1096 lines
41 KiB
Python
1096 lines
41 KiB
Python
# ⚠️ 此文件已被 character/ 包目录取代。
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# Python 会优先加载 character/__init__.py,此文件不会被 import 执行。
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#
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# 模块拆分结构(位于 core/basic/character/):
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# jade.py — Jade 辟邪玉类
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# base.py — CharacterBase(属性 / __init__ / 基础状态方法 / 技能操作)
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# calc_equip.py — CalcEquipMixin(套装/装备/时装/强化/辟邪玉/杂项 + calc 主入口)
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# calc_carry.py — CalcCarryMixin(输出伤害计算)
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# calc_buffer.py — CalcBufferMixin(辅助 Buff 技能计算)
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# info.py — CharacterInfoMixin(前端信息查询)
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# __init__.py — 组装 Character 类 + createCharacter 工厂函数
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from functools import cache
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import importlib
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import sys
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from typing import Any, Literal, Mapping, Union
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from uuid import uuid1
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from core.abstract.character import CharacterProperty
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from core.basic.property import CharacterInfo
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from core.basic.skill import Skill
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from core.basic.equipment import Suit, get_equipment, EquEffect, Equ, OathSuit
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# from core.basic.equipment import equipments
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# from core.basic.skill import Skill, ActiveSkill, PassiveSkill
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from .formula import 增幅计算, 强化技攻, 武器强化计算, 精通计算, 获取唤醒属性, 获取基础属性, 耳环计算, 左右计算, 锻造计算
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from .roleinfo import CharacterEquipInfo, get_key_by_value, CharacterOathInfo
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# from .property import 精通计算, 角色基础, CharacterInfo
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class Jade:
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ElementIncrease: float
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"""属性增幅"""
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AttackP: float
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"""攻击强化%"""
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SkillAttack: float
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"""技能攻击力%"""
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def __init__(self) -> None:
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self.ElementIncrease = 0.0
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self.AttackP = 0.0
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self.SkillAttack = 0.0
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class Character(CharacterProperty):
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# region 角色属性
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STR: float
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"""力量"""
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INT: float
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"""智力"""
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Spirit: float
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"""精神"""
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Vitality: float
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"""体力"""
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AtkP: float
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"""物理攻击力"""
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PAtkP: float
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"""物理攻击力%"""
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AtkM: float
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"""魔法攻击力"""
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PAtkM: float
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"""魔法攻击力%"""
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AtkI: float
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"""独立攻击力"""
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PAtkI: float
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"""独立攻击力%"""
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ElementA: dict[str, float]
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"""属性攻击"""
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ElementIncrease: float
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"""属性增幅"""
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ElementDB: dict[str, float]
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"""属性强化数值"""
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ElementR: dict[str, float]
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"""属性抗性数值"""
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CriticalM: float
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"""魔法暴击"""
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CriticalP: float
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"""物理暴击"""
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SkillAttack: float
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"""技能攻击力"""
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SpeedA: float
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"""攻击速度"""
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SpeedM: float
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"""移动速度"""
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SpeedR: float
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"""施放速度"""
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Hit: float
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"""命中率"""
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Abnormal: dict[str, bool]
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"""敌人异常状态"""
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MonsterInfo: dict[str, float]
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jade_effect: 'Jade'
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"""辟邪玉加成"""
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Buffer: float
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"""增益量"""
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BufferP: float
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"""增益量%"""
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Attack: float
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"""攻击强化"""
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AttackP: float
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"""攻击强化%"""
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# endregion
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BindAwake: int
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"""绑定觉醒等级"""
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skills: list['Skill'] = []
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# """技能列表"""
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skills_dict: dict[str, 'Skill'] = {}
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# """技能名字对应技能"""
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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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"""装备打造信息"""
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charOathInfo: list['CharacterOathInfo']
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"""誓约打造信息"""
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equ_effect: list['EquEffect'] = []
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"""装备效果列表"""
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equ_options: dict[str, int] = {}
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"""装备选项列表"""
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EquEffectRatio = 1.0
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"""装备效果倍率"""
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max_point = 0
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"""套装效果点数"""
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buffer: bool = False
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# region 职业属性
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实际名称: str = ''
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名称: str = ''
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角色: str = ''
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角色类型: str = ''
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职业: str = ''
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武器选项: list[str] = []
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副武器选项: list[str] = []
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输出类型选项: list[str] = []
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防具精通属性: list[str] = []
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输出类型: str = '物理百分比'
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# endregion
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def __init__(self, equVersion, moduleName) -> None:
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self.equVersion = equVersion
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self.moduleName = moduleName
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# self.equs = get_equ(self.equVersion)
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# 工会四维
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self.STR = 0 + 120
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self.INT = 0 + 120
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self.Spirit = 0 + 120
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self.Vitality = 0 + 120
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# 唤醒的情况下的基础数据
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self.AtkP = 0 + 65
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self.AtkM = 0 + 65
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self.AtkI = 1116 + 65
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self.PAtkP = 1.0
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self.PAtkM = 1.0
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self.PAtkI = 1.0
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self.ElementA = {
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'火': False,
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'冰': False,
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'光': False,
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'暗': False,
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}
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self.ElementDB = {
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'火': 13,
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'冰': 13,
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'光': 13,
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'暗': 13,
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}
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self.ElementR = {
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'火': 0,
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'冰': 0,
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'光': 0,
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'暗': 0,
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}
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self.Abnormal = {
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'出血': False,
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'灼伤': False,
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'感电': False,
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'中毒': False,
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}
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self.CriticalM = 0
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self.CriticalP = 0
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self.SkillAttack = 1
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self.SpeedA = 0
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self.SpeedM = 0
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self.SpeedR = 0
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self.HitP = 0
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self.Hit = 0
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self.MonsterInfo = {
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'DefenseP': 0,
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'DefenseM': 0,
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'火抗': 0,
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'冰抗': 0,
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'光抗': 0,
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'暗抗': 0,
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}
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self.Buffer = 0
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self.BufferP = 1.0
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self.Attack = 0
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self.AttackP = 1.0
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self.ElementIncrease = 1.0
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self.equs = {}
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self.jade_effect = Jade()
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self.equ_effect = []
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self.equ_options = {}
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self.max_point = 0
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self.skills = []
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self.skills_dict = {}
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self.load_skills()
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pass
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# region 角色属性设置
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def SetBaseStatus(self) -> None:
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"""设角色基础属性"""
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# 角色四维
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temp = 获取基础属性(self.角色, self.职业)
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唤醒 = 获取唤醒属性()
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for index, i in enumerate([get_key_by_value(i) for i in ['力量', '体力', '智力', '精神']]):
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setattr(self, i, getattr(self, i) + temp[index] + 唤醒)
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# 角色属性抗性
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pass
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# 角色异常抗性
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pass
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def SetStatus(
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self,
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力量=0,
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智力=0,
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力智=0,
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体力=0,
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精神=0,
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体精=0,
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四维=0,
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物攻=0,
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魔攻=0,
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独立=0,
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三攻=0,
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技攻=0,
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全属强=0,
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全属抗=0,
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移动速度=0,
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攻击速度=0,
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施放速度=0,
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三速=0,
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命中=0,
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命中率=0,
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物暴=0,
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魔暴=0,
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攻击强化=0,
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攻击强化P=0,
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增益量=0,
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增益量P=0,
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**kwargs: Mapping[
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Literal[
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'STR',
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'INT',
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'AtkP',
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'AtkM',
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'AtkI',
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'PAtkP',
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'PAtkM',
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'PAtkI',
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'PATKIPDamage',
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'PDamageC',
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'PSTR',
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'PINT',
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'PDamageB',
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'ElementA',
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'ElementDB',
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'ElementR',
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'CriticalMP',
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'CriticalM',
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'CriticalPP',
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'CriticalP',
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'EquipmentSkillAttack',
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'SkillAttack',
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'SpeedA',
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'SpeedM',
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'SpeedR',
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'HitP',
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'Hit',
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'Attack',
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'AttackP',
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'Buffer',
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'BufferP',
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'Spirit',
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'Vitality',
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'EquEffectRatio',
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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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'火属性抗性',
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'冰属性抗性',
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'光属性抗性',
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'暗属性抗性',
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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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Any,
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],
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) -> None:
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"""设置角色属性"""
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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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# if 攻击强化 + kwargs.get('Attack', 0) > 0:
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# print(sys._getframe(1).f_code.co_name,sys._getframe(1).f_lineno,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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pass
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def AddElementDB(self, element: str, value: float, type: int = 0) -> None:
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"""
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增加属性强化
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type: 0 站街 1 进图
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"""
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if element not in self.ElementDB:
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raise ValueError(f'Invalid element: {element}')
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if type == 0:
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value = value * (1 + self.jade_effect.ElementIncrease)
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if type == 1:
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value = int(value * (1 + self.jade_effect.ElementIncrease))
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self.ElementDB[element] += value
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pass
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def AddSkillLv(self, min: int, max: int, lv: int, type=-1, exceptSkills: list[str] = []) -> None:
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"""
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增加技能等级
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type: -1 全部, 0 被动, 1 主动
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"""
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skillType = 'all' if type == -1 else ('active' if type == 1 else 'passive')
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for skill in self.skills:
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if min <= skill.learnLv <= max:
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if (skillType == 'all' or skill.type == skillType) and skill.lv > 0 and skill.name not in exceptSkills:
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skill.lv += lv
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def SetSkillCD(self, min=1, max=100, cd=0, exclude=[50, 85, 100]) -> None:
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"""
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设置技能CD
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"""
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for skill in self.skills:
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if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude:
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skill.cdReduce *= 1 - cd
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def SetSkillCDRecover(self, min=1, max=100, cd=0, exclude=[50, 85, 100]) -> None:
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"""设置技能CD恢复"""
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for skill in self.skills:
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if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude:
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skill.cdRecover += cd
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def SetSkillRation(self, min=1, max=100, ratio=1, type=-1) -> None:
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"""设置技能倍率
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0 修改技能面板 1 不修改技能面板
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type: -1 全部, 0 被动, 1 主动
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"""
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for skill in self.skills:
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if min <= skill.learnLv <= max and skill.damage and skill.type == 'active':
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if type == 0:
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skill.skillRation *= 1 + ratio
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else:
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skill.skillDamage *= 1 + ratio
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def GetSkillByName(self, name) -> Skill:
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"""通过技能名获取技能"""
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return self.skills_dict.get(name, None)
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def GetSkillByID(self, id: str) -> Skill:
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skill = list(filter(lambda x: str(x.id) == id, self.skills))
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"""通过技能ID获取技能"""
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return skill[0] if len(skill) > 0 else None
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def GetSkillByUUID(self, uuid: str) -> Skill:
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skill = list(filter(lambda x: str(x.uuid) == uuid, self.skills))
|
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"""通过技能UUID获取技能"""
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return skill[0] if len(skill) > 0 else None
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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.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
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def GetWeaponType(self) -> tuple[str, str]:
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"""获取武器类型"""
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weapon = self.charEquipInfo['武器'].equInfo
|
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if weapon is None:
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return None, None
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else:
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return weapon.itemDetailType, weapon.categorize
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# endregion
|
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|
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# region 计算相关
|
||
def SetDetail(self, info: dict[str, dict]) -> None:
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self.charEquipInfo = {}
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# self.charOathInfo = []
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self.bindAwake = info.get('bindAwake', 50)
|
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"""打造信息导入"""
|
||
for key in info['equips']:
|
||
# 导入部位打造信息、装备信息、贴膜信息
|
||
self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key)
|
||
# for key in info['oaths']:
|
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# # 导入誓约打造信息、誓约信息
|
||
# self.charOathInfo.append(CharacterOathInfo(info['oaths'][key], self.equVersion, key))
|
||
|
||
def getInfo(self):
|
||
"""返回到前端信息"""
|
||
info = {}
|
||
info['role'] = self.role
|
||
info['alter'] = self.name
|
||
info['equVersion'] = self.equVersion
|
||
info['name'] = self.nameCN
|
||
info['weapons'] = self.武器选项
|
||
info['subweapons'] = self.副武器选项
|
||
info['buffer'] = self.buffer
|
||
if self.buffer:
|
||
info['properties'] = self.防具精通属性
|
||
info['properties'] = self.输出类型选项
|
||
skillInfo = []
|
||
skill_clothes = []
|
||
platinum = []
|
||
for skill in self.skills:
|
||
# 白金
|
||
if 15 <= skill.learnLv <= 70 and skill.learnLv not in [48, 50]:
|
||
platinum.append(skill.name)
|
||
# 时装
|
||
if skill.learnLv <= 95:
|
||
skill_clothes.append(skill.name)
|
||
skillInfo.append(
|
||
{
|
||
'id': skill.id,
|
||
'name': skill.name,
|
||
'icon': skill.icon,
|
||
'type': skill.type,
|
||
# 'SPCost': skill.SPCost,
|
||
'learnLv': skill.learnLv,
|
||
'masterLv': skill.masterLv,
|
||
'maxLearnLv': skill.calculate_lv(),
|
||
'maxLv': skill.maxLv,
|
||
# 'TPCost': 0 if not skill.hasTP else skill.TPCost,
|
||
# "masterTPLv":0 if not skill.hasTP else skill.masterTPLv,
|
||
# 'maxTPLv': 0 if not skill.hasTP else skill.TPLearnMax,
|
||
'position': skill.position,
|
||
'line': skill.line,
|
||
'bind': skill.bind,
|
||
'hasVP': skill.hasVP,
|
||
'hasUP': skill.hasUP,
|
||
'upType': skill.upType,
|
||
'uuid': skill.uuid,
|
||
'vps': [{'name': i['name'], 'desc': i['desc']} for i in skill.vps],
|
||
}
|
||
)
|
||
info['skills'] = skillInfo
|
||
equInfos = get_equipment(self.equVersion)
|
||
equs = []
|
||
suits = []
|
||
stones = []
|
||
for i in equInfos.equs:
|
||
if i.itemType == '武器' and i.itemDetailType not in self.武器选项:
|
||
continue
|
||
equs.append(i.__dict__)
|
||
for i in equInfos.suits:
|
||
suits.append(i.__dict__)
|
||
for i in equInfos.stones:
|
||
stones.append(i.__dict__)
|
||
info['equips'] = equs
|
||
info['suits'] = suits
|
||
info['stones'] = stones
|
||
key = '辅助' if self.buffer else '输出'
|
||
info['enchants'] = list(filter(lambda x: key in x['categorize'], equInfos.enchants))
|
||
info['emblems'] = [i for i in equInfos.emblems]
|
||
info['avatar'] = equInfos.funs.get_dress_list(skill_clothes)
|
||
info['jades'] = equInfos.jades
|
||
info['options'] = equInfos.funs.options
|
||
info['sundry'] = equInfos.funs.sundryList
|
||
for skill in platinum:
|
||
info['emblems'].append(
|
||
{
|
||
'id': skill,
|
||
'fame': 232,
|
||
'position': ['辅助装备', '魔法石'],
|
||
'detail': skill + ' Lv+1' + ' 四维 + 8',
|
||
'categorize': ['技能'],
|
||
'rarity': '白金',
|
||
}
|
||
)
|
||
return info
|
||
|
||
def getBasicInos(self):
|
||
res = []
|
||
attrs = []
|
||
if self.输出类型.includes('物理'):
|
||
attrs = ['STR', 'PSTR', 'AtkP', 'PAtkP', 'CriticalPP', 'CriticalP']
|
||
if self.输出类型.includes('魔法'):
|
||
attrs = ['INT', 'PINT', 'AtkM', 'PAtkM', 'CriticalMP', 'CriticalM']
|
||
for attr in attrs + ['PDamage', 'PDamageC', 'PDamageB', 'SpeedA', 'SpeedM', 'SpeedR']:
|
||
temp = getattr(CharacterInfo, attr)
|
||
res.append(
|
||
{
|
||
'name': temp.name,
|
||
'value': temp.value(getattr(self, attr)),
|
||
'icon': temp.icon,
|
||
}
|
||
)
|
||
keys = ['火', '冰', '光', '暗']
|
||
for index in range(0, 4):
|
||
temp = getattr(CharacterInfo, f'ElementDB{index}')
|
||
res.append(
|
||
{
|
||
'name': temp.name,
|
||
'value': temp.value(getattr(self, 'ElementDB')[keys[index]]),
|
||
'icon': temp.icon,
|
||
}
|
||
)
|
||
temp = getattr(CharacterInfo, f'ElementR{index}')
|
||
res.append(
|
||
{
|
||
'name': temp.name,
|
||
'value': temp.value(getattr(self, 'ElementR')[keys[index]]),
|
||
'icon': temp.icon,
|
||
}
|
||
)
|
||
return res
|
||
|
||
def calc_init(self, setInfo: dict[str, dict]):
|
||
self.equ_options = setInfo.get('options', {})
|
||
self.setInfo = setInfo
|
||
# 打造信息导入
|
||
self.SetDetail(setInfo)
|
||
# 技能等级设置
|
||
self.SetSkills(setInfo.get('skills', {}))
|
||
pass
|
||
|
||
def SetSkills(self, skills: dict[str, dict]):
|
||
"""设置技能等级"""
|
||
for key in skills:
|
||
skill = self.GetSkillByID(key)
|
||
if skill is not None:
|
||
if skill.hasUP:
|
||
skill.up = skills[key].get('up', 0)
|
||
if skill.hasVP:
|
||
skill.vp = skills[key].get('vp', 0)
|
||
skill.lv += skills[key].get('lv', 0)
|
||
pass
|
||
|
||
def load_skills(self) -> None:
|
||
"""加载技能"""
|
||
module = sys.modules[self.moduleName]
|
||
for name in dir(module):
|
||
memberClass = getattr(module, name)
|
||
if isinstance(memberClass, type) and memberClass.__name__.startswith('Skill'):
|
||
skill = memberClass(char=self)
|
||
self.skills_dict[skill.name] = skill
|
||
self.skills.append(skill)
|
||
|
||
def calc_suits(self):
|
||
"""套装效果统计"""
|
||
suitInfo = {}
|
||
equs = get_equipment(self.equVersion)
|
||
# 设置装备和获取对应的套装属性
|
||
for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values()):
|
||
partEqu = item.equInfo
|
||
partFusion = item.fusionInfo
|
||
# 套装属性设置
|
||
if partEqu is not None:
|
||
for suit in partEqu.suit:
|
||
if suitInfo.get(suit, None) is None:
|
||
suitInfo[suit] = {
|
||
'point': 0,
|
||
'count': 0,
|
||
}
|
||
if partEqu.Point == 0:
|
||
suitInfo[suit]['count'] += 1
|
||
else:
|
||
suitInfo[suit]['point'] += partEqu.Point
|
||
if partFusion is not None:
|
||
for suit in partFusion.suit:
|
||
if suitInfo.get(suit, None) is None:
|
||
suitInfo[suit] = {
|
||
'point': 0,
|
||
'count': 0,
|
||
}
|
||
if partFusion.Point == 0:
|
||
suitInfo[suit]['count'] += 1
|
||
else:
|
||
suitInfo[suit]['point'] += partFusion.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)
|
||
# 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 [])
|
||
suits_effect = []
|
||
suitList = []
|
||
res = []
|
||
for suit in suits:
|
||
if suitInfo[suit]['point'] == 0:
|
||
suitList += equs.get_suit_info(suit, 0, suitInfo[suit]['count'])
|
||
# suits_effect += [i.id for i in equs.get_suit_info(suit, 0, suitInfo[suit]['count'])]
|
||
else:
|
||
suitList += equs.get_suit_info(suit, suitInfo[suit]['point'], 0)
|
||
# suits_effect += [i.id for i in equs.get_suit_info(suit, suitInfo[suit]['point'], 0)]
|
||
if len(suitList) == 0:
|
||
continue
|
||
temp = suitList[-1]
|
||
res.append(
|
||
{
|
||
'id': temp.id,
|
||
'name': temp.name,
|
||
'rarity': temp.rarity,
|
||
'point': suitInfo[suit]['point'],
|
||
'count': suitInfo[suit]['count'],
|
||
'level': temp.level,
|
||
'imageUrl': temp.imageUrl,
|
||
'value': temp.value,
|
||
}
|
||
)
|
||
suits_effect = [i.id for i in suitList]
|
||
for i in suits_effect:
|
||
func = equs.funs.execture(f'suit_{i}')
|
||
suit = next((x for x in equs.suits if str(x.id) == str(i)), None)
|
||
if func is not None:
|
||
func(self)
|
||
if suit is not None:
|
||
filtered_dict = {k: v for k, v in suit.__dict__.items() if k[0].isupper()}
|
||
self.SetStatus(**filtered_dict)
|
||
self.max_point = max([i['point'] for i in res], default=0)
|
||
# 太初积分以上,每超过70点数增加1%技能攻击力
|
||
if self.max_point >= 2550:
|
||
skillAttack = (self.max_point - 2550) // 70 * 0.01
|
||
buffer = (self.max_point - 2550) // 70 * 100
|
||
self.SetStatus(SkillAttack=skillAttack, Buffer=buffer)
|
||
return res
|
||
|
||
def calc_equs(self):
|
||
"""计算装备基础效果、附魔、贴膜"""
|
||
effects = get_equipment(self.equVersion).funs
|
||
for detail in [(item.equInfo, item.fusionInfo, item.enchant, item.emblem_0, item.emblem_1) for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values())]:
|
||
equ = detail[0]
|
||
if equ is None or equ.itemType == '副武器':
|
||
continue
|
||
fusion = detail[1]
|
||
enchat = detail[2]
|
||
fun = effects.execture(f'equ_{equ.id}')
|
||
if fun is None:
|
||
continue
|
||
# 获取装备基础属性 并给角色设置(大写开头属性为角色属性)
|
||
filtered_dict = {k: v for k, v in equ.__dict__.items() if k[0].isupper()}
|
||
self.SetStatus(**filtered_dict)
|
||
# 获取装备额外属性
|
||
fun(self)
|
||
# 附魔
|
||
fun = effects.execture(f'enchant_{enchat}')
|
||
if fun is not None:
|
||
fun(self)
|
||
# 徽章效果
|
||
emblem_0 = detail[3]
|
||
emblem_1 = detail[4]
|
||
if str(emblem_0).isdigit():
|
||
fun = effects.execture(f'emblem_{emblem_0}')
|
||
if fun is not None:
|
||
fun(self)
|
||
else:
|
||
# 白金徽章处理
|
||
skill = self.GetSkillByName(emblem_0)
|
||
if skill is not None:
|
||
skill.lv += 1
|
||
self.SetStatus(四维=8)
|
||
fun = effects.execture(f'emblem_{emblem_1}')
|
||
if fun is not None:
|
||
fun(self)
|
||
# 贴膜
|
||
if fusion is None:
|
||
continue
|
||
fun = effects.execture(f'stone_{fusion.id}')
|
||
# 获取装备基础属性 并给角色设置(大写开头属性为角色属性)
|
||
filtered_dict = {k: v for k, v in fusion.__dict__.items() if k[0].isupper()}
|
||
self.SetStatus(**filtered_dict)
|
||
# 获取装备额外属性
|
||
if fun is not None:
|
||
fun(self)
|
||
# 武器铭刻处理 已移除该系统
|
||
# weapon = self.charEquipInfo['武器']
|
||
# if weapon.equInfo is None or weapon.weaponFusion is None or weapon.weaponFusion == 0:
|
||
# return
|
||
# adaptation = min(weapon.adaptation,weapon.equInfo.max_adaptation)
|
||
# if weapon.weaponFusion == 1:
|
||
# self.SetStatus(SkillAttack = 0.07 + adaptation * 0.01)
|
||
# if weapon.weaponFusion == 2:
|
||
# self.SetStatus(SkillAttack = 0.055 + adaptation * 0.01)
|
||
# self.SetStatus(SpeedA = 0.2,SpeedM = 0.2,SpeedR = 0.2)
|
||
# if weapon.weaponFusion == 3:
|
||
# self.SetStatus(SkillAttack = 0.01 + adaptation * 0.01)
|
||
# self.SetSkillCD(1, 100, 0.1)
|
||
# self.SetStatus(EquEffectRatio = 0.05)
|
||
|
||
def calc_avatar(self, avatar: dict):
|
||
"""计算时装效果"""
|
||
equ = get_equipment(self.equVersion)
|
||
dress = {key: value for key, value in avatar.items() if key in ['头部', '帽子', '脸部', '胸部', '上衣', '腰带', '下装', '鞋']}
|
||
equ.funs.calc_dress_effect(dress, self)
|
||
avatarElse = {key: value for key, value in avatar.items() if key not in ['头部', '帽子', '脸部', '胸部', '上衣', '腰带', '下装', '鞋']}
|
||
for key in avatarElse:
|
||
value = avatarElse[key].get('enchant', None)
|
||
emblem_0 = avatarElse[key].get('emblem_0', None)
|
||
emblem_1 = avatarElse[key].get('emblem_1', None)
|
||
if value is not None:
|
||
fun = equ.funs.execture(f'enchant_{value}')
|
||
if fun is not None:
|
||
fun(self)
|
||
for i in [emblem_0, emblem_1]:
|
||
if i is None:
|
||
continue
|
||
fun = equ.funs.execture(f'emblem_{i}')
|
||
if fun is not None:
|
||
fun(self)
|
||
pass
|
||
|
||
def calc_weapon(self, cur: CharacterEquipInfo):
|
||
# 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 '传世武器' in cur.equInfo.categorize:
|
||
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)
|
||
|
||
def calc_basic(self):
|
||
"""计算基础属性:防具精通、增幅、强化等"""
|
||
# 防具精通跟随装备品级
|
||
for part in ['上衣', '头肩', '下装', '腰带', '鞋']:
|
||
cur = self.charEquipInfo[part]
|
||
if cur.equInfo is None:
|
||
continue
|
||
equ = cur.equInfo
|
||
reinforce = self.charEquipInfo[part].reinforce
|
||
if equ is None:
|
||
continue
|
||
|
||
for key in self.防具精通属性:
|
||
value = 精通计算(115, equ.rarity, reinforce, equ.itemDetailType, self.防具类型, self.buffer, key)
|
||
key = get_key_by_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]
|
||
if cur.equInfo is None:
|
||
continue
|
||
# 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 '武器' in part:
|
||
self.calc_weapon(cur)
|
||
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, jades):
|
||
"""计算辟邪玉效果"""
|
||
funs = get_equipment(self.equVersion).funs
|
||
for key in jades:
|
||
jade = jades[key]
|
||
fun = funs.execture(f'jade_{jade.get("id", 0)}')
|
||
if fun is not None:
|
||
fun(self, jade.get('value', 0))
|
||
pass
|
||
|
||
def calc_sundry(self, sundry: dict):
|
||
"""计算杂项效果"""
|
||
funs = get_equipment(self.equVersion).funs
|
||
funs.execture('sundry_0')(
|
||
self,
|
||
sundry.get('medal_rarity', 0),
|
||
sundry.get('medal_reinforce', 0),
|
||
[sundry.get('medal_gem_0', 0), sundry.get('medal_gem_1', 0), sundry.get('medal_gem_2', 0), sundry.get('medal_gem_3', 0)],
|
||
)
|
||
funs.execture('sundry_6')(self, sundry.get('adventure', 1))
|
||
funs.execture('sundry_5')(self, sundry.get('fog', 1))
|
||
funs.execture('sundry_7')(self, sundry.get('marriage_house', 0), sundry.get('marriage_ring', 0))
|
||
funs.execture('sundry_9')(self, sundry.get('contract', 0))
|
||
funs.execture('sundry_10')(
|
||
self,
|
||
sundry.get('collection_type', 0),
|
||
sundry.get('collection_num_0', 0),
|
||
sundry.get('collection_num_1', 0),
|
||
)
|
||
funs.execture('sundry_13')(self, sundry.get('costume_card', 0))
|
||
pass
|
||
|
||
def calc(self, setInfo: dict[str, dict]):
|
||
self.calc_init(setInfo)
|
||
# self.SetDetail(setInfo)
|
||
# 角色基础属性
|
||
self.SetBaseStatus()
|
||
# 辟邪玉计算
|
||
self.calc_jade(setInfo.get('jades', []))
|
||
# 时装计算
|
||
self.calc_avatar(setInfo.get('avatar', {}))
|
||
# 精通、增幅、强化计算
|
||
self.calc_basic()
|
||
# 杂项信息
|
||
self.calc_sundry(setInfo.get('sundry', {}))
|
||
# 计算套装基础效果
|
||
suit = self.calc_suits()
|
||
# 部位效果计算
|
||
self.calc_equs()
|
||
skillInfos = []
|
||
if self.buffer:
|
||
skillInfos = self.calc_buffer_skills()
|
||
info = self.get_buffer_info()
|
||
pass
|
||
else:
|
||
# 如果存在
|
||
if len(self.输出类型选项) > 1:
|
||
temp = self.输出类型选项[0]
|
||
if '固伤' in temp:
|
||
if self.INT > self.STR:
|
||
self.输出类型 = '魔法固伤'
|
||
else:
|
||
self.输出类型 = '物理固伤'
|
||
else:
|
||
if self.INT > self.STR and self.AtkM > self.AtkP:
|
||
self.输出类型 = '魔法百分比'
|
||
else:
|
||
self.输出类型 = '物理百分比'
|
||
skillInfos = self.calc_carry_skills(setInfo.get('DSB', False), setInfo.get('BUFF', False))
|
||
info = self.get_carry_info()
|
||
return {'uuid': uuid1().hex, 'skills': skillInfos, 'info': info, 'suits': suit, 'buffer': self.buffer}
|
||
# 技能影响角色的属性,如属强、抗性等
|
||
|
||
# region 输出计算项
|
||
|
||
def calc_damage_ration(self, DSB: bool, BUFF: bool):
|
||
"""计算属性系数"""
|
||
# 计算最终属性
|
||
# 力/智 攻击力 攻击力%(特效不吃这部分)
|
||
attrs = []
|
||
if self.输出类型 == '物理百分比':
|
||
attrs.extend(['STR', 'AtkP', 'PAtkP'])
|
||
if self.输出类型 == '魔法百分比':
|
||
attrs.extend(['INT', 'AtkM', 'PAtkM'])
|
||
if self.输出类型 == '物理固伤':
|
||
attrs.extend(['STR', 'AtkI', 'PAtkI'])
|
||
if self.输出类型 == '魔法固伤':
|
||
attrs.extend(['INT', 'AtkI', 'PAtkI'])
|
||
# 力智系数
|
||
value0_1 = getattr(self, attrs[0])
|
||
value0_2 = 获取基础属性(self.角色, self.职业)[0] if attrs[0] == 'STR' else 获取基础属性(self.角色, self.职业)[1]
|
||
# 系统奶及奶系增幅
|
||
value = value0_1 + ((value0_1 - value0_2) * 3.08 + 2886) * (1 if DSB else 0) + (170000 + 300000) * (1 if BUFF else 0)
|
||
ratio_0: float = value / 250 + 1
|
||
# 物理/魔法/独立攻击力
|
||
ratio_1: float = getattr(self, attrs[1]) + 30000 * (1 if BUFF else 0)
|
||
# 技能 物理/魔法/独立攻击力%
|
||
ratio_2: float = getattr(self, attrs[2])
|
||
# 属强系数
|
||
ratio_3 = max(self.ElementDB.values()) * 0.0045 + 1.05
|
||
# 暴击系数
|
||
ratio_4 = 1.5
|
||
# BUFF系数
|
||
ratio_5 = self.buff
|
||
# 技攻系数
|
||
ratio_6 = self.SkillAttack * (self.jade_effect.SkillAttack + 1)
|
||
# 攻击强化
|
||
ratio_7 = 1 + self.Attack / 100 * (self.AttackP + self.jade_effect.AttackP)
|
||
# 防御系数,暂定145沙袋防御
|
||
monster_defense = 81417275817
|
||
ratio_8 = 1 - monster_defense / (monster_defense + 200 * 100)
|
||
# 杂项 斗神、宠物技能、队友增幅等(技能的属性增幅归属到这部分,因为会加成到特效部分,修复后修改为技能攻击力计算)
|
||
ratio_9 = 1.0 * self.ElementIncrease
|
||
return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9)
|
||
|
||
def calc_carry_skills(self, DSB: bool, BUFF: bool):
|
||
skillInfos = []
|
||
for i in self.skills:
|
||
if i.damage and i.lv > 0:
|
||
for mode in i.mode:
|
||
temp = i.skillInfo(mode)
|
||
if temp[0] > 0:
|
||
skillInfos.append(
|
||
{
|
||
'name': i.name,
|
||
'icon': i.icon,
|
||
'lv': i.lv,
|
||
'data': temp[0],
|
||
'ratio': temp[1],
|
||
'cd': temp[2],
|
||
'mode': mode,
|
||
'learnLv': i.learnLv,
|
||
'type': i.type,
|
||
}
|
||
)
|
||
ratios = self.calc_damage_ration(DSB, BUFF)
|
||
ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
|
||
ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
|
||
for i in skillInfos:
|
||
i['damage'] = ratio_char_skill * i['data'] * i['ratio'] / 100
|
||
for i in self.equ_effect:
|
||
skillInfos.append({'name': i.name, 'icon': i.icon, 'lv': 0, 'data': i.data, 'ratio': 10.0, 'cd': i.cd, 'damage': ratuio_equ_skill * i.data * 10 * self.EquEffectRatio / 100, 'mode': ''})
|
||
# 合并相同 name、cd、damage 的项
|
||
# merged = {}
|
||
# for skill in skillInfos:
|
||
# key = (skill['name'], skill['cd'], skill['damage'])
|
||
# if key not in merged:
|
||
# merged[key] = skill.copy()
|
||
# else:
|
||
# merged[key]['mode'] = ''
|
||
# skillInfos = list(merged.values())
|
||
return skillInfos
|
||
|
||
def get_carry_info(self):
|
||
attrs = []
|
||
if self.输出类型 == '物理百分比':
|
||
attrs.extend(['STR', 'AtkP'])
|
||
if self.输出类型 == '魔法百分比':
|
||
attrs.extend(['INT', 'AtkM'])
|
||
if self.输出类型 == '物理固伤':
|
||
attrs.extend(['STR', 'AtkI'])
|
||
if self.输出类型 == '魔法固伤':
|
||
attrs.extend(['INT', 'AtkI'])
|
||
info = []
|
||
attrs.extend(['Attack', 'AttackP', 'SkillAttack', 'EquEffectRatio', 'ElementDB'])
|
||
for attr in attrs:
|
||
temp = getattr(CharacterInfo, attr)
|
||
if attr.startswith('Atk'):
|
||
info.append({'name': temp.name, 'value': temp.value(getattr(self, attr) * getattr(self, f'P{attr}'))})
|
||
pass
|
||
else:
|
||
value = getattr(self, attr)
|
||
if attr == 'SkillAttack':
|
||
value *= self.jade_effect.SkillAttack + 1
|
||
if attr == 'AttackP':
|
||
value += self.jade_effect.AttackP
|
||
info.append(
|
||
{
|
||
'name': temp.name,
|
||
'value': temp.value(value),
|
||
}
|
||
)
|
||
pass
|
||
return info
|
||
|
||
# endregion
|
||
|
||
# region 辅助计算项
|
||
|
||
def calc_buffer_skills(self):
|
||
skillInfos = []
|
||
# 适用属性
|
||
main = getattr(self, get_key_by_value(self.适用属性))
|
||
# 增益量
|
||
buffer_power = self.Buffer * self.BufferP
|
||
# buff系数
|
||
buff_ratio_new = (main / 2993 + 1) * (buffer_power / 4800 + 1) if buffer_power > 0 else 0
|
||
buff_ratio_old = main / 2993 + 1
|
||
# 觉醒系数
|
||
awake_ratio_new = ((main + 7500) / 7500 + 1) * ((buffer_power + 68000) / 8500 + 1) if buffer_power > 0 else 0
|
||
awake_ratio_old = main / 7500 + 1
|
||
for i in self.skills:
|
||
if i.lv > 0 and i.hasUP and i.up is not None and i.up > 0:
|
||
self.SetStatus(四维=40)
|
||
if i.buffer and i.lv > 0:
|
||
info = i.skillInfo()
|
||
# 奶自己的面板加成
|
||
value = info[0]
|
||
# buff技能
|
||
if i.buffType == 'buff' or i.buffType == 'buffSub':
|
||
value1 = (info[1][0] + info[1][2]) * info[1][1] * buff_ratio_old + info[1][0] * buff_ratio_new
|
||
value2 = (info[2][0] + info[2][2]) * info[2][1] * buff_ratio_old + info[2][0] * buff_ratio_new
|
||
# 觉醒技能
|
||
elif i.buffType == 'awake' or i.buffType == 'awakeSub':
|
||
value1 = (info[1][0] + info[1][2]) * info[1][1] * awake_ratio_old + info[1][0] * awake_ratio_new
|
||
value2 = (info[2][0] + info[2][2]) * info[2][1] * awake_ratio_old + info[2][0] * awake_ratio_new
|
||
else:
|
||
value1 = (info[1][0] + info[1][2]) * info[1][1]
|
||
value2 = (info[2][0] + info[2][2]) * info[2][1]
|
||
value3 = info[3]
|
||
value4 = info[4]
|
||
if i.buffType == 'awake' and self.bindAwake == 50:
|
||
pass
|
||
else:
|
||
skillInfos.append(
|
||
{
|
||
'name': i.name,
|
||
'cd': value4,
|
||
'icon': i.icon,
|
||
'lv': i.lv,
|
||
# 对自己的加成 三攻 力智 伤害直接加成
|
||
'buff': [value, value1, value2, value3],
|
||
'type': i.type,
|
||
}
|
||
)
|
||
return skillInfos
|
||
|
||
def get_buffer_info(self):
|
||
attrs = [get_key_by_value(self.适用属性), 'Buffer', 'BufferP']
|
||
info = []
|
||
for attr in attrs:
|
||
temp = getattr(CharacterInfo, attr)
|
||
value = getattr(self, attr)
|
||
info.append(
|
||
{
|
||
'name': temp.name,
|
||
'value': temp.value(value),
|
||
}
|
||
)
|
||
return info
|
||
|
||
# endregion
|
||
|
||
# endregion
|
||
|
||
|
||
def createCharacter(alter: str, equVersion: str = '0'):
|
||
character: Character = None
|
||
module_name = 'core.character.' + alter
|
||
if equVersion is None or equVersion == '':
|
||
equVersion = '0'
|
||
try:
|
||
character = importlib.import_module(module_name).classChange(equVersion)
|
||
except Exception as ex:
|
||
print(ex)
|
||
print('create character ' + module_name + ' error.')
|
||
pass
|
||
return character
|