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 from .t1 import Config as ConfigBase MAP = CampaignMap('T2') MAP.shape = 'I7' MAP.camera_data = ['D3', 'D5', 'F3', 'F5'] MAP.camera_data_spawn_point = ['D3'] MAP.map_data = """ -- ++ ++ ++ MS ++ ++ ++ -- -- -- -- -- __ -- -- Me -- SP -- -- ME -- ME -- -- ME SP -- ++ -- MB -- ++ ME -- -- -- -- ME -- ME -- -- ME ++ Me -- -- ++ -- -- Me ++ ++ -- ME -- -- -- ME -- ++ """ MAP.map_data_loop = """ -- ++ ++ ++ -- ++ ++ ++ -- -- -- MS -- __ -- -- Me -- SP -- -- ME -- ME -- -- ME SP -- ++ -- MB -- ++ 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 50 50 50 50 50 50 50 """ MAP.spawn_data = [ {'battle': 0, 'enemy': 3, 'siren': 1}, {'battle': 1, 'enemy': 2}, {'battle': 2, 'enemy': 1}, {'battle': 3, 'enemy': 1}, {'battle': 4, 'boss': 1}, ] MAP.spawn_data_loop = [ {'battle': 0, 'enemy': 3, '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, 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, \ = MAP.flatten() class Config(ConfigBase): # ===== Start of generated config ===== MAP_SIREN_TEMPLATE = ['SK_DD', 'SK_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 ===== 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()