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# elif re.search(r"This war is no longer active.", html):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