ysd新增伤害计算

This commit is contained in:
CMHopeSunshine 2022-07-01 17:51:27 +08:00
parent 4a89541387
commit 32b6405a54
6 changed files with 124 additions and 22 deletions

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@ -1,17 +1,6 @@
from utils.enka_util import get_artifact_suit
def attribute(base_attribute: float, increase_attribute: float = 0, fixed_attribute: float = 0):
"""
计算属性
:param base_attribute: 基础属性
:param increase_attribute: 百分比增加系数
:param fixed_attribute: 固定增加系数
:return: 最终属性
"""
return base_attribute * (1 + increase_attribute) + fixed_attribute
def resistance_coefficient(base_resistance: float = 0.1, reduction_rate: float = 0):
"""
计算抗性系数

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@ -1,12 +1,14 @@
from .zhongli import draw_zhongli_dmg
from .hutao import draw_hutao_dmg
from .leishen import draw_leishen_dmg
from .xiao import draw_xiao_dmg
# 支持的角色列表
roles_list = {
'钟离': draw_zhongli_dmg,
'胡桃': draw_hutao_dmg,
'雷电将军': draw_leishen_dmg
'雷电将军': draw_leishen_dmg,
'': draw_xiao_dmg
}

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@ -0,0 +1,110 @@
from copy import deepcopy
from pathlib import Path
from typing import Tuple
from PIL import Image, ImageDraw
from utils.PIL_util import get_font, draw_center_text
from utils.file_handler import load_json, load_image
from .common import resistance_coefficient as rc, defense_coefficient as dc, attr_common_fix, e_fix, a_fix
mask_top = load_image(path=Path(__file__).parent.parent.parent / 'res' / 'player_card2' / '遮罩top.png')
mask_body = load_image(path=Path(__file__).parent.parent.parent / 'res' / 'player_card2' / '遮罩body.png')
mask_bottom = load_image(path=Path(__file__).parent.parent.parent / 'res' / 'player_card2' / '遮罩bottom.png')
skill_data = load_json(path=Path(__file__).parent.parent.parent / 'utils' / 'json' / 'roles_data.json')['']['skill']
def cal_attack_dmg(data: dict, extra: dict, type: str) -> Tuple[float, float]:
"""
计算魈下落攻击的伤害
:param data: 角色数据
:param extra: 针对重击的额外数值
:param type: 类型
:return: 期望伤害和暴击后伤害
"""
role_level = data['等级']
skill_level = data['天赋'][0]['等级'] - 1
attack = data['属性']['基础攻击'] + data['属性']['额外攻击']
cr = data['属性']['暴击率'] + extra['下落攻击暴击率']
cd = data['属性']['暴击伤害']
dmg_bonus = 1 + data['属性']['伤害加成'][5] + extra['下落攻击增伤']
percent_value = skill_data['普通攻击·卷积微尘']['数值']['低空/高空坠地冲击伤害'][skill_level].split('/')
if type.startswith('低空下落'):
percent_value = float(percent_value[0].replace('%', '')) / 100
else:
percent_value = float(percent_value[1].replace('%', '')) / 100
if role_level >= 40:
dmg_bonus += 0.25 if '首戳' not in type else 0
q_skill_level = data['天赋'][2]['等级'] - 1
q_bonus = float(skill_data['靖妖傩舞']['数值']['普通攻击/重击/下落攻击伤害提升'][q_skill_level].replace('%', '')) / 100
dmg_bonus += q_bonus
damage = (attack * percent_value) * (1 + cr * cd) * dmg_bonus * rc() * dc(role_level)
return damage, damage / (1 + cr * cd) * (1 + cd)
def cal_e_dmg(data: dict, extra: dict) -> Tuple[float, float]:
"""
计算魈元素战技的伤害
:param data: 角色数据
:param extra: 针对元素战技的额外数值
:return: 期望伤害和暴击后伤害
"""
role_level = data['等级']
skill_level = data['天赋'][1]['等级'] - 1
attack = data['属性']['基础攻击'] + data['属性']['额外攻击']
cr = data['属性']['暴击率'] + extra['暴击率']
cd = data['属性']['暴击伤害']
dmg_bonus = 1 + data['属性']['伤害加成'][5] + extra['增伤']
percent_value = float(skill_data['风轮两立']['数值']['技能伤害'][skill_level].replace('%', '')) / 100.0
damage = (attack * percent_value) * (1 + cr * cd) * dmg_bonus * rc() * dc(role_level)
return damage, damage / (1 + cr * cd) * (1 + cd)
def draw_xiao_dmg(data: dict):
data = deepcopy(data)
height = 3 * 60 - 20
if '伤害描述' in data and data['伤害描述']:
height += 60
data = attr_common_fix(data)
data, e_value = e_fix(data)
data, a_value = a_fix(data)
bg = Image.new('RGBA', (948, height + 80), (0, 0, 0, 0))
bg.alpha_composite(mask_top, (0, 0))
bg.alpha_composite(mask_body.resize((948, height)), (0, 60))
bg.alpha_composite(mask_bottom, (0, height + 60))
bg_draw = ImageDraw.Draw(bg)
# 画线
bg_draw.line((250, 0, 250, 948), (255, 255, 255, 75), 2)
bg_draw.line((599, 0, 599, 300), (255, 255, 255, 75), 2)
bg_draw.line((0, 60, 948, 60), (255, 255, 255, 75), 2)
bg_draw.line((0, 120, 948, 120), (255, 255, 255, 75), 2)
bg_draw.line((0, 180, 948, 180), (255, 255, 255, 75), 2)
# 顶栏
draw_center_text(bg_draw, '伤害计算', 0, 250, 11, 'white', get_font(30))
draw_center_text(bg_draw, '期望伤害', 250, 599, 11, 'white', get_font(30))
draw_center_text(bg_draw, '暴击伤害', 599, 948, 11, 'white', get_font(30))
# e
draw_center_text(bg_draw, '风轮两立', 0, 250, 73, 'white', get_font(30))
expect_dmg, crit_dmg = cal_e_dmg(data, e_value)
draw_center_text(bg_draw, str(int(expect_dmg)), 250, 599, 76, 'white', get_font(30, 'number.ttf'))
draw_center_text(bg_draw, str(int(crit_dmg)), 599, 948, 76, 'white', get_font(30, 'number.ttf'))
# 重击蒸发
draw_center_text(bg_draw, '低空下落首戳', 0, 250, 133, 'white', get_font(30))
expect_dmg, crit_dmg = cal_attack_dmg(data, a_value, '低空下落首戳')
draw_center_text(bg_draw, str(int(expect_dmg)), 250, 599, 136, 'white', get_font(30, 'number.ttf'))
draw_center_text(bg_draw, str(int(crit_dmg)), 599, 948, 136, 'white', get_font(30, 'number.ttf'))
# 大招蒸发
draw_center_text(bg_draw, '高空下落首戳', 0, 250, 193, 'white', get_font(30))
expect_dmg, crit_dmg = cal_attack_dmg(data, a_value, '高空下落首戳')
draw_center_text(bg_draw, str(int(expect_dmg)), 250, 599, 196, 'white', get_font(30, 'number.ttf'))
draw_center_text(bg_draw, str(int(crit_dmg)), 599, 948, 196, 'white', get_font(30, 'number.ttf'))
# 额外说明
if data['伤害描述']:
bg_draw.line((0, 240, 948, 240), (255, 255, 255, 75), 2)
draw_center_text(bg_draw, '额外说明', 0, 250, 256, 'white', get_font(30))
draw_center_text(bg_draw, ''.join(data['伤害描述']), 250, 948, 256, 'white', get_font(30))
return bg

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@ -1,4 +1,4 @@
from PIL import Image, ImageDraw, ImageFont
from PIL import Image, ImageDraw
from pathlib import Path
from utils.file_handler import load_image, load_json
@ -56,12 +56,11 @@ async def draw_role_card(uid, data):
region_icon = load_image(path=res_path / 'player_card2' / f'{region[data["名称"]]}.png', size=(130, 130))
bg.alpha_composite(region_icon, (0, 4))
bg_draw = ImageDraw.Draw(bg)
bg_draw.text((131, 100), f"UID{uid}", fill='white', font=get_font(48, 'number.ttf'))
bg_draw.text((131, 100), f"UID {uid}", fill='white', font=get_font(48, 'number.ttf'))
bg_draw.text((134, 150), data['名称'], fill='white', font=get_font(72, '优设标题黑.ttf'))
bg.alpha_composite(level_mask, (298 + 60 * (len(data['名称']) - 2), 172))
draw_center_text(bg_draw, f'LV{data["等级"]}', 298 + 60 * (len(data['名称']) - 2),
298 + 60 * (len(data['名称']) - 2) + 171, 174, 'black', get_font(48, 'number.ttf'))
# 属性值
prop = data['属性']
bg_draw.text((89, 262), '生命值', fill='white', font=get_font(34, 'hywh.ttf'))
@ -282,10 +281,8 @@ async def draw_role_card(uid, data):
else:
bg.alpha_composite(load_image(path=paint_path), (695, 234))
# 伤害计算
# 更新时间和Paimon标志
bg_draw.text((50, bg.size[1] - 50), f'更新于{data["更新时间"].replace("2022-", "")}', fill='white', font=get_font(36, '优设标题黑.ttf'))
bg_draw.text((560, bg.size[1] - 51), 'Created by LittlePaimon', fill='white', font=get_font(36, '优设标题黑.ttf'))
draw_center_text(bg_draw, f'更新于{data["更新时间"].replace("2022-", "")[:-3]}', 0, 1080, bg.size[1] - 95, '#afafaf', get_font(33, '优设标题黑.ttf'))
bg_draw.text((24, bg.size[1] - 50), 'Created by LittlePaimon | Powered by Enka.Network', fill='white',
font=get_font(36, '优设标题黑.ttf'))
return MessageBuild.Image(bg, quality=75, mode='RGB')

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@ -67,7 +67,9 @@
- `原神猜语音`新的角色也能正确匹配识别[#82](https://github.com/CMHopeSunshine/LittlePaimon/pull/82)
- 修复`获取抽卡记录`问题[#81](https://github.com/CMHopeSunshine/LittlePaimon/issues/81)
+ 6.30
- `ysd`支持查看`钟离、胡桃、雷电将军`的伤害计算beta(~~可能BUG有点多~~)
- `ysd`支持查看`钟离、胡桃、雷电将军`的伤害计算(~~如果不准请反馈~~)
+ 7.1
- 伤害计算新增`魈`
## 丨功能列表
详见我的博客[功能列表](https://blog.cherishmoon.fun/posts/nonebot2funclist.html) <br>

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@ -58,4 +58,6 @@
- `原神猜语音`新的角色也能正确匹配识别[#82](https://github.com/CMHopeSunshine/LittlePaimon/pull/82)
- 修复`获取抽卡记录`问题[#81](https://github.com/CMHopeSunshine/LittlePaimon/issues/81)
+ 6.30
- `ysd`支持查看`钟离、胡桃、雷电将军`的伤害计算beta(~~可能BUG有点多~~)
- `ysd`支持查看`钟离、胡桃、雷电将军`的伤害计算(~~如果不准请反馈~~)
+ 7.1
- 伤害计算新增`魈`