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dcalc/backend/core/basic/character/calc_equip.py
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2026-04-22 03:10:18 +08:00

395 lines
18 KiB
Python

import sys
from uuid import uuid1
from core.basic.equipment import OathSuit, Suit, get_equipment
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
from ..roleinfo import CharacterEmblemInfo, CharacterEquipInfo, CharacterOathInfo, get_key_by_value
from .base import CharacterBase
class CalcEquipMixin(CharacterBase):
"""装备计算、角色初始化相关方法"""
# region 打造信息导入
def SetDetail(self, info: dict[str, dict]) -> None:
"""打造信息导入"""
self.charEquipInfo = {}
self.charOathInfo = []
self.charEmblemInfo = []
self.bindAwake = info.get('bindAwake', 50)
if info.get('emblems', None) is None:
info['emblems'] = {}
if info.get('oaths', None) is None:
info['oaths'] = {}
for key in info['equips']:
self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key)
for key in info['oaths']:
# 导入誓约打造信息、誓约信息
self.charOathInfo.append(CharacterOathInfo(info['oaths'][key], self.equVersion, key))
try:
# 异常处理 彩色等级自动取最小值
minEmblemLv = min([info['emblems'][key]['lv'] for key in ['红色', '蓝色', '绿色', '黄色']], default=1)
info['emblems']['彩色']['lv'] = minEmblemLv
for key in info['emblems']:
# 导入徽章打造信息、徽章信息
info['emblems'][key]['part'] = key
self.charEmblemInfo.append(CharacterEmblemInfo(info['emblems'][key]))
pass
except Exception as e:
pass
self.charOathSkillId = info.get('oathSkill', 1)
def calc_init(self, setInfo: dict[str, dict]):
self.equ_options = setInfo.get('options', {})
self.setInfo = setInfo
self.SetDetail(setInfo)
self.SetSkills(setInfo.get('skills', {}))
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)
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)
# endregion
# region 套装 / 装备 / 时装 / 基础属性 / 辟邪玉 / 杂项
def calc_suits(self):
"""套装效果统计"""
suitInfo = {}
oathSuitInfo = {}
correction = 0
equs = get_equipment(self.equVersion)
for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values()):
partEqu = item.equInfo
# partFusion = item.fusionInfo
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
for item in self.charOathInfo:
partOath = item.oathInfo
if partOath is not None:
for suit in partOath.suit:
if oathSuitInfo.get(suit, None) is None:
oathSuitInfo[suit] = {'point': 0, 'count': 0}
if partOath.Point == 0:
oathSuitInfo[suit]['count'] += 1
else:
oathSuitInfo[suit]['point'] += partOath.Point
max_point_suit = max((suit for suit in suitInfo if suitInfo[suit]['point'] > 0), key=lambda suit: suitInfo[suit]['point'], default=None)
max_point_oath_suit = max((suit for suit in oathSuitInfo if oathSuitInfo[suit]['point'] > 0), key=lambda suit: oathSuitInfo[suit]['point'], default=None)
zero_point_suits = [suit for suit in suitInfo if suitInfo[suit]['point'] == 0]
# 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
if suitInfo is not None and 0 < suitInfo[max_point_suit]['point'] < 2550 and oathSuitInfo.get(max_point_oath_suit, None) is not None:
correction = min(2550 - suitInfo[max_point_suit]['point'], oathSuitInfo[max_point_oath_suit]['point'])
suitInfo[max_point_suit]['point'] += correction
oathSuitInfo[max_point_oath_suit]['point'] -= correction
pass
suits = zero_point_suits + ([max_point_suit] if max_point_suit is not None else [])
suitList: list[Suit] = []
oathSuitList: list[OathSuit] = []
res = {'suit': None, 'oath': None, 'correction': correction}
# print(max_point_suit, suitList)
for suit in suits:
if suitInfo[suit]['point'] == 0:
suitList += equs.get_suit_info(suit, 0, suitInfo[suit]['count'])
else:
suitList += equs.get_suit_info(suit, suitInfo[suit]['point'], 0)
if len(suitList) == 0:
continue
if suit == max_point_suit:
self.suitInfo = suitList
temp = suitList[-1]
res['suit'] = {
'id': temp.id,
'name': temp.name,
'rarity': temp.rarity,
'point': suitInfo[suit]['point'],
'count': suitInfo[suit]['count'],
'level': temp.level,
'suitId': suit,
'imageUrl': temp.imageUrl,
# 'value': temp.value,
}
for suit in oathSuitInfo:
if oathSuitInfo[suit]['point'] == 0:
oathSuitList += equs.get_oath_suit_info(suit, 0, oathSuitInfo[suit]['count'])
else:
oathSuitList += equs.get_oath_suit_info(suit, oathSuitInfo[suit]['point'], 0)
if len(oathSuitList) == 0:
continue
for suit in suitList:
i = suit.id
func = equs.funs.execture(f'suit_{i}')
suit = next((x for x in equs.suits if str(x.id) == str(i)), None)
# 誓约和套装进行匹配
# 如果存在誓约和套装是同一个套装
# 则直接不执行原套装效果,执行誓约套装增强的效果
oathEffect = next((x for x in oathSuitList if x.suitId == suit.suitId), None)
if suit is not None:
filtered_dict = {k: v for k, v in suit.__dict__.items() if k[0].isupper()}
self.SetStatus(**filtered_dict)
if func is not None and oathEffect is None:
# print(f'套装 {suit.name} 生效')
func(self)
if max_point_suit != max_point_oath_suit:
self.charOathSkillId = '1'
oathSkillEffect = []
self.max_point = 0 if res['suit'] is None else res.get('suit', {}).get('point', 0)
self.oathSuitInfo = []
self.oathSkillInfo = []
# 当套装点数达到太初时,誓约技能生效
if self.max_point >= 2550:
for oathSuit in oathSuitList:
skills = list(filter(lambda x: x.suitId == oathSuit.suitId, oathSuit.skills))
skill = next((x for x in oathSuit.skills if str(x.skillId) == str(self.charOathSkillId)), None)
# 誓约套装效果生效
filtered_dict = {k: v for k, v in oathSuit.__dict__.items() if k[0].isupper()}
self.SetStatus(**filtered_dict)
if skill is not None:
oathSkillEffect.append(skill)
# 誓约技能效果生效
filtered_dict = {k: v for k, v in skill.__dict__.items() if k[0].isupper()}
self.SetStatus(**filtered_dict)
self.oathSkillInfo.append(skill)
self.oathSuitInfo.append(oathSuit)
if oathSuit.suitId == max_point_oath_suit:
res['oath'] = {
'id': oathSuit.id,
'name': skill.name,
'rarity': oathSuit.rarity,
'point': oathSuitInfo[oathSuit.suitId]['point'],
'count': oathSuitInfo[oathSuit.suitId]['count'],
'level': oathSuit.level,
'imageUrl': oathSuit.imageUrl,
'suitId': oathSuit.suitId,
'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],
# 'value': oathSuit.value,
}
for skill in oathSkillEffect:
func = equs.funs.execture(f'oath_skill_{skill.id}')
if func is not None:
# print(f'誓约技能 {skill.id} 生效')
func(self)
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"""
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())]:
for detail in [(item.equInfo, item.enchant) 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
enchat = detail[1]
fun = effects.execture(f'equ_{equ.id}')
if fun is None:
continue
filtered_dict = {k: v for k, v in equ.__dict__.items() if k[0].isupper()}
self.SetStatus(**filtered_dict)
fun(self)
fun = effects.execture(f'enchant_{enchat}')
if fun is not None:
fun(self)
# 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:
# 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)
# if fusion is None:
# continue
# fun = effects.execture(f'stone_{fusion.id}')
# filtered_dict = {k: v for k, v in fusion.__dict__.items() if k[0].isupper()}
# self.SetStatus(**filtered_dict)
# if fun is not None:
# fun(self)
def calc_emblems(self):
"""计算徽章效果"""
effects = get_equipment(self.equVersion).funs
emblemCombine = effects.execture('emblem_combine')
for emblem in self.charEmblemInfo:
for item in emblem.items:
fun = effects.execture(f'emblem_{item}')
if fun is not None:
fun(self)
emblemCombine(self, emblem.part, emblem.lv, emblem.items)
pass
pass
def calc_oaths(self):
"""计算装备基础效果"""
effects = get_equipment(self.equVersion).funs
pass
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)
def calc_weapon(self, cur: 'CharacterEquipInfo'):
"""武器强化、锻造计算"""
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)
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)
value = max(value_1, value_2)
self.SetStatus(AtkI=value)
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:
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"""
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)
for part in self.charEquipInfo.keys():
cur = self.charEquipInfo[part]
if cur.equInfo is None:
continue
if cur.reinforceType == 1:
value = 增幅计算(115, '史诗', cur.reinforce)
self.SetStatus(STR=value, INT=value, Spirit=value, Vitality=value)
value = 强化技攻(cur.reinforce, cur.reinforceType, part)
self.SetStatus(SkillAttack=value)
if '武器' in part:
self.calc_weapon(cur)
if part == '耳环':
value = 耳环计算(115, '史诗', cur.reinforce)
self.SetStatus(AtkM=value, AtkP=value, AtkI=value)
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)
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))
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))
# 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