438 lines
20 KiB
Python
438 lines
20 KiB
Python
import sys
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from functools import cache
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from uuid import uuid1
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from core.basic.equipment import OathSuit, Suit, get_equipment
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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, 耳环计算, 左右计算, 锻造计算
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from ..roleinfo import CharacterEmblemInfo, CharacterEquipInfo, CharacterOathInfo, get_key_by_value
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from .base import CharacterBase
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@cache
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def get_skill_classes(module_name: str) -> tuple[type, ...]:
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module = sys.modules[module_name]
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return tuple(
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memberClass
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for name in dir(module)
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if isinstance((memberClass := getattr(module, name)), type) and memberClass.__name__.startswith('Skill')
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)
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class CalcEquipMixin(CharacterBase):
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"""装备计算、角色初始化相关方法"""
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# region 打造信息导入
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def SetDetail(self, info: dict[str, dict]) -> None:
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"""打造信息导入"""
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self.charEquipInfo = {}
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self.charOathInfo = []
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self.charEmblemInfo = []
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self.bindAwake = info.get('bindAwake', 50)
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if info.get('emblems', None) is None:
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info['emblems'] = {}
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if info.get('oaths', None) is None:
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info['oaths'] = {}
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equs = get_equipment(self.equVersion)
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for key in info['equips']:
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self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key, equs)
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for key in info['oaths']:
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# 导入誓约打造信息、誓约信息
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self.charOathInfo.append(CharacterOathInfo(info['oaths'][key], self.equVersion, key, equs))
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try:
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# 异常处理 彩色等级自动取最小值
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minEmblemLv = min([info['emblems'][key]['lv'] for key in ['红色', '蓝色', '绿色', '黄色']], default=1)
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info['emblems']['彩色']['lv'] = minEmblemLv
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for key in info['emblems']:
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# 导入徽章打造信息、徽章信息
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info['emblems'][key]['part'] = key
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self.charEmblemInfo.append(CharacterEmblemInfo(info['emblems'][key]))
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pass
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except Exception:
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pass
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self.charOathSkillId = info.get('oathSkill', 1)
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def calc_init(self, setInfo: dict[str, dict]):
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self.equ_options = setInfo.get('options', {})
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self.setInfo = setInfo
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self.SetDetail(setInfo)
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self.SetSkills(setInfo.get('skills', {}))
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def SetSkills(self, skills: dict[str, dict]):
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"""设置技能等级"""
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for key in skills:
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skill = self.GetSkillByID(key)
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if skill is not None:
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if skill.hasUP:
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skill.up = skills[key].get('up', 0)
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if skill.hasVP:
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skill.vp = skills[key].get('vp', 0)
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skill.lv += skills[key].get('lv', 0)
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def load_skills(self) -> None:
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"""加载技能"""
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for memberClass in get_skill_classes(self.moduleName):
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skill = memberClass(char=self)
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self.skills_dict[skill.name] = skill
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self.skills_id_dict[str(skill.id)] = skill
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self.skills_uuid_dict[str(skill.uuid)] = skill
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self.skills.append(skill)
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# endregion
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# region 套装 / 装备 / 时装 / 基础属性 / 辟邪玉 / 杂项
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def calc_suits(self):
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"""套装效果统计"""
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suitInfo = {}
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oathSuitInfo = {}
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correction = 0
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equs = get_equipment(self.equVersion)
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for item in self.charEquipInfo.values():
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partEqu = item.equInfo
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if partEqu is None:
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continue
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# partFusion = item.fusionInfo
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for suit in partEqu.suit:
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suit_item = suitInfo.setdefault(suit, {'point': 0, 'count': 0})
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if partEqu.Point == 0:
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suit_item['count'] += 1
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else:
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suit_item['point'] += partEqu.Point
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for item in self.charOathInfo:
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partOath = item.oathInfo
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if partOath is None:
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continue
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for suit in partOath.suit:
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oath_suit_item = oathSuitInfo.setdefault(suit, {'point': 0, 'count': 0})
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if partOath.Point == 0:
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oath_suit_item['count'] += 1
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else:
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oath_suit_item['point'] += partOath.Point
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max_point_suit = max((suit for suit in suitInfo if suitInfo[suit]['point'] > 0), key=lambda suit: suitInfo[suit]['point'], default=None)
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max_point_oath_suit = max((suit for suit in oathSuitInfo if oathSuitInfo[suit]['point'] > 0), key=lambda suit: oathSuitInfo[suit]['point'], default=None)
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zero_point_suits = [suit for suit in suitInfo if suitInfo[suit]['point'] == 0]
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# 套装没有到太初的时候,优先把誓约套装的点数加到装备套装上,以达到更高的套装等级
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if suitInfo is not None and oathSuitInfo is not None and max_point_suit is not None and 0 < suitInfo[max_point_suit]['point'] < 2550 and max_point_oath_suit is not None and oathSuitInfo.get(max_point_oath_suit, None) is not None:
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correction = min(2550 - suitInfo[max_point_suit]['point'], oathSuitInfo[max_point_oath_suit]['point'])
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suitInfo[max_point_suit]['point'] += correction
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oathSuitInfo[max_point_oath_suit]['point'] -= correction
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pass
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suits = zero_point_suits + ([max_point_suit] if max_point_suit is not None else [])
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suitList: list[Suit] = []
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oathSuitList: list[OathSuit] = []
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res = {'suit': None, 'oath': None, 'correction': correction}
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# print(max_point_suit, suitList)
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for suit in suits:
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if suitInfo[suit]['point'] == 0:
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suitList += equs.get_suit_info(suit, 0, suitInfo[suit]['count'])
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else:
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suitList += equs.get_suit_info(suit, suitInfo[suit]['point'], 0)
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if len(suitList) == 0:
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continue
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if suit == max_point_suit:
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self.suitInfo = suitList
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temp = suitList[-1]
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res['suit'] = {
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'id': temp.id,
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'name': temp.name,
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'rarity': temp.rarity,
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'point': suitInfo[suit]['point'],
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'count': suitInfo[suit]['count'],
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'level': temp.level,
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'suitId': suit,
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'imageUrl': temp.imageUrl,
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# 'value': temp.value,
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}
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for suit in oathSuitInfo:
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if oathSuitInfo[suit]['point'] == 0:
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oathSuitList += equs.get_oath_suit_info(suit, 0, oathSuitInfo[suit]['count'])
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else:
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oathSuitList += equs.get_oath_suit_info(suit, oathSuitInfo[suit]['point'], 0)
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if len(oathSuitList) == 0:
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continue
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oath_suit_by_suit_id = {item.suitId: item for item in oathSuitList}
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for suit in suitList:
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i = suit.id
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func = equs.funs.execture(f'suit_{i}')
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suit = equs.suit_id_dict.get(str(i), None)
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if suit is None:
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continue
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# 誓约和套装进行匹配
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# 如果存在誓约和套装是同一个套装
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# 则直接不执行原套装效果,执行誓约套装增强的效果
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oathEffect = oath_suit_by_suit_id.get(suit.suitId, None)
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filtered_dict = {k: v for k, v in suit.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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if func is not None and oathEffect is None:
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# print(f'套装 {suit.name} 生效')
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func(self)
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if max_point_suit != max_point_oath_suit:
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self.charOathSkillId = '1'
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oathSkillEffect = []
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self.max_point = 0 if res['suit'] is None else res.get('suit', {}).get('point', 0)
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try:
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self.oath_max_point = oathSuitInfo.get(max_point_oath_suit, {}).get('point', 0)
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except Exception:
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self.oath_max_point = 0
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self.oathSuitInfo = []
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self.oathSkillInfo = []
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# 当套装点数达到太初时,誓约技能生效
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if self.max_point >= 2550:
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oathSuit = oath_suit_by_suit_id.get(max_point_oath_suit, None)
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if oathSuit is not None:
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skills = [x for x in oathSuit.skills if x.suitId == oathSuit.suitId]
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skill = next((x for x in oathSuit.skills if str(x.skillId) == str(self.charOathSkillId)), None)
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# 誓约套装效果生效
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filtered_dict = {k: v for k, v in oathSuit.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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if skill is not None:
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oathSkillEffect.append(skill)
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# 誓约技能效果生效
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filtered_dict = {k: v for k, v in skill.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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self.oathSkillInfo.append(skill)
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self.oathSuitInfo.append(oathSuit)
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if oathSuit.suitId == max_point_oath_suit:
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res['oath'] = {
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'id': oathSuit.id,
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'name': skill.name,
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'rarity': oathSuit.rarity,
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'point': oathSuitInfo[oathSuit.suitId]['point'],
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'count': oathSuitInfo[oathSuit.suitId]['count'],
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'level': oathSuit.level,
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'imageUrl': oathSuit.imageUrl,
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'suitId': oathSuit.suitId,
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'skills': [{'id': skill.id, 'skillId': i.skillId, 'name': i.name, 'imageUrl': i.imageUrl, 'enable': i.skillId == '1' or max_point_oath_suit == max_point_suit} for i in skills],
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# 'value': oathSuit.value,
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}
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for skill in oathSkillEffect:
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func = equs.funs.execture(f'oath_skill_{skill.id}')
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if func is not None:
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# print(f'誓约技能 {skill.id} 生效')
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func(self)
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# 太初积分以上,每超过70点数增加1%技能攻击力
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if self.max_point >= 2550:
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skillAttack = (self.max_point - 2550) // 70 * 0.02
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buffer = (self.max_point - 2550) // 70 * 200
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self.SetStatus(SkillAttack=skillAttack, Buffer=buffer)
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# 誓约积分
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if self.oath_max_point >= 1200:
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self.SetSkillCD(1, 100, 0.185)
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SkillAttack, Buffer = equs.funs.execture('oathPointEffect')(self.oath_max_point)
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self.SetStatus(SkillAttack=SkillAttack, Buffer=Buffer)
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return res
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def calc_equs(self):
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"""计算装备基础效果、附魔"""
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effects = get_equipment(self.equVersion).funs
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# 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())]:
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for item in self.charEquipInfo.values():
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equ = item.equInfo
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if equ is None or equ.itemType == '副武器':
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continue
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enchat = item.enchant
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fun = effects.execture(f'equ_{equ.id}')
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if fun is None:
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continue
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filtered_dict = {k: v for k, v in equ.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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fun(self)
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fun = effects.execture(f'enchant_{enchat}')
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if fun is not None:
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fun(self)
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# emblem_0 = detail[3]
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# emblem_1 = detail[4]
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# if str(emblem_0).isdigit():
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# fun = effects.execture(f'emblem_{emblem_0}')
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# if fun is not None:
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# fun(self)
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# else:
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# skill = self.GetSkillByName(emblem_0)
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# if skill is not None:
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# skill.lv += 1
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# self.SetStatus(四维=8)
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# fun = effects.execture(f'emblem_{emblem_1}')
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# if fun is not None:
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# fun(self)
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# if fusion is None:
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# continue
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# fun = effects.execture(f'stone_{fusion.id}')
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# filtered_dict = {k: v for k, v in fusion.__dict__.items() if k[0].isupper()}
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# self.SetStatus(**filtered_dict)
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# if fun is not None:
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# fun(self)
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def calc_emblems(self):
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"""计算徽章效果"""
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effects = get_equipment(self.equVersion).funs
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emblemCombine = effects.execture('emblem_combine')
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for emblem in self.charEmblemInfo:
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for item in emblem.items:
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fun = effects.execture(f'emblem_{item}')
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if fun is not None:
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fun(self)
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emblemCombine(self, emblem.part, emblem.lv, emblem.items)
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pass
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pass
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def calc_oaths(self):
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"""计算装备基础效果"""
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effects = get_equipment(self.equVersion).funs
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for item in self.charOathInfo:
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oath = item.oathInfo
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if oath is None:
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continue
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fun = effects.execture(f'oath_{oath.id}')
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if fun is None:
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continue
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filtered_dict = {k: v for k, v in oath.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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fun(self)
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pass
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def calc_avatar(self, avatar: dict):
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"""计算时装效果"""
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equ = get_equipment(self.equVersion)
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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']}
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equ.funs.calc_dress_effect(dress, self)
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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']}
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for key in avatarElse:
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value = avatarElse[key].get('enchant', None)
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emblem_0 = avatarElse[key].get('emblem_0', None)
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emblem_1 = avatarElse[key].get('emblem_1', None)
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if value is not None:
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fun = equ.funs.execture(f'enchant_{value}')
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if fun is not None:
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fun(self)
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for i in [emblem_0, emblem_1]:
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if i is None:
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continue
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fun = equ.funs.execture(f'emblem_{i}')
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if fun is not None:
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fun(self)
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def calc_weapon(self, cur: 'CharacterEquipInfo'):
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"""武器强化、锻造计算"""
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value_1 = 锻造计算(115, '史诗', cur.refine, cur.equInfo.itemDetailType, 1.12 if '传世武器' in cur.equInfo.categorize else 0)
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value_2 = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '独立', 1.12 if '传世武器' in cur.equInfo.categorize else 0)
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value = max(value_1, value_2)
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self.SetStatus(AtkI=value)
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if '传世武器' in cur.equInfo.categorize:
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12)
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self.SetStatus(AtkP=value, AtkM=value)
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else:
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理')
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self.SetStatus(AtkP=value)
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '魔法')
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self.SetStatus(AtkM=value)
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def calc_basic(self):
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"""计算基础属性:防具精通、增幅、强化等"""
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char_equip_info = self.charEquipInfo
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for part in ['上衣', '头肩', '下装', '腰带', '鞋']:
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cur = char_equip_info[part]
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if cur.equInfo is None:
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continue
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equ = cur.equInfo
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reinforce = cur.reinforce
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if equ is None:
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continue
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for key in self.防具精通属性:
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value = 精通计算(115, equ.rarity, reinforce, equ.itemDetailType, self.防具类型, self.buffer, key)
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key = get_key_by_value(key)
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setattr(self, key, getattr(self, key) + value)
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for part, cur in char_equip_info.items():
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if cur.equInfo is None:
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continue
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if cur.reinforceType == 1:
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value = 增幅计算(115, '史诗', cur.reinforce)
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self.SetStatus(STR=value, INT=value, Spirit=value, Vitality=value)
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value = 强化技攻(cur.reinforce, cur.reinforceType, part)
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self.SetStatus(SkillAttack=value)
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if '武器' in part:
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self.calc_weapon(cur)
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if part == '耳环':
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value = 耳环计算(115, '史诗', cur.reinforce)
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self.SetStatus(AtkM=value, AtkP=value, AtkI=value)
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if part in ['辅助装备', '魔法石']:
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value = 左右计算(115, '史诗', cur.reinforce)
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self.SetStatus(STR=value, INT=value, Spirit=value, Vitality=value)
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def calc_jade(self, jades):
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"""计算辟邪玉效果"""
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funs = get_equipment(self.equVersion).funs
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for key in jades:
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jade = jades[key]
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fun = funs.execture(f'jade_{jade.get("id", 0)}')
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if fun is not None:
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fun(self, jade.get('value', 0))
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def calc_sundry(self, sundry: dict):
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"""计算杂项效果"""
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funs = get_equipment(self.equVersion).funs
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primer = next((x for x in self.charOathInfo if x.id == '2000500'), None)
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if primer:
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fog = sundry.get('fog', 0)
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stats, Point, SkillAttack, Attack, Buffer = funs.execture('fog_oath_info')(fog)
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primer.oathInfo.STR = primer.oathInfo.INT = primer.oathInfo.Vitality = primer.oathInfo.Spirit = stats
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primer.oathInfo.Point = Point
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primer.oathInfo.SkillAttack = SkillAttack
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primer.oathInfo.Attack = Attack
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primer.oathInfo.Buffer = Buffer
|
|
# 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))
|
|
|
|
# endregion
|
|
|
|
# region 主计算入口
|
|
|
|
def calc(self, setInfo: dict[str, dict]):
|
|
self.calc_init(setInfo)
|
|
self.SetBaseStatus()
|
|
self.calc_jade(setInfo.get('jades', []))
|
|
self.calc_avatar(setInfo.get('avatar', {}))
|
|
self.calc_basic()
|
|
self.calc_sundry(setInfo.get('sundry', {}))
|
|
self.calc_emblems()
|
|
suit = self.calc_suits()
|
|
self.calc_equs()
|
|
self.calc_oaths()
|
|
skillInfos = []
|
|
if self.buffer:
|
|
skillInfos = self.calc_buffer_skills()
|
|
info = self.get_buffer_info()
|
|
else:
|
|
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}
|
|
|
|
# endregion
|