Files
dcalc/backend/core/basic/character/calc_carry.py
T
2026-04-03 18:03:54 +08:00

104 lines
4.6 KiB
Python

from ..formula import 获取基础属性
from core.basic.property import CharacterInfo
from .base import CharacterBase
class CalcCarryMixin(CharacterBase):
"""输出角色技能伤害计算相关方法"""
# region 输出计算项
def calc_damage_ration(self, DSB: bool, BUFF: bool):
"""计算属性系数"""
attrs = []
if self.输出类型 == '物理百分比':
attrs.extend(['STR', 'AtkP', 'PAtkP'])
if self.输出类型 == '魔法百分比':
attrs.extend(['INT', 'AtkM', 'PAtkM'])
if self.输出类型 == '物理固伤':
attrs.extend(['STR', 'AtkI', 'PAtkI'])
if self.输出类型 == '魔法固伤':
attrs.extend(['INT', 'AtkI', 'PAtkI'])
# 力智系数
value0_1 = getattr(self, attrs[0])
value0_2 = 获取基础属性(self.角色, self.职业)[0] if attrs[0] == 'STR' else 获取基础属性(self.角色, self.职业)[1]
# 系统奶及奶系增幅
value = value0_1 + ((value0_1 - value0_2) * 3.08 + 2886) * (1 if DSB else 0) + (170000 + 300000) * (1 if BUFF else 0)
ratio_0: float = value / 250 + 1
# 物理/魔法/独立攻击力
ratio_1: float = getattr(self, attrs[1]) + 30000 * (1 if BUFF else 0)
# 技能 物理/魔法/独立攻击力%
ratio_2: float = getattr(self, attrs[2])
# 属强系数
ratio_3 = max(self.ElementDB.values()) * 0.0045 + 1.05
# 暴击系数
ratio_4 = 1.5
# BUFF系数
ratio_5 = self.buff
# 技攻系数
ratio_6 = self.SkillAttack * (self.jade_effect.SkillAttack + 1)
# 攻击强化
ratio_7 = 1 + self.Attack / 100 * (self.AttackP + self.jade_effect.AttackP)
# 防御系数,暂定145沙袋防御
monster_defense = 81417275817
ratio_8 = 1 - monster_defense / (monster_defense + 200 * 100)
# 杂项
ratio_9 = 1.0 * self.ElementIncrease
return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9)
def calc_carry_skills(self, DSB: bool, BUFF: bool):
skillInfos = []
for i in self.skills:
if i.damage and i.lv > 0:
for mode in i.mode:
temp = i.skillInfo(mode)
if temp[0] > 0:
skillInfos.append(
{
'name': i.name,
'icon': i.icon,
'lv': i.lv,
'data': temp[0],
'ratio': temp[1],
'cd': temp[2],
'mode': mode,
'learnLv': i.learnLv,
'type': i.type,
}
)
ratios = self.calc_damage_ration(DSB, BUFF)
ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
for i in skillInfos:
i['damage'] = ratio_char_skill * i['data'] * i['ratio'] / 100
for i in self.equ_effect:
skillInfos.append({'name': i.name, 'icon': i.icon, 'lv': 0, 'data': i.data, 'ratio': 10.0, 'cd': i.cd, 'damage': ratuio_equ_skill * i.data * 10 * self.EquEffectRatio / 100, 'mode': ''})
return skillInfos
def get_carry_info(self):
attrs = []
if self.输出类型 == '物理百分比':
attrs.extend(['STR', 'AtkP'])
if self.输出类型 == '魔法百分比':
attrs.extend(['INT', 'AtkM'])
if self.输出类型 == '物理固伤':
attrs.extend(['STR', 'AtkI'])
if self.输出类型 == '魔法固伤':
attrs.extend(['INT', 'AtkI'])
info = []
attrs.extend(['Attack', 'AttackP', 'SkillAttack', 'EquEffectRatio', 'ElementDB'])
for attr in attrs:
temp = getattr(CharacterInfo, attr)
if attr.startswith('Atk'):
info.append({'name': temp.name, 'value': temp.value(getattr(self, attr) * getattr(self, f'P{attr}'))})
else:
value = getattr(self, attr)
if attr == 'SkillAttack':
value *= self.jade_effect.SkillAttack + 1
if attr == 'AttackP':
value += self.jade_effect.AttackP
info.append({'name': temp.name, 'value': temp.value(value)})
return info
# endregion