feat:优化代码

This commit is contained in:
2026-06-04 11:03:35 +08:00
parent bb3ad71d21
commit 060de9494f
4 changed files with 262 additions and 60 deletions
+60 -30
View File
@@ -9,6 +9,25 @@ from ..roleinfo import CharacterEmblemInfo, CharacterEquipInfo, get_key_by_value
from .jade import Jade
ELEMENT_STATUS_KEYS = {
'ElementA',
'ElementDB',
'ElementR',
'火强',
'冰强',
'光强',
'暗强',
'火抗',
'冰抗',
'光抗',
'暗抗',
'火属性攻击',
'冰属性攻击',
'光属性攻击',
'暗属性攻击',
}
class CharacterBase(CharacterProperty):
# region 额外类属性(CharacterProperty 中未声明的)
@@ -19,6 +38,7 @@ class CharacterBase(CharacterProperty):
skills_id_dict: dict[str, 'Skill']
skills_uuid_dict: dict[str, 'Skill']
skill_names_cache: dict[tuple[str, bool | str], list[str]]
skills_cache: dict[tuple[str, bool | str], list['Skill']]
equVersion: str = '0'
"""装备版本"""
charEquipInfo: dict[str, 'CharacterEquipInfo']
@@ -153,6 +173,7 @@ class CharacterBase(CharacterProperty):
self.skills_id_dict = {}
self.skills_uuid_dict = {}
self.skill_names_cache = {}
self.skills_cache = {}
self.load_skills()
# region 角色属性设置
@@ -249,33 +270,38 @@ class CharacterBase(CharacterProperty):
# frame = sys._getframe(1) # 1 表示上一级调用帧
# caller_name = frame.f_code.co_name
# print(caller_name, kwargs.get('SkillAttack', 0))
self.STR += 力量 + kwargs.get('STR', 0) + 四维 + 力智
self.INT += 智力 + kwargs.get('INT', 0) + 四维 + 力智
self.Spirit += 精神 + kwargs.get('Spirit', 0) + 四维 + 体精
self.Vitality += 体力 + kwargs.get('Vitality', 0) + 四维 + 体精
self.AtkP += 物攻 + kwargs.get('AtkP', 0) + 三攻
self.AtkM += 魔攻 + kwargs.get('AtkM', 0) + 三攻
self.AtkI += 独立 + kwargs.get('AtkI', 0) + 三攻
self.PAtkP *= kwargs.get('PAtkP', 1.0)
self.PAtkM *= kwargs.get('PAtkM', 1.0)
self.PAtkI *= kwargs.get('PAtkI', 1.0)
for elem in ['火', '冰', '光', '暗']:
self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem]
self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + 全属强
self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + 全属抗
self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴
self.CriticalP += kwargs.get('CriticalP', 0) + 物暴
self.SkillAttack *= (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0))
self.SpeedA += 攻击速度 + kwargs.get('SpeedA', 0) + 三速
self.SpeedM += 移动速度 + kwargs.get('SpeedM', 0) + 三速
self.SpeedR += 施放速度 + kwargs.get('SpeedR', 0) + 三速
self.HitP += 命中率 + kwargs.get('HitP', 0)
self.Hit += 命中 + kwargs.get('Hit', 0)
self.Attack += 攻击强化 + kwargs.get('Attack', 0)
self.AttackP += 攻击强化P + kwargs.get('AttackP', 0.0)
self.Buffer += 增益量 + kwargs.get('Buffer', 0)
self.BufferP += 增益量P + kwargs.get('BufferP', 0)
self.EquEffectRatio += kwargs.get('EquEffectRatio', 0.0)
kget = kwargs.get
self.STR += 力量 + kget('STR', 0) + 四维 + 力智
self.INT += 智力 + kget('INT', 0) + 四维 + 力智
self.Spirit += 精神 + kget('Spirit', 0) + 四维 + 体精
self.Vitality += 体力 + kget('Vitality', 0) + 四维 + 体精
self.AtkP += 物攻 + kget('AtkP', 0) + 三攻
self.AtkM += 魔攻 + kget('AtkM', 0) + 三攻
self.AtkI += 独立 + kget('AtkI', 0) + 三攻
self.PAtkP *= kget('PAtkP', 1.0)
self.PAtkM *= kget('PAtkM', 1.0)
self.PAtkI *= kget('PAtkI', 1.0)
if 全属强 or 全属抗 or ELEMENT_STATUS_KEYS.intersection(kwargs):
element_a = kget('ElementA', {})
element_db = kget('ElementDB', {})
element_r = kget('ElementR', {})
for elem in ['火', '冰', '光', '暗']:
self.ElementA[elem] = kget(f'{elem}属性攻击', False) or element_a.get(elem, False) or self.ElementA[elem]
self.ElementDB[elem] += kget(f'{elem}强', 0) + element_db.get(elem, 0) + 全属强
self.ElementR[elem] += kget(f'{elem}抗', 0) + element_r.get(elem, 0) + 全属抗
self.CriticalM += kget('CriticalM', 0) + 魔暴
self.CriticalP += kget('CriticalP', 0) + 物暴
self.SkillAttack *= (1 + 技攻) * (1 + kget('SkillAttack', 0))
self.SpeedA += 攻击速度 + kget('SpeedA', 0) + 三速
self.SpeedM += 移动速度 + kget('SpeedM', 0) + 三速
self.SpeedR += 施放速度 + kget('SpeedR', 0) + 三速
self.HitP += 命中率 + kget('HitP', 0)
self.Hit += 命中 + kget('Hit', 0)
self.Attack += 攻击强化 + kget('Attack', 0)
self.AttackP += 攻击强化P + kget('AttackP', 0.0)
self.Buffer += 增益量 + kget('Buffer', 0)
self.BufferP += 增益量P + kget('BufferP', 0)
self.EquEffectRatio += kget('EquEffectRatio', 0.0)
def AddElementDB(self, element: str, value: float, type: int = 0) -> None:
"""
@@ -343,10 +369,14 @@ class CharacterBase(CharacterProperty):
def GetSkillNames(self, type: Literal['active', 'passive', 'all'] = 'all', damage: Literal[True, False, 'all'] = 'all') -> list[str]:
"""获取技能名字"""
return [skill.name for skill in self.GetSkills(type, damage)]
def GetSkills(self, type: Literal['active', 'passive', 'all'] = 'all', damage: Literal[True, False, 'all'] = 'all') -> list['Skill']:
"""获取技能对象"""
key = (type, damage)
if key not in self.skill_names_cache:
self.skill_names_cache[key] = [skill.name for skill in self.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
return self.skill_names_cache[key]
if key not in self.skills_cache:
self.skills_cache[key] = [skill for skill in self.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
return self.skills_cache[key]
def GetWeaponType(self) -> tuple[str, str]:
"""获取武器类型"""