mirror of
https://github.com/xuthus83/LittlePaimon.git
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199 lines
12 KiB
Python
199 lines
12 KiB
Python
from copy import deepcopy
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from pathlib import Path
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from littlepaimon_utils.files import load_json
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from .common import common_fix, draw_dmg_pic, udc, get_damage_multipiler, growth_reaction
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all_skill_data = load_json(path=Path(__file__).parent.parent.parent / 'utils' / 'json_data' / 'roles_data.json')
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def get_role_dmg(data: dict):
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dm = get_damage_multipiler(data)
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if not dm:
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return None
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dmg_data = {}
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data, vq, ve, va = common_fix(deepcopy(data))
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level_role = data['等级']
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attack = data['属性']['基础攻击'] + data['属性']['额外攻击']
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health = data['属性']['基础生命'] + data['属性']['额外生命']
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defense = data['属性']['基础防御'] + data['属性']['额外防御']
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cr = data['属性']['暴击率']
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cd = data['属性']['暴击伤害']
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db = data['属性']['伤害加成']
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cons = len(data['命座'])
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# 物理, 火, 雷, 水, 草, 风, 岩, 冰
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if data['名称'] == '钟离':
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data['伤害描述'].insert(0, '护盾减抗')
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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']))),)
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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),
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db[6] + ve['增伤'], level_role, rcd=0.2)
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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),
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db[6] + vq['增伤'], level_role, rcd=0.2)
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a = udc(dm['踢枪'] * attack + (health * 0.0139) if level_role >= 70 else 0, (cr + va['普攻暴击率'], cd),
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db[0] + va['普攻增伤'], level_role, rcd=0.2)
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if data['武器']['名称'] == '流月针':
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ly = udc((0.15 + 0.05 * data['武器']['精炼等级']) * attack, (cr, cd), db[0], level_role, rcd=0.2)
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a[0] += '+' + ly[0]
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a[1] += '+' + ly[1]
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dmg_data['踢枪伤害'] = a
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elif data['名称'] == '雷电将军':
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data['伤害描述'].insert(0, '满愿力')
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vq['增伤'] += dm['e增伤']
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dci = 0.6 if cons >= 2 else 0
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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)
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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'],
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level_role, dci=dci)
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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,
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dci=dci)
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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,
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dci=dci)
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dmg_data['梦想一心重击'] = (a1[0] + '+' + a2[0], a1[1] + '+' + a2[1])
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extra_energy = (data['属性']['元素充能效率'] - 1) * 0.6 if level_role >= 70 else 0
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dmg_data['梦想一心能量'] = (str(round(dm['梦想一心能量'] * (1 + extra_energy) * 5, 1)),)
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elif data['名称'] == '胡桃':
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data['伤害描述'].insert(0, '半血以下')
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zf = growth_reaction(data['属性']['元素精通'], 1.5) if '蒸发系数' not in data['属性'] else growth_reaction(
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data['属性']['元素精通'], 1.5, data['属性']['蒸发系数'])
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attack += dm['攻击力提高'] * health
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db[1] += 0.33 if level_role >= 70 else 0
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dmg_data['裸重击'] = udc(dm['重击'] * attack, (cr + va['重击暴击率'], cd), db[1] + va['重击增伤'], level_role)
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dmg_data['重击蒸发'] = udc(dm['重击'] * attack, (cr + va['重击暴击率'], cd), db[1] + va['重击增伤'], level_role, r=zf)
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dmg_data['雪梅香蒸发'] = udc(dm['雪梅香'] * attack + ((health * 0.1) if cons >= 2 else 0), (cr + ve['暴击率'], cd),
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db[1] + ve['增伤'], level_role, r=zf)
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dmg_data['大招蒸发'] = udc(dm['大招'] * attack, (cr + vq['暴击率'], cd),
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db[1] + vq['增伤'], level_role, r=zf)
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elif data['名称'] == '香菱':
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zf = growth_reaction(data['属性']['元素精通'], 1.5) if '蒸发系数' not in data['属性'] else growth_reaction(
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data['属性']['元素精通'], 1.5, data['属性']['蒸发系数'])
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rcd = 0.15 if cons >= 1 else 0
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dmg_data['锅巴喷火'] = udc(dm['锅巴喷火'] * attack, (cr + ve['暴击率'], cd), db[1] + ve['增伤'], level_role, rcd=rcd)
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dmg_data['旋火轮'] = udc(dm['旋火轮'] * attack, (cr + vq['暴击率'], cd), db[1] + vq['增伤'], level_role, rcd=rcd)
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dmg_data['旋火轮蒸发'] = udc(dm['旋火轮'] * attack, (cr + vq['暴击率'], cd), db[1] + vq['增伤'], level_role, rcd=rcd, r=zf)
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elif data['名称'] == '魈':
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va['下落攻击增伤'] += dm['靖妖傩舞']
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dmg_data = get_dmg_data(dm, attack, cr, cd, db[5], level_role, va, ve, vq)
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elif data['名称'] == '申鹤':
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dmg_data['冰翎加成'] = str(int(dm['冰翎'] * attack))
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db[-1] += 0.15 if level_role >= 40 else 0
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vq['增伤'] += 0.15 if level_role >= 70 else 0
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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'])
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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,
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rcd=dm['大招减抗'])
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elif data['名称'] == '八重神子':
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ve['增伤'] += (data['属性']['元素精通'] * 0.0015) if level_role >= 70 else 0
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db[2] += 0.2 if cons >= 4 else 0
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dci = 0.6 if cons >= 6 else 0
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dmg_data['重击'] = udc(dm['重击'] * attack, (cr + va['重击暴击率'], cd), db[2] + va['重击增伤'], level_role)
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dmg_data['杀生樱满阶'] = udc(dm['杀生樱'] * attack, (cr + ve['暴击率'], cd), db[2] + ve['增伤'], level_role, dci=dci)
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dmg_data['天狐霆雷'] = udc(dm['天狐霆雷'] * attack, (cr + vq['暴击率'], cd), db[2] + vq['增伤'], level_role)
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elif data['名称'] == '刻晴':
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cr += 0.15 if level_role >= 70 else 0
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if cons == 6:
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db[2] += 0.24
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data['伤害描述'].insert(0, '六命满层')
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if cons >= 4:
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attack += data['属性']['基础攻击'] * 0.25
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data['伤害描述'].insert(0, '四命触发')
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dmg_data = get_dmg_data(dm, attack, cr, cd, db[2], level_role, va, ve, vq)
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elif data['名称'] == '阿贝多':
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dmg_data['阳华绽放'] = udc(dm['阳华绽放'] * defense + ve['额外倍率'], (cr + ve['暴击率'], cd), db[6] + ve['增伤'], level_role)
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dmg_data['大招首段'] = udc(dm['大招首段'] * attack, (cr + vq['暴击率'], cd), db[6] + vq['增伤'], level_role)
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elif data['名称'] == '神里绫华':
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va['重击增伤'] += 0.3 if level_role >= 40 else 0
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db[-1] += 0.18 if level_role >= 70 else 0
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dcr = 0.3 if cons >= 4 else 0
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if cons == 6:
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data['伤害描述'].insert(0, '满命触发')
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va['重击增伤'] += 2.98
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a = udc(dm['重击'] * attack + va['重击额外倍率'], (cr + va['重击暴击率'], cd), db[-1] + va['重击增伤'], level_role, dcr=dcr)
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dmg_data['重击'] = (a[0] + '*3', a[1] + '*3')
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dmg_data['冰华伤害'] = udc(dm['冰华伤害'] * attack + ve['额外倍率'], (cr + ve['暴击率'], cd), db[-1] + ve['增伤'], level_role, dcr=dcr)
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dmg_data['霜灭每段'] = udc(dm['霜灭每段'] * attack, (cr + vq['暴击率'], cd), db[-1] + vq['增伤'], level_role, dcr=dcr)
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elif data['名称'] == '行秋':
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db[3] += 0.2 if level_role >= 70 else 0
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rcd = 0.15 if cons >= 2 else 0
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dme1 = dm['画雨笼山'][0] * (1.5 if cons >= 4 else 1)
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dme2 = dm['画雨笼山'][1] * (1.5 if cons >= 4 else 1)
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e1 = udc(dme1 * attack + ve['额外倍率'], (cr + ve['暴击率'], cd), db[3] + ve['增伤'], level_role, rcd=rcd)
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e2 = udc(dme2 * attack + ve['额外倍率'], (cr + ve['暴击率'], cd), db[3] + ve['增伤'], level_role, rcd=rcd)
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dmg_data['画雨笼山'] = (e1[0] + '+' + e2[0], e1[1] + '+' + e2[1])
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dmg_data['裁雨留虹每段'] = udc(dm['裁雨留虹每段'] * attack, (cr + vq['暴击率'], cd), db[3] + vq['增伤'], level_role, rcd=rcd)
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elif data['名称'] == '夜兰':
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data['伤害描述'].insert(0, '不计算天赋增伤')
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if level_role >= 40:
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health += data['属性']['基础生命'] * 0.18
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data['伤害描述'].insert(0, '天赋按3元素')
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dmg_data['破局矢'] = udc(dm['破局矢'] * health, (cr + va['重击暴击率'], cd), db[3] + va['重击增伤'], level_role)
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dmg_data['元素战技'] = udc(dm['元素战技'] * health, (cr + ve['暴击率'], cd), db[3] + ve['增伤'], level_role)
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q = udc(dm['大招每段'] * health, (cr + vq['暴击率'], cd), db[3] + vq['增伤'], level_role)
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if cons >= 2:
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q2 = udc(0.14 * health, (cr + vq['暴击率'], cd), db[3] + vq['增伤'], level_role)
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dmg_data['大招每段'] = (q[0] + '*3+' + q2[0], q[1] + '*3+' + q2[1])
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else:
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dmg_data['大招每段'] = (q[0] + '*3', q[1] + '*3')
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elif data['名称'] == '甘雨':
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rh = growth_reaction(data['属性']['元素精通'], 1.5) if '融化系数' not in data['属性'] else growth_reaction(
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data['属性']['元素精通'], 1.5, data['属性']['融化系数'])
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va['重击暴击率'] += 0.2 if level_role >= 40 else 0
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if level_role >= 70:
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va['重击增伤'] += 0.2
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ve['增伤'] += 0.2
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if cons >= 4:
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db[-1] += 0.25
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data['伤害描述'].insert(0, '四命满层')
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rcd = 0.15 if cons >= 1 else 0
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a1 = udc(dm['霜华矢'][0] * attack, (cr + va['重击暴击率'], cd), db[-1] + va['重击增伤'], level_role, rcd=rcd)
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a2 = udc(dm['霜华矢'][1] * attack, (cr + va['重击暴击率'], cd), db[-1] + va['重击增伤'], level_role, rcd=rcd)
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dmg_data['霜华矢'] = (a1[0] + '+' + a2[0], a1[1] + '+' + a2[1])
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a1 = udc(dm['霜华矢'][0] * attack, (cr + va['重击暴击率'], cd), db[-1] + va['重击增伤'], level_role, rcd=rcd, r=rh)
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a2 = udc(dm['霜华矢'][1] * attack, (cr + va['重击暴击率'], cd), db[-1] + va['重击增伤'], level_role, rcd=rcd, r=rh)
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dmg_data['霜华矢融化'] = (a1[0] + '+' + a2[0], a1[1] + '+' + a2[1])
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dmg_data['元素战技'] = udc(dm['元素战技'] * attack, (cr + ve['暴击率'], cd), db[-1] + ve['增伤'], level_role, rcd=rcd)
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dmg_data['冰棱伤害'] = udc(dm['冰棱伤害'] * attack, (cr + vq['暴击率'], cd), db[-1] + vq['增伤'], level_role, rcd=rcd)
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if data['伤害描述']:
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dmg_data['额外说明'] = (','.join(data['伤害描述']),)
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return draw_dmg_pic(dmg_data) if dmg_data else None
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def get_dmg_data(dm, attack, cr, cd, db, level_role, va, ve, vq):
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dmg_data = {}
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v = {'A': {
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'暴击率': va['普攻暴击率'],
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'增伤': va['普攻增伤'],
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'额外倍率': va['普攻额外倍率']
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},
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'AZ': {
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'暴击率': va['重击暴击率'],
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'增伤': va['重击增伤'],
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'额外倍率': va['重击额外倍率']
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},
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'AX': {
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'暴击率': va['下落攻击暴击率'],
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'增伤': va['下落攻击增伤'],
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'额外倍率': va['下落攻击额外倍率']
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},
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'E': {
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'暴击率': ve['暴击率'],
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'增伤': ve['增伤'],
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'额外倍率': ve['额外倍率']
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},
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'Q': {
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'暴击率': vq['暴击率'],
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'增伤': vq['增伤'],
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'额外倍率': 0
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},
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}
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for name, num in dm.items():
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skill_name = name.split(':')[1]
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skill_type = name.split(':')[0]
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if skill_type == 'B':
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continue
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if isinstance(num, tuple):
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n1 = udc(num[0] * attack + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd), db + v[skill_type]['增伤'], level_role)
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n2 = udc(num[1] * attack + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd), db + v[skill_type]['增伤'], level_role)
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dmg_data[skill_name] = (n1[0] + '+' + n2[0], n1[1] + '+' + n2[1])
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else:
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dmg_data[skill_name] = udc(num * attack + v[skill_type]['额外倍率'], (cr + v[skill_type]['暴击率'], cd), db + v[skill_type]['增伤'], level_role)
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return dmg_data
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