mower-ng/mower/solvers/fight/battle_choose/battle_agent_choose.py

130 lines
4.7 KiB
Python

from copy import deepcopy
from mower.data import agent_list
from mower.solvers.fight.battle_choose.battle_filter import BattleFilterSolver
from mower.solvers.fight.battle_choose.battle_tag_choose import BattleTagChoose
from mower.solvers.fight.battle_choose.choose_skill import ChooseSkillSolver
from mower.solvers.navigation import NavigationSolver
from mower.utils import config
from mower.utils.character_recognize import (
operator_team_select,
)
from mower.utils.graph.utils import SceneGraphSolver
from mower.utils.image import cropimg
from mower.utils.log import logger
from mower.utils.scene import Scene
class BattleAgentChooseSolver(SceneGraphSolver):
def run(self, agents: list, level_name: str = "") -> list:
if agents == []:
raise ValueError("干员列表为空")
self.agents = agents
self.agents_copy = deepcopy(agents)
self.cleard = False
self.filter = False
self.agent = None
self.choosed = []
self.final_check = False
self.check = []
self.lack = []
self.tmp_data = None
self.tag = "ALL"
self.level_name = level_name
super().run()
return self.lack
def choose_agents(self):
if pos := self.find("choose_agent/open_profession"):
self.tap(pos, interval=0.1)
if self.agent is None:
if len(self.agents_copy) > 0:
self.agent = self.agents_copy.pop(0)
if "opers" in self.agent:
tag = agent_list[self.agent["opers"][-1]["name"]]["profession"]
else:
if self.agent["name"] == "阿米娅":
tag = "ALL"
else:
tag = agent_list[self.agent["name"]]["profession"]
BattleTagChoose().run(tag)
else:
return True
agents = dict(operator_team_select(config.recog.img))
if "opers" in self.agent:
for i in self.agent["opers"]:
if i["name"] in agents.keys():
self.agent = i
logger.debug(f"干员组选择:{self.agent}")
return
else:
agent_name = self.agent["name"]
if agent_name in agents.keys():
if agents[agent_name][0][0] > 1650:
self.swipe_noinertia((1000, 540), (-500, 0))
return
if self.is_choosed(agents[agent_name]):
logger.debug(f"干员选好:{self.agent}")
ChooseSkillSolver().run(self.agent["skill"])
self.choosed.append(agent_name)
self.agent = None
return
logger.info(f"干员选择:{self.agent}")
self.ctap(agents[agent_name], 1, config.screenshot_avg / 1000)
return
if list(agents.keys())[-1] == self.tmp_data or list(agents.keys())[-1] is None:
logger.error(f"选择干员: {self.agent}失败 滑动次数过多")
self.lack.append(self.agent)
self.agent = None
return
self.swipe_noinertia((1000, 540), (-1900, 0))
self.tmp_data = list(agents.keys())[-1]
def is_choosed(self, scope) -> bool:
if (
cropimg(
config.recog.img,
[
[scope[0][0] + 0, scope[0][1] - 113],
[scope[0][0] + 1, scope[0][1] - 112],
],
)[0][0][0]
< 50
) and cropimg(
config.recog.img,
[
[scope[0][0] + 0, scope[1][1] + 216],
[scope[0][0] + 1, scope[1][1] + 217],
],
)[0][0][0] < 50:
return True
return False
def transition(self) -> bool:
if (scene := self.scene()) == Scene.OPERATOR_AGENT_SELECT:
if self.filter is False:
BattleTagChoose().run("ALL")
BattleFilterSolver().run("等级", ascending=False)
self.filter = True
if self.cleard is False:
if self.find("choose_agent/battle_empty"):
self.cleard = True
else:
self.tap_element("choose_agent/clear_battle", interval=0.1)
return
return self.choose_agents()
elif scene == Scene.OPERATOR_SELECT:
self.tap_element("choose_agent/fast_select")
elif scene == Scene.SSS_SQUAD:
self.tap_element("sss/choose/fast_select")
elif scene in self.waiting_scene:
self.waiting_solver()
else:
NavigationSolver().run(self.level_name, mode="copy")