diff --git a/erepublik/Fighting b/erepublik/Fighting
new file mode 100644
index 0000000..a916225
--- /dev/null
+++ b/erepublik/Fighting
@@ -0,0 +1,859 @@
+
+
+
+# TODO: Fix fighting and reimplement CitizenMilitary module
+# class CitizenMilitary(CitizenTravel):
+# all_battles: Dict[int, classes.Battle] = None
+# __last_war_update_data = None
+#
+# active_fs: bool = False
+#
+# @property
+# def as_dict(self):
+# d = super().as_dict
+# d.update(active_fs=self.active_fs, all_battles=self.all_battles)
+# return d
+# def update_all():
+# super().update_all()
+# self.update_war_info()
+#
+# def update_war_info(self):
+# if (
+# self.__last_war_update_data
+# and self.__last_war_update_data.get("last_updated", 0) + 30 > self.now.timestamp()
+# ):
+# r_json = self.__last_war_update_data
+# else:
+# r_json = self._get_military_campaigns_json_list().json()
+# if r_json.get("countries"):
+# if self.all_battles is None:
+# self.all_battles = {}
+# self.__last_war_update_data = r_json
+# if r_json.get("battles"):
+# all_battles = {}
+# for battle_data in r_json.get("battles", {}).values():
+# all_battles[battle_data.get("id")] = classes.Battle(battle_data)
+# # old_all_battles = self.all_battles
+# self.all_battles = all_battles
+# # for battle in old_all_battles.values():
+# # utils._clear_up_battle_memory(battle)
+#
+# def get_battle_for_war(self, war_id: int) -> Optional[classes.Battle]:
+# self.update_war_info()
+# war_info = self.get_war_status(war_id)
+# return self.all_battles.get(war_info.get("battle_id"), None)
+#
+# def get_war_status(self, war_id: int) -> Dict[str, Union[bool, Dict[int, str]]]:
+# r = self._get_wars_show(war_id)
+# html = r.text
+# ret = {}
+# reg_re = re.compile(fr'data-war-id="{war_id}" data-region-id="(\d+)" data-region-name="([- \w]+)"')
+# if reg_re.findall(html):
+# ret.update(regions={}, can_attack=True)
+# for reg in reg_re.findall(html):
+# ret["regions"].update({int(reg[0]): reg[1]})
+# elif re.search(
+# r'Join',
+# html,
+# ):
+# battle_id = re.search(
+# r'Join',
+# html,
+# ).group(1)
+# ret.update(can_attack=False, battle_id=int(battle_id))
+# elif re.search(r"This war is no longer active.", html):
+# ret.update(can_attack=False, ended=True)
+# else:
+# ret.update(can_attack=False)
+# return ret
+#
+# def get_available_weapons(self, battle_id: int):
+# return self._get_military_show_weapons(battle_id).json()
+#
+# def set_default_weapon(self, battle: classes.Battle, division: classes.BattleDivision) -> int:
+# available_weapons = self._get_military_show_weapons(battle.id).json()
+# while not isinstance(available_weapons, list):
+# available_weapons = self._get_military_show_weapons(battle.id).json()
+# weapon_quality = -1
+# weapon_damage = 0
+# if not division.is_air:
+# for weapon in available_weapons:
+# try:
+# if weapon["weaponQuantity"] > 30 and weapon["weaponInfluence"] > weapon_damage:
+# weapon_quality = int(weapon["weaponId"])
+# weapon_damage = weapon["weaponInfluence"]
+# except ValueError:
+# pass
+# return self.change_weapon(battle, weapon_quality, division)
+#
+# def change_weapon(self, battle: classes.Battle, quality: int, battle_zone: classes.BattleDivision) -> int:
+# r = self._post_military_change_weapon(battle.id, battle_zone.id, quality)
+# influence = r.json().get("weaponInfluence")
+# self._report_action(
+# "MILITARY_WEAPON", f"Switched to q{quality} weapon," f" new influence {influence}", kwargs=r.json()
+# )
+# return influence
+#
+# def sorted_battles(self, sort_by_time: bool = True, only_tp=False) -> List[classes.Battle]:
+# cs_battles_priority_air: List[classes.Battle] = []
+# cs_battles_priority_ground: List[classes.Battle] = []
+# cs_battles_air: List[classes.Battle] = []
+# cs_battles_ground: List[classes.Battle] = []
+# deployed_battles_air: List[classes.Battle] = []
+# deployed_battles_ground: List[classes.Battle] = []
+# ally_battles_air: List[classes.Battle] = []
+# ally_battles_ground: List[classes.Battle] = []
+# other_battles_air: List[classes.Battle] = []
+# other_battles_ground: List[classes.Battle] = []
+#
+# ret_battles: List[classes.Battle] = []
+# if sort_by_time:
+# battle_list = sorted(self.all_battles.values(), key=lambda b: b.start)
+# battle_list.reverse()
+# else:
+# battle_list = sorted(self.all_battles.values(), key=lambda b: b.id)
+#
+# contribution_json = self._get_military_campaigns_json_citizen().json()
+# contributions: List[Dict[str, int]] = contribution_json.get("contributions") or []
+# contributions.sort(key=lambda b: -b.get("damage"))
+#
+# for contribution_battle in contributions:
+# if contribution_battle.get("battle_id") and contribution_battle.get("battle_id") in self.all_battles:
+# ret_battles.append(self.all_battles[contribution_battle.get("battle_id")])
+#
+# for battle in battle_list:
+# battle_sides = [battle.invader.country, battle.defender.country]
+# if battle.id in ret_battles:
+# continue
+# # CS Battles
+# elif self.details.citizenship in battle_sides:
+# if battle.has_air:
+# if battle.defender.id == self.details.citizenship:
+# cs_battles_priority_air.append(battle)
+# else:
+# cs_battles_air.append(battle)
+# else:
+# if battle.defender.id == self.details.citizenship:
+# cs_battles_priority_ground.append(battle)
+# else:
+# cs_battles_ground.append(battle)
+#
+# # Current location battles:
+# elif self.details.current_country in battle_sides:
+# if battle.has_air:
+# deployed_battles_air.append(battle)
+# else:
+# deployed_battles_ground.append(battle)
+#
+# # Deployed battles and allied battles:
+# elif self.details.current_country in battle.invader.allies + battle.defender.allies + battle_sides:
+# if self.details.current_country in battle.invader.deployed + battle.defender.deployed:
+# if battle.has_air:
+# deployed_battles_air.append(battle)
+# else:
+# deployed_battles_ground.append(battle)
+# # Allied battles:
+# else:
+# if battle.has_air:
+# ally_battles_air.append(battle)
+# else:
+# ally_battles_ground.append(battle)
+# else:
+# if battle.has_air:
+# other_battles_air.append(battle)
+# else:
+# other_battles_ground.append(battle)
+#
+# cs_battles = cs_battles_priority_air + cs_battles_priority_ground + cs_battles_air + cs_battles_ground
+# if only_tp:
+# return cs_battles
+# deployed_battles = deployed_battles_air + deployed_battles_ground
+# other_battles = ally_battles_air + ally_battles_ground + other_battles_air + other_battles_ground
+# ret_battles = ret_battles + cs_battles + deployed_battles + other_battles
+# return ret_battles
+#
+# def get_cheap_tp_divisions(self) -> Dict[str, List[Tuple[int, classes.BattleDivision]]]:
+# air_divs: List[Tuple[int, classes.BattleDivision]] = []
+# ground_divs: List[Tuple[int, classes.BattleDivision]] = []
+# check_maverick = self.maverick and self.config.maverick
+# for battle in reversed(self.sorted_battles(True, True)):
+# for division in battle.div.values():
+# is_start_ok = utils.good_timedelta(division.battle.start, timedelta(minutes=-1)) < self.now
+# if not division.terrain and is_start_ok and not division.div_end:
+# if division.is_air and self.config.air:
+# division_medals = self.get_battle_round_data(division)
+# medal = division_medals[self.details.citizenship == division.battle.defender.country]
+# if not medal:
+# air_divs.append((0, division))
+# else:
+# air_divs.append((medal.get("1").get("raw_value"), division))
+# elif not division.is_air and self.config.ground:
+# if not division.div == self.division and not check_maverick:
+# continue
+# division_medals = self.get_battle_round_data(division)
+# medal = division_medals[self.details.citizenship == division.battle.defender.country]
+# if not medal:
+# ground_divs.append((0, division))
+# else:
+# ground_divs.append((medal.get("1").get("raw_value"), division))
+#
+# air_divs.sort(key=lambda z: (z[0], z[1].battle.start))
+# ground_divs.sort(key=lambda z: (z[0], z[1].battle.start))
+# return {"air": air_divs, "ground": ground_divs}
+#
+# @property
+# def has_battle_contribution(self):
+# return bool(self.__last_war_update_data.get("citizen_contribution", []))
+#
+# def find_battle_to_fight(
+# self, silent: bool = False
+# ) -> Tuple[classes.Battle, classes.BattleDivision, classes.BattleSide]:
+# self.update_war_info()
+# for battle in self.sorted_battles(self.config.sort_battles_time):
+# if not isinstance(battle, classes.Battle):
+# continue
+# if battle.is_dict_lib:
+# continue
+# battle_zone: Optional[classes.BattleDivision] = None
+# for div in battle.div.values():
+# if div.terrain == 0:
+# if div.div_end:
+# continue
+# maverick_ok = self.maverick and self.config.maverick
+# if self.config.air and div.is_air:
+# battle_zone = div
+# break
+# elif self.config.ground and not div.is_air and (div.div == self.division or maverick_ok):
+# battle_zone = div
+# break
+# else:
+# continue
+# if not battle_zone:
+# continue
+# allies = (
+# battle.invader.deployed + battle.defender.deployed + [battle.invader.country, battle.defender.country]
+# )
+#
+# travel_needed = self.details.current_country not in allies
+#
+# if battle.is_rw:
+# side = battle.defender if self.config.rw_def_side else battle.invader
+# else:
+# defender_side = self.details.current_country in battle.defender.allies + [
+# battle.defender.country,
+# ]
+# side = battle.defender if defender_side else battle.invader
+#
+# if not silent:
+# self.write_log(str(battle))
+#
+# travel = (
+# (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel)
+# if travel_needed
+# else True
+# )
+#
+# if not travel:
+# continue
+# yield battle, battle_zone, side
+#
+# def find_battle_and_fight(self):
+# count = self.should_fight()[0]
+# if count:
+# self.write_log("Checking for battles to fight in...")
+# for battle, division, side in self.find_battle_to_fight():
+#
+# allies = (
+# battle.invader.deployed
+# + battle.defender.deployed
+# + [battle.invader.country, battle.defender.country]
+# )
+#
+# travel_needed = self.details.current_country not in allies
+#
+# if battle.start > self.now:
+# self.sleep(utils.get_sleep_seconds(battle.start))
+#
+# if travel_needed and not self.change_division(battle, division, side):
+# break
+#
+# if self.change_division(battle, division):
+# self.set_default_weapon(battle, division)
+# self.fight(battle, division, side, count)
+# self.travel_to_residence()
+# break
+#
+# def fight(
+# self,
+# battle: classes.Battle,
+# division: classes.BattleDivision,
+# side: classes.BattleSide = None,
+# count: int = None,
+# ) -> Optional[int]:
+# """Fight in a battle.
+#
+# Will auto activate booster and travel if allowed to do it.
+# :param battle: Battle battle to fight in
+# :type battle: Battle
+# :param division: Division number to fight in available choices
+# :type division: BattleDivision
+# :param side: BattleSide or None. Battle side to fight in, If side not == invader id or not in invader deployed
+# allies list, then defender's side is chosen
+# :type side: BattleSide
+# :param count: How many hits to do, if not specified self.should_fight() is called.
+# :type count: int
+# :param use_ebs: Should use energy bars if count > 0 and not enough food_fights
+# :type use_ebs: bool
+# :return: None if no errors while fighting, otherwise error count.
+# :rtype: int
+# """
+# if self.restricted_ip:
+# self.write_warning("Fighting is not allowed from restricted IP!")
+# self._report_action("IP_BLACKLISTED", "Fighting is not allowed from restricted IP!")
+# return 1
+# if not division.is_air and self.config.boosters:
+# self.activate_damage_booster(not division.is_air)
+# if side is None:
+# side = (
+# battle.defender
+# if self.details.citizenship in battle.defender.allies + [battle.defender.country]
+# else battle.invader
+# )
+# if count is None:
+# count = self.should_fight()[0]
+#
+# self.write_log(f"Fighting in battle for {battle.region_name} on {side} side in d{division.div}")
+#
+# if self.now < utils.localize_dt(datetime(2021, 2, 8)):
+# error_count = total_damage = total_hits = 0
+# ok_to_fight = True
+# while ok_to_fight and error_count < 10 and count > 0:
+# while all((count > 0, error_count < 10, self.energy.energy >= 50)):
+# hits, error, damage = self._shoot(battle, division, side)
+# count -= hits
+# total_hits += hits
+# total_damage += damage
+# error_count += error
+# else:
+# if self.energy.energy < 50 or error_count >= 10 or count <= 0:
+# self.write_log(f"Hits: {total_hits:>4} | Damage: {total_damage}")
+# ok_to_fight = False
+# if total_damage:
+# self.report_fighting(battle, not side.is_defender, division, total_damage, total_hits)
+# return error_count
+# else:
+# deployment_id = self.deploy(division, side, count * 10)
+# self.sleep(count // 3) # TODO: connect to eRepublik's WS and get from there when deploy ends
+# energy_used = 0
+# if deployment_id:
+# self.write_warning(
+# "If eRepublik responds with HTTP 500 Internal Error, "
+# "it is kind of ok, because deployment has not finished yet."
+# )
+# deployment_data = self._post_military_fight_deploy_deploy_report_data(deployment_id).json()
+# if not deployment_data.get("error"):
+# data = deployment_data["data"]
+# total_damage = int(data["damage"].replace(",", ""))
+# energy_used = int(data["energySpent"].replace(",", ""))
+# self.details.pp += int(data["rewards"]["prestigePoints"].replace(",", ""))
+# self.report_fighting(battle, not side.is_defender, division, total_damage, energy_used // 10)
+# return energy_used
+#
+# def _shoot(self, battle: classes.Battle, division: classes.BattleDivision, side: classes.BattleSide):
+# if division.is_air:
+# response = self._post_military_fight_air(battle.id, side.id, division.id)
+# else:
+# response = self._post_military_fight_ground(battle.id, side.id, division.id)
+#
+# if "Zone is not meant for " in response.text:
+# self.sleep(5)
+# return 0, 1, 0
+# try:
+# r_json = response.json()
+# except (ValueError, HTTPError, RequestException):
+# return 0, 10, 0
+# hits = 0
+# damage = 0
+# err = False
+# if r_json.get("error"):
+# if r_json.get("message") == "SHOOT_LOCKOUT":
+# pass
+# elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
+# self.set_default_weapon(battle, division)
+# elif r_json.get("message") == "Cannot activate a zone with a non-native division":
+# self.write_warning("Wrong division!!")
+# return 0, 10, 0
+# elif r_json.get("message") == "ZONE_INACTIVE":
+# self.write_warning("Wrong division!!")
+# return 0, 10, 0
+# elif r_json.get("message") == "NON_BELLIGERENT":
+# self.write_warning("Dictatorship/Liberation wars are not supported!")
+# return 0, 10, 0
+# elif r_json.get("message") in ["FIGHT_DISABLED", "DEPLOYMENT_MODE"]:
+# self._post_main_profile_update(
+# "options", params='{"optionName":"enable_web_deploy","optionValue":"off"}'
+# )
+# self.set_default_weapon(battle, division)
+# else:
+# if r_json.get("message") == "UNKNOWN_SIDE":
+# self._rw_choose_side(battle, side)
+# elif r_json.get("message") == "CHANGE_LOCATION":
+# countries = [side.country] + side.deployed
+# self.travel_to_battle(battle, countries)
+# err = True
+# elif r_json.get("message") == "ENEMY_KILLED":
+# # Non-InfantryKit players
+# if r_json["user"]["earnedXp"]:
+# hits = r_json["user"]["earnedXp"]
+# # InfantryKit player
+# # The almost always safe way (breaks on levelup hit)
+# elif self.energy.energy >= r_json["details"]["wellness"]: # Haven't reached levelup
+# hits = (self.energy.energy - r_json["details"]["wellness"]) // 10
+# else:
+# hits = r_json["hits"]
+# if r_json["user"]["epicBattle"]:
+# hits /= 1 + r_json["user"]["epicBattle"]
+#
+# self.energy.energy = r_json["details"]["wellness"]
+# self.details.xp = int(r_json["details"]["points"])
+# damage = r_json["user"]["givenDamage"] * (1.1 if r_json["oldEnemy"]["isNatural"] else 1)
+# else:
+# err = True
+#
+# return hits, err, damage
+#
+# def deploy_bomb(
+# self, battle: classes.Battle, division: classes.BattleDivision, bomb_id: int, inv_side: bool, count: int = 1
+# ) -> Optional[int]:
+# """Deploy bombs in a battle for given side.
+#
+# :param battle: Battle
+# :type battle: classes.Battle
+# :param division: BattleDivision
+# :type division: classes.BattleDivision
+# :param bomb_id: int bomb id
+# :type bomb_id: int
+# :param inv_side: should deploy on invader side
+# :type inv_side: bool
+# :param count: how many bombs to deploy
+# :type count: int
+# :return: Deployed count
+# :rtype: int
+# """
+#
+# if not isinstance(count, int) or count < 1:
+# count = 1
+# has_traveled = False
+# if battle.is_rw:
+# has_traveled = self.travel_to_battle(battle, [battle.defender.country])
+# self._rw_choose_side(battle, battle.invader if inv_side else battle.defender)
+# if inv_side:
+# good_countries = [battle.invader.country] + battle.invader.deployed
+# if self.details.current_country not in good_countries:
+# has_traveled = self.travel_to_battle(battle, good_countries)
+# else:
+# involved = (
+# [battle.invader.country, battle.defender.country] + battle.invader.deployed + battle.defender.deployed
+# )
+# if self.details.current_country not in involved:
+# count = 0
+# side = battle.invader if inv_side else battle.defender
+# errors = deployed_count = 0
+# while (not deployed_count == count) and errors < 10:
+# r = self._post_military_deploy_bomb(battle.id, division.id, side.id, bomb_id).json()
+# if not r.get("error"):
+# deployed_count += 1
+# self.sleep(0.5)
+# elif r.get("message") == "LOCKED":
+# self.sleep(0.5)
+# elif r.get("message") == "INVALID_BOMB":
+# errors = 10
+# else:
+# errors += 1
+#
+# if has_traveled:
+# self.travel_to_residence()
+#
+# self._report_action("MILITARY_BOMB", f"Deployed {deployed_count} bombs in battle {battle.id}")
+# return deployed_count
+#
+# def change_division(
+# self, battle: classes.Battle, division: classes.BattleDivision, side: classes.BattleSide = None
+# ) -> bool:
+# """Change division.
+#
+# :param battle: classes.Battle
+# :type battle: classes.Battle
+# :param division: int target division to switch to
+# :type division: classes.BattleDivision
+# :param side: Side to choose
+# :type side: classes.BattleSide
+# :return:
+# """
+# resp = self._post_main_battlefield_change_division(battle.id, division.id, side.id if side else None)
+# if resp.json().get("error"):
+# self.write_warning(resp.json().get("message"))
+# return False
+# self._report_action(
+# "MILITARY_DIV_SWITCH", f"Switched to d{division.div} in battle {battle.id}", kwargs=resp.json()
+# )
+# return True
+#
+# def get_ground_hit_dmg_value(
+# self,
+# rang: int = None,
+# strength: float = None,
+# elite: bool = None,
+# ne: bool = False,
+# booster_50: bool = False,
+# booster_100: bool = False,
+# tp: bool = True,
+# ) -> Decimal:
+# if not rang or not strength or elite is None:
+# r = self._get_main_citizen_profile_json(self.details.citizen_id).json()
+# if not rang:
+# rang = r["military"]["militaryData"]["ground"]["rankNumber"]
+# if not strength:
+# strength = r["military"]["militaryData"]["ground"]["strength"]
+# if elite is None:
+# elite = r["citizenAttributes"]["level"] > 100
+# if ne:
+# tp = True
+#
+# return utils.calculate_hit(strength, rang, tp, elite, ne, 50 if booster_50 else 100 if booster_100 else 0)
+#
+# def get_air_hit_dmg_value(
+# self, rang: int = None, elite: bool = None, ne: bool = False, weapon: bool = False
+# ) -> Decimal:
+# if not rang or elite is None:
+# r = self._get_main_citizen_profile_json(self.details.citizen_id).json()
+# if not rang:
+# rang = r["military"]["militaryData"]["aircraft"]["rankNumber"]
+# if elite is None:
+# elite = r["citizenAttributes"]["level"] > 100
+#
+# return utils.calculate_hit(0, rang, True, elite, ne, 0, 20 if weapon else 0)
+#
+# def activate_damage_booster(self, ground: bool = True) -> int:
+# kind = "damage" if ground else "aircraftDamage"
+# if self.config.boosters and not self.get_active_damage_booster(ground):
+# booster: Optional[types.InvFinalItem] = None
+# for quality, data in sorted(self.inventory.boosters.get(kind, {}).items(), key=lambda x: x[0]):
+# for _duration, _booster in sorted(data.items(), key=lambda y: y[0]):
+# critical_amount = 2 if quality < 10 and ground else 10
+# if _booster.get("amount") > critical_amount:
+# booster = _booster
+# break
+# break
+# if booster:
+# kind = "damage" if ground else "air_damage"
+# self._report_action("MILITARY_BOOSTER", f"Activated {booster['name']}")
+# resp = self._post_economy_activate_booster(booster["quality"], booster["durability"], kind).json()
+# self._update_inventory_data(resp)
+# return self.get_active_damage_booster(ground)
+#
+# def get_active_damage_booster(self, ground: bool = True) -> int:
+# kind = "damage" if ground else "aircraftDamage"
+# boosters = self.inventory.active.get(kind, {})
+# quality = 0
+# for q, boost in boosters.items():
+# if boost["quality"] * 10 > quality:
+# quality = boost["quality"] * 10
+# return quality
+#
+# def get_active_ground_damage_booster(self) -> int:
+# return self.get_active_damage_booster(True)
+#
+# def get_active_air_damage_booster(self) -> int:
+# return self.get_active_damage_booster(False)
+#
+# def activate_battle_effect(self, battle_id: int, kind: str) -> bool:
+# self._report_action("MILITARY_BOOSTER", f"Activated {kind} booster")
+# resp = self._post_main_activate_battle_effect(battle_id, kind, self.details.citizen_id).json()
+# return not resp.get("error")
+#
+# def activate_pp_booster(self, pp_item: types.InvFinalItem) -> bool:
+# self._report_action("MILITARY_BOOSTER", f'Activated {pp_item["name"]}')
+# resp = self._post_economy_activate_booster(
+# pp_item["quality"], pp_item["durability"], "prestige_points"
+# ).json()
+# self._update_inventory_data(resp)
+# return pp_item.get("kind") in self.inventory.active
+#
+# def _rw_choose_side(self, battle: classes.Battle, side: classes.BattleSide) -> Response:
+# return self._post_main_battlefield_travel(side.id, battle.id)
+#
+# def should_travel_to_fight(self) -> bool:
+# ret = False
+# if self.config.always_travel:
+# ret = True
+# elif self.should_do_levelup: # Do levelup
+# ret = True
+# # Get to next Energy +1
+# elif self.next_reachable_energy and self.config.next_energy:
+# ret = True
+# # 1h worth of energy
+# elif self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
+# ret = True
+# return ret
+#
+# def should_fight(self) -> Tuple[int, str, bool]:
+# """Checks if citizen should fight at this moment
+# :rtype: Tuple[int, str, bool]
+# """
+# count = 0
+# force_fight = False
+# msg = "Fighting not allowed!"
+# if not self.config.fight:
+# return count, msg, force_fight
+#
+# # Do levelup
+# if self.is_levelup_reachable:
+# msg = "Level up"
+# if self.should_do_levelup:
+# count = (self.energy.limit * 3) // 10
+# force_fight = True
+# else:
+# self.write_log("Waiting for fully recovered energy before leveling up.")
+#
+# # Levelup reachable
+# elif self.is_levelup_close:
+# count = self.details.xp_till_level_up - (self.energy.limit // 10) + 5
+# msg = "Fighting for close Levelup. Doing %i hits" % count
+# force_fight = True
+#
+# elif self.details.pp < 75:
+# count = 75 - self.details.pp
+# msg = "Obligatory fighting for at least 75pp"
+# force_fight = True
+#
+# elif self.config.continuous_fighting and self.has_battle_contribution:
+# count = self.energy.food_fights
+# msg = "Continuing to fight in previous battle"
+#
+# # All-in (type = all-in and full ff)
+# elif self.config.all_in and self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
+# count = self.energy.food_fights
+# msg = "Fighting all-in. Doing %i hits" % count
+#
+# # Get to next Energy +1
+# elif self.config.next_energy and self.next_reachable_energy:
+# count = self.next_reachable_energy
+# msg = "Fighting for +1 energy. Doing %i hits" % count
+#
+# # 1h worth of energy
+# elif self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
+# count = self.energy.interval
+# msg = "Fighting for 1h energy. Doing %i hits" % count
+# force_fight = True
+#
+# return (count if count > 0 else 0), msg, force_fight
+#
+# def get_battle_round_data(self, division: classes.BattleDivision) -> Tuple[Any, Any]:
+# battle = division.battle
+#
+# r = self._post_military_battle_console(
+# battle.id,
+# "battleStatistics",
+# 1,
+# zoneId=battle.zone_id,
+# round_id=battle.zone_id,
+# division=division.div,
+# battleZoneId=division.id,
+# type="damage",
+# )
+# r_json = r.json()
+# return r_json.get(str(battle.invader.id)).get("fighterData"), r_json.get(str(battle.defender.id)).get(
+# "fighterData"
+# )
+#
+# def get_battle_division_stats(self, division: classes.BattleDivision) -> Dict[str, Any]:
+# battle = division.battle
+# r = self._get_military_battle_stats(battle.id, division.div, division.id)
+# return r.json()
+#
+# def get_division_max_hit(self, division: classes.BattleDivision) -> int:
+# """Returns max hit in division for current side (if not on either side returns 0)
+#
+# :param division: BattleDivision for which to get max hit value
+# :type division: classes.BattleDivision
+# :return: max hit value
+# :rtype: int
+# """
+# return self.get_battle_division_stats(division).get("maxHit", -1)
+#
+# def schedule_attack(self, war_id: int, region_id: int, region_name: str, at_time: datetime):
+# if at_time:
+# self.sleep(utils.get_sleep_seconds(at_time))
+# self.get_csrf_token()
+# self.launch_attack(war_id, region_id, region_name)
+#
+# def get_active_wars(self, country: constants.Country = None) -> List[int]:
+# r = self._get_country_military(country.link if country else self.details.citizenship.link)
+# all_war_ids = re.findall(r'//www\.erepublik\.com/en/wars/show/(\d+)"', r.text)
+# return [int(wid) for wid in all_war_ids]
+#
+# def get_last_battle_of_war_end_time(self, war_id: int) -> datetime:
+# r = self._get_wars_show(war_id)
+# html = r.text
+# last_battle_id = int(re.search(
+# r'', html
+# ).group(1))
+# console = self._post_military_battle_console(last_battle_id, "warList", 1).json()
+# battle = console.get("list")[0]
+# return utils.localize_dt(datetime.strptime(battle.get("result").get("end"), "%Y-%m-%d %H:%M:%S"))
+#
+# def launch_attack(self, war_id: int, region_id: int, region_name: str):
+# self._post_wars_attack_region(war_id, region_id, region_name)
+# self._report_action("MILITARY_QUEUE_ATTACK", f"Battle for *{region_name}* queued")
+#
+# def get_country_mus(self, country: constants.Country) -> Dict[int, str]:
+# ret = {}
+# r = self._get_main_leaderboards_damage_rankings(country.id)
+# for data in r.json()["mu_filter"]:
+# if data["id"]:
+# ret.update({data["id"]: data["name"]})
+# r = self._get_main_leaderboards_damage_aircraft_rankings(country.id)
+# for data in r.json()["mu_filter"]:
+# if data["id"]:
+# ret.update({data["id"]: data["name"]})
+# return ret
+#
+# def get_mu_members(self, mu_id: int) -> Dict[int, str]:
+# ret = {}
+# r = self._get_military_unit_data(mu_id)
+#
+# for page in range(int(r.json()["panelContents"]["pages"])):
+# r = self._get_military_unit_data(mu_id, currentPage=page + 1)
+# for user in r.json()["panelContents"]["members"]:
+# if not user["isDead"]:
+# ret.update({user["citizenId"]: user["name"]})
+# return ret
+#
+# def get_citizen_weekly_daily_orders_done(self, citizen_id: int = None, weeks_ago: int = 0) -> int:
+# if citizen_id is None:
+# citizen_id = self.details.citizen_id
+# profile = self._get_main_citizen_profile_json(citizen_id).json()
+# mu_id = profile.get("military", {}).get("militaryUnit", {}).get("id", 0)
+# if mu_id:
+# name = profile.get("citizen", {}).get("name")
+# member = self._get_military_unit_data(
+# mu_id,
+# currentPage=1,
+# panel="members",
+# sortBy="dailyOrdersCompleted",
+# weekFilter=f"week{weeks_ago}",
+# search=name,
+# ).json()
+# return member.get("panelContents", {}).get("members", [{}])[0].get("dailyOrdersCompleted")
+# return 0
+#
+# def get_possibly_empty_medals(self):
+# self.update_war_info()
+# for battle in self.all_battles.values():
+# for division in battle.div.values():
+# if division.wall["dom"] == 50 or division.wall["dom"] > 98:
+# yield division, division.wall["for"] == battle.invader.country.id
+#
+# def report_fighting(
+# self, battle: classes.Battle, invader: bool, division: classes.BattleDivision, damage: float, hits: int
+# ):
+# self.reporter.report_fighting(battle, invader, division, damage, hits)
+# if self.config.telegram:
+# self.telegram.report_fight(battle, invader, division, damage, hits)
+#
+# def get_deploy_inventory(self, division: classes.BattleDivision, side: classes.BattleSide):
+# ret = self._post_fight_deploy_get_inventory(division.battle.id, side.id, division.id).json()
+# # if ret.get('recoverableEnergyBuyFood'):
+# # self.buy_food()
+# # return self.get_deploy_inventory(division, side)
+# if ret.get("captcha"):
+# self.do_captcha_challenge()
+# if ret.get("error"):
+# if ret.get("message") == "Deployment disabled.":
+# self._post_main_profile_update(
+# "options", params='{"optionName":"enable_web_deploy","optionValue":"on"}'
+# )
+# return self.get_deploy_inventory(division, side)
+# else:
+# self.report_error(f"Unable to get deployment inventory because: {ret.get('message')}")
+# return ret
+#
+# def deploy(self, division: classes.BattleDivision, side: classes.BattleSide, energy: int, _retry=0) -> int:
+# _energy = int(energy)
+# deploy_inv = self.get_deploy_inventory(division, side)
+# if not deploy_inv["minEnergy"] <= energy <= deploy_inv["maxEnergy"]:
+# return 0
+# energy_sources = {}
+# source_idx = 0
+# recoverable = deploy_inv["recoverableEnergy"]
+# for source in reversed(sorted(deploy_inv["energySources"], key=lambda s: (s["type"], s.get("quality", 0)))):
+# if source["type"] == "pool":
+# _energy -= source["energy"]
+# elif source["type"] in ["food", "energy_bar"]:
+# recovers = source["energy"] // source["amount"]
+# amount = (recoverable if source["type"] == "food" else _energy) // recovers
+# amount = amount if amount < source["amount"] else source["amount"]
+# if amount > 0:
+# energy_sources.update({f"energySources[{source_idx}][quality]": source["quality"]})
+# energy_sources.update({f"energySources[{source_idx}][amount]": amount})
+# source_idx += 1
+# used_energy = amount * recovers
+# recoverable -= used_energy
+# _energy -= used_energy
+# if _energy <= 0:
+# break
+# if _energy > 0:
+# energy -= _energy
+# weapon_q = -1
+# weapon_strength = 0
+# if not division.is_air:
+# for weapon in sorted(deploy_inv["weapons"], key=lambda w: w["damageperHit"]):
+# if (weapon["damageperHit"] or 0) > weapon_strength and (weapon["amount"] or 0) > 50:
+# weapon_q = weapon["quality"]
+# r = self._post_fight_deploy_start_deploy(
+# division.battle.id, side.id, division.id, energy, weapon_q, **energy_sources
+# ).json()
+# if r.get("error"):
+# self.report_error(f"Deploy failed: '{r.get('message')}'")
+# if r.get("message") == "Deployment disabled.":
+# self._post_main_profile_update(
+# "options", params='{"optionName":"enable_web_deploy","optionValue":"on"}'
+# )
+# if _retry < 5:
+# return self.deploy(division, side, energy, _retry + 1)
+# else:
+# self.report_error("Unable to deploy 5 times!")
+# return 0
+# return r.get("deploymentId")
+
+ # def should_fight(self, silent: bool = True) -> Tuple[int, str, bool]:
+ # if not hasattr(super, "should_fight"):
+ # return 0, "Unable to fight", False
+ # count, log_msg, force_fight = super().should_fight()
+ #
+ # if count > 0 and not force_fight:
+ # if self.energy.food_fights - self.my_companies.ff_lockdown < count:
+ # log_msg = (
+ # f"Fight count modified (old count: {count} | FF: {self.energy.food_fights} | "
+ # f"WAM ff_lockdown: {self.my_companies.ff_lockdown} |"
+ # f" New count: {count - self.my_companies.ff_lockdown})"
+ # )
+ # count -= self.my_companies.ff_lockdown
+ # if count <= 0:
+ # count = 0
+ # log_msg = f"Not fighting because WAM needs {self.my_companies.ff_lockdown} food fights"
+ #
+ # if self.max_time_till_full_ff > self.time_till_week_change:
+ # max_count = (int(self.time_till_week_change.total_seconds()) // 360 * self.energy.interval) // 10
+ # log_msg = (
+ # f"End for Weekly challenge is near (Recoverable until WC end {max_count}hp | want to do {count}hits)"
+ # )
+ # count = count if max_count > count else max_count
+ #
+ # if not silent:
+ # self.write_log(log_msg)
+ #
+ # return count, log_msg, force_fight
diff --git a/erepublik/citizen.py b/erepublik/citizen.py
index 5458097..8b3ae9c 100644
--- a/erepublik/citizen.py
+++ b/erepublik/citizen.py
@@ -218,8 +218,6 @@ class BaseCitizen(access_points.CitizenAPI):
self.energy.interval = citizen.get("energyPerInterval", 0)
self.energy.limit = citizen.get("energyToRecover", 0)
self.energy.energy = citizen.get("energy", 0)
- # self.energy.set_reference_time(utils.good_timedelta(self.now,
- # timedelta(seconds=int(next_recovery[1]) * 60 + int(next_recovery[2]))))
self.details.current_region = citizen.get("regionLocationId", 0)
self.details.current_country = constants.COUNTRIES.get(
@@ -1777,835 +1775,6 @@ class CitizenMedia(BaseCitizen):
self.write_warning(f"Unable to delete article (#{article_id})!")
-# TODO: Fix fighting and reimplement CitizenMilitary module
-# class CitizenMilitary(CitizenTravel):
-# all_battles: Dict[int, classes.Battle] = None
-# __last_war_update_data = None
-#
-# active_fs: bool = False
-#
-# @property
-# def as_dict(self):
-# d = super().as_dict
-# d.update(active_fs=self.active_fs, all_battles=self.all_battles)
-# return d
-# def update_all():
-# super().update_all()
-# self.update_war_info()
-#
-# def update_war_info(self):
-# if (
-# self.__last_war_update_data
-# and self.__last_war_update_data.get("last_updated", 0) + 30 > self.now.timestamp()
-# ):
-# r_json = self.__last_war_update_data
-# else:
-# r_json = self._get_military_campaigns_json_list().json()
-# if r_json.get("countries"):
-# if self.all_battles is None:
-# self.all_battles = {}
-# self.__last_war_update_data = r_json
-# if r_json.get("battles"):
-# all_battles = {}
-# for battle_data in r_json.get("battles", {}).values():
-# all_battles[battle_data.get("id")] = classes.Battle(battle_data)
-# # old_all_battles = self.all_battles
-# self.all_battles = all_battles
-# # for battle in old_all_battles.values():
-# # utils._clear_up_battle_memory(battle)
-#
-# def get_battle_for_war(self, war_id: int) -> Optional[classes.Battle]:
-# self.update_war_info()
-# war_info = self.get_war_status(war_id)
-# return self.all_battles.get(war_info.get("battle_id"), None)
-#
-# def get_war_status(self, war_id: int) -> Dict[str, Union[bool, Dict[int, str]]]:
-# r = self._get_wars_show(war_id)
-# html = r.text
-# ret = {}
-# reg_re = re.compile(fr'data-war-id="{war_id}" data-region-id="(\d+)" data-region-name="([- \w]+)"')
-# if reg_re.findall(html):
-# ret.update(regions={}, can_attack=True)
-# for reg in reg_re.findall(html):
-# ret["regions"].update({int(reg[0]): reg[1]})
-# elif re.search(
-# r'Join',
-# html,
-# ):
-# battle_id = re.search(
-# r'Join',
-# html,
-# ).group(1)
-# ret.update(can_attack=False, battle_id=int(battle_id))
-# elif re.search(r"This war is no longer active.", html):
-# ret.update(can_attack=False, ended=True)
-# else:
-# ret.update(can_attack=False)
-# return ret
-#
-# def get_available_weapons(self, battle_id: int):
-# return self._get_military_show_weapons(battle_id).json()
-#
-# def set_default_weapon(self, battle: classes.Battle, division: classes.BattleDivision) -> int:
-# available_weapons = self._get_military_show_weapons(battle.id).json()
-# while not isinstance(available_weapons, list):
-# available_weapons = self._get_military_show_weapons(battle.id).json()
-# weapon_quality = -1
-# weapon_damage = 0
-# if not division.is_air:
-# for weapon in available_weapons:
-# try:
-# if weapon["weaponQuantity"] > 30 and weapon["weaponInfluence"] > weapon_damage:
-# weapon_quality = int(weapon["weaponId"])
-# weapon_damage = weapon["weaponInfluence"]
-# except ValueError:
-# pass
-# return self.change_weapon(battle, weapon_quality, division)
-#
-# def change_weapon(self, battle: classes.Battle, quality: int, battle_zone: classes.BattleDivision) -> int:
-# r = self._post_military_change_weapon(battle.id, battle_zone.id, quality)
-# influence = r.json().get("weaponInfluence")
-# self._report_action(
-# "MILITARY_WEAPON", f"Switched to q{quality} weapon," f" new influence {influence}", kwargs=r.json()
-# )
-# return influence
-#
-# def sorted_battles(self, sort_by_time: bool = True, only_tp=False) -> List[classes.Battle]:
-# cs_battles_priority_air: List[classes.Battle] = []
-# cs_battles_priority_ground: List[classes.Battle] = []
-# cs_battles_air: List[classes.Battle] = []
-# cs_battles_ground: List[classes.Battle] = []
-# deployed_battles_air: List[classes.Battle] = []
-# deployed_battles_ground: List[classes.Battle] = []
-# ally_battles_air: List[classes.Battle] = []
-# ally_battles_ground: List[classes.Battle] = []
-# other_battles_air: List[classes.Battle] = []
-# other_battles_ground: List[classes.Battle] = []
-#
-# ret_battles: List[classes.Battle] = []
-# if sort_by_time:
-# battle_list = sorted(self.all_battles.values(), key=lambda b: b.start)
-# battle_list.reverse()
-# else:
-# battle_list = sorted(self.all_battles.values(), key=lambda b: b.id)
-#
-# contribution_json = self._get_military_campaigns_json_citizen().json()
-# contributions: List[Dict[str, int]] = contribution_json.get("contributions") or []
-# contributions.sort(key=lambda b: -b.get("damage"))
-#
-# for contribution_battle in contributions:
-# if contribution_battle.get("battle_id") and contribution_battle.get("battle_id") in self.all_battles:
-# ret_battles.append(self.all_battles[contribution_battle.get("battle_id")])
-#
-# for battle in battle_list:
-# battle_sides = [battle.invader.country, battle.defender.country]
-# if battle.id in ret_battles:
-# continue
-# # CS Battles
-# elif self.details.citizenship in battle_sides:
-# if battle.has_air:
-# if battle.defender.id == self.details.citizenship:
-# cs_battles_priority_air.append(battle)
-# else:
-# cs_battles_air.append(battle)
-# else:
-# if battle.defender.id == self.details.citizenship:
-# cs_battles_priority_ground.append(battle)
-# else:
-# cs_battles_ground.append(battle)
-#
-# # Current location battles:
-# elif self.details.current_country in battle_sides:
-# if battle.has_air:
-# deployed_battles_air.append(battle)
-# else:
-# deployed_battles_ground.append(battle)
-#
-# # Deployed battles and allied battles:
-# elif self.details.current_country in battle.invader.allies + battle.defender.allies + battle_sides:
-# if self.details.current_country in battle.invader.deployed + battle.defender.deployed:
-# if battle.has_air:
-# deployed_battles_air.append(battle)
-# else:
-# deployed_battles_ground.append(battle)
-# # Allied battles:
-# else:
-# if battle.has_air:
-# ally_battles_air.append(battle)
-# else:
-# ally_battles_ground.append(battle)
-# else:
-# if battle.has_air:
-# other_battles_air.append(battle)
-# else:
-# other_battles_ground.append(battle)
-#
-# cs_battles = cs_battles_priority_air + cs_battles_priority_ground + cs_battles_air + cs_battles_ground
-# if only_tp:
-# return cs_battles
-# deployed_battles = deployed_battles_air + deployed_battles_ground
-# other_battles = ally_battles_air + ally_battles_ground + other_battles_air + other_battles_ground
-# ret_battles = ret_battles + cs_battles + deployed_battles + other_battles
-# return ret_battles
-#
-# def get_cheap_tp_divisions(self) -> Dict[str, List[Tuple[int, classes.BattleDivision]]]:
-# air_divs: List[Tuple[int, classes.BattleDivision]] = []
-# ground_divs: List[Tuple[int, classes.BattleDivision]] = []
-# check_maverick = self.maverick and self.config.maverick
-# for battle in reversed(self.sorted_battles(True, True)):
-# for division in battle.div.values():
-# is_start_ok = utils.good_timedelta(division.battle.start, timedelta(minutes=-1)) < self.now
-# if not division.terrain and is_start_ok and not division.div_end:
-# if division.is_air and self.config.air:
-# division_medals = self.get_battle_round_data(division)
-# medal = division_medals[self.details.citizenship == division.battle.defender.country]
-# if not medal:
-# air_divs.append((0, division))
-# else:
-# air_divs.append((medal.get("1").get("raw_value"), division))
-# elif not division.is_air and self.config.ground:
-# if not division.div == self.division and not check_maverick:
-# continue
-# division_medals = self.get_battle_round_data(division)
-# medal = division_medals[self.details.citizenship == division.battle.defender.country]
-# if not medal:
-# ground_divs.append((0, division))
-# else:
-# ground_divs.append((medal.get("1").get("raw_value"), division))
-#
-# air_divs.sort(key=lambda z: (z[0], z[1].battle.start))
-# ground_divs.sort(key=lambda z: (z[0], z[1].battle.start))
-# return {"air": air_divs, "ground": ground_divs}
-#
-# @property
-# def has_battle_contribution(self):
-# return bool(self.__last_war_update_data.get("citizen_contribution", []))
-#
-# def find_battle_to_fight(
-# self, silent: bool = False
-# ) -> Tuple[classes.Battle, classes.BattleDivision, classes.BattleSide]:
-# self.update_war_info()
-# for battle in self.sorted_battles(self.config.sort_battles_time):
-# if not isinstance(battle, classes.Battle):
-# continue
-# if battle.is_dict_lib:
-# continue
-# battle_zone: Optional[classes.BattleDivision] = None
-# for div in battle.div.values():
-# if div.terrain == 0:
-# if div.div_end:
-# continue
-# maverick_ok = self.maverick and self.config.maverick
-# if self.config.air and div.is_air:
-# battle_zone = div
-# break
-# elif self.config.ground and not div.is_air and (div.div == self.division or maverick_ok):
-# battle_zone = div
-# break
-# else:
-# continue
-# if not battle_zone:
-# continue
-# allies = (
-# battle.invader.deployed + battle.defender.deployed + [battle.invader.country, battle.defender.country]
-# )
-#
-# travel_needed = self.details.current_country not in allies
-#
-# if battle.is_rw:
-# side = battle.defender if self.config.rw_def_side else battle.invader
-# else:
-# defender_side = self.details.current_country in battle.defender.allies + [
-# battle.defender.country,
-# ]
-# side = battle.defender if defender_side else battle.invader
-#
-# if not silent:
-# self.write_log(str(battle))
-#
-# travel = (
-# (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel)
-# if travel_needed
-# else True
-# )
-#
-# if not travel:
-# continue
-# yield battle, battle_zone, side
-#
-# def find_battle_and_fight(self):
-# count = self.should_fight()[0]
-# if count:
-# self.write_log("Checking for battles to fight in...")
-# for battle, division, side in self.find_battle_to_fight():
-#
-# allies = (
-# battle.invader.deployed
-# + battle.defender.deployed
-# + [battle.invader.country, battle.defender.country]
-# )
-#
-# travel_needed = self.details.current_country not in allies
-#
-# if battle.start > self.now:
-# self.sleep(utils.get_sleep_seconds(battle.start))
-#
-# if travel_needed and not self.change_division(battle, division, side):
-# break
-#
-# if self.change_division(battle, division):
-# self.set_default_weapon(battle, division)
-# self.fight(battle, division, side, count)
-# self.travel_to_residence()
-# break
-#
-# def fight(
-# self,
-# battle: classes.Battle,
-# division: classes.BattleDivision,
-# side: classes.BattleSide = None,
-# count: int = None,
-# ) -> Optional[int]:
-# """Fight in a battle.
-#
-# Will auto activate booster and travel if allowed to do it.
-# :param battle: Battle battle to fight in
-# :type battle: Battle
-# :param division: Division number to fight in available choices
-# :type division: BattleDivision
-# :param side: BattleSide or None. Battle side to fight in, If side not == invader id or not in invader deployed
-# allies list, then defender's side is chosen
-# :type side: BattleSide
-# :param count: How many hits to do, if not specified self.should_fight() is called.
-# :type count: int
-# :param use_ebs: Should use energy bars if count > 0 and not enough food_fights
-# :type use_ebs: bool
-# :return: None if no errors while fighting, otherwise error count.
-# :rtype: int
-# """
-# if self.restricted_ip:
-# self.write_warning("Fighting is not allowed from restricted IP!")
-# self._report_action("IP_BLACKLISTED", "Fighting is not allowed from restricted IP!")
-# return 1
-# if not division.is_air and self.config.boosters:
-# self.activate_damage_booster(not division.is_air)
-# if side is None:
-# side = (
-# battle.defender
-# if self.details.citizenship in battle.defender.allies + [battle.defender.country]
-# else battle.invader
-# )
-# if count is None:
-# count = self.should_fight()[0]
-#
-# self.write_log(f"Fighting in battle for {battle.region_name} on {side} side in d{division.div}")
-#
-# if self.now < utils.localize_dt(datetime(2021, 2, 8)):
-# error_count = total_damage = total_hits = 0
-# ok_to_fight = True
-# while ok_to_fight and error_count < 10 and count > 0:
-# while all((count > 0, error_count < 10, self.energy.energy >= 50)):
-# hits, error, damage = self._shoot(battle, division, side)
-# count -= hits
-# total_hits += hits
-# total_damage += damage
-# error_count += error
-# else:
-# if self.energy.energy < 50 or error_count >= 10 or count <= 0:
-# self.write_log(f"Hits: {total_hits:>4} | Damage: {total_damage}")
-# ok_to_fight = False
-# if total_damage:
-# self.report_fighting(battle, not side.is_defender, division, total_damage, total_hits)
-# return error_count
-# else:
-# deployment_id = self.deploy(division, side, count * 10)
-# self.sleep(count // 3) # TODO: connect to eRepublik's WS and get from there when deploy ends
-# energy_used = 0
-# if deployment_id:
-# self.write_warning(
-# "If eRepublik responds with HTTP 500 Internal Error, "
-# "it is kind of ok, because deployment has not finished yet."
-# )
-# deployment_data = self._post_military_fight_deploy_deploy_report_data(deployment_id).json()
-# if not deployment_data.get("error"):
-# data = deployment_data["data"]
-# total_damage = int(data["damage"].replace(",", ""))
-# energy_used = int(data["energySpent"].replace(",", ""))
-# self.details.pp += int(data["rewards"]["prestigePoints"].replace(",", ""))
-# self.report_fighting(battle, not side.is_defender, division, total_damage, energy_used // 10)
-# return energy_used
-#
-# def _shoot(self, battle: classes.Battle, division: classes.BattleDivision, side: classes.BattleSide):
-# if division.is_air:
-# response = self._post_military_fight_air(battle.id, side.id, division.id)
-# else:
-# response = self._post_military_fight_ground(battle.id, side.id, division.id)
-#
-# if "Zone is not meant for " in response.text:
-# self.sleep(5)
-# return 0, 1, 0
-# try:
-# r_json = response.json()
-# except (ValueError, HTTPError, RequestException):
-# return 0, 10, 0
-# hits = 0
-# damage = 0
-# err = False
-# if r_json.get("error"):
-# if r_json.get("message") == "SHOOT_LOCKOUT":
-# pass
-# elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
-# self.set_default_weapon(battle, division)
-# elif r_json.get("message") == "Cannot activate a zone with a non-native division":
-# self.write_warning("Wrong division!!")
-# return 0, 10, 0
-# elif r_json.get("message") == "ZONE_INACTIVE":
-# self.write_warning("Wrong division!!")
-# return 0, 10, 0
-# elif r_json.get("message") == "NON_BELLIGERENT":
-# self.write_warning("Dictatorship/Liberation wars are not supported!")
-# return 0, 10, 0
-# elif r_json.get("message") in ["FIGHT_DISABLED", "DEPLOYMENT_MODE"]:
-# self._post_main_profile_update(
-# "options", params='{"optionName":"enable_web_deploy","optionValue":"off"}'
-# )
-# self.set_default_weapon(battle, division)
-# else:
-# if r_json.get("message") == "UNKNOWN_SIDE":
-# self._rw_choose_side(battle, side)
-# elif r_json.get("message") == "CHANGE_LOCATION":
-# countries = [side.country] + side.deployed
-# self.travel_to_battle(battle, countries)
-# err = True
-# elif r_json.get("message") == "ENEMY_KILLED":
-# # Non-InfantryKit players
-# if r_json["user"]["earnedXp"]:
-# hits = r_json["user"]["earnedXp"]
-# # InfantryKit player
-# # The almost always safe way (breaks on levelup hit)
-# elif self.energy.energy >= r_json["details"]["wellness"]: # Haven't reached levelup
-# hits = (self.energy.energy - r_json["details"]["wellness"]) // 10
-# else:
-# hits = r_json["hits"]
-# if r_json["user"]["epicBattle"]:
-# hits /= 1 + r_json["user"]["epicBattle"]
-#
-# self.energy.energy = r_json["details"]["wellness"]
-# self.details.xp = int(r_json["details"]["points"])
-# damage = r_json["user"]["givenDamage"] * (1.1 if r_json["oldEnemy"]["isNatural"] else 1)
-# else:
-# err = True
-#
-# return hits, err, damage
-#
-# def deploy_bomb(
-# self, battle: classes.Battle, division: classes.BattleDivision, bomb_id: int, inv_side: bool, count: int = 1
-# ) -> Optional[int]:
-# """Deploy bombs in a battle for given side.
-#
-# :param battle: Battle
-# :type battle: classes.Battle
-# :param division: BattleDivision
-# :type division: classes.BattleDivision
-# :param bomb_id: int bomb id
-# :type bomb_id: int
-# :param inv_side: should deploy on invader side
-# :type inv_side: bool
-# :param count: how many bombs to deploy
-# :type count: int
-# :return: Deployed count
-# :rtype: int
-# """
-#
-# if not isinstance(count, int) or count < 1:
-# count = 1
-# has_traveled = False
-# if battle.is_rw:
-# has_traveled = self.travel_to_battle(battle, [battle.defender.country])
-# self._rw_choose_side(battle, battle.invader if inv_side else battle.defender)
-# if inv_side:
-# good_countries = [battle.invader.country] + battle.invader.deployed
-# if self.details.current_country not in good_countries:
-# has_traveled = self.travel_to_battle(battle, good_countries)
-# else:
-# involved = (
-# [battle.invader.country, battle.defender.country] + battle.invader.deployed + battle.defender.deployed
-# )
-# if self.details.current_country not in involved:
-# count = 0
-# side = battle.invader if inv_side else battle.defender
-# errors = deployed_count = 0
-# while (not deployed_count == count) and errors < 10:
-# r = self._post_military_deploy_bomb(battle.id, division.id, side.id, bomb_id).json()
-# if not r.get("error"):
-# deployed_count += 1
-# self.sleep(0.5)
-# elif r.get("message") == "LOCKED":
-# self.sleep(0.5)
-# elif r.get("message") == "INVALID_BOMB":
-# errors = 10
-# else:
-# errors += 1
-#
-# if has_traveled:
-# self.travel_to_residence()
-#
-# self._report_action("MILITARY_BOMB", f"Deployed {deployed_count} bombs in battle {battle.id}")
-# return deployed_count
-#
-# def change_division(
-# self, battle: classes.Battle, division: classes.BattleDivision, side: classes.BattleSide = None
-# ) -> bool:
-# """Change division.
-#
-# :param battle: classes.Battle
-# :type battle: classes.Battle
-# :param division: int target division to switch to
-# :type division: classes.BattleDivision
-# :param side: Side to choose
-# :type side: classes.BattleSide
-# :return:
-# """
-# resp = self._post_main_battlefield_change_division(battle.id, division.id, side.id if side else None)
-# if resp.json().get("error"):
-# self.write_warning(resp.json().get("message"))
-# return False
-# self._report_action(
-# "MILITARY_DIV_SWITCH", f"Switched to d{division.div} in battle {battle.id}", kwargs=resp.json()
-# )
-# return True
-#
-# def get_ground_hit_dmg_value(
-# self,
-# rang: int = None,
-# strength: float = None,
-# elite: bool = None,
-# ne: bool = False,
-# booster_50: bool = False,
-# booster_100: bool = False,
-# tp: bool = True,
-# ) -> Decimal:
-# if not rang or not strength or elite is None:
-# r = self._get_main_citizen_profile_json(self.details.citizen_id).json()
-# if not rang:
-# rang = r["military"]["militaryData"]["ground"]["rankNumber"]
-# if not strength:
-# strength = r["military"]["militaryData"]["ground"]["strength"]
-# if elite is None:
-# elite = r["citizenAttributes"]["level"] > 100
-# if ne:
-# tp = True
-#
-# return utils.calculate_hit(strength, rang, tp, elite, ne, 50 if booster_50 else 100 if booster_100 else 0)
-#
-# def get_air_hit_dmg_value(
-# self, rang: int = None, elite: bool = None, ne: bool = False, weapon: bool = False
-# ) -> Decimal:
-# if not rang or elite is None:
-# r = self._get_main_citizen_profile_json(self.details.citizen_id).json()
-# if not rang:
-# rang = r["military"]["militaryData"]["aircraft"]["rankNumber"]
-# if elite is None:
-# elite = r["citizenAttributes"]["level"] > 100
-#
-# return utils.calculate_hit(0, rang, True, elite, ne, 0, 20 if weapon else 0)
-#
-# def activate_damage_booster(self, ground: bool = True) -> int:
-# kind = "damage" if ground else "aircraftDamage"
-# if self.config.boosters and not self.get_active_damage_booster(ground):
-# booster: Optional[types.InvFinalItem] = None
-# for quality, data in sorted(self.inventory.boosters.get(kind, {}).items(), key=lambda x: x[0]):
-# for _duration, _booster in sorted(data.items(), key=lambda y: y[0]):
-# critical_amount = 2 if quality < 10 and ground else 10
-# if _booster.get("amount") > critical_amount:
-# booster = _booster
-# break
-# break
-# if booster:
-# kind = "damage" if ground else "air_damage"
-# self._report_action("MILITARY_BOOSTER", f"Activated {booster['name']}")
-# resp = self._post_economy_activate_booster(booster["quality"], booster["durability"], kind).json()
-# self._update_inventory_data(resp)
-# return self.get_active_damage_booster(ground)
-#
-# def get_active_damage_booster(self, ground: bool = True) -> int:
-# kind = "damage" if ground else "aircraftDamage"
-# boosters = self.inventory.active.get(kind, {})
-# quality = 0
-# for q, boost in boosters.items():
-# if boost["quality"] * 10 > quality:
-# quality = boost["quality"] * 10
-# return quality
-#
-# def get_active_ground_damage_booster(self) -> int:
-# return self.get_active_damage_booster(True)
-#
-# def get_active_air_damage_booster(self) -> int:
-# return self.get_active_damage_booster(False)
-#
-# def activate_battle_effect(self, battle_id: int, kind: str) -> bool:
-# self._report_action("MILITARY_BOOSTER", f"Activated {kind} booster")
-# resp = self._post_main_activate_battle_effect(battle_id, kind, self.details.citizen_id).json()
-# return not resp.get("error")
-#
-# def activate_pp_booster(self, pp_item: types.InvFinalItem) -> bool:
-# self._report_action("MILITARY_BOOSTER", f'Activated {pp_item["name"]}')
-# resp = self._post_economy_activate_booster(
-# pp_item["quality"], pp_item["durability"], "prestige_points"
-# ).json()
-# self._update_inventory_data(resp)
-# return pp_item.get("kind") in self.inventory.active
-#
-# def _rw_choose_side(self, battle: classes.Battle, side: classes.BattleSide) -> Response:
-# return self._post_main_battlefield_travel(side.id, battle.id)
-#
-# def should_travel_to_fight(self) -> bool:
-# ret = False
-# if self.config.always_travel:
-# ret = True
-# elif self.should_do_levelup: # Do levelup
-# ret = True
-# # Get to next Energy +1
-# elif self.next_reachable_energy and self.config.next_energy:
-# ret = True
-# # 1h worth of energy
-# elif self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
-# ret = True
-# return ret
-#
-# def should_fight(self) -> Tuple[int, str, bool]:
-# """Checks if citizen should fight at this moment
-# :rtype: Tuple[int, str, bool]
-# """
-# count = 0
-# force_fight = False
-# msg = "Fighting not allowed!"
-# if not self.config.fight:
-# return count, msg, force_fight
-#
-# # Do levelup
-# if self.is_levelup_reachable:
-# msg = "Level up"
-# if self.should_do_levelup:
-# count = (self.energy.limit * 3) // 10
-# force_fight = True
-# else:
-# self.write_log("Waiting for fully recovered energy before leveling up.")
-#
-# # Levelup reachable
-# elif self.is_levelup_close:
-# count = self.details.xp_till_level_up - (self.energy.limit // 10) + 5
-# msg = "Fighting for close Levelup. Doing %i hits" % count
-# force_fight = True
-#
-# elif self.details.pp < 75:
-# count = 75 - self.details.pp
-# msg = "Obligatory fighting for at least 75pp"
-# force_fight = True
-#
-# elif self.config.continuous_fighting and self.has_battle_contribution:
-# count = self.energy.food_fights
-# msg = "Continuing to fight in previous battle"
-#
-# # All-in (type = all-in and full ff)
-# elif self.config.all_in and self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
-# count = self.energy.food_fights
-# msg = "Fighting all-in. Doing %i hits" % count
-#
-# # Get to next Energy +1
-# elif self.config.next_energy and self.next_reachable_energy:
-# count = self.next_reachable_energy
-# msg = "Fighting for +1 energy. Doing %i hits" % count
-#
-# # 1h worth of energy
-# elif self.energy.energy + self.energy.interval * 3 >= self.energy.limit:
-# count = self.energy.interval
-# msg = "Fighting for 1h energy. Doing %i hits" % count
-# force_fight = True
-#
-# return (count if count > 0 else 0), msg, force_fight
-#
-# def get_battle_round_data(self, division: classes.BattleDivision) -> Tuple[Any, Any]:
-# battle = division.battle
-#
-# r = self._post_military_battle_console(
-# battle.id,
-# "battleStatistics",
-# 1,
-# zoneId=battle.zone_id,
-# round_id=battle.zone_id,
-# division=division.div,
-# battleZoneId=division.id,
-# type="damage",
-# )
-# r_json = r.json()
-# return r_json.get(str(battle.invader.id)).get("fighterData"), r_json.get(str(battle.defender.id)).get(
-# "fighterData"
-# )
-#
-# def get_battle_division_stats(self, division: classes.BattleDivision) -> Dict[str, Any]:
-# battle = division.battle
-# r = self._get_military_battle_stats(battle.id, division.div, division.id)
-# return r.json()
-#
-# def get_division_max_hit(self, division: classes.BattleDivision) -> int:
-# """Returns max hit in division for current side (if not on either side returns 0)
-#
-# :param division: BattleDivision for which to get max hit value
-# :type division: classes.BattleDivision
-# :return: max hit value
-# :rtype: int
-# """
-# return self.get_battle_division_stats(division).get("maxHit", -1)
-#
-# def schedule_attack(self, war_id: int, region_id: int, region_name: str, at_time: datetime):
-# if at_time:
-# self.sleep(utils.get_sleep_seconds(at_time))
-# self.get_csrf_token()
-# self.launch_attack(war_id, region_id, region_name)
-#
-# def get_active_wars(self, country: constants.Country = None) -> List[int]:
-# r = self._get_country_military(country.link if country else self.details.citizenship.link)
-# all_war_ids = re.findall(r'//www\.erepublik\.com/en/wars/show/(\d+)"', r.text)
-# return [int(wid) for wid in all_war_ids]
-#
-# def get_last_battle_of_war_end_time(self, war_id: int) -> datetime:
-# r = self._get_wars_show(war_id)
-# html = r.text
-# last_battle_id = int(re.search(
-# r'', html
-# ).group(1))
-# console = self._post_military_battle_console(last_battle_id, "warList", 1).json()
-# battle = console.get("list")[0]
-# return utils.localize_dt(datetime.strptime(battle.get("result").get("end"), "%Y-%m-%d %H:%M:%S"))
-#
-# def launch_attack(self, war_id: int, region_id: int, region_name: str):
-# self._post_wars_attack_region(war_id, region_id, region_name)
-# self._report_action("MILITARY_QUEUE_ATTACK", f"Battle for *{region_name}* queued")
-#
-# def get_country_mus(self, country: constants.Country) -> Dict[int, str]:
-# ret = {}
-# r = self._get_main_leaderboards_damage_rankings(country.id)
-# for data in r.json()["mu_filter"]:
-# if data["id"]:
-# ret.update({data["id"]: data["name"]})
-# r = self._get_main_leaderboards_damage_aircraft_rankings(country.id)
-# for data in r.json()["mu_filter"]:
-# if data["id"]:
-# ret.update({data["id"]: data["name"]})
-# return ret
-#
-# def get_mu_members(self, mu_id: int) -> Dict[int, str]:
-# ret = {}
-# r = self._get_military_unit_data(mu_id)
-#
-# for page in range(int(r.json()["panelContents"]["pages"])):
-# r = self._get_military_unit_data(mu_id, currentPage=page + 1)
-# for user in r.json()["panelContents"]["members"]:
-# if not user["isDead"]:
-# ret.update({user["citizenId"]: user["name"]})
-# return ret
-#
-# def get_citizen_weekly_daily_orders_done(self, citizen_id: int = None, weeks_ago: int = 0) -> int:
-# if citizen_id is None:
-# citizen_id = self.details.citizen_id
-# profile = self._get_main_citizen_profile_json(citizen_id).json()
-# mu_id = profile.get("military", {}).get("militaryUnit", {}).get("id", 0)
-# if mu_id:
-# name = profile.get("citizen", {}).get("name")
-# member = self._get_military_unit_data(
-# mu_id,
-# currentPage=1,
-# panel="members",
-# sortBy="dailyOrdersCompleted",
-# weekFilter=f"week{weeks_ago}",
-# search=name,
-# ).json()
-# return member.get("panelContents", {}).get("members", [{}])[0].get("dailyOrdersCompleted")
-# return 0
-#
-# def get_possibly_empty_medals(self):
-# self.update_war_info()
-# for battle in self.all_battles.values():
-# for division in battle.div.values():
-# if division.wall["dom"] == 50 or division.wall["dom"] > 98:
-# yield division, division.wall["for"] == battle.invader.country.id
-#
-# def report_fighting(
-# self, battle: classes.Battle, invader: bool, division: classes.BattleDivision, damage: float, hits: int
-# ):
-# self.reporter.report_fighting(battle, invader, division, damage, hits)
-# if self.config.telegram:
-# self.telegram.report_fight(battle, invader, division, damage, hits)
-#
-# def get_deploy_inventory(self, division: classes.BattleDivision, side: classes.BattleSide):
-# ret = self._post_fight_deploy_get_inventory(division.battle.id, side.id, division.id).json()
-# # if ret.get('recoverableEnergyBuyFood'):
-# # self.buy_food()
-# # return self.get_deploy_inventory(division, side)
-# if ret.get("captcha"):
-# self.do_captcha_challenge()
-# if ret.get("error"):
-# if ret.get("message") == "Deployment disabled.":
-# self._post_main_profile_update(
-# "options", params='{"optionName":"enable_web_deploy","optionValue":"on"}'
-# )
-# return self.get_deploy_inventory(division, side)
-# else:
-# self.report_error(f"Unable to get deployment inventory because: {ret.get('message')}")
-# return ret
-#
-# def deploy(self, division: classes.BattleDivision, side: classes.BattleSide, energy: int, _retry=0) -> int:
-# _energy = int(energy)
-# deploy_inv = self.get_deploy_inventory(division, side)
-# if not deploy_inv["minEnergy"] <= energy <= deploy_inv["maxEnergy"]:
-# return 0
-# energy_sources = {}
-# source_idx = 0
-# recoverable = deploy_inv["recoverableEnergy"]
-# for source in reversed(sorted(deploy_inv["energySources"], key=lambda s: (s["type"], s.get("quality", 0)))):
-# if source["type"] == "pool":
-# _energy -= source["energy"]
-# elif source["type"] in ["food", "energy_bar"]:
-# recovers = source["energy"] // source["amount"]
-# amount = (recoverable if source["type"] == "food" else _energy) // recovers
-# amount = amount if amount < source["amount"] else source["amount"]
-# if amount > 0:
-# energy_sources.update({f"energySources[{source_idx}][quality]": source["quality"]})
-# energy_sources.update({f"energySources[{source_idx}][amount]": amount})
-# source_idx += 1
-# used_energy = amount * recovers
-# recoverable -= used_energy
-# _energy -= used_energy
-# if _energy <= 0:
-# break
-# if _energy > 0:
-# energy -= _energy
-# weapon_q = -1
-# weapon_strength = 0
-# if not division.is_air:
-# for weapon in sorted(deploy_inv["weapons"], key=lambda w: w["damageperHit"]):
-# if (weapon["damageperHit"] or 0) > weapon_strength and (weapon["amount"] or 0) > 50:
-# weapon_q = weapon["quality"]
-# r = self._post_fight_deploy_start_deploy(
-# division.battle.id, side.id, division.id, energy, weapon_q, **energy_sources
-# ).json()
-# if r.get("error"):
-# self.report_error(f"Deploy failed: '{r.get('message')}'")
-# if r.get("message") == "Deployment disabled.":
-# self._post_main_profile_update(
-# "options", params='{"optionName":"enable_web_deploy","optionValue":"on"}'
-# )
-# if _retry < 5:
-# return self.deploy(division, side, energy, _retry + 1)
-# else:
-# self.report_error("Unable to deploy 5 times!")
-# return 0
-# return r.get("deploymentId")
-
-
class CitizenPolitics(BaseCitizen):
def get_country_parties(self, country: constants.Country = None) -> dict:
r = self._get_main_rankings_parties(country.id if country else self.details.citizenship.id)
@@ -3030,35 +2199,6 @@ class _Citizen(
if should_collect:
self._post_main_weekly_challenge_collect_all(max_collectable_id)
- # def should_fight(self, silent: bool = True) -> Tuple[int, str, bool]:
- # if not hasattr(super, "should_fight"):
- # return 0, "Unable to fight", False
- # count, log_msg, force_fight = super().should_fight()
- #
- # if count > 0 and not force_fight:
- # if self.energy.food_fights - self.my_companies.ff_lockdown < count:
- # log_msg = (
- # f"Fight count modified (old count: {count} | FF: {self.energy.food_fights} | "
- # f"WAM ff_lockdown: {self.my_companies.ff_lockdown} |"
- # f" New count: {count - self.my_companies.ff_lockdown})"
- # )
- # count -= self.my_companies.ff_lockdown
- # if count <= 0:
- # count = 0
- # log_msg = f"Not fighting because WAM needs {self.my_companies.ff_lockdown} food fights"
- #
- # if self.max_time_till_full_ff > self.time_till_week_change:
- # max_count = (int(self.time_till_week_change.total_seconds()) // 360 * self.energy.interval) // 10
- # log_msg = (
- # f"End for Weekly challenge is near (Recoverable until WC end {max_count}hp | want to do {count}hits)"
- # )
- # count = count if max_count > count else max_count
- #
- # if not silent:
- # self.write_log(log_msg)
- #
- # return count, log_msg, force_fight
-
def collect_daily_task(self):
self.update_citizen_info()
if self.details.daily_task_done and not self.details.daily_task_reward:
diff --git a/erepublik/classes.py b/erepublik/classes.py
index 4f1e86b..6bea502 100644
--- a/erepublik/classes.py
+++ b/erepublik/classes.py
@@ -416,27 +416,27 @@ class Config:
auto_sell: List[str] = None
auto_sell_all = False
employees = False
- fight = False
- air = False
- ground = False
- all_in = False
- next_energy = False
- boosters = False
- travel_to_fight = False
- always_travel = False
- epic_hunt = False
- epic_hunt_ebs = False
- rw_def_side = False
- interactive = True
- continuous_fighting = False
+ # fight = False
+ # air = False
+ # ground = False
+ # all_in = False
+ # next_energy = False
+ # boosters = False
+ # travel_to_fight = False
+ # always_travel = False
+ # epic_hunt = False
+ # epic_hunt_ebs = False
+ # rw_def_side = False
+ # interactive = True
+ # continuous_fighting = False
auto_buy_raw = False
force_wam = False
- sort_battles_time = True
- force_travel = False
+ # sort_battles_time = True
+ # force_travel = False
telegram = True
telegram_chat_id = 0
telegram_token = ""
- maverick = False
+ # maverick = False
spin_wheel_of_fortune = False
def __init__(self):
@@ -450,27 +450,27 @@ class Config:
self.auto_sell = list()
self.auto_sell_all = False
self.employees = False
- self.fight = False
- self.air = False
- self.ground = False
- self.all_in = False
- self.next_energy = False
- self.boosters = False
- self.travel_to_fight = False
- self.always_travel = False
- self.epic_hunt = False
- self.epic_hunt_ebs = False
- self.rw_def_side = False
- self.interactive = True
- self.continuous_fighting = False
+ # self.fight = False
+ # self.air = False
+ # self.ground = False
+ # self.all_in = False
+ # self.next_energy = False
+ # self.boosters = False
+ # self.travel_to_fight = False
+ # self.always_travel = False
+ # self.epic_hunt = False
+ # self.epic_hunt_ebs = False
+ # self.rw_def_side = False
+ # self.interactive = True
+ # self.continuous_fighting = False
self.auto_buy_raw = False
self.force_wam = False
- self.sort_battles_time = True
- self.force_travel = False
+ # self.sort_battles_time = True
+ # self.force_travel = False
self.telegram = True
self.telegram_chat_id = 0
self.telegram_token = ""
- self.maverick = False
+ # self.maverick = False
self.spin_wheel_of_fortune = False
@property
@@ -484,23 +484,23 @@ class Config:
auto_sell=self.auto_sell,
auto_sell_all=self.auto_sell_all,
employees=self.employees,
- fight=self.fight,
- air=self.air,
- ground=self.ground,
- all_in=self.all_in,
- next_energy=self.next_energy,
- travel_to_fight=self.travel_to_fight,
- always_travel=self.always_travel,
- epic_hunt=self.epic_hunt,
- epic_hunt_ebs=self.epic_hunt_ebs,
- rw_def_side=self.rw_def_side,
- interactive=self.interactive,
- maverick=self.maverick,
- continuous_fighting=self.continuous_fighting,
+ # fight=self.fight,
+ # air=self.air,
+ # ground=self.ground,
+ # all_in=self.all_in,
+ # next_energy=self.next_energy,
+ # travel_to_fight=self.travel_to_fight,
+ # always_travel=self.always_travel,
+ # epic_hunt=self.epic_hunt,
+ # epic_hunt_ebs=self.epic_hunt_ebs,
+ # rw_def_side=self.rw_def_side,
+ # interactive=self.interactive,
+ # maverick=self.maverick,
+ # continuous_fighting=self.continuous_fighting,
auto_buy_raw=self.auto_buy_raw,
force_wam=self.force_wam,
- sort_battles_time=self.sort_battles_time,
- force_travel=self.force_travel,
+ # sort_battles_time=self.sort_battles_time,
+ # force_travel=self.force_travel,
telegram=self.telegram,
telegram_chat_id=self.telegram_chat_id,
telegram_token=self.telegram_token,