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305 lines
12 KiB
Python
305 lines
12 KiB
Python
from utils.enka_util import get_artifact_suit
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def attribute(base_attribute: float, increase_attribute: float = 0, fixed_attribute: float = 0):
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"""
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计算属性
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:param base_attribute: 基础属性
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:param increase_attribute: 百分比增加系数
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:param fixed_attribute: 固定增加系数
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:return: 最终属性
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"""
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return base_attribute * (1 + increase_attribute) + fixed_attribute
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def resistance_coefficient(base_resistance: float = 0.1, reduction_rate: float = 0):
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"""
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计算抗性系数
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:param base_resistance: 怪物基础抗性
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:param reduction_rate: 减抗系数
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:return: 抗性系数
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"""
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resistance = base_resistance - reduction_rate
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if resistance > 0.75:
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return 1 / (1 + 4 * resistance)
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elif 0 <= resistance < 0.75:
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return 1 - resistance
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else:
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return 1 - (resistance / 2)
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def defense_coefficient(self_level: int, enemy_level: int = 90, reduction_rate: float = 0, ignore: float = 0):
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"""
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计算防御力系数
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:param self_level: 角色自身等级
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:param enemy_level: 怪物等级
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:param reduction_rate: 减防系数
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:param ignore: 无视防御系数
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:return: 防御力系数
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"""
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return (self_level + 100) / ((self_level + 100) + (enemy_level + 100) * (1 - reduction_rate) * (1 - ignore))
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def growth_reaction(mastery: int = 0, base_coefficient: float = 1.5, extra_coefficient: float = 0):
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"""
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计算增幅反应的系数
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:param mastery: 元素精通
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:param base_coefficient: 基础系数,如蒸发为1.5, 融化为2
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:param extra_coefficient: 反应系数提高,如魔女4件套效果
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:return: 增幅系数
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"""
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mastery_increase = (2.78 * mastery) / (mastery + 1400)
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return base_coefficient * (1 + mastery_increase + extra_coefficient)
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def upheaval_reaction(level: int, type: str, mastery: int = 0, extra_coefficient: float = 0, resistance: float = 0.9):
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"""
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计算剧变反应的伤害
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:param level: 等级
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:param type: 反应类型
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:param mastery: 元素精通
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:param extra_coefficient: 反应系数提高,如如雷4件套效果
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:param resistance: 怪物抗性系数
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:return: 剧变伤害
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"""
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if type == '超导':
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base_ratio = 1
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elif type == '扩散':
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base_ratio = 1.2
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elif type == '碎冰':
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base_ratio = 3
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elif type == '超载':
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base_ratio = 4
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else:
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base_ratio = 4.8
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base_coefficient = 723 # 暂缺全等级剧变反应的系数,先写90级的
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mastery_increase = (16 * mastery) / (mastery + 2000)
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return base_coefficient * base_ratio * (1 + mastery_increase + extra_coefficient) * resistance
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def polearm_common_fix(data: dict):
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"""
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对长柄武器角色的通用面板属性修正
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:param data: 角色数据
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:return: 角色数据
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"""
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attr = data['属性']
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weapon = data['武器']
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if weapon['名称'] == '护摩之杖':
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attr['额外攻击'] += (attr['基础生命'] + attr['额外生命']) * (0.008 + 0.002 * weapon['精炼等级'])
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if '半血以下' not in data['伤害描述']:
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data['伤害描述'].append('半血以下')
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elif weapon['名称'] == '和璞鸢':
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attr['额外攻击'] += attr['基础攻击'] * 7 * (0.025 + 0.007 * weapon['精炼等级'])
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + (0.09 + 0.03 * weapon['精炼等级'])
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data['伤害描述'].append('和璞鸢满层')
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elif weapon['名称'] == '贯虹之槊':
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attr['额外攻击'] += attr['基础攻击'] * 2 * 5 * (0.003 + 0.001 * weapon['精炼等级'])
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attr['护盾强效'] += 0.15 + 0.05 * weapon['精炼等级']
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data['伤害描述'].append('贯虹带盾满层')
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elif weapon['名称'] == '决斗之枪':
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attr['额外攻击'] += attr['基础攻击'] * 0.18 + 0.06 * weapon['精炼等级']
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data['伤害描述'].append('决斗单怪')
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elif weapon['名称'] == '息灾':
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + (0.09 + 0.03 * weapon['精炼等级'])
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attr['额外攻击'] += attr['基础攻击'] * 6 * (0.024 + 0.006 * weapon['精炼等级'])
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data['伤害描述'].append('息灾前台满层')
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elif weapon['名称'] == '薙草之稻光':
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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'])
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attr['元素充能效率'] += 0.25 + 0.05 * weapon['精炼等级']
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elif weapon['名称'] == '天空之脊':
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attr['暴击率'] += (0.06 + 0.02 * weapon['精炼等级'])
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elif weapon['名称'] == '千岩长枪':
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attr['暴击率'] += (0.02 + 0.01 * weapon['精炼等级'])
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attr['额外攻击'] += attr['基础攻击'] * (0.06 + 0.01 * weapon['精炼等级'])
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data['伤害描述'].append('璃月人1层')
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elif weapon['名称'] == '匣里灭辰':
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + (0.16 + 0.04 * weapon['精炼等级'])
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data['伤害描述'].append('灭辰触发')
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elif weapon['名称'] == '黑岩刺枪':
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attr['额外攻击'] += attr['基础攻击'] * (0.09 + 0.03 * weapon['精炼等级'])
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data['伤害描述'].append('黑岩1层')
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data['属性'] = attr
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return data
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def attr_common_fix(data: dict):
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"""
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对武器、圣遗物的通用面板属性修正
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:param data: 角色数据
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:return: 角色数据
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"""
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if '伤害描述' not in data:
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data['伤害描述'] = []
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if '护盾强效' not in data['属性']:
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data['属性']['护盾强效'] = 0
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if data['武器']['类型'] == '长柄武器':
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data = polearm_common_fix(data)
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artifacts = data['圣遗物']
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attr = data['属性']
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suit = get_artifact_suit(artifacts)
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# 两件套的情况
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if '逆飞的流星' in suit:
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attr['护盾强效'] += 0.35
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if len(suit) == 2:
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# 四件套的情况
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if suit[0][0] == suit[1][0]:
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if suit[0][0] == '苍白之火':
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attr['额外攻击'] += attr['基础攻击'] * 0.18
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attr['伤害加成'][0] += 0.25
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data['伤害描述'].append('苍白满层')
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elif suit[0][0] == '华馆梦醒形骸记':
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attr['伤害加成'][6] += 0.24
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attr['额外防御'] += attr['基础防御'] * 0.24
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data['伤害描述'].append('华馆满层')
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elif suit[0][0] == '千岩牢固':
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attr['护盾强效'] += 0.3
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attr['额外攻击'] += attr['基础攻击'] * 0.2
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data['伤害描述'].append('千岩触发')
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elif suit[0][0] == '昔日宗室之仪':
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attr['额外攻击'] += attr['基础攻击'] * 0.2
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data['伤害描述'].append('宗室触发')
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elif suit[0][0] == '冰风迷途的勇士':
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attr['暴击率'] += 0.4
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data['伤害描述'].append('冰套暴击40%')
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elif suit[0][0] == '勇士之心':
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + 0.3
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data['伤害描述'].append('勇士触发')
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elif suit[0][0] == '教官':
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attr['元素精通'] += 120
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data['伤害描述'].append('教官触发')
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elif suit[0][0] == '炽烈的炎之魔女':
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if data['名称'] in ['胡桃', '宵宫']:
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attr['伤害加成'][1] += 0.075
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data['伤害描述'].append('魔女1层')
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else:
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attr['伤害加成'][1] += 0.225
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data['伤害描述'].append('魔女满层')
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attr['蒸发系数'] = 0.15
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elif suit[0][0] == '渡过烈火的贤人':
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + 0.5
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data['伤害描述'].append('渡火触发')
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elif suit[0][0] == '平息鸣雷的尊者':
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for i, k in enumerate(attr['伤害加成']):
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attr['伤害加成'][i] = k + 0.5
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data['伤害描述'].append('平雷触发')
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elif suit[0][0] == '战狂':
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attr['暴击率'] += 0.24
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data['伤害描述'].append('战狂触发')
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elif suit[0][0] == '辰砂往生录':
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attr['额外攻击'] += attr['基础攻击'] * 0.48
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data['伤害描述'].append('辰砂满层')
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elif suit[0][0] == '被怜爱的少女':
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attr['受治疗加成'] += 0.2
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data['属性'] = attr
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return data
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def q_fix(data: dict):
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# 武器
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attr = data['属性']
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extra_value = {
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'暴击率': 0,
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'增伤': 0
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}
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weapon = data['武器']
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if weapon['名称'] == '「渔获」':
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extra_value['增伤'] += 0.12 + 0.04 * weapon['精炼等级']
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extra_value['暴击率'] += 0.045 + 0.015 * weapon['精炼等级']
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if weapon['名称'] == '断浪长鳍':
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extra_value['增伤'] += (0.0009 + 0.0003 * weapon['精炼等级']) * 240
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data['伤害描述'].append('断浪算240能量')
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# 圣遗物
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artifacts = data['圣遗物']
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suit = get_artifact_suit(artifacts)
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# 两件套的情况
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if '昔日宗室之仪' in suit:
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extra_value['增伤'] += 0.2
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if len(suit) == 2:
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# 四件套的情况
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if suit[0][0] == suit[1][0]:
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if suit[0][0] == '绝缘之旗印':
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extra_value['增伤'] += 0.25 * attr['元素充能效率']
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return data, extra_value
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def e_fix(data: dict):
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# 武器
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attr = data['属性']
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extra_value = {
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'暴击率': 0,
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'增伤': 0
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}
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# 圣遗物
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artifacts = data['圣遗物']
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suit = get_artifact_suit(artifacts)
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# 两件套的情况
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if '赌徒' in suit:
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extra_value['增伤'] += 0.2
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return data, extra_value
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def a_fix(data: dict):
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# 武器
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attr = data['属性']
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extra_value = {
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'普攻暴击率': 0,
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'普攻增伤': 0,
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'重击暴击率': 0,
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'重击增伤': 0,
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'下落攻击暴击率': 0,
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'下落攻击增伤': 0
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}
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weapon = data['武器']
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if weapon['名称'] == '白缨枪':
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extra_value['普攻增伤'] += 0.18 + 0.06 * weapon['精炼等级']
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# 圣遗物
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artifacts = data['圣遗物']
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suit = get_artifact_suit(artifacts)
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# # 两件套的情况
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if '武人' in suit:
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extra_value['普攻增伤'] += 0.15
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extra_value['重击增伤'] += 0.15
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if len(suit) == 2:
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# 四件套的情况
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if suit[0][0] == suit[1][0]:
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if suit[0][0] == '追忆之注连':
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extra_value['普攻增伤'] += 0.5
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extra_value['重击增伤'] += 0.5
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extra_value['下落攻击增伤'] += 0.5
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data['伤害描述'].append('追忆触发')
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elif suit[0][0] == '流浪大地的乐团':
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if weapon['类型'] in ['法器', '弓箭']:
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extra_value['重击增伤'] += 0.35
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elif suit[0][0] == '角斗士的终幕礼':
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if weapon['类型'] in ['单手剑', '双手剑', '长柄武器']:
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extra_value['普攻增伤'] += 0.35
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elif suit[0][0] == '染血的骑士道':
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extra_value['重击增伤'] += 0.5
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data['伤害描述'].append('染血触发')
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elif suit[0][0] == '沉沦之心':
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extra_value['普攻增伤'] += 0.3
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extra_value['重击增伤'] += 0.3
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data['伤害描述'].append('沉沦触发')
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elif suit[0][0] == '逆飞的流星':
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extra_value['普攻增伤'] += 0.4
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extra_value['重击增伤'] += 0.4
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data['伤害描述'].append('流星触发')
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elif suit[0][0] == '武人':
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extra_value['普攻增伤'] += 0.25
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extra_value['重击增伤'] += 0.25
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data['伤害描述'].append('武人触发')
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elif suit[0][0] == '行者之心':
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extra_value['重击暴击率'] += 0.3
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return data, extra_value
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