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https://gitee.com/sui-feng-cb/AzurLaneAutoScript1
synced 2026-04-07 03:25:31 +08:00
AlasGG
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90
campaign/campaign_main/campaign_6_3.py
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90
campaign/campaign_main/campaign_6_3.py
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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()
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MAP.shape = 'H5'
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MAP.camera_data = ['D3', 'E2']
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MAP.camera_data_spawn_point = ['D3', 'E2']
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# WIKI的图有错: https://wiki.biligame.com/blhx/6-3
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# G3是出生点, 假图害人
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MAP.map_data = """
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MB -- ME SP -- ME ME MM
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ME -- -- ++ ++ -- ME --
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-- -- ME MB ++ ME SP MB
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SP -- ME -- ME -- ME ME
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++ ME -- ME SP ME -- MM
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"""
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MAP.weight_data = """
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10 10 50 50 50 50 50 10
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50 10 10 10 10 50 50 10
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50 50 10 10 10 20 10 10
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50 50 10 10 10 10 10 30
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50 50 20 20 20 20 10 10
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"""
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MAP.spawn_data = [
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{'battle': 0, 'enemy': 4},
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{'battle': 1, 'enemy': 2},
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{'battle': 2, 'enemy': 2, 'mystery': 1},
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{'battle': 3, 'enemy': 1},
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{'battle': 4, 'enemy': 1, 'mystery': 1, 'boss': 1},
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]
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A1, B1, C1, D1, E1, F1, G1, H1, \
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A2, B2, C2, D2, E2, F2, G2, H2, \
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A3, B3, C3, D3, E3, F3, G3, H3, \
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A4, B4, C4, D4, E4, F4, G4, H4, \
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A5, B5, C5, D5, E5, F5, G5, H5, \
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= MAP.flatten()
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step_on = SelectedGrids([E4, G2, C3, C4, F3])
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road_boss = RoadGrids([
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A1, [B1, A2], B2, [C2, B3], [B3, C3], [B4, C3], [C3, C4], [C4, D3], D4, # A1 - D4
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[G3, H4], [G3, G4], G3, [F3, G4], F4, [E4, F5], [E4, E5], [E4, D5] # H3 - D4
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])
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road_in_map = RoadGrids([
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A1, [B1, A2], B2, [C2, B3], [B3, C3], [B4, C3], [C3, C4], [C4, D3], D4, # A1 - D4
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[G3, H4], [G3, G4], G3, [F3, G4], F4, [E4, F5], [E4, E5], [E4, D5], # H3 - D4
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D1, C1, [B1, C2], # D1 - C2
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E1, F1, [G1, F2], [G2, F2], [F3, G2] # E1 - G3
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])
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road_mystery = RoadGrids([[F5, G4], [H4, G5], H2])
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class Config:
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FLEET_BOSS = 1
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MAP_MYSTERY_HAS_CARRIER = True
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INTERNAL_LINES_HOUGHLINES_THRESHOLD = 40
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# EDGE_LINES_HOUGHLINES_THRESHOLD = 40
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COINCIDENT_POINT_ENCOURAGE_DISTANCE = 1.5
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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.fleet_2_step_on(step_on, roadblocks=[road_in_map]):
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return True
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if self.clear_roadblocks([road_boss]):
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return True
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if self.clear_roadblocks([road_mystery]):
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return True
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self.clear_all_mystery()
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if self.clear_potential_roadblocks([road_boss]):
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return True
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if self.clear_potential_roadblocks([road_mystery]):
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return True
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return self.battle_default()
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def battle_4(self):
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self.clear_all_mystery()
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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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return self.clear_roadblocks([road_boss])
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return self.fleet_boss.clear_boss()
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