Farm Resources
About 435 wordsAbout 1 min
| Item | Value |
|---|---|
| Entry | FarmResources.EnsureHome |
| Task | tasks/farm_resources.json |
| Pipeline | resource/base/pipeline/farm_resources.json |
Stages (resource collect)
| Type | Stages |
|---|---|
| Special funds | 1-1 … 1-5 |
| Physical training | 2-1 … 2-4 (no 2-5) |
| Unit rating | 3-1 … 3-4 (no 3-5) |
| Vehicle drill | 4-1 … 4-5 |
Modes
Termination semantics: both modes end when stamina runs out. After the
BattleStageloop returns to the stage screen, the next battle starts if stamina remains; only the "no stamina" popup (or the quick-battle button disappearing) ends the task.
- Single battle:
SetBattleCountfrom option (1–6 / max). The count is the battles per batch, not a hard task limit — the task farms until stamina is insufficient. - Drain stamina:
SetBattleCountMax,ReduceCounton low stamina (count −1 per cycle until 1, then exit viaReductionDone), exit via confirm → main. Unlike single-battle mode, it squeezes out the remaining stamina instead of wasting it.
Remaining Stamina
| Item | Value |
|---|---|
| Task | tasks/farm_remaining_stamina.json |
| Entry | FarmResources.EnsureHome (reuses farm flow) |
A copy of Farm Resources locked to drain-stamina mode: the task-level pipeline_override carries max count (SetBattleCountMax), stamina-low count reduction (CheckStamina → CheckCountOCR / ReduceCount) and the exit path. It uses its own independent option set remaining_farm_category (category → resource type → stage, separate from farm_resources), meant to drain whatever stamina is left at that point, usually enabled via task presets rather than checked by default.
Skill training: basic / advanced stages via OCR + lock checks. Custom actions: battle count helpers in agent/custom/.
Precondition
The task entry is FarmResources.EnsureHome, an always-matching gate node. The game should normally start on the main screen. When home cannot be confirmed, the shared return-to-home hub Common.EnsureHome takes over: it dismisses the "item obtained" overlay, clicks the top home button, clicks the generic back button, and finally sends the system back key. Once home is reached the original flow is retried, so the entry itself never fails just because the game is not on the main screen. The hub tries up to 10 rounds; the task fails only if home still cannot be reached.
Acceptance checklist
After changing this task, verify in order:
- One stage per resource board runs alone (including 4/5 stages that need swiping)
- Single-battle mode end-to-end: finishes after the configured count
- Drain-stamina mode: count is reduced when stamina is low, exits normally at 1
- Victory screen / item popup / quick-battle button verified separately
- Locked stage (grey text): notifies "not unlocked" instead of hanging
- Full regression: runs together with other tasks (startup, claim, PVP) without conflict
