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Opt: add emotion control for GemsFarming #3649
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scanner = ShipScanner(level=(max_level, max_level), emotion=(10, 150), | ||
fleet=self.fleet_to_attack, status='free') | ||
scanner = ShipScanner(level=(max_level, max_level), emotion=(self.emotion_lower_bound, 150), | ||
fleet=[0, self.fleet_to_attack], status='free') |
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这里这么改是为了将两次scan减少为一次,不知道是否有必要
@@ -174,6 +261,10 @@ def _ship_change_confirm(self, button): | |||
self.dock_sort_method_dsc_set() | |||
self.dock_select_confirm(check_button=page_fleet.check_button) | |||
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@property | |||
def emotion_lower_bound(self): | |||
return 3 + EMOTION_LIMIT + self.campaign._map_battle * 2 |
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这里+3是为了防止心情计算值比显示值低,导致更换过程不换船之后再打一把又换,浪费时间
我测下来心情计算值相比显示值(或者说真实值?)的差别在[-2, 2]内,理论应该是[-3, 2],因为我观察到有一次reduce的更新是118-119-117,而显示值是118(118-116-118)
@@ -20,6 +24,79 @@ | |||
from module.ui.page import page_fleet | |||
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SIM_VALUE = 0.92 | |||
EMOTION_LIMIT = 4 |
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+2是处理像2-4这种经常需要多打一战的情况
有个问题,心情每六分钟更新一次是解包得到的还是观察得到的?我有时候观察到后宅的心情在57,03,09而不是54,00, 06更新,不知道是因为显示有误还是什么原因? |
module/campaign/gems_farming.py
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class GemsEmotion(Emotion): | ||
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def __init__(self, config, fleet_index): | ||
self.config = config | ||
self.fleet_index = fleet_index - 1 |
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需要完全复用 Emotion 类,不要复写
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起码要重载这几个:
FleetEmotion.update
:(1级后排)不放后宅心情介于119-150的计算Emotion.check_reduce
:不delay task,且ScriptEnd
在CampaignRun.run
中被捕获Emotion.wait
:计算错了导致红脸不要等待直接撤退
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@LmeSzinc 这里不重载Emotion.check_reduce的话要怎么捕获呢,CampaignRun.run已经把ScriptError的错误给catch走了
ship = self.get_common_rarity_dd() | ||
if ship: | ||
self._ship_change_confirm(max(ship, key=lambda s: s.emotion).button) | ||
ships = self.get_common_rarity_dd() | ||
if ships: | ||
ship = max(ships, key=lambda s: s.emotion) | ||
self._new_emotion_value = min(ship.emotion, self._new_emotion_value) | ||
self._ship_change_confirm(ship.button) |
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换完船就写入配置文件
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我想了一下,可能还是前后排都换完再写比较好(原本实现也存在问题)。考虑这样的情况:后排更换成功但前排更换失败,任务将会推迟,再次进行时不会先换船而是直接出击,应使用旧的心情值
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给紧急委托加上心情控制,减少因红脸弹窗导致的撤退。在GUI上不会新增任何选项。
补充:#3610