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@ -648,9 +648,9 @@ class CitizenTasks(BaseCitizen):
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return self._post_economy_job_market_apply(**data)
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def apply_to_employer(self, employer_id: int, salary: float) -> bool:
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data = dict(citizen=0, salary=10)
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self.reporter.report_action("APPLYING_FOR_JOB", data, str(data['citizen']))
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r = self._post_economy_job_market_apply(**data)
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data = dict(citizenId=employer_id, salary=salary)
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self.reporter.report_action("APPLYING_FOR_JOB", data)
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r = self._post_economy_job_market_apply(employer_id, salary)
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return bool(r.json().get('status'))
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def update_job_info(self):
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@ -1513,7 +1513,7 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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if errors:
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error_count += errors
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if self.config.epic_hunt_ebs:
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self.eat_ebs()
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self._eat('orange')
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self.travel_to_residence()
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break
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elif bool(my_div.epic):
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@ -1589,7 +1589,7 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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return bool(self.__last_war_update_data.get("citizen_contribution", []))
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def find_battle_and_fight(self):
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if self.should_fight(False):
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if self.should_fight()[0]:
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self.write_log("Checking for battles to fight in...")
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for battle_id in self.sorted_battles(self.config.sort_battles_time):
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battle = self.all_battles.get(battle_id)
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@ -1671,7 +1671,7 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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error_count = 0
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ok_to_fight = True
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if count is None:
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count = self.should_fight(silent=False)
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count = self.should_fight()[0]
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total_damage = 0
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total_hits = 0
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@ -1684,7 +1684,7 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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total_damage += damage
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error_count += error
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else:
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self.eat()
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self._eat('blue')
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if self.energy.recovered < 50 or error_count >= 10 or count <= 0:
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self.write_log("Hits: {:>4} | Damage: {}".format(total_hits, total_damage))
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ok_to_fight = False
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@ -1850,15 +1850,19 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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ret = True
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return ret
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def should_fight(self, silent: bool = True) -> int:
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if not self.config.fight:
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return 0
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def should_fight(self) -> Tuple[int, str, bool]:
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""" Checks if citizen should fight at this moment
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:rtype: Tuple[int, str, bool]
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"""
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count = 0
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log_msg = ""
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force_fight = False
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msg = "Fighting not allowed!"
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if not self.config.fight:
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return count, msg, force_fight
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# Do levelup
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if self.is_levelup_reachable:
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log_msg = "Level up"
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msg = "Level up"
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if self.should_do_levelup:
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count = (self.energy.limit * 3) // 10
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force_fight = True
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@ -1868,58 +1872,40 @@ class CitizenMilitary(CitizenTravel, CitizenTasks):
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# Levelup reachable
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elif self.is_levelup_close:
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count = self.details.xp_till_level_up - (self.energy.limit // 10) + 5
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log_msg = "Fighting for close Levelup. Doing %i hits" % count
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msg = "Fighting for close Levelup. Doing %i hits" % count
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force_fight = True
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elif self.details.pp < 75:
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count = 75 - self.details.pp
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log_msg = "Obligatory fighting for at least 75pp"
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msg = "Obligatory fighting for at least 75pp"
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force_fight = True
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elif self.config.continuous_fighting and self.has_battle_contribution:
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count = self.energy.food_fights
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log_msg = "Continuing to fight in previous battle"
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msg = "Continuing to fight in previous battle"
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# All-in (type = all-in and full ff)
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elif self.config.all_in and self.energy.available + self.energy.interval * 3 >= self.energy.limit * 2:
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count = self.energy.food_fights
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log_msg = "Fighting all-in. Doing %i hits" % count
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msg = "Fighting all-in. Doing %i hits" % count
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# All-in for AIR battles
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elif all([self.config.air, self.config.all_in, self.energy.available >= self.energy.limit]):
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count = self.energy.food_fights
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log_msg = "Fighting all-in in AIR. Doing %i hits" % count
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msg = "Fighting all-in in AIR. Doing %i hits" % count
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# Get to next Energy +1
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elif self.next_reachable_energy and self.config.next_energy:
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count = self.next_reachable_energy
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log_msg = "Fighting for +1 energy. Doing %i hits" % count
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msg = "Fighting for +1 energy. Doing %i hits" % count
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# 1h worth of energy
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elif self.energy.available + self.energy.interval * 3 >= self.energy.limit * 2:
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count = self.energy.interval
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log_msg = "Fighting for 1h energy. Doing %i hits" % count
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msg = "Fighting for 1h energy. Doing %i hits" % count
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force_fight = True
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if count > 0 and not force_fight:
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if self.energy.food_fights - self.my_companies.ff_lockdown < count:
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log_msg = (f"Fight count modified (old count: {count} | FF: {self.energy.food_fights} | "
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f"WAM ff_lockdown: {self.my_companies.ff_lockdown} |"
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f" New count: {count - self.my_companies.ff_lockdown})")
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count -= self.my_companies.ff_lockdown
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if count <= 0:
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count = 0
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log_msg = f"Not fighting because WAM needs {self.my_companies.ff_lockdown} food fights"
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if self.max_time_till_full_ff > self.time_till_week_change:
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max_count = (int(self.time_till_week_change.total_seconds()) // 360 * self.energy.interval) // 10
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log_msg = ("End for Weekly challenge is near "
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f"(Recoverable until WC end {max_count}hp | want to do {count}hits)")
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count = count if max_count > count else max_count
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self.write_log(log_msg, False)
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return count if count > 0 else 0
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return (count if count > 0 else 0), msg, force_fight
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def get_battle_round_data(self, battle_id: int, round_id: int, division: int = None) -> dict:
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battle = self.all_battles.get(battle_id)
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@ -2296,7 +2282,7 @@ class Citizen(CitizenMilitary, CitizenAnniversary, CitizenEconomy, CitizenSocial
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sleep_seconds = (start_time - self.now).total_seconds()
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self.stop_threads.wait(sleep_seconds if sleep_seconds > 0 else 0)
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except:
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self.report_error()
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self.report_error("State updater crashed")
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def send_state_update(self):
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data = dict(xp=self.details.xp, cc=self.details.cc, gold=self.details.gold, pp=self.details.pp,
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