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dcalc/backend/core/basic/character.py
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2025-03-22 22:40:36 +08:00

587 lines
18 KiB
Python

from functools import cache
import importlib
from typing import Literal
from core.basic.property import CharacterInfo
from core.basic.skill import Skill
from core.basic.equipment import get_equipment, EquEffect,Equ
# from core.basic.equipment import equipments
# from core.basic.skill import Skill, ActiveSkill, PassiveSkill
from .formula import 增幅计算, 精通计算, 获取基础属性
from .roleinfo import CharacterEquipInfo, get_key_by_value
# from .property import 精通计算, 角色基础, CharacterInfo
class Character:
# region 角色属性
STR: float
"""力量"""
INT: float
"""智力"""
Spirit: float
"""精神"""
Vitality: float
"""体力"""
AtkP: float
"""物理攻击力"""
PAtkP: float
"""物理攻击力%"""
AtkM: float
"""魔法攻击力"""
PAtkM: float
"""魔法攻击力%"""
AtkI: float
"""独立攻击力"""
PAtkI: float
"""独立攻击力%"""
ElementA: dict[str, float]
"""属性攻击"""
ElementIncrease:float
"""属性增幅"""
ElementDB: dict[str, float]
"""属性强化数值"""
ElementR: dict[str, float]
"""属性抗性数值"""
CriticalM: float
"""魔法暴击"""
CriticalP: float
"""物理暴击"""
SkillAttack: float
"""技能攻击力"""
SpeedA: float
"""攻击速度"""
SpeedM: float
"""移动速度"""
SpeedR: float
"""施放速度"""
Hit: float
"""命中率"""
Abnormal: dict[str, bool]
"""敌人异常状态"""
MonsterInfo: dict[str, float]
Buffer: float
"""增益量"""
BufferP: float
"""增益量%"""
Attack: float
"""攻击强化"""
AttackP: float
"""攻击强化%"""
# endregion
skills: list['Skill'] = []
# """技能列表"""
skills_dict: dict[str, 'Skill'] = {}
# """技能名字对应技能"""
equVersion: str = '0'
"""装备版本"""
charEquipInfo: dict[str, 'CharacterEquipInfo']
"""装备打造信息"""
equ_effect: list['EquEffect'] = []
"""装备效果列表"""
# region 角色属性
输出类型: str = '物理'
buffer: bool = False
# endregion
# region 职业属性
实际名称: str = ''
名称: str = ''
角色: str = ''
角色类型: str = ''
职业: str = ''
武器选项: list[str] = []
输出类型选项: list[str] = []
防具精通属性: list[str] = []
类型 = ''
输出类型: str = '物理'
# endregion
def __init__(self, equVersion) -> None:
self.equVersion = equVersion
# self.equs = get_equ(self.equVersion)
self.STR = 0
self.INT = 0
self.AtkP = 0
self.AtkM = 0
self.AtkI = 0
self.PAtkP = 1.0
self.PAtkM = 1.0
self.PAtkI = 1.0
self.ElementA = {
'火': False,
'冰': False,
'光': False,
'暗': False,
}
self.ElementDB = {
'火': 0,
'冰': 0,
'光': 0,
'暗': 0,
}
self.ElementR = {
'火': 0,
'冰': 0,
'光': 0,
'暗': 0,
}
self.Abnormal = {
'出血': False,
'灼伤': False,
'感电': False,
'中毒': False,
}
self.CriticalM = 0
self.CriticalP = 0
self.SkillAttack = 1
self.SpeedA = 0
self.SpeedM = 0
self.SpeedR = 0
self.HitP = 0
self.Hit = 0
self.MonsterInfo = {
'DefenseP': 0,
'DefenseM': 0,
'火抗': 0,
'冰抗': 0,
'光抗': 0,
'暗抗': 0,
}
self.Buffer = 0
self.BufferP = 1.0
self.Attack = 0
self.AttackP = 1.0
self.ElementIncrease = 0
self.equs = {}
pass
# region 角色属性设置
def SetBaseStatus(self) -> None:
"""设角色基础属性"""
# 角色四维
temp = 获取基础属性(self.角色, self.职业)
for index, i in enumerate([get_key_by_value(i) for i in ['力量', '体力', '智力', '精神']]):
setattr(self, i, temp[index])
# 角色属性抗性
pass
# 角色异常抗性
pass
def SetStatus(
self,
力量=0,
智力=0,
物攻=0,
魔攻=0,
独立=0,
技攻=0,
全属强=0,
火强=0,
冰强=0,
光强=0,
暗强=0,
全属抗=0,
火抗=0,
冰抗=0,
光抗=0,
暗抗=0,
火属性攻击=False,
冰属性攻击=False,
光属性攻击=False,
暗属性攻击=False,
移速=0,
攻速=0,
施放=0,
命中=0,
命中率=0,
物暴=0,
魔暴=0,
攻击强化=0,
攻击强化P=0,
增益量=0,
增益量P=0,
**kwargs,
) -> None:
"""设置角色属性"""
allowed_kwargs = {
'STR',
'INT',
'AtkP',
'AtkM',
'AtkI',
'PAtkP',
'PAtkM',
'PAtkI',
'PATKIPDamage',
'PDamageC',
'PSTR',
'PINT',
'PDamageB',
'ElementA',
'ElementDB',
'ElementR',
'CriticalMP',
'CriticalM',
'CriticalPP',
'CriticalP',
'EquipmentSkillAttack',
'SkillAttack',
'SpeedA',
'SpeedM',
'SpeedR',
'HitP',
'Hit',
'Attack',
'AttackP',
'Buffer',
'BufferP',
}
for key in kwargs:
if key not in allowed_kwargs:
raise ValueError(f'Invalid keyword argument: {key}')
self.STR += 力量 + kwargs.get('STR', 0)
self.INT += 智力 + kwargs.get('INT', 0)
self.AtkP += 物攻 + kwargs.get('AtkP', 0)
self.AtkM += 魔攻 + kwargs.get('AtkM', 0)
self.AtkI += 独立 + kwargs.get('AtkI', 0)
self.PAtkP *= kwargs.get('PAtkP', 0)
self.PAtkM *= kwargs.get('PAtkM', 0)
self.PAtkI *= kwargs.get('PAtkI', 0)
for elem in ['火', '冰', '光', '暗']:
self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem]
self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + kwargs.get('全属强', 0)
self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + kwargs.get('全属抗', 0)
self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴
self.CriticalP += kwargs.get('CriticalP', 0) + 物暴
self.SkillAttack += (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0))
self.SpeedA += 攻速 + kwargs.get('SpeedA', 0)
self.SpeedM += 移速 + kwargs.get('SpeedM', 0)
self.SpeedR += 施放 + kwargs.get('SpeedR', 0)
self.HitP += 命中率 + kwargs.get('HitP', 0)
self.Hit += 命中 + kwargs.get('Hit', 0)
self.Attack += 攻击强化 + kwargs.get('Attack', 0)
self.AttackP += 攻击强化P + kwargs.get('AttackP', 0)
self.Buffer += 增益量 + kwargs.get('Buffer', 0)
self.BufferP += 增益量P + kwargs.get('BufferP', 0)
pass
def AddSkillLv(self, min:int, max:int, lv:int, type=-1) -> None:
"""
增加技能等级
type: -1 全部, 0 被动, 1 主动
"""
for skill in self.skills:
if min <= skill.requiredLv <= max:
if type == -1 or skill.type == type:
skill.AddLv(lv, self)
def SetSkillCD(self, min=1, max=100, cd=0, exclude=[50, 85, 100]) -> None:
"""
设置技能CD
type: -1 全部, 0 被动, 1 主动
"""
for skill in self.skills:
if min <= skill.requiredLv <= max and skill.damage and skill.requiredLv not in exclude:
skill.CDR *= 1 - cd
def GetSkillByName(self, name) -> Skill:
"""通过技能名获取技能"""
return self.skills_dict.get(name, None)
def GetSkillByID(self, id: str) -> Skill:
skill = list(filter(lambda x: str(x.id) == id, self.skills))
"""通过技能ID获取技能"""
return skill[0] if len(skill) > 0 else None
def GetSkillNames(self, type: Literal['active', 'passive', 'all'] = 'all', damage: Literal[True, False, 'all'] = 'all') -> list[str]:
"""获取技能名字"""
return [skill.name for skill in self.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
# endregion
# region 计算相关
def SetDetail(self, info: dict[str, dict]) -> None:
self.charEquipInfo = {}
"""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)
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
skillInfo = []
for skill in self.skills:
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,
}
)
info['skills'] = skillInfo
equs = []
suits = []
for i in get_equipment(self.equVersion).equs:
equs.append(i.__dict__)
for i in get_equipment(self.equVersion).suits:
suits.append(i.__dict__)
info['equips'] = equs
info['suits'] = suits
enchats = []
emblems = []
return info
def getBasicInos(self):
res = []
attrs = []
if self.输出类型 == '物理':
attrs = ['STR', 'PSTR', 'AtkP', 'PAtkP', 'CriticalPP', 'CriticalP']
if self.输出类型 == '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]):
# 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:
skill.lv = skills[key].get('lv', 0)
pass
def load_skills(self):
pass
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 part in self.charEquipInfo.keys():
# 当前部位的打造
cur = self.charEquipInfo[part]
# 当前部位适用调试后的属性
partEqu = equs.equ_dict.get(cur.id).adapt(cur.adaptation)
# 设置当前部位的装备
self.charEquipInfo[part].equInfo = equs.equ_dict.get(cur.id)
# 套装属性设置
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
# 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 = []
for suit in suits:
if suitInfo[suit]['point'] == 0:
suits_effect += [i.id for i in equs.get_suit_info(suit, 0, suitInfo[suit]['count'])]
else:
suits_effect += [i.id for i in equs.get_suit_info(suit, suitInfo[suit]['point'], 0)]
return suits_effect
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]
equ = cur.equInfo
reinforce = self.charEquipInfo[part].reinforce
value = 精通计算(115, equ.rarity,reinforce,equ.itemDetailType,self.防具类型)
for key in self.防具精通属性:
key = get_key_by_value(key)
setattr(self, key, getattr(self, key) + value[key])
# 115增幅强化品级固定史诗
for part in self.charEquipInfo.keys():
cur = self.charEquipInfo[part]
# 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)
# 增幅计算
# 武器、特殊装备强化额外效果计算
# 传世武器强化系数取所有武器的最高的1.12
pass
def calc_jade(self):
"""计算辟邪玉效果"""
pass
def calc(self, setInfo: dict[str, dict]):
funcs = []
suits = []
self.calc_init(setInfo)
# self.SetDetail(setInfo)
# 角色基础属性
self.SetBaseStatus()
# 辟邪玉计算
# 精通、增幅、强化计算
self.calc_basic()
# 单件效果计算
# 套装效果列表
suits_effect = self.calc_suits()
effects = get_equipment(self.equVersion).funs
for effect in suits_effect:
func = effects.suit_func_list.get(str(effect), None)
func(self)
# 徽章计算
# 附魔计算
# 技能计算
skill = self.GetSkillByName('G-35L感电手雷')
print(skill.getSkillDate(skill.lv),skill.skillDamage,skill.skillRation)
#
return
# 技能影响角色的属性,如属强、抗性等
for skill in self.skills:
skill.effect(self)
for i in self.charEquipInfo:
# region 装备效果
fun = self.equs.get_func_by_id(f'equ_{self.charEquipInfo[i].id}')
equ = self.equs.get_equ_by_id(self.charEquipInfo[i].id)
if equ is None:
continue
self.SetStatus(**equ.__dict__)
funcs.append(fun + (equ,))
# 护甲精通计算
if equ.typeSon2Id == self.防具类型:
self.SetStatus(**精通计算(equ.lv, equ.rarity, equ.typeSon1Id, equ.typeSon2Id, self.输出类型, self.buffer))
# 套装效果
suits += (equ.suit or '').split(',')
# endregion
# region 附魔效果
fun = self.equs.get_func_by_id(f'prop_{self.charEquipInfo[i].enchant}')
funcs.append(fun + (equ,))
# endregion
# region 徽章效果
for emblem in self.charEquipInfo[i].emblems:
fun = self.equs.get_func_by_id(f'prop_{emblem}')
funcs.append(fun + (equ,))
# endregion
# region 魔法封印效果
for seal in self.charEquipInfo[i].seals:
fun = self.equs.get_func_by_id(f'seal_{seal}')
funcs.append(fun + (equ,))
# endregion
funcs.sort(key=lambda x: x[2])
for func in funcs:
# 站街
func[1](self, func[3], 0)
# 进图
func[1](self, func[3], 1)
return {
'basicInfo': self.getBasicInos(),
'skillInfo': [],
}
# 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