Add: Chapter SP

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LmeSzinc 2025-02-27 23:40:47 +08:00
parent fba0dd9875
commit 4bc278b00e

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from module.campaign.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 = 'I9'
MAP.camera_data = ['E3', 'E5', 'E7']
MAP.camera_data_spawn_point = ['E7']
MAP.map_data = """
-- ++ ++ -- -- -- ++ ++ --
-- ++ ++ -- MB -- ++ ++ --
-- ++ ++ ++ -- ++ ++ ++ --
-- -- ME -- -- -- ME -- --
++ 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
50 50 50 50 50 50 50 50 50
"""
MAP.spawn_data = [
{'battle': 0, 'enemy': 8},
{'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, \
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, \
A9, B9, C9, D9, E9, F9, G9, H9, I9, \
= MAP.flatten()
class Config:
# ===== Start of generated config =====
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = True
MAP_HAS_AMBUSH = False
MAP_HAS_MYSTERY = False
STAR_REQUIRE_1 = 0
STAR_REQUIRE_2 = 0
STAR_REQUIRE_3 = 0
# ===== End of generated config =====
MAP_CHAPTER_SWITCH_20241219 = True
# MAP_HAS_MODE_SWITCH = True
STAGE_ENTRANCE = ['half', '20240725']
STAGE_INCREASE_AB = True
MAP_IS_ONE_TIME_STAGE = True
INTERNAL_LINES_FIND_PEAKS_PARAMETERS = {
'height': (80, 255 - 33),
'width': (0.9, 10),
'prominence': 10,
'distance': 35,
}
EDGE_LINES_FIND_PEAKS_PARAMETERS = {
'height': (255 - 33, 255),
'prominence': 10,
'distance': 50,
# 'width': (0, 7),
'wlen': 1000
}
MAP_SWIPE_MULTIPLY = (1.153, 1.175)
MAP_SWIPE_MULTIPLY_MINITOUCH = (1.115, 1.136)
MAP_SWIPE_MULTIPLY_MAATOUCH = (1.082, 1.102)
class Campaign(CampaignBase):
MAP = MAP
ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
_is_D9 = False
def battle_0(self):
if self.fleet_at(D9):
self._is_D9 = True
if self._is_D9:
self.clear_chosen_enemy(D7)
else:
self.clear_chosen_enemy(F7)
return True
def battle_1(self):
if self._is_D9:
self.clear_chosen_enemy(F7)
else:
self.clear_chosen_enemy(D7)
return True
def battle_2(self):
if self._is_D9:
self.clear_chosen_enemy(D7)
else:
self.clear_chosen_enemy(F7)
return True
def battle_3(self):
if self._is_D9:
self.clear_chosen_enemy(F7)
else:
self.clear_chosen_enemy(D7)
return True
def battle_4(self):
if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=2):
return True
return self.battle_default()
def battle_5(self):
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()