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mirror of https://gitee.com/sui-feng-cb/AzurLaneAutoScript1 synced 2026-04-07 06:40:54 +08:00
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SevCrane
2024-06-05 23:20:28 +08:00
commit 5e482958f6
7329 changed files with 240086 additions and 0 deletions

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from campaign.campaign_main.campaign_12_1 import Config
from module.campaign.campaign_base import CampaignBase
from module.logger import logger
from module.map.map_base import CampaignMap
from module.map.map_grids import RoadGrids, SelectedGrids
MAP = CampaignMap('12-4')
MAP.shape = 'K8'
MAP.camera_data = ['D2', 'D6', 'H2', 'H6']
MAP.camera_data_spawn_point = ['D6']
MAP.map_data = """
MB MB ME -- ME ++ ++ ++ MB MB ++
ME ++ -- ME -- MA ++ ++ ME Me ++
-- ME __ Me Me -- Me Me -- Me --
++ -- ME ++ ++ Me ME __ ++ ++ ME
++ ME ME -- ME ME -- ME -- ++ --
++ __ Me Me -- Me ME ++ __ -- ME
ME -- Me -- Me -- Me -- -- ME --
-- -- -- ME SP SP ++ ++ ++ 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 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 2},
{'battle': 1, 'enemy': 2},
{'battle': 2, 'enemy': 2},
{'battle': 3, 'enemy': 1},
{'battle': 4, 'enemy': 1},
{'battle': 5},
{'battle': 6},
{'battle': 7, 'boss': 1},
]
MAP.spawn_data_loop = [
{'battle': 0, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, K1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, K2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, K3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, K4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, K5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, K6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, K7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, J8, K8, \
= MAP.flatten()
road_main = RoadGrids([[H3, B6, C5]])
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
if self.battle_count >= 3:
self.pick_up_ammo()
if self.clear_roadblocks([road_main]):
return True
if self.clear_potential_roadblocks([road_main]):
return True
return self.battle_default()
def battle_7(self):
self.pick_up_ammo()
boss = self.map.select(is_boss=True)
if boss:
if not self.check_accessibility(boss[0], fleet='boss'):
if self.clear_roadblocks([road_main]):
return True
return self.fleet_boss.clear_boss()

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from module.base.timer import Timer
from module.campaign.campaign_base import CampaignBase
from module.exception import CampaignEnd
from module.hard.equipment import HardEquipment
from module.logger import logger
from module.map.assets import FLEET_PREPARATION, MAP_PREPARATION
from module.ui.assets import CAMPAIGN_CHECK
class Config:
MAP_HAS_AMBUSH = False
ENABLE_EMOTION_REDUCE = False
ENABLE_HP_BALANCE = False
class Campaign(CampaignBase, HardEquipment):
# def run(self):
# logger.hr(self.ENTRANCE, level=2)
# self.enter_map(self.ENTRANCE, mode='hard')
# self.map = self.MAP
# self.map.reset()
# self.hp_reset()
# self.hp_get()
#
# if self.config.FLEET_HARD == 1:
# self.ensure_edge_insight(reverse=True)
# self.full_scan_find_boss()
# else:
# self.fleet_switch_click()
# self.ensure_no_info_bar()
# self.ensure_edge_insight()
# self.full_scan_find_boss()
#
# try:
# self.clear_boss()
# except CampaignEnd:
# logger.hr('Campaign end')
# def fleet_preparation(self):
# self.equipment_take_on()
def _expected_end(self, expected):
return 'in_stage'
def clear_boss(self):
grids = self.map.select(is_boss=True)
grids = grids.add(self.map.select(may_boss=True, is_enemy=True))
logger.info('May boss: %s' % self.map.select(may_boss=True))
logger.info('May boss and is enemy: %s' % self.map.select(may_boss=True, is_enemy=True))
logger.info('Is boss: %s' % self.map.select(is_boss=True))
# logger.info('Grids: %s' % grids)
if grids:
logger.hr('Clear BOSS')
grids = grids.sort('weight', 'cost')
logger.info('Grids: %s' % str(grids))
self._goto(grids[0], expected='boss')
raise CampaignEnd('BOSS Clear.')
logger.warning('BOSS not detected, trying all boss spawn point.')
self.clear_potential_boss()
return False
def equipment_take_off_when_finished(self):
if self.config.FLEET_HARD_EQUIPMENT is None:
return False
if not self.equipment_has_take_on:
return False
logger.info('equipment_take_off_when_finished')
campaign_timer = Timer(2)
map_timer = Timer(1)
fleet_timer = Timer(1)
while 1:
self.device.screenshot()
# Enter campaign
if campaign_timer.reached() and self.is_in_stage():
self.device.click(self.ENTRANCE)
campaign_timer.reset()
continue
# Map preparation
if map_timer.reached() and self.appear(MAP_PREPARATION, offset=(20, 20)):
self.device.click(MAP_PREPARATION)
map_timer.reset()
campaign_timer.reset()
continue
# Fleet preparation
if fleet_timer.reached() and self.appear(FLEET_PREPARATION, offset=(20, 50)):
self.equipment_take_off()
self.ui_back(check_button=CAMPAIGN_CHECK, appear_button=FLEET_PREPARATION)
break
# Retire
if self.handle_retirement():
continue
# Emotion
pass
return True