54 KiB
54 KiB
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, invite_girl/invite_by_affection/checkConfirmInvite (student invitation, added 2026-07-14) |
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. Student invitation (2026-07-14): per explicit user direction, invite a student into each room before farming it, preferring highest affection, always skipping (never confirming) a candidate that would swap an already-seated student's costume or move one in from the other room — directly ports invite_by_affection/checkConfirmInvite's own logic with the reference's default cafe_reward_allow_exchange_student/cafe_reward_allow_duplicate_invite both False (no local config exists to make either configurable). Live-calibrated against nik-gpu with zero real tickets spent — all 3 real dialog variants (normal confirm, same-room costume-swap warning, neighboring-room move warning) found and confirmed live, every one cancelled rather than confirmed during calibration. The heart-shaped affection badge OCR reuses detector.read_int_on_heart_badge directly (pixel-confirmed the same widget lesson.py's own badges use — digit pixels sampled R<G, badge-pink pixels sampled R>G, matching that function's exact masking assumption) rather than building a second OCR path. Dialog-type detection OCRs the title bar and checks for either warning's own distinctive substring (衣装/隣) rather than an exact match, mirroring event_sweep.py's own "終了" substring-match reasoning. All 5 heart-badge reads and all 3 dialog classifications verified offline against the real saved calibration screenshots before deploying (exact match, zero mismatches). Confirmed live with real tickets spent, both rooms: room 1 correctly skipped one 衣装替え (costume-swap) candidate then invited row 1 cleanly; room 2 correctly skipped three consecutive 隣のカフェの生徒を招待 (neighboring-room-move) candidates (expected — room 1's own invite had just taken the account's highest-affection students) then invited row 3 cleanly. Both newly-invited students were immediately patted successfully in the same run (the "newly invited student can be farmed" requirement), income was claimed, and the task returned cleanly to the true home screen with no warnings anywhere in the log. Horizontal camera panning (2026-07-14): per explicit user direction ("due to my screen size... move screen most right and most left then farm"), _pat_room now pans the room camera to its rightmost extreme via a new driver.drag() primitive (this project's first — distinct from driver.scroll()'s wheel-based gesture, which is for list widgets, not a room camera), farms there, pans to the leftmost extreme, farms there too — no vertical panning, per the user's own instruction. Ports the reference's zoom_out's underlying intent (see the whole room regardless of width) via the user's own specified mechanism (panning) rather than the reference's (zoom). Live-confirmed drag-direction-to-reveal-side mapping, that HUD elements (status bar, ticket buttons) stay fixed regardless of pan (no camera reset needed afterward), and that one drag already reaches the true extreme (extra repeats are a confirmed no-op, kept as a safety margin). Confirmed live with a real game-state change: a full run patted a real sparkle in room 2 (score 0.997) specifically after panning to an extreme, while room 1 found nothing that run (expected — per-student cooldown). Clean end-to-end completion, no warnings. Invite ticket cooldown bugfix (2026-07-14): real-usage report (with screenshot) that the invite step kept failing once the account's ticket went on cooldown — _open_invite_list's original check (not is_on_subscreen) couldn't distinguish the real MomoTalk list opening from a "通知" cooldown notice ("待機時間が経過した後に、再度招待することができます。") opening directly instead, since both dim the header the same way; misread as "list opened", it sent _ensure_invite_sort/_try_invite_row's fixed coordinates into a dialog that has none of them. Fixed by checking navigation.is_modal_open (the darker real-dialog reading) first — a dialog appearing before any row is clicked can only mean the ticket click raised one directly — and dismissing it via the shared SWEEP_CONFIRM_BUTTON, returning False so the existing "skip this room's invite" fallback handles it. Confirmed live: both rooms correctly detected and dismissed the cooldown notice with no cascading errors, task completed cleanly (exit 0, true home screen confirmed via screenshot). See plan.md's Phase 6 follow-up #4. Two further real-usage fixes (2026-07-15, next_fix.md): (1) the cooldown-notice dismiss above now presses Escape and verifies via navigation.is_modal_open with bounded retry, instead of a fixed-coordinate click that could miss and leave the notice open under the following pan drags; (2) _dismiss_rank_up_if_shown switched from navigation.is_on_subscreen's single-pixel header probe (found live to misread some characters' rank-up cutscene art as bright) to a new navigation.is_header_bar_visible, requiring 8 spread-out header-row points to all read bright via one atomic multi-point capture (driver.colors_at, added alongside it). Both best-effort — not yet re-confirmed live post-fix. A real rank-up happened naturally via cron (2026-07-16), reported live with a screenshot of the game left stuck on the cutscene — exposed a third bug, a timing gap rather than a threshold problem: _dismiss_rank_up_if_shown was only ever called once, immediately after a pat, with no wait beforehand, but the cutscene renders with its own client-side animation delay, so that single check could catch the tail end of the still-normal room view and conclude "clear" a beat before the actual cutscene appeared. Confirmed via a live pixel-check that the resulting stuck cutscene reads under is_on_subscreen/is_modal_open's thresholds too (SUBSCREEN_HEADER_PROBE read (180,227,244), r=180 < the 200 both checks need), so navigation.return_to_home's generic cleanup also couldn't recover it — every "are we home" check downstream falsely agreed nothing was wrong, and the whole q4h cron run finished "successfully" with the game actually left stuck. Fixed by checking on every _pat_current_view poll iteration instead of only right after a pat, so a delayed cutscene appearance is caught (and dismissed) roughly a second later instead of never. Confirmed live: manually reproduced the exact stuck state left by the incident and confirmed a single Enter (the same action _dismiss_rank_up_if_shown already takes) cleared it back to the real cafe room view; the per-iteration check itself has not yet been re-exercised against a fresh live rank-up trigger end-to-end (same "could not force one on demand" caveat as the original fix). SPARKLE_CLICK_OFFSET recalibrated (2026-07-17): reported live with a screenshot (screenshots/cafe/bug_student_close_together.png) — when two students stand close together, the original (75, 47) offset (ported byte-for-byte from scripts/detect_and_click.py, never independently verified) overshoots past the intended target's head and lands on a different, closer student instead; the click doesn't register, so find_cafe_sparkle() matches the same still-showing sparkle again next iteration, repeatedly clicking nearly the same point for the rest of the room's budget (confirmed live: 13 of 16 "pats" in one run clustered within a ~10px box). First recalibration attempt, (0, 0) (raw template-match center), was also wrong — reported live ("clicking the actual sparkle instead of the student head"): a coincidental ambient thought-bubble animation at the test position had been misread as a hover confirmation. Properly recalibrated via numbered candidate-point overlays (screenshots with several labeled offset options drawn on a real live sparkle; the user picked the correct one directly on-screen) against two independent real students in different poses (sitting at an arcade cabinet, lying on a couch) — both converged on the same small offset, (51, 15). Confirmed live via the real ./ba_dailies.sh cafe CLI path: 6 sparkles patted across both rooms at genuinely distinct coordinates with zero repeated-click clustering, clean [cafe] Done. and true-home return. |
| Stamina/AP | module/collect_daily_task_power.py |
to_tasks/implement |
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 |
Migrated: Mission-panel claim done (see plan.md Phase 8). The gem shop's own Daily Free Power flow (module/collect_daily_free_power.py) is a separate task now — see the "Gem shop daily free package" row below. Daily gem reward bugfix (2026-07-16): reported live by the user against a real account state — the reference's own implement checks TWO separate button regions (the main 一括受取 area, then a second, separate "claim daily pyroxenes" button checked independently after), but only the first was ported originally. Fixed by porting the second region too: a new MISSION_DAILY_GEM_CLAIM_BUTTON (config.py), reusing the same bright-yellow-vs-grey color-probe style as the existing MISSION_CLAIM_PROBE, clicked via driver.click (not Enter — unlike 一括受取, this button has no keybind shown on screen) with a click-then-verify retry loop matching this project's established discipline. Confirmed live: gem balance went from 12,384 → 12,404 (exactly the reward's stated +20), clean return to the true home screen, no warnings. |
| Gem shop daily free package | module/collect_daily_free_power.py |
implement, to_purchase_pyroxenes_menu, to_purchase_type, detect_free_power_availability, collect_daily_free_power, return_to_main_page |
ba_auto/tasks/gem_shop.py |
Reference detects every step via core.picture.co_detect + fixed-region OpenCV template matching (no OCR anywhere in this reference flow) — ported here as plain color probes instead, matching this project's own established equivalent for a simple flat-color state-A/state-B difference (see cafe.py's CLAIM_DISABLED_RGB, stamina.py's MISSION_CLAIM_PROBE) rather than building new template assets. The free card's own status bar reads flat dark navy (GEM_SHOP_DIALOG_PROBES) was needed because navigation.is_on_subscreen/is_modal_open's default probes both proved unreliable on this dialog (it overlays the home screen directly rather than being a full subscreen, and its own opaque white card sits right on top of is_modal_open's probe point) — same class of default-probe mismatch story_sweep.py/bounty.py already documented for their own wide modals, fixed the same multi-point-beats-single-point way navigation.is_header_bar_visible was fixed for cafe's rank-up cutscene the same day. |
Done. Live-calibrated against nik-gpu 2026-07-15 by manually driving the real dialog end-to-end via raw xdotool/scrot (see scratchpad/gem_shop_*.png) — this genuinely claimed the account's real free package for the day (0 yen, confirmed +10 AP / +10,000 credits via before/after counter values: AP 64→74, credits 161,391,144→161,401,144), which calibrated both the "available" and "already claimed" visual states from real data. The actual gem_shop.py module was then live-tested for real against the resulting "already claimed today" state. The "available → claim" code path itself uses the same coordinates/logic already confirmed live via the manual walkthrough, but has not yet been exercised by the module itself end-to-end — worth a follow-up live check the next time the package resets and hasn't been claimed yet. Added to DEFAULT_ORDER (unlike most recent additions): it only ever reclaims a genuinely free, once-per-day resource with no choice to make, matching mailbox/cafe/stamina's own "reclaim something free" category rather than the "spends a resource, needs opt-in" category. |
| 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. Sixth round (2026-07-11): the daily rotation picked stage 9 for the first time, hitting a previously-flagged-but-never-exercised gap -- rows 366/538 ("08"/"09") consistently misread by OCR ("2" and empty/None) on every psm mode, even though the crop looked completely clean by eye; confirmed NOT a navigation/timing bug since rows 710/883/1055 ("10"/"11"/"12") read fine in the same run. Root cause (scratchpad/probe_ocr_fix_08_09.py): tesseract's segmentation fails on this tight edge-to-edge crop (no whitespace margin) for a leading-zero digit pair specifically -- adding a plain white border around the upscaled crop before OCR fixed both digits exactly, at every psm mode, without affecting "10". Fixed via new detector.read_int_bordered, now used for all EVENT_STAGE_ROW_Y reads. Confirmed live: stage 9 found, sweep executed for real (AP 233->14, credits +5,892, screenshot-confirmed safe return home) -- the originally reported bug is fixed. The same run again logged unrecognized_state, proving follow-up #5's clicked_any-gate fix addressed a real but secondary issue, not the full story. Diagnosed at zero AP cost (scratchpad/probe_result_button_fp.py, checks _find_result_button against the plain Quest list with no sweep running): the shared SWEEP_RESULT_BUTTON_REGION (borrowed from story_sweep.py) reaches into this event's own character-art panel and false-positive-matches SWEEP_CONFIRM_CYAN there with no dialog showing at all, confirmed on both a wrong event page and the correct one's own plain list -- so _watch_sweep_result kept "finding" a result button after the real one was already dismissed, and its "modal closed, no result button" end condition could never match. Fixed with a new event_sweep-only config.EVENT_SWEEP_RESULT_BUTTON_REGION (x narrowed to exclude the character-art panel, still comfortably covering the real buttons), confirmed live against the actual false-positive condition (now returns None where it previously didn't) -- not yet re-confirmed via a fresh full sweep since AP was too low that day. See plan.md's Phase 14 follow-up #6. |
| Circle (Group/Club) daily check-in | module/group.py |
implement, to_group |
ba_auto/tasks/circle.py |
Reference's picture.co_detect polling against fixed screen positions + rgb_possible/img_possible template states → this client's own 2-click nav (home → bottom-nav ソーシャル icon → サークル card) verified with the existing shared navigation.is_modal_open/is_on_subscreen (no new probe needed — pixel-confirmed both real "reached the circle screen" states, with or without the reward modal, satisfy that combined check) |
Done. Live-calibrated 2026-07-15 on nik-gpu by driving the real flow end-to-end via raw xdotool/scrot — this genuinely claimed the account's real circle check-in reward for the day (+10 AP, confirmed via the real reward dialog "今日のサークルへの参加報酬... AP x10... 報酬はメールボックスから受け取ることができます"), which calibrated both real states from real data: the first-entry reward modal, and (by re-entering immediately after) the already-checked-in straight-to-chat state with no modal. Also live-confirmed a real XIGNCODE anti-cheat overlay stole a BACK_BUTTON-coordinate click mid-calibration (same recurring gotcha documented elsewhere in this project) — recovered via the standard windowactivate+windowraise escalation. Per explicit user direction, the task presses Escape directly to return home (confirmed live: a single Escape from the サークル screen returns straight to true home, skipping back through the intermediate ソーシャル hub page) rather than clicking navigation.BACK_BUTTON. The reference's group_join-club ("not in a circle") outcome is deliberately not ported — this account is already a member, and the task's scope (per explicit user direction) is entry only, no mailbox claim. The actual circle.py module was then live-tested for real via ./ba_dailies.sh circle, correctly reading the "already checked in today" state left over from calibration and returning cleanly home. Not yet live-tested: the "first entry → claim reward" code path itself, since the account was already checked in for today by the time the module existed — same disclosed gap shape as gem_shop's own "available → claim" path. Added to DEFAULT_ORDER alongside mailbox/cafe/stamina/gem_shop, since it's a pure free reclaim with no decision to make. A reference-parity-reviewer pass the same day caught and fixed three real gaps: a too-generic terminal-state check that could false-positive "already checked in" from a stuck non-home starting state (fixed via navigation.return_to_home(driver) at the top of run(), matching arena.py/bounty.py precedent); an unverified reward-dismiss Enter press and closing Escape (fixed via _dismiss_reward/_leave_circle, bounded retry-until-verified loops directly porting gem_shop.py's _claim_free_package/_close_gem_shop); and a missing driver.focus_game() escalation in the entry retry loop for the XIGNCODE overlay (which had already struck live during this task's own calibration) — fixed to match navigation.click_back's own escalation convention. Re-confirmed live via ./ba_dailies.sh circle after all three fixes. See plan.md's Phase 17 for the full writeup. |
| Bounty | module/rewarded_task.py |
implement (main flow, get_task_count/purchase_bounty_ticket/per-area rewarded_task_status loop, not ported -- see Status), to_bounty/to_choose_bounty (nav), get_los/one_detect/bounty_common_operation (per-row SSS-color scan + sweep) |
ba_auto/tasks/bounty.py |
to_bounty's bottom-nav "bus" icon -> this client's Work-hub 指名手配 card (config.BOUNTY_CARD), landing directly on Location Select with no separate bus-icon sub-navigation step; get_los/one_detect's per-row color.check_sweep_availability SSS-color scan across however many rows are visible -> a fixed bottom-most row click (config.BOUNTY_LATEST_STAGE_ROW_Y), since this client's 3 areas each have exactly 10 stages (confirmed live, scrolling past the 10th is a no-op) all already SSS-cleared, making "scroll to the bottom extreme, click the last row" equivalent to "the latest stage available" by construction; the reference's config-string per-area sweep-count list (rewarded_task_times, get_task_count) and its loop across all 3 areas -> a single date-ordinal-modulo rotation choosing ONE area per run, mirroring story_sweep.py/event_sweep.py's own rotation, per explicit user direction (2026-07-11); purchase_bounty_ticket (buying more tickets with real currency) -> not ported, matching plan.md's "OCR optional for coin balance/refresh logic, can skip for first version" |
Done, live-tested for real -- see plan.md Phase 15. Live-calibrated against nik-gpu 2026-07-11 with zero real tickets spent during calibration (every ticket-usage confirm dialog reached was cancelled via Escape, verified by the ticket counter (6/6) unchanged before/after, across all 3 areas). All 3 areas (ハイウェイ/砂漠の線路/校舎, matching the reference's OVERPASS/DESSERT RAILWAY/CLASSROOM groupings) confirmed to share an identical layout: same area-row/stage-row/modal-button coordinates, same 10-stage-per-area structure. The 任務情報 modal's MAX stepper, minus-button raised-color check, and ticket-usage confirm dialog are pixel-identical to event_sweep.py's own stage modal / shared SWEEP_CONFIRM_* dialog -- confirmed live -- and reused directly. The modal-open probe could NOT be reused from EVENT_STAGE_MODAL_PROBE: that corner point reads dark on this screen regardless of modal state (different background art), so a fresh BOUNTY_STAGE_MODAL_PROBE was calibrated that does discriminate both states. 2 real sweeps confirmed live (credits +180,000 then +36,000, clean automatic return home both times), which surfaced and fixed two real bugs: (1) _set_sweep_count's count==1 path wrongly assumed the modal defaults to count=1 on open -- it actually remembers the last-used count -- causing an unintended 5-ticket spend instead of the intended 1; fixed via a new _click_min_and_verify that always forces a known baseline first. (2) BOUNTY_SWEEP_RESULT_BUTTON_REGION's first-guess copy of event_sweep's own region overlapped BOUNTY_SWEEP_START_BUTTON's real cyan pixels, causing _find_result_button to re-click it once tickets hit 0 -- which surfaced a real Pyroxene ticket-purchase prompt (no gem actually spent, confirmed by an unchanged balance, but a real near-miss). Fixed three ways: the region was corrected to the real pixel-scanned OK-button bbox; a new min_pixels parameter on detector.find_color_centroid (plus config.BOUNTY_RESULT_BUTTON_MIN_PIXELS) filters out a second, smaller contamination source (stray cyan-range pixels in the modal's own reward-icon artwork); and _watch_sweep_result now has an explicit _is_ticket_purchase_prompt guard as a named ends condition. Not yet re-confirmed live: a fresh sweep with the fixes deployed (account at 0/6 tickets as of session end) and any bulk/MAX-count sweep's result-screen flow (only count=1 was ever tested; a bulk sweep may show a SKIP-then-OK sequence like story_sweep/event_sweep instead of the single-OK dialog confirmed here). Real hazard found and fixed via a real unattended daily cron run (2026-07-17): reported live by the user -- a real "Battle Complete" screen (a live ~3-minute combat timer) was found on the account instead of an instant sweep, with _watch_sweep_result having reported "swept" cleanly and no warnings anywhere in the log; every task that ran for the rest of that daily invocation failed to open its own screen. Manually reproducing the flow live (reaching the real confirm dialog and cancelling before confirming, the same safe-calibration pattern the original live-testing used) found the actual hazard: the 任務情報 modal has TWO separate action buttons stacked vertically -- the intended cyan 掃討開始 (start sweep, instant) and a separate gold 任務開始 (start mission, a REAL manual battle) directly below it, both showing an identical ticket-cost preview. Every check along the commit path (_count_raised_above_one/_is_sweep_usage_confirm/_watch_sweep_result's own "swept" conditions) is a generic color/position probe with no verification of what's actually showing. Fixed with _confirm_dialog_is_sweep, an OCR text check (config.BOUNTY_SWEEP_CONFIRM_TEXT_RECT, captured live from the real dialog: "指名手配チケットをN使用して、掃討をN回行いますか?") gating the one irreversible click in this flow -- cancels rather than confirms if the dialog doesn't read as a sweep. The exact mechanism that let a real run reach 任務開始 instead of 掃討開始 was not fully reproduced live (would mean deliberately repeating a real battle); the fix closes the hazard regardless of the exact upstream cause. Not yet re-verified live against a fresh real sweep. |
| Login | core/Baas_thread.py, module/restart.py |
to_main_page (generic post-launch arrival routine, reused by every other reference feature's own navigation -- no separate "login" module exists in the reference), restart.py's implement/start (check app running, launch if not) |
ba_auto/tasks/login.py |
Reference detects every one-off popup (~20 named img_reactions/rgb_possibles) via picture.co_detect image-template matching; this port scopes down to what was actually confirmed live (title screen via a fixed-chrome logo-color probe, a real network-error notice, the daily attendance card, S.C.H.A.L.E NEWS) plus a bounded generic Enter-press fallback for anything else recognized, mirroring co_detect's own "blind action once nothing matches" fallback shape but using this project's own established Enter-dismiss idiom rather than a blind coordinate click. module/restart.py's kill-then-relaunch pattern ported directly via new driver.kill_game/launch_game/is_game_running/window_exists primitives (pkill -f/the account's own /usr/local/bin/launch-blue-archive.sh/pgrep -f/xdotool search) |
Done. Live-calibrated 2026-07-16 on nik-gpu against the account's real overnight login-screen state (native 1920x1200 captures throughout, not the non-native screenshots/daily_login/*.png reference photos originally supplied -- same not-1:1 gap already documented for screenshots/gem_shop//screenshots/cafe/student/). Confirmed live: the title screen's own logo reads a fixed brand-chrome color independent of rotating seasonal background art (confirmed across two different pieces), bright when clean and uniformly dimmed when a real notice is open on top of it (a genuine "ネットワークへの接続に失敗しました" network error surfaced unprompted during calibration); the daily attendance card only appears once per day (confirmed absent on an immediate same-day re-run after being claimed) and, like the network notice, responds to a plain Enter with no dedicated detection needed; the S.C.H.A.L.E NEWS popup needed a dedicated header-color probe since navigation.is_on_subscreen/is_modal_open both proved unreliable on it (same class of mismatch as gem_shop.py's own dialog -- confirmed live by direct pixel comparison). A real stuck-loading incident hit live during calibration itself: the loading transition (a full-bleed variant with no chrome, distinct from a brief chrome-visible variant also seen) stalled past 6 minutes with zero progress, confirmed not a network/process-health issue; the user's own live guidance ("kill the game and rerun it") identified the relaunch script, and a second attempt after manually killing+relaunching completed the entire remaining flow (title tap -> attendance card -> home) in well under 15 seconds, confirming the stall was a genuine stuck state now handled automatically by _recover. Also observed live (twice, non-deterministically) but deliberately NOT worked around: a known pre-existing client rendering bug (per the user) where the news popup's own promo image can get stuck as a blank white rectangle after closing -- confirmed harmless to this module specifically (sits clear of every probe point used here, and the shared home-check probes still read correctly through it), and the user's own fix for it (reload the app) is already this module's existing stuck-recovery path. Added as the very first step in DEFAULT_ORDER, ahead of mailbox, since no other task can reach home from the title/loading/attendance-card states on its own. Not yet live-confirmed: the infrequent 業務復帰ログインボーナス welcome-back login bonus card from the user's own reference screenshots (account wasn't in that state during calibration) -- expected to fall through to the same generic-Enter path already confirmed for the attendance card and network notice, but not yet exercised for real; and the kill+relaunch recovery path has only been exercised once, manually, not yet through a fresh invocation of the actual login.py module hitting a real stuck state on its own. Connectivity-probe fix, _connectivity_confirmed (2026-07-17): reported live by the user via real pulled cron logs -- a 4:30 AM daily fire logged a clean [login] reached home, but every task that ran afterward (cafe, event_sweep, circle, lesson, arena, both shops, gem_shop, mailbox, stamina) failed to open its own screen, persisting across multiple consecutive q4h fires spanning hours. Per the user's own direct knowledge: the server's daily reset or a concurrent login from another device can silently kill the session while the client keeps showing a cached-looking, visually normal home screen -- the error only surfaces as the game's own "connection lost" popup once an actual navigation/API call is attempted, which _true_home's purely-visual checks never triggered. Fixed per the user's own suggested design ("enter the stamina claim/reward area then go back home"): _connectivity_confirmed now opens the Mission panel and closes it again before _wait_for_home will return success. Reproducing this live (the user logged into the account on their phone to trigger a real session kill) surfaced two FURTHER false positives in the same family, both from an unusually long, multi-frame animated loading sequence that never resolved on its own: first with navigation.is_on_subscreen (single-pixel) as the panel-opened check, then again after upgrading to navigation.is_header_bar_visible (8-point) -- each independently got fooled by a different coincidental splash frame within the same run. Fixed by requiring _true_home to re-verify a second time, after a short wait, before finally trusting a passed connectivity check. Confirmed live: the stuck session was cleared with a manual kill+relaunch, then a genuinely fresh cold-start login run (game process not running at all) correctly launched the game, passed through the title screen, and reached independently-verified true home (full HUD -- Lv/AP/credits/gems/bottom nav all visible, confirmed via direct screenshot and a separate _true_home/is_header_bar_visible check, not just the module's own printed message). Not yet re-confirmed against a fresh instance of the original silent-session-death failure mode specifically (the live reproduction available this session was the full-kick-to-login-screen variant, not the "still looks like home but isn't" variant from the cron logs), though the same _connectivity_confirmed mechanism covers both by design. |
| Commissions | module/clear_special_task_power.py |
Need to inspect | ba_auto/tasks/commission.py |
sweep/color adaptation | Not started |
| Exit game | None -- searched ~/repo/baas-reference/ thoroughly, no counterpart exists. The closest match, core/Baas_thread.py's shutdown()/start_shutdown() (line ~984), is an optional full Windows OS shutdown (subprocess.run(["shutdown", "-s", "-t", "60"])) gated by a user toggle, not a game-client exit -- out of scope (this project's game and X display run on nik-gpu, shutting the host down would kill the SSH session too, nothing like what was requested). The only other app-closing call, connection.py's close_current_app (line 381, plain ADB app_stop), exists purely for Baas_thread.py's own error-recovery restarts (deal_with_package_incorrect/deal_with_func_call_timeout) inside a persistent background scheduler that's designed to keep running indefinitely -- it never deliberately exits once daily tasks finish. This feature is new, desktop-specific convenience logic motivated by this project's different architecture (cron launches a fresh one-shot process per preset, so closing the game after a run has real value the reference's always-on scheduler never needed), not a port of anything. |
ba_auto/tasks/exit_game.py |
No new driver/detector primitives needed -- reuses navigation.return_to_home (must-be-true-home gate), navigation.is_modal_open (verifies the Escape-triggered "exit the game?" dialog actually opened, the same generic dim-probe reused across bounty/gem_shop/circle's own confirm dialogs), driver.keypress("Escape"/"Return"), and driver.window_exists() (verifies the game process/window is actually gone afterward, not just that Enter was sent) |
Done. navigation.return_to_home's own docstring already documents the mechanism this relies on: an Escape press on the confirmed true home screen (nowhere else) raises this exact dialog -- every other task treats that as a hazard to avoid triggering by accident; this is the one task that wants it, gated the same way (only fires from a verified true-home state). No force-kill fallback if the graceful Escape/Enter path doesn't verify -- matches this project's established "abort cleanly on unknown state rather than guess" convention (gem_shop/bounty), rather than reaching for driver.kill_game(). Opt-in only, appended to the end of the daily/q4h presets (not DEFAULT_ORDER), since it deliberately ends the session. Confirmed live (2026-07-18) via a standalone ./ba_dailies.sh exit_game run, user-reported "works well" -- is_modal_open's generic dim-probe correctly read the exit-confirmation dialog after Escape, and the game closed cleanly after Enter. Not yet exercised as the tail end of a full daily/q4h preset run (only standalone so far), though nothing in its own logic depends on which task ran before it. |
|
| 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. Follow-up (2026-07-11): live bug report — this task never returned home at the end, so a second consecutive invocation starting from wherever the first left the game (the Tactical Challenge screen itself) sent _open_tactical_challenge's home-relative clicks to the wrong place and failed all 3 retries. Fixed by calling the shared navigation.return_to_home(driver) at the very start of run(), reusing the generic Escape-based recovery primitive built for event_sweep.py's own wrong-page recovery. Confirmed live (2026-07-11): reproduced the stuck-on-arena-screen scenario manually, then a real arena invocation recovered and completed a full fight normally (rank 14位's opponent-list entry moved 10位→9位, ticket 2→1, credits +1,080), with no repeat of the original failure. Follow-up #2 (2026-07-12), per explicit user request: reversed the original "exactly one battle per invocation" decision — _fight_one now holds the single-battle logic and run() loops it (while tickets > 0 and fights < config.ARENA_MAX_FIGHTS_PER_RUN), re-reading the OCR'd ticket count after each fight and waiting config.ARENA_POST_BATTLE_COOLDOWN (30s, per the user's own info about the real in-game lockout between fights) before continuing. ArenaStopFightWhenRank1 is now re-checked before every fight in the loop, not just once. See plan.md's Phase 13 follow-up #2 — not yet live-tested (spends multiple real tickets, needs the user's go-ahead first). This DID subsequently run live via cron and surfaced a real hazard (2026-07-17): the log showed "battle skip already on" for all 5 fights and a clean "fought 5 battle(s) this run", but the account was left showing a real "Battle Complete" screen with a ~3-minute combat timer -- battles had run in full, not skipped -- and every task for the rest of that daily invocation failed to open its own screen. Two compounding bugs: (1) _ensure_skip_on's "on" detection was never actually verified to reject a real "off" state (ARENA_SKIP_ON_RGB was only ever confirmed against a session where skip happened to already be on); (2) _wait_for_result had no early-exit signal and always ran its full fixed 15s budget before unconditionally declaring success -- far too short for a real battle -- and _fight_one discarded _wait_for_result's return value entirely, so even a correctly detected failure never stopped the fight loop. Fixed by widening RESULT_MODAL_MAX_POLLS substantially (tolerating a real battle's full duration regardless of whether the skip-mode detection gets fully root-caused) plus a new _back_on_challenge_list early exit (so the normal fast case doesn't slow down), and by making _fight_one actually stop on a _wait_for_result failure. The skip-toggle's own "off" detection was not independently re-verified (would need a real ticket at a moment the account had none left) -- deliberately structured so the fix is safe even if that root cause isn't fully resolved. |
| 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. Selection-policy rewrite (Phase 12 follow-up #3, 2026-07-13): per explicit user direction, replaced "always pick the single highest affection value" with a tiered min/max-farming priority -- any 3-student cell anywhere first, then any 2-student cell anywhere, then single-student cells sorted lowest-affection-first. This needs the whole board's state before deciding, not just the current region's, so the flow is now scan-all-then-execute (_scan_all_regions/_build_priority_queue/_run_queue) rather than the old per-region sweep-and-pick-best loop (_find_best_cell/_sweep_region, both removed). Verified offline against a synthetic board (correct tier ordering) and live against the real board via a zero-cost scan-only call (69 real schedulable cells found across 12 regions -- 7 triples, 30 doubles, 32 singles -- correctly bucketed and the singles tail exactly ascending by real affection value), with zero tickets spent since the account was fully out that day. Real ticket-spending execution (_run_queue actually running schedules) is not yet live-tested -- deferred to the user once tickets regenerate. |
Do not implement a feature without filling at least the relevant row.