327 lines
10 KiB
Python
327 lines
10 KiB
Python
from copy import deepcopy
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import re
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from typing import Literal, TYPE_CHECKING
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from .formula import 武器冷却惩罚
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if TYPE_CHECKING:
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from core.basic.character import Character
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characterLv = 115 + 5
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class Skill:
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name: str = ''
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"""技能名称"""
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_lv: int = 0
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id: int = 0
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"""技能ID"""
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icon: str = '$char/$name'
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"""技能图标,默认当前职业下该技能名称对应的图标,支持以下模板字符串
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$common 通用图标路径
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$char 当前职业图标路径
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$name 技能名称
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$id 技能ID
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"""
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type: Literal['active', 'passive'] = 'active'
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"""技能类型 active主动 passive被动"""
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learnLv: int = 0
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"""学习等级"""
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masterLv: int = 0
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"""精通等级"""
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maxLv: int = 0
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"""最大等级"""
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line: int = None
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"""技能行"""
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position: int = 0
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"""技能树位置"""
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rangeLv: int = 1
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"""学习间隔"""
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cube: int = 0
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"""无色消耗"""
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skillRation: int = 1
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"""技能面板倍率 [改变技能面板]"""
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skillDamage: int = 1
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"""技能技攻 [不改变技能面板]"""
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char: 'Character' = None
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"""技能所属角色"""
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damage: bool = False
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"""是否是伤害技能"""
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cd: float = 0
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"""技能冷却时间"""
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cdCut: float = 0
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"""技能冷却时间直接减少"""
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cdReduce: float = 1
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"""技能冷却缩减"""
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cdRecover: float = 1
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"""技能冷却恢复"""
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associate: list = []
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"""关联技能
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type: 关联类型 *乘算 +加算 $角色属性 默认'*skillRation'
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e.g.
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*skillRation 乘算技能面板倍率
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*cdReduce 乘算技能冷却缩减
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$*PATK 乘算角色物理攻击
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~直接走type对应的函数名称 传参为old,new,data,skills,exceptSkills
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skills: 关联技能 默认 '*'
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exceptSkills: 例外技能 默认[]
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"""
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mode : list[str] = ['']
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"""技能模式"""
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buffer: bool = False
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"""是否是增益技能"""
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def __init__(self, char):
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self.char = char
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self.id = self._extract_id()
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self.icon = self._generate_icon()
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if self.line is None:
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self.line = self.learnLv
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# self.lv = self._calculate_lv()
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pass
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def _extract_id(self):
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className = self.__class__.__name__
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return int(re.search(r'\d+', className).group()) if re.search(r'\d+', className) else 0
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def _generate_icon(self):
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icon = self.icon or '$char/$name'
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icon = icon.replace('$char', f'/characters/{self.char.role}/{self.char.name}/skill')
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icon = icon.replace('$common', '/characters/common')
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icon = icon.replace('$name', f'{self.name}')
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icon = icon.replace('$id', f'{self.id}')
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return f'{icon}.png'
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def calculate_lv(self):
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return min(int((characterLv - self.learnLv) / self.rangeLv + 1), self.masterLv) if self._lv == 0 else self._lv
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@property
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def lv(self):
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"""技能等级"""
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return self._lv
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@lv.setter
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def lv(self, value):
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value = int(min(self.maxLv, value))
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if self._lv != value:
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self.effect(self._lv, value)
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self._lv = value
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def effect(self, old: int, new: int):
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for assoc in self.associate:
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type = assoc.get('type', '*skillRation')
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skills = assoc.get('skills', '*')
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data = assoc.get('data', [0] * self.maxLv)
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ratio = assoc.get('ratio', 100)
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exceptSkills = assoc.get('exceptSkills', [])
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if type[0] not in ['*', '+', '$']:
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if self.precondition():
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getattr(self, type)(old, new, data, skills,exceptSkills,ratio)
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continue
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if self.precondition():
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self._apply_association(type, old, new, data, skills,exceptSkills,ratio)
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def precondition(self):
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"""effect的前置条件"""
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return True
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def _apply_association(self, type, old, new, data, skills, exceptSkills,ratio = 100):
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if type.startswith('$*'):
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if 'cdReduce' in type:
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value = (1 - data[new] / ratio) / (1 - data[old] / ratio)
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else:
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value = (1 + data[new] / ratio) / (1 + data[old] / ratio)
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eval(f'self.char.SetStatus({type[2:]}={value})')
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elif type.startswith('$+'):
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value = data[new] / ratio - data[old] / ratio
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eval(f'self.char.SetStatus({type[2:]}={value})')
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else:
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if skills == '*':
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skills = self.char.GetSkillNames('all', True)
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for name in skills:
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if name in exceptSkills:
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continue
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skill = self.char.GetSkillByName(name)
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if skill is not None:
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self._update_skill_attribute(skill,type, old, new, data,ratio)
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def _update_skill_attribute(self,skill, type, old, new, data,ratio = 100):
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if type.startswith('*'):
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if 'cdReduce' in type:
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setattr(skill, type[1:], getattr(skill, type[1:]) * (1 - data[new] / ratio) / (1 - data[old] / ratio))
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else:
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setattr(skill, type[1:], getattr(skill, type[1:]) * (1 + data[new] / ratio) / (1 + data[old] / ratio))
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elif type.startswith('+'):
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setattr(skill, type[1:], getattr(skill, type[1:]) + data[new] / ratio - data[old] / ratio)
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def skillInfo(self, mode: str | None = None):
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pass
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class ActiveSkill(Skill):
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type: str = 'active'
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"""技能类型 active主动 passive被动"""
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damage: bool = True
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"""是否是伤害技能"""
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buffer: bool = False
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"""是否是buff技能"""
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def __init__(self, char):
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super().__init__(char)
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keys = [key.replace("data","") for key in dir(self) if key.startswith('data')]
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for i in keys:
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power = getattr(self, f'power{i}', None)
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if power is None:
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setattr(self, f'power{i}', 1)
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def skillInfo(self, mode: str | None = None):
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if mode is not None:
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basic = deepcopy(self)
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basic.setMode(mode)
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else:
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basic = self
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date = basic.getSkillDate(self.lv)
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cd = basic.getSkillCD()
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return date * basic.skillRation , basic.skillDamage ,cd
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def setMode(self, mode: str):
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pass
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def getSkillDate(self,lv:int=0):
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res = 0
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keys = [key.replace("data","") for key in dir(self) if key.startswith('data')]
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for i in keys:
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data = getattr(self, f'data{i}', [])
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if len(data) == 0:
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break
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if lv < len(data):
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hit = getattr(self, f'hit{i}', 1)
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power = getattr(self, f'power{i}', 1)
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res += hit * power * data[lv]
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return res
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def getWeaponCDRatio(self):
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weapon = self.char.charEquipInfo['武器'].equInfo
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if weapon is None or '传世武器' in weapon.categorize:
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return 1
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else:
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return 武器冷却惩罚(weapon.itemDetailType,self.char.输出类型)
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def getQuickCDRatio(self):
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return 1.0
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cdr = 0
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if 15 <= self.learnLv <= 30:
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cdr = 0.01
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elif 35<= self.learnLv <= 70:
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cdr = 0.02
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elif 75<= self.learnLv <= 100:
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cdr = 0.05
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if self.learnLv in [50,85,100]:
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cdr = 0.05
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return 1 - cdr
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def getSkillCD(self):
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return max(0,round(max(
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self.cd * 0.3,
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self.cd * self.cdReduce / self.cdRecover * self.getWeaponCDRatio() * self.getQuickCDRatio(),1)
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- self.cdCut,2
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))
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class PassiveSkill(Skill):
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type: str = 'passive'
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"""技能类型 active主动 passive被动"""
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damage: bool = False
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"""是否是伤害技能"""
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buffer: bool = False
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"""是否是buff技能"""
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class BuffSkill(Skill):
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buffer: bool = True
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"""是否是增益技能"""
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damage: bool = False
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"""是否是伤害技能"""
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buffType = 'normal'
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"""增益类型 normal普通 buff 主BUFF awake 觉醒技能"""
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INT: list[float] = []
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"""智力"""
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STR: list[float] = []
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"""力量"""
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Spirit: list[float] = []
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"""精神"""
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Vitality: list[float] = []
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"""体力"""
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"""主要属性"""
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ATK : list[float] = []
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"""三攻加成"""
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ATKRatio: float = 1
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"""三攻*算倍率"""
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ATKPLUS : float = 0
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"""三攻加算加成"""
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STRINT : list[float] = []
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"""力量智力加成"""
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STRINTRatio: float = 1
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"""力量智力*算倍率"""
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STRINTPLUS : float = 0
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"""力量智力加算加成"""
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CarryRatio: list[float] = []
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"""对C的额外增伤倍率"""
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def getSkillCD(self):
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return '-'
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def skillInfo(self, mode: str | None = None):
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"""
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Returns:
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tuple: (奶自己的面板加成,[三攻,三攻倍率,三攻额外加成],[力智,力智倍率,力智额外加成],对C增伤倍率,cd)
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"""
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lv = self.lv
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value = 0
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value1 = 0 if lv > len(self.ATK) else self.ATK[lv]
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value2 = 0 if lv > len(self.STRINT) else self.STRINT[lv]
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value3 = 0 if lv > len(self.CarryRatio) else self.CarryRatio[lv]
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if self.char.适用属性 == '智力':
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value = 0 if lv > len(self.INT) else self.INT[lv]
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elif self.char.适用属性 == '力量':
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value = 0 if lv > len(self.STR) else self.STR[lv]
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elif self.char.适用属性 == '体力':
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value = 0 if lv > len(self.Vitality) else self.Vitality[lv]
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elif self.char.适用属性 == '精神':
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value = 0 if lv > len(self.Spirit) else self.Spirit[lv]
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return value,[value1,self.ATKRatio,self.ATKPLUS],[value2,self.STRINTRatio,self.STRINTPLUS],value3,self.getSkillCD()
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class PassiveBufferSkill(BuffSkill):
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type: str = 'passive'
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class ActiveBufferSkill(BuffSkill):
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type: str = 'active'
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def getWeaponCDRatio(self):
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weapon = self.char.charEquipInfo['武器'].equInfo
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if weapon is None or '传世武器' in weapon.categorize:
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return 1
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else:
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return 武器冷却惩罚(weapon.itemDetailType,self.char.输出类型)
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def getQuickCDRatio(self):
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return 1.0
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cdr = 0
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if 15 <= self.learnLv <= 30:
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cdr = 0.01
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elif 35<= self.learnLv <= 70:
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cdr = 0.02
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elif 75<= self.learnLv <= 100:
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cdr = 0.05
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if self.learnLv in [50,85,100]:
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cdr = 0.05
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return 1 - cdr
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def getSkillCD(self):
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return max(0,round(max(
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self.cd * 0.3,
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self.cd * self.cdReduce / self.cdRecover * self.getWeaponCDRatio() * self.getQuickCDRatio(),1)
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- self.cdCut,2
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))
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