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 :param base_resistance: 怪物基础抗性 :param reduction_rate: 减抗系数 :return: 抗性系数 """ resistance = base_resistance - reduction_rate if resistance > 0.75: return 1 / (1 + 4 * resistance) elif 0 <= resistance < 0.75: return 1 - resistance else: return 1 - (resistance / 2) def defense_coefficient(self_level: int, enemy_level: int = 90, reduction_rate: float = 0, ignore: float = 0): """ 计算防御力系数 :param self_level: 角色自身等级 :param enemy_level: 怪物等级 :param reduction_rate: 减防系数 :param ignore: 无视防御系数 :return: 防御力系数 """ return (self_level + 100) / ((self_level + 100) + (enemy_level + 100) * (1 - reduction_rate) * (1 - ignore)) def growth_reaction(mastery: int = 0, base_coefficient: float = 1.5, extra_coefficient: float = 0): """ 计算增幅反应的系数 :param mastery: 元素精通 :param base_coefficient: 基础系数,如蒸发为1.5, 融化为2 :param extra_coefficient: 反应系数提高,如魔女4件套效果 :return: 增幅系数 """ mastery_increase = (2.78 * mastery) / (mastery + 1400) return base_coefficient * (1 + mastery_increase + extra_coefficient) def upheaval_reaction(level: int, type: str, mastery: int = 0, extra_coefficient: float = 0, resistance: float = 0.9): """ 计算剧变反应的伤害 :param level: 等级 :param type: 反应类型 :param mastery: 元素精通 :param extra_coefficient: 反应系数提高,如如雷4件套效果 :param resistance: 怪物抗性系数 :return: 剧变伤害 """ if type == '超导': base_ratio = 1 elif type == '扩散': base_ratio = 1.2 elif type == '碎冰': base_ratio = 3 elif type == '超载': base_ratio = 4 else: base_ratio = 4.8 base_coefficient = 723 # 暂缺全等级剧变反应的系数,先写90级的 mastery_increase = (16 * mastery) / (mastery + 2000) return base_coefficient * base_ratio * (1 + mastery_increase + extra_coefficient) * resistance def polearm_common_fix(data: dict): """ 对长柄武器角色的通用面板属性修正 :param data: 角色数据 :return: 角色数据 """ attr = data['属性'] weapon = data['武器'] if weapon['名称'] == '护摩之杖': attr['额外攻击'] += (attr['基础生命'] + attr['额外生命']) * (0.008 + 0.002 * weapon['精炼等级']) if '半血以下' not in data['伤害描述']: data['伤害描述'].append('半血以下') elif weapon['名称'] == '和璞鸢': attr['额外攻击'] += attr['基础攻击'] * 7 * (0.025 + 0.007 * weapon['精炼等级']) for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + (0.09 + 0.03 * weapon['精炼等级']) data['伤害描述'].append('和璞鸢满层') elif weapon['名称'] == '贯虹之槊': attr['额外攻击'] += attr['基础攻击'] * 2 * 5 * (0.003 + 0.001 * weapon['精炼等级']) attr['护盾强效'] += 0.15 + 0.05 * weapon['精炼等级'] data['伤害描述'].append('贯虹带盾满层') elif weapon['名称'] == '决斗之枪': attr['额外攻击'] += attr['基础攻击'] * 0.18 + 0.06 * weapon['精炼等级'] data['伤害描述'].append('决斗单怪') elif weapon['名称'] == '息灾': for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + (0.09 + 0.03 * weapon['精炼等级']) attr['额外攻击'] += attr['基础攻击'] * 6 * (0.024 + 0.006 * weapon['精炼等级']) data['伤害描述'].append('息灾前台满层') elif weapon['名称'] == '薙草之稻光': attr['额外攻击'] += attr['基础攻击'] * (attr['元素充能效率'] - 1) * (0.21 + 0.07 * weapon['精炼等级']) attr['元素充能效率'] += 0.25 + 0.05 * weapon['精炼等级'] elif weapon['名称'] == '天空之脊': attr['暴击率'] += (0.06 + 0.02 * weapon['精炼等级']) elif weapon['名称'] == '千岩长枪': attr['暴击率'] += (0.02 + 0.01 * weapon['精炼等级']) attr['额外攻击'] += attr['基础攻击'] * (0.06 + 0.01 * weapon['精炼等级']) data['伤害描述'].append('璃月人1层') elif weapon['名称'] == '匣里灭辰': for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + (0.16 + 0.04 * weapon['精炼等级']) data['伤害描述'].append('灭辰触发') elif weapon['名称'] == '黑岩刺枪': attr['额外攻击'] += attr['基础攻击'] * (0.09 + 0.03 * weapon['精炼等级']) data['伤害描述'].append('黑岩1层') data['属性'] = attr return data def attr_common_fix(data: dict): """ 对武器、圣遗物的通用面板属性修正 :param data: 角色数据 :return: 角色数据 """ if '伤害描述' not in data: data['伤害描述'] = [] if '护盾强效' not in data['属性']: data['属性']['护盾强效'] = 0 if data['武器']['类型'] == '长柄武器': data = polearm_common_fix(data) artifacts = data['圣遗物'] attr = data['属性'] suit = get_artifact_suit(artifacts) # 两件套的情况 if '逆飞的流星' in suit: attr['护盾强效'] += 0.35 if len(suit) == 2: # 四件套的情况 if suit[0][0] == suit[1][0]: if suit[0][0] == '苍白之火': attr['额外攻击'] += attr['基础攻击'] * 0.18 attr['伤害加成'][0] += 0.25 data['伤害描述'].append('苍白满层') elif suit[0][0] == '华馆梦醒形骸记': attr['伤害加成'][6] += 0.24 attr['额外防御'] += attr['基础防御'] * 0.24 data['伤害描述'].append('华馆满层') elif suit[0][0] == '千岩牢固': attr['护盾强效'] += 0.3 attr['额外攻击'] += attr['基础攻击'] * 0.2 data['伤害描述'].append('千岩触发') elif suit[0][0] == '昔日宗室之仪': attr['额外攻击'] += attr['基础攻击'] * 0.2 data['伤害描述'].append('宗室触发') elif suit[0][0] == '冰风迷途的勇士': attr['暴击率'] += 0.4 data['伤害描述'].append('冰套暴击40%') elif suit[0][0] == '勇士之心': for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + 0.3 data['伤害描述'].append('勇士触发') elif suit[0][0] == '教官': attr['元素精通'] += 120 data['伤害描述'].append('教官触发') elif suit[0][0] == '炽烈的炎之魔女': if data['名称'] in ['胡桃', '宵宫']: attr['伤害加成'][1] += 0.075 data['伤害描述'].append('魔女1层') else: attr['伤害加成'][1] += 0.225 data['伤害描述'].append('魔女满层') attr['蒸发系数'] = 0.15 elif suit[0][0] == '渡过烈火的贤人': for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + 0.5 data['伤害描述'].append('渡火触发') elif suit[0][0] == '平息鸣雷的尊者': for i, k in enumerate(attr['伤害加成']): attr['伤害加成'][i] = k + 0.5 data['伤害描述'].append('平雷触发') elif suit[0][0] == '战狂': attr['暴击率'] += 0.24 data['伤害描述'].append('战狂触发') elif suit[0][0] == '辰砂往生录': attr['额外攻击'] += attr['基础攻击'] * 0.48 data['伤害描述'].append('辰砂满层') elif suit[0][0] == '被怜爱的少女': attr['受治疗加成'] += 0.2 data['属性'] = attr return data def q_fix(data: dict): # 武器 attr = data['属性'] extra_value = { '暴击率': 0, '增伤': 0 } weapon = data['武器'] if weapon['名称'] == '「渔获」': extra_value['增伤'] += 0.12 + 0.04 * weapon['精炼等级'] extra_value['暴击率'] += 0.045 + 0.015 * weapon['精炼等级'] if weapon['名称'] == '断浪长鳍': extra_value['增伤'] += (0.0009 + 0.0003 * weapon['精炼等级']) * 240 data['伤害描述'].append('断浪算240能量') # 圣遗物 artifacts = data['圣遗物'] suit = get_artifact_suit(artifacts) # 两件套的情况 if '昔日宗室之仪' in suit: extra_value['增伤'] += 0.2 if len(suit) == 2: # 四件套的情况 if suit[0][0] == suit[1][0]: if suit[0][0] == '绝缘之旗印': extra_value['增伤'] += 0.25 * attr['元素充能效率'] return data, extra_value def e_fix(data: dict): # 武器 attr = data['属性'] extra_value = { '暴击率': 0, '增伤': 0 } # 圣遗物 artifacts = data['圣遗物'] suit = get_artifact_suit(artifacts) # 两件套的情况 if '赌徒' in suit: extra_value['增伤'] += 0.2 return data, extra_value def a_fix(data: dict): # 武器 attr = data['属性'] extra_value = { '普攻暴击率': 0, '普攻增伤': 0, '重击暴击率': 0, '重击增伤': 0, '下落攻击暴击率': 0, '下落攻击增伤': 0 } weapon = data['武器'] if weapon['名称'] == '白缨枪': extra_value['普攻增伤'] += 0.18 + 0.06 * weapon['精炼等级'] # 圣遗物 artifacts = data['圣遗物'] suit = get_artifact_suit(artifacts) # # 两件套的情况 if '武人' in suit: extra_value['普攻增伤'] += 0.15 extra_value['重击增伤'] += 0.15 if len(suit) == 2: # 四件套的情况 if suit[0][0] == suit[1][0]: if suit[0][0] == '追忆之注连': extra_value['普攻增伤'] += 0.5 extra_value['重击增伤'] += 0.5 extra_value['下落攻击增伤'] += 0.5 data['伤害描述'].append('追忆触发') elif suit[0][0] == '流浪大地的乐团': if weapon['类型'] in ['法器', '弓箭']: extra_value['重击增伤'] += 0.35 elif suit[0][0] == '角斗士的终幕礼': if weapon['类型'] in ['单手剑', '双手剑', '长柄武器']: extra_value['普攻增伤'] += 0.35 elif suit[0][0] == '染血的骑士道': extra_value['重击增伤'] += 0.5 data['伤害描述'].append('染血触发') elif suit[0][0] == '沉沦之心': extra_value['普攻增伤'] += 0.3 extra_value['重击增伤'] += 0.3 data['伤害描述'].append('沉沦触发') elif suit[0][0] == '逆飞的流星': extra_value['普攻增伤'] += 0.4 extra_value['重击增伤'] += 0.4 data['伤害描述'].append('流星触发') elif suit[0][0] == '武人': extra_value['普攻增伤'] += 0.25 extra_value['重击增伤'] += 0.25 data['伤害描述'].append('武人触发') elif suit[0][0] == '行者之心': extra_value['重击暴击率'] += 0.3 return data, extra_value