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mirror of https://gitee.com/sui-feng-cb/AzurLaneAutoScript1 synced 2026-03-16 20:57:23 +08:00

Fix: Handle low resolve debuff after OpSi abyssal

This commit is contained in:
LmeSzinc
2022-10-06 17:55:03 +08:00
parent 10f9d240e0
commit a711051b40
2 changed files with 45 additions and 11 deletions

View File

@@ -54,6 +54,11 @@ class PercentageOcr(Ocr):
return image
FLEET_LOW_RESOLVE = Button(
area=(144, 148, 170, 175), color=(255, 44, 33), button=(144, 148, 170, 175),
name='FLEET_LOW_RESOLVE')
class OSFleet(OSCamera, Combat, Fleet, OSAsh):
def _goto(self, location, expected=''):
super()._goto(location, expected)
@@ -186,6 +191,13 @@ class OSFleet(OSCamera, Combat, Fleet, OSAsh):
def lv_get(self, after_battle=False):
pass
def fleet_low_resolve_appear(self):
"""
Whether low resolve debuff appears on current fleet
"""
return self.image_color_count(
FLEET_LOW_RESOLVE, color=FLEET_LOW_RESOLVE.color, threshold=221, count=250)
def get_sea_grids(self):
"""
Get sea grids on current view
@@ -584,9 +596,15 @@ class OSFleet(OSCamera, Combat, Fleet, OSAsh):
self.os_order_execute(recon_scan=False, submarine_call=True)
continue
# Attack
# Switch fleet
self.fleet_set(fleet.fleet_index)
self.handle_os_map_fleet_lock(enable=False)
if self.fleet_low_resolve_appear():
logger.warning('Skip using current fleet because of the low resolve debuff')
self.boss_goto(location=fleet.standby_loca, has_fleet_step=has_fleet_step, drop=drop)
continue
# Attack
self.boss_goto(location=(0, 0), has_fleet_step=has_fleet_step, drop=drop)
# End