基础计算

This commit is contained in:
2025-03-23 16:12:22 +08:00
parent 3b4a503f01
commit 2502450e5b
2 changed files with 48 additions and 26 deletions
+44 -22
View File
@@ -5,11 +5,11 @@ from typing import Literal
from core.basic.property import CharacterInfo
from core.basic.skill import Skill
from core.basic.equipment import get_equipment, EquEffect,Equ
from core.basic.equipment import get_equipment, EquEffect, Equ
# from core.basic.equipment import equipments
# from core.basic.skill import Skill, ActiveSkill, PassiveSkill
from .formula import 增幅计算, 精通计算, 获取基础属性
from .formula import 增幅计算, 强化技攻, 武器强化计算, 精通计算, 获取基础属性, 耳环计算, 左右计算, 锻造计算
from .roleinfo import CharacterEquipInfo, get_key_by_value
# from .property import 精通计算, 角色基础, CharacterInfo
@@ -48,7 +48,7 @@ class Character:
ElementA: dict[str, float]
"""属性攻击"""
ElementIncrease:float
ElementIncrease: float
"""属性增幅"""
ElementDB: dict[str, float]
@@ -268,6 +268,8 @@ class Character:
'AttackP',
'Buffer',
'BufferP',
'Spirit',
'Vitality'
}
for key in kwargs:
if key not in allowed_kwargs:
@@ -298,7 +300,7 @@ class Character:
self.BufferP += 增益量P + kwargs.get('BufferP', 0)
pass
def AddSkillLv(self, min:int, max:int, lv:int, type=-1) -> None:
def AddSkillLv(self, min: int, max: int, lv: int, type=-1) -> None:
"""
增加技能等级
type: -1 全部, 0 被动, 1 主动
@@ -443,26 +445,22 @@ class Character:
# 当前部位的打造
cur = self.charEquipInfo[part]
# 当前部位适用调试后的属性
partEqu = equs.equ_dict.get(cur.id).adapt(cur.adaptation)
partEqu = equs.equ_dict.get(cur.id).adapt(cur.adaptation)
# 设置当前部位的装备
self.charEquipInfo[part].equInfo = equs.equ_dict.get(cur.id)
# 套装属性设置
for suit in partEqu.suit:
if suitInfo.get(suit, None) is None:
suitInfo[suit] = {
"point": 0,
"count": 0,
'point': 0,
'count': 0,
}
if partEqu.Point == 0:
suitInfo[suit]['count'] += 1
else:
suitInfo[suit]['point'] += partEqu.Point
# 取得点数最高的套装
max_point_suit = max(
(suit for suit in suitInfo if suitInfo[suit]['point'] > 0),
key=lambda suit: suitInfo[suit]['point'],
default=None
)
max_point_suit = max((suit for suit in suitInfo if suitInfo[suit]['point'] > 0), key=lambda suit: suitInfo[suit]['point'], default=None)
# 处理没有点数的老套装
zero_point_suits = [suit for suit in suitInfo if suitInfo[suit]['point'] == 0]
suits = zero_point_suits + ([max_point_suit] if max_point_suit is not None else [])
@@ -481,21 +479,45 @@ class Character:
cur = self.charEquipInfo[part]
equ = cur.equInfo
reinforce = self.charEquipInfo[part].reinforce
value = 精通计算(115, equ.rarity,reinforce,equ.itemDetailType,self.防具类型)
value = 精通计算(115, equ.rarity, reinforce, equ.itemDetailType, self.防具类型)
for key in self.防具精通属性:
key = get_key_by_value(key)
setattr(self, key, getattr(self, key) + value[key])
setattr(self, key, getattr(self, key) + value)
# 115增幅强化品级固定史诗
for part in self.charEquipInfo.keys():
cur = self.charEquipInfo[part]
# 增幅
if cur.reinforceType == 1:
# 增幅四维
value = 增幅计算(115,'史诗',cur.reinforce)
self.SetStatus(STR=value,INT=value,Spirit=value,Vitality=value)
# 增幅计算
# 武器、特殊装备强化额外效果计算
# 传世武器强化系数取所有武器的最高的1.12
value = 增幅计算(115, '史诗', cur.reinforce)
self.SetStatus(STR=value, INT=value, Spirit=value, Vitality=value)
# 增幅技攻计算
value = 强化技攻(cur.reinforce, cur.reinforceType, part)
self.SetStatus(SkillAttack=value)
# 武器强化、武器锻造、特殊装备强化额外效果计算
if part == '武器':
# 锻造独立计算
value = 锻造计算(115, '史诗', cur.refine)
self.SetStatus(AtkI = value)
# 传世武器强化系数取所有武器的最高的1.12
if cur.equInfo.categorize == '传世武器':
value = 武器强化计算(115, '史诗', cur.reinforce,cur.equInfo.itemDetailType,'物理',1.12)
self.SetStatus(AtkP=value, AtkM=value)
else:
# 强化计算
value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理')
self.SetStatus(AtkP=value)
value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '魔法')
self.SetStatus(AtkM=value)
pass
if part == '耳环':
value = 耳环计算(115, '史诗', cur.reinforce)
self.SetStatus(AtkM=value, AtkP=value,AtkI=value)
pass
if part in ['辅助装备', '魔法石']:
value = 左右计算(115, '史诗', cur.reinforce)
self.SetStatus(STR=value, INT=value, Spirit=value, Vitality=value)
pass
pass
def calc_jade(self):
@@ -524,9 +546,9 @@ class Character:
# 技能计算
skill = self.GetSkillByName('G-35L感电手雷')
print(skill.getSkillDate(skill.lv),skill.skillDamage,skill.skillRation)
#
return
print(skill.getSkillDate(skill.lv), skill.skillDamage, skill.skillRation)
#
return
# 技能影响角色的属性,如属强、抗性等
for skill in self.skills:
skill.effect(self)
+4 -4
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@@ -1,10 +1,10 @@
# 看看就行, 计算细节通用的数据
# region
def 强化技攻(强化等级, 强化类型, 部位):
增幅技攻 = [0] * 11 + [0.2, 0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4]
强化技攻 = [0] * 13 + [0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2]
if 强化类型 == '强化':
def 强化技攻(强化等级:int, 强化类型:int, 部位:str):
增幅技攻 = [0] * 10 + [0.2, 0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4]
强化技攻 = [0] * 12 + [0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2]
if 强化类型 == 0:
if 部位 not in ['武器', '耳环']:
return 0
else: