mirror of
https://gitee.com/sui-feng-cb/AzurLaneAutoScript1
synced 2026-04-19 10:48:08 +08:00
Merge branch 'master' of https://github.com/LmeSzinc/AzurLaneAutoScript
This commit is contained in:
@@ -287,3 +287,5 @@ To add a new event, add a new row in here, and run `python -m module.config.conf
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| 20260319 | event 20220728 cn | Aquilifer's Ballade | - | - | - | 復刻雄鷹的敘事歌 |
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| 20260326 | event 20260326 cn | The Vagabond’s Recruitment Plan | 漫游者招募计划 | The Vagabond’s Recruitment Plan | ワンダラー募集計画 | - |
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| 20260402 | event 20260326 cn | The Vagabond’s Recruitment Plan | - | - | - | 漫遊者招募計劃 |
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| 20260416 | event 20220915 cn | Violet Tempest Blooming Lycoris | - | - | - | 復刻紫絳槿嵐 |
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| 20260417 | event 20260417 cn | Vacation Lane – Beachside Brilliance | 假日航线闪耀海滨 | Vacation Lane – Beachside Brilliance | バケーションレーン・きらめく砂浜 | - |
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@@ -6,7 +6,7 @@ from module.map.assets import SWITCH_OVER
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class CampaignBase(CampaignBase_):
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def enemy_searching_appear(self):
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if not self.appear(SWITCH_OVER, offset=(20, 20)):
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if not self.is_in_map():
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return False
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return red_overlay_transparency(
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38
campaign/event_20260417_cn/campaign_base.py
Normal file
38
campaign/event_20260417_cn/campaign_base.py
Normal file
@@ -0,0 +1,38 @@
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from module.base.button import Button
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from module.campaign.campaign_base import CampaignBase as CampaignBase_
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from module.logger import logger
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EVENT_ANIMATION = Button(area=(49, 229, 119, 400), color=(118, 215, 240), button=(49, 229, 119, 400),
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name='EVENT_ANIMATION')
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class CampaignBase(CampaignBase_):
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@staticmethod
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def _campaign_ocr_result_process(result):
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result = CampaignBase_._campaign_ocr_result_process(result)
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if result in ['ysp', 'usp', 'vsp']:
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result = 'sp'
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return result
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def is_event_animation(self):
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"""
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Animation in events after cleared an enemy.
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Returns:
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bool: If animation appearing.
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"""
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appear = self.appear(EVENT_ANIMATION)
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if appear:
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logger.info('DOA animation, waiting')
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return appear
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def event_animation_end(self):
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if not self.appear(EVENT_ANIMATION):
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return False
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# wait until EVENT_ANIMATION closed
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for _ in self.loop():
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if self.is_event_animation():
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continue
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break
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# now in_map
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return True
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114
campaign/event_20260417_cn/sp.py
Normal file
114
campaign/event_20260417_cn/sp.py
Normal file
@@ -0,0 +1,114 @@
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from .campaign_base import CampaignBase
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from module.map.map_base import CampaignMap
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from module.map.map_grids import SelectedGrids, RoadGrids
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from module.logger import logger
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MAP = CampaignMap('VSP')
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MAP.shape = 'I9'
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MAP.camera_data = ['D3', 'D6', 'E3', 'E6']
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MAP.camera_data_spawn_point = ['D3', 'D6']
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MAP.map_data = """
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++ ++ -- ++ ++ ++ -- ++ ++
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++ ++ -- ME -- ME -- ++ ++
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++ ME -- -- -- -- -- ME ++
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SP -- -- MS -- ME -- -- --
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-- __ MS -- ++ -- -- MB --
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SP -- -- MS -- ME -- -- --
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++ ME -- -- -- -- -- ME ++
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++ ++ -- ME -- ME -- ++ ++
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++ ++ -- ++ ++ ++ -- ++ ++
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"""
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MAP.weight_data = """
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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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': 12, 'siren': 3},
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{'battle': 1},
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{'battle': 2},
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{'battle': 3},
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{'battle': 4},
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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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A1, B1, C1, D1, E1, F1, G1, H1, I1, \
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A2, B2, C2, D2, E2, F2, G2, H2, I2, \
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A3, B3, C3, D3, E3, F3, G3, H3, I3, \
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A4, B4, C4, D4, E4, F4, G4, H4, I4, \
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A5, B5, C5, D5, E5, F5, G5, H5, I5, \
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A6, B6, C6, D6, E6, F6, G6, H6, I6, \
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A7, B7, C7, D7, E7, F7, G7, H7, I7, \
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A8, B8, C8, D8, E8, F8, G8, H8, I8, \
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A9, B9, C9, D9, E9, F9, G9, H9, I9, \
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= MAP.flatten()
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class Config:
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# ===== Start of generated config =====
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MAP_SIREN_TEMPLATE = ['Lexington2', 'Yorktown2']
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MOVABLE_ENEMY_TURN = (2,)
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MAP_HAS_SIREN = True
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MAP_HAS_MOVABLE_ENEMY = True
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MAP_HAS_MAP_STORY = False
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MAP_HAS_FLEET_STEP = False
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MAP_HAS_AMBUSH = False
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MAP_HAS_MYSTERY = False
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STAR_REQUIRE_1 = 0
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STAR_REQUIRE_2 = 0
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STAR_REQUIRE_3 = 0
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# ===== End of generated config =====
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MAP_CHAPTER_SWITCH_20241219_SPEX = True
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STAGE_ENTRANCE = ['half', '20240725']
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INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (80, 255 - 49),
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'width': (1.5, 10),
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'prominence': 10,
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'distance': 35,
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}
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EDGE_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (255 - 49, 255),
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'prominence': 10,
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'distance': 50,
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'wlen': 1000
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}
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MAP_IS_ONE_TIME_STAGE = True
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class Campaign(CampaignBase):
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MAP = MAP
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ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
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def battle_0(self):
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if self.clear_siren():
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return True
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if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=2):
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return True
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return self.battle_default()
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def battle_5(self):
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if self.clear_siren():
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return True
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if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
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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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return self.fleet_boss.clear_boss()
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def _expected_end(self, expected):
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# after 4th battle, no enemy search but has event animation
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# we wait until event animation appears, otherwise next map walk will click on animation popup
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if self.battle_count == 3:
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return self.event_animation_end
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return super()._expected_end(expected)
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91
campaign/event_20260417_cn/sp1.py
Normal file
91
campaign/event_20260417_cn/sp1.py
Normal file
@@ -0,0 +1,91 @@
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from .campaign_base import CampaignBase
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from module.map.map_base import CampaignMap
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from module.map.map_grids import SelectedGrids, RoadGrids
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from module.logger import logger
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MAP = CampaignMap('SP1')
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MAP.shape = 'I8'
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MAP.camera_data = ['D2', 'D6', 'F2', 'F6']
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MAP.camera_data_spawn_point = ['F2']
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MAP.map_data = """
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-- -- -- ME -- -- -- ++ ++
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ME -- ME ++ Me -- SP -- ++
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-- ME -- ++ -- -- -- SP --
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-- ++ -- Me -- MS -- -- --
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-- -- -- -- -- ++ ++ ++ ME
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-- MB -- __ -- Me -- ME --
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ME -- ME -- -- -- ME -- --
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++ ++ ++ -- ME ++ -- 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
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50 50
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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, 'siren': 1},
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{'battle': 1, 'enemy': 2},
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{'battle': 2, 'enemy': 1},
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{'battle': 3, 'enemy': 1},
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{'battle': 4, 'boss': 1},
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]
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A1, B1, C1, D1, E1, F1, G1, H1, I1, \
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A2, B2, C2, D2, E2, F2, G2, H2, I2, \
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A3, B3, C3, D3, E3, F3, G3, H3, I3, \
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A4, B4, C4, D4, E4, F4, G4, H4, I4, \
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A5, B5, C5, D5, E5, F5, G5, H5, I5, \
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A6, B6, C6, D6, E6, F6, G6, H6, I6, \
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A7, B7, C7, D7, E7, F7, G7, H7, I7, \
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A8, B8, C8, D8, E8, F8, G8, H8, I8, \
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= MAP.flatten()
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class Config:
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# ===== Start of generated config =====
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MAP_SIREN_TEMPLATE = ['Bremerton']
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MOVABLE_ENEMY_TURN = (2,)
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MAP_HAS_SIREN = True
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MAP_HAS_MOVABLE_ENEMY = True
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MAP_HAS_MAP_STORY = False
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MAP_HAS_FLEET_STEP = True
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MAP_HAS_AMBUSH = False
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MAP_HAS_MYSTERY = False
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# ===== End of generated config =====
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MAP_CHAPTER_SWITCH_20241219_SPEX = True
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STAGE_ENTRANCE = ['half', '20240725']
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INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (80, 255 - 49),
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'width': (1.5, 10),
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'prominence': 10,
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'distance': 35,
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}
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EDGE_LINES_FIND_PEAKS_PARAMETERS = {
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'height': (255 - 49, 255),
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'prominence': 10,
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'distance': 50,
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'wlen': 1000
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}
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MAP_SWIPE_MULTIPLY = (1.188, 1.210)
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MAP_SWIPE_MULTIPLY_MINITOUCH = (1.149, 1.170)
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MAP_SWIPE_MULTIPLY_MAATOUCH = (1.116, 1.136)
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class Campaign(CampaignBase):
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MAP = MAP
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ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
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def battle_0(self):
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if self.clear_siren():
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return True
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if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
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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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return self.clear_boss()
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79
campaign/event_20260417_cn/sp2.py
Normal file
79
campaign/event_20260417_cn/sp2.py
Normal file
@@ -0,0 +1,79 @@
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from .campaign_base import CampaignBase
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from module.map.map_base import CampaignMap
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from module.map.map_grids import SelectedGrids, RoadGrids
|
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from module.logger import logger
|
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from .sp1 import Config as ConfigBase
|
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|
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MAP = CampaignMap('SP2')
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MAP.shape = 'I8'
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||||
MAP.camera_data = ['D2', 'D6', 'E2', 'E6']
|
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MAP.camera_data_spawn_point = ['D2', 'E2']
|
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MAP.map_data = """
|
||||
++ -- SP -- SP -- ++ -- --
|
||||
ME -- -- -- -- -- -- ME --
|
||||
-- ME -- MS __ -- -- -- ++
|
||||
ME -- Me ++ -- Me -- ME --
|
||||
++ -- ++ ++ -- ++ ++ -- --
|
||||
ME -- -- Me -- ++ ++ ME --
|
||||
-- MB -- -- -- -- -- -- --
|
||||
MB -- -- ++ ++ ++ -- ME --
|
||||
"""
|
||||
MAP.weight_data = """
|
||||
50 50 50 50 50 50 50 50 50
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||||
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': 3, 'siren': 1},
|
||||
{'battle': 1, 'enemy': 2},
|
||||
{'battle': 2, 'enemy': 1},
|
||||
{'battle': 3, 'enemy': 1},
|
||||
{'battle': 4, 'boss': 1},
|
||||
]
|
||||
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
|
||||
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
|
||||
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
|
||||
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
|
||||
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
|
||||
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
|
||||
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
|
||||
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
|
||||
= MAP.flatten()
|
||||
|
||||
|
||||
class Config(ConfigBase):
|
||||
# ===== Start of generated config =====
|
||||
MAP_SIREN_TEMPLATE = ['FuShunG']
|
||||
MOVABLE_ENEMY_TURN = (2,)
|
||||
MAP_HAS_SIREN = True
|
||||
MAP_HAS_MOVABLE_ENEMY = True
|
||||
MAP_HAS_MAP_STORY = False
|
||||
MAP_HAS_FLEET_STEP = True
|
||||
MAP_HAS_AMBUSH = False
|
||||
MAP_HAS_MYSTERY = False
|
||||
# ===== End of generated config =====
|
||||
|
||||
MAP_SWIPE_MULTIPLY = (1.234, 1.257)
|
||||
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.193, 1.215)
|
||||
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.158, 1.179)
|
||||
|
||||
|
||||
class Campaign(CampaignBase):
|
||||
MAP = MAP
|
||||
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
|
||||
|
||||
def battle_0(self):
|
||||
if self.clear_siren():
|
||||
return True
|
||||
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
|
||||
return True
|
||||
|
||||
return self.battle_default()
|
||||
|
||||
def battle_4(self):
|
||||
return self.clear_boss()
|
||||
91
campaign/event_20260417_cn/sp3.py
Normal file
91
campaign/event_20260417_cn/sp3.py
Normal file
@@ -0,0 +1,91 @@
|
||||
from .campaign_base import CampaignBase
|
||||
from module.map.map_base import CampaignMap
|
||||
from module.map.map_grids import SelectedGrids, RoadGrids
|
||||
from module.logger import logger
|
||||
from .sp1 import Config as ConfigBase
|
||||
|
||||
MAP = CampaignMap('SP3')
|
||||
MAP.shape = 'I8'
|
||||
MAP.camera_data = ['D2', 'D6']
|
||||
MAP.camera_data_spawn_point = ['D2']
|
||||
# Big Raffaello may cover D2-D3
|
||||
MAP.map_covered = ['D2', 'D3']
|
||||
MAP.map_data = """
|
||||
++ ++ Me ++ ++ ++ -- -- --
|
||||
++ ++ -- ME -- ME -- -- --
|
||||
SP -- -- MS -- -- ME ++ --
|
||||
SP -- -- MS -- -- -- -- --
|
||||
++ Me __ ++ ++ -- Me -- --
|
||||
ME -- -- Me ++ ME ++ -- --
|
||||
-- -- -- -- ME -- ME -- ++
|
||||
MB ++ 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
|
||||
"""
|
||||
MAP.spawn_data = [
|
||||
{'battle': 0, 'enemy': 3, 'siren': 2},
|
||||
{'battle': 1, 'enemy': 2},
|
||||
{'battle': 2, 'enemy': 1},
|
||||
{'battle': 3, 'enemy': 1},
|
||||
{'battle': 4},
|
||||
{'battle': 5, 'boss': 1},
|
||||
]
|
||||
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
|
||||
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
|
||||
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
|
||||
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
|
||||
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
|
||||
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
|
||||
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
|
||||
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
|
||||
= MAP.flatten()
|
||||
|
||||
|
||||
class Config(ConfigBase):
|
||||
# ===== Start of generated config =====
|
||||
MAP_SIREN_TEMPLATE = ['Raffaello', 'ArkRoyalG']
|
||||
MOVABLE_ENEMY_TURN = (2,)
|
||||
MAP_HAS_SIREN = True
|
||||
MAP_HAS_MOVABLE_ENEMY = True
|
||||
MAP_HAS_MAP_STORY = False
|
||||
MAP_HAS_FLEET_STEP = True
|
||||
MAP_HAS_AMBUSH = False
|
||||
MAP_HAS_MYSTERY = False
|
||||
# ===== End of generated config =====
|
||||
|
||||
# Big Raffaello may cover nearby grids
|
||||
MAP_WALK_USE_CURRENT_FLEET = True
|
||||
MAP_SWIPE_MULTIPLY = (1.137, 1.159)
|
||||
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.100, 1.120)
|
||||
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.068, 1.087)
|
||||
|
||||
|
||||
class Campaign(CampaignBase):
|
||||
MAP = MAP
|
||||
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
|
||||
|
||||
def battle_0(self):
|
||||
if self.clear_siren():
|
||||
return True
|
||||
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
|
||||
return True
|
||||
|
||||
return self.battle_default()
|
||||
|
||||
def battle_5(self):
|
||||
return self.fleet_boss.clear_boss()
|
||||
|
||||
def _expected_end(self, expected):
|
||||
# after 4th battle, no enemy search but has event animation
|
||||
# we wait until event animation appears, otherwise next map walk will click on animation popup
|
||||
if self.battle_count == 3:
|
||||
return self.event_animation_end
|
||||
return super()._expected_end(expected)
|
||||
80
campaign/event_20260417_cn/sp4.py
Normal file
80
campaign/event_20260417_cn/sp4.py
Normal file
@@ -0,0 +1,80 @@
|
||||
from .campaign_base import CampaignBase
|
||||
from module.map.map_base import CampaignMap
|
||||
from module.map.map_grids import SelectedGrids, RoadGrids
|
||||
from module.logger import logger
|
||||
from .sp1 import Config as ConfigBase
|
||||
|
||||
MAP = CampaignMap('SP4')
|
||||
MAP.shape = 'I8'
|
||||
MAP.camera_data = ['D3', 'D6', 'F3', 'F6']
|
||||
MAP.camera_data_spawn_point = ['D6']
|
||||
MAP.map_data = """
|
||||
-- -- -- ++ ++ ++ -- -- --
|
||||
-- ++ ME -- MB -- ME ++ --
|
||||
-- ME -- -- -- -- -- ME --
|
||||
-- ++ ++ Me -- Me ++ ++ --
|
||||
-- ++ ++ MS -- MS ++ ++ --
|
||||
-- ME Me -- __ -- Me ME --
|
||||
ME -- -- -- -- -- -- -- ME
|
||||
++ ++ ++ SP -- SP ++ ++ ++
|
||||
"""
|
||||
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
|
||||
"""
|
||||
MAP.spawn_data = [
|
||||
{'battle': 0, 'enemy': 3, 'siren': 2},
|
||||
{'battle': 1, 'enemy': 2},
|
||||
{'battle': 2, 'enemy': 1},
|
||||
{'battle': 3, 'enemy': 1},
|
||||
{'battle': 4, 'enemy': 1},
|
||||
{'battle': 5, 'boss': 1},
|
||||
]
|
||||
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
|
||||
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
|
||||
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
|
||||
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
|
||||
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
|
||||
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
|
||||
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
|
||||
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
|
||||
= MAP.flatten()
|
||||
|
||||
|
||||
class Config(ConfigBase):
|
||||
# ===== Start of generated config =====
|
||||
MAP_SIREN_TEMPLATE = ['Cheshire', 'Nakhimov']
|
||||
MOVABLE_ENEMY_TURN = (2,)
|
||||
MAP_HAS_SIREN = True
|
||||
MAP_HAS_MOVABLE_ENEMY = True
|
||||
MAP_HAS_MAP_STORY = False
|
||||
MAP_HAS_FLEET_STEP = True
|
||||
MAP_HAS_AMBUSH = False
|
||||
MAP_HAS_MYSTERY = False
|
||||
# ===== End of generated config =====
|
||||
|
||||
MAP_SWIPE_MULTIPLY = (1.084, 1.104)
|
||||
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.048, 1.067)
|
||||
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.017, 1.036)
|
||||
|
||||
|
||||
class Campaign(CampaignBase):
|
||||
MAP = MAP
|
||||
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
|
||||
|
||||
def battle_0(self):
|
||||
if self.clear_siren():
|
||||
return True
|
||||
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
|
||||
return True
|
||||
|
||||
return self.battle_default()
|
||||
|
||||
def battle_5(self):
|
||||
return self.fleet_boss.clear_boss()
|
||||
@@ -6,7 +6,7 @@ from module.map.assets import SWITCH_OVER
|
||||
|
||||
class CampaignBase(CampaignBase_):
|
||||
def enemy_searching_appear(self):
|
||||
if not self.appear(SWITCH_OVER, offset=(20, 20)):
|
||||
if not self.is_in_map():
|
||||
return False
|
||||
|
||||
return red_overlay_transparency(
|
||||
|
||||
Reference in New Issue
Block a user