Moved Fight code to backup file
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859
erepublik/Fighting
Normal file
859
erepublik/Fighting
Normal file
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# TODO: Fix fighting and reimplement CitizenMilitary module
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# class CitizenMilitary(CitizenTravel):
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# all_battles: Dict[int, classes.Battle] = None
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# __last_war_update_data = None
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#
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# active_fs: bool = False
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#
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# @property
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# def as_dict(self):
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# d = super().as_dict
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# d.update(active_fs=self.active_fs, all_battles=self.all_battles)
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# return d
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# def update_all():
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# super().update_all()
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# self.update_war_info()
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#
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# def update_war_info(self):
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# if (
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# self.__last_war_update_data
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# and self.__last_war_update_data.get("last_updated", 0) + 30 > self.now.timestamp()
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# ):
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# r_json = self.__last_war_update_data
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# else:
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# r_json = self._get_military_campaigns_json_list().json()
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# if r_json.get("countries"):
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# if self.all_battles is None:
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# self.all_battles = {}
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# self.__last_war_update_data = r_json
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# if r_json.get("battles"):
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# all_battles = {}
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# for battle_data in r_json.get("battles", {}).values():
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# all_battles[battle_data.get("id")] = classes.Battle(battle_data)
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# # old_all_battles = self.all_battles
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# self.all_battles = all_battles
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# # for battle in old_all_battles.values():
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# # utils._clear_up_battle_memory(battle)
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#
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# def get_battle_for_war(self, war_id: int) -> Optional[classes.Battle]:
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# self.update_war_info()
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# war_info = self.get_war_status(war_id)
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# return self.all_battles.get(war_info.get("battle_id"), None)
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#
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# def get_war_status(self, war_id: int) -> Dict[str, Union[bool, Dict[int, str]]]:
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# r = self._get_wars_show(war_id)
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# html = r.text
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# ret = {}
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# reg_re = re.compile(fr'data-war-id="{war_id}" data-region-id="(\d+)" data-region-name="([- \w]+)"')
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# if reg_re.findall(html):
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# ret.update(regions={}, can_attack=True)
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# for reg in reg_re.findall(html):
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# ret["regions"].update({int(reg[0]): reg[1]})
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# elif re.search(
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# r'<a href="//www.erepublik.com/en/military/battlefield/(\d+)" '
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# r'class="join" title="Join"><span>Join</span></a>',
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# html,
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# ):
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# battle_id = re.search(
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# r'<a href="//www.erepublik.com/en/military/battlefield/(\d+)" '
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# r'class="join" title="Join"><span>Join</span></a>',
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# html,
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# ).group(1)
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# ret.update(can_attack=False, battle_id=int(battle_id))
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# elif re.search(r"This war is no longer active.", html):
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# ret.update(can_attack=False, ended=True)
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# else:
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# ret.update(can_attack=False)
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# return ret
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#
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# def get_available_weapons(self, battle_id: int):
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# return self._get_military_show_weapons(battle_id).json()
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#
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# def set_default_weapon(self, battle: classes.Battle, division: classes.BattleDivision) -> int:
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# available_weapons = self._get_military_show_weapons(battle.id).json()
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# while not isinstance(available_weapons, list):
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# available_weapons = self._get_military_show_weapons(battle.id).json()
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# weapon_quality = -1
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# weapon_damage = 0
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# if not division.is_air:
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# for weapon in available_weapons:
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# try:
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# if weapon["weaponQuantity"] > 30 and weapon["weaponInfluence"] > weapon_damage:
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# weapon_quality = int(weapon["weaponId"])
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# weapon_damage = weapon["weaponInfluence"]
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# except ValueError:
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# pass
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# return self.change_weapon(battle, weapon_quality, division)
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#
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# def change_weapon(self, battle: classes.Battle, quality: int, battle_zone: classes.BattleDivision) -> int:
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# r = self._post_military_change_weapon(battle.id, battle_zone.id, quality)
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# influence = r.json().get("weaponInfluence")
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# self._report_action(
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# "MILITARY_WEAPON", f"Switched to q{quality} weapon," f" new influence {influence}", kwargs=r.json()
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# )
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# return influence
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#
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# def sorted_battles(self, sort_by_time: bool = True, only_tp=False) -> List[classes.Battle]:
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# cs_battles_priority_air: List[classes.Battle] = []
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# cs_battles_priority_ground: List[classes.Battle] = []
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# cs_battles_air: List[classes.Battle] = []
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# cs_battles_ground: List[classes.Battle] = []
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# deployed_battles_air: List[classes.Battle] = []
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# deployed_battles_ground: List[classes.Battle] = []
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# ally_battles_air: List[classes.Battle] = []
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# ally_battles_ground: List[classes.Battle] = []
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# other_battles_air: List[classes.Battle] = []
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# other_battles_ground: List[classes.Battle] = []
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#
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# ret_battles: List[classes.Battle] = []
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# if sort_by_time:
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# battle_list = sorted(self.all_battles.values(), key=lambda b: b.start)
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# battle_list.reverse()
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# else:
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# battle_list = sorted(self.all_battles.values(), key=lambda b: b.id)
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#
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# contribution_json = self._get_military_campaigns_json_citizen().json()
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# contributions: List[Dict[str, int]] = contribution_json.get("contributions") or []
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# contributions.sort(key=lambda b: -b.get("damage"))
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#
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# for contribution_battle in contributions:
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# if contribution_battle.get("battle_id") and contribution_battle.get("battle_id") in self.all_battles:
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# ret_battles.append(self.all_battles[contribution_battle.get("battle_id")])
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#
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# for battle in battle_list:
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# battle_sides = [battle.invader.country, battle.defender.country]
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# if battle.id in ret_battles:
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# continue
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# # CS Battles
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# elif self.details.citizenship in battle_sides:
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# if battle.has_air:
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# if battle.defender.id == self.details.citizenship:
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# cs_battles_priority_air.append(battle)
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# else:
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# cs_battles_air.append(battle)
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# else:
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# if battle.defender.id == self.details.citizenship:
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# cs_battles_priority_ground.append(battle)
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# else:
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# cs_battles_ground.append(battle)
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#
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# # Current location battles:
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# elif self.details.current_country in battle_sides:
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# if battle.has_air:
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# deployed_battles_air.append(battle)
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# else:
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# deployed_battles_ground.append(battle)
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#
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# # Deployed battles and allied battles:
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# elif self.details.current_country in battle.invader.allies + battle.defender.allies + battle_sides:
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# if self.details.current_country in battle.invader.deployed + battle.defender.deployed:
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# if battle.has_air:
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# deployed_battles_air.append(battle)
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# else:
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# deployed_battles_ground.append(battle)
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# # Allied battles:
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# else:
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# if battle.has_air:
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# ally_battles_air.append(battle)
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# else:
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# ally_battles_ground.append(battle)
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# else:
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# if battle.has_air:
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# other_battles_air.append(battle)
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# else:
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# other_battles_ground.append(battle)
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#
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# cs_battles = cs_battles_priority_air + cs_battles_priority_ground + cs_battles_air + cs_battles_ground
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# if only_tp:
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# return cs_battles
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# deployed_battles = deployed_battles_air + deployed_battles_ground
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# other_battles = ally_battles_air + ally_battles_ground + other_battles_air + other_battles_ground
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# ret_battles = ret_battles + cs_battles + deployed_battles + other_battles
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# return ret_battles
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#
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# def get_cheap_tp_divisions(self) -> Dict[str, List[Tuple[int, classes.BattleDivision]]]:
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# air_divs: List[Tuple[int, classes.BattleDivision]] = []
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# ground_divs: List[Tuple[int, classes.BattleDivision]] = []
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# check_maverick = self.maverick and self.config.maverick
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# for battle in reversed(self.sorted_battles(True, True)):
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# for division in battle.div.values():
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# is_start_ok = utils.good_timedelta(division.battle.start, timedelta(minutes=-1)) < self.now
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# if not division.terrain and is_start_ok and not division.div_end:
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# if division.is_air and self.config.air:
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# division_medals = self.get_battle_round_data(division)
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# medal = division_medals[self.details.citizenship == division.battle.defender.country]
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# if not medal:
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# air_divs.append((0, division))
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# else:
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# air_divs.append((medal.get("1").get("raw_value"), division))
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# elif not division.is_air and self.config.ground:
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# if not division.div == self.division and not check_maverick:
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# continue
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# division_medals = self.get_battle_round_data(division)
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# medal = division_medals[self.details.citizenship == division.battle.defender.country]
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# if not medal:
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# ground_divs.append((0, division))
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# else:
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# ground_divs.append((medal.get("1").get("raw_value"), division))
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#
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# air_divs.sort(key=lambda z: (z[0], z[1].battle.start))
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# ground_divs.sort(key=lambda z: (z[0], z[1].battle.start))
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# return {"air": air_divs, "ground": ground_divs}
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#
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# @property
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# def has_battle_contribution(self):
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# return bool(self.__last_war_update_data.get("citizen_contribution", []))
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#
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# def find_battle_to_fight(
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# self, silent: bool = False
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# ) -> Tuple[classes.Battle, classes.BattleDivision, classes.BattleSide]:
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# self.update_war_info()
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# for battle in self.sorted_battles(self.config.sort_battles_time):
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# if not isinstance(battle, classes.Battle):
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# continue
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# if battle.is_dict_lib:
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# continue
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# battle_zone: Optional[classes.BattleDivision] = None
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# for div in battle.div.values():
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# if div.terrain == 0:
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# if div.div_end:
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# continue
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# maverick_ok = self.maverick and self.config.maverick
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# if self.config.air and div.is_air:
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# battle_zone = div
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# break
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# elif self.config.ground and not div.is_air and (div.div == self.division or maverick_ok):
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# battle_zone = div
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# break
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# else:
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# continue
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# if not battle_zone:
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# continue
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# allies = (
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# battle.invader.deployed + battle.defender.deployed + [battle.invader.country, battle.defender.country]
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# )
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#
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# travel_needed = self.details.current_country not in allies
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#
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# if battle.is_rw:
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# side = battle.defender if self.config.rw_def_side else battle.invader
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# else:
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# defender_side = self.details.current_country in battle.defender.allies + [
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# battle.defender.country,
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# ]
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# side = battle.defender if defender_side else battle.invader
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#
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# if not silent:
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# self.write_log(str(battle))
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#
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# travel = (
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# (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel)
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# if travel_needed
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# else True
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# )
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#
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# if not travel:
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# continue
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# yield battle, battle_zone, side
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#
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# def find_battle_and_fight(self):
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# count = self.should_fight()[0]
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# if count:
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# self.write_log("Checking for battles to fight in...")
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# for battle, division, side in self.find_battle_to_fight():
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#
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# allies = (
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# battle.invader.deployed
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# + battle.defender.deployed
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# + [battle.invader.country, battle.defender.country]
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# )
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#
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# travel_needed = self.details.current_country not in allies
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#
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# if battle.start > self.now:
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# self.sleep(utils.get_sleep_seconds(battle.start))
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#
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# if travel_needed and not self.change_division(battle, division, side):
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# break
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#
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# if self.change_division(battle, division):
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# self.set_default_weapon(battle, division)
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# self.fight(battle, division, side, count)
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# self.travel_to_residence()
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# break
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#
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# def fight(
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# self,
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# battle: classes.Battle,
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# division: classes.BattleDivision,
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# side: classes.BattleSide = None,
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# count: int = None,
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# ) -> Optional[int]:
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# """Fight in a battle.
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#
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# Will auto activate booster and travel if allowed to do it.
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# :param battle: Battle battle to fight in
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# :type battle: Battle
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# :param division: Division number to fight in available choices
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# :type division: BattleDivision
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# :param side: BattleSide or None. Battle side to fight in, If side not == invader id or not in invader deployed
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# allies list, then defender's side is chosen
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# :type side: BattleSide
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# :param count: How many hits to do, if not specified self.should_fight() is called.
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# :type count: int
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# :param use_ebs: Should use energy bars if count > 0 and not enough food_fights
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# :type use_ebs: bool
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# :return: None if no errors while fighting, otherwise error count.
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# :rtype: int
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# """
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# if self.restricted_ip:
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# self.write_warning("Fighting is not allowed from restricted IP!")
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# self._report_action("IP_BLACKLISTED", "Fighting is not allowed from restricted IP!")
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# return 1
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# if not division.is_air and self.config.boosters:
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# self.activate_damage_booster(not division.is_air)
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# if side is None:
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# side = (
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# battle.defender
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# if self.details.citizenship in battle.defender.allies + [battle.defender.country]
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# else battle.invader
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# )
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# if count is None:
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# count = self.should_fight()[0]
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#
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# self.write_log(f"Fighting in battle for {battle.region_name} on {side} side in d{division.div}")
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#
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# if self.now < utils.localize_dt(datetime(2021, 2, 8)):
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# error_count = total_damage = total_hits = 0
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# ok_to_fight = True
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# while ok_to_fight and error_count < 10 and count > 0:
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# while all((count > 0, error_count < 10, self.energy.energy >= 50)):
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# hits, error, damage = self._shoot(battle, division, side)
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# count -= hits
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# total_hits += hits
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# total_damage += damage
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# error_count += error
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# else:
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# if self.energy.energy < 50 or error_count >= 10 or count <= 0:
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# self.write_log(f"Hits: {total_hits:>4} | Damage: {total_damage}")
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# ok_to_fight = False
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# if total_damage:
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# self.report_fighting(battle, not side.is_defender, division, total_damage, total_hits)
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# return error_count
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# else:
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# deployment_id = self.deploy(division, side, count * 10)
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# self.sleep(count // 3) # TODO: connect to eRepublik's WS and get from there when deploy ends
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# energy_used = 0
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# if deployment_id:
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# self.write_warning(
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# "If eRepublik responds with HTTP 500 Internal Error, "
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# "it is kind of ok, because deployment has not finished yet."
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# )
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# deployment_data = self._post_military_fight_deploy_deploy_report_data(deployment_id).json()
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# if not deployment_data.get("error"):
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# data = deployment_data["data"]
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# total_damage = int(data["damage"].replace(",", ""))
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# energy_used = int(data["energySpent"].replace(",", ""))
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# self.details.pp += int(data["rewards"]["prestigePoints"].replace(",", ""))
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# self.report_fighting(battle, not side.is_defender, division, total_damage, energy_used // 10)
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# return energy_used
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#
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# def _shoot(self, battle: classes.Battle, division: classes.BattleDivision, side: classes.BattleSide):
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# if division.is_air:
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# response = self._post_military_fight_air(battle.id, side.id, division.id)
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# else:
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# response = self._post_military_fight_ground(battle.id, side.id, division.id)
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#
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# if "Zone is not meant for " in response.text:
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# self.sleep(5)
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# return 0, 1, 0
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# try:
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# r_json = response.json()
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# except (ValueError, HTTPError, RequestException):
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# return 0, 10, 0
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# hits = 0
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# damage = 0
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# err = False
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# if r_json.get("error"):
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# if r_json.get("message") == "SHOOT_LOCKOUT":
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# pass
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# elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
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# self.set_default_weapon(battle, division)
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# elif r_json.get("message") == "Cannot activate a zone with a non-native division":
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||||
# 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'<a href="//www.erepublik.com/en/military/battlefield/(\d+)">', 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
|
@ -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'<a href="//www.erepublik.com/en/military/battlefield/(\d+)" '
|
||||
# r'class="join" title="Join"><span>Join</span></a>',
|
||||
# html,
|
||||
# ):
|
||||
# battle_id = re.search(
|
||||
# r'<a href="//www.erepublik.com/en/military/battlefield/(\d+)" '
|
||||
# r'class="join" title="Join"><span>Join</span></a>',
|
||||
# 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'<a href="//www.erepublik.com/en/military/battlefield/(\d+)">', 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:
|
||||
|
@ -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,
|
||||
|
Loading…
x
Reference in New Issue
Block a user