- Added `wait_for_state` function in `navigation.py` for state monitoring and reaction handling. - Updated `mapping.md` to reflect changes in story sweep implementation and OCR usage. - Refactored `story_sweep.py` to utilize OCR for region and stage identification, replacing random selection with configured targets. - Enhanced modal handling and confirmation checks for AP usage in `story_sweep.py`. - Updated setup script to require `tesseract` for OCR functionality and included installation instructions. - Revised `plan.md` to document the transition from heuristic to OCR-based stage targeting and the associated findings from live testing.
57 lines
2.4 KiB
Python
57 lines
2.4 KiB
Python
"""Shared navigation helpers (home, menu, popups, back/escape)."""
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# The mailbox/cafe/shop-style header bar renders a plain light background
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# here; the home screen shows character art instead.
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SUBSCREEN_HEADER_PROBE = (500, 10)
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SUBSCREEN_HEADER_MIN_CHANNEL = 200
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# Any modal dialog dims the screen behind it to roughly this darkness.
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MODAL_DIM_PROBE = (960, 200)
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MODAL_DIM_MAX_CHANNEL = 150
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def is_on_subscreen(driver):
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r, g, b = driver.color_at(*SUBSCREEN_HEADER_PROBE)
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return r > SUBSCREEN_HEADER_MIN_CHANNEL and g > SUBSCREEN_HEADER_MIN_CHANNEL and b > SUBSCREEN_HEADER_MIN_CHANNEL
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def is_modal_open(driver):
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r, g, b = driver.color_at(*MODAL_DIM_PROBE)
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return r < MODAL_DIM_MAX_CHANNEL and g < MODAL_DIM_MAX_CHANNEL and b < MODAL_DIM_MAX_CHANNEL
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def wait_for_state(driver, config, reactions, ends, max_iterations=30, poll_interval=1.0):
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"""Generic "watch the screen, react to anything recognized, stop once a
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recognized destination is reached" loop -- the local equivalent of the
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reference's core/picture.py::co_detect, scoped to what this project
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actually needs (a handful of named checks) rather than co_detect's full
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generality (which spans the whole reference project via ~20 image
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template assets this project doesn't have).
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`ends`: {check_fn(driver, config) -> bool: outcome_name}. Checked first,
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every iteration; the first match stops the loop and returns its name.
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`reactions`: {check_fn(driver, config) -> bool: action(driver)}. Checked
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if no end matched; the first match runs its action (a click, a keypress,
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whatever the recognized state calls for) and the loop continues.
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If neither an end nor a reaction matches, the loop just waits and retries
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-- it never falls back to a blind click/keypress guess (see CLAUDE.md's
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exit-game-dialog writeup for why that was a real bug elsewhere).
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Returns the matched end's outcome name, or None once max_iterations is
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exhausted without reaching a recognized end -- callers should treat None
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as "unrecognized state, abort safely."
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"""
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for _ in range(max_iterations):
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for check_fn, outcome_name in ends.items():
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if check_fn(driver, config):
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return outcome_name
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for check_fn, action in reactions.items():
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if check_fn(driver, config):
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action(driver)
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break
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else:
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driver.wait(poll_interval)
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return None
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