from copy import deepcopy from pathlib import Path from littlepaimon_utils.files import load_json from .common import common_fix, draw_dmg_pic, udc, get_damage_multipiler, growth_reaction all_skill_data = load_json(path=Path(__file__).parent.parent.parent / 'utils' / 'json_data' / 'roles_data.json') def get_role_dmg(data: dict): dm = get_damage_multipiler(deepcopy(data)) if not dm: return None dmg_data = {} data, vq, ve, va = common_fix(deepcopy(data)) level_role = data['等级'] attack = data['属性']['基础攻击'] + data['属性']['额外攻击'] cr = data['属性']['暴击率'] cd = data['属性']['暴击伤害'] db = data['属性']['伤害加成'] cons = len(data['命座']) # 物理, 火, 雷, 水, 草, 风, 岩, 冰 if data['名称'] == '钟离': health = data['属性']['基础生命'] + data['属性']['额外生命'] data['伤害描述'].insert(0, '护盾减抗') dmg_data['玉璋护盾'] = (str(int((health * dm['玉璋护盾'][0] + dm['玉璋护盾'][1]) * (1 + data['属性']['护盾强效']) * 1.5)),) dmg_data['原岩共鸣'] = udc(dm['原岩共鸣'] * attack + (health * 0.019) if level_role >= 70 else 0, (cr + ve['暴击率'], cd), db[6] + ve['增伤'], level_role, rcd=0.2) dmg_data['天星伤害'] = udc(dm['天星'] * attack + (health * 0.33) if level_role >= 70 else 0, (cr + vq['暴击率'], cd), db[6] + vq['增伤'], level_role, rcd=0.2) a = udc(dm['踢枪'] * attack + (health * 0.0139) if level_role >= 70 else 0, (cr + va['普攻暴击率'], cd), db[0] + va['普攻增伤'], level_role, rcd=0.2) if data['武器']['名称'] == '流月针': ly = udc((0.15 + 0.05 * data['武器']['精炼等级']) * attack, (cr, cd), db[0], level_role, rcd=0.2) a[0] += '+' + ly[0] a[1] += '+' + ly[1] dmg_data['踢枪伤害'] = a elif data['名称'] == '雷电将军': data['伤害描述'].insert(0, '满愿力') vq['增伤'] += dm['e增伤'] dci = 0.6 if cons >= 2 else 0 dmg_data['协同攻击'] = udc(dm['协同攻击'] * attack, (cr + ve['暴击率'], cd), db[2] + ve['增伤'], level_role, dci=dci) dmg_data['梦想一刀'] = udc((dm['梦想一刀基础'] + dm['梦想一刀愿力']) * attack, (cr + vq['暴击率'], cd), db[2] + vq['增伤'], level_role, dci=dci) a1 = udc((dm['梦想一心重击基础'][0] + dm['梦想一心愿力']) * attack, (cr + vq['暴击率'], cd), db[2] + vq['增伤'], level_role, dci=dci) a2 = udc((dm['梦想一心重击基础'][1] + dm['梦想一心愿力']) * attack, (cr + vq['暴击率'], cd), db[2] + vq['增伤'], level_role, dci=dci) dmg_data['梦想一心重击'] = (a1[0] + '+' + a2[0], a1[1] + '+' + a2[1]) extra_energy = (data['属性']['元素充能效率'] - 1) * 0.6 if level_role >= 70 else 0 dmg_data['梦想一心能量'] = (str(round(dm['梦想一心能量'] * (1 + extra_energy) * 5, 1)),) elif data['名称'] == '申鹤': dmg_data['冰翎加成'] = (str(int(dm['冰翎'] * attack)),) db[-1] += 0.15 if level_role >= 40 else 0 vq['增伤'] += 0.15 if level_role >= 70 else 0 dmg_data['战技长按'] = udc(dm['e长按'] * attack, (cr + ve['暴击率'], cd), db[-1] + ve['增伤'], level_role, rcd=dm['大招减抗']) dmg_data['大招持续伤害'] = udc(dm['大招持续'] * attack, (cr + vq['暴击率'], cd), db[-1] + vq['增伤'], level_role, rcd=dm['大招减抗']) elif data['名称'] == '珊瑚宫心海': health = data['属性']['基础生命'] + data['属性']['额外生命'] adb = 0.15 * data['属性']['治疗加成'] if level_role >= 70 else 0 if cons >= 6: db[3] += 0.4 data['伤害描述'].insert(0, '六命触发') ab = udc(dm['普攻第一段'] * attack, (cr + va['普攻暴击率'], cd), db[3] + va['普攻增伤'], level_role) aq = udc(dm['普攻伤害提升'] * health, (cr + va['普攻暴击率'], cd), db[3] + adb + va['普攻增伤'], level_role) if len(ab) == 1: dmg_data['开大普攻第一段'] = (str(int(ab[0]) + int(aq[0])), ) else: dmg_data['开大普攻第一段'] = (str(int(ab[0]) + int(aq[0])), str(int(ab[1]) + int(aq[1]))) dmg_data['开大战技伤害'] = udc(dm['水母伤害'] * attack + dm['E伤害提升'] * health, (cr + ve['暴击率'], cd), db[3] + ve['增伤'], level_role) dmg_data['大招释放伤害'] = udc(dm['大招伤害'] * health, (cr + vq['暴击率'], cd), db[3] + vq['增伤'], level_role) dmg_data['开大普攻治疗量'] = (str(int((float(dm['大招治疗量'][0].replace('%生命值上限', '')) / 100.0 * health + float(dm['大招治疗量'][1]) * (1 + data['属性']['治疗加成'])))),) dmg_data['战技治疗量'] = (str(int((float(dm['水母治疗量'][0].replace('%生命值上限', '')) / 100.0 * health + float(dm['水母治疗量'][1]) * (1 + data['属性']['治疗加成'])))),) else: dmg_data = get_dmg_data(data, dm, va, ve, vq) if data['伤害描述']: dmg_data['额外说明'] = (','.join(data['伤害描述']),) return draw_dmg_pic(dmg_data) if dmg_data else None def get_dmg_data(data, dm, va, ve, vq): dmg_data = {} element_type = ['物理', '火', '雷', '水', '草', '风', '岩', '冰'] v = {'A': { '暴击率': va['普攻暴击率'], '暴击伤害': 0, '增伤': va['普攻增伤'], '额外倍率': va['普攻额外倍率'], '减抗': 0, '减防': 0 }, 'AZ': { '暴击率': va['重击暴击率'], '暴击伤害': 0, '增伤': va['重击增伤'], '额外倍率': va['重击额外倍率'], '减抗': 0, '减防': 0 }, 'AX': { '暴击率': va['下落攻击暴击率'], '暴击伤害': 0, '增伤': va['下落攻击增伤'], '额外倍率': va['下落攻击额外倍率'], '减抗': 0, '减防': 0 }, 'E': { '暴击率': ve['暴击率'], '暴击伤害': 0, '增伤': ve['增伤'], '额外倍率': ve['额外倍率'], '减抗': 0, '减防': 0 }, 'Q': { '暴击率': vq['暴击率'], '暴击伤害': 0, '增伤': vq['增伤'], '额外倍率': 0, '减抗': 0, '减防': 0 }, } dmt = { '攻击力': data['属性']['基础攻击'] + data['属性']['额外攻击'], '生命值': data['属性']['基础生命'] + data['属性']['额外生命'], '防御力': data['属性']['基础防御'] + data['属性']['额外防御'] } cr = data['属性']['暴击率'] cd = data['属性']['暴击伤害'] db = data['属性']['伤害加成'] cons = len(data['命座']) level_role = data['等级'] for name, num in dm.items(): skill_name = name.split(':')[1] skill_type = name.split(':')[0] if skill_type == 'B': if skill_name == 'd': for d in num: if d not in data['伤害描述']: data['伤害描述'].insert(0, d) else: para = skill_name.split('-') if (para[0].startswith('c') and cons >= int(para[0][1])) or (para[0].startswith('l') and level_role >= int(para[0][1:])): if para[1] in ['攻击力', '生命值', '防御力']: dmt[para[1]] += num[0] else: if para[2] == '*': for k in v: v[k][para[1]] += num[0] else: v[para[2]][para[1]] += num[0] if len(num) > 1 and num[1] not in data['伤害描述']: data['伤害描述'].insert(0, num[1]) elif skill_type == 'T': dmg_data[skill_name] = (str(num), ) else: r = 1 # 反应系数 n = '1' # 段数 e = 0 # 伤害元素类型序号 t = '攻击力' # 倍率区类型 para = skill_type.split('-') skill_type = para[0] if len(para) != 1: for p in para[1:]: if p.startswith('r'): r = growth_reaction(data['属性']['元素精通'], float(p[3:])) if f'{p[1:3]}系数' not in data['属性'] else growth_reaction( data['属性']['元素精通'], float(p[3:]), data['属性'][f'{p[1:3]}系数']) if p.startswith('n'): n = p[1:] if p.startswith('e'): e = element_type.index(p[1:]) if p.startswith('t'): t = p[1:] if isinstance(num, tuple): n1 = udc(num[0] * dmt[t] + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd + v[skill_type]['暴击伤害']), db[e] + v[skill_type]['增伤'], level_role, r=r, rcd=v[skill_type]['减抗'], dcr=v[skill_type]['减防']) n2 = udc(num[1] * dmt[t] + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd + v[skill_type]['暴击伤害']), db[e] + v[skill_type]['增伤'], level_role, r=r, rcd=v[skill_type]['减抗'], dcr=v[skill_type]['减防']) dmg_data[skill_name] = (n1[0] + '+' + n2[0], n1[1] + '+' + n2[1]) else: if n == '1': dmg_data[skill_name] = udc(num * dmt[t] + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd + v[skill_type]['暴击伤害']), db[e] + v[skill_type]['增伤'], level_role, r=r, rcd=v[skill_type]['减抗'], dcr=v[skill_type]['减防']) else: dmg = udc(num * dmt[t] + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd + v[skill_type]['暴击伤害']), db[e] + v[skill_type]['增伤'], level_role, r=r, rcd=v[skill_type]['减抗'], dcr=v[skill_type]['减防']) dmg_data[skill_name] = (dmg[0] + '*' + n, dmg[1] + '*' + n) return dmg_data