from module.map.map_base import CampaignMap from module.map.map_grids import SelectedGrids, RoadGrids from module.logger import logger from .campaign_16_base_aircraft import CampaignBase from .campaign_16_base_aircraft import Config as ConfigBase MAP = CampaignMap('16-3') MAP.shape = 'K6' MAP.camera_data = ['C2', 'C5', 'F2', 'F5', 'H2', 'H5'] MAP.camera_data_spawn_point = ['C5'] MAP.camera_sight = (-2, -1, 3, 2) MAP.map_data = """ -- -- ++ ++ ++ -- -- ME ++ -- MB -- ME -- ++ -- ME -- -- ++ -- -- -- -- ME ME -- ME ++ ME ++ -- -- -- -- -- ++ ++ __ ME ME -- -- -- SP -- -- ++ -- ME ++ -- -- -- -- SP -- -- 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 40 40 40 40 50 50 50 50 50 50 50 50 50 50 40 40 40 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}, {'battle': 1, 'enemy': 6}, {'battle': 2, 'enemy': 3}, {'battle': 3, 'boss': 1}, ] A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, K1, \ A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, K2, \ A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, K3, \ A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, K4, \ A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, K5, \ A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, K6, \ = MAP.flatten() road_main = RoadGrids([C3, D3, F3, G4, H4]) class Config(ConfigBase): MAP_HAS_MAP_STORY = False MAP_HAS_FLEET_STEP = False MAP_HAS_AMBUSH = True class Campaign(CampaignBase): MAP = MAP def battle_0(self): self.clear_chosen_enemy(C3) return True def battle_1(self): if self.use_support_fleet: self.air_strike(E3) self.clear_chosen_enemy(D3) return True def battle_2(self): if self.clear_roadblocks([road_main]): return True if self.clear_potential_roadblocks([road_main]): return True if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0): return True return self.battle_default() def battle_3(self): boss = self.map.select(is_boss=True) if boss: if not self.check_accessibility(boss[0], fleet='boss'): return self.clear_roadblocks([road_main]) if self.use_support_fleet: # at this stage the most right zone should be accessible self.goto(K5) self.air_strike(J6) return self.fleet_boss.clear_boss() if self.clear_roadblocks([road_main]): return True if self.clear_potential_roadblocks([road_main]): return True if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0): return True return self.battle_default()