from .campaign_base import CampaignBase from module.logger import logger from module.map.map_base import CampaignMap from module.map.map_grids import RoadGrids, SelectedGrids MAP = CampaignMap('SP1') MAP.shape = 'K7' MAP.camera_data = ['D3', 'D5', 'H3', 'H5'] MAP.camera_data_spawn_point = ['D2'] MAP.map_data = """ ++ ++ ++ -- MS -- -- -- ME ++ -- -- ME -- ++ -- ++ ++ -- ME ++ MB SP -- ME -- -- ME ++ -- Me ++ Me SP -- __ -- -- ++ ME -- ME -- -- ME -- -- -- ME -- -- -- -- -- -- ME -- -- ++ -- -- -- -- -- -- -- -- -- -- ++ -- -- -- ++ ++ ++ ++ """ MAP.map_data_loop = """ ++ ++ ++ -- MS -- -- -- ME ++ -- -- ME -- -- -- ++ ++ -- ME ++ MB SP -- ME -- -- ME ++ -- Me -- Me SP -- __ -- -- -- 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 55 50 50 50 50 30 50 50 50 50 50 50 50 50 50 50 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 50 50 50 50 50 50 50 50 """ MAP.land_based_data = [['H7', 'up'], ['F4', 'down'], ['J3', 'down'], ['D2', 'down']] MAP.spawn_data = [ {'battle': 0, 'enemy': 2, 'siren': 1}, {'battle': 1, 'enemy': 1}, {'battle': 2, 'enemy': 1}, {'battle': 3, 'enemy': 1}, {'battle': 4, '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, \ A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, K7, \ = MAP.flatten() road_main = RoadGrids([K3]) class Config: # ===== Start of generated config ===== MAP_SIREN_TEMPLATE = ['Z18'] MOVABLE_ENEMY_TURN = (3,) MAP_HAS_SIREN = True MAP_HAS_MOVABLE_ENEMY = True MAP_HAS_MAP_STORY = False MAP_HAS_FLEET_STEP = True MAP_HAS_AMBUSH = False MAP_HAS_LAND_BASED = True # ===== End of generated config ===== class Campaign(CampaignBase): MAP = MAP def battle_0(self): if self.clear_siren(): return True self.clear_mechanism() if self.clear_roadblocks([road_main]): return True return self.battle_default() def battle_4(self): return self.clear_boss()