580 lines
18 KiB
Python
580 lines
18 KiB
Python
from functools import cache
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import importlib
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from typing import Literal
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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 get_equipment
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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 获取基础属性
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from .roleinfo import CharacterEquipInfo, get_key_by_value
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# from .property import 精通计算, 角色基础, CharacterInfo
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class Character:
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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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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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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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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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# region 角色属性
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输出类型: str = '物理'
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buffer: bool = False
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# endregion
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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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输出类型选项: list[str] = []
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防具精通属性: list[str] = []
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类型 = ''
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输出类型: str = '物理'
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# endregion
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def __init__(self, equVersion) -> None:
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self.equVersion = equVersion
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# self.equs = get_equ(self.equVersion)
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self.STR = 0
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self.INT = 0
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self.AtkP = 0
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self.AtkM = 0
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self.AtkI = 0
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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': 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.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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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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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, temp[index])
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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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物攻=0,
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魔攻=0,
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独立=0,
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技攻=0,
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全属强=0,
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火强=0,
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冰强=0,
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光强=0,
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暗强=0,
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全属抗=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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火属性攻击=False,
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冰属性攻击=False,
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光属性攻击=False,
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暗属性攻击=False,
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移速=0,
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攻速=0,
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施放=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,
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) -> None:
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"""设置角色属性"""
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allowed_kwargs = {
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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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}
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for key in kwargs:
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if key not in allowed_kwargs:
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raise ValueError(f'Invalid keyword argument: {key}')
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self.STR += 力量 + kwargs.get('STR', 0)
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self.INT += 智力 + kwargs.get('INT', 0)
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self.AtkP += 物攻 + kwargs.get('AtkP', 0)
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self.AtkM += 魔攻 + kwargs.get('AtkM', 0)
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self.AtkI += 独立 + kwargs.get('AtkI', 0)
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self.PAtkP *= kwargs.get('PAtkP', 0)
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self.PAtkM *= kwargs.get('PAtkM', 0)
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self.PAtkI *= kwargs.get('PAtkI', 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) + kwargs.get('全属强', 0)
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self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + kwargs.get('全属抗', 0)
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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 += 攻速 + kwargs.get('SpeedA', 0)
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self.SpeedM += 移速 + kwargs.get('SpeedM', 0)
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self.SpeedR += 施放 + kwargs.get('SpeedR', 0)
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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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self.AttackP += 攻击强化P + kwargs.get('AttackP', 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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pass
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def AddSkillLv(self, min, max, lv, type=-1) -> 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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for skill in self.skills:
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if min <= skill.requiredLv <= max:
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if type == -1 or skill.type == type:
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skill.AddLv(lv, self)
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def SetSkillCD(self, min=1, max=99, cd=0) -> None:
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"""
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设置技能CD
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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.requiredLv <= max and skill.damage:
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skill.CDR *= 1 - cd
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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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@cache
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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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# endregion
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# region 计算相关
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def SetDetail(self, info: dict[str, dict]) -> None:
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self.charEquipInfo = {}
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"""打造信息导入"""
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for key in info['equips']:
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# 导入部位打造信息、装备信息、贴膜信息
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self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key)
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# def calc(self):
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# """计算角色属性"""
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# func = []
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# for i in self.charEquipInfo:
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# # 计算装备
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# temp = self.equs.get_func_by_id(self.charEquipInfo[i].id)
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# func.append(temp)
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# temp(self)
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# pass
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def getInfo(self):
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"""返回到前端信息"""
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info = {}
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info['alter'] = self.实际名称
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info['equVersion'] = self.equVersion
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info['name'] = self.名称
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info['weaopns'] = self.武器选项
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skillInfo = []
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for skill in self.skills:
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skillInfo.append(
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{
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'name': skill.name,
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'icon': skill.icon,
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'type': skill.type,
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# 'SPCost': skill.SPCost,
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"learnLv": skill.learnLv,
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"masterLv": skill.masterLv,
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"maxLv": skill.maxLv,
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# 'TPCost': 0 if not skill.hasTP else skill.TPCost,
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# "masterTPLv":0 if not skill.hasTP else skill.masterTPLv,
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# 'maxTPLv': 0 if not skill.hasTP else skill.TPLearnMax,
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'positon':skill.position
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}
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)
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info['skills'] = skillInfo
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equs = []
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suits = []
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for i in get_equipment(self.equVersion).equs:
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equs.append(i.__dict__)
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for i in get_equipment(self.equVersion).suits:
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suits.append(i.__dict__)
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info['equips'] = equs
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info['suits'] = suits
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enchats = []
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emblems = []
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# 装备过滤
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# for i in self.equs.info:
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# if (i.typeSon1Id == '武器' and i.typeSon2Id not in self.武器选项) or (i.name.startswith('精 · ') and self.异界 not in i.name):
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# pass
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# else:
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# equs.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'suit': i.suit,
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# }
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# )
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# 附魔、徽章
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# for i in self.equs.prop:
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# if i.typeSon1Id == '附魔':
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# enchats.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'desc': i.desc,
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# }
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# )
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# if i.typeSon1Id == '徽章':
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# emblems.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'desc': i.desc,
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# }
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# )
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# info['enchats'] = enchats
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# info['emblems'] = emblems
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# info['seal'] = [i.__dict__ for i in self.equs.seal]
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return info
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def getBasicInos(self):
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res = []
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attrs = []
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if self.输出类型 == '物理':
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attrs = ['STR', 'PSTR', 'AtkP', 'PAtkP', 'CriticalPP', 'CriticalP']
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if self.输出类型 == '魔法':
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attrs = ['INT', 'PINT', 'AtkM', 'PAtkM', 'CriticalMP', 'CriticalM']
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for attr in attrs + ['PDamage', 'PDamageC', 'PDamageB', 'SpeedA', 'SpeedM', 'SpeedR']:
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temp = getattr(CharacterInfo, attr)
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, attr)),
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'icon': temp.icon,
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}
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)
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keys = ['火', '冰', '光', '暗']
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for index in range(0, 4):
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temp = getattr(CharacterInfo, f'ElementDB{index}')
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, 'ElementDB')[keys[index]]),
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'icon': temp.icon,
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}
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)
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temp = getattr(CharacterInfo, f'ElementR{index}')
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, 'ElementR')[keys[index]]),
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'icon': temp.icon,
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}
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)
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return res
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def calc_init(self, setInfo: dict[str, dict]):
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# 打造信息导入
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self.SetDetail(setInfo)
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# 技能等级设置
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self.SetSkills(setInfo.get('skills', {}))
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pass
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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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skill.lv = skills[key].get('lv', 0)
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pass
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def load_skills(self):
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pass
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def calc(self, setInfo: dict[str, dict]):
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funcs = []
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suits = []
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self.calc_init(setInfo)
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# self.SetDetail(setInfo)
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# 角色基础属性
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self.SetBaseStatus()
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return
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# 技能影响角色的属性,如属强、抗性等
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for skill in self.skills:
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skill.effect(self)
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for i in self.charEquipInfo:
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# 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
|
|
# region 套装效果
|
|
matchSuit = []
|
|
for i in list(set(filter(lambda x: x != '' and x is not None, suits))):
|
|
# 获取当前的套装的数量
|
|
nums = len(list(filter(lambda x: x == i, suits)))
|
|
# 获取当前的套装信息
|
|
suisInfos = list(filter(lambda x: x.suitID == i, self.equs.suit))
|
|
if len(suisInfos) > 0:
|
|
matchSuit += [i.id for i in list(filter(lambda x: x.needNum <= nums, suisInfos))]
|
|
# 兼容于判断
|
|
if suisInfos[0].compatibility is not None and suisInfos[0].compatibility != '':
|
|
for compatibility in suisInfos[0].compatibility.split(','):
|
|
# 兼容于的装备数量
|
|
numsComp = len(list(filter(lambda x: x == compatibility, suits)))
|
|
# 大于兼容于小于兼容于加上当前套装数量
|
|
if numsComp > 0:
|
|
matchSuit += [
|
|
i.id
|
|
for i in list(
|
|
filter(
|
|
lambda x: x.suitID == compatibility and numsComp < x.needNum <= nums + numsComp,
|
|
self.equs.suit,
|
|
)
|
|
)
|
|
]
|
|
for i in matchSuit:
|
|
fun = self.equs.get_func_by_id(f'suit_{i}')
|
|
funcs.append(fun + (None,))
|
|
# 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.characters.' + alter
|
|
try:
|
|
character = importlib.import_module(module_name).classChange(equVersion)
|
|
except Exception as ex:
|
|
print(ex)
|
|
print('create character ' + module_name + ' error.')
|
|
pass
|
|
return character
|