init
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from enum import Enum
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from typing import Union
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from core.basic.equipment import Equ, get_equipment
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class CharacterEquipInfo:
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id: str
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"""装备ID"""
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reinforce: int
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"""强化等级"""
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reinforceType: int
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"""强化类型"""
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enchant: str
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"""附魔"""
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emblems: list[str]
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"""徽章"""
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fusion: int | None
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"""贴膜ID"""
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refine: int | None
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"""锻造等级"""
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fusionDetail: dict | None
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"""贴膜详情"""
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adaptation: int
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"""调适等级"""
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equInfo: Union['Equ', None]
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"""装备信息"""
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fusionInfo: Union['Equ', None]
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"""贴膜信息"""
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def __init__(self, info={}, equVerison=0, part='') -> None:
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self.__dict__.update(info)
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equ = get_equipment(equVerison).equ_dict.get(self.id, None)
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if equ is not None and (equ.itemType == part or equ.itemDetailType == part):
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self.equInfo = equ.adapt(self.adaptation)
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else:
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self.equInfo = None
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class CharacterWeaponInfo(CharacterEquipInfo):
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refine: int
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"""锻造等级"""
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upgradeDetail: dict
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"""贴膜详情"""
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def __init__(self, info={}) -> None:
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self.__dict__.update(info)
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class Part(Enum):
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weaopn = '武器'
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title = '称号'
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coat = '上衣'
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neck = '护肩'
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pants = '下装'
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shoes = '鞋子'
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belt = '腰带'
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bracelet = '手镯'
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ring = '戒指'
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necklace = '项链'
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support = '辅助装备'
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magic_stone = '魔法石'
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earring = '耳环'
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class CharacterAttributes(Enum):
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STR = '力量'
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INT = '智力'
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Spirit = '精神'
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Vitality = '体力'
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AtkP = '物理攻击力'
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AtkM = '魔法攻击力'
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AtkI = '独立攻击力'
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ElementA = '属性攻击'
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ElementDB = '属性强化数值'
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ElementR = '属性抗性数值'
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CriticalM = '魔法暴击'
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CriticalP = '物理暴击'
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SkillAttack = '技能攻击力'
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SpeedA = '攻击速度'
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SpeedM = '移动速度'
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SpeedR = '施放速度'
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Hit = '命中率'
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Abnormal = '敌人异常状态'
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MonsterInfo = '怪物信息'
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Buffer = '增益量'
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BufferP = '增益量%'
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Attack = '攻击强化'
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AttackP = '攻击强化%'
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mapping = {value: key for key, value in CharacterAttributes.__members__.items()}
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def get_key_by_value(value: str) -> str:
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return mapping[value]
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