LittlePaimon/Paimon_Info/damage_cal/common.py

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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