AzurLaneAutoScript
AzurLaneAutoScript copied to clipboard
刷紧急委托的小优化
你的功能请求是否与问题有关?
目前刷紧急委托功能的“心情控制”主要依赖于红脸弹窗。选择更换舰船时,当检测到红脸弹窗,会放弃本次作战,更换舰船,然后开始新的一次作战。这会浪费一点点石油,尤其是在低耗时进图的10油占到了整个作战的接近一半。粗略计算下,用alas刷3油a3的物资油耗比会下降到接近4油c2的水平。
我的优化试图让紧急委托也能通过预防来进行心情控制,提早更换舰船以避免石油的浪费。
解决方案
仿照其他作战的心情控制机制固然可以解决,但除了我暂时不想研究这部分代码外还有一个潜在的问题,就是前后排心情消耗速度不同。当可更换前排不够多时,可以把它们都放在后宅。然而后排没法也没必要放在后宅。
我的解决方法是每经过一定次数的作战进行一次更换舰船的尝试,这个次数是经过保守计算得到的:
- 定义一个每战心情消耗,先假设它为10不变。
- 假设作战速度足够快,那么经过150/10=15次作战后需要更换舰船。因此该次数初始化为15
- 每次尝试更换舰船时,获取更换后的舰船的心情(可能与更换前的一致),将
RunCount
设为min(RunCount, ship.emotion // 10)
StopCondition_RunCount
在刷紧急委托任务中未暴露在前端,对它的相关处理做少量的修改,可以使其归零时进行更换舰船的尝试,而不结束刷紧急委托任务
丑陋的实现:
#module\campaign\gems_farming.py
from module.campaign.campaign_base import CampaignBase
from module.campaign.run import CampaignRun
from module.combat.assets import BATTLE_PREPARATION
from module.equipment.assets import *
from module.equipment.equipment_change import EquipmentChange
from module.equipment.fleet_equipment import OCR_FLEET_INDEX
from module.exception import CampaignEnd
from module.handler.assets import AUTO_SEARCH_MAP_OPTION_OFF
from module.logger import logger
from module.map.assets import FLEET_PREPARATION, MAP_PREPARATION
from module.retire.assets import DOCK_CHECK, TEMPLATE_BOGUE, TEMPLATE_HERMES, TEMPLATE_LANGLEY, TEMPLATE_RANGER
from module.retire.dock import Dock
from module.retire.scanner import ShipScanner
from module.ui.page import page_fleet
from module.ui.assets import BACK_ARROW
SIM_VALUE = 0.95
GF_EMOTION_PER_ROUND = 10
GF_RUN_COUNT = 150 // GF_EMOTION_PER_ROUND
class GemsCampaignOverride(CampaignBase):
def handle_combat_low_emotion(self):
"""
Overwrite info_handler.handle_combat_low_emotion()
If change vanguard is enabled, withdraw combat and change flagship and vanguard
"""
if self.config.GemsFarming_ChangeVanguard == 'disabled':
result = self.handle_popup_confirm('IGNORE_LOW_EMOTION')
if result:
# Avoid clicking AUTO_SEARCH_MAP_OPTION_OFF
self.interval_reset(AUTO_SEARCH_MAP_OPTION_OFF)
return result
if self.handle_popup_cancel('IGNORE_LOW_EMOTION'):
self.config.GEMS_EMOTION_TRIGGRED = True
logger.hr('EMOTION WITHDRAW')
while 1:
self.device.screenshot()
if self.handle_story_skip():
continue
if self.handle_popup_cancel('IGNORE_LOW_EMOTION'):
continue
if self.appear(BATTLE_PREPARATION, offset=(20, 20), interval=2):
self.device.click(BACK_ARROW)
continue
if self.handle_auto_search_exit():
continue
if self.is_in_stage():
break
if self.is_in_map():
self.withdraw()
break
if self.appear(FLEET_PREPARATION, offset=(20, 50), interval=2) \
or self.appear(MAP_PREPARATION, offset=(20, 20), interval=2):
self.enter_map_cancel()
break
raise CampaignEnd('Emotion withdraw')
class GemsFarming(CampaignRun, Dock, EquipmentChange):
def load_campaign(self, name, folder='campaign_main'):
super().load_campaign(name, folder)
class GemsCampaign(GemsCampaignOverride, self.module.Campaign):
pass
self.campaign = GemsCampaign(device=self.campaign.device, config=self.campaign.config)
self.campaign.config.override(Emotion_Mode='ignore')
self.campaign.config.override(EnemyPriority_EnemyScaleBalanceWeight='S1_enemy_first')
@property
def change_flagship(self):
return 'ship' in self.config.GemsFarming_ChangeFlagship
@property
def change_flagship_equip(self):
return 'equip' in self.config.GemsFarming_ChangeFlagship
@property
def change_vanguard(self):
return 'ship' in self.config.GemsFarming_ChangeVanguard
@property
def change_vanguard_equip(self):
return 'equip' in self.config.GemsFarming_ChangeVanguard
def _fleet_detail_enter(self):
"""
Enter GEMS_FLEET page
"""
self.ui_ensure(page_fleet)
_fleet_to_change = self.config.Fleet_Fleet1
if self.config.Fleet_FleetOrder == 'fleet1_all_fleet2_standby':
_fleet_to_change = self.config.Fleet_Fleet1
elif self.config.Fleet_FleetOrder == 'fleet1_standby_fleet2_all':
_fleet_to_change = self.config.Fleet_Fleet2
self.ui_ensure_index(_fleet_to_change, letter=OCR_FLEET_INDEX,
next_button=FLEET_NEXT, prev_button=FLEET_PREV, skip_first_screenshot=True)
def _ship_detail_enter(self, button):
self._fleet_detail_enter()
self.equip_enter(button)
def flagship_change(self):
"""
Change flagship and flagship's equipment
If config.GemsFarming_CommonCV == 'any', only change auxiliary equipment
Returns:
bool: True if flagship changed.
"""
if self.config.GemsFarming_CommonCV == 'any':
index_list = range(3, 5)
else:
index_list = range(0, 5)
logger.hr('Change flagship', level=1)
logger.attr('ChangeFlagship', self.config.GemsFarming_ChangeFlagship)
if self.change_flagship_equip:
logger.hr('Record flagship equipment', level=2)
self._ship_detail_enter(FLEET_ENTER_FLAGSHIP)
self.record_equipment(index_list=index_list)
self._equip_take_off_one()
self.ui_back(page_fleet.check_button)
logger.hr('Change flagship', level=2)
self._fleet_detail_enter()
success = self.flagship_change_execute()
if self.change_flagship_equip:
logger.hr('Equip flagship equipment', level=2)
self._ship_detail_enter(FLEET_ENTER_FLAGSHIP)
self._equip_take_off_one()
self.equipment_take_on(index_list=index_list)
self.ui_back(page_fleet.check_button)
return success
def vanguard_change(self):
"""
Change vanguard and vanguard's equipment
Returns:
bool: True if vanguard changed
"""
logger.hr('Change vanguard', level=1)
logger.attr('ChangeVanguard', self.config.GemsFarming_ChangeVanguard)
if self.change_vanguard_equip:
logger.hr('Record vanguard equipment', level=2)
self._ship_detail_enter(FLEET_ENTER)
self.record_equipment()
self._equip_take_off_one()
self.ui_back(page_fleet.check_button)
logger.hr('Change vanguard', level=2)
self._fleet_detail_enter()
success = self.vanguard_change_execute()
if self.change_vanguard_equip:
logger.hr('Equip vanguard equipment', level=2)
self._ship_detail_enter(FLEET_ENTER)
self._equip_take_off_one()
self.equipment_take_on()
self.ui_back(page_fleet.check_button)
return success
def _ship_change_confirm(self, button):
self.dock_select_one(button)
self.dock_filter_set()
self.dock_select_confirm(check_button=page_fleet.check_button)
def get_common_rarity_cv(self):
"""
Get a common rarity cv by config.GemsFarming_CommonCV
If config.GemsFarming_CommonCV == 'any', return a common lv1 ~ lv33 cv
Returns:
Ship:
"""
logger.hr('FINDING FLAGSHIP')
scanner = ShipScanner(
level=(1, 31), emotion=(GF_EMOTION_PER_ROUND, 150), fleet=self.config.Fleet_Fleet1, status='free')
scanner.disable('rarity')
if self.config.GemsFarming_CommonCV == 'any':
logger.info('')
self.dock_sort_method_dsc_set(False)
ships = scanner.scan(self.device.image)
if ships:
# Don't need to change current
return ships
scanner.set_limitation(fleet=0)
return scanner.scan(self.device.image, output=False)
else:
template = {
'BOGUE': TEMPLATE_BOGUE,
'HERMES': TEMPLATE_HERMES,
'LANGLEY': TEMPLATE_LANGLEY,
'RANGER': TEMPLATE_RANGER
}[f'{self.config.GemsFarming_CommonCV.upper()}']
self.dock_sort_method_dsc_set()
ships = scanner.scan(self.device.image)
if ships:
# Don't need to change current
return ships
scanner.set_limitation(fleet=0)
candidates = [ship for ship in scanner.scan(self.device.image, output=False)
if template.match(self.image_crop(ship.button), similarity=SIM_VALUE)]
if candidates:
return candidates
logger.info('No specific CV was found, try reversed order.')
self.dock_sort_method_dsc_set(False)
candidates = [ship for ship in scanner.scan(self.device.image)
if template.match(self.image_crop(ship.button), similarity=SIM_VALUE)]
return candidates
def get_common_rarity_dd(self):
"""
Get a common rarity dd with level is 100 (70 for servers except CN) and emotion > 10
Returns:
Ship:
"""
logger.hr('FINDING VANGUARD')
if self.config.SERVER in ['cn']:
max_level = 100
else:
max_level = 70
scanner = ShipScanner(level=(max_level, max_level), emotion=(GF_EMOTION_PER_ROUND, 150),
fleet=self.config.Fleet_Fleet1, status='free')
scanner.disable('rarity')
ships = scanner.scan(self.device.image)
if ships:
# Don't need to change current
return ships
scanner.set_limitation(fleet=0)
return scanner.scan(self.device.image, output=False)
def flagship_change_execute(self):
"""
Returns:
bool: If success.
Pages:
in: page_fleet
out: page_fleet
"""
self.ui_click(FLEET_ENTER_FLAGSHIP,
appear_button=page_fleet.check_button, check_button=DOCK_CHECK, retry_wait=2, skip_first_screenshot=True)
self.dock_filter_set(
index='cv', rarity='common', extra='enhanceable', sort='total')
self.dock_favourite_set(False)
ships = self.get_common_rarity_cv()
if ships:
ship = min(ships, key=lambda s: (s.level, -s.emotion))
self.config.StopCondition_RunCount = min(ship.emotion // GF_EMOTION_PER_ROUND, self.config.StopCondition_RunCount)
self._ship_change_confirm(ship.button)
logger.info('Change flagship success')
return True
else:
logger.info('Change flagship failed, no CV in common rarity.')
self.dock_filter_set()
self.ui_back(check_button=page_fleet.check_button)
return False
def vanguard_change_execute(self):
"""
Returns:
bool: If success.
Pages:
in: page_fleet
out: page_fleet
"""
self.ui_click(FLEET_ENTER,
appear_button=page_fleet.check_button, check_button=DOCK_CHECK, retry_wait=2, skip_first_screenshot=True)
self.dock_filter_set(
index='dd', rarity='common', faction='eagle', extra='can_limit_break')
self.dock_favourite_set(False)
ships = self.get_common_rarity_dd()
if ships:
ship = max(ships, key=lambda s: s.emotion)
self.config.StopCondition_RunCount = min(ship.emotion // GF_EMOTION_PER_ROUND, self.config.StopCondition_RunCount)
self._ship_change_confirm(ship.button)
logger.info('Change vanguard ship success')
return True
else:
logger.info('Change vanguard ship failed, no DD in common rarity.')
self.dock_filter_set()
self.ui_back(check_button=page_fleet.check_button)
return False
_trigger_lv32 = False
_trigger_emotion = False
_trigger_count = False
def triggered_stop_condition(self, oil_check=True):
# Lv32 limit
if self.change_flagship and self.campaign.config.LV32_TRIGGERED:
self._trigger_lv32 = True
logger.hr('TRIGGERED LV32 LIMIT')
return True
if self.campaign.map_is_auto_search and self.campaign.config.GEMS_EMOTION_TRIGGRED:
self._trigger_emotion = True
logger.hr('TRIGGERED EMOTION LIMIT')
return True
if self.run_limit and self.config.StopCondition_RunCount <= 0:
self._trigger_count = True
logger.hr('Triggered stop condition: Run count')
self.config.StopCondition_RunCount = GF_RUN_COUNT
return True
return super().triggered_stop_condition(oil_check=oil_check)
def run(self, name, folder='campaign_main', mode='normal', total=0):
"""
Args:
name (str): Name of .py file.
folder (str): Name of the file folder under campaign.
mode (str): `normal` or `hard`
total (int):
"""
self.config.STOP_IF_REACH_LV32 = self.change_flagship
self.config.RETIRE_KEEP_COMMON_CV = True
self.config.StopCondition_RunCount = GF_RUN_COUNT
success = True
if self.change_flagship:
success = self.flagship_change()
if self.change_vanguard:
success = success and self.vanguard_change()
if not success:
self.config.task_delay(minute=30)
self.config.task_stop()
while 1:
self._trigger_lv32 = False
is_limit = self.config.StopCondition_RunCount
try:
super().run(name=name, folder=folder, total=total)
except CampaignEnd as e:
if e.args[0] == 'Emotion withdraw':
self._trigger_emotion = True
else:
raise e
# End
if self._trigger_lv32 or self._trigger_emotion or self._trigger_count:
success = True
if self.change_flagship:
success = self.flagship_change()
if self.change_vanguard:
success = success and self.vanguard_change()
self._trigger_lv32 = False
self._trigger_emotion = False
self._trigger_count = False
self.campaign.config.LV32_TRIGGERED = False
self.campaign.config.GEMS_EMOTION_TRIGGRED = False
# Scheduler
if self.config.task_switched():
self.campaign.ensure_auto_search_exit()
self.config.task_stop()
elif not success:
self.campaign.ensure_auto_search_exit()
self.config.task_delay(minute=30)
self.config.task_stop()
continue
else:
break
其他内容
我的解决方案显著的缺点是会进行更多次的更换舰船操作,浪费多一点时间
关于“每战心情消耗”:
- 理论上来说刷紧急委托的图都是4-6战的,保守一点可以把它设为12
- 虽然2-4只需4战,但有比较大的概率因路被堵而需要5战
- 这个选项可以暴露在前端,但用户也不一定理解