mirror of
https://github.com/LmeSzinc/AzurLaneAutoScript.git
synced 2025-01-08 13:07:33 +08:00
79 lines
2.1 KiB
Python
79 lines
2.1 KiB
Python
from ..campaign_war_archives.campaign_base import CampaignBase
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from module.logger import logger
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from module.map.map_base import CampaignMap
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from module.map.map_grids import RoadGrids, SelectedGrids
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from .a1 import Config as ConfigBase
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MAP = CampaignMap('A3')
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MAP.shape = 'H7'
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MAP.camera_data = ['D2', 'D5', 'E2', 'E5']
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MAP.camera_data_spawn_point = ['D5']
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MAP.map_covered = ['G2']
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MAP.map_data = """
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-- Me ME ++ ++ Me ME ME
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ME -- -- MS -- -- MB --
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++ ++ -- ME __ Me ++ ++
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ME ME -- ++ -- ME ++ ++
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ME -- -- ++ -- MS MB ME
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SP SP -- -- __ -- ME --
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-- SP Me ++ Me MS -- ME
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"""
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MAP.weight_data = """
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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50 50 50 50 50 50 50 50
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"""
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MAP.spawn_data = [
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{'battle': 0, 'enemy': 2, 'siren': 1},
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{'battle': 1, 'enemy': 1},
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{'battle': 2, 'enemy': 1},
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{'battle': 3, 'enemy': 1},
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{'battle': 4, 'enemy': 1, 'boss': 1},
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]
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A1, B1, C1, D1, E1, F1, G1, H1, \
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A2, B2, C2, D2, E2, F2, G2, H2, \
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A3, B3, C3, D3, E3, F3, G3, H3, \
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A4, B4, C4, D4, E4, F4, G4, H4, \
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A5, B5, C5, D5, E5, F5, G5, H5, \
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A6, B6, C6, D6, E6, F6, G6, H6, \
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A7, B7, C7, D7, E7, F7, G7, H7, \
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= MAP.flatten()
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class Config(ConfigBase):
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# ===== Start of generated config =====
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MAP_SIREN_TEMPLATE = ['CA']
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MOVABLE_ENEMY_TURN = (2,)
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MAP_HAS_SIREN = True
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MAP_HAS_MOVABLE_ENEMY = True
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MAP_HAS_MAP_STORY = True
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MAP_HAS_FLEET_STEP = True
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MAP_HAS_AMBUSH = False
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MAP_HAS_MYSTERY = False
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# ===== End of generated config =====
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MAP_SWIPE_MULTIPLY = (1.064, 1.084)
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MAP_SWIPE_MULTIPLY_MINITOUCH = (1.029, 1.048)
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MAP_SWIPE_MULTIPLY_MAATOUCH = (0.999, 1.017)
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class Campaign(CampaignBase):
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MAP = MAP
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ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'
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def battle_0(self):
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if self.clear_siren():
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return True
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if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
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return True
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return self.battle_default()
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def battle_4(self):
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return self.clear_boss()
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