from module.logger import logger from module.map.map_base import CampaignMap from module.map.map_grids import RoadGrids, SelectedGrids from .c1 import Config as ConfigBase from .campaign_base import CampaignBase MAP = CampaignMap('C2') MAP.shape = 'H8' MAP.camera_data = ['D2', 'D6', 'E2', 'E6'] MAP.camera_data_spawn_point = ['D6'] MAP.map_data = """ ++ -- -- ME ++ -- -- MB -- -- ME -- ++ ME -- ++ ME ++ ++ Me -- -- -- -- -- ++ ++ __ -- MS -- Me ME -- MS -- Me -- ++ -- -- ME -- -- -- Me ++ -- -- -- -- ME MS -- -- ME SP SP ++ ++ ++ -- 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 50 """ MAP.fortress_data = ['F5', 'G1'] MAP.spawn_data = [ {'battle': 0, 'enemy': 1, 'siren': 2}, {'battle': 1, 'enemy': 1}, {'battle': 2, 'enemy': 1}, {'battle': 3, 'enemy': 1}, {'battle': 4, 'enemy': 1, 'boss': 1}, ] MAP.spawn_data_loop = [ {'battle': 0, 'enemy': 2, 'siren': 2}, {'battle': 1, 'enemy': 1}, {'battle': 2, 'enemy': 2}, {'battle': 3, 'enemy': 1}, {'battle': 4, 'enemy': 1, '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, \ A8, B8, C8, D8, E8, F8, G8, H8, \ = MAP.flatten() class Config(ConfigBase): # ===== Start of generated config ===== MAP_SIREN_TEMPLATE = ['CL', 'CA'] 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 ===== MAP_HAS_FORTRESS = True class Campaign(CampaignBase): MAP = MAP def battle_0(self): if self.clear_siren(): return True if self.clear_enemy(scale=(1,)): return True if self.clear_enemy(scale=(2,), genre=['light', 'main', 'enemy']): return True if self.clear_enemy(genre=['light', 'main']): return True if self.clear_enemy(scale=[2, 3]): return True return self.battle_default() def battle_4(self): return self.clear_boss()