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 MAP = CampaignMap('SP') MAP.shape = 'T3' MAP.camera_data = ['I1', 'P1', 'Q1'] MAP.camera_data_spawn_point = ['I1'] MAP.map_data = """ ++ ++ ++ ++ -- -- -- SP ++ ME ++ ++ ME -- -- -- ME ++ ME -- ++ ++ ++ ++ -- MB __ -- MS -- ++ ++ -- -- ++ -- -- -- -- ME ++ ++ ++ ++ -- -- -- SP ++ MS -- MS -- ME ++ ME -- ++ 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 """ MAP.spawn_data = [ {'battle': 0, 'enemy': 8, 'siren': 3}, {'battle': 1}, {'battle': 2}, {'battle': 3}, {'battle': 4}, {'battle': 5}, {'battle': 6}, {'battle': 7, 'boss': 1}, ] A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, K1, L1, M1, N1, O1, P1, Q1, R1, S1, T1, \ A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, K2, L2, M2, N2, O2, P2, Q2, R2, S2, T2, \ A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, K3, L3, M3, N3, O3, P3, Q3, R3, S3, T3, \ = MAP.flatten() class Config: # ===== Start of generated config ===== MAP_SIREN_TEMPLATE = ['huanxianghao'] MOVABLE_ENEMY_TURN = (2,) MAP_HAS_SIREN = True MAP_HAS_MOVABLE_ENEMY = True MAP_HAS_MAP_STORY = False MAP_HAS_FLEET_STEP = False MAP_HAS_AMBUSH = False MAP_HAS_MYSTERY = False STAR_REQUIRE_1 = 0 STAR_REQUIRE_2 = 0 STAR_REQUIRE_3 = 0 # ===== End of generated config ===== STAGE_ENTRANCE = ['half', '20240725'] INTERNAL_LINES_FIND_PEAKS_PARAMETERS = { 'height': (80, 255 - 17), 'width': (0.9, 10), 'prominence': 10, 'distance': 35, } EDGE_LINES_FIND_PEAKS_PARAMETERS = { 'height': (255 - 17, 255), 'prominence': 10, 'distance': 50, 'wlen': 1000 } HOMO_EDGE_COLOR_RANGE = (0, 17) HOMO_EDGE_HOUGHLINES_THRESHOLD = 280 MAP_ENSURE_EDGE_INSIGHT_CORNER = 'bottom' MAP_IS_ONE_TIME_STAGE = True 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=2): return True return self.battle_default() def battle_5(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_7(self): return self.fleet_boss.clear_boss()