- Updated `mapping.md` to reflect completed migration and testing status for event sweep and arena tasks. - Improved `arena.py` to ensure a return to home screen before opening tactical challenges, preventing navigation errors. - Enhanced `event_sweep.py` with robust handling for badge carousel navigation, including direct pagination dot clicks and extended wait times for cold-start scenarios. - Implemented Japanese OCR support for finished event detection in `event_sweep.py`, adding a definitive check to avoid false positives on stale event pages. - Adjusted retry logic and timeouts in `event_sweep.py` to accommodate longer loading times and ensure accurate stage row detection. - Updated `setup.sh` to check for the presence of the Japanese OCR language pack, providing installation instructions if missing. - Documented live testing results and fixes in `plan.md`, confirming successful sweeps and addressing previously reported bugs.
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Reference mapping
Maps each local feature to the corresponding ~/repo/baas-reference/module/... implementation, driver/backend replacements, and current status. Update this before/while implementing or migrating a feature — see CLAUDE.md → "Reference mapping notes" and plan.md → "Reference mapping table".
| Local feature | Reference file | Reference functions/classes | Local file | Backend replacements | Status |
|---|---|---|---|---|---|
| Mailbox | module/mail.py |
to_mail, implement |
ba_auto/tasks/mailbox.py |
tap/click via xdotool, screenshot via scrot, color.rgb_in_range → driver.color_at pixel-probe check |
Migrated: real Python, state-verified via color probe (no legacy bridge) |
| Cafe | module/cafe_reward.py |
to_cafe (its relationship_rank_up popup-handling now also ported, see below), interaction_for_cafe_solve_method3, collect |
ba_auto/tasks/cafe.py |
picture.co_detect/color.rgb_in_range → driver.color_at pixel-probe checks; sparkle template match ported in-process into ba_auto/detector.py (find_cafe_sparkle, now multi-scale) |
Migrated: real Python, state-verified via color probes (no legacy bridge). Pat loop now polls for the full attempt budget instead of stopping on the first miss (see plan.md Phase 6 follow-up) — not yet confirmed against a live sparkle since none was available during testing. _dismiss_rank_up_if_shown reuses navigation.is_on_subscreen to detect and clear the full-screen bond-rank-up cutscene after a pat (see plan.md Phase 6 follow-up: rank-up popups) — not yet live-confirmed against a real trigger |
| Stamina/AP | module/collect_daily_free_power.py, module/collect_daily_task_power.py |
to_tasks/implement (task-power, ported); to_purchase_pyroxenes_menu (free-power, not ported) |
ba_auto/tasks/stamina.py |
color.rgb_in_range → driver.color_at; reference's per-tab claim loop → live UI's single "一括受取" bulk-claim button + Enter |
Partially migrated: Mission-panel claim done (see plan.md Phase 8). Daily Free Power (real-money purchase menu) deliberately not automated |
| Normal/Hard story AP sweep | module/explore_tasks/sweep_task.py, module/explore_tasks/task_utils.py |
to_region (ported: OCR region-number readout + delta-click), a scoped-down swipe_search_target_str (ported: OCR stage-row label matching), start_sweep's named-outcome contract (ported via navigation.wait_for_state, this project's scoped co_detect port) |
ba_auto/tasks/story_sweep.py |
OCR region/stage-name matching, ported for real (Phase 10) — replaces Phase 9's "next-region arrow stops advancing, then random stage" heuristic; MAX click verified via SWEEP_MINUS_BUTTON_PROBE color check (reused, still correct), modal closed via its own X button (Escape doesn't close it; X-button position re-calibrated per stage-layout variant, see Phase 10) |
Done (see plan.md Phase 10, supersedes Phase 9). Config-driven exact (region, stage, count) targets (config.STORY_SWEEP_TARGETS), not latest-region/random-stage. Opt-in only, not in default flow |
| Event sweep | module/sweep_activity.py, module/activities/activity_utils.py |
activity_sweep (main flow), to_activity (nav to the event's Story/Mission/Challenge tabs), check_sweep_availability/color.check_sweep_availability (SSS gate), start_sweep's named-outcome contract (shared with story_sweep's, ported the same way via navigation.wait_for_state) |
ba_auto/tasks/event_sweep.py, ba_auto/navigation.py (return_to_home) |
to_activity's bottom-nav-icon entry -> this client's home-screen event badge (config.EVENT_BADGE_ICON, confirmed live to be a rotating carousel -- see Status); the reference's config-string sweep-list parsing (arbitrary stage lists, per-stage float/fraction counts via preprocess_activity_region/preprocess_activity_sweep_times) -> a single date-ordinal-modulo rotation target over a fixed 9-12 sub-range, mirroring story_sweep.py's own rotation, per explicit user direction; stage-number OCR (detector.read_int) replaces the reference's swipe_search_target_str template-button search, since this client's stage list only ever needs its bottom scroll extreme for the 9-12 target range |
Done, with a live-reported bug fixed (see plan.md's Phase 14 follow-up). Live-calibrated against nik-gpu 2026-07-10 against the currently-running "鉄道爆走事件" event (12 stages) -- zero real AP spent during calibration (every confirm dialog reached was cancelled via Escape, verified by the AP counter). The stage-info modal is structurally identical to story_sweep's (MIN/-/+/MAX stepper, same AP-confirm dialog reusing SWEEP_CONFIRM_*/SWEEP_RESULT_BUTTON_REGION), but simpler: no region navigation, one fixed modal layout confirmed across two different stages (09 and 12), and the modal closes on Escape (story_sweep's doesn't). The reference's SSS-availability gate for a never-cleared stage was never exercised (every stage 9-12 on this account was already 3-starred) -- event_sweep.py handles that gate the same defensive way story_sweep handles an unavailable target: if the MAX-button count-raise can't be verified, it aborts without spending AP rather than guessing. Bug found on a real run: the home-screen event badge turned out to be a rotating carousel (cycles between the current event's countdown and other notices, e.g. a finished event's leftover reward-claim reminder), so a click could land on a stale event's page instead. Fixed via a new shared navigation.return_to_home primitive (bounded press-back-until-home loop, built generically so other tasks can reuse it, per explicit user request) plus wrong-page detection in _find_stage_row (zero stage-row numbers OCR'd at all -> retry via return_to_home, up to 3 attempts). Second bug found on the next real run (after the above fix correctly recovered and correctly OCR'd the target row): the row's own 入場 (enter) button click had no retry, unlike every other click-then-confirm step in this module -- missed once, aborted the whole run. Fixed via _open_stage_modal, the same click-then-verify-then-retry pattern already used everywhere else in the file. Third bug found on a third real run: _find_stage_row's wrong-page detection false-positived twice (a fresh navigation's list hadn't finished rendering on the first OCR pass) before self-correcting on the 3rd attempt, wasting expensive return-home retries on what was really just a timing race -- fixed with a cheap in-place rescan before concluding "wrong page." Also, once past that, the 掃討開始 (start sweep) click turned out to be the last bare, unretried click in the file -- fixed via _click_sweep_start_and_verify. Fourth round, self-driven live iteration per explicit user direction (fix/deploy/run/screenshot/diagnose in a loop, no stopping to report): found two more root causes and reached the first confirmed real live sweep. (1) The badge carousel's auto-rotate timer is far slower than the retry window -- a run hit "wrong page" on all 3 attempts genuinely, confirmed by screenshot; fixed by discovering and clicking the carousel's own pagination dots directly (config.EVENT_BADGE_DOT_X) instead of hoping the ambiguous badge shows the right item. (2) A genuine cold-start settle delay (up to ~20s for the Quest tab's stage list to populate after a fresh navigation, most likely a one-time server round-trip), not a flaky race -- confirmed via standalone probe scripts polling the real OCR pipeline once/second for a minute; fixed by widening STAGE_ROW_SCAN_ATTEMPTS/_RETRY_WAIT to match. With both fixes, a real run completed end-to-end: 200 AP spent (10x MAX sweep), credits gained, clean return home, confirmed by screenshot -- see plan.md's Phase 14 follow-up #4 for the full writeup. Fifth round, reported by the user a day later: the exact same wrong-page-looping symptom recurred. Per the user's explicit request, added a DIRECT check for the finished event's own "イベント期間が終了しました" text (Japanese OCR, newly installed on nik-gpu since this project previously only needed digit/English reads) instead of the indirect "zero valid rows" heuristic -- config.EVENT_FINISHED_TEXT_RECT/_is_finished_event_page, live-calibrated and confirmed both ways (exact phrase match on a real finished page, no false positive on the correct page). This immediately proved the badge carousel's dot-clicking (follow-up #4's fix) is NOT reliably controllable after all -- sometimes worked, sometimes didn't, on the identical badge state -- while simply waiting longer let the carousel's own auto-rotate timer land on the correct item independently. Fixed by widening WRONG_PAGE_RETRIES/_WAIT (3x3s -> 6x12s) to give the timer real room to cycle, keeping dot-clicking as a harmless supplementary nudge. Two more real sweeps confirmed this fully working (11x MAX sweep, 219 AP spent, credits gained, clean home return, confirmed by screenshot -- three real confirmed sweeps total across this whole investigation). Also found and fixed the real root cause of the lingering "unrecognized_state" cosmetic bug (not a budget issue after all): _watch_sweep_result's "swept" condition required the stage modal to still be open, but this event's flow can auto-return all the way to the Quest list instead, a terminal state it never anticipated -- fixed with a second ends condition gated on having clicked at least one result button first. Not yet re-verified live (AP exhausted by the successful sweep). See plan.md's Phase 14 follow-up #5 for the full writeup. |
| Group/Club AP | module/group.py |
Need to inspect | ba_auto/tasks/group.py |
fixed click + state check via local driver | Not started |
| Bounty | module/rewarded_task.py |
Need to inspect | ba_auto/tasks/bounty.py |
sweep/color/OCR adaptation | Not started |
| Commissions | module/clear_special_task_power.py |
Need to inspect | ba_auto/tasks/commission.py |
sweep/color adaptation | Not started |
| Arena | module/arena.py |
implement (main flow), to_tactical_challenge (nav from main page), get_tickets (ticket-count OCR), choose_enemy (self/opponent level OCR + bounded refresh-reroll loop), check_skip_button (skip-toggle color probe), fight (click fight, wait for win/lose), collect_tactical_challenge_reward (two reward-slot color probes) |
ba_auto/tasks/arena.py |
Ticket count/self level/opponent level/rank are plain digit OCR (detector.read_int/read_text, plus a new read_int_white_on_dark for the profile card's bright-on-dark level text). Skip-toggle state and the two reward-slot claimed-vs-claimable colors are plain pixel-color probes (driver.color_at/_color_in_range). The post-fight WIN/LOSE result modal and an unrelated list-refresh-expired notice are NOT detected by precisely locating a button (a color-region search proved unreliable — see Status); they're dismissed via a bounded blind-Enter-press loop matching lesson.py's own _run_one_schedule pattern, gated by a hard safety check against the one modal where Enter is dangerous (opponent-info's own attack-formation button, checked via its fixed-position gold button). choose_enemy's refresh-reroll loop is direct Python control flow, bounded by maxArenaRefreshTimes. Config knobs carried over from reference defaults: ArenaComponentNumber=1, ArenaLevelDiff=0, maxArenaRefreshTimes=10, ArenaStopFightWhenRank1=False |
Done. Live-tested for real across all 5 of the account's daily tickets (2 WIN, 1 LOSE, 2 spent debugging the result-modal detection — see plan.md Phase 13 for the full writeup). Real navigation differences confirmed live: Tactical Challenge is a Work-hub card, not a bottom-nav icon; the reference's separate opponent-info and formation-edit screens are merged into one modal here with a live ticket-preview; navigation.is_modal_open's shared probe reads inverted on this screen (own _is_modal_open via config.ARENA_MODAL_PROBE). Three real bugs fixed: a level-OCR crop too small for tesseract despite looking legible (fixed by widening the crop, not the pipeline); level text being bright-on-dark unlike every other OCR read in this project (fixed via read_int_white_on_dark); and the result-modal detection cycling through two failed color-based designs (fixed by switching to bounded blind-Enter dismissal with a hard safety gate — a real near-miss of the same "mistimed keypress" hazard class CLAUDE.md already documents from story_sweep). Deliberately opt-in only, never in DEFAULT_ORDER — unlike every other opt-in task so far (which spend a known-safe resource on a config-driven target list), this one fights a real ranked PvP battle that can win or lose and moves the account's actual arena rank. Per explicit user decision: fights exactly one battle per invocation, matching the reference's own per-call pacing (its next_time = 55 background-thread rescheduling has no equivalent in this project's one-shot CLI). Not yet exercised live: the "no ticket" mid-flow race, an actual reroll click (every opponent offered was already an acceptable level), and ArenaStopFightWhenRank1's rank-1 stop condition — all implemented per the reference's logic, just not yet hit by real game state. detector.find_template/template_visible (generalized named-template matcher, built during scaffolding) ended up unused — state detection stayed OCR/color-probe-driven throughout, like every other task in this project. |
| Common Shop | module/shop/common_shop.py, module/shop/shop_utils.py |
implement, to_common_shop, get_item_position/ensure_choose/buy (shared, see Tactical Shop row) |
ba_auto/tasks/shop_common.py, ba_auto/tasks/shop_utils.py |
get_item_position's color+template item-state scan → fixed grid-position targets (config.COMMON_SHOP_TARGETS) + price-digit OCR verify, since the reference's own item-identification here indexes an external static price table (self.static_config.common_shop_price_list, fetched from a remote resource) this repo doesn't have — not per-item OCR, so this isn't an OCR-avoidance shortcut. Purchase-confirm dialog + reward-acquired banner handled via a single overlay-darkness probe (config.SHOP_OVERLAY_PROBE) instead of tracking each dialog's own layout |
Done. Live-tested with real purchases (all 8 configured targets bought, cost matched exactly). Discovered live: these items have a per-refresh-cycle purchase cap not shown as a visible counter (unlike the 青輝石 tab's "あと1回購入可能" labels) — confirmed by re-running the task after purchase and observing it correctly detect the now-unselectable items (checkbox + individual 購入 button both unresponsive) and safely decline rather than guess. A fresh, everything-available run hasn't been re-verified since the account had already exhausted this cycle's purchases via that same test |
| Tactical Shop | module/shop/tactical_challenge_shop.py, module/shop/shop_utils.py |
implement, goto_shop_by_name, shared get_item_position/ensure_choose/buy |
ba_auto/tasks/shop_tactical.py, ba_auto/tasks/shop_utils.py |
goto_shop_by_name's OCR swipe-search over the shop-tab list → fixed click (config.SHOP_TAB_TACTICAL): this account's tab list is only 7 entries and fits on screen with no scroll needed, confirmed live, so there's nothing to search for — not an OCR-avoidance shortcut. Same grid-position + price-OCR-verify + overlay-probe design as Common Shop, sharing shop_utils.run_shop_tab |
Done. Live-tested with real purchases (both configured AP-recovery drinks bought; AP and tactical-coin balance changes matched exactly) |
| Lesson/Schedule | module/lesson.py |
implement, to_lesson_location_select/to_select_location/to_all_locations (nav state machine), get_lesson_region_num/switch_lesson_region_page/to_lesson_region (paged region nav), get_lesson_each_region_status+check_region_availability (per-cell status via isometric-parallelogram pixel scan), get_lesson_relationship_counts (per-cell affection pip count via color count), choose_lesson (selection policy), execute_lesson/to_location_info/start_lesson (click cell -> info panel -> start -> result) |
ba_auto/tasks/lesson.py |
picture.co_detect -> navigation.wait_for_state-style bounded Enter-press loop (see below); the reference's paged-arrow region nav (needing OCR to know current position) -> this client renders the 12 regions as a scrollable list instead, which only ever settles at two scroll positions (config.LESSON_REGION_ROW_Y), so navigation is direct index-based clicking with nothing to OCR-locate; the reference's isometric Parallelogram/Triangle per-cell scan (tuned to the reference's own screen layout) -> reading each portrait's heart-shaped affection badge via a dedicated OCR path (detector.read_int_on_heart_badge) needs no isometric geometry at all |
Done. Config-driven scope only in the sense of the policy (affection-first selection, sweep every unlocked region until tickets/lessons run out, no ticket purchasing, no favor-student targeting) -- unlike shop, no user-specific target list was needed since the reference's own lesson_region_name.JP (embedded directly in its default_config.py, not externally fetched) already names all 12 regions, used here only for logging. Live-tested for real: 5 real tickets spent across 3 regions with correct outcomes (ticket count, cleanup navigation, home-screen return all verified). Two real bugs were found and fixed from that run -- see below and plan.md's Lesson phase. Regression fix (Phase 12 follow-up): LESSON_TICKET_OCR_RECT's left edge clipped in a stray katakana fragment next to the first digit, making tesseract drop the whole leading digit ("7/7" -> "/7") and aborting every run outright; fixed by tightening the rect, re-validated with a full real run (7 tickets spent, correct count re-read after every schedule, clean stop and home-screen return). Regression fix (Phase 12 follow-up #2): clicking the schedule icon doesn't always land on the Location Select list -- the game can resume directly on whichever region's per-region isometric map was last open (confirmed live: a previous run's Ctrl-C interruption left it stuck there, breaking _open_region_grid for every region in the next run identically). Fixed via a new lesson._ensure_location_select_list recovery check (detects the per-region map's own "すべてのスケジュール" button already showing before any row's been clicked, and returns via the back button if so); validated by deliberately reproducing the stuck state and confirming a real run recovered, spent the account's real remaining ticket, and finished cleanly |
Do not implement a feature without filling at least the relevant row.