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mirror of https://github.com/sui-feng-cb/AzurLaneAutoScript1.git synced 2026-07-06 21:15:07 +08:00

Refactor: separate submarine_mode for clearer semantics

This commit is contained in:
positnuec
2026-07-02 17:47:24 +08:00
parent d9a9b784af
commit bb8a6d6044
19 changed files with 364 additions and 239 deletions

View File

@@ -287,7 +287,7 @@ class Fleet(Camera, AmbushHandler):
arrived = False
# Wait to confirm fleet arrived. It does't appear immediately if fleet in combat.
extra = 0
if self.config.Submarine_Mode in ['hunt_only', 'hunt_and_boss']:
if self.config.Submarine_HuntMode == 'hunt':
extra += 4.5
if self.config.MAP_HAS_LAND_BASED and grid.is_mechanism_trigger:
extra += grid.mechanism_wait
@@ -317,7 +317,7 @@ class Fleet(Camera, AmbushHandler):
self.combat(
expected_end=self._expected_end(expected),
fleet_index=self.fleet_show_index,
submarine_mode=self._submarine_mode(expected)
is_boss='boss' in expected,
)
self.hp_get()
self.lv_get(after_battle=True)
@@ -941,15 +941,6 @@ class Fleet(Camera, AmbushHandler):
# Out of the spawn_data, nothing will spawn
return 'no_searching'
def _submarine_mode(self, expected):
if self.is_call_submarine_at_boss:
if 'boss' in expected:
return 'every_combat'
else:
return 'do_not_use'
else:
return None
def fleet_at(self, grid, fleet=None):
"""
Args: