from module.logger import logger from module.map.map_base import CampaignMap from module.map.map_grids import RoadGrids, SelectedGrids from .campaign_14_base import CampaignBase from .campaign_14_base import Config as ConfigBase MAP = CampaignMap('14-3') MAP.shape = 'J8' MAP.camera_data = ['D2', 'D6', 'G2', 'G6'] MAP.camera_data_spawn_point = ['G2'] MAP.map_data = """ ME ++ ++ ++ -- ME ++ ++ ME ME -- Me ME -- ME -- ++ ++ ME -- MB -- ME ME -- -- SP SP ME Me -- __ -- ++ -- ME Me -- ME -- MB -- Me MM -- ME -- Me ++ ++ ME -- Me ME -- Me ME ME ME ++ ++ -- ME __ ME Me ++ Me ME -- MB -- MB MB -- ++ ++ -- ME -- """ MAP.weight_data = """ 50 50 40 40 40 50 50 50 50 50 50 50 40 40 40 50 50 50 50 50 50 50 40 40 50 50 50 50 50 50 50 50 40 40 50 50 50 50 50 50 50 50 40 40 50 50 50 50 50 50 50 50 40 40 50 50 50 50 50 50 50 50 40 40 40 50 50 50 50 50 50 50 40 40 40 50 50 50 50 50 """ MAP.spawn_data = [ {'battle': 0, 'enemy': 4}, {'battle': 1, 'enemy': 3}, {'battle': 2, 'enemy': 2}, {'battle': 3, 'enemy': 1}, {'battle': 4, 'enemy': 1}, {'battle': 5}, {'battle': 6, 'boss': 1}, ] MAP.spawn_data_loop = [ {'battle': 0, 'enemy': 3}, {'battle': 1, 'enemy': 3}, {'battle': 2, 'enemy': 2}, {'battle': 3, 'enemy': 1}, {'battle': 4, 'enemy': 1}, {'battle': 5}, {'battle': 6, 'boss': 1}, ] A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, \ A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, \ A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, \ A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, \ A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, \ A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, \ A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, \ A8, B8, C8, D8, E8, F8, G8, H8, I8, J8, \ = MAP.flatten() class Config(ConfigBase): # ===== Start of generated config ===== # MAP_SIREN_TEMPLATE = ['0'] # 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 = True # MAP_HAS_MYSTERY = True # ===== End of generated config ===== class Campaign(CampaignBase): MAP = MAP def battle_0(self): self.pick_up_light_house(J7) if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=1): return True return self.battle_default() def battle_5(self): self.pick_up_light_house(J7) if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0): return True return self.battle_default() def battle_6(self): self.fleet_boss.pick_up_flare(D5) return self.fleet_boss.clear_boss()