = CampaignMap('12-4')
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MAP.shape = 'K8'
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MAP.camera_data = ['D2', 'D6', 'H2', 'H6']
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MAP.camera_data_spawn_point = ['D6']
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MAP.map_data = """
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MB MB ME -- ME ++ ++ ++ MB MB ++
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ME ++ -- ME -- MA ++ ++ ME Me ++
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-- ME __ Me Me -- Me Me -- Me --
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++ -- ME ++ ++ Me ME __ ++ ++ ME
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++ ME ME -- ME ME -- ME -- ++ --
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++ __ Me Me -- Me ME ++ __ -- ME
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ME -- Me -- Me -- Me -- -- ME --
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-- -- -- ME SP SP ++ ++ ++ ME --
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"""
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MAP.weight_data = """
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50 50 50
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"""
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MAP.spawn_data = [
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{'battle': 0, 'enemy': 2},
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{'battle': 1, 'enemy': 2},
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{'battle': 2, 'enemy': 2},
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{'battle': 3, 'enemy': 1},
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{'battle': 4, 'enemy': 1},
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{'battle': 5},
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{'battle': 6},
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{'battle': 7, 'boss': 1},
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]
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MAP.spawn_data_loop = [
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{'battle': 0, 'boss': 1},
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]
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A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, K1, \
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A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, K2, \
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A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, K3, \
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A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, K4, \
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A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, K5, \
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A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, K6, \
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A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, K7, \
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A8, B8, C8, D8, E8, F8, G8, H8, I8, J8, K8, \
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= MAP.flatten()
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road_main = RoadGrids([[H3, B6, C5]])
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class Campaign(CampaignBase):
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MAP = MAP
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def battle_0(self):
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if self.battle_count >= 3:
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self.pick_up_ammo()
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if self.clear_roadblocks([road_main]):
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return True
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if self.clear_potential_roadblocks([road_main]):
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return True
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return self.battle_default()
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def battle_7(self):
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self.pick_up_ammo()
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boss = self.map.select(is_boss=True)
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if boss:
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if not self.check_accessibility(boss[0], fleet='boss'):
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if self.clear_roadblocks([road_main]):
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return True
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return self.fleet_boss.clear_boss()
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104
campaign/campaign_hard/campaign_hard.py
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104
campaign/campaign_hard/campaign_hard.py
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from module.base.timer import Timer
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from module.campaign.campaign_base import CampaignBase
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from module.exception import CampaignEnd
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from module.hard.equipment import HardEquipment
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from module.logger import logger
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from module.map.assets import FLEET_PREPARATION, MAP_PREPARATION
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from module.ui.assets import CAMPAIGN_CHECK
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class Config:
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MAP_HAS_AMBUSH = False
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ENABLE_EMOTION_REDUCE = False
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ENABLE_HP_BALANCE = False
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class Campaign(CampaignBase, HardEquipment):
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# def run(self):
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# logger.hr(self.ENTRANCE, level=2)
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# self.enter_map(self.ENTRANCE, mode='hard')
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# self.map = self.MAP
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# self.map.reset()
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# self.hp_reset()
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# self.hp_get()
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#
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# if self.config.FLEET_HARD == 1:
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# self.ensure_edge_insight(reverse=True)
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# self.full_scan_find_boss()
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# else:
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# self.fleet_switch_click()
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# self.ensure_no_info_bar()
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# self.ensure_edge_insight()
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# self.full_scan_find_boss()
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#
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# try:
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# self.clear_boss()
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# except CampaignEnd:
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# logger.hr('Campaign end')
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# def fleet_preparation(self):
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# self.equipment_take_on()
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def _expected_end(self, expected):
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return 'in_stage'
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def clear_boss(self):
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grids = self.map.select(is_boss=True)
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grids = grids.add(self.map.select(may_boss=True, is_enemy=True))
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logger.info('May boss: %s' % self.map.select(may_boss=True))
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logger.info('May boss and is enemy: %s' % self.map.select(may_boss=True, is_enemy=True))
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logger.info('Is boss: %s' % self.map.select(is_boss=True))
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# logger.info('Grids: %s' % grids)
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if grids:
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logger.hr('Clear BOSS')
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grids = grids.sort('weight', 'cost')
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logger.info('Grids: %s' % str(grids))
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self._goto(grids[0], expected='boss')
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raise CampaignEnd('BOSS Clear.')
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logger.warning('BOSS not detected, trying all boss spawn point.')
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self.clear_potential_boss()
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return False
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def equipment_take_off_when_finished(self):
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if self.config.FLEET_HARD_EQUIPMENT is None:
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return False
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if not self.equipment_has_take_on:
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return False
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logger.info('equipment_take_off_when_finished')
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campaign_timer = Timer(2)
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map_timer = Timer(1)
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fleet_timer = Timer(1)
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while 1:
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self.device.screenshot()
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# Enter campaign
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if campaign_timer.reached() and self.is_in_stage():
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self.device.click(self.ENTRANCE)
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campaign_timer.reset()
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continue
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# Map preparation
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if map_timer.reached() and self.appear(MAP_PREPARATION, offset=(20, 20)):
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self.device.click(MAP_PREPARATION)
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map_timer.reset()
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campaign_timer.reset()
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continue
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# Fleet preparation
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if fleet_timer.reached() and self.appear(FLEET_PREPARATION, offset=(20, 50)):
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self.equipment_take_off()
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self.ui_back(check_button=CAMPAIGN_CHECK, appear_button=FLEET_PREPARATION)
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break
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# Retire
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if self.handle_retirement():
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continue
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# Emotion
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pass
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return True
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