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5 Commits

Author SHA1 Message Date
d07334f602 Bump version: 0.20.1.7 → 0.20.2 2020-07-04 00:31:33 +03:00
bcb27da54f Summer challange shanged battle list API 2020-07-04 00:31:26 +03:00
7ac22b5e11 Bump version: 0.20.1.6 → 0.20.1.7 2020-07-03 23:56:07 +03:00
5bd3d72a63 Quickfix for summer terrains 2020-07-03 23:54:32 +03:00
33d2c641df Config.json creator HTML 2020-07-03 15:32:13 +03:00
6 changed files with 496 additions and 105 deletions

387
docs/index.html Normal file
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@ -0,0 +1,387 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<meta name="description" content="">
<meta name="author" content="Eriks Karls">
<meta name="generator" content="Jekyll v4.0.1">
<title>eBot configuration</title>
<!-- CSS only -->
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.5.0/css/bootstrap.min.css" integrity="sha384-9aIt2nRpC12Uk9gS9baDl411NQApFmC26EwAOH8WgZl5MYYxFfc+NcPb1dKGj7Sk"
crossorigin="anonymous">
<!-- JS, Popper.js, and jQuery -->
<script src="https://code.jquery.com/jquery-3.5.1.slim.min.js" integrity="sha384-DfXdz2htPH0lsSSs5nCTpuj/zy4C+OGpamoFVy38MVBnE+IbbVYUew+OrCXaRkfj" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/popper.js@1.16.0/dist/umd/popper.min.js" integrity="sha384-Q6E9RHvbIyZFJoft+2mJbHaEWldlvI9IOYy5n3zV9zzTtmI3UksdQRVvoxMfooAo"
crossorigin="anonymous"></script>
<script src="https://stackpath.bootstrapcdn.com/bootstrap/4.5.0/js/bootstrap.min.js" integrity="sha384-OgVRvuATP1z7JjHLkuOU7Xw704+h835Lr+6QL9UvYjZE3Ipu6Tp75j7Bh/kR0JKI"
crossorigin="anonymous"></script>
</head>
<body>
<div class="container">
<div class="p-3 text-center">
<h1>eBot configuration file generator</h1>
<!-- <h2>-->
<!-- <span class="d-inline d-sm-none d-md-none d-lg-none d-xl-none">XS</span>-->
<!-- <span class="d-none d-sm-inline d-md-none d-lg-none d-xl-none">SM</span>-->
<!-- <span class="d-none d-sm-none d-md-inline d-lg-none d-xl-none">MD</span>-->
<!-- <span class="d-none d-sm-none d-md-none d-lg-inline d-xl-none">LG</span>-->
<!-- <span class="d-none d-sm-none d-md-none d-lg-none d-xl-inline">XL</span>-->
<!-- </h2>-->
</div>
<div class="row pt-4">
<div class="col-12">
<form>
<div class="row">
<div class="col-12 col-sm-8 col-md-6">
<h3>Login data</h3>
<div class="form-group">
<input type="email" class="form-control form-control-sm" onchange="updateJson()" id="email" placeholder="E-mail...">
<input type="password" class="form-control form-control-sm mt-3" onchange="updateJson()" id="password" disabled placeholder="Password..."
aria-describedby="passwordHelpBlock">
<small id="passwordHelpBlock" class="form-text text-muted"><strong>NEVER</strong> enter Your passwords on 3rd party sites and <strong class="text-upper">DO NOT</strong> reuse Your
password!</small>
</div>
</div>
<div class="col-6 col-md-3">
<h3>Basic tasks</h3>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="work" checked>
<label class="custom-control-label" for="work">Work</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="train" checked>
<label class="custom-control-label" for="train">Train</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="ot" checked>
<label class="custom-control-label" for="ot">Work overtime</label>
</div>
</div>
<div class="col-6 col-md-3">
<h3>Misc</h3>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="renew_houses" checked>
<label class="custom-control-label" for="renew_houses">Auto renew houses</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="random_sleep" checked>
<label class="custom-control-label" for="random_sleep">Random sleep</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="buy_gold">
<label class="custom-control-label" for="buy_gold">Auto buy 10g</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="interactive" checked>
<label class="custom-control-label" for="interactive">Interactive</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="debug">
<label class="custom-control-label" for="debug">Debug</label>
</div>
</div>
</div>
<div class="row">
<div class="col-12 col-sm-6">
<h3>Production</h3>
<div class="form-group">
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="wam" checked>
<label class="custom-control-label" for="wam">Work as manager</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="employ">
<label class="custom-control-label" for="employ">Employ employees</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_buy_raw" checked>
<label class="custom-control-label" for="auto_buy_raw">Auto buy missing RAW</label>
</div>
</div>
<div class="form-group">
<h6 class="">Auto sell produced products</h6>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_frm">
<label class="custom-control-label" for="auto_sell_frm">Food Raw</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_food">
<label class="custom-control-label" for="auto_sell_food">Food</label>
</div>
<div class="clearfix"></div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_wrm">
<label class="custom-control-label" for="auto_sell_wrm">Weapon Raw</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_weapons">
<label class="custom-control-label" for="auto_sell_weapons">Weapon</label>
</div>
<div class="clearfix"></div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_hrm">
<label class="custom-control-label" for="auto_sell_hrm">House Raw</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_house">
<label class="custom-control-label" for="auto_sell_house">House</label>
</div>
<div class="clearfix"></div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_arm">
<label class="custom-control-label" for="auto_sell_arm">Aircraft Raw</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_air">
<label class="custom-control-label" for="auto_sell_air">Aircraft Weapon</label>
</div>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="auto_sell_all">
<label class="custom-control-label" for="auto_sell_all">Auto sell all (also from inventory)</label>
</div>
</div>
<div class="col-12 col-sm-6">
<h3>Fighting</h3>
<div class="form-group">
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="fight" checked>
<label class="custom-control-label" for="fight">Fight</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="air" checked>
<label class="custom-control-label" for="air">Air</label>
</div>
<div class="custom-control custom-switch custom-control-inline">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="ground">
<label class="custom-control-label" for="ground">Ground</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="boosters">
<label class="custom-control-label" for="boosters">Use ground boosters</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="continuous_fighting">
<label class="custom-control-label" for="continuous_fighting">Continue fighting all FF in round</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="next_energy" checked>
<label class="custom-control-label" for="next_energy">Fight for next WC +1hp/6min if reachable by FF</label>
</div>
</div>
<div class="form-group">
<div class="form-check form-check-inline">
<input type="radio" class="form-check-input" onchange="updateJson()" id="all_in" name="fight_amount" value="all_in">
<label class="form-check-label" for="all_in">All energy</label>
</div>
<div class="form-check form-check-inline">
<input type="radio" class="form-check-input" onchange="updateJson()" id="h_energy" name="fight_amount" value="h_energy" checked>
<label class="form-check-label" for="h_energy">1h energy</label>
</div>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="rw_def_side" checked>
<label class="custom-control-label" for="rw_def_side">In RWs fight on right side (occupier/defender)</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="travel_to_fight" checked>
<label class="custom-control-label" for="travel_to_fight">Travel to fight</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="epic_hunt">
<label class="custom-control-label" for="epic_hunt">Hunt epics</label>
</div>
<div class="custom-control custom-switch">
<input type="checkbox" class="custom-control-input" onchange="updateJson()" id="epic_hunt_ebs">
<label class="custom-control-label" for="epic_hunt_ebs">Spend <small>[all]</small> EBs in epics</label>
</div>
</div>
</div>
</form>
</div>
<div class="col-12">
<pre id="json-output"></pre>
</div>
</div>
</div>
<script>
function disable(element){
element.checked = false;
element.disabled = true;
}
function updateJson() {
let config = {};
let email = document.getElementById('email'); // Generated
config.email = email.value;
config.password = "";
let work = document.getElementById('work'); // Generated
config.work = work.checked;
let train = document.getElementById('train'); // Generated
config.train = train.checked;
let ot = document.getElementById('ot'); // Generated
config.ot = ot.checked;
let renew_houses = document.getElementById('renew_houses'); // Generated
config.renew_houses = renew_houses.checked;
let random_sleep = document.getElementById('random_sleep'); // Generated
config.random_sleep = random_sleep.checked;
let buy_gold = document.getElementById('buy_gold'); // Generated
config.buy_gold = buy_gold.checked;
let interactive = document.getElementById('interactive'); // Generated
config.interactive = interactive.checked;
let debug = document.getElementById('debug'); // Generated
config.debug = debug.checked;
let wam = document.getElementById('wam'); // Generated
config.wam = wam.checked;
let employ = document.getElementById('employ'); // Generated
config.employ = employ.checked;
let auto_buy_raw = document.getElementById('auto_buy_raw'); // Generated
let auto_sell_all = document.getElementById('auto_sell_all'); // Generated
let auto_sell_frm = document.getElementById('auto_sell_frm'); // Generated
let auto_sell_food = document.getElementById('auto_sell_food'); // Generated
let auto_sell_wrm = document.getElementById('auto_sell_wrm'); // Generated
let auto_sell_weapons = document.getElementById('auto_sell_weapons'); // Generated
let auto_sell_hrm = document.getElementById('auto_sell_hrm'); // Generated
let auto_sell_house = document.getElementById('auto_sell_house'); // Generated
let auto_sell_arm = document.getElementById('auto_sell_arm'); // Generated
let auto_sell_air = document.getElementById('auto_sell_air'); // Generated
if (config.wam || config.employ) {
auto_buy_raw.disabled = false;
auto_sell_all.disabled = false;
auto_sell_frm.disabled = false;
auto_sell_food.disabled = false;
auto_sell_wrm.disabled = false;
auto_sell_weapons.disabled = false;
auto_sell_hrm.disabled = false;
auto_sell_house.disabled = false;
auto_sell_arm.disabled = false;
auto_sell_air.disabled = false;
} else {
disable(auto_buy_raw);
disable(auto_sell_all);
disable(auto_sell_food);
disable(auto_sell_weapons);
disable(auto_sell_house);
disable(auto_sell_air);
disable(auto_sell_frm);
disable(auto_sell_wrm);
disable(auto_sell_hrm);
disable(auto_sell_arm);
}
config.auto_buy_raw = auto_buy_raw.checked;
config.auto_sell_all = auto_sell_all.checked;
config.auto_sell = [];
if (auto_sell_food.checked) config.auto_sell.push("food");
if (auto_sell_weapons.checked) config.auto_sell.push("weapon");
if (auto_sell_house.checked) config.auto_sell.push("house");
if (auto_sell_air.checked) config.auto_sell.push("airplane");
if (auto_sell_frm.checked) config.auto_sell.push("foodRaw");
if (auto_sell_wrm.checked) config.auto_sell.push("weaponRaw");
if (auto_sell_hrm.checked) config.auto_sell.push("houseRaw");
if (auto_sell_arm.checked) config.auto_sell.push("airplaneRaw");
let fight = document.getElementById('fight'); // Generated
config.fight = fight.checked;
let air = document.getElementById('air'); // Generated
let ground = document.getElementById('ground'); // Generated
let boosters = document.getElementById('boosters'); // Generated
let continuous_fighting = document.getElementById('continuous_fighting'); // Generated
let next_energy = document.getElementById('next_energy'); // Generated
let all_in = document.getElementById('all_in'); // Generated
let h_energy = document.getElementById('h_energy'); // Generated
let rw_def_side = document.getElementById('rw_def_side'); // Generated
let travel_to_fight = document.getElementById('travel_to_fight'); // Generated
let epic_hunt = document.getElementById('epic_hunt'); // Generated
let epic_hunt_ebs = document.getElementById('epic_hunt_ebs'); // Generated
if (config.fight){
air.disabled = false;
ground.disabled = false;
boosters.disabled = false;
continuous_fighting.disabled = false;
next_energy.disabled = false;
all_in.disabled = false;
h_energy.disabled = false;
rw_def_side.disabled = false;
travel_to_fight.disabled = false;
epic_hunt.disabled = false;
epic_hunt_ebs.disabled = false;
if (!epic_hunt.checked) disable(epic_hunt_ebs);
} else {
disable(air);
disable(ground);
disable(boosters);
disable(continuous_fighting);
disable(next_energy);
disable(all_in);
disable(h_energy);
disable(rw_def_side);
disable(travel_to_fight);
disable(epic_hunt);
disable(epic_hunt_ebs);
}
config.air = air.checked;
config.ground = ground.cehcked;
config.boosters = boosters.checked;
config.continuous_fighting = continuous_fighting.checked;
config.next_energy = next_energy.checked;
config.all_in = all_in.checked;
config.rw_def_side = rw_def_side.checked;
config.travel_to_fight = travel_to_fight.checked;
config.epic_hunt = epic_hunt.checked;
config.epic_hunt_ebs = config.epic_hunt ? epic_hunt_ebs.checked : config.epic_hunt;
let pre = document.getElementById('json-output');
pre.textContent = JSON.stringify(config, null, 2);
}
updateJson();
</script>
</body>
</html>
<!--
{
"email": "",
"password": "",
"work": true,
"train": true,
"ot": true,
"renew_houses": true,
"random_sleep": true,
"buy_gold": true,
"interactive": true,
"debug": true,
"wam": true,
"employ": true,
"auto_buy_raw": true,
"auto_sell_all": true,
"auto_sell": [
"food",
"weapon",
"house",
"airplane",
"foodRaw",
"weaponRaw",
"houseRaw",
"airplaneRaw"
],
"fight": true,
"air": true,
"boosters": true,
"continuous_fighting": true,
"next_energy": true,
"all_in": false,
"rw_def_side": true,
"travel_to_fight": true,
"epic_hunt": true,
"epic_hunt_ebs": true
}
-->

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@ -4,8 +4,8 @@
__author__ = """Eriks Karls"""
__email__ = 'eriks@72.lv'
__version__ = '0.20.1.6'
__commit_id__ = "71c64b0"
__version__ = '0.20.2'
__commit_id__ = "bcb27da"
from erepublik import classes, utils
from erepublik.citizen import Citizen

View File

@ -12,7 +12,7 @@ from requests import HTTPError, RequestException, Response
from erepublik import utils
from erepublik.access_points import CitizenAPI
from erepublik.classes import Battle, BattleDivision, Config, Details, Energy, \
from erepublik.classes import Battle, Config, Details, Energy, \
ErepublikException, MyCompanies, MyJSONEncoder, OfferItem, Politics, Reporter, TelegramBot
@ -1388,75 +1388,73 @@ class CitizenMilitary(CitizenTravel):
def get_available_weapons(self, battle_id: int):
return self._get_military_show_weapons(battle_id).json()
def set_default_weapon(self, battle_id: int) -> int:
def set_default_weapon(self, battle_id: int, battle_zone: int) -> int:
battle = self.all_battles.get(battle_id)
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 battle.is_air:
if not battle.div[battle_zone].div == 11:
for weapon in available_weapons:
try:
if weapon['weaponQuantity'] > 30 and weapon['weaponInfluence'] > weapon_damage:
weapon_quality = int(weapon['weaponId'])
except ValueError:
pass
return self.change_weapon(battle_id, weapon_quality)
return self.change_weapon(battle_id, weapon_quality, battle_zone)
def change_weapon(self, battle_id: int, quality: int) -> int:
battle = self.all_battles.get(battle_id)
battle_zone = battle.div[11 if battle.is_air else self.division].battle_zone_id
def change_weapon(self, battle_id: int, quality: int, battle_zone: int) -> int:
r = self._post_military_change_weapon(battle_id, battle_zone, 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 check_epic_battles(self):
active_fs = False
for battle_id in self.sorted_battles(self.config.sort_battles_time):
battle = self.all_battles.get(battle_id)
if not battle.is_air:
my_div: BattleDivision = battle.div.get(self.division)
if my_div.epic and my_div.end > self.now:
if self.energy.food_fights > 50:
inv_allies = battle.invader.deployed + [battle.invader.id]
def_allies = battle.defender.deployed + [battle.defender.id]
all_allies = inv_allies + def_allies
if self.details.current_country not in all_allies:
if self.details.current_country in battle.invader.allies:
allies = battle.invader.deployed
side = battle.invader.id
else:
allies = battle.defender.deployed
side = battle.defender.id
self.travel_to_battle(battle.id, allies)
else:
if self.details.current_country in inv_allies:
side = battle.invader.id
elif self.details.current_country in def_allies:
side = battle.defender.id
else:
self.write_log(
f"Country {self.details.current_country} not in all allies list ({all_allies}) and "
f"also not in inv allies ({inv_allies}) nor def allies ({def_allies})")
break
error_count = 0
while self.energy.food_fights > 5 and error_count < 20:
errors = self.fight(battle_id, side_id=side, count=self.energy.food_fights - 5)
if errors:
error_count += errors
if self.config.epic_hunt_ebs:
self._eat('orange')
self.travel_to_residence()
break
elif bool(my_div.epic):
active_fs = True
self.active_fs = active_fs
# def check_epic_battles(self):
# active_fs = False
# for battle_id in self.sorted_battles(self.config.sort_battles_time):
# battle = self.all_battles.get(battle_id)
# if not battle.is_air:
# my_div: BattleDivision = battle.div.get(self.division)
# if my_div.epic and my_div.end > self.now:
# if self.energy.food_fights > 50:
# inv_allies = battle.invader.deployed + [battle.invader.id]
# def_allies = battle.defender.deployed + [battle.defender.id]
# all_allies = inv_allies + def_allies
# if self.details.current_country not in all_allies:
# if self.details.current_country in battle.invader.allies:
# allies = battle.invader.deployed
# side = battle.invader.id
# else:
# allies = battle.defender.deployed
# side = battle.defender.id
#
# self.travel_to_battle(battle.id, allies)
#
# else:
# if self.details.current_country in inv_allies:
# side = battle.invader.id
# elif self.details.current_country in def_allies:
# side = battle.defender.id
# else:
# self.write_log(
# f"Country {self.details.current_country} not in all allies list ({all_allies}) and "
# f"also not in inv allies ({inv_allies}) nor def allies ({def_allies})")
# break
# error_count = 0
# while self.energy.food_fights > 5 and error_count < 20:
# errors = self.fight(battle_id, side_id=side, count=self.energy.food_fights - 5)
# if errors:
# error_count += errors
# if self.config.epic_hunt_ebs:
# self._eat('orange')
# self.travel_to_residence()
# break
# elif bool(my_div.epic):
# active_fs = True
#
# self.active_fs = active_fs
def sorted_battles(self, sort_by_time: bool = True) -> List[int]:
cs_battles_priority_air: List[int] = []
@ -1488,7 +1486,7 @@ class CitizenMilitary(CitizenTravel):
continue
# CS Battles
elif self.details.citizenship in battle_sides:
if battle.is_air:
if battle.has_air:
if battle.defender.id == self.details.citizenship:
cs_battles_priority_air.append(battle.id)
else:
@ -1501,7 +1499,7 @@ class CitizenMilitary(CitizenTravel):
# Current location battles:
elif self.details.current_country in battle_sides:
if battle.is_air:
if battle.has_air:
deployed_battles_air.append(battle.id)
else:
deployed_battles_ground.append(battle.id)
@ -1509,18 +1507,18 @@ class CitizenMilitary(CitizenTravel):
# 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.is_air:
if battle.has_air:
deployed_battles_air.append(battle.id)
else:
deployed_battles_ground.append(battle.id)
# Allied battles:
else:
if battle.is_air:
if battle.has_air:
ally_battles_air.append(battle.id)
else:
ally_battles_ground.append(battle.id)
else:
if battle.is_air:
if battle.has_air:
other_battles_air.append(battle.id)
else:
other_battles_ground.append(battle.id)
@ -1542,8 +1540,17 @@ class CitizenMilitary(CitizenTravel):
battle = self.all_battles.get(battle_id)
if not isinstance(battle, Battle):
continue
div = 11 if battle.is_air else self.division
battle_zone = 0
for div in battle.div.values():
if div.terrain == 0:
if self.config.air and div.is_air:
battle_zone = div.id
break
elif self.config.ground and not div.is_air and div.div == self.division:
battle_zone = div.id
break
else:
return
allies = battle.invader.deployed + battle.defender.deployed + [battle.invader.id, battle.defender.id]
travel_needed = self.details.current_country not in allies
@ -1553,20 +1560,13 @@ class CitizenMilitary(CitizenTravel):
else:
side = self.details.current_country in battle.defender.allies + [battle.defender.id, ]
side_id = battle.defender.id if side else battle.invader.id
try:
def_points = battle.div.get(div).dom_pts.get('def')
inv_points = battle.div.get(div).dom_pts.get('inv')
except KeyError:
self.report_error(f"Division {div} not available for battle {battle.id}!")
def_points = inv_points = 3600
self.write_log(battle)
points = def_points <= 1700 and inv_points <= 1700
b_type = battle.is_air and self.config.air or not battle.is_air and self.config.ground
travel = (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel) \
if travel_needed else True
if not (points and b_type and travel):
if not travel:
continue
if battle.start > self.now:
@ -1584,12 +1584,12 @@ class CitizenMilitary(CitizenTravel):
if not self.travel_to_battle(battle_id, country_ids_to_travel):
break
self.set_default_weapon(battle_id)
self.fight(battle_id, side_id)
self.set_default_weapon(battle_id, battle_zone)
self.fight(battle_id, battle_zone, side_id)
self.travel_to_residence()
break
def fight(self, battle_id: int, side_id: int = None, count: int = None, division: int = None) -> int:
def fight(self, battle_id: int, battle_zone: int, side_id: int = None, count: int = None) -> int:
"""Fight in a battle.
Will auto activate booster and travel if allowed to do it.
@ -1600,8 +1600,8 @@ class CitizenMilitary(CitizenTravel):
:type side_id: int
:param count: How many hits to do, if not specified self.should_fight() is called.
:type count: int
:param division: int Division number to fight in available choices 1,2,3,4,11
:type division: int
:param battle_zone: int Division number to fight in available choices
:type battle_zone: int
:return: None if no errors while fighting, otherwise error count.
:rtype: int
"""
@ -1614,9 +1614,7 @@ class CitizenMilitary(CitizenTravel):
if battle_id not in self.all_battles:
self.update_war_info()
battle = self.all_battles.get(battle_id)
division = self.division if division is None else division
zone_id = battle.div[11 if battle.is_air else division].battle_zone_id
if not battle.is_air and self.config.boosters:
if not battle.div[battle_zone].is_air and self.config.boosters:
self.activate_dmg_booster()
error_count = 0
ok_to_fight = True
@ -1628,7 +1626,7 @@ class CitizenMilitary(CitizenTravel):
side = battle.invader.id == side_id or side_id in battle.invader.deployed
while ok_to_fight and error_count < 10 and count > 0:
while all((count > 0, error_count < 10, self.energy.recovered >= 50)):
hits, error, damage = self._shoot(battle_id, side, zone_id)
hits, error, damage = self._shoot(battle_id, side, battle_zone)
count -= hits
total_hits += hits
total_damage += damage
@ -1640,13 +1638,13 @@ class CitizenMilitary(CitizenTravel):
ok_to_fight = False
if total_damage:
self.reporter.report_action("FIGHT", dict(battle=battle_id, side=side_id, dmg=total_damage,
air=battle.is_air, hits=total_hits))
air=battle.has_air, hits=total_hits))
return error_count
def _shoot(self, battle_id: int, inv_side: bool, zone_id: int):
battle = self.all_battles.get(battle_id)
side_id = battle.invader.id if inv_side else battle.defender.id
if battle.is_air:
if battle.div[zone_id].is_air:
response = self._post_military_fight_air(battle_id, side_id, zone_id)
else:
response = self._post_military_fight_ground(battle_id, side_id, zone_id)
@ -1665,7 +1663,7 @@ class CitizenMilitary(CitizenTravel):
if r_json.get("message") == "SHOOT_LOCKOUT" or r_json.get("message") == "ZONE_INACTIVE":
pass
elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
self.set_default_weapon(battle_id)
self.set_default_weapon(battle_id, zone_id)
else:
if r_json.get("message") == "UNKNOWN_SIDE":
self._rw_choose_side(battle_id, side_id)

View File

@ -637,33 +637,36 @@ class BattleDivision:
battle_zone_id: int
def_medal: Dict[str, int]
inv_medal: Dict[str, int]
terrain: int
div: int
@property
def is_air(self):
return self.div == 11
@property
def div_end(self) -> bool:
return utils.now() >= self.end
def __init__(self, div_id: int, end: datetime.datetime, epic: bool, inv_pts: int, def_pts: int,
wall_for: int, wall_dom: float, def_medal: Tuple[int, int], inv_medal: Tuple[int, int]):
def __init__(self, div_id: int, end: datetime.datetime, epic: bool, div: int, wall_for: int, wall_dom: float,
terrain_id: int = 0):
"""Battle division helper class
:type div_id: int
:type end: datetime.datetime
:type epic: bool
:type inv_pts: int
:type def_pts: int
:type div: int
:type terrain_id: int
:type wall_for: int
:type wall_dom: float
:type def_medal: Tuple[int, int]
:type inv_medal: Tuple[int, int]
"""
self.battle_zone_id = div_id
self.end = end
self.epic = epic
self.dom_pts = dict({"inv": inv_pts, "def": def_pts})
self.wall = dict({"for": wall_for, "dom": wall_dom})
self.def_medal = {"id": def_medal[0], "dmg": def_medal[1]}
self.inv_medal = {"id": inv_medal[0], "dmg": inv_medal[1]}
self.terrain = terrain_id
self.div = div
@property
def id(self):
@ -682,9 +685,19 @@ class Battle:
div: Dict[int, BattleDivision]
@property
def is_air(self) -> bool:
def has_air(self) -> bool:
for div in self.div.values():
if div.div == 11:
return True
return not bool(self.zone_id % 4)
@property
def has_ground(self) -> bool:
for div in self.div.values():
if div.div != 11:
return True
return bool(self.zone_id % 4)
def __init__(self, battle: Dict[str, Any]):
"""Object representing eRepublik battle.
@ -719,18 +732,11 @@ class Battle:
else:
end = utils.localize_dt(datetime.datetime.max - datetime.timedelta(days=1))
if not data['stats']['def']:
def_medal = (0, 0)
else:
def_medal = (data['stats']['def']['citizenId'], data['stats']['def']['damage'])
if not data['stats']['inv']:
inv_medal = (0, 0)
else:
inv_medal = (data['stats']['inv']['citizenId'], data['stats']['inv']['damage'])
battle_div = BattleDivision(div_id=data.get('id'), end=end, epic=data.get('epic_type') in [1, 5],
inv_pts=data.get('dom_pts').get("inv"), def_pts=data.get('dom_pts').get("def"),
wall_for=data.get('wall').get("for"), wall_dom=data.get('wall').get("dom"),
def_medal=def_medal, inv_medal=inv_medal)
battle_div = BattleDivision(div_id=data.get('id'), div=data.get('dev'), end=end,
epic=data.get('epic_type') in [1, 5],
wall_for=data.get('wall').get("for"),
wall_dom=data.get('wall').get("dom"),
terrain_id=data.get('terrain', 0))
self.div.update({div: battle_div})

View File

@ -1,5 +1,5 @@
[bumpversion]
current_version = 0.20.1.6
current_version = 0.20.2
commit = True
tag = True
parse = (?P<major>\d+)\.(?P<minor>\d+)\.(?P<patch>\d+)\.?(?P<dev>\d+)?

View File

@ -43,6 +43,6 @@ setup(
test_suite='tests',
tests_require=test_requirements,
url='https://github.com/eeriks/erepublik/',
version='0.20.1.6',
version='0.20.2',
zip_safe=False,
)