AzurLaneAutoScript/campaign/event_20210422_cn/sp.py
2023-05-26 03:01:09 +08:00

127 lines
3.2 KiB
Python

from module.campaign.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('SP')
MAP.shape = 'G10'
MAP.camera_data = ['D2', 'D6', 'D8']
MAP.camera_data_spawn_point = ['D8']
MAP.map_data = """
-- ++ ++ MB ++ ++ --
++ ++ ++ -- ++ ++ ++
ME -- -- -- -- -- ME
++ ++ ++ -- ++ ++ ++
ME -- -- -- -- -- ME
++ ++ ++ -- ++ ++ ++
MS -- ++ MS ++ -- MS
++ -- ++ -- ++ -- ++
-- -- -- __ -- -- --
-- -- SP -- SP -- --
"""
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 50 50 50 50 50 50
"""
# MAP.maze_data = [('D6', 'B8', 'F8'), ('D4', 'C5', 'E5'), ('D2', 'C3', 'E3', 'D8')]
MAP.spawn_data = [
{'battle': 0, 'enemy': 4, 'siren': 3},
{'battle': 1},
{'battle': 2},
{'battle': 3},
{'battle': 4},
{'battle': 5},
{'battle': 6},
{'battle': 7, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, \
A2, B2, C2, D2, E2, F2, G2, \
A3, B3, C3, D3, E3, F3, G3, \
A4, B4, C4, D4, E4, F4, G4, \
A5, B5, C5, D5, E5, F5, G5, \
A6, B6, C6, D6, E6, F6, G6, \
A7, B7, C7, D7, E7, F7, G7, \
A8, B8, C8, D8, E8, F8, G8, \
A9, B9, C9, D9, E9, F9, G9, \
A10, B10, C10, D10, E10, F10, G10, \
= MAP.flatten()
class Config:
# ===== Start of generated config =====
MAP_HAS_MAP_STORY = False
MAP_HAS_FLEET_STEP = False
MAP_HAS_AMBUSH = False
STAR_REQUIRE_1 = 0
STAR_REQUIRE_2 = 0
STAR_REQUIRE_3 = 0
# ===== End of generated config =====
# MAP_HAS_MAZE = True
MAP_HAS_SIREN = True
MAP_SIREN_TEMPLATE = ['Warspite', 'Formidable', 'Illustrious']
MAP_SWIPE_MULTIPLY = (0.963, 0.981)
MAP_SWIPE_MULTIPLY_MINITOUCH = (0.932, 0.949)
MAP_SWIPE_MULTIPLY_MAATOUCH = (0.904, 0.921)
INTERNAL_LINES_HOUGHLINES_THRESHOLD = 40
# EDGE_LINES_HOUGHLINES_THRESHOLD = 40
class Campaign(CampaignBase):
MAP = MAP
def battle_0(self):
self.clear_chosen_enemy(D7, expected='siren')
return True
def battle_1(self):
self.goto(C9)
self.goto(B9)
self.clear_chosen_enemy(A7, expected='siren')
return True
def battle_2(self):
self.clear_chosen_enemy(G7, expected='siren')
return True
def battle_3(self):
self.goto(D5)
self.clear_chosen_enemy(A5)
return True
def battle_4(self):
self.clear_chosen_enemy(G5)
return True
def battle_5(self):
self.goto(D3)
self.clear_chosen_enemy(A3)
return True
def battle_6(self):
self.clear_chosen_enemy(G3)
return True
def battle_7(self):
if self.fleet_boss_index == 2:
self.fleet_boss.switch_to()
self.goto(D7)
self.goto(D5)
self.goto(D6)
self.goto(D5)
self.goto(D3)
self.goto(D4)
self.goto(D3)
self.clear_chosen_enemy(D1, expected='boss')
else:
self.clear_chosen_enemy(D1, expected='boss')
return True