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