Closed XVs32 closed 1 month ago
OK... I found the noro6 simulator can help managing equipment and fleet for specific map Including Event map
Now this is interesting
the use case of customizing fleet and equipment preset could be config in noro6 then user can output the config from noro6 Kcauto reads the config and load the fleet, equipment, and sortie for you
that way users don't have to play with the config file, getting ship ids themselves anymore this could be a game changer
There are two problems at the moment...
I am going to slove the #.1 first, the #.2 .... maybe I can write a script to pull it or I will need to somehow decode the backup file provided from noro6...
This is about the 3rd time I am changing plan... I mean, everytime it is getting easier to make and use so it's all good but... LOL, I don't have the time to have a new plan every week, I really have to think this through
I was thinking...
It is kinda difficult to keep both old ship pool system and noro6 system together
Since ship pool system does not care about ship equipment and noro6 will reload(mess up other's) equipment set
I might... I mean, I will, drop the old ship pool system since noro6 has a gui to manage the fleet and it can handle equipment
For expedition though.... It is not one expedition a time but 3
I can have config for every single combination of exps (ex. 5, 6, 7 and 5, 34, 35) might use difference ships for exp 5
The old ship pool system works better here...
hmmmmmmm.........
Will need to keep the ship pool then At least for expedition
the equipment handling ability brings new possibility tho For example, I could now have ppl throw in random ships into expedition pool, and auto detect who has the dump or landing craft
the latest WIP can read noro6 config to load equipment and ship already, great news
Now I have to decide how to manage all those noro6 files I mean.. how to use these noro6 configs For example, do I keep a single file for expedition?
There are three issues here:
Let's work on all my combat noro6 config first....
holy sweet jesus, I found the decompress function in noro6 https://github.com/noro6/kc-web/blob/ec6359baedfb551c89a86c8347912ff716bc3d36/src/App.vue#L1656
Then I found the python version https://github.com/marcel-dancak/lz-string-python/tree/master
Now I can decompress the data from noro6 backup file Don't have to press the share button and copy the json one by one anymore!
the lightbulb moment per post is amazing lmao
The work flow from read a noro6 backup file => load the equipment and ships => finish a manual selected sortie is done, sure there are some minor bugs to fix but the prove of concept is a success
next I will have to:
For expedition....
I could simply exclude ships in any noro6 sortie config (starts with "B") All the left overs can be part of the expedition pool
Then I can read the api_mst_equip_ship :特殊装備
and api_equip_type :装備可能カテゴリのフラグ
to determine if the ship is capable to carry LC
Get the remaining ships is not that difficult now it's time to separate these ships by ship type and LC carry capability
Wait a sec... User won't update noro6 every time they get a ship, especially not for those common ships Let's ignore ships which... let's say, under level 5
Next thing, what should the data structure looks like...?
First, it has to be base on ship type, that's the most important part but then, what to do with LC and drum capability?
Let's.....have two arrays(one for LC and one for drum), sort by:
This way Expedition module can simply go through the array to pick a ship with less conflict chance between fleets
There has to be some kind of greedy algorithm to solve this though.... Do I spend my time for it? that sounds cool....
Separate exp ships with ship type is done and I think of one thing I could use the heart "lock" as a flag If a ship doesn't have a "lock" She is not qualify as a exp member
I can sort the exp ships with max fuel
+ max ammo
This can shows which ship cost less resources for exp
Looks good, I have the exp ships for each ship type sort by fuel/ammo cost (and level ) now
Next thing is to check if a ship is able to carry drum or LC
The current assign_exp_ship
logic is placed in fleet_switcher_core, let's move it to fleet_core too
Rebuilding the assign_exp_ship
function in fleet_switcher_core, am able to pass the ship requirement and exp_ship_pool to the function now
Next will be adding check if ship can carry LC or drum in ship core
Am able to assign ship and equipment now two bugs to solves:
successfully obtained the exp id, ship id and equipment id using auto exp assign next thing is to send to data to ship and equipment swticher
HAHAHAHAHAHHAAAAAA ITS WORKINGGGGGGG
well there are still minor bugs
but it's WORKINGGGGGGGGGGGGGGGGG
Alright, the integrate of auto sortie and expedition is going well The test run looks ok, here are some issues:
There are some optimizations needed to be done:
After all the above are done, I would want to implement the PvP with noro6 config, then I am finally done with this branch
Found a new issue, kcauto_custom tries to access fleets which are still on expedition The solution is simple, skip expedition until all exp fleets are back
Test runs these days are working well I will slowing work toward noro6 config PvP, then this branch can finally close and merge into develop
What
How
<map>-<quest>
, save infleet_preset.json
fleet_switcher_core.py
, detect whether fleet needs equipment resetResult
Reference