- Added `ba_auto/tasks/gem_shop.py` to automate claiming the daily free package from the gem shop. - Integrated color probes for state detection instead of template matching. - Updated `ba_daily.py` to include the new gem shop task in the default execution order. - Documented the implementation and calibration process in `plan.md`, including live testing results and fixes for dialog handling. - Addressed potential bugs related to dialog state verification and tab layout changes.
152 lines
7.1 KiB
Python
152 lines
7.1 KiB
Python
#!/usr/bin/env python3
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"""Python CLI entry point: ba_dailies.sh -> ba_daily.py -> ba_auto/tasks/*.py"""
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import sys
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from ba_auto import config, driver, navigation
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from ba_auto.tasks import arena, bounty, cafe, event_sweep, gem_shop, lesson, mailbox, shop_common, shop_tactical, stamina, story_sweep
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TASKS = {
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"mailbox": mailbox.run,
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"cafe": cafe.run,
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"stamina": stamina.run,
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"gem_shop": gem_shop.run,
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"story_sweep": story_sweep.run,
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"event_sweep": event_sweep.run,
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"shop_common": shop_common.run,
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"shop_tactical": shop_tactical.run,
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"lesson": lesson.run,
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"arena": arena.run,
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"bounty": bounty.run,
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}
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# story_sweep, event_sweep, both shop tasks, lesson, arena, and bounty are
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# opt-in only (not in the default flow): they spend AP/credits/tactical
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# coin/lesson tickets/an arena ticket/a bounty ticket on an automated choice
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# rather than reclaiming something free, which is a real resource decision
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# the default unattended run shouldn't make blindly. Arena specifically
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# fights a real ranked PvP battle each run -- see ba_auto/tasks/arena.py's
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# module docstring. gem_shop is the opposite case -- like mailbox/cafe/
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# stamina, it only ever reclaims a genuinely free (0 yen), once-per-day
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# resource with no choice to make (claim it or don't, nothing to select),
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# so it belongs in the default flow rather than opt-in.
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DEFAULT_ORDER = ["mailbox", "cafe", "stamina", "gem_shop"]
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# How many times _ensure_home retries navigation.return_to_home as a whole
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# (not to be confused with that function's own internal
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# RETURN_HOME_MAX_ROUNDS press-loop) before giving up, and how long it waits
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# between attempts. A single return_to_home call already presses through
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# ordinary stuck subscreens/modals -- this outer retry exists for the
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# genuinely transient case a single pass can't help with (a screen still
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# mid-transition/loading at the moment it was checked, a slow network
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# hiccup dialog that needs a few seconds to settle), giving that condition
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# real time to resolve on its own between attempts rather than hammering
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# the same check back-to-back.
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PRE_TASK_HOME_RETRIES = 3
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PRE_TASK_HOME_RETRY_WAIT = 5
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def _ensure_home(name):
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"""Self-healing pre-task recovery: retry navigation.return_to_home
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across multiple bounded attempts (with a wait between, for a genuinely
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transient condition to clear) rather than giving up after a single
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pass. Returns True once home is confirmed, False if still not home
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after PRE_TASK_HOME_RETRIES attempts -- callers should NOT abort on
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False (see _run_task's own docstring for why), just proceed with
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whatever confidence they have.
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"""
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for attempt in range(1, PRE_TASK_HOME_RETRIES + 1):
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if navigation.return_to_home(driver):
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return True
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print(f"[{name}] still not confirmed home after recovery attempt {attempt}/{PRE_TASK_HOME_RETRIES}")
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if attempt < PRE_TASK_HOME_RETRIES:
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driver.wait(PRE_TASK_HOME_RETRY_WAIT)
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return False
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def _run_task(name):
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"""Run one task, guaranteeing the game is at the home screen both before
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it starts and after it ends -- success, a task's own early "abort
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without pressing further keys" return, or an uncaught exception.
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Centralized here rather than duplicated inside every task's own run()
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so it can't be missed by an early-return path a task's own author
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didn't think to guard against, or skipped entirely by a new task that
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forgets to add it. An audit (2026-07-11, per explicit user request)
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found this was a real, widespread gap: mailbox/cafe/stamina/shop_*/
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lesson only pressed a single conditional Escape on some paths (nothing
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at all on several early-failure paths), story_sweep.py had no home-
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return cleanup anywhere including its own success path, and arena.py
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only called navigation.return_to_home at the START of a run (recovering
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from the *previous* run's leftover state) rather than at the end of its
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own. Only event_sweep.py and bounty.py already called it on every path
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-- see plan.md's "Return-to-home audit" entry for the full writeup.
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The pre-task call turned out to matter just as much as the post-task
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one, confirmed live the same session: every task's own navigation
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(MAILBOX_ICON, WORK_ICON, etc.) is a fixed, home-screen-relative
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coordinate. mailbox.py was run once with the game left mid-navigation
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on an unrelated Event Quest screen (a leftover from an unrelated
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network-disconnect popup, nothing to do with this project) -- its
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MAILBOX_ICON click landed on that screen instead, and a chain of
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false-positive state checks (see navigation.return_to_home's own
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_not_home fix from the same incident) let it click blindly into a
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completely unrelated event stage-info modal rather than the mailbox.
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No resource was actually spent (confirmed by unchanged AP/credits), but
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calling return_to_home before every task closes the gap outright rather
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than relying on chance.
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Per explicit user direction (2026-07-12): this is self-healing, not a
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hard gate. _ensure_home retries across several bounded attempts rather
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than giving up after one, and even if it still can't confirm home, the
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task is attempted anyway -- never hard-aborted here. A task's own
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individual navigation steps already verify their own state before
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acting (mailbox's MAILBOX_ICON click, story_sweep's task-screen check,
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etc.), so a task started from an unconfirmed state still fails safely
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at its own first click-verify step rather than cascading blindly, the
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same protection every task already has for a missed click mid-run.
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A bare try/finally (no except) is used deliberately for the post-task
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call: navigation.return_to_home always runs before control leaves this
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function, but any exception a task raises still propagates normally
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afterward rather than being swallowed -- a crash should still surface
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as a crash, just with the game safely back at home first instead of
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stuck wherever it failed.
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"""
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if not _ensure_home(name):
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print(f"[{name}] warning: could not confirm starting from the home screen after {PRE_TASK_HOME_RETRIES} attempts -- proceeding anyway")
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try:
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TASKS[name](driver, config)
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finally:
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if not navigation.return_to_home(driver):
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print(f"[{name}] warning: could not confirm return to home screen after task finished")
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def main(argv):
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args = argv[1:]
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if args and args[0] == "--list-commands":
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# Machine-readable command list for shell completion (see
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# completions/ba_dailies.bash) -- kept as a thin read of TASKS
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# itself so the completion list can never drift from what's
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# actually dispatchable.
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print(" ".join(TASKS.keys()))
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return 0
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if not args:
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for name in DEFAULT_ORDER:
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_run_task(name)
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print("All done.")
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return 0
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command = args[0]
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if command not in TASKS:
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print(f"Unknown phase: {command}", file=sys.stderr)
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print(f"Valid phases: {' '.join(TASKS.keys())}", file=sys.stderr)
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return 1
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_run_task(command)
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return 0
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if __name__ == "__main__":
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sys.exit(main(sys.argv))
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