Opt/skill associate #11

Merged
imelon merged 3 commits from opt/skillAssociate into master 2026-10-13 19:33:30 +08:00
20 changed files with 875 additions and 161 deletions
Showing only changes of commit 7dc5f4cde5 - Show all commits
+7 -1
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@@ -1,9 +1,9 @@
from collections.abc import Mapping
import sys
from typing import Any, Literal
from core.abstract.character import CharacterProperty
from core.basic.skill import Skill
from core.basic.skill_effects import SkillEffectEngine, skill_effect_batch
from core.basic.equipment import EquEffect, OathSuit, OathSuitSkill, Suit
from ..formula import get_base_attributes, 获取唤醒属性
from ..roleinfo import CharacterEmblemInfo, CharacterEquipInfo, get_key_by_value, CharacterOathInfo
@@ -178,6 +178,7 @@ class CharacterBase(CharacterProperty):
self.skill_names_cache = {}
self.skills_cache = {}
self.load_skills()
self.skill_effects = SkillEffectEngine(self)
# region 角色属性设置
@@ -188,6 +189,7 @@ class CharacterBase(CharacterProperty):
for index, i in enumerate([get_key_by_value(i) for i in ['力量', '体力', '智力', '精神']]):
setattr(self, i, getattr(self, i) + temp[index] + 唤醒)
@skill_effect_batch
def SetStatus(
self,
力量=0,
@@ -323,6 +325,7 @@ class CharacterBase(CharacterProperty):
value = int(value * (1 + self.jade_effect.ElementIncrease))
self.ElementDB[element] += value
@skill_effect_batch
def AddSkillLv(self, min: int, max: int, lv: int, type=-1, exceptSkills: tuple[str, ...] = ()) -> None:
"""
增加技能等级
@@ -334,18 +337,21 @@ class CharacterBase(CharacterProperty):
if (skillType == 'all' or skill.type == skillType) and skill.lv > 0 and skill.name not in exceptSkills:
skill.lv += lv
@skill_effect_batch
def SetSkillCD(self, min=1, max=100, cd=0, exclude: tuple[int, ...] = (50, 85, 100)) -> None:
"""设置技能CD"""
for skill in self.skills:
if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude:
skill.cdReduce *= 1 - cd
@skill_effect_batch
def SetSkillCDRecover(self, min=1, max=100, cd=0, exclude: tuple[int, ...] = (50, 85, 100)) -> None:
"""设置技能CD恢复"""
for skill in self.skills:
if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude:
skill.cdRecover += cd
@skill_effect_batch
def SetSkillRation(self, min=1, max=100, ratio=1, type=-1) -> None:
"""设置技能倍率
0 修改技能面板 1 不修改技能面板
+18 -13
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@@ -8,6 +8,7 @@ from ..roleinfo import CharacterEmblemInfo, CharacterEquipInfo, CharacterOathInf
from .base import CharacterBase
from .config_view import CalcConfigView
from .effect_apply import apply_uppercase_attrs
from ..skill_effects import skill_effect_batch
@cache
@@ -60,8 +61,9 @@ class CalcEquipMixin(CharacterBase):
self.SetDetail(setInfo)
self.SetSkills(setInfo.get('skills', {}))
@skill_effect_batch
def SetSkills(self, skills: dict[str, dict]):
"""设置技能等级"""
"""批量设置基础等级及 VP/UP;等级不含关联加级,共享等级由 level_source 决定。"""
for key in skills:
skill = self.GetSkillByID(key)
if skill is not None:
@@ -69,7 +71,7 @@ class CalcEquipMixin(CharacterBase):
skill.up = skills[key].get('up', 0)
if skill.hasVP:
skill.vp = skills[key].get('vp', 0)
skill.lv += skills[key].get('lv', 0)
self.skill_effects.set_input_level(skill, skills[key].get('lv', 0))
def load_skills(self) -> None:
"""加载技能"""
@@ -436,17 +438,20 @@ class CalcEquipMixin(CharacterBase):
def calc(self, setInfo: dict[str, dict]):
config = CalcConfigView(setInfo).as_legacy_dict()
self.calc_init(config)
self.SetBaseStatus()
self.calc_jade(config.get('jades', []))
self.calc_avatar(config.get('avatar', {}))
self.calc_basic()
self.calc_sundry(config.get('sundry', {}))
self.calc_emblems()
self.calc_oath_upgrade()
suit = self.calc_suits()
self.calc_equs()
self.calc_oaths()
# 装备等外部加成作为技能关联的基础值;批次结束后按最终技能状态重建关联。
# 装备之间仍有先后依赖(如先计算套装积分),不能据此任意交换下面的调用。
with self.skill_effects.batch():
self.calc_init(config)
self.SetBaseStatus()
self.calc_jade(config.get('jades', []))
self.calc_avatar(config.get('avatar', {}))
self.calc_basic()
self.calc_sundry(config.get('sundry', {}))
self.calc_emblems()
self.calc_oath_upgrade()
suit = self.calc_suits()
self.calc_equs()
self.calc_oaths()
skillInfos = []
if self.buffer:
skillInfos = self.calc_buffer_skills()
+71 -12
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@@ -8,6 +8,7 @@ from .formula import 武器冷却惩罚
from database.connect import get_redis_client
from api.core.Redis import get_redis_info
from api.utils.openapi_data import OPENAPI_CUSTOM_CN_PATH, logical_skill_detail_path
from .skill_effects import CHARACTER_ATTRIBUTES, INPUT_ATTRIBUTES
if TYPE_CHECKING:
from core.basic.character import Character
@@ -84,9 +85,21 @@ def get_data(prefix: str, key: int | str, func: Callable[[Any], Any] = _identity
class Skill:
def __setattr__(self, name, value):
char = self.__dict__.get('char')
engine = getattr(char, 'skill_effects', None)
if name != 'lv' and name in INPUT_ATTRIBUTES and engine is not None and engine.owns(self) and not engine.resolving:
engine.set_attribute(self, name, value)
else:
object.__setattr__(self, name, value)
name: str = ''
"""技能名称"""
_lv: int = 0
level_source: str | None = None
"""共享等级的源技能;目标不独立加级,也不使用自身 maxLv 截断。"""
association_source: bool | None = None
"""共享等级技能默认仅复用等级;需要独立提供关联效果时显式开启。"""
id: int = 0
"""技能ID"""
icon: str = '$char/$uuid'
@@ -131,15 +144,15 @@ class Skill:
cdRecover: float = 1
"""技能冷却恢复"""
associate: list = []
"""关联技能
type: 关联类型 *乘算 +加算 =直接赋值 $角色属性 默认'*skillDamage'
e.g.
*skillDamage 乘算技能伤害
*cdReduce 乘算技能冷却缩减
$*PATK 乘算角色物理攻击
~直接走type对应的函数名称 传参为old,new,data,skills,exceptSkills
skills: 关联技能 默认 '*'
exceptSkills: 例外技能 默认[]
"""关联声明;维护示例和扩展边界见 core/basic/skill_effects.py 文件顶部说明。
type 默认 '*skillDamage':*乘算、+加算、=覆盖;$*PAtkP 等作用于角色。
skills 默认 '*',表示所有伤害技能;显式列表使用技能名称,可指定被动技能。
exceptSkills 默认 [];weapon 默认职业武器选项;precondition() 控制前置条件。
data 按来源等级取值;ratio 是数据除数,默认 100,与技能的 ratio 属性不同。
+lv 的整数加级通常设置 ratio=1;=覆盖直接使用 data 值,不除以 ratio。
动态 effect 以 (0, 最终等级) 多次收集,只构造声明并调用 super().effect。
自定义 type 方法仍有兼容入口,但直接修改目标会绕过贡献收集,新增规则勿照搬。
"""
mode: list[str] = ['']
currentMode: str = ''
@@ -159,6 +172,10 @@ class Skill:
def __init__(self, char):
self.char = char
# Shared-level display skills override the setter with a no-op. They
# did not apply their own associations in the original calculation.
if self.association_source is None:
self.association_source = self.level_source is None and type(self).lv.fset is Skill.lv.fset
self.id = self._extract_id()
self.icon = self._generate_icon()
if self.line is None:
@@ -199,11 +216,22 @@ class Skill:
@property
def lv(self):
"""技能等级"""
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.owns(self):
engine.read_level(self)
elif self.level_source is not None:
return self.char.GetSkillByName(self.level_source).lv
return self._lv
@lv.setter
def lv(self, value):
value = int(min(self.maxLv, value))
if self.level_source is not None:
return
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.owns(self) and not engine.resolving:
engine.set_level(self, max(0, int(value)))
return
value = int(max(0, min(self.maxLv, value)))
if self._lv != value:
self.effect(self._lv, value)
self._lv = value
@@ -238,10 +266,20 @@ class Skill:
value = (1 - self.get_data_value(data, new) / ratio) / (1 - self.get_data_value(data, old) / ratio)
else:
value = (1 + self.get_data_value(data, new) / ratio) / (1 + self.get_data_value(data, old) / ratio)
self.char.SetStatus(**{type[2:]: value})
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.collecting is self:
if type[2:] in CHARACTER_ATTRIBUTES:
engine.record(self, self.char, type[2:], '*', value)
else:
self.char.SetStatus(**{type[2:]: value})
elif type.startswith('$+'):
value = self.get_data_value(data, new) / ratio - self.get_data_value(data, old) / ratio
self.char.SetStatus(**{type[2:]: value})
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.collecting is self:
if type[2:] in CHARACTER_ATTRIBUTES:
engine.record(self, self.char, type[2:], '+', value)
else:
self.char.SetStatus(**{type[2:]: value})
else:
exceptSkills = set(exceptSkills)
if skills == '*':
@@ -256,6 +294,10 @@ class Skill:
skill = self.char.GetSkillByName(name)
if skill is not None:
self.update_skill_attribute(skill, type, old, new, data, ratio, weapon, weapon_type, weapon_options)
else:
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.collecting is self:
engine.missing_target(self, name)
except Exception as e:
# print(f"Error applying association {type} for skill {self.name}: {e}")
raise e
@@ -265,6 +307,23 @@ class Skill:
return
old_value = self.get_data_value(data, old)
new_value = self.get_data_value(data, new)
engine = getattr(self.char, 'skill_effects', None)
if engine is not None and engine.collecting is self:
if type[1:] == 'lv' and skill.level_source is not None:
return
if type.startswith('*'):
if 'cdReduce' in type or 'cdRatio' in type:
value = (1 - new_value / ratio) / (1 - old_value / ratio)
else:
value = (1 + new_value / ratio) / (1 + old_value / ratio)
elif type.startswith('+'):
if type[1:] == 'lv' and not engine.is_learned(skill):
return
value = (new_value - old_value) / ratio
else:
value = new_value
engine.record(self, skill, type[1:], type[0], value)
return
if type.startswith('*'):
if 'cdReduce' in type or type == 'cd' or 'cdRatio' in type:
setattr(skill, type[1:], getattr(skill, type[1:]) * (1 - new_value / ratio) / (1 - old_value / ratio))
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@@ -0,0 +1,386 @@
"""技能关联计算与维护说明
技能关联由 `core/basic/skill_effects.py` 的 `SkillEffectEngine` 统一处理。
`lv`、VP 等输入变化不再通过历史倍率乘除更新目标,而是重新解析最终状态并汇总本次关联贡献。
## 计算阶段
1. `SetSkills` 批量读取基础等级、VP、UP。传入的等级是基础等级,不含关联技能提供的等级;重复传入同一配置不会重复加级。
2. 解析等级和参数依赖。`lv`、`ratio`、`maxLayer` 是状态属性;关联到这些属性的规则以及 `level_source` 组成依赖图,按拓扑顺序求值。关联规则读取其他技能等级时,依赖会自动记录。循环、缺失共享等级源、计算过程中改变状态依赖会报出具体技能。
3. 基于最终状态收集伤害、冷却和角色属性贡献,并在装备提供的基础值之上应用一次。
`calc` 在处理配置、装备、时装、徽章等阶段使用同一个批次。需要读取等级时,可以先解析状态;伤害及角色属性关联在准备阶段结束后统一生效。
## 后续在哪里维护
| 新增或修改的影响 | 维护位置 | 要点 |
| --- | --- | --- |
| 技伤、冷却、攻击段数等普通关联 | 对应 `core/character/GF/职业/角色.py` 的技能类 `associate` | 通常不改引擎;目标属性应有默认值 |
| 随 VP、等级或自身参数变化的关联 | 来源技能的 `effect` | 每次生成完整声明,再调用 `super().effect(old, new)` |
| 技能给其他技能加级 | 来源技能的 `associate`,使用 `+lv` | 整数加级设置 `ratio=1`;只给已学习的目标加级 |
| 生命之树这类共享等级 | 目标技能的 `level_source` | 指向源技能名称,不再写等级 getter/no-op setter |
| 新增会被关联修改、并影响后续关联的参数 | 技能类默认值 + `core/basic/skill_effects.py` 的 `STATE_ATTRIBUTES` | 例如现有 `ratio`、`maxLayer`;加入后自动属于输入属性 |
| 新增外部配置输入,改变它需要重新计算关联 | 技能类、配置赋值入口 + `INPUT_ATTRIBUTES` | 例如现有 `vp`;单纯登记不提供跨技能参数读取依赖 |
| 新增角色属性关联 | `skill.py` 的角色贡献收集分支、`CHARACTER_ATTRIBUTES`,并核对 `character/base.py` 的 `SetStatus` | 当前仅支持对应标量字段;特殊运算需单独实现 |
| 新增运算符、目标选择方式、跨技能非等级依赖 | `skill.py` 的公共关联入口 + `skill_effects.py` | 属于公共能力扩展,需配套单元测试 |
| 装备改变技能等级或倍率 | 原装备规则及 `character/base.py` 的公共修改方法 | 使用已有批处理方法;低层直接写入须在 `batch()` 内 |
| 仅影响单次技能展示/输出的模式、VP、UP 变换 | 原技能 `setMode`、`vp_N`、输出计算方法 | `skillInfo()` 使用临时副本,不要误改为持久关联 |
普通职业规则优先放在职业文件。只有新增公共能力时才修改引擎;不要再用属性 setter 手动撤销旧倍率并乘入新倍率。
## 声明示例和数值约定
以下片段放在对应技能类内,`data0` 为该来源技能的等级数据表:
```python
# 默认百分比:data0[lv] = 110 时,倍率为 1 + 110 / 100。
associate = [{'type': '*skillDamage', 'data': data0, 'skills': ['目标技能名称']}]
# 加级:data0[lv] = 1 时,给已学习目标增加 1 级。
associate = [{'type': '+lv', 'data': data0, 'ratio': 1, 'skills': ['目标技能名称']}]
```
上面是两种独立示例;需要同时生效时放进同一列表。`skills='*'` 仅选择伤害技能,关联被动技能时使用明确的名称列表。名称必须与目标 `name` 完全一致,当前不是按 UUID 匹配。
数据以来源技能等级索引,通常令 `data[0] = 0`。收集仍兼容旧公式:普通乘算为 `(1 + data[lv]/ratio) / (1 + data[0]/ratio)`,`cdReduce`、`cdRatio` 改用减号;加算为 `(data[lv] - data[0])/ratio`;覆盖 `=` 直接取 `data[lv]`。这里字典中的 `ratio` 是除数,区别于手雷精通类上的 `ratio` 参数。
女弹药的动态关联是现成参考:
```python
ratio = 1.0
def effect(self, old, new):
self.associate = [{
'type': '*skillDamage',
'data': [value * self.ratio for value in self.data0],
'skills': ['G-14手雷', 'G-35L感电手雷', 'G-18C冰冻手雷'],
}]
return super().effect(old, new)
```
三觉被动通过 `*ratio` 关联手雷精通。引擎先确定最终 `ratio=1.2`,再收集手雷倍率,所以精通 11 级对应 `1 + 110% × 1.2 = 2.32`。
## 职业规则
静态 `associate` 格式不变。现有动态 `effect(old, new)` 作为兼容入口,在收集模式下以 `(0, 最终等级)` 执行;公共 `apply_association` / `update_skill_attribute` 记录贡献,不修改目标。每次收集都从原始 `associate` 声明开始,取消 VP 时不会保留上一次分支。
动态规则只能生成关联声明,不能在收集过程中直接修改角色或目标技能。需要修改关联产生方式时,应改用声明,而不是另写参数 setter 撤销旧倍率。元素师原先的 `ratio` 补偿 setter 已移除,避免与公共引擎重复应用。
引擎在创建时保存初始声明和状态默认值。动态分支应新建并赋值 `self.associate`,不要对共享的类级列表执行 `append` 或原地改写;也不要把运行后修改 `associate` 当作注册新规则。一次重算可能多次调用 `effect`,因此不能在其中累计计数、直接调用角色加成方法或依赖随机结果。
依赖图目前自动识别三类依赖:共享等级源、收集时跨技能 `.lv` 读取、指向状态属性的关联。
直接读取另一个技能的 `.ratio` 等非等级参数不会自动建立依赖。
新增这类规则时需要先扩展公共依赖机制并验证顺序;单独加入 `INPUT_ATTRIBUTES` 只会触发重算,不能解决求值先后问题。
初次建图后新出现的等级读取或状态目标会报错;不要靠最终状态临时增加依赖边。
每条贡献包含来源技能、条目索引、目标、属性、运算及数值,可从 `character.skill_effects.contributions` 检查。角色属性支持原 `SetStatus` 中相应的标量加算/乘算字段。
同一属性的汇总顺序为:基础值(或覆盖值)→ 加算贡献 → 乘算贡献。不同来源给出不同覆盖值会报冲突;不会依赖遍历顺序选择最后一个。赋零可以直接从基础值重建,不需要除以旧倍率。
## 共享等级
例如生命之树:
```python
level_source = '创世'
```
生命之树跟随创世最终等级,包含创世获得的装备及技能等级加成。目标自身的 `maxLv = 1` 不会截断共享等级。目标不接受独立等级或独立加级;需要提升等级时应提升源技能。
共享等级技能默认不独立提供关联效果,保留原 getter/no-op setter 的行为。如职业规则确实要求共享等级技能独立提供关联,可显式设置 `association_source = True`。
现有 11 个共享等级技能已迁移为 `level_source` 声明。
## 装备和外部修改
`SetStatus`、`AddSkillLv`、`SetSkillRation`、`SetSkillCD`、`SetSkillCDRecover` 已自动批处理。完整 `calc` 中的装备代码也在批次内,因此原有装备的直接属性写入会保留为关联计算的基础值。
新增低层直接修改必须放进批次,不能修改已叠加关联贡献的结果后再要求引擎推断基础值:
```python
with character.skill_effects.batch():
skill.skillDamage *= 1.15
```
`resolve()` 在没有变化时不重复应用;批次重建会先恢复原来的基础值。`skillInfo()` 的临时拷贝不属于引擎管理对象,其模式、VP、UP 变换仍在临时拷贝上执行。
这不表示装备自身也已经与顺序无关:装备仍按原流程执行,例如先由 `calc_suits()` 生成套装积分,再让装备读取积分。当前批次解决的是装备修改与技能关联贡献之间的基线问题,没有为装备建立逐来源贡献账本和依赖图,也不保证对同一实例反复执行整套装备流程不会累计。
定位引擎内部问题时,`_levels` 保存基础及外部等级,`_state_base` 保存状态参数基线,`_output_base` 保存应用技能输出贡献之前的属性值。它们是内部状态,不应由职业或装备规则直接修改;外部输入走公共修改方法或批次入口。
## 诊断和验证
找不到目标的旧关联仍按原逻辑跳过,同时记录在 `unresolved_targets`,供职业规则审查。例如刺客现存的“终结追击”名称失配;本次未推测其数值意图并修改规则。
测试覆盖女弹药 2.32 场景及后续升降级、旅人条件、大枪加级、VP 切换、装备基线、角色属性、共享等级及链式共享、零覆盖、赋值冲突和循环依赖。全职业测试使用全部学习等级,在无 VP/VP1/VP2 下交换输入顺序,并另测搭配职业武器的情况。
重构前后 72 个模块的默认满技能配置对比:伤害/冷却的实质变化集中在女弹药、旅人、男女大枪已确认的问题;元素师统一了 `skillRation`/`skillDamage` 的分配,总伤害保持一致。该验证针对本地计算规则,不等同于游戏实测或线上验证。
新增规则时,在 `tests/unit/test_skill_effects.py` 补充对应场景,重点验证正反设置顺序、等级升降或禁用、条件开关、外部加成后再次重建。公共依赖机制变更还需验证循环及冲突报错。
从仓库根目录执行:
```sh
backend/.venv/bin/pytest backend/tests/unit/test_skill_effects.py -q
backend/.venv/bin/pytest backend/tests/smoke/test_calc_availability.py -k configuration_order -q
```
第二项验证技能配置顺序(包括搭配武器的场景),不验证装备执行顺序。修改公共引擎后再运行完整 `backend/tests` 回归。
"""
from collections import defaultdict
from contextlib import contextmanager
from dataclasses import dataclass
from functools import wraps
from graphlib import CycleError, TopologicalSorter
from math import prod
# 会被关联修改、且参与后续关联求值的属性在此登记,并在技能类上提供默认值。
STATE_ATTRIBUTES = frozenset({'lv', 'ratio', 'maxLayer'})
# 外部赋值触发重算的输入;登记在此不等于自动跟踪跨技能的该属性读取。
INPUT_ATTRIBUTES = STATE_ATTRIBUTES | {'vp', 'up', 'comboCol', 'stage', 'currentMode'}
# These are the scalar keys actually supported by CharacterBase.SetStatus.
# 扩展前核对 SetStatus 的实际运算语义;特殊字段不能仅加入白名单。
CHARACTER_ATTRIBUTES = frozenset({
'STR', 'INT', 'Spirit', 'Vitality', 'AtkP', 'AtkM', 'AtkI',
'PAtkP', 'PAtkM', 'PAtkI', 'PSTR', 'PINT',
})
_MISSING = object()
@dataclass(frozen=True)
class SkillContribution:
source: object
index: int
target: object
attribute: str
operation: str
value: float
def skill_effect_batch(method):
"""Keep external skill/stat changes outside the association baseline."""
@wraps(method)
def wrapped(self, *args, **kwargs):
engine = getattr(self, 'skill_effects', None)
if engine is None:
return method(self, *args, **kwargs)
with engine.batch():
return method(self, *args, **kwargs)
return wrapped
class SkillEffectEngine:
def __init__(self, character):
self.character = character
self.skills = tuple(sorted(character.skills, key=lambda skill: skill.id))
self._members = {id(skill) for skill in self.skills}
self._levels = {skill: skill._lv for skill in self.skills}
self._state_base = {
(skill, attr): getattr(skill, attr)
for skill in self.skills for attr in STATE_ATTRIBUTES - {'lv'}
if hasattr(skill, attr)
}
self._associations = {skill: skill.associate for skill in self.skills}
self._output_base = {}
self._depth = 0
self.resolving = False
self.collecting = None
self._pending = []
self._reads = set()
self._dirty = True
self._state_dirty = True
self.contributions = ()
self.unresolved_targets = set()
def owns(self, skill):
# skillInfo uses shallow copies; these are local render contexts.
return id(skill) in self._members
def changed(self):
self._dirty = self._state_dirty = True
if not self._depth:
self.resolve()
def set_level(self, skill, value):
if skill.level_source is not None:
return
# += equipment bonuses must change the input, not copy already-derived
# mastery levels back into it. Input configuration uses set_input_level.
self._levels[skill] = min(skill.maxLv, max(0, self._levels[skill] + int(value) - skill.lv))
self.changed()
def set_input_level(self, skill, value):
if skill.level_source is not None:
return
self._levels[skill] = min(skill.maxLv, max(0, int(value)))
self._dirty = self._state_dirty = True
def set_attribute(self, skill, name, value):
if name in STATE_ATTRIBUTES:
self._state_base[skill, name] = value
object.__setattr__(skill, name, value)
self.changed()
def is_learned(self, skill):
if skill.level_source is not None:
return skill.lv > 0
return self._levels[skill] > 0
def read_level(self, skill):
if self.collecting is not None and self.collecting is not skill:
self._reads.add(skill)
elif self._state_dirty and not self.resolving:
self.resolve_states()
def record(self, source, target, attribute, operation, value):
self._pending.append(SkillContribution(
source, len(self._pending), target, attribute, operation, value,
))
def missing_target(self, source, name):
self.unresolved_targets.add((source.name, name))
def _collect(self, skill):
# 一个重算周期会多次调用 effect;职业实现只能构造声明并调用公共收集入口。
self._pending = []
self._reads = set()
if not skill.association_source or skill.lv <= 0:
return (), set()
# VP branches often only assign associate when enabled. Start from the
# declaration every time so disabling VP also removes the old branch.
skill.associate = self._associations[skill]
self.collecting = skill
try:
skill.effect(0, skill.lv)
return tuple(self._pending), self._reads.copy()
finally:
self.collecting = None
@staticmethod
def _combine(base, contributions):
contributions = sorted(contributions, key=lambda item: (item.source.id, item.index))
overrides = {item.value for item in contributions if item.operation == '='}
if len(overrides) > 1:
sources = ', '.join(item.source.name for item in contributions if item.operation == '=')
raise ValueError(f'关联赋值冲突: {sources}')
if overrides:
base = overrides.pop()
return (base + sum(item.value for item in contributions if item.operation == '+')) * prod(
item.value for item in contributions if item.operation == '*'
)
def _restore_outputs(self):
for (target, attr), value in self._output_base.items():
if value is _MISSING:
object.__delattr__(target, attr)
else:
object.__setattr__(target, attr, value)
self._output_base.clear()
def resolve_states(self):
# 依赖来源:level_source、跨技能 lv 读取、指向 STATE_ATTRIBUTES 的关联。
# 其他跨技能属性读取不会自动建边;新增此类规则须先扩展依赖机制。
if self.resolving or not self._state_dirty:
return
self.resolving = True
try:
self._restore_outputs()
self.unresolved_targets.clear()
for skill, lv in self._levels.items():
skill._lv = min(skill.maxLv, max(0, lv))
for (skill, attr), value in self._state_base.items():
object.__setattr__(skill, attr, value)
graph = {skill: set() for skill in self.skills}
for skill in self.skills:
if skill.level_source is not None:
source = self.character.GetSkillByName(skill.level_source)
if source is None:
raise ValueError(f'共享等级源技能不存在: {skill.name} -> {skill.level_source}')
graph[skill].add(source)
contributions, reads = self._collect(skill)
graph[skill].update(reads)
for item in contributions:
if item.target is not self.character and item.attribute in STATE_ATTRIBUTES:
graph[item.target].add(skill)
try:
order = tuple(TopologicalSorter(graph).static_order())
except CycleError as exc:
names = ' -> '.join(skill.name for skill in exc.args[1])
raise ValueError(f'技能关联状态存在循环依赖: {names}') from exc
states = defaultdict(list)
for skill in order:
# All upstream level/parameter contributions are ready now.
if skill.level_source is not None:
skill._lv = self.character.GetSkillByName(skill.level_source).lv
contributions, reads = self._collect(skill)
if not reads.issubset(graph[skill]):
raise ValueError(f'技能关联状态依赖随计算改变: {skill.name}')
for item in contributions:
if item.target is self.character or item.attribute not in STATE_ATTRIBUTES:
continue
if skill not in graph[item.target]:
raise ValueError(f'技能关联状态目标随计算改变: {skill.name} -> {item.target.name}')
key = item.target, item.attribute
states[key].append(item)
if item.attribute == 'lv':
base = self._levels[item.target]
value = self._combine(base, states[key])
item.target._lv = min(item.target.maxLv, max(0, int(value)))
else:
base = self._state_base[key]
object.__setattr__(item.target, item.attribute, self._combine(base, states[key]))
self._state_dirty = False
finally:
self.resolving = False
def resolve(self):
if self.resolving or not self._dirty:
return
self.resolve_states()
self.resolving = True
try:
self._restore_outputs()
contributions = []
grouped = defaultdict(list)
for skill in self.skills:
items, _ = self._collect(skill)
contributions.extend(items)
for item in items:
if item.target is not self.character and item.attribute in STATE_ATTRIBUTES:
continue
grouped[item.target, item.attribute].append(item)
for (target, attr), items in grouped.items():
base = getattr(target, attr, _MISSING)
self._output_base[target, attr] = base
if base is _MISSING and not any(item.operation == '=' for item in items):
raise AttributeError(f'技能关联属性不存在: {items[0].source.name} -> {attr}')
object.__setattr__(target, attr, self._combine(0 if base is _MISSING else base, items))
self.contributions = tuple(contributions)
self._dirty = False
finally:
self.resolving = False
@contextmanager
def batch(self):
# 最外层先撤销技能输出贡献,让装备等外部写入落在基础值上,再统一重建。
# 这里只隔离技能贡献,不解决装备规则彼此之间的执行顺序依赖。
outermost = not self._depth
if outermost:
self.resolving = True
try:
self._restore_outputs()
finally:
self.resolving = False
self._dirty = self._state_dirty = True
self._depth += 1
completed = False
try:
yield
completed = True
finally:
self._depth -= 1
if completed and not self._depth:
self.resolve()
+1 -8
View File
@@ -1439,14 +1439,7 @@ class Skill38(CreatorActiveSkill):
mode = ['秒炸', '常规']
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("创世").lv
@lv.setter
def lv(self, value):
...
level_source = '创世'
def setMode(self, mode):
if mode == '秒炸':
@@ -2210,14 +2210,7 @@ class Skill48(ActiveSkill):
hit2 = 8
dataType2 = EnumDamageType.ENCHANTPOISON
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("万毒噬心诀").lv
@lv.setter
def lv(self, value):
...
level_source = '万毒噬心诀'
# 身化万毒
# fighter_female/brawler_female/78b86e64fbb74c1db1b71c50a5ac21cd
@@ -1361,14 +1361,7 @@ class Skill40(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("烈焰焚步").lv
@lv.setter
def lv(self, value):
...
level_source = '烈焰焚步'
# 飞燕旋风
# fighter_male/striker_male/8e358ecf99ac9df31a6132aeafe378a9
@@ -682,7 +682,7 @@ class Skill22(PassiveSkill):
def effect(self, old, new):
skills = []
for i in self.char.skills:
if i.type == "active" and i.learnLv not in [50,85,100] and i.damage and i.lv > 0:
if i.type == "active" and i.learnLv not in [50,85,100] and i.damage and self.char.skill_effects.is_learned(i):
skills.append(i.name)
self.associate = [{"type":"+lv","data":[0] + [1]*self.maxLv,"ratio":1,"skills":skills}]
super().effect(old, new)
@@ -672,7 +672,7 @@ class Skill22(PassiveSkill):
def effect(self, old, new):
skills = []
for i in self.char.skills:
if i.type == "active" and i.learnLv not in [50,85,100] and i.damage and i.lv > 0:
if i.type == "active" and i.learnLv not in [50,85,100] and i.damage and self.char.skill_effects.is_learned(i):
skills.append(i.name)
self.associate = [{"type":"+lv","data":[0] + [1]*self.maxLv,"ratio":1,"skills":skills}]
super().effect(old, new)
@@ -912,25 +912,10 @@ class Skill25(ActiveSkill):
# 蓄气时间上限减少率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
_ratio = 1
ratio = 1.0
associate = [{"type":"*cdRatio","data":data1,"skills":['冰墙', '元素之门', '元素之幕', '元素震荡', '圣灵水晶', '烈焰冲击','天雷', '雷旋', '杰克降临', '湮灭黑洞', '极冰盛宴', '虚无之球', '光与暗的交响']}]
@property
def ratio(self):
return self._ratio
@ratio.setter
def ratio(self, value):
if self._ratio != value:
data = self.associate[0]
ratio = (1 - data['data'][self.lv] / 100 * value) / (1 - data['data'][self.lv] / 100 * self._ratio)
for item in data['skills']:
skill = self.char.GetSkillByName(item)
if skill is not None:
skill.cdRatio *= ratio
self._ratio = value
# 技能等级变化的时候,系数对应的数值变化
def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=(), weapon_type=None, weapon_options=()):
super().update_skill_attribute(skill, type, old, new, data, ratio / self.ratio, weapon, weapon_type, weapon_options)
@@ -1139,25 +1124,10 @@ class Skill31(PassiveSkill):
# 所有属性抗性增加值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
_ratio = 1
ratio = 1.0
associate = [{"type":"*skillDamage","data":data0}]
@property
def ratio(self):
return self._ratio
@ratio.setter
def ratio(self, value):
if self._ratio != value:
data = self.associate[0]
ratio = (1 + data['data'][self.lv] / 100 * value) / (1 + data['data'][self.lv] / 100 * self._ratio)
for item in self.char.GetSkillNames('all', True):
skill = self.char.GetSkillByName(item)
if skill is not None:
skill.skillRation *= ratio
self._ratio = value
# 技能等级变化的时候,系数对应的数值变化
def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=(), weapon_type=None, weapon_options=()):
super().update_skill_attribute(skill, type, old, new, data, ratio / self.ratio, weapon, weapon_type, weapon_options)
@@ -2924,14 +2924,7 @@ class Skill60(ActiveSkill):
# 自身强化
skillDamage = 1.15
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("传说召唤 : 逆月者拉莫斯").lv
@lv.setter
def lv(self, value):
...
level_source = '传说召唤 : 逆月者拉莫斯'
# 逆月
# mage_female/summoner/10834437b54f67c4c27f92eaabd59bb1
@@ -2505,13 +2505,7 @@ class Skill49(ActiveSkill):
associate = [{'data': data3, 'skills': ['变异苍蝇拍', '超级苍蝇拍', '改良舒露露', '改良魔法星弹', '暗影斗篷', '技艺融合', '超级棒棒糖', '光电兔', '雪人刨冰', '乌洛波洛斯之环', '糖果大作战精怪乐园', '糖果大作战捣蛋杰克']}, {'data': data4, 'type': '+powerFail', 'skills': ['熔岩药瓶', '暴炎加热炉', '冰霜钻孔车']}]
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName('贤者之石').lv
@lv.setter
def lv(self, value): ...
level_source = '贤者之石'
def getSkillData(self, lv = 0):
pre = self.char.GetSkillByName('超级苍蝇拍')
@@ -1383,14 +1383,7 @@ class Skill33(ActiveSkill):
associate = [{"data": [0] + [10]*maxLv,"skills":[name]}]
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("魔化 : 末日守卫者").lv
@lv.setter
def lv(self, value):
...
level_source = '魔化 : 末日守卫者'
def skillInfo(self, mode = None):
pre = self.char.GetSkillByName("魔化 : 末日守卫者")
@@ -1725,13 +1725,7 @@ class Skill47(ActiveSkill):
hasVP = False
hasUP = False
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName('神圣洗礼 : 信仰之翼').lv
@lv.setter
def lv(self, value): ...
level_source = '神圣洗礼 : 信仰之翼'
# 爆炸攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -652,13 +652,7 @@ class Skill21(ActiveSkill):
# 范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("三才回轮剑").lv
@lv.setter
def lv(self, value): ...
level_source = '三才回轮剑'
# 轮回剑
# swordman_female/vegabond/852f8ad797db4dca1405cb3e77198401
@@ -695,13 +689,7 @@ class Skill22(ActiveSkill):
# 范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("三才回轮剑").lv
@lv.setter
def lv(self, value): ...
level_source = '三才回轮剑'
# 三才回轮剑
# swordman_female/vegabond/ab6fc3303df03b58911967dfca2b5d07
@@ -1052,14 +1052,7 @@ class Skill31(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName("鬼连击").lv
@lv.setter
def lv(self, value):
...
level_source = '鬼连击'
def getSkillCD(self,mode=None):
return self.char.GetSkillByName("鬼连击").getSkillCD(mode)
@@ -1746,13 +1746,7 @@ class Skill42(ActiveSkill):
# [冥炎剑]最后一击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
@property
def lv(self):
"""技能等级"""
return self.char.GetSkillByName('冥炎之卡洛').lv
@lv.setter
def lv(self, value): ...
level_source = '冥炎之卡洛'
def vp_1(self):
"""
+2 -18
View File
@@ -742,26 +742,10 @@ class Skill20(ActiveSkill):
# 7点 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
_maxLayer = 6
maxLayer = 6
associate = [{'type': '*endpower', 'data': data0}, {'type': '*endpower'}]
@property
def maxLayer(self):
return self._maxLayer
@maxLayer.setter
def maxLayer(self, value):
if self._maxLayer != value:
skills = self.char.GetSkillNames('all', True)
if self.lv > 0:
raito = (getattr(self, f'data{int(value)}')[self.lv] - 100) / (getattr(self, f'data{int(self.maxLayer)}')[self.lv] - 100)
for name in skills:
skill = self.char.GetSkillByName(name)
if skill.type == 'active' and skill.damage:
skill.endpower *= raito
self._maxLayer = value
def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=(), weapon_type=None, weapon_options=()):
if len(data) == 0:
data = getattr(self, f'data{int(self.maxLayer)}')
@@ -1080,7 +1064,7 @@ class Skill27(PassiveSkill):
associate = [
{'type': '$*PAtkP', 'data': data0},
{'type': '*cdReduce', 'data': data1, 'exceptSkills': []},
{'type': '+maxLayer', 'data': data2, 'ratio': 1, 'skills': ['终结追击']},
{'type': '+maxLayer', 'data': data2, 'ratio': 1, 'skills': ['终结之击']},
]
# 旋舞斩
@@ -102,3 +102,50 @@ def test_all_equipment_can_calculate_when_equipped_once(equ, part, minimal_calc_
assert character is not None
_assert_calc_result_shape(character.calc(config))
@pytest.mark.parametrize('vp', [0, 1, 2])
@pytest.mark.parametrize('alter', _character_params())
def test_all_gf_learned_skill_results_ignore_configuration_order(alter, vp, minimal_calc_config):
"""Exercise real profession rules, including every VP-dependent effect."""
from copy import deepcopy
from random import Random
probe = createCharacter(alter, '0')
values = [
(str(skill.id), {'lv': skill.calculate_lv(), 'vp': vp, 'up': 0})
for skill in sorted(probe.skills, key=lambda item: item.id)
]
shuffled = values.copy()
Random(42).shuffle(shuffled)
results = []
for ordered in (values, values[::-1], shuffled):
config = deepcopy(minimal_calc_config)
config['skills'] = dict(ordered)
config['skillShortcuts'] = {'combos': [[] for _ in range(6)]}
result = createCharacter(alter, '0').calc(config)
result.pop('uuid')
results.append(result)
assert results[0] == results[1] == results[2]
@pytest.mark.parametrize('alter', _character_params())
def test_learned_skills_with_weapon_ignore_configuration_order(alter, minimal_calc_config):
from copy import deepcopy
probe = createCharacter(alter, '0')
weapon = next(
equ for equ in get_equipment('0').equs
if equ.itemType == '武器' and equ.itemDetailType in probe.武器选项
)
values = [(str(skill.id), {'lv': skill.calculate_lv(), 'vp': 2, 'up': 0}) for skill in probe.skills]
results = []
for ordered in (values, values[::-1]):
config = deepcopy(minimal_calc_config)
config['equips']['武器']['id'] = weapon.id
config['skills'] = dict(ordered)
config['skillShortcuts'] = {'combos': [[] for _ in range(6)]}
result = createCharacter(alter, '0').calc(config)
result.pop('uuid')
results.append(result)
assert results[0] == results[1]
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"""Behavioral regressions for the shared skill association resolver."""
from types import SimpleNamespace
import pytest
from core.basic.character import createCharacter
from core.basic.skill import ActiveSkill, PassiveSkill
from core.basic.skill_effects import SkillEffectEngine
@pytest.fixture
def character_factory(minimal_calc_config):
def create(alter):
char = createCharacter('GF.' + alter)
char.setInfo = minimal_calc_config
char.SetDetail(minimal_calc_config)
return char
return create
def grenade_factor(char):
awake = char.GetSkillByName('单兵推进器-02X')
return char.GetSkillByName('G-14手雷').skillDamage / (1 + awake.data0[awake.lv] / 100)
@pytest.mark.parametrize('reverse', [False, True])
def test_grenade_mastery_uses_final_awakening_parameter(character_factory, reverse):
char = character_factory('gunner_female.spitfire_female')
mastery = char.GetSkillByName('手雷精通')
awake = char.GetSkillByName('单兵推进器-02X')
operations = [(mastery, 11), (awake, 10)]
for skill, lv in operations[::-1] if reverse else operations:
skill.lv = lv
assert mastery.ratio == pytest.approx(1.2)
assert grenade_factor(char) == pytest.approx(2.32)
mastery.lv = 12
assert grenade_factor(char) == pytest.approx(2.44)
awake.lv = 0
assert grenade_factor(char) == pytest.approx(2.2)
mastery.lv = 0
assert grenade_factor(char) == pytest.approx(1)
def test_equipment_baseline_and_character_stats_survive_refresh(character_factory):
char = character_factory('gunner_female.spitfire_female')
mastery = char.GetSkillByName('手雷精通')
awake = char.GetSkillByName('单兵推进器-02X')
mastery.lv = 11
char.SetSkillRation(1, 100, .15)
char.SetStatus(Spirit=40)
spirit = char.Spirit
awake.lv = 10
assert grenade_factor(char) == pytest.approx(2.32 * 1.15)
assert char.Spirit == spirit
before = [(s.lv, s.skillDamage) for s in char.skills]
for _ in range(3):
char.skill_effects.resolve()
assert [(s.lv, s.skillDamage) for s in char.skills] == before
awake.lv = mastery.lv = 0
assert char.GetSkillByName('G-14手雷').skillDamage == pytest.approx(1.15)
@pytest.mark.parametrize('auto_first', [False, True])
def test_traveler_condition_reads_final_levels(character_factory, auto_first):
char = character_factory('archer.traveler')
crest = char.GetSkillByName('流浪之星的纹章')
auto = char.GetSkillByName('自动操作模式')
meteor = char.GetSkillByName('神雾兵仗·流星')
values = [(crest, 1), (auto, 1)]
char.SetSkills({str(s.id): {'lv': lv} for s, lv in (values[::-1] if auto_first else values)})
assert meteor.cdReduce == 1
auto.lv = 0
assert meteor.cdReduce == pytest.approx(.9)
auto.lv = 1
assert meteor.cdReduce == 1
@pytest.mark.parametrize('sex', ['male', 'female'])
@pytest.mark.parametrize('mastery_first', [False, True])
def test_launcher_level_bonus_ignores_request_order(character_factory, sex, mastery_first):
char = character_factory(f'gunner_{sex}.launcher_{sex}')
mastery = char.GetSkillByName('重火器奥义')
laser = char.GetSkillByName('激光炮')
values = [(mastery, 1), (laser, 10)]
config = {str(s.id): {'lv': lv} for s, lv in (values if mastery_first else values[::-1])}
char.SetSkills(config)
assert laser.lv == 11
char.SetSkills(config)
assert laser.lv == 11
char.AddSkillLv(1, 100, 1)
assert laser.lv == 12
mastery.lv = 0
assert laser.lv == 11
def test_vp_switch_replaces_and_removes_associations(character_factory):
char = character_factory('gunner_female.launcher_female')
source = char.GetSkillByName('X-2太阳神光炮')
target = char.GetSkillByName('激光炮')
source.lv = 1
source.vp = 1
assert target.skillRation == pytest.approx(.875)
source.vp = 0
assert target.skillRation == 1
source.vp = 1
assert target.skillRation == pytest.approx(.875)
source.lv = 0
assert target.skillRation == 1
@pytest.mark.parametrize('reverse', [False, True])
def test_elementalist_uses_consistent_damage_and_cooldown_fields(character_factory, reverse):
char = character_factory('mage_female.elementalist')
mastery = char.GetSkillByName('属性精通')
show = char.GetSkillByName('魔法秀')
rune = char.GetSkillByName('圣灵符文')
wall = char.GetSkillByName('冰墙')
values = [(mastery, 5), (show, 10), (rune, 1)]
for s, lv in values[::-1] if reverse else values:
s.lv = lv
assert wall.skillDamage == pytest.approx(1 + mastery.data0[5] * mastery.ratio / 100)
assert wall.skillRation == 1
assert wall.cdRatio == pytest.approx(1 - show.data1[10] * show.ratio / 100)
rune.lv = 0
assert wall.skillDamage == pytest.approx(1 + mastery.data0[5] / 100)
def synthetic_character(classes):
char = SimpleNamespace(role='test', name='test', 武器选项=['test'])
char.GetWeaponType = lambda: ('test', '')
char.skills = [cls(char) for cls in classes]
char.GetSkillByName = lambda name: next((s for s in char.skills if s.name == name), None)
char.GetSkills = lambda *args: [s for s in char.skills if s.damage]
char.skill_effects = SkillEffectEngine(char)
return char
def test_state_dependencies_resolve_before_damage_and_clamp_after_aggregation():
class Skill1(PassiveSkill):
name = 'upstream'
maxLv = 10
associate = [{'type': '+lv', 'data': [0, 200], 'skills': ['middle']}]
class Skill2(PassiveSkill):
name = 'middle'
maxLv = 3
ratio = 1.0
associate = [{'type': '*ratio', 'data': [0, 10, 20, 30], 'skills': ['mastery']}]
class Skill3(PassiveSkill):
name = 'mastery'
maxLv = 10
ratio = 1.0
def effect(self, old, new):
self.associate = [{'data': [0, 100 * self.ratio], 'skills': ['target']}]
super().effect(old, new)
class Skill4(ActiveSkill):
name = 'target'
maxLv = 10
char = synthetic_character([Skill1, Skill2, Skill3, Skill4])
with char.skill_effects.batch():
for s in char.skills:
char.skill_effects.set_input_level(s, 1)
upstream, middle, mastery, target = char.skills
assert middle.lv == 3
assert mastery.ratio == pytest.approx(1.3)
assert target.skillDamage == pytest.approx(2.3)
upstream.lv = 0
assert middle.lv == 1
assert mastery.ratio == pytest.approx(1.1)
assert target.skillDamage == pytest.approx(2.1)
def test_zero_assignment_can_be_removed_without_division():
class Skill1(PassiveSkill):
name = 'disable'
maxLv = 1
associate = [{'type': '=skillDamage', 'data': [0, 0], 'skills': ['target']}]
class Skill2(ActiveSkill):
name = 'target'
maxLv = 1
char = synthetic_character([Skill1, Skill2])
source, target = char.skills
with char.skill_effects.batch():
target.skillDamage *= 1.15
char.skill_effects.set_input_level(source, 1)
assert target.skillDamage == 0
source.lv = 0
assert target.skillDamage == pytest.approx(1.15)
def test_state_cycles_report_the_involved_skills():
class Skill1(PassiveSkill):
name = 'first'
maxLv = 10
associate = [{'type': '+lv', 'data': [0, 100], 'skills': ['second']}]
class Skill2(PassiveSkill):
name = 'second'
maxLv = 10
associate = [{'type': '+lv', 'data': [0, 100], 'skills': ['first']}]
char = synthetic_character([Skill1, Skill2])
with pytest.raises(ValueError, match='循环依赖:.*first.*second|循环依赖:.*second.*first'):
with char.skill_effects.batch():
for s in char.skills:
char.skill_effects.set_input_level(s, 1)
def test_missing_target_is_exposed_for_rule_audits():
class Skill1(PassiveSkill):
name = 'source'
maxLv = 1
associate = [{'data': [0, 10], 'skills': ['missing']}]
char = synthetic_character([Skill1])
char.skills[0].lv = 1
assert char.skill_effects.unresolved_targets == {('source', 'missing')}
@pytest.mark.parametrize('reverse', [False, True])
def test_creator_tree_shares_final_creation_level_without_target_cap(character_factory, reverse):
char = character_factory('extra.creator')
source = char.GetSkillByName('创世')
tree = char.GetSkillByName('生命之树')
values = [(source, 10), (tree, 1)]
char.SetSkills({str(s.id): {'lv': lv} for s, lv in (values[::-1] if reverse else values)})
assert tree.maxLv == 1
assert source.lv == tree.lv == 10
tree.lv = 1
assert tree.lv == 10
char.AddSkillLv(85, 85, 1)
assert source.lv == tree.lv == 11
source.lv = 0
assert tree.lv == 0
def test_level_links_chain_and_detect_cycles():
class Skill1(PassiveSkill):
name = 'source'
maxLv = 20
class Skill2(PassiveSkill):
name = 'middle'
maxLv = 1
level_source = 'source'
class Skill3(ActiveSkill):
name = 'target'
maxLv = 1
level_source = 'middle'
char = synthetic_character([Skill3, Skill2, Skill1])
source = char.GetSkillByName('source')
source.lv = 10
assert [s.lv for s in char.skills] == [10, 10, 10]
source.level_source = 'target'
with pytest.raises(ValueError, match='循环依赖'):
char.skill_effects.changed()
def test_exception_inside_batch_is_not_replaced_by_resolution_error():
class Skill1(PassiveSkill):
name = 'source'
maxLv = 20
level_source = 'missing'
char = synthetic_character([Skill1])
with pytest.raises(RuntimeError, match='original error'):
with char.skill_effects.batch():
raise RuntimeError('original error')
def test_character_passive_stats_preserve_external_additions(character_factory):
char = character_factory('priest_male.crusader_male')
source = char.GetSkillByName('守护恩赐')
base = char.Spirit
source.lv = 10
passive = source.data1[10]
assert char.Spirit == pytest.approx(base + passive)
char.SetStatus(Spirit=40)
source.lv = 11
assert char.Spirit == pytest.approx(base + 40 + source.data1[11])
source.lv = 0
assert char.Spirit == pytest.approx(base + 40)
def test_conflicting_assignments_are_reported():
class Skill1(PassiveSkill):
name = 'first'
maxLv = 1
associate = [{'type': '=cd', 'data': [0, 20], 'skills': ['target']}]
class Skill2(PassiveSkill):
name = 'second'
maxLv = 1
associate = [{'type': '=cd', 'data': [0, 30], 'skills': ['target']}]
class Skill3(ActiveSkill):
name = 'target'
maxLv = 1
char = synthetic_character([Skill1, Skill2, Skill3])
with pytest.raises(ValueError, match='关联赋值冲突'):
with char.skill_effects.batch():
for s in char.skills:
char.skill_effects.set_input_level(s, 1)
def test_random_grenade_level_updates_match_final_configuration(character_factory):
from random import Random
char = character_factory('gunner_female.spitfire_female')
mastery = char.GetSkillByName('手雷精通')
awake = char.GetSkillByName('单兵推进器-02X')
rng = Random(42)
for _ in range(100):
if rng.randrange(2):
mastery.lv = rng.randrange(21)
else:
awake.lv = rng.randrange(11)
expected = (1 + mastery.data0[mastery.lv] * (1 + awake.data1[awake.lv] / 100) / 100) * (1 + awake.data0[awake.lv] / 100)
for name in ('G-14手雷', 'G-35L感电手雷', 'G-18C冰冻手雷'):
assert char.GetSkillByName(name).skillDamage == pytest.approx(expected)