AzurLaneAutoScript/campaign/event_20220324_cn/sp1.py

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from module.logger import logger
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from module.map.map_base import CampaignMap
from module.map.map_grids import RoadGrids, SelectedGrids
from .campaign_base import CampaignBase
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MAP = CampaignMap('SP1')
MAP.shape = 'H7'
MAP.camera_data = ['D2', 'D5', 'E2', 'E5']
MAP.camera_data_spawn_point = ['D2']
MAP.map_data = """
SP SP -- -- -- -- -- --
-- -- -- ++ ++ -- -- --
ME -- -- MB MB -- -- ME
-- -- MS -- -- MS -- --
Me ++ ++ __ __ ++ ++ Me
-- ME ++ ME ME ++ ME --
ME -- 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
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 2, '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, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
A6, B6, C6, D6, E6, F6, G6, H6, \
A7, B7, C7, D7, E7, F7, G7, H7, \
= MAP.flatten()
class Config:
# ===== Start of generated config =====
MAP_SIREN_TEMPLATE = ['DD', 'CL']
MOVABLE_ENEMY_TURN = (2,)
MAP_HAS_SIREN = True
MAP_HAS_MOVABLE_ENEMY = True
MAP_HAS_MAP_STORY = True
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
# ===== End of generated config =====
INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
'height': (150, 255 - 10),
'width': (0.9, 10),
'prominence': 10,
'distance': 35,
}
EDGE_LINES_FIND_PEAKS_PARAMETERS = {
'height': (255 - 10, 255),
'prominence': 10,
'distance': 50,
'wlen': 1000
}
HOMO_CANNY_THRESHOLD = (75, 150)
HOMO_EDGE_COLOR_RANGE = (0, 10)
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MAP_SWIPE_MULTIPLY = (1.245, 1.268)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.204, 1.226)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.169, 1.190)
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MAP_ENEMY_GENRE_DETECTION_SCALING = {
'DD': 1.111,
'CL': 1.111,
'CA': 1.111,
'CV': 1.111,
'BB': 1.111,
}
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()