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100644 index 0000000..ddfb7ea --- /dev/null +++ b/starrail_damage_cal/__init__.py @@ -0,0 +1 @@ +from .cal_damage import DamageCal # noqa: F401 diff --git a/starrail_damage_cal/cal_damage.py b/starrail_damage_cal/cal_damage.py new file mode 100644 index 0000000..23da213 --- /dev/null +++ b/starrail_damage_cal/cal_damage.py @@ -0,0 +1,107 @@ +from typing import Dict + +from msgspec import convert + +from starrail_damage_cal.damage.Avatar import AvatarInstance +from starrail_damage_cal.exception import ( + CharNameError, + MihomoRequestError, + NotInCharacterShowcaseError, +) +from starrail_damage_cal.map.name_covert import alias_to_char_name, name_to_avatar_id +from starrail_damage_cal.mihomo.models import MihomoData +from starrail_damage_cal.mono.Character import Character +from starrail_damage_cal.to_data import api_to_dict + + +class DamageCal: + @classmethod + async def cal_info(cls, char_data: Dict): + char = Character(char_data) + await char.get_equipment_info() + await char.get_char_attribute_bonus() + await char.get_relic_info() + avatar = AvatarInstance(char) + return await avatar.get_damage_info() + + @classmethod + async def get_damage_data_by_uid(cls, uid: str, avatar_name: str): + char_name = alias_to_char_name(avatar_name) + char_id = name_to_avatar_id(char_name) + + if char_id == "": + raise CharNameError(char_name) + + char_id_list, char_data_dict = await api_to_dict(uid) + + if isinstance(char_id_list, str): + raise MihomoRequestError + + if char_data_dict is None: + raise MihomoRequestError + + if char_id not in char_id_list: + raise NotInCharacterShowcaseError + + char_data = char_data_dict[char_id] + return await cls.cal_info(char_data) + + @classmethod + async def get_damage_data_by_mihomo_raw(cls, mihomo_raw: Dict, avatar_name: str): + char_name = alias_to_char_name(avatar_name) + char_id = name_to_avatar_id(char_name) + + if char_id == "": + raise CharNameError(char_name) + + mihomo_data = convert(mihomo_raw, type=MihomoData) + char_id_list, char_data_dict = await api_to_dict(mihomo_raw=mihomo_data) + + if isinstance(char_id_list, str): + raise MihomoRequestError + + if char_data_dict is None: + raise MihomoRequestError + + if char_id not in char_id_list: + raise NotInCharacterShowcaseError + + char_data = char_data_dict[char_id] + return await cls.cal_info(char_data) + + @classmethod + async def get_all_damage_data_by_mihomo_raw(cls, mihomo_raw: Dict): + mihomo_data = convert(mihomo_raw, type=MihomoData) + char_id_list, char_data_dict = await api_to_dict(mihomo_raw=mihomo_data) + + if isinstance(char_id_list, str): + raise MihomoRequestError + + if char_data_dict is None: + raise MihomoRequestError + + damage_dict = {} + + for char_id in char_id_list: + char_data = char_data_dict[char_id] + damage_dict[char_id] = await cls.cal_info(char_data) + + return damage_dict + + @classmethod + async def get_all_damage_data_by_uid(cls, uid: str): + char_id_list, char_data_dict = await api_to_dict(sr_uid=uid) + + if isinstance(char_id_list, str): + raise MihomoRequestError + + if char_data_dict is None: + raise MihomoRequestError + + damage_dict = {} + + for char_id in char_id_list: + char_data = char_data_dict[char_id] + damage_dict[char_id] = await cls.cal_info(char_data) + + return damage_dict diff --git a/starrail_damage_cal/damage/Avatar.py b/starrail_damage_cal/damage/Avatar.py new file mode 100644 index 0000000..73c5cc8 --- /dev/null +++ b/starrail_damage_cal/damage/Avatar.py @@ -0,0 +1,106 @@ +import json +from pathlib import Path +from typing import Dict + +from starrail_damage_cal.damage.AvatarDamage.AvatarDamage import AvatarDamage +from starrail_damage_cal.damage.Base.AvatarBase import BaseAvatarinfo +from starrail_damage_cal.damage.Base.model import DamageInstance +from starrail_damage_cal.damage.Relic.Relic import RelicSet, SingleRelic +from starrail_damage_cal.damage.Weapon.Weapon import Weapon +from starrail_damage_cal.mono.Character import Character + +Excel_path = Path(__file__).parent +with Path.open(Excel_path / "Excel" / "SkillData.json", encoding="utf-8") as f: + skill_dict = json.load(f) + + +class AvatarInstance: + def __init__(self, raw_data: Character): + self.raw_data = DamageInstance(raw_data) + self.avatardamage = AvatarDamage.create( + self.raw_data.avatar, + self.raw_data.skill, + ) + self.avatar = BaseAvatarinfo(self.raw_data.avatar) + self.weapon = Weapon.create(self.raw_data.weapon) + self.relic_set = RelicSet().create(self.raw_data.relic) + + self.base_attr = self.cal_role_base_attr() + self.attribute_bonus: Dict[str, float] = {} + + self.cal_relic_attr_add() + self.cal_avatar_attr_add() + self.cal_avatar_eidolon_add() + self.cal_weapon_attr_add() + + def merge_attribute_bonus(self, add_attribute: Dict[str, float]): + for attribute in add_attribute: + if attribute in self.attribute_bonus: + self.attribute_bonus[attribute] += add_attribute[attribute] + else: + self.attribute_bonus[attribute] = add_attribute[attribute] + + def cal_role_base_attr(self): + base_attr: Dict[str, float] = {} + avatar_attribute = self.avatar.avatar_attribute + for attr_name, attr_value in avatar_attribute.items(): + if attr_name in base_attr: + base_attr[attr_name] += attr_value + else: + base_attr[attr_name] = attr_value + + weapon_attribute = self.weapon.weapon_base_attribute + for attr_name, attr_value in weapon_attribute.items(): + if attr_name in base_attr: + base_attr[attr_name] += attr_value + else: + base_attr[attr_name] = attr_value + return base_attr + + def cal_relic_attr_add(self): + # 单件属性 + for relic_type in self.relic_set.__dict__: + if type(self.relic_set.__dict__[relic_type]) == SingleRelic: + relic: SingleRelic = self.relic_set.__dict__[relic_type] + self.merge_attribute_bonus(relic.relic_attribute_bonus) + + # 套装面板加成属性 + for set_skill in self.relic_set.SetSkill: + self.merge_attribute_bonus(set_skill.relicSetAttribute) + + def cal_avatar_eidolon_add(self): + self.merge_attribute_bonus(self.avatardamage.eidolon_attribute) + self.merge_attribute_bonus(self.avatardamage.extra_ability_attribute) + + def cal_avatar_attr_add(self): + attribute_bonus = self.avatar.avatar_attribute_bonus + if attribute_bonus: + for bonus in attribute_bonus: + status_add = bonus.statusAdd + bonus_property = status_add.property_ + value = status_add.value + if bonus_property in self.attribute_bonus: + self.attribute_bonus[bonus_property] += value + else: + self.attribute_bonus[bonus_property] = value + + def cal_weapon_attr_add(self): + self.merge_attribute_bonus(self.weapon.weapon_attribute) + + async def get_damage_info(self): + Ultra_Use = self.avatar.Ultra_Use() + self.attribute_bonus = await self.weapon.weapon_ability( + Ultra_Use, + self.base_attr, + self.attribute_bonus, + ) + for set_skill in self.relic_set.SetSkill: + self.attribute_bonus = await set_skill.set_skill_ability( + self.base_attr, + self.attribute_bonus, + ) + if self.attribute_bonus is None: + msg = "attribute_bonus is None" + raise Exception(msg) # noqa: TRY002 + + return await self.avatardamage.getdamage(self.base_attr, self.attribute_bonus) diff --git a/starrail_damage_cal/damage/AvatarDamage/AvatarDamage.py b/starrail_damage_cal/damage/AvatarDamage/AvatarDamage.py new file mode 100644 index 0000000..5197e3c --- /dev/null +++ b/starrail_damage_cal/damage/AvatarDamage/AvatarDamage.py @@ -0,0 +1,4455 @@ +import copy +from typing import Dict, List + +from starrail_damage_cal.damage.Base.AvatarBase import BaseAvatar, BaseAvatarBuff +from starrail_damage_cal.damage.Base.model import ( + DamageInstanceAvatar, + DamageInstanceSkill, +) +from starrail_damage_cal.damage.Role import ( + calculate_damage, + calculate_heal, + calculate_shield, +) +from starrail_damage_cal.logger import logger + + +class Seele(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank < 2: + self.eidolon_attribute["SpeedAddedRatio"] = 0.25 + if self.avatar_rank >= 1: + self.eidolon_attribute["CriticalChanceBase"] = 0.15 + if self.avatar_rank >= 2: + self.eidolon_attribute["SpeedAddedRatio"] = 0.5 + + def extra_ability(self): + # 额外能力 割裂 抗性穿透提高20 + self.extra_ability_attribute["QuantumResistancePenetration"] = 0.2 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # logger.info(base_attr) + # logger.info(self.avatar_rank) + + # 希尔天赋再现加伤害 + attribute_bonus["AllDamageAddedRatio"] = self.Skill_num( + "Talent", + "Talent", + ) + attribute_bonus.get("AllDamageAddedRatio", 0) + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算大招伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 银狼降防终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["ignore_defence"] = 0.45 + add_attr_bonus.get( + "ignore_defence", + 0, + ) + damagelist4 = await calculate_damage( + base_attr, + add_attr_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "银狼降防终结技", "damagelist": damagelist4}) + + logger.info(skill_info_list) + return skill_info_list + + +class JingYuan(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["NormalDmgAdd"] = 0.2 + self.eidolon_attribute["BPSkillDmgAdd"] = 0.2 + self.eidolon_attribute["UltraDmgAdd"] = 0.2 + if self.avatar_rank >= 6: + self.eidolon_attribute["Talent_DmgRatio"] = 0.288 + + def extra_ability(self): + logger.info("额外能力") + logger.info( + "【神君】下回合的攻击段数大于等于6段, 则其下回合的暴击伤害提高25%。", + ) + self.extra_ability_attribute["CriticalDamageBase"] = 0.25 + logger.info("施放战技后, 暴击率提升10%") + self.extra_ability_attribute["CriticalChanceBase"] = 0.1 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算大招伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 神君 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "10层神君伤害", "damagelist": damagelist4}) + + logger.info(skill_info_list) + return skill_info_list + + +class Welt(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + logger.info("额外能力") + logger.info("施放终结技时, 有100%基础概率使目标受到的伤害提高12%, 持续2回合。") + self.extra_ability_attribute["DmgRatio"] = 0.12 + logger.info("对被弱点击破的敌方目标造成的伤害提高20") + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.20 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + attnum = 3 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") / attnum + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + if self.avatar_rank >= 6: + attnum = 4 + damagelist2[0] = damagelist2[0] * attnum + damagelist2[1] = damagelist2[1] * attnum + damagelist2[2] = damagelist2[2] * attnum + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算大招伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + if self.avatar_rank >= 1: + skill_multiplier = self.Skill_num("Normal", "Normal") * 0.5 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[0] = damagelist1[0] + damagelist4[0] + damagelist4[1] = damagelist1[1] + damagelist4[1] + damagelist4[2] = damagelist1[2] + damagelist4[2] + damagelist4[2] += damage3 + skill_info_list.append({"name": "强化普攻", "damagelist": damagelist4}) + + skill_multiplier = (self.Skill_num("BPSkill", "BPSkill") / 3) * 0.8 + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist5[0] = damagelist2[0] + damagelist5[0] + damagelist5[1] = damagelist2[1] + damagelist5[1] + damagelist5[2] = damagelist2[2] + damagelist5[2] + damagelist5[2] += damage3 + skill_info_list.append({"name": "强化战技", "damagelist": damagelist5}) + + logger.info(skill_info_list) + return skill_info_list + + +class Danhengil(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 6: + self.extra_ability_attribute["Normal3_ImaginaryResistancePenetration"] = 0.6 + + def extra_ability(self): + logger.info("额外能力") + logger.info("对拥有虚数属性弱点的敌方目标造成伤害时, 暴击伤害提高24%。") + self.extra_ability_attribute["CriticalDamageBase"] = 0.24 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + start_buff = 3 + add_buff = 1 + max_buff = 6 + if self.avatar_rank >= 1: + start_buff = 6 + add_buff = 2 + max_buff = 10 + + injury_add = self.Skill_num("Talent", "Talent") + critical_damage_add = self.Skill_num("BPSkill", "BPSkill") + critical_buff = 0 + if self.avatar_rank >= 4: + critical_buff = critical_damage_add * 4 + + skill_info_list = [] + # 计算普攻1伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") / 2 + damage_c = 0 + damage_e = 0 + damage_a = 0 + add_attr_bonus: Dict[str, float] = {} + for i in range(1, 3): + add_attr_bonus = copy.deepcopy(attribute_bonus) + damage_buff = min(max_buff, start_buff + (i - 1) * add_buff) + add_attr_bonus["AllDamageAddedRatio"] = ( + damage_buff * injury_add + add_attr_bonus.get("AllDamageAddedRatio", 0) + ) + if self.avatar_rank >= 4: + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damage_c += damage1 + damage_e += damage2 + damage_a += damage3 + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + "Thunder", + 0.44, + self.avatar_level, + ) + damage_a += damage3 + skill_info_list.append( + {"name": "普攻", "damagelist": [damage_c, damage_e, damage_a]}, + ) + + # 计算瞬华伤害 + skill_multiplier = self.Skill_num("Normal", "Normal1") / 3 + damage_c = 0 + damage_e = 0 + damage_a = 0 + add_attr_bonus: Dict[str, float] = {} + for i in range(1, 4): + add_attr_bonus = copy.deepcopy(attribute_bonus) + damage_buff = min(max_buff, start_buff + (i - 1) * add_buff) + add_attr_bonus["AllDamageAddedRatio"] = ( + damage_buff * injury_add + add_attr_bonus.get("AllDamageAddedRatio", 0) + ) + if self.avatar_rank >= 4: + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal1", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damage_c += damage1 + damage_e += damage2 + damage_a += damage3 + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + "Thunder", + 0.44, + self.avatar_level, + ) + damage_a += damage3 + skill_info_list.append( + {"name": "瞬华", "damagelist": [damage_c, damage_e, damage_a]}, + ) + + # 计算天矢阴伤害 + skill_multiplier = self.Skill_num("Normal", "Normal2") / 5 + damage_c = 0 + damage_e = 0 + damage_a = 0 + add_attr_bonus: Dict[str, float] = {} + for i in range(1, 6): + add_attr_bonus = copy.deepcopy(attribute_bonus) + damage_buff = min(max_buff, start_buff + (i - 1) * add_buff) + add_attr_bonus["AllDamageAddedRatio"] = ( + damage_buff * injury_add + add_attr_bonus.get("AllDamageAddedRatio", 0) + ) + if self.avatar_rank >= 4: + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + elif i >= 4: + critical_buff = (i - 3) * critical_damage_add + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal2", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damage_c += damage1 + damage_e += damage2 + damage_a += damage3 + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + "Thunder", + 0.44, + self.avatar_level, + ) + damage_a += damage3 + skill_info_list.append( + {"name": "天矢阴", "damagelist": [damage_c, damage_e, damage_a]}, + ) + + # 计算盘拏耀跃伤害 + skill_multiplier = self.Skill_num("Normal", "Normal3") / 7 + damage_c = 0 + damage_e = 0 + damage_a = 0 + add_attr_bonus: Dict[str, float] = {} + for i in range(1, 8): + add_attr_bonus = copy.deepcopy(attribute_bonus) + damage_buff = min(max_buff, start_buff + (i - 1) * add_buff) + add_attr_bonus["AllDamageAddedRatio"] = ( + damage_buff * injury_add + add_attr_bonus.get("AllDamageAddedRatio", 0) + ) + if self.avatar_rank >= 4: + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + elif i >= 4: + critical_buff = (i - 3) * critical_damage_add + add_attr_bonus["CriticalDamageBase"] = ( + critical_buff + add_attr_bonus.get("CriticalDamageBase", 0) + ) + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal3", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damage_c += damage1 + damage_e += damage2 + damage_a += damage3 + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + "Thunder", + 0.44, + self.avatar_level, + ) + damage_a += damage3 + skill_info_list.append( + {"name": "盘拏耀跃", "damagelist": [damage_c, damage_e, damage_a]}, + ) + + # 计算大招伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") / 3 + damage_c = 0 + damage_e = 0 + damage_a = 0 + add_attr_bonus: Dict[str, float] = {} + for _ in range(1, 4): + add_attr_bonus = copy.deepcopy(attribute_bonus) + damage_buff = min(max_buff, 10) + add_attr_bonus["AllDamageAddedRatio"] = ( + damage_buff * injury_add + add_attr_bonus.get("AllDamageAddedRatio", 0) + ) + critical_buff = 4 * critical_damage_add + add_attr_bonus["CriticalDamageBase"] = critical_buff + add_attr_bonus.get( + "CriticalDamageBase", + 0, + ) + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damage_c += damage1 + damage_e += damage2 + damage_a += damage3 + damage1, damage2, damage3 = await calculate_damage( + base_attr, + add_attr_bonus, + "Normal", + "Normal", + "Thunder", + 0.44, + self.avatar_level, + ) + damage_a += damage3 + skill_info_list.append( + {"name": "终结技", "damagelist": [damage_c, damage_e, damage_a]}, + ) + logger.info(skill_info_list) + return skill_info_list + + +class Argenti(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["CriticalDamageBase"] = 0.4 + if self.avatar_rank >= 2: + self.eidolon_attribute["AttackAddedRatio"] = 0.4 + if self.avatar_rank >= 6: + self.eidolon_attribute["Ultra_PhysicalResistancePenetration"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.15 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + talent_cc_add = self.Skill_num("Talent", "Talent") + attribute_bonus["CriticalChanceBase"] = ( + talent_cc_add * 10 + attribute_bonus.get("CriticalChanceBase", 0) + ) + if self.avatar_rank >= 4: + attribute_bonus["CriticalDamageBase"] = 0.08 + attribute_bonus.get( + "CriticalDamageBase", + 0, + ) + attribute_bonus["CriticalChanceBase"] = ( + talent_cc_add * 2 + attribute_bonus.get("CriticalChanceBase", 0) + ) + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算大招1伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技(90耗能)", "damagelist": damagelist3}) + + # 计算大招2伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra1") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + # 计算大招2额外伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra_add") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist5[0] = damagelist5[0] * 6 + damagelist4[0] + damagelist5[1] = damagelist5[1] * 6 + damagelist4[1] + damagelist5[2] = damagelist5[2] * 6 + damagelist4[2] + skill_info_list.append( + {"name": "强化终结技(180耗能)", "damagelist": damagelist5}, + ) + return skill_info_list + + +class Clara(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["AttackAddedRatio"] = 0.2 + + def extra_ability(self): + logger.info("额外能力") + logger.info("史瓦罗的反击造成的伤害提高30%") + self.extra_ability_attribute["TalentDmgAdd"] = 0.3 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算反击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "反击", "damagelist": damagelist3}) + + # 计算强化反击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + self.Skill_num( + "Ultra", + "Talent1", + ) + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "强化反击", "damagelist": damagelist4}) + + # 计算1+1托帕反击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["Talent_DmgRatio"] = ( + add_attr_bonus.get("Talent_DmgRatio", 0) + 0.5 + ) + add_attr_bonus["Talent_CriticalDamageBase"] = ( + add_attr_bonus.get("Talent_CriticalDamageBase", 0) + 0.74 + ) + damagelist5 = await calculate_damage( + base_attr, + add_attr_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist5[2] += damage3 + skill_info_list.append({"name": "(1+1托帕)反击", "damagelist": damagelist5}) + + # 计算反击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + self.Skill_num( + "Ultra", + "Talent1", + ) + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["Talent_DmgRatio"] = ( + add_attr_bonus.get("Talent_DmgRatio", 0) + 0.5 + ) + add_attr_bonus["Talent_CriticalDamageBase"] = ( + add_attr_bonus.get("Talent_CriticalDamageBase", 0) + 0.74 + ) + damagelist6 = await calculate_damage( + base_attr, + add_attr_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist6[2] += damage3 + skill_info_list.append({"name": "(1+1托帕)强化反击", "damagelist": damagelist6}) + + return skill_info_list + + +class Silverwolf(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 6: + self.extra_ability_attribute["AllDamageAddedRatio"] = 1 + + def extra_ability(self): + logger.info("额外能力") + logger.info("战技降抗") + logger.info("战技使目标全属性抗性降低的效果额外降低3%") + enemy_status_resistance = self.Skill_num("BPSkill", "BPSkill_D") + 0.03 + self.extra_ability_attribute[ + "QuantumResistancePenetration" + ] = enemy_status_resistance + logger.info("终结技降防") + ultra_defence = self.Skill_num("Ultra", "Ultra_D") + logger.info("天赋降防") + talent_defence = self.Skill_num("Talent", "Talent") + ignore_defence = ultra_defence + talent_defence + self.extra_ability_attribute["ignore_defence"] = ignore_defence + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + if self.avatar_rank >= 4: + skill_multiplier += 1 + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + return skill_info_list + + +class Kafka(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.extra_ability_attribute["DOTDmgAdd"] = 0.3 + if self.avatar_rank >= 2: + self.extra_ability_attribute["DOTDmgAdd"] = 0.55 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算持续伤害 + skill_multiplier = self.Skill_num("Ultra", "DOT") + if self.avatar_rank >= 6: + skill_multiplier += 1.56 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "单次持续伤害", "damagelist": damagelist4}) + + # 计算追加攻击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist5[2] += damage3 + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist5}) + + return skill_info_list + + +class Blade(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["CriticalChanceBase"] = 0.15 + if self.avatar_rank >= 4: + self.eidolon_attribute["HPAddedRatio"] = 0.4 + + def extra_ability(self): + logger.info("额外能力") + logger.info("天赋施放的追加攻击伤害提高20%") + self.extra_ability_attribute["TalentDmgAdd"] = 0.2 + logger.info("战技加伤") + self.extra_ability_attribute["AllDamageAddedRatio"] = self.Skill_num( + "BPSkill", + "BPSkill", + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算强化普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal1") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + + skill_multiplier = self.Skill_num("Normal", "Normal1_HP") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist3[0] += damagelist2[0] + damagelist3[1] += damagelist2[1] + damagelist3[2] += damagelist2[2] + skill_info_list.append({"name": "无间剑树", "damagelist": damagelist3}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + + skill_multiplier = self.Skill_num("Ultra", "Ultra_HP") + if self.avatar_rank >= 1: + skill_multiplier += 0.9 + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist5[0] += damagelist4[0] + damagelist5[1] += damagelist4[1] + damagelist5[2] += damagelist4[2] + skill_info_list.append({"name": "终结技", "damagelist": damagelist5}) + + # 计算追加攻击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist6 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist6[2] += damage3 + + skill_multiplier = self.Skill_num("Talent", "Talent_HP") + damagelist7 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist7[0] += damagelist6[0] + damagelist7[1] += damagelist6[1] + damagelist7[2] += damagelist6[2] + if self.avatar_rank >= 6: + hp = ( + base_attr["hp"] * (1 + attribute_bonus["HPAddedRatio"]) + + attribute_bonus["HPDelta"] + ) + damage_add = hp * 0.5 + damagelist7[0] += damage_add + damagelist7[1] += damage_add + damagelist7[2] += damage_add + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist7}) + + return skill_info_list + + +class Fuxuan(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["CriticalDamageBase"] = 0.3 + + def extra_ability(self): + logger.info("符玄战技【穷观阵】属性加成") + self.extra_ability_attribute["CriticalChanceBase"] = self.Skill_num( + "BPSkill", + "BPSkill_CC", + ) + self.extra_ability_attribute["HPAddedRatio"] = self.Skill_num( + "BPSkill", + "BPSkill_HP", + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal_HP") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra_HP") + if self.avatar_rank >= 6: + skill_multiplier += 1.2 + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist2[2] += damage2 + skill_info_list.append({"name": "终结技", "damagelist": damagelist2}) + + # 计算终结技治疗 + damagelist3 = await calculate_heal( + base_attr, + attribute_bonus, + "Ultra", + 0.05, + 133, + ) + skill_info_list.append({"name": "终结技治疗", "damagelist": damagelist3}) + + return skill_info_list + + +class Yanqing(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 4: + self.eidolon_attribute["IceResistancePenetration"] = 0.15 + + def extra_ability(self): + logger.info("额外能力") + logger.info("触发暴击时, 速度提高10%") + self.extra_ability_attribute["SpeedAddedRatio"] = 0.1 + logger.info("【智剑连心】增益") + critical_damage_base_t = self.Skill_num("Talent", "Talent_CD") + critical_damage_base_u = self.Skill_num("Ultra", "Ultra_CD") + self.extra_ability_attribute["CriticalDamageBase"] = ( + critical_damage_base_t + critical_damage_base_u + ) + critical_chance_base = self.Skill_num("Talent", "Talent_CC") + self.extra_ability_attribute["CriticalChanceBase"] = critical_chance_base + 0.6 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算附加伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + if self.avatar_rank >= 1: + skill_multiplier += 0.9 + else: + skill_multiplier += 0.3 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "附加伤害", "damagelist": damagelist4}) + + return skill_info_list + + +class Himeko(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["SpeedAddedRatio"] = 0.1 + if self.avatar_rank >= 2: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.15 + + def extra_ability(self): + logger.info("额外能力") + logger.info("战技对灼烧状态下的敌方目标造成的伤害提高20%。") + self.extra_ability_attribute["BPSkillDmgAdd"] = 0.2 + logger.info("若当前生命值百分比大于等于80%, 则暴击率提高15%。") + self.extra_ability_attribute["CriticalChanceBase"] = 0.15 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算追加攻击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist4}) + + return skill_info_list + + +class Qingque(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["UltraDmgAdd"] = 0.1 + + def extra_ability(self): + logger.info("额外能力") + logger.info("施放强化普攻后, 青雀的速度提高10%, 持续1回合。") + self.extra_ability_attribute["SpeedAddedRatio"] = 0.1 + logger.info("默认4层战技加伤害") + all_damage_added_ratio = self.Skill_num("BPSkill", "BPSkill") + 0.1 + self.extra_ability_attribute["AllDamageAddedRatio"] = all_damage_added_ratio * 4 + logger.info("默认暗杠加攻") + self.extra_ability_attribute["AttackAddedRatio"] = self.Skill_num( + "Talent", + "Talent", + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算杠上开花伤害 + skill_multiplier = self.Skill_num("Normal", "Normal1") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "杠上开花!", "damagelist": damagelist2}) # noqa: RUF001 + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + return skill_info_list + + +class Jingliu(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["CriticalDamageBase"] = 0.24 + if self.avatar_rank >= 2: + self.eidolon_attribute["BPSkill1DmgAdd"] = 0.8 + if self.avatar_rank >= 4: + self.eidolon_attribute["BPSkill1AttackAddedRatio"] = 0.3 + self.eidolon_attribute["UltraAttackAddedRatio"] = 0.3 + if self.avatar_rank >= 6: + self.eidolon_attribute["Ultra_CriticalDamageBase"] = 0.5 + self.eidolon_attribute["BPSkill1_CriticalDamageBase"] = 0.5 + + def extra_ability(self): + logger.info("额外能力") + logger.info("【转魄】状态下, 终结技造成的伤害提高20%。") + logger.info("【转魄】状态下, 暴击率提高。") + logger.info("【转魄】状态下, 攻击力提高。") + self.extra_ability_attribute["UltraDmgAdd"] = 0.2 + critical_chance_base = self.Skill_num("Talent", "Talent_CC") + self.extra_ability_attribute["Ultra_CriticalChanceBase"] = critical_chance_base + self.extra_ability_attribute[ + "BPSkill1_CriticalChanceBase" + ] = critical_chance_base + attack_added_ratio = self.Skill_num("Talent", "Talent_atk") + self.extra_ability_attribute["BPSkill1AttackAddedRatio"] = attack_added_ratio + self.extra_ability_attribute["UltraAttackAddedRatio"] = attack_added_ratio + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算寒川映月伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill1") + if self.avatar_rank >= 1: + skill_multiplier += 1 + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill1", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "寒川映月", "damagelist": damagelist3}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + if self.avatar_rank >= 1: + skill_multiplier += 1 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist4}) + + return skill_info_list + + +class Topaz(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["Talent_CriticalDamageBase"] = 0.5 + if self.avatar_rank >= 6: + self.eidolon_attribute["Talent1_FireResistancePenetration"] = 0.1 + + def extra_ability(self): + logger.info("额外能力") + logger.info("托帕和账账对拥有火属性弱点的敌方目标造成的伤害提高15%。") + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.15 + logger.info("涨幅惊人暴击伤害提高") + self.extra_ability_attribute["Talent1_CriticalDamageBase"] = self.Skill_num( + "Ultra", + "Ultra_CD", + ) + logger.info("【负债证明】状态,使其受到的追加攻击伤害提高") + self.extra_ability_attribute["Talent_DmgRatio"] = self.Skill_num( + "BPSkill", + "BPSkill_add", + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算账账伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "账账", "damagelist": damagelist2}) + + # 计算强化账账伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + self.Skill_num( + "Ultra", + "Talent1", + ) + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent1", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "强化账账", "damagelist": damagelist3}) + + return skill_info_list + + +class Guinaifen(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.2 + if self.avatar_rank >= 6: + self.extra_ability_attribute["DmgRatio"] = ( + self.Skill_num("Talent", "Talent") * 4 + ) + else: + self.extra_ability_attribute["DmgRatio"] = ( + self.Skill_num("Talent", "Talent") * 3 + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算持续伤害 + skill_multiplier = self.Skill_num("BPSkill", "DOT") + if self.avatar_rank >= 2: + skill_multiplier += 0.4 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "单次持续伤害", "damagelist": damagelist4}) + + return skill_info_list + + +class Gepard(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技护盾 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + skill_num = self.Skill_num("Ultra", "Ultra_G") + damagelist3 = await calculate_shield( + base_attr, + attribute_bonus, + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "终结技(护盾)", "damagelist": damagelist3}) + + return skill_info_list + + +class Luocha(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["AttackAddedRatio"] = 0.2 + if self.avatar_rank >= 6: + self.eidolon_attribute["ResistancePenetration"] = 0.2 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist2}) + + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist3 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + 1, + ) + skill_info_list.append({"name": "战技治疗量", "damagelist": damagelist3}) + if self.avatar_rank >= 2: + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["HealRatioBase"] = ( + add_attr_bonus.get("HealRatioBase", 0) + 0.3 + ) + damagelist4 = await calculate_heal( + base_attr, + add_attr_bonus, + "BPSkill", + skill_multiplier, + skill_num, + 1, + ) + skill_info_list.append( + { + "name": "战技治疗量(生命<50%)(2魂)", + "damagelist": damagelist4, + }, + ) + + damagelist5 = await calculate_shield( + base_attr, + attribute_bonus, + 0.18, + 240, + 1, + ) + skill_info_list.append( + { + "name": "战技护盾量(生命>50%)(2魂)", + "damagelist": damagelist5, + }, + ) + + # 计算天赋治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_num = self.Skill_num("Talent", "Talent_G") + damagelist6 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + 1, + ) + skill_info_list.append({"name": "天赋治疗量", "damagelist": damagelist6}) + + # 计算技能树额外能力治疗量 + damagelist7 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + 0.07, + 93, + 1, + ) + skill_info_list.append({"name": "技能树治疗量", "damagelist": damagelist7}) + + return skill_info_list + + +class Bailu(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["HealRatioBase"] = 0.15 + if self.avatar_rank >= 4: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["HPAddedRatio"] = 0.10 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist2 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + heal_num = damagelist2[0] + for i in range(1, 3): + beilv = 1 - (i * 0.15) + damagelist2[0] = damagelist2[0] + heal_num * beilv + skill_info_list.append({"name": "战技治疗量", "damagelist": damagelist2}) + + # 计算终结技治疗量 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + skill_num = self.Skill_num("Ultra", "Ultra_G") + damagelist3 = await calculate_heal( + base_attr, + attribute_bonus, + "Ultra", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "终结技治疗量", "damagelist": damagelist3}) + + # 计算天赋生息治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_num = self.Skill_num("Talent", "Talent_G") + damagelist4 = await calculate_heal( + base_attr, + attribute_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "天赋[生息]治疗量", "damagelist": damagelist4}) + + # 计算天赋复活治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent1") + skill_num = self.Skill_num("Talent", "Talent1_G") + damagelist5 = await calculate_heal( + base_attr, + attribute_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "天赋[复活]治疗量", "damagelist": damagelist5}) + + return skill_info_list + + +class Lynx(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["HealRatioBase"] = 0.2 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + # 计算战技生命上限 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill_HP") + skill_num = self.Skill_num("BPSkill", "BPSkill_HP_G") + if self.avatar_rank >= 6: + skill_multiplier += 0.06 + hp = ( + base_attr["hp"] * (1 + attribute_bonus["HPAddedRatio"]) + + attribute_bonus["HPDelta"] + ) + hp_add = hp * skill_multiplier + skill_num + attribute_bonus["HPDelta"] = attribute_bonus.get("HPDelta", 0) + hp_add + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal_HP") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist2 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "战技治疗量", "damagelist": damagelist2}) + damagelist3 = [] + damagelist3.append(hp_add) + skill_info_list.append( + {"name": "[求生反应]生命上限", "damagelist": damagelist3}, + ) + + # 计算终结技治疗量 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + skill_num = self.Skill_num("Ultra", "Ultra_G") + damagelist4 = await calculate_heal( + base_attr, + attribute_bonus, + "Ultra", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "终结技治疗量", "damagelist": damagelist4}) + + # 计算天赋治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_num = self.Skill_num("Talent", "Talent_G") + damagelist5 = await calculate_heal( + base_attr, + attribute_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "天赋缓回治疗量", "damagelist": damagelist5}) + + # 计算天赋求生反应治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent1") + self.Skill_num( + "Talent", + "Talent", + ) + skill_num = self.Skill_num("Talent", "Talent1_G") + self.Skill_num( + "Talent", + "Talent_G", + ) + damagelist6 = await calculate_heal( + base_attr, + attribute_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append( + {"name": "天赋[求生反应]缓回治疗量", "damagelist": damagelist6}, + ) + + return skill_info_list + + +class Natasha(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + self.extra_ability_attribute["HealRatioBase"] = 0.1 + self.Skill_num( + "Talent", + "Talent", + ) + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + if self.avatar_rank >= 6: + damagelist_add = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + 0.4, + self.avatar_level, + 1, + ) + damagelist1[0] += damagelist_add[0] + damagelist1[1] += damagelist_add[1] + damagelist1[2] += damagelist_add[2] + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist2 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "战技治疗量", "damagelist": damagelist2}) + + # 计算战技缓回治疗量 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill1") + skill_num = self.Skill_num("BPSkill", "BPSkill1_G") + damagelist3 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "战技缓回治疗量", "damagelist": damagelist3}) + + # 计算终结技治疗量 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + skill_num = self.Skill_num("Ultra", "Ultra_G") + damagelist4 = await calculate_heal( + base_attr, + attribute_bonus, + "Ultra", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "终结技治疗量", "damagelist": damagelist4}) + + return skill_info_list + + +class Mar7th(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技护盾 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist2 = await calculate_shield( + base_attr, + attribute_bonus, + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "战技护盾量", "damagelist": damagelist2}) + + # 计算终结技 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算追加攻击 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + if self.avatar_rank >= 4: + defence = ( + base_attr["defence"] * (1 + attribute_bonus["DefenceAddedRatio"]) + + attribute_bonus["DefenceDelta"] + ) + damage_add = defence * 0.3 + damagelist4[0] += damage_add + damagelist4[1] += damage_add + damagelist4[2] += damage_add + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist4}) + + # 计算2命护盾 + if self.avatar_rank >= 2: + damagelist5 = await calculate_shield( + base_attr, + attribute_bonus, + 0.24, + 320, + ) + skill_info_list.append({"name": "开场护盾(2命)", "damagelist": damagelist5}) + + return skill_info_list + + +class Bronya(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["SpeedAddedRatio"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.1 + self.extra_ability_attribute["Normal_CriticalChance"] = 1 + self.extra_ability_attribute["DefenceAddedRatio"] = 0.2 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + # 终结技增加伤害 + attribute_bonus["AttackAddedRatio"] = attribute_bonus.get( + "AttackAddedRatio", + 0, + ) + self.Skill_num("Ultra", "Ultra_A") + add_critical_damage_base = ( + attribute_bonus.get("CriticalDamageBase", 0) + * self.Skill_num("Ultra", "Ultra") + ) + self.Skill_num("Ultra", "Ultra_G") + attribute_bonus["CriticalDamageBase"] = ( + attribute_bonus.get("CriticalDamageBase", 0) + add_critical_damage_base + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算终结技 + critical_damage_base_str = add_critical_damage_base * 100 + damagelist2 = [] + damagelist2.append(critical_damage_base_str) + skill_info_list.append({"name": "终结技提升爆伤(%)", "damagelist": damagelist2}) + + return skill_info_list + + +class Yukong(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["SpeedAddedRatio"] = 0.1 + if self.avatar_rank >= 4: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["ImaginaryAddedRatio"] = 0.15 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + # 终结技增加伤害 + attribute_bonus["AttackAddedRatio"] = attribute_bonus.get( + "AttackAddedRatio", + 0, + ) + self.Skill_num("BPSkill", "BPSkill") + attribute_bonus["CriticalChanceBase"] = attribute_bonus.get( + "CriticalChanceBase", + 0, + ) + self.Skill_num("Ultra", "Ultra_CC") + attribute_bonus["CriticalDamageBase"] = attribute_bonus.get( + "CriticalDamageBase", + 0, + ) + self.Skill_num("Ultra", "Ultra_CD") + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_multiplier = self.Skill_num("Talent", "Normal_add") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[0] += damagelist1[0] + damagelist2[1] += damagelist1[1] + damagelist2[2] += damagelist1[2] + skill_info_list.append({"name": "普攻", "damagelist": damagelist2}) + + # 计算终结技 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + return skill_info_list + + +class Sushang(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + self.eidolon_attribute["SpeedAddedRatio"] = self.Skill_num("Talent", "Talent") + if self.avatar_rank >= 6: + self.eidolon_attribute["SpeedAddedRatio"] = ( + self.Skill_num("Talent", "Talent") * 2 + ) + + def extra_ability(self): + self.extra_ability_attribute["jianshiDmgAdd"] = 0.2 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算剑势附加伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill_F") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "jianshi", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[0] += damagelist2[0] + damagelist3[1] += damagelist2[1] + damagelist3[2] += damage3 + damagelist2[2] + skill_info_list.append({"name": "战技", "damagelist": damagelist3}) + + # 计算强化战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[0] += damagelist2[0] * 3 + damagelist4[1] += damagelist2[1] * 3 + damagelist4[2] += damage3 + damagelist2[2] * 3 + skill_info_list.append({"name": "强化战技", "damagelist": damagelist4}) + + skill_info_list.append({"name": "剑势附加伤害", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist5[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist5}) + + return skill_info_list + + +class Luka(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.15 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算终结技提供的易伤加成 + attribute_bonus["DmgRatio"] = attribute_bonus.get( + "DmgRatio", + 0, + ) + self.Skill_num("Ultra", "Ultra_d") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算强化普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal1") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[0] += damagelist2[0] * 5 + damagelist2[1] += damagelist2[1] * 5 + damagelist2[2] += damage3 + damagelist2[2] * 5 + skill_multiplier = self.Skill_num("Normal", "Normal2") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[0] += damagelist2[0] + damagelist3[1] += damagelist2[1] + damagelist3[2] += damagelist2[2] + skill_info_list.append({"name": "强化普攻(满段数)", "damagelist": damagelist3}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist4}) + + # 计算DOT伤害 + skill_multiplier = self.Skill_num("BPSkill", "DOT") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + skill_info_list.append({"name": "持续伤害(最大值)", "damagelist": damagelist5}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist6 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist6[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist6}) + + return skill_info_list + + +class DanHeng(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["CriticalChanceBase"] = 0.12 + + def extra_ability(self): + self.extra_ability_attribute["SpeedAddedRatio"] = 0.2 + self.extra_ability_attribute["NormalDmgAdd"] = 0.4 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算穿透加成 + attribute_bonus["WindResistancePenetration"] = attribute_bonus.get( + "WindResistancePenetration", + 0, + ) + self.Skill_num("Talent", "Talent") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + self.Skill_num( + "Ultra", + "Ultra_d", + ) + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + return skill_info_list + + +class Arlan(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["BPSkillDmgAdd"] = 0.12 + if self.avatar_rank >= 6: + self.eidolon_attribute["UltraDmgAdd"] = 0.12 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算天赋伤害加成 + attribute_bonus["AllDamageAddedRatio"] = attribute_bonus.get( + "AllDamageAddedRatio", + 0, + ) + self.Skill_num("Talent", "Talent") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + return skill_info_list + + +class Asta(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + self.eidolon_attribute["FireAddedRatio"] = 0.18 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算天赋加成 + attribute_bonus["AttackAddedRatio"] = ( + attribute_bonus.get("AttackAddedRatio", 0) + + self.Skill_num("Talent", "Talent") * 5 + ) + attribute_bonus["SpeedDelta"] = attribute_bonus.get( + "SpeedDelta", + 0, + ) + self.Skill_num("Ultra", "Ultra") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + skill_num = 5 + if self.avatar_rank >= 1: + skill_num += 1 + damagelist2[0] = damagelist2[0] * skill_num + damagelist2[1] = damagelist2[1] * skill_num + damagelist2[2] = damage3 + damagelist2[2] * skill_num + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + return skill_info_list + + +class Herta(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["CriticalChanceBase"] = 0.15 + if self.avatar_rank >= 4: + self.eidolon_attribute["TalentDmgAdd"] = 0.12 + if self.avatar_rank >= 6: + self.eidolon_attribute["AttackAddedRatio"] = 0.25 + + def extra_ability(self): + self.extra_ability_attribute["BPSkillDmgAdd"] = 0.25 + self.extra_ability_attribute["UltraDmgAdd"] = 0.2 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + if self.avatar_rank >= 1: + skill_multiplier += 0.4 + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + attribute_bonus["BPSkillDmgAdd"] = attribute_bonus.get("BPSkillDmgAdd", 0) + 0.2 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算追加攻击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist4}) + + return skill_info_list + + +class Serval(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 6: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["AttackAddedRatio"] = 0.2 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算DOT伤害 + skill_multiplier = self.Skill_num("BPSkill", "DOT") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + skill_info_list.append({"name": "持续伤害", "damagelist": damagelist5}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算追加攻击伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Talent", + "Talent", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "追加攻击", "damagelist": damagelist4}) + + return skill_info_list + + +class Pela(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["SpeedAddedRatio"] = 0.1 + if self.avatar_rank >= 4: + self.eidolon_attribute["IceResistancePenetration"] = 0.12 + + def extra_ability(self): + self.extra_ability_attribute["AllDamageAddedRatio"] = 0.4 + self.extra_ability_attribute["StatusProbabilityBase"] = 0.1 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算终结技降防 + attribute_bonus["ignore_defence"] = attribute_bonus.get( + "ignore_defence", + 0, + ) + self.Skill_num("Ultra", "Ultra_d") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + if self.avatar_rank >= 6: + # 计算命座附加伤害 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + self.avatar_element, + 0.4, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "6命追加伤害", "damagelist": damagelist4}) + + return skill_info_list + + +class Sampo(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + pass + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算终结技持续伤害加成 + attribute_bonus["DOTDmgAdd"] = attribute_bonus.get( + "DOTDmgAdd", + 0, + ) + self.Skill_num("Ultra", "Ultra_d") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[0] = damagelist2[0] * 5 + damagelist2[1] = damagelist2[1] * 5 + damagelist2[2] = damage3 + damagelist2[2] * 5 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算持续伤害 + skill_multiplier = self.Skill_num("Talent", "DOT") + if self.avatar_rank >= 6: + skill_multiplier += 0.15 + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + skill_info_list.append({"name": "单层持续伤害", "damagelist": damagelist4}) + + return skill_info_list + + +class Hook(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["BPSkill1DmgAdd"] = 0.2 + if self.avatar_rank >= 6: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.2 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算强化战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill1") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill1", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "强化战技", "damagelist": damagelist3}) + + # 计算持续伤害 + skill_multiplier = self.Skill_num("BPSkill", "DOT") + damagelist5 = await calculate_damage( + base_attr, + attribute_bonus, + "DOT", + "DOT", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + skill_info_list.append({"name": "灼烧伤害", "damagelist": damagelist5}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "终结技", "damagelist": damagelist4}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Talent", "Talent") + damagelist6 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist6[2] += damage3 + skill_info_list.append({"name": "附加伤害", "damagelist": damagelist6}) + + return skill_info_list + + +class Tingyun(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["SpeedAddedRatio"] = 0.2 + + def extra_ability(self): + self.eidolon_attribute["SpeedAddedRatio"] = 0.2 + self.eidolon_attribute["NormalDmgAdd"] = 0.4 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill_M") + attack = ( + base_attr["attack"] * (1 + attribute_bonus["AttackAddedRatio"]) + + attribute_bonus["AttackDelta"] + ) + add_atk = attack * skill_multiplier + damagelist2 = [] + damagelist2.append(add_atk) + skill_info_list.append({"name": "战技提升攻击力", "damagelist": damagelist2}) + + return skill_info_list + + +class Trailblazer(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 4: + self.eidolon_attribute["CriticalChanceBase"] = 0.25 + + def extra_ability(self): + self.extra_ability_attribute["BPSkillDmgAdd"] = 0.25 + self.extra_ability_attribute["Ultra1DmgAdd"] = 0.25 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算天赋攻击加成 + attribute_bonus["AttackAddedRatio"] = ( + attribute_bonus.get("AttackAddedRatio", 0) + + self.Skill_num("Talent", "Talent") * 2 + ) + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技1伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + skill_info_list.append({"name": "全胜•再见安打", "damagelist": damagelist3}) + + # 计算终结技2伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra1") + damagelist4 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra1", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist4[2] += damage3 + skill_info_list.append({"name": "全胜•安息全垒打", "damagelist": damagelist4}) + + return skill_info_list + + +class Trailblazer_K(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 6: + self.eidolon_attribute["DefenceAddedRatio"] = 0.3 + + def extra_ability(self): + self.extra_ability_attribute["AttackAddedRatio"] = 0.15 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + if self.avatar_rank >= 1: + damagelist1_f = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + 0.25, + self.avatar_level, + 2, + ) + damagelist1[0] += damagelist1_f[0] + damagelist1[1] += damagelist1_f[1] + damagelist1[2] += damagelist1_f[2] + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算强化普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal1") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + if self.avatar_rank >= 1: + damagelist2_f = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + 0.5, + self.avatar_level, + 2, + ) + damagelist2[0] += damagelist2_f[0] + damagelist2[1] += damagelist2_f[1] + damagelist2[2] += damagelist2_f[2] + skill_info_list.append({"name": "强化普攻", "damagelist": damagelist2}) + + # 计算终结技伤害 + skill_multiplier = self.Skill_num("Ultra", "Ultra") + damagelist3 = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist3[2] += damage3 + + skill_multiplier = self.Skill_num("Ultra", "Ultra1") + damagelist3_f = await calculate_damage( + base_attr, + attribute_bonus, + "Ultra", + "Ultra", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 2, + ) + damagelist3[0] += damagelist3_f[0] + damagelist3[1] += damagelist3_f[1] + damagelist3[2] += damagelist3_f[2] + skill_info_list.append({"name": "终结技", "damagelist": damagelist3}) + + # 计算天赋提供护盾 + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_multiplier_g = self.Skill_num("Talent", "Talent_G") + if self.avatar_rank >= 2: + skill_multiplier += 0.02 + skill_multiplier_g += 27 + damagelist4 = await calculate_shield( + base_attr, + attribute_bonus, + skill_multiplier, + skill_multiplier_g, + ) + skill_info_list.append({"name": "天赋护盾", "damagelist": damagelist4}) + + return skill_info_list + + +class Huohuo(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 1: + self.eidolon_attribute["SpeedAddedRatio"] = 0.12 + if self.avatar_rank >= 6: + self.eidolon_attribute["AllDamageAddedRatio"] = 0.5 + + def extra_ability(self): + pass + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + 1, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + damagelist2 = await calculate_heal( + base_attr, + attribute_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "战技治疗量", "damagelist": damagelist2}) + + if self.avatar_rank >= 4: + # 计算战技治疗 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + skill_num = self.Skill_num("BPSkill", "BPSkill_G") + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["HealRatioBase"] = ( + add_attr_bonus.get("HealRatioBase", 0) + 0.8 + ) + damagelist2_max = await calculate_heal( + base_attr, + add_attr_bonus, + "BPSkill", + skill_multiplier, + skill_num, + ) + skill_info_list.append( + {"name": "战技最高治疗量(4魂)", "damagelist": damagelist2_max}, + ) + + # 计算天赋治疗量 + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_num = self.Skill_num("Talent", "Talent_G") + damagelist5 = await calculate_heal( + base_attr, + attribute_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "天赋治疗量", "damagelist": damagelist5}) + + if self.avatar_rank >= 4: + skill_multiplier = self.Skill_num("Talent", "Talent") + skill_num = self.Skill_num("Talent", "Talent_G") + add_attr_bonus = copy.deepcopy(attribute_bonus) + add_attr_bonus["HealRatioBase"] = ( + add_attr_bonus.get("HealRatioBase", 0) + 0.8 + ) + damagelist5 = await calculate_heal( + base_attr, + add_attr_bonus, + "Talent", + skill_multiplier, + skill_num, + ) + skill_info_list.append({"name": "天赋治疗量", "damagelist": damagelist5}) + + return skill_info_list + + +class Hanya(BaseAvatar): + Buff: BaseAvatarBuff + + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + super().__init__(char=char, skills=skills) + self.eidolon_attribute: Dict[str, float] = {} + self.extra_ability_attribute: Dict[str, float] = {} + self.eidolons() + self.extra_ability() + + def Technique(self): + pass + + def eidolons(self): + if self.avatar_rank >= 2: + self.eidolon_attribute["SpeedAddedRatio"] = 0.2 + + def extra_ability(self): + self.extra_ability_attribute["AttackAddedRatio"] = 0.1 + + async def getdamage( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 计算天赋易伤加成 + attribute_bonus["DmgRatio"] = attribute_bonus.get( + "DmgRatio", + 0, + ) + self.Skill_num("Talent", "Talent") + if self.avatar_rank >= 6: + attribute_bonus["DmgRatio"] = attribute_bonus.get("DmgRatio", 0) + 0.1 + + attribute_bonus["AttackAddedRatio"] = attribute_bonus.get( + "AttackAddedRatio", + 0, + ) + self.Skill_num("Ultra", "Ultra_A") + + damage1, damage2, damage3 = await calculate_damage( + base_attr, + attribute_bonus, + "fujia", + "fujia", + "Thunder", + 0.44, + self.avatar_level, + ) + + skill_info_list = [] + # 计算普攻伤害 + skill_multiplier = self.Skill_num("Normal", "Normal") + damagelist1 = await calculate_damage( + base_attr, + attribute_bonus, + "Normal", + "Normal", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist1[2] += damage3 + skill_info_list.append({"name": "普攻", "damagelist": damagelist1}) + + # 计算战技伤害 + skill_multiplier = self.Skill_num("BPSkill", "BPSkill") + damagelist2 = await calculate_damage( + base_attr, + attribute_bonus, + "BPSkill", + "BPSkill", + self.avatar_element, + skill_multiplier, + self.avatar_level, + ) + damagelist2[2] += damage3 + skill_info_list.append({"name": "战技", "damagelist": damagelist2}) + + # 计算终结技提升速度 + speed = ( + base_attr["speed"] * (1 + attribute_bonus["SpeedAddedRatio"]) + + attribute_bonus["SpeedDelta"] + ) + skill_multiplier = self.Skill_num("Ultra", "Ultra_S") + add_speed = speed * skill_multiplier + damagelist3 = [] + damagelist3.append(add_speed) + skill_info_list.append({"name": "终结技增加速度", "damagelist": damagelist3}) + + return skill_info_list + + +class AvatarDamage: + @classmethod + def create(cls, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + if char.id_ == 1215: + return Hanya(char, skills) + if char.id_ == 1217: + return Huohuo(char, skills) + if char.id_ == 8003 or char.id_ == 8004: + return Trailblazer_K(char, skills) + if char.id_ == 8002 or char.id_ == 8001: + return Trailblazer(char, skills) + if char.id_ == 1202: + return Tingyun(char, skills) + if char.id_ == 1109: + return Hook(char, skills) + if char.id_ == 1108: + return Sampo(char, skills) + if char.id_ == 1106: + return Pela(char, skills) + if char.id_ == 1103: + return Serval(char, skills) + if char.id_ == 1013: + return Herta(char, skills) + if char.id_ == 1009: + return Asta(char, skills) + if char.id_ == 1008: + return Arlan(char, skills) + if char.id_ == 1002: + return DanHeng(char, skills) + if char.id_ == 1111: + return Luka(char, skills) + if char.id_ == 1206: + return Sushang(char, skills) + if char.id_ == 1101: + return Bronya(char, skills) + if char.id_ == 1207: + return Yukong(char, skills) + if char.id_ == 1001: + return Mar7th(char, skills) + if char.id_ == 1105: + return Natasha(char, skills) + if char.id_ == 1110: + return Lynx(char, skills) + if char.id_ == 1211: + return Bailu(char, skills) + if char.id_ == 1203: + return Luocha(char, skills) + if char.id_ == 1210: + return Guinaifen(char, skills) + if char.id_ == 1302: + return Argenti(char, skills) + if char.id_ == 1112: + return Topaz(char, skills) + if char.id_ == 1104: + return Gepard(char, skills) + if char.id_ == 1005: + return Kafka(char, skills) + if char.id_ == 1201: + return Qingque(char, skills) + if char.id_ == 1212: + return Jingliu(char, skills) + if char.id_ == 1107: + return Clara(char, skills) + if char.id_ == 1205: + return Blade(char, skills) + if char.id_ == 1003: + return Himeko(char, skills) + if char.id_ == 1209: + return Yanqing(char, skills) + if char.id_ == 1102: + return Seele(char, skills) + if char.id_ == 1208: + return Fuxuan(char, skills) + if char.id_ == 1006: + return Silverwolf(char, skills) + if char.id_ == 1204: + return JingYuan(char, skills) + if char.id_ == 1004: + return Welt(char, skills) + if char.id_ == 1213: + return Danhengil(char, skills) + msg = "不支持的角色" + raise ValueError(msg) diff --git a/starrail_damage_cal/damage/AvatarDamage/__init__.py b/starrail_damage_cal/damage/AvatarDamage/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/damage/Base/AvatarBase.py b/starrail_damage_cal/damage/Base/AvatarBase.py new file mode 100644 index 0000000..048349b --- /dev/null +++ b/starrail_damage_cal/damage/Base/AvatarBase.py @@ -0,0 +1,168 @@ +import json +from abc import abstractmethod +from pathlib import Path +from typing import List, Tuple, Union + +import msgspec +from msgspec import Struct + +from starrail_damage_cal.damage.Base.model import ( + DamageInstanceAvatar, + DamageInstanceSkill, +) +from starrail_damage_cal.damage.Base.SkillBase import BaseSkills +from starrail_damage_cal.excel.model import AvatarPromotionConfig + +path = Path(__file__).parent.parent +with Path.open(path / "Excel" / "SkillData.json", encoding="utf-8") as f: + skill_dict = json.load(f) + + +class BaseAvatarAttribute(Struct): + attack: float + defence: float + hp: float + speed: float + CriticalChanceBase: float + CriticalDamageBase: float + BaseAggro: float + + def items(self) -> List[Tuple[str, float]]: + return [ + ("attack", self.attack), + ("defence", self.defence), + ("hp", self.hp), + ("speed", self.speed), + ("CriticalChanceBase", self.CriticalChanceBase), + ("CriticalDamageBase", self.CriticalDamageBase), + ("BaseAggro", self.BaseAggro), + ] + + +class BaseAvatarBuff: + @classmethod + def create(cls, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + cls.extra_ability_id = [] + if char.extra_ability: + for extra_ability in char.extra_ability: + cls.extra_ability_id.append(extra_ability["extraAbilityId"]) + return cls + + @abstractmethod + async def Technique(self): + ... + + @abstractmethod + async def eidolons(self): + ... + + @abstractmethod + async def extra_ability(self): + ... + + +class BaseAvatarinfo: + def __init__(self, char: DamageInstanceAvatar): + self.avatar_id = char.id_ + self.avatar_level = char.level + self.avatar_rank = char.rank + self.avatar_element = char.element + self.avatar_promotion = char.promotion + self.avatar_attribute_bonus = char.attribute_bonus + self.avatar_extra_ability = char.extra_ability + self.avatar_attribute = self.get_attribute() + + def get_attribute(self): + promotion = AvatarPromotionConfig.Avatar[str(self.avatar_id)][ + str(self.avatar_promotion) + ] + + return BaseAvatarAttribute( + # 攻击力 + attack=( + promotion.AttackBase.Value + + promotion.AttackAdd.Value * (self.avatar_level - 1) + ), + # 防御力 + defence=( + promotion.DefenceBase.Value + + promotion.DefenceAdd.Value * (self.avatar_level - 1) + ), + # 血量 + hp=( + promotion.HPBase.Value + promotion.HPAdd.Value * (self.avatar_level - 1) + ), + # 速度 + speed=promotion.SpeedBase.Value, + # 暴击率 + CriticalChanceBase=promotion.CriticalChance.Value, + # 暴击伤害 + CriticalDamageBase=promotion.CriticalDamage.Value, + # 嘲讽 + BaseAggro=promotion.BaseAggro.Value, + ) + + def Ultra_Use(self): + skill_info = skill_dict[str(self.avatar_id)]["Ultra_Use"][0] + return msgspec.convert(skill_info, type=float) + + +class BaseAvatar: + def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + self.Skill = BaseSkills.create(char=char, skills=skills) + self.Buff = BaseAvatarBuff.create(char=char, skills=skills) + self.avatar_id = char.id_ + self.avatar_level = char.level + self.avatar_rank = char.rank + self.avatar_element = char.element + self.avatar_promotion = char.promotion + self.avatar_attribute_bonus = char.attribute_bonus + self.avatar_extra_ability = char.extra_ability + self.avatar_attribute = self.get_attribute() + + def get_attribute(self): + promotion = AvatarPromotionConfig.Avatar[str(self.avatar_id)][ + str(self.avatar_promotion) + ] + + return BaseAvatarAttribute( + # 攻击力 + attack=( + promotion.AttackBase.Value + + promotion.AttackAdd.Value * (self.avatar_level - 1) + ), + # 防御力 + defence=( + promotion.DefenceBase.Value + + promotion.DefenceAdd.Value * (self.avatar_level - 1) + ), + # 血量 + hp=( + promotion.HPBase.Value + promotion.HPAdd.Value * (self.avatar_level - 1) + ), + # 速度 + speed=promotion.SpeedBase.Value, + # 暴击率 + CriticalChanceBase=promotion.CriticalChance.Value, + # 暴击伤害 + CriticalDamageBase=promotion.CriticalDamage.Value, + # 嘲讽 + BaseAggro=promotion.BaseAggro.Value, + ) + + def Skill_Info(self, skill_type: str): + skill_info = skill_dict[str(self.avatar_id)]["skillList"][skill_type] + return msgspec.convert(skill_info, type=List[Union[str, int]]) + + def Skill_num(self, skill: Union[str, int], skill_type: str): + skill_level = 0 + if skill == "Normal": + skill_level = self.Skill.Normal_.level - 1 + if skill == "BPSkill": + skill_level = self.Skill.BPSkill_.level - 1 + if skill == "Ultra": + skill_level = self.Skill.Ultra_.level - 1 + if skill == "Talent": + skill_level = self.Skill.Talent_.level - 1 + skill_info = skill_dict[str(self.avatar_id)][skill_type][skill_level] + return msgspec.convert(skill_info, type=float) diff --git a/starrail_damage_cal/damage/Base/RelicBase.py b/starrail_damage_cal/damage/Base/RelicBase.py new file mode 100644 index 0000000..017aa60 --- /dev/null +++ b/starrail_damage_cal/damage/Base/RelicBase.py @@ -0,0 +1,93 @@ +from abc import abstractmethod +from typing import Dict + +from starrail_damage_cal.damage.Base.model import DamageInstanceRelic +from starrail_damage_cal.logger import logger +from starrail_damage_cal.map.model.RelicSetSkill import RelicSetStatusAdd +from starrail_damage_cal.map.SR_MAP_PATH import RelicSetSkill + + +class SingleRelic: + def __init__(self, relic: DamageInstanceRelic): + self.raw_relic = relic + self.relic_id = relic.relicId + self.set_id = relic.SetId + self.relic_type = relic.Type + self.relic_level = relic.Level + self.relic_attribute_bonus: Dict[str, float] = {} + + def get_attribute_(self): + # MainAffix + if self.raw_relic.MainAffix.Property in self.relic_attribute_bonus: + self.relic_attribute_bonus[ + self.raw_relic.MainAffix.Property + ] += self.raw_relic.MainAffix.Value + else: + self.relic_attribute_bonus[ + self.raw_relic.MainAffix.Property + ] = self.raw_relic.MainAffix.Value + + # SubAffix + if self.raw_relic.SubAffixList: + for sub_affix in self.raw_relic.SubAffixList: + sub_affix_property = sub_affix.Property + value = sub_affix.Value + if sub_affix_property in self.relic_attribute_bonus: + self.relic_attribute_bonus[sub_affix_property] += value + else: + self.relic_attribute_bonus[sub_affix_property] = value + + +class BaseRelicSetSkill: + setId: int + pieces2: bool = False + pieces4: bool = False + + def __init__(self, set_id: int, count: int): + self.setId = set_id + if count >= 2: + self.pieces2 = True + logger.info(f"Relic {set_id} 2 pieces set activated") + if count == 4: + self.pieces4 = True + logger.info(f"Relic {set_id} 4 pieces set activated") + self.relicSetAttribute = self.set_skill_property_ability() + + @abstractmethod + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + ... + + @abstractmethod + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """战斗加成属性, 与 set_skill_property() 互斥""" + ... + + def set_skill_property_ability(self): + def add_relic_set_attribute(status_add: RelicSetStatusAdd): + set_property = status_add.Property + set_value = status_add.Value + if set_property != "": + relic_set_attribute[set_property] = ( + relic_set_attribute.get(set_property, 0) + set_value + ) + + relic_set_attribute: Dict[str, float] = {} + if self.pieces2: + status_add = RelicSetSkill.RelicSet[str(self.setId)]["2"] + if status_add: + add_relic_set_attribute(status_add) + + if self.pieces4: + status_add = RelicSetSkill.RelicSet[str(self.setId)]["4"] + if status_add: + add_relic_set_attribute(status_add) + + return relic_set_attribute diff --git a/starrail_damage_cal/damage/Base/SkillBase.py b/starrail_damage_cal/damage/Base/SkillBase.py new file mode 100644 index 0000000..864716d --- /dev/null +++ b/starrail_damage_cal/damage/Base/SkillBase.py @@ -0,0 +1,45 @@ +import json +from pathlib import Path +from typing import List + +from starrail_damage_cal.damage.Base.model import ( + DamageInstanceAvatar, + DamageInstanceSkill, +) + +path = Path(__file__).parent.parent +with Path.open(path / "Excel" / "SkillData.json", encoding="utf-8") as f: + skill_dict = json.load(f) + + +skill_types = { + "Normal": "Normal_", + "BPSkill": "BPSkill_", + "Ultra": "Ultra_", + "Maze": "Maze_", + "": "Talent_", +} + + +class SingleSkill: + def __init__(self, skill: DamageInstanceSkill): + self.id = skill.skillId + self.level = skill.skillLevel + + +class BaseSkills: + Normal_: SingleSkill + BPSkill_: SingleSkill + Ultra_: SingleSkill + Maze_: SingleSkill + Talent_: SingleSkill + + @classmethod + def create(cls, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]): + for skill in skills: + skill_attack_type = skill.skillAttackType + if skill_attack_type not in skill_types: + msg = f"Unknown skillAttackType: {skill_attack_type}" + raise ValueError(msg) + setattr(cls, skill_types[skill_attack_type], SingleSkill(skill)) + return cls diff --git a/starrail_damage_cal/damage/Base/WeaponBase.py b/starrail_damage_cal/damage/Base/WeaponBase.py new file mode 100644 index 0000000..02604f4 --- /dev/null +++ b/starrail_damage_cal/damage/Base/WeaponBase.py @@ -0,0 +1,74 @@ +from abc import abstractmethod +from typing import Dict, List, Tuple + +from msgspec import Struct + +from starrail_damage_cal.damage.Base.model import DamageInstanceWeapon +from starrail_damage_cal.excel.model import EquipmentPromotionConfig +from starrail_damage_cal.map.SR_MAP_PATH import EquipmentID2AbilityProperty + + +class BaseWeaponAttribute(Struct): + hp: float + attack: float + defence: float + + def items(self) -> List[Tuple[str, float]]: + return [ + ("hp", self.hp), + ("attack", self.attack), + ("defence", self.defence), + ] + + +class BaseWeapon: + def __init__(self, weapon: DamageInstanceWeapon): + self.weapon_id = weapon.id_ + self.weapon_level = weapon.level + self.weapon_rank = weapon.rank + self.weapon_promotion = weapon.promotion + self.weapon_base_attribute = self.get_attribute() + self.weapon_attribute: Dict[str, float] = {} + self.get_attribute() + self.weapon_property_ability() + + @abstractmethod + async def weapon_ability(self, base_attr: Dict, attribute_bonus: Dict): + """战斗加成属性, 与 weapon_property_ability() 互斥""" + ... + + def weapon_property_ability(self): + """面板加成属性, 与 weapon_ability() 互斥""" + ability_property = EquipmentID2AbilityProperty[str(self.weapon_id)] + equip_ability_property = ability_property[str(self.weapon_rank)] + for equip_ability in equip_ability_property: + property_type = equip_ability["PropertyType"] + value = equip_ability["Value"]["Value"] + if property_type in self.weapon_attribute: + self.weapon_attribute[property_type] += value + else: + self.weapon_attribute[property_type] = value + + @abstractmethod + async def check(self): + ... + + def get_attribute(self): + promotion = EquipmentPromotionConfig.Equipment[str(self.weapon_id)][ + str(self.weapon_promotion) + ] + + return BaseWeaponAttribute( + hp=( + promotion.BaseHP.Value + + promotion.BaseHPAdd.Value * (self.weapon_level - 1) + ), + attack=( + promotion.BaseAttack.Value + + promotion.BaseAttackAdd.Value * (self.weapon_level - 1) + ), + defence=( + promotion.BaseDefence.Value + + promotion.BaseDefenceAdd.Value * (self.weapon_level - 1) + ), + ) diff --git a/starrail_damage_cal/damage/Base/__init__.py b/starrail_damage_cal/damage/Base/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/damage/Base/model.py b/starrail_damage_cal/damage/Base/model.py new file mode 100644 index 0000000..52948a8 --- /dev/null +++ b/starrail_damage_cal/damage/Base/model.py @@ -0,0 +1,104 @@ +from typing import List, Union + +import msgspec +from msgspec import Struct, field + + +class DamageInstanceSkill(Struct): + skillId: int + skillName: str + skillEffect: str + skillAttackType: str + skillLevel: int + + +class DamageInstanceRelicSubAffix(Struct): + SubAffixID: int + Property: str + Name: str + Cnt: int + Step: int + Value: float + + +class DamageInstanceRelicMainAffix(Struct): + AffixID: int + Property: str + Name: str + Value: float + + +class DamageInstanceRelic(Struct): + relicId: int + relicName: str + SetId: int + SetName: str + Type: int + MainAffix: DamageInstanceRelicMainAffix + SubAffixList: Union[List[DamageInstanceRelicSubAffix], None] + Level: int = 0 + + +class DamageInstanceWeapon(Struct): + id_: str = field(name="id") + level: int + rank: int + promotion: int + + +class AttributeBounsStatusAdd(Struct): + property_: str = field(name="property") + name: str + value: float + + +class DamageInstanceAvatarAttributeBouns(Struct): + attributeBonusId: int + attributeBonusLevel: int + statusAdd: AttributeBounsStatusAdd + + +class DamageInstanceAvatar(Struct): + id_: str = field(name="id") + level: int + rank: int + element: str + promotion: int + attribute_bonus: Union[List[DamageInstanceAvatarAttributeBouns], None] + extra_ability: Union[List, None] + + +class DamageInstance: + avatar: DamageInstanceAvatar + weapon: DamageInstanceWeapon + relic: List[DamageInstanceRelic] + skill: List[DamageInstanceSkill] + + def __init__(self, char): + self.avatar = DamageInstanceAvatar( + id_=char.char_id, + level=char.char_level, + rank=char.char_rank, + element=char.char_element, + promotion=char.char_promotion, + attribute_bonus=msgspec.convert( + char.attribute_bonus, + Union[List[DamageInstanceAvatarAttributeBouns], None], + ), + extra_ability=msgspec.convert( + char.extra_ability, + Union[List, None], + ), + ) + self.weapon = DamageInstanceWeapon( + id_=char.equipment["equipmentID"], + level=char.equipment["equipmentLevel"], + rank=char.equipment["equipmentRank"], + promotion=char.equipment["equipmentPromotion"], + ) + self.relic = [] + for relic in char.char_relic: + self.relic.append(msgspec.convert(relic, DamageInstanceRelic)) + self.skill = [] + for skill in char.char_skill: + self.skill.append(msgspec.convert(skill, DamageInstanceSkill)) diff --git a/starrail_damage_cal/damage/Excel/SkillData.json b/starrail_damage_cal/damage/Excel/SkillData.json new file mode 100644 index 0000000..aec7f59 --- /dev/null +++ b/starrail_damage_cal/damage/Excel/SkillData.json @@ -0,0 +1,1091 @@ +{ + "1102": { + "Normal": [ + 0.5000000004656613, 0.6000000005587935, 0.7000000006519258, + 0.8000000007450581, 0.9000000008381903, 1.0000000000931323, + 1.1000000001862645, 1.2000000002793968 + ], + "BPSkill": [ + 1.1000000000931323, 1.2100000001955777, 1.3200000002980232, + 1.4300000004004687, 1.5400000005029142, 1.6500000006053597, + 1.7875000005587935, 1.9250000005122274, 2.0625000002328306, + 2.2000000001862645, 2.31000000028871, 2.4200000003911555, + 2.530000000493601, 2.6400000005960464, 2.750000000698492 + ], + "Ultra": [ + 2.5500000005122274, 2.7200000006705523, 2.890000000828877, + 3.0600000000558794, 3.230000000214204, 3.400000000372529, + 3.612500000745058, 3.825000000419095, 4.037499999860302, + 4.250000000232831, 4.4200000003911555, 4.59000000054948, + 4.760000000707805, 4.93000000086613, 5.100000000093132 + ], + "Talent": [ + 0.40000000037252903, 0.44000000040978193, 0.48000000044703484, + 0.5200000004842877, 0.5600000005215406, 0.6000000005587935, + 0.6500000006053597, 0.7000000006519258, 0.7500000006984919, + 0.8000000007450581, 0.840000000782311, 0.8800000008195639, + 0.9200000008568168, 0.9600000008940697, 1 + ], + "Maze": [20], + "Ultra_Use": [120] + }, + "1204": { + "Normal": [ + 0.5000000004656613, 0.6000000005587935, 0.7000000006519258, + 0.8000000007450581, 0.9000000008381903, 1.0000000000931323, + 1.1000000001862645, 1.2000000002793968 + ], + "BPSkill": [ + 0.5000000004656613, 0.5500000004656613, 0.6000000005587935, + 0.6500000005587935, 0.7000000006519258, 0.7500000006519258, + 0.8000000007450581, 0.8500000007450581, 0.9000000008381903, + 0.9500000008381903, 1.0000000000931323, 1.0500000000931323, + 1.1000000001862645, 1.1500000001862645, 1.2000000002793968, + 1.2500000002793968 + ], + "Ultra": [ + 1.2000000002793968, 1.2800000002793968, 1.3600000002793968, + 1.4400000002793968, 1.5200000002793968, 1.6000000002793968, + 1.6800000002793968, 1.7600000002793968, 1.8400000002793968, + 1.9200000002793968, 2.0000000002793968, 2.0800000002793968, + 2.1600000002793968, 2.2400000002793968, 2.3200000002793968, + 2.4000000002793968 + ], + "Talent": [ + 3.300000000372529, 3.63000000372529, 3.960000000372529, 4.290000000372529, + 4.620000000372529, 4.495000000372529, 5.363000000372529, + 5.775000000372529, 6.188000000372529, 6.600000000372529, + 6.930000000372529, 7.260000000372529, 7.590000000372529, + 7.920000000372529, 8.250000000372529 + ], + "Maze": [20], + "Ultra_Use": [130] + }, + "1107": { + "Normal": [ + 0.5000000004656613, 0.6000000005587935, 0.7000000006519258, + 0.8000000007450581, 0.9000000008381903, 1.0000000000931323, + 1.1000000001862645, 1.2000000002793968 + ], + "BPSkill": [ + 0.6000000004656613, 0.6600000004656613, 0.7200000005587935, + 0.7800000005587935, 0.8400000006519258, 0.9000000006519258, + 0.9600000007450581, 1.0200000007450581, 1.0800000008381903, + 1.1400000008381903, 1.2000000000931323, 1.2600000000931323, + 1.3200000001862645, 1.3800000001862645, 1.4400000002793968, + 1.5000000002793968 + ], + "Talent1": [ + 0.9600000002793968, 1.0240000002793968, 1.0880000002793968, + 1.1520000002793968, 1.2160000002793968, 1.2800000002793968, + 1.3600000002793968, 1.4400000002793968, 1.5200000002793968, + 1.6000000002793968, 1.6640000002793968, 1.7280000002793968, + 1.7920000002793968, 1.1850000002793968, 1.9200000002793968 + ], + "Talent": [ + 0.800000000372529, 0.880000000372529, 0.960000000372529, + 1.040000000372529, 1.120000000372529, 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5.0000000000931323, + 5.5000000001862645, 6.0000000002793968, 6.5000000002793968 + ], + "BPSkill": [ + 0.0600000004656613, 0.0660000004656613, 0.0720000005587935, + 0.0780000005587935, 0.0840000006519258, 0.0900000006519258, + 0.0975000007450581, 0.1050000007450581, 0.1125000008381903, + 0.1200000008381903, 0.1260000000931323, 0.1320000000931323, + 0.1380000001862645, 0.1440000001862645, 0.1500000002793968, + 0.1560000002793968 + ], + "Ultra": [ + 1.8000000002793968, 1.9200000002793968, 2.0400000002793968, + 2.1600000002793968, 2.2800000002793968, 2.4000000002793968, + 2.5500000002793968, 2.7000000002793968, 2.8500000002793968, + 3.0000000002793968, 3.1200000002793968, 3.2400000002793968, + 3.3600000002793968, 3.4800000002793968, 3.6000000002793968 + ], + "Talent": [ + 0.050000000372529, 0.055000000372529, 0.060000000372529, + 0.065000000372529, 0.070000000372529, 0.075000000372529, + 0.081300000372529, 0.087500000372529, 0.093800000372529, + 0.100000000372529, 0.105000000372529, 0.110000000372529, + 0.115000000372529, 0.120000000372529, 0.125000000372529 + ], + "Maze": [20], + "Ultra_Use": [140] + }, + "1006": { + "Normal": [ + 0.5000000004656613, 0.6000000005587935, 0.7000000006519258, + 0.8000000007450581, 0.9000000008381903, 1.0000000000931323, + 1.1000000001862645, 1.2000000002793968 + ], + "BPSkill": [ + 0.9800000004656613, 1.0790000004656613, 1.1760000005587935, + 1.2740000005587935, 1.3720000006519258, 1.4700000006519258, + 1.5925000007450581, 1.7150000007450581, 1.8375000008381903, + 1.9600000008381903, 2.0580000000931323, 2.1560000000931323, + 2.2540000001862645, 2.3520000001862645, 2.4500000002793968 + ], + "BPSkill_D": [ + 0.075000000372529, 0.077500000372529, 0.080000000372529, + 0.082500000372529, 0.085000000372529, 0.087500000372529, + 0.090600000372529, 0.093800000372529, 0.096900000372529, + 0.100000000372529, 0.102500000372529, 0.105000000372529, + 0.107500000372529, 0.110000000372529, 0.112500000372529 + ], + "Ultra": [ + 2.280000000372529, 2.432000000372529, 2.584000000372529, + 2.736000000372529, 2.888000000372529, 3.040000000372529, + 3.230000000372529, 3.420000000372529, 3.610000000372529, + 3.800000000372529, 3.952000000372529, 4.104000000372529, + 4.256000000372529, 4.408000000372529, 4.560000000372529 + ], + "Ultra_D": [ + 0.360000000372529, 0.369000000372529, 0.378000000372529, + 0.387000000372529, 0.396000000372529, 0.405000000372529, + 0.416300000372529, 0.427500000372529, 0.438800000372529, + 0.450000000372529, 0.459000000372529, 0.468000000372529, + 0.477000000372529, 0.486000000372529, 0.495000000372529 + ], + "Talent": [ + 0.040000000372529, 0.044000000372529, 0.048000000372529, + 0.052000000372529, 0.056000000372529, 0.040000000372529, + 0.060000000372529, 0.065000000372529, 0.070000000372529, + 0.075000000372529, 0.080000000372529, 0.084000000372529, + 0.088000000372529, 0.096000000372529, 0.100000000372529 + ], + "Maze": [20], + "Ultra_Use": [110] + }, + "1005": { + "Normal": [ + 0.5000000004656613, 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0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "23007": { + "Param": { + "DmgRatio": [ + 0.12000000022351742, 0.1400000002793968, 0.1600000003352761, + 0.1800000003911555, 0.20000000044703484 + ], + "CriticalChance": [ + 0.12000000022351742, 0.1400000002793968, 0.1600000003352761, + 0.1800000003911555, 0.20000000044703484 + ] + } + }, + "23006": { + "Param": { + "SpeedAddedRatio": [ + 0.04800000022351742, 0.0560000002793968, 0.0640000003352761, + 0.0720000003911555, 0.0800000044703484 + ], + "AllDamageAddedRatio": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "21020": { + "Param": { + "AttackAddedRatio": [ + 0.16000000022351742, 0.2050000002793968, 0.2400000003352761, + 0.2850000003911555, 0.32000000044703484 + ], + "CriticalDamageBase": [ + 0.24000000022351742, 0.3000000002793968, 0.3600000003352761, + 0.4200000003911555, 0.48000000044703484 + ] + } + }, + "23015": { + "Param": { + "AttackAddedRatio": [ + 0.18000000022351742, 0.2150000002793968, 0.2400000003352761, + 0.2750000003911555, 0.30000000044703484 + ], + "CriticalChance": [ + 0.18000000022351742, 0.2100000002793968, 0.2400000003352761, + 0.2700000003911555, 0.30000000044703484 + ] + } + }, + "20016": { + "Param": { + "CriticalChance": [ + 0.12000000022351742, 0.1500000002793968, 0.1800000003352761, + 0.2100000003911555, 0.24000000044703484 + ] + } + }, + "21005": { + "Param": { + "AttackAddedRatio": [ + 0.12000000022351742, 0.1500000002793968, 0.1800000003352761, + 0.2100000003911555, 0.24000000044703484 + ] + } + }, + "21019": { + "Param": { + "AttackAddedRatio": [ + 0.16000000022351742, 0.200000002793968, 0.2400000003352761, + 0.2850000003911555, 0.32000000044703484 + ], + "CriticalChance": [ + 0.12000000022351742, 0.1500000002793968, 0.1800000003352761, + 0.2100000003911555, 0.24000000044703484 + ] + } + }, + "23009": { + "Param": { + "CriticalChance": [ + 0.18000000022351742, 0.2100000002793968, 0.2400000003352761, + 0.2700000003911555, 0.30000000044703484 + ], + "HPAddedRatio": [ + 0.18000000022351742, 0.2100000002793968, 0.2400000003352761, + 0.2700000003911555, 0.30000000044703484 + ], + "AllDamageAddedRatio": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "21008": { + "Param": { + "DOTDmgAdd": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "22001": { + "Param": { + "HealRatioBase": [0.16, 0.19, 0.22, 0.25, 0.28] + } + }, + "21034": { + "Param": { + "AllDamageAddedRatio": [ + 0.0020000022351742, 0.0025000002793968, 0.0030000003352761, + 0.0035000003911555, 0.0040000044703484 + ] + } + }, + "20009": { + "Param": { + "AllDamageAddedRatio": [ + 0.2000000000745058, 0.25000000009313226, 0.30000000011175871, + 0.35000000013038516, 0.4100000001490116 + ] + } + }, + "23008": { + "Param": { + "speed": [ + 12, 14, 16, 18, 20 + ] + } + }, + "20019": { + "Param": { + "speed": [ + 12, 14, 16, 18, 20 + ] + } + }, + "23017": { + "Param": { + "AttackAddedRatio": [ + 0.02399999974295497, 0.027999999467283487, 0.031999999890103936, + 0.035999999614432454, 0.0400000000372529 + ] + } + }, + "21000": { + "Param": { + "Ultra_HealRatioBase": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ] + } + }, + "21014": { + "Param": { + "StatusResistance": [ + 0.33000000030733645, 0.3600000003352761, 0.3900000003632158, + 0.4200000003911555, 0.45000000041909516 + ], + "HealRatioBase": [ + 0.1500000001396984, 0.18000000016763806, 0.21000000019557774, + 0.24000000022351742, 0.2700000002514571 + ] + } + }, + "21032": { + "Param": { + "AttackAddedRatio": [ + 0.10000000009313226, 0.12499999976716936, 0.1500000001396984, + 0.17499999981373549, 0.20000000018626451 + ], + "CriticalDamage": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ] + } + }, + "20005": { + "Param": { + "AttackAddedRatio": [ + 0.0800000000745058, 0.09000000008381903, 0.10000000009313226, + 0.11000000010244548, 0.12000000011175871 + ] + } + }, + "22001": { + "Param": { + "HealRatioBase": [ + 0.1600000001490116, 0.1900000001769513, 0.22000000020489097, + 0.25000000023283064, 0.2800000002607703 + ] + } + }, + "20001": { + "Param": { + "HealRatioBase": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ] + } + }, + "21011": { + "Param": { + "AllDamageAddedRatio": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ] + } + }, + "21010": { + "Param": { + "AllDamageAddedRatio": [ + 0.0800000000745058, 0.10000000009313226, 0.12000000011175871, + 0.14000000013038516, 0.1600000001490116 + ] + } + }, + "21033": { + "Param": { + "AllDamageAddedRatio": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ], + "AttackAddedRatio": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "23014": { + "Param": { + "AllDamageAddedRatio": [ + 0.1400000000745058, 0.16400000009313226, 0.19000000011175871, + 0.21400000013038516, 0.2400000001490116 + ], + "ResistancePenetration": [ + 0.1200000000745058, 0.14000000009313226, 0.16000000011175871, + 0.18000000013038516, 0.2000000001490116 + ] + } + }, + "23002": { + "Param": { + "AllDamageAddedRatio": [ + 0.2400000000745058, 0.28000000009313226, 0.32000000011175871, + 0.36000000013038516, 0.4000000001490116 + ] + } + }, + "21026": { + "Param": { + "AllDamageAddedRatio": [ + 0.16000000011175871, 0.2000000001396984, 0.24000000016763806, + 0.28000000019557774, 0.32000000022351742 + ], + "AttackAddedRatio": [ + 0.1000000000745058, 0.12500000009313226, 0.15000000011175871, + 0.17500000013038516, 0.2000000001490116 + ] + } + }, + "24000": { + "Param": { + "AllDamageAddedRatio": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ], + "AttackAddedRatio": [ + 0.0800000000745058, 0.10000000009313226, 0.12000000011175871, + 0.14000000013038516, 0.1600000001490116 + ] + } + }, + "21027": { + "Param": { + "AllDamageAddedRatio": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ], + "AttackAddedRatio": [ + 0.04000000011175871, 0.0500000001396984, 0.06000000016763806, + 0.07000000019557774, 0.08000000022351742 + ] + } + }, + "23012": { + "Param": { + "CriticalChance": [ + 0.36000000011175871, 0.4200000001396984, 0.48000000016763806, + 0.54000000019557774, 0.60000000022351742 + ] + } + }, + "23016": { + "Param": { + "CriticalDamageBase": [ + 0.12000000011175871, 0.14000000013038516, 0.1600000001490116, + 0.18000000016763806, 0.20000000018626451 + ], + "TalentDmgAdd": [ + 0.30000000011175871, 0.3500000001396984, 0.40000000016763806, + 0.45000000019557774, 0.50000000022351742 + ] + } + }, + "21031": { + "enable": false + }, + "20000": { + "Param": { + "CriticalChance": [ + 0.12000000011175871, 0.1500000001396984, 0.18000000016763806, + 0.21000000019557774, 0.24000000022351742 + ] + } + } +} diff --git a/starrail_damage_cal/damage/Relic/Relic.py b/starrail_damage_cal/damage/Relic/Relic.py new file mode 100644 index 0000000..b1a9510 --- /dev/null +++ b/starrail_damage_cal/damage/Relic/Relic.py @@ -0,0 +1,790 @@ +from collections import Counter +from typing import Dict, List, Union + +from starrail_damage_cal.damage.Base.model import DamageInstanceRelic +from starrail_damage_cal.damage.Base.RelicBase import BaseRelicSetSkill, SingleRelic +from starrail_damage_cal.damage.utils import merge_attribute +from starrail_damage_cal.logger import logger + + +class Relic101(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """在战斗开始时""" + logger.info("Relic101 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + pass + return attribute_bonus + + +class Relic102(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """无""" + logger.info("Relic102 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + a_dmg = attribute_bonus.get("NormalDmgAdd", 0) + attribute_bonus["NormalDmgAdd"] = a_dmg + 0.10000000018626451 + return attribute_bonus + + +class Relic103(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """战斗中生效:装备者提供的护盾量提高.""" + logger.info("Relic103 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + shield_added_ratio = attribute_bonus.get("shield_added_ratio", 0) + attribute_bonus["shield_added_ratio"] = ( + shield_added_ratio + 0.20000000018626451 + ) + return attribute_bonus + + +class Relic104(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者施放终结技.""" + logger.info("Relic104 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + critical_damage_base = attribute_bonus.get("CriticalDamageBase", 0) + attribute_bonus["CriticalDamageBase"] = ( + critical_damage_base + 0.25000000023283064 + ) + return attribute_bonus + + +class Relic105(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """施放攻击或受到攻击时, 默认叠满.""" + logger.info("Relic105 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + 0.05000000004656613 * 5 + ) + return attribute_bonus + + +class Relic106(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """无.""" + logger.info("Relic106 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + pass + return attribute_bonus + + +class Relic107(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """TODO: 检查是否是火属性伤害.""" + logger.info("Relic107 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4: + e_dmg = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = e_dmg + 0.12000000011175871 + if self.pieces4 and await self.check(base_attr, attribute_bonus): + fire_added_ratio = attribute_bonus.get("FireAddedRatio", 0) + attribute_bonus["FireAddedRatio"] = fire_added_ratio + 0.12000000011175871 + return attribute_bonus + + +class Relic108(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者对敌方目标造成伤害 + 目标拥有量子属性弱点 + """ + logger.info("Relic108 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info(attribute_bonus) + ignore_defence = attribute_bonus.get("ignore_defence", 0) + attribute_bonus["ignore_defence"] = ignore_defence + 0.10000000009313226 * 2 + return attribute_bonus + + +class Relic109(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """TODO: 检查是否释放战技""" + logger.info("Relic109 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info(attribute_bonus) + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + 0.20000000018626451 + ) + return attribute_bonus + + +class Relic110(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者施放终结技""" + logger.info("Relic110 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info("ModifyActionDelay") + return attribute_bonus + + +class Relic111(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + self._count = count + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者击破敌方目标弱点""" + logger.info("Relic111 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info("ModifySPNew") + return attribute_bonus + + +class Relic112(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + self._count = count + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者对陷入负面效果的敌方目标造成伤害 + 对陷入禁锢状态的敌方目标造成伤害 + """ + logger.info("Relic111 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info("对陷入负面效果的敌方目标造成伤害") + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + 0.10000000009313226 + ) + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info("对陷入禁锢状态的敌方目标造成伤害") + critical_damage_base = attribute_bonus.get("CriticalDamageBase", 0) + attribute_bonus["CriticalDamageBase"] = ( + critical_damage_base + 0.20000000018626451 + ) + return attribute_bonus + + +class Relic113(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + self._count = count + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """当装备者受到攻击或被我方目标消耗生命值后, 暴击率提高8%, 持续2回合, 该效果最多叠加2层。""" + logger.info("Relic113 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + logger.info("当装备者受到攻击或被我方目标消耗生命值后") + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + 0.08000000009313226 * 2 + ) + return attribute_bonus + + +class Relic114(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + self._count = count + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """当装备者对我方目标施放终结技时, 我方全体速度提高12%, 持续1回合, 该效果无法叠加。""" + logger.info("Relic114 check success") + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces4 and await self.check(base_attr, attribute_bonus): + speed_added_ratio = attribute_bonus.get("SpeedAddedRatio", 0) + attribute_bonus["SpeedAddedRatio"] = speed_added_ratio + 0.12000000011175871 + return attribute_bonus + + +class Relic301(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者的速度大于等于120""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["speed"] >= 120: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + 0.12000000011175871 + ) + return attribute_bonus + + +class Relic302(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者的速度大于等于120""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["speed"] >= 120: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + 0.0800000000745058 + ) + return attribute_bonus + + +class Relic303(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # 提高装备者等同于当前效果命中25%的攻击力,最多提高25% + return True + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + merged_attr = await merge_attribute(base_attr, attribute_bonus) + status_probability = merged_attr.get("StatusProbabilityBase", 0) + # 提高装备者等同于当前效果命中25%的攻击力,最多提高25% + attribute_bonus["AttackAddedRatio"] = attack_added_ratio + min( + 0.25000000023283064, + status_probability / 0.25, + ) + return attribute_bonus + + +class Relic304(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """备者的效果命中大于等于50%""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["StatusResistanceBase"] >= 0.5000000004656613: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + defence_added_ratio = attribute_bonus.get("DefenceAddedRatio", 0) + attribute_bonus["DefenceAddedRatio"] = ( + defence_added_ratio + 0.1500000001396984 + ) + return attribute_bonus + + +class Relic305(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者的暴击伤害大于等于120%""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["CriticalDamageBase"] >= 1.2000000001862645: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + 0.6000000005587935 + ) + return attribute_bonus + + +class Relic306(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者当前暴击率大于等于50%""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["CriticalChanceBase"] >= 0.5: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + q_dmg = attribute_bonus.get("UltraDmgAdd", 0) + attribute_bonus["UltraDmgAdd"] = q_dmg + 0.1500000001396984 + a3_dmg = attribute_bonus.get("TalentDmgAdd", 0) + attribute_bonus["TalentDmgAdd"] = a3_dmg + 0.1500000001396984 + return attribute_bonus + + +class Relic307(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者的速度大于等于145""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["speed"] >= 145: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + break_damage_added_ratio_base = attribute_bonus.get( + "BreakDamageAddedRatioBase", + 0, + ) + attribute_bonus["BreakDamageAddedRatioBase"] = ( + break_damage_added_ratio_base + 0.20000000018626451 + ) + return attribute_bonus + + +class Relic308(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """装备者的速度大于等于120""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["speed"] >= 120: + logger.info("Relic306 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + logger.info("ModifyActionDelay") + return attribute_bonus + + +class Relic309(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """当装备者的当前暴击率大于等于70%时, 普攻和战技造成的伤害提高20%。""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["CriticalChanceBase"] >= 0.7: + logger.info("Relic309 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + a_dmg = attribute_bonus.get("NormalDmgAdd", 0) + attribute_bonus["NormalDmgAdd"] = a_dmg + 0.20000000018626451 + a2_dmg = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = a2_dmg + 0.20000000018626451 + return attribute_bonus + + +class Relic310(BaseRelicSetSkill): + def __init__(self, set_id: int, count: int): + super().__init__(set_id, count) + + async def check( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + """当装备者的效果抵抗大于等于30%时, 我方全体暴击伤害提高10%。""" + merged_attr = await merge_attribute(base_attr, attribute_bonus) + if merged_attr["StatusResistanceBase"] >= 0.3: + logger.info("Relic310 check success") + return True + return False + + async def set_skill_ability( + self, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if self.pieces2 and await self.check(base_attr, attribute_bonus): + critical_damage_base = attribute_bonus.get("CriticalDamageBase", 0) + attribute_bonus["CriticalDamageBase"] = ( + critical_damage_base + 0.10000000018626451 + ) + return attribute_bonus + + +class RelicSet: + HEAD: SingleRelic + HAND: SingleRelic + BODY: SingleRelic + FOOT: SingleRelic + NECK: SingleRelic + OBJECT: SingleRelic + Unknow: SingleRelic + + SetSkill: List[ + Union[ + Relic101, + Relic102, + Relic103, + Relic104, + Relic105, + Relic106, + Relic107, + Relic108, + Relic109, + Relic110, + Relic111, + Relic112, + Relic113, + Relic114, + Relic301, + Relic302, + Relic303, + Relic304, + Relic305, + Relic306, + Relic307, + Relic308, + Relic309, + Relic310, + ] + ] + + def create(self, relic_list: List[DamageInstanceRelic]): + set_id_list: List[int] = [] + for relic in relic_list: + set_id_list.append(relic.SetId) + + if relic.Type == 1: + self.HEAD = SingleRelic(relic) + elif relic.Type == 2: + self.HAND = SingleRelic(relic) + elif relic.Type == 3: + self.BODY = SingleRelic(relic) + elif relic.Type == 4: + self.FOOT = SingleRelic(relic) + elif relic.Type == 5: + self.NECK = SingleRelic(relic) + elif relic.Type == 6: + self.OBJECT = SingleRelic(relic) + else: + self.Unknow = SingleRelic(relic) + + self.set_id_counter = Counter(set_id_list).most_common() + self.check_set() + self.get_attribute() + return self + + def get_attribute(self): + for item in self.__dict__: + if type(self.__dict__[item]) == SingleRelic: + itme__: SingleRelic = self.__dict__[item] + itme__.get_attribute_() + + def check_set(self): + self.SetSkill = [] + for item in self.set_id_counter: + set_id = item[0] + count = item[1] + + if set_id == 101: + self.SetSkill.append(Relic101(set_id, count)) + elif set_id == 102: + self.SetSkill.append(Relic102(set_id, count)) + elif set_id == 103: + self.SetSkill.append(Relic103(set_id, count)) + elif set_id == 104: + self.SetSkill.append(Relic104(set_id, count)) + elif set_id == 105: + self.SetSkill.append(Relic105(set_id, count)) + elif set_id == 106: + self.SetSkill.append(Relic106(set_id, count)) + elif set_id == 107: + self.SetSkill.append(Relic107(set_id, count)) + elif set_id == 108: + self.SetSkill.append(Relic108(set_id, count)) + elif set_id == 109: + self.SetSkill.append(Relic109(set_id, count)) + elif set_id == 110: + self.SetSkill.append(Relic110(set_id, count)) + elif set_id == 111: + self.SetSkill.append(Relic111(set_id, count)) + elif set_id == 112: + self.SetSkill.append(Relic112(set_id, count)) + elif set_id == 113: + self.SetSkill.append(Relic113(set_id, count)) + elif set_id == 114: + self.SetSkill.append(Relic114(set_id, count)) + elif set_id == 301: + self.SetSkill.append(Relic301(set_id, count)) + elif set_id == 302: + self.SetSkill.append(Relic302(set_id, count)) + elif set_id == 303: + self.SetSkill.append(Relic303(set_id, count)) + elif set_id == 304: + self.SetSkill.append(Relic304(set_id, count)) + elif set_id == 305: + self.SetSkill.append(Relic305(set_id, count)) + elif set_id == 306: + self.SetSkill.append(Relic306(set_id, count)) + elif set_id == 307: + self.SetSkill.append(Relic307(set_id, count)) + elif set_id == 308: + self.SetSkill.append(Relic308(set_id, count)) + elif set_id == 309: + self.SetSkill.append(Relic309(set_id, count)) + elif set_id == 310: + self.SetSkill.append(Relic310(set_id, count)) + else: + msg = f"Unknow SetId: {set_id}" + raise ValueError(msg) diff --git a/starrail_damage_cal/damage/Relic/__init__.py b/starrail_damage_cal/damage/Relic/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/damage/Role.py b/starrail_damage_cal/damage/Role.py new file mode 100644 index 0000000..0f21a28 --- /dev/null +++ b/starrail_damage_cal/damage/Role.py @@ -0,0 +1,365 @@ +import copy +from typing import Dict + +from starrail_damage_cal.damage.utils import merge_attribute + + +async def calculate_heal( + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + skill_type: str, + skill_multiplier: float, + skill_num: float, + is_atk=0, +): + add_attr_bonus = copy.deepcopy(attribute_bonus) + merged_attr = await merge_attribute(base_attr, add_attr_bonus) + + hp = merged_attr.get("attack", 0) if is_atk == 1 else merged_attr.get("hp", 0) + + # 检查是否有治疗量加成 + heal_ratio_base = merged_attr.get("HealRatioBase", 0) + for attr in merged_attr: + if "_HealRatioBase" in attr and attr.split("_")[0] in (skill_type): + heal_ratio_base += merged_attr[attr] + heal_ratio = heal_ratio_base + 1 + + heal_num = (hp * skill_multiplier + skill_num) * heal_ratio + + return [heal_num] + + +async def calculate_shield( + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + skill_multiplier: float, + skill_num: float, + is_atk=0, +): + add_attr_bonus = copy.deepcopy(attribute_bonus) + merged_attr = await merge_attribute(base_attr, add_attr_bonus) + + if is_atk == 1: + defence = merged_attr.get("attack", 0) + else: + defence = merged_attr.get("defence", 0) + + # 检查是否有护盾加成 + shield_added_ratio = merged_attr.get("shield_added_ratio", 0) + shield_added = shield_added_ratio + 1 + + defence_num = (defence * skill_multiplier + skill_num) * shield_added + + return [defence_num] + + +async def calculate_damage( + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + skill_type: str, + add_skill_type: str, + element: str, + skill_multiplier: float, + level: int, + is_hp=0, +): + add_attr_bonus = copy.deepcopy(attribute_bonus) + + add_attr_bonus = apply_attribute_bonus(add_attr_bonus, skill_type, add_skill_type) + + merged_attr = await merge_attribute(base_attr, add_attr_bonus) + + if is_hp == 1: + attack = merged_attr.get("hp", 0) + elif is_hp == 2: + attack = merged_attr.get("defence", 0) + else: + attack = merged_attr.get("attack", 0) + + damage_reduction = calculate_damage_reduction(level) + + resistance_area = calculate_resistance_area( + merged_attr, + skill_type, + add_skill_type, + element, + ) + + defence_multiplier = calculate_defence_multiplier(level, merged_attr) + + injury_area, element_area = calculate_injury_area( + merged_attr, + skill_type, + add_skill_type, + element, + ) + + damage_ratio = calculate_damage_ratio(merged_attr, skill_type, add_skill_type) + + critical_damage = calculate_critical_damage(merged_attr, skill_type, add_skill_type) + + critical_chance = calculate_critical_chance(merged_attr, skill_type, add_skill_type) + + expected_damage = calculate_expected_damage(critical_chance, critical_damage) + + damage_cd = calculate_damage_cd( + attack, + skill_multiplier, + damage_ratio, + injury_area, + defence_multiplier, + resistance_area, + damage_reduction, + critical_damage, + ) + damage_qw = calculate_damage_qw( + attack, + skill_multiplier, + damage_ratio, + injury_area, + defence_multiplier, + resistance_area, + damage_reduction, + expected_damage, + ) + + damage_tz = calculate_damage_tz( + attack, + skill_multiplier, + damage_ratio, + injury_area, + defence_multiplier, + resistance_area, + damage_reduction, + critical_damage, + element, + element_area, + base_attr, + ) + + return [damage_cd, damage_qw, damage_tz] + + +def apply_attribute_bonus( + add_attr_bonus: Dict[str, float], + skill_type: str, + add_skill_type: str, +): + # Apply attribute bonuses to attack and status probability + for attr in add_attr_bonus: + if "AttackAddedRatio" in attr and attr.split("AttackAddedRatio")[0] in ( + skill_type, + add_skill_type, + ): + add_attr_bonus["AttackAddedRatio"] += add_attr_bonus[attr] + if "StatusProbabilityBase" in attr and attr.split("StatusProbabilityBase")[ + 0 + ] in (skill_type, add_skill_type): + add_attr_bonus["StatusProbabilityBase"] += add_attr_bonus[attr] + return add_attr_bonus + + +def calculate_damage_reduction(level: int): + enemy_damage_reduction = 0.1 + return 1 - enemy_damage_reduction + + +def calculate_resistance_area( + merged_attr: Dict[str, float], + skill_type: str, + add_skill_type: str, + element: str, +): + enemy_status_resistance = 0.0 + for attr in merged_attr: + if "ResistancePenetration" in attr: + # 检查是否有某一属性的抗性穿透 + attr_name = attr.split("ResistancePenetration")[0] + if attr_name in (element, "AllDamage"): + # logger.info(f'{attr_name}属性有{merged_attr[attr]}穿透加成') + enemy_status_resistance += merged_attr[attr] + # 检查是否有某一技能属性的抗性穿透 + if "_" in attr_name: + skill_name = attr_name.split("_")[0] + skillattr_name = attr_name.split("_")[1] + if skill_name == add_skill_type and skillattr_name in ( + element, + "AllDamage", + ): + enemy_status_resistance += merged_attr[attr] + # logger.info( + # f'{skill_name}对{skillattr_name}属性有{merged_attr[attr]}穿透加成' + # ) + return 1.0 - (0 - enemy_status_resistance) + + +def calculate_defence_multiplier( + level: int, + merged_attr: Dict[str, float], +): + ignore_defence = merged_attr.get("ignore_defence", 0.0) + enemy_defence = (level * 10 + 200) * (1 - ignore_defence) + return (level * 10 + 200) / (level * 10 + 200 + enemy_defence) + + +def calculate_injury_area( + merged_attr: Dict[str, float], + skill_type: str, + add_skill_type: str, + element: str, +): + injury_area = 0.0 + element_area = 0.0 + for attr in merged_attr: + attr_name = attr.split("AddedRatio")[0] + skill_name = attr.split("DmgAdd")[0] + if "DmgAdd" in attr and skill_name in ( + skill_type, + add_skill_type, + ): + # logger.info( + # f'{attr} 对 {skill_type} 有 {merged_attr[attr]} 伤害加成' + # ) + injury_area += merged_attr[attr] + + if "AddedRatio" in attr and attr_name in ( + element, + "AllDamage", + ): + # logger.info( + # f'{attr} 对 {element} 属性有 {merged_attr[attr]} 伤害加成' + # ) + if attr_name == element: + element_area += merged_attr[attr] + injury_area += merged_attr[attr] + return injury_area + 1, element_area + + +def calculate_damage_ratio( + merged_attr: Dict[str, float], + skill_type: str, + add_skill_type: str, +): + damage_ratio = merged_attr.get("DmgRatio", 0) + for attr in merged_attr: + if "_DmgRatio" in attr and attr.split("_")[0] in ( + skill_type, + add_skill_type, + ): + damage_ratio += merged_attr[attr] + return damage_ratio + 1 + + +def calculate_critical_damage( + merged_attr: Dict[str, float], + skill_type: str, + add_skill_type: str, +): + if skill_type == "DOT": + return 1.0 + critical_damage_base = merged_attr.get("CriticalDamageBase", 0) + for attr in merged_attr: + if "_CriticalDamageBase" in attr and attr.split("_")[0] in ( + skill_type, + add_skill_type, + ): + critical_damage_base += merged_attr[attr] + return critical_damage_base + 1 + + +def calculate_critical_chance( + merged_attr: Dict[str, float], + skill_type: str, + add_skill_type: str, +): + critical_chance_base = merged_attr["CriticalChanceBase"] + for attr in merged_attr: + if "_CriticalChance" in attr and attr.split("_")[0] in ( + skill_type, + add_skill_type, + ): + critical_chance_base += merged_attr[attr] + return min(1, critical_chance_base) + + +def calculate_expected_damage( + critical_chance_base: float, + critical_damage_base: float, +): + return critical_chance_base * (critical_damage_base - 1) + 1 + + +def calculate_damage_cd( + attack: float, + skill_multiplier: float, + damage_ratio: float, + injury_area: float, + defence_multiplier: float, + resistance_area: float, + damage_reduction: float, + critical_damage: float, +): + return ( + attack + * skill_multiplier + * damage_ratio + * injury_area + * defence_multiplier + * resistance_area + * damage_reduction + * critical_damage + ) + + +def calculate_damage_qw( + attack: float, + skill_multiplier: float, + damage_ratio: float, + injury_area: float, + defence_multiplier: float, + resistance_area: float, + damage_reduction: float, + expected_damage: float, +): + return ( + attack + * skill_multiplier + * damage_ratio + * injury_area + * defence_multiplier + * resistance_area + * damage_reduction + * expected_damage + ) + + +def calculate_damage_tz( + attack: float, + skill_multiplier: float, + damage_ratio: float, + injury_area: float, + defence_multiplier: float, + resistance_area: float, + damage_reduction: float, + critical_damage: float, + element: str, + element_area: float, + base_attr: Dict[str, float], +): + injury_add_tz = 0.0 + + attack_tz = attack + 355 + base_attr["attack"] * 2.334 + # logger.info(f'attack_tz: {attack_tz}') + if element == "Imaginary": + injury_add_tz = 0.12 + return ( + attack_tz + * skill_multiplier + * damage_ratio + * (injury_area + injury_add_tz + 2.626) + * defence_multiplier + * resistance_area + * damage_reduction + * (critical_damage + 1.794) + * 10 + ) diff --git a/starrail_damage_cal/damage/Weapon/Weapon.py b/starrail_damage_cal/damage/Weapon/Weapon.py new file mode 100644 index 0000000..a98b767 --- /dev/null +++ b/starrail_damage_cal/damage/Weapon/Weapon.py @@ -0,0 +1,2431 @@ +import json +from pathlib import Path +from typing import Dict + +from starrail_damage_cal.damage.Base.model import DamageInstanceWeapon +from starrail_damage_cal.damage.Base.WeaponBase import BaseWeapon + +path = Path(__file__).parent.parent +with Path.open(path / "Excel" / "weapon_effect.json", encoding="utf-8") as f: + weapon_effect = json.load(f) + + +class Arrows(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者消灭敌方目标 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalChance", 0) + attribute_bonus["CriticalChance"] = ( + critical_chance_base + + weapon_effect["20000"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +class ReturntoDarkness(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者消灭敌方目标 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + pass + return attribute_bonus + + +class Swordplay(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者多次击中同一敌方目标时, 每次造成的伤害提高8%, 该效果最多叠加5层 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["21010"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 5 + ) + return attribute_bonus + + +class DartingArrow(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者消灭敌方目标 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + weapon_effect["20007"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +class Adversarial(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者消灭敌方目标 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + speed_added_ratio = attribute_bonus.get("SpeedAddedRatio", 0) + attribute_bonus["SpeedAddedRatio"] = ( + speed_added_ratio + + weapon_effect["20014"]["Param"]["SpeedAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + return attribute_bonus + + +class SubscribeforMore(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者的当前能量值等于其能量上限 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + normal_dmg_add = attribute_bonus.get("NormalDmgAdd", 0) + attribute_bonus["NormalDmgAdd"] = ( + normal_dmg_add + + (weapon_effect["21017"]["Param"]["a_dmg"][self.weapon_rank - 1]) * 2 + ) + bp_skill_dmg_add = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = ( + bp_skill_dmg_add + + (weapon_effect["21017"]["Param"]["e_dmg"][self.weapon_rank - 1]) * 2 + ) + return attribute_bonus + return attribute_bonus + + +class RiverFlowsinSpring(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 进入战斗后,使装备者速度提高8%,造成的伤害提高12%。 + # 当装备者受到伤害后该效果失效,下个回合结束时该效果恢复。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + speed_added_ratio = attribute_bonus.get("SpeedAddedRatio", 0) + attribute_bonus["SpeedAddedRatio"] = ( + speed_added_ratio + + weapon_effect["21024"]["Param"]["SpeedAddedRatio"][ + self.weapon_rank - 1 + ] + ) + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["21024"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + return attribute_bonus + + +class OnlySilenceRemains(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当场上的敌方目标数量小于等于2时 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["21003"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + return attribute_bonus + + +# 拂晓之前 +class BeforeDawn(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + bp_skill_dmg_add = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = ( + bp_skill_dmg_add + + (weapon_effect["23010"]["Param"]["e_dmg"][self.weapon_rank - 1]) + ) + ultra_dmg_add = attribute_bonus.get("UltraDmgAdd", 0) + attribute_bonus["UltraDmgAdd"] = ( + ultra_dmg_add + + (weapon_effect["23010"]["Param"]["r_dmg"][self.weapon_rank - 1]) + ) + talent_dmg_add = attribute_bonus.get("TalentDmgAdd", 0) + attribute_bonus["TalentDmgAdd"] = ( + talent_dmg_add + + (weapon_effect["23010"]["Param"]["t_dmg"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +class IntheNight(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + char_speed = ( + base_attr.get("speed", 0) + attribute_bonus.get("SpeedDelta", 0) + ) * (attribute_bonus.get("SpeedAddedRatio", 0) + 1) + count_ = min(6, int((char_speed - 100) / 10)) + normal_dmg_add = attribute_bonus.get("NormalDmgAdd", 0) + attribute_bonus["NormalDmgAdd"] = ( + normal_dmg_add + + (weapon_effect["23001"]["Param"]["a_dmg"][self.weapon_rank - 1]) * count_ + ) + bp_skill_dmg_add = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = ( + bp_skill_dmg_add + + (weapon_effect["23001"]["Param"]["e_dmg"][self.weapon_rank - 1]) * count_ + ) + ultra_critical_chance_base = attribute_bonus.get("Ultra_CriticalDamageBase", 0) + attribute_bonus["Ultra_CriticalDamageBase"] = ( + ultra_critical_chance_base + + (weapon_effect["23001"]["Param"]["q_crit_dmg"][self.weapon_rank - 1]) + * count_ + ) + return attribute_bonus + + +class CruisingintheStellarSea(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者对生命值百分比小于等于50%的敌方目标 + # 装备者消灭敌方目标 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["24001"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + weapon_effect["24001"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +class SeriousnessofBreakfast(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者造成伤害提高12% + # 每消灭1个敌方目标, 装备者的攻击力提高4%, 该效果最多叠加3层。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["21027"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + ( + weapon_effect["21027"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + return attribute_bonus + + +# 银河铁道之夜 +class NightontheMilkyWay(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 场上每有1个敌方目标, 使装备者的攻击力提高9% + # 敌方目标的弱点被击破时, 装备者造成的伤害提高30% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + weapon_effect["23000"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["23000"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + return attribute_bonus + + +# 今日亦是和平的一日 +class TodayIsAnotherPeacefulDay(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 根据装备者的能量上限, 提高装备者造成的伤害: 每点能量提高0.2%, 最多计入160点 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["21034"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * Ultra_Use + ) + return attribute_bonus + + +# 天才们的休憩 +class GeniusesRepose(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者攻击力提高16% + # 当装备者消灭敌方目标后, 暴击伤害提高24% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalDamageBase", 0) + attribute_bonus["CriticalDamageBase"] = ( + critical_chance_base + + ( + weapon_effect["21020"]["Param"]["CriticalDamageBase"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 别让世界静下来 +class MaketheWorldClamor(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 终结技造成的伤害提高32%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + ultra_dmg_add = attribute_bonus.get("UltraDmgAdd", 0) + attribute_bonus["UltraDmgAdd"] = ( + ultra_dmg_add + + (weapon_effect["21013"]["Param"]["r_dmg"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +# 「我」的诞生 +class TheBirthoftheSelf(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 追加攻击造成的伤害提高30% + # 若该敌方目标当前生命值百分比小于等于50%, 则追加攻击造成的伤害额外提高30%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + talent_dmg_add = attribute_bonus.get("TalentDmgAdd", 0) + attribute_bonus["TalentDmgAdd"] = ( + talent_dmg_add + + (weapon_effect["21006"]["Param"]["t_dmg"][self.weapon_rank - 1]) + ) + return attribute_bonus + return attribute_bonus + + +# 秘密誓心 +class ASecretVow(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 造成的伤害提高20% + # 对当前生命值百分比大于等于装备者自身当前生命值百分比的敌方目标 + # 造成的伤害额外提高20% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["21012"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + return attribute_bonus + + +# 比阳光更明亮的 +class BrighterThantheSun(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的暴击率提高18% + # 当装备者施放普攻时, 获得1层【龙吟】, 持续2回合。 + # 每层【龙吟】使装备者的攻击力提高18%,【龙吟】最多叠加2层 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + ( + weapon_effect["23015"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 2 + ) + return attribute_bonus + + +# 到不了的彼岸 +class TheUnreachableSide(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者的暴击率提高30%, 生命上限提高30% + # 当装备者受到攻击或装备者消耗自身生命值后, 造成的伤害提高40% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["23009"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 无可取代的东西 +class SomethingIrreplaceable(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的攻击力提高24% + # 当装备者消灭敌方目标或受到攻击后, 造成的伤害提高24% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["23002"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 记一位星神的陨落 +class OntheFallofanAeon(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放攻击时, 使装备者本场战斗中的攻击力提高8%, 该效果最多叠加4层 + # 当装备者击破敌方目标弱点后, 造成的伤害提高12% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + ( + weapon_effect["24000"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 4 + ) + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["24000"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 无处可逃 +class NowheretoRun(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的攻击力提高24% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 汪! 散步时间! +class WoofWalkTime(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的攻击力提高10% + # 对处于灼烧或裂伤状态的敌方目标造成的伤害提高16% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # attack_added_ratio = attribute_bonus.get('AttackAddedRatio', 0) + # attribute_bonus['AttackAddedRatio'] = attack_added_ratio + mp.mpf( + # weapon_effect['21026']['Param']['AttackAddedRatio'][ + # self.weapon_rank - 1 + # ] + # ) + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["21026"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 在蓝天下 +class UndertheBlueSky(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者攻击力提高16% + # 当装备者消灭敌方目标后, 暴击率提高12% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + # attack_added_ratio = attribute_bonus.get('AttackAddedRatio', 0) + # attribute_bonus['AttackAddedRatio'] = attack_added_ratio + mp.mpf( + # weapon_effect['21019']['Param']['AttackAddedRatio'][ + # self.weapon_rank - 1 + # ] + # ) + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["21019"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 鼹鼠党欢迎你 +class TheMolesWelcomeYou(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放普攻、战技或终结技攻击敌方目标后, + # 分别获取一层【淘气值】。每层使装备者的攻击力提高12%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + ( + weapon_effect["21005"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + return attribute_bonus + + +# 雨一直下 +class IncessantRain(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者对同时处于大于等于3个负面效果的敌方目标造成伤害时, 暴击率提高12% + # 持有【以太编码】的目标受到的伤害提高12% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + damage_ratio = attribute_bonus.get("DmgRatio", 0) + attribute_bonus["DmgRatio"] = ( + damage_ratio + + weapon_effect["23007"]["Param"]["DmgRatio"][self.weapon_rank - 1] + ) + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["23007"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 只需等待 +class PatienceIsAllYouNeed(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者造成的伤害提高24% + # 装备者每次施放攻击后, 速度提高4.8%, 最多叠加3层。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["23006"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + + speed_added_ratio = attribute_bonus.get("SpeedAddedRatio", 0) + attribute_bonus["SpeedAddedRatio"] = ( + speed_added_ratio + + ( + weapon_effect["23006"]["Param"]["SpeedAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + return attribute_bonus + + +# 以世界之名 +class IntheNameoftheWorld(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者对陷入负面效果的敌方目标造成的伤害提高24% + # 当装备者施放战技时, 装备者此次攻击的效果命中提高18% + # 当装备者施放战技时, 装备者此次攻击的攻击力提高24%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["23004"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + + a2_status_probability = attribute_bonus.get( + "BPSkillStatusProbabilityBase", + 0, + ) + attribute_bonus["BPSkillStatusProbabilityBase"] = ( + a2_status_probability + + weapon_effect["23004"]["Param"]["A2_StatusProbability"][ + self.weapon_rank - 1 + ] + ) + + a2_attack_added_ratio = attribute_bonus.get("BPSkillAttackAddedRatio", 0) + attribute_bonus["BPSkillAttackAddedRatio"] = ( + a2_attack_added_ratio + + weapon_effect["23004"]["Param"]["A2_AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 孤独的疗愈 +class SolitaryHealing(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的击破特攻提高20% + # 装备者施放终结技时, 使装备者造成的持续伤害提高24% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 新手任务开始前 +class BeforetheTutorialMissionStarts(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者攻击防御力被降低的敌方目标后, 恢复4点能量。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 后会有期 +class WeWillMeetAgain(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放普攻或战技后, + # 对随机1个受到攻击的敌方目标造成等同于自身48%攻击力的附加伤害。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 延长记号 +class Fermata(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 对处于触电或风化状态的敌方目标造成的伤害提高16% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["21022"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 决心如汗珠般闪耀 +class ResolutionShinesAsPearlsofSweat(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 对处于触电或风化状态的敌方目标造成的伤害提高16% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + ignore_defence = attribute_bonus.get("ignore_defence", 0) + attribute_bonus["ignore_defence"] = ( + ignore_defence + + weapon_effect["21015"]["Param"]["ignore_defence"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 猎物的视线 +class EyesofthePrey(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 造成的持续伤害提高24%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + dot_dmg_add = attribute_bonus.get("DOTDmgAdd", 0) + attribute_bonus["DOTDmgAdd"] = ( + dot_dmg_add + + weapon_effect["21008"]["Param"]["DOTDmgAdd"][self.weapon_rank - 1] + ) + return attribute_bonus + + +# 晚安与睡颜 +class GoodNightandSleepWell(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 敌方目标每承受1个负面效果, 装备者对其造成的伤害提高12%, 最多叠加3层 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["21001"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + return attribute_bonus + + +# 她已闭上双眼 +class SheAlreadyShutHerEyes(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者的生命值降低时, 使我方全体造成的伤害提高15% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["23011"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + return attribute_bonus + + +# 制胜的瞬间 +class MomentofVictory(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者受到攻击后, 防御力额外提高24% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + defence_added_ratio = attribute_bonus.get("DefenceAddedRatio", 0) + attribute_bonus["DefenceAddedRatio"] = ( + defence_added_ratio + + weapon_effect["23005"]["Param"]["DefenceAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 记忆的质料 +class TextureofMemories(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # ... + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 这就是我啦 +class ThisIsMe(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放终结技时造成的伤害值提高, 提高数值等同于装备者防御力的60% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 我们是地火 +class WeAreWildfire(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 战斗开始时, 使我方全体受到的伤害降低8% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 宇宙市场趋势 +class TrendoftheUniversalMarket(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者受到攻击后, 有100%的基础概率使敌方目标陷入灼烧状态, + # 每回合造成等同于装备者40%防御力的持续伤害 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 朗道的选择 +class LandausChoice(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者受到攻击的概率提高, 同时受到的伤害降低16%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 余生的第一天 +class DayOneofMyNewLife(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 进入战斗后, 使我方全体的全属性抗性提高8% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 开疆 +class Pioneering(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 进入战斗后, 使我方全体的全属性抗性提高8% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 戍御 +class Defense(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 进入战斗后, 使我方全体的全属性抗性提高8% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 琥珀 +class Amber(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者当前生命值百分比小于50%时, 其防御力额外提高16%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + defence_added_ratio = attribute_bonus.get("DefenceAddedRatio", 0) + attribute_bonus["DefenceAddedRatio"] = ( + defence_added_ratio + + weapon_effect["20003"]["Param"]["DefenceAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 俱殁 +class MutualDemise(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者当前生命值百分比小于80%时, 暴击率提高12% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["20016"]["Param"]["CriticalChance"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 乐圮 +class ShatteredHome(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者对当前生命值百分比大于50%的敌方目标造成的伤害提高20%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["20009"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 天倾 +class CollapsingSky(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者普攻和战技造成的伤害提高20%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + normal_dmg_add = attribute_bonus.get("NormalDmgAdd", 0) + attribute_bonus["NormalDmgAdd"] = ( + normal_dmg_add + + (weapon_effect["20002"]["Param"]["a_dmg"][self.weapon_rank - 1]) + ) + bp_skill_dmg_add = attribute_bonus.get("BPSkillDmgAdd", 0) + attribute_bonus["BPSkillDmgAdd"] = ( + bp_skill_dmg_add + + (weapon_effect["20002"]["Param"]["e_dmg"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +# 匿影 +class HiddenShadow(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 施放战技后, 使装备者的下一次普攻对敌方目标造成等同于自身60%攻击力的附加伤害。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 渊环 +class Loop(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者对减速状态下的敌方目标造成的伤害提高24%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + weapon_effect["20009"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 幽邃 +class Void(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 战斗开始时, 使装备者的效果命中提高20%, 持续3回合。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + status_probability = attribute_bonus.get("StatusProbabilityBase", 0) + attribute_bonus["StatusProbabilityBase"] = ( + status_probability + + weapon_effect["20004"]["Param"]["StatusProbability"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 睿见 +class Sagacity(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放终结技时, 攻击力提高24%, 持续2回合。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + a3_attack_added_ratio = attribute_bonus.get("UltraAttackAddedRatio", 0) + attribute_bonus["UltraAttackAddedRatio"] = ( + a3_attack_added_ratio + + weapon_effect["20020"]["Param"]["A3_AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + return attribute_bonus + + +# 灵钥 +class Passkey(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者施放战技后额外恢复8点能量 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 智库 +class DataBank(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者终结技造成的伤害提高28%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + ultra_dmg_add = attribute_bonus.get("UltraDmgAdd", 0) + attribute_bonus["UltraDmgAdd"] = ( + ultra_dmg_add + + (weapon_effect["20006"]["Param"]["r_dmg"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +# 此身为剑 +class Thisbodyisasword(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当队友受到攻击或消耗生命值后, 装备者获得1层【月蚀】, + # 最多叠加3层。每层【月蚀】使装备者下一次攻击造成的伤害提高14%。 + # 叠满3层时, 额外使该次攻击无视目标12%的防御力。该效果在装备者施放攻击后解除。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["23014"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 3 + ) + + resistance_penetration = attribute_bonus.get( + "AllDamageResistancePenetration", + 0, + ) + attribute_bonus["AllDamageResistancePenetration"] = ( + resistance_penetration + + ( + weapon_effect["23014"]["Param"]["ResistancePenetration"][ + self.weapon_rank - 1 + ] + ) + ) + + return attribute_bonus + + +# 如泥酣眠 +class SleepLiketheDead(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者的普攻或战技伤害未造成暴击时,使自身暴击率提高36% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if not await self.check(): + return attribute_bonus + critical_chance_base = attribute_bonus.get("CriticalChanceBase", 0) + attribute_bonus["CriticalChanceBase"] = ( + critical_chance_base + + weapon_effect["23012"]["Param"]["CriticalChance"][self.weapon_rank - 1] + ) + return attribute_bonus + + +# 烦恼着,幸福着 +class WorrisomeBlissf(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放追加攻击后,使目标陷入【温驯】状态,该效果最多叠加2层.我方目标击中【温驯】状态下的敌方目标时,每层【温驯】使造成的暴击伤害提高12% + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + critical_chance_base = attribute_bonus.get("TalentDmgAdd", 0) + attribute_bonus["TalentDmgAdd"] = ( + critical_chance_base + + weapon_effect["23016"]["Param"]["TalentDmgAdd"][self.weapon_rank - 1] + ) + if await self.check(): + critical_chance_base = attribute_bonus.get("CriticalDamageBase", 0) + attribute_bonus["CriticalDamageBase"] = ( + critical_chance_base + + ( + weapon_effect["23016"]["Param"]["CriticalDamageBase"][ + self.weapon_rank - 1 + ] + ) + * 2 + ) + return attribute_bonus + + +# 片刻, 留在眼底 +class AnInstanceBeforeAGaze(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放终结技时, 根据装备者的能量上限, 提高装备者终结技造成的伤害: 每点能量提高0.36%, 最多计入180点。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + critical_chance_base = attribute_bonus.get("UltraDmgAdd", 0) + attribute_bonus["UltraDmgAdd"] = ( + critical_chance_base + + (weapon_effect["23018"]["Param"]["r_dmg"][self.weapon_rank - 1]) + * Ultra_Use + ) + return attribute_bonus + + +# 时节不居 +class TimeWaitsforNoOne(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者对我方目标提供治疗时,记录治疗量。当任意我方目标施放攻击后,根据记录治疗量的36%,对随机1个受到攻击的敌方目标造成基于装备者属性的附加伤害 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 棺的回响 +class EchoesoftheCoffin(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放终结技后,使我方全体速度提高12点,持续1回合。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + speed_delta = attribute_bonus.get("SpeedDelta", 0) + attribute_bonus["SpeedDelta"] = ( + speed_delta + + (weapon_effect["23008"]["Param"]["speed"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +# 惊魂夜 +class NightofFright(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者为我方目标提供治疗时,使该目标的攻击力提高2.3%,该效果最多叠加5层 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + attack_added_ratio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + attack_added_ratio + + ( + weapon_effect["23017"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + * 5 + ) + return attribute_bonus + + +# 一场术后对话 +class PostOpConversation(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 在施放终结技时治疗量提高12%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + Ultra_HealRatioBase = attribute_bonus.get("Ultra_HealRatioBase", 0) + attribute_bonus["Ultra_HealRatioBase"] = ( + Ultra_HealRatioBase + + ( + weapon_effect["21000"]["Param"]["Ultra_HealRatioBase"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 同一种心情 +class SharedFeeling(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 在施放战技时为我方全体恢复2点能量。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 此时恰好 +class PerfectTiming(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者的治疗量提高, 提高数值等同于效果抵抗的33%, 最多使治疗量提高15%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + StatusResistance = attribute_bonus.get("StatusResistance", 0) + HealRatioBase_maxadd = weapon_effect["21000"]["Param"]["HealRatioBase"][ + self.weapon_rank - 1 + ] + HealRatioBaseadd = ( + StatusResistance + * weapon_effect["21000"]["Param"]["StatusResistance"][ + self.weapon_rank - 1 + ] + ) + HealRatioBase = attribute_bonus.get("HealRatioBase", 0) + attribute_bonus["HealRatioBase"] = HealRatioBase + min( + HealRatioBaseadd, + HealRatioBase_maxadd, + ) + return attribute_bonus + + +# 等价交换 +class QuidProQuo(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 随机为1个当前能量百分比小于50%的我方其他目标恢复8点能量。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 暖夜不会漫长 +class WarmthShortensColdNights(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 施放普攻或战技后, 为我方全体回复等同于各自生命上限2%的生命值。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 嘿,我在这儿 +class HeyOverHere(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放战技时, 治疗量提高16%,持续2回合。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + HealRatioBase = attribute_bonus.get("HealRatioBase", 0) + attribute_bonus["HealRatioBase"] = ( + HealRatioBase + + ( + weapon_effect["22001"]["Param"]["HealRatioBase"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 物穰 +class Cornucopia(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放战技和终结技时, 治疗量提高12%。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + Ultra_HealRatioBase = attribute_bonus.get("Ultra_HealRatioBase", 0) + attribute_bonus["Ultra_HealRatioBase"] = ( + Ultra_HealRatioBase + + ( + weapon_effect["20001"]["Param"]["HealRatioBase"][ + self.weapon_rank - 1 + ] + ) + ) + BPSkill_HealRatioBase = attribute_bonus.get("BPSkill_HealRatioBase", 0) + attribute_bonus["BPSkill_HealRatioBase"] = ( + BPSkill_HealRatioBase + + ( + weapon_effect["20001"]["Param"]["HealRatioBase"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 嘉果 +class FineFruit(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 战斗开始时, 立即为我方全体恢复6点能量。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 蕃息 +class Multiplication(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 战斗开始时, 立即为我方全体恢复6点能量。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 但战斗还未结束 +class ButtheBattleIsnotOver(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放战技后, 使下一个行动的我方【其他目标】造成的伤害提高30% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 记忆中的模样 +class MemoriesofthePast(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 装备者施放攻击后, 额外恢复4点能量 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 与行星相会 +class PlanetaryRendezvous(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当我方目标造成与装备者相同属性的伤害时, 造成的伤害提高12%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0) + attribute_bonus["AllDamageAddedRatio"] = ( + all_damage_added_ratio + + ( + weapon_effect["21011"]["Param"]["AllDamageAddedRatio"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 舞! 舞! 舞! +class DanceDanceDance(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放终结技后, 我方全体行动提前16%。 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 过往未来 +class PastandFuture(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使下一个行动的我方【其他目标】造成的伤害提高16% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 镂月裁云之意 +class CarvetheMoonWeavetheClouds(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 在战斗开始时以及当装备者回合开始时,随机生效1个效果 + # 使我方全体攻击力提高10% + # 使我方全体暴击伤害提高12% + # 暂时固定只算攻击 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + AttackAddedRatio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + AttackAddedRatio + + ( + weapon_effect["21032"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 齐颂 +class Chorus(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 进入战斗后,使我方全体的攻击力提高8% + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + AttackAddedRatio = attribute_bonus.get("AttackAddedRatio", 0) + attribute_bonus["AttackAddedRatio"] = ( + AttackAddedRatio + + ( + weapon_effect["20005"]["Param"]["AttackAddedRatio"][ + self.weapon_rank - 1 + ] + ) + ) + return attribute_bonus + + +# 轮契 +class MeshingCogs(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 使装备者施放攻击或受到攻击后,额外恢复4点能量 + pass + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + return attribute_bonus + + +# 调和 +class Mediation(BaseWeapon): + weapon_base_attributes: Dict + + def __init__(self, weapon: DamageInstanceWeapon): + super().__init__(weapon) + + async def check(self): + # 当装备者施放终结技后,使我方全体速度提高12点,持续1回合。 + return True + + async def weapon_ability( + self, + Ultra_Use: float, + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], + ): + if await self.check(): + speed_delta = attribute_bonus.get("SpeedDelta", 0) + attribute_bonus["SpeedDelta"] = ( + speed_delta + + (weapon_effect["20019"]["Param"]["speed"][self.weapon_rank - 1]) + ) + return attribute_bonus + + +class Weapon: + @classmethod + def create(cls, weapon: DamageInstanceWeapon): + if weapon.id_ == 22001: + return HeyOverHere(weapon) + if weapon.id_ == 20019: + return Mediation(weapon) + if weapon.id_ == 20012: + return MeshingCogs(weapon) + if weapon.id_ == 20005: + return Chorus(weapon) + if weapon.id_ == 21032: + return CarvetheMoonWeavetheClouds(weapon) + if weapon.id_ == 21025: + return PastandFuture(weapon) + if weapon.id_ == 21018: + return DanceDanceDance(weapon) + if weapon.id_ == 21011: + return PlanetaryRendezvous(weapon) + if weapon.id_ == 21004: + return MemoriesofthePast(weapon) + if weapon.id_ == 23003: + return ButtheBattleIsnotOver(weapon) + if weapon.id_ == 20015: + return Multiplication(weapon) + if weapon.id_ == 20008: + return FineFruit(weapon) + if weapon.id_ == 20001: + return Cornucopia(weapon) + if weapon.id_ == 22001: + return HeyOverHere(weapon) + if weapon.id_ == 21028: + return WarmthShortensColdNights(weapon) + if weapon.id_ == 21021: + return QuidProQuo(weapon) + if weapon.id_ == 21014: + return PerfectTiming(weapon) + if weapon.id_ == 21007: + return SharedFeeling(weapon) + if weapon.id_ == 21000: + return PostOpConversation(weapon) + if weapon.id_ == 23017: + return NightofFright(weapon) + if weapon.id_ == 23008: + return EchoesoftheCoffin(weapon) + if weapon.id_ == 23013: + return TimeWaitsforNoOne(weapon) + if weapon.id_ == 23018: + return AnInstanceBeforeAGaze(weapon) + if weapon.id_ == 23016: + return WorrisomeBlissf(weapon) + if weapon.id_ == 23012: + return SleepLiketheDead(weapon) + if weapon.id_ == 23014: + return Thisbodyisasword(weapon) + if weapon.id_ == 20006: + return DataBank(weapon) + if weapon.id_ == 20013: + return Passkey(weapon) + if weapon.id_ == 20020: + return Sagacity(weapon) + if weapon.id_ == 20004: + return Void(weapon) + if weapon.id_ == 20011: + return Loop(weapon) + if weapon.id_ == 20018: + return HiddenShadow(weapon) + if weapon.id_ == 20002: + return CollapsingSky(weapon) + if weapon.id_ == 20009: + return ShatteredHome(weapon) + if weapon.id_ == 20016: + return MutualDemise(weapon) + if weapon.id_ == 20003: + return Amber(weapon) + if weapon.id_ == 20010: + return Defense(weapon) + if weapon.id_ == 20017: + return Pioneering(weapon) + if weapon.id_ == 21002: + return DayOneofMyNewLife(weapon) + if weapon.id_ == 21009: + return LandausChoice(weapon) + if weapon.id_ == 21016: + return TrendoftheUniversalMarket(weapon) + if weapon.id_ == 21023: + return WeAreWildfire(weapon) + if weapon.id_ == 21030: + return ThisIsMe(weapon) + if weapon.id_ == 24002: + return TextureofMemories(weapon) + if weapon.id_ == 23005: + return MomentofVictory(weapon) + if weapon.id_ == 23011: + return SheAlreadyShutHerEyes(weapon) + if weapon.id_ == 21001: + return GoodNightandSleepWell(weapon) + if weapon.id_ == 21008: + return EyesofthePrey(weapon) + if weapon.id_ == 21015: + return ResolutionShinesAsPearlsofSweat(weapon) + if weapon.id_ == 21022: + return Fermata(weapon) + if weapon.id_ == 21029: + return WeWillMeetAgain(weapon) + if weapon.id_ == 22000: + return BeforetheTutorialMissionStarts(weapon) + if weapon.id_ == 24003: + return SolitaryHealing(weapon) + if weapon.id_ == 23004: + return IntheNameoftheWorld(weapon) + if weapon.id_ == 23006: + return PatienceIsAllYouNeed(weapon) + if weapon.id_ == 23007: + return IncessantRain(weapon) + if weapon.id_ == 21005: + return TheMolesWelcomeYou(weapon) + if weapon.id_ == 21019: + return UndertheBlueSky(weapon) + if weapon.id_ == 21026: + return WoofWalkTime(weapon) + if weapon.id_ == 21033: + return NowheretoRun(weapon) + if weapon.id_ == 24000: + return OntheFallofanAeon(weapon) + if weapon.id_ == 23002: + return SomethingIrreplaceable(weapon) + if weapon.id_ == 23009: + return TheUnreachableSide(weapon) + if weapon.id_ == 23015: + return BrighterThantheSun(weapon) + if weapon.id_ == 21012: + return ASecretVow(weapon) + if weapon.id_ == 21006: + return TheBirthoftheSelf(weapon) + if weapon.id_ == 21013: + return MaketheWorldClamor(weapon) + if weapon.id_ == 21020: + return GeniusesRepose(weapon) + if weapon.id_ == 21027: + return SeriousnessofBreakfast(weapon) + if weapon.id_ == 21034: + return TodayIsAnotherPeacefulDay(weapon) + if weapon.id_ == 23000: + return NightontheMilkyWay(weapon) + if weapon.id_ == 23010: + return BeforeDawn(weapon) + if weapon.id_ == 24001: + return CruisingintheStellarSea(weapon) + if weapon.id_ == 23001: + return IntheNight(weapon) + if weapon.id_ == 21003: + return OnlySilenceRemains(weapon) + if weapon.id_ == 21024: + return RiverFlowsinSpring(weapon) + if weapon.id_ == 20014: + return Adversarial(weapon) + if weapon.id_ == 20007: + return DartingArrow(weapon) + if weapon.id_ == 21010: + return Swordplay(weapon) + if weapon.id_ == 21031: + return ReturntoDarkness(weapon) + if weapon.id_ == 20000: + return Arrows(weapon) + msg = f"未知武器id: {weapon.id_}" + raise ValueError(msg) diff --git a/starrail_damage_cal/damage/Weapon/__init__.py b/starrail_damage_cal/damage/Weapon/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/damage/__init__.py b/starrail_damage_cal/damage/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/damage/utils.py b/starrail_damage_cal/damage/utils.py new file mode 100644 index 0000000..0048203 --- /dev/null +++ b/starrail_damage_cal/damage/utils.py @@ -0,0 +1,75 @@ +from typing import Dict + +from starrail_damage_cal.excel.model import RelicMainAffixConfig, RelicSubAffixConfig +from starrail_damage_cal.map.SR_MAP_PATH import RelicId2MainAffixGroup + + +async def cal_relic_main_affix( + relic_id: int, + set_id: str, + affix_id: int, + relic_type: int, + relic_level: int, +): + if set_id[0] == 3: + rarity = int(str(relic_id)[0]) - 1 + group_id = str(rarity) + str(relic_type) + else: + group_id = str(RelicId2MainAffixGroup[str(relic_id)]) + relic_data = RelicMainAffixConfig.Relic[group_id][str(affix_id)] + base_value = relic_data.BaseValue.Value + level_add = relic_data.LevelAdd.Value + value = base_value + level_add * relic_level + affix_property = relic_data.Property + return affix_property, value + + +async def cal_relic_sub_affix(relic_id: int, affix_id: int, cnt: int, step: int): + rarity = int(str(relic_id)[0]) - 1 + relic_data = RelicSubAffixConfig.Relic[str(rarity)][str(affix_id)] + base_value = relic_data.BaseValue.Value + step_value = relic_data.StepValue.Value + value = base_value * cnt + step_value * step + affix_property = relic_data.Property + return affix_property, value + + +async def merge_attribute( + base_attr: Dict[str, float], + attribute_bonus: Dict[str, float], +) -> Dict[str, float]: + merged_attr = base_attr.copy() + for attribute, value in attribute_bonus.items(): + if attribute.endswith("Delta"): + attr = attribute.split("Delta")[0].lower() + if attr in merged_attr: + merged_attr[attr] += value + else: + merged_attr[attribute] = attribute_bonus[attribute] + elif attribute.endswith("AddedRatio"): + attr = attribute.split("AddedRatio")[0].lower() + if attr in merged_attr: + merged_attr[attr] += base_attr[attr] * value + else: + merged_attr[attribute] = attribute_bonus[attribute] + # elif attribute in [ + # "ignore_defence", + # "Atk_buff", + # "Normal_buff", + # "shield_added_ratio", + # ]: + # merged_attr[attribute] = base_attr.get(attribute, 0) + value + elif attribute.endswith( + ("ResistancePenetration", "DmgAdd", "DmgRatio", "Base"), + ) or attribute in [ + "ignore_defence", + "Atk_buff", + "Normal_buff", + "shield_added_ratio", + ]: + merged_attr[attribute] = base_attr.get(attribute, 0) + value + # elif attribute.endswith("Base"): + # merged_attr[attribute] = base_attr.get(attribute, 0) + value + else: + merged_attr[attribute] = attribute_bonus[attribute] + return merged_attr diff --git a/starrail_damage_cal/excel/AvatarPromotionConfig.json b/starrail_damage_cal/excel/AvatarPromotionConfig.json new file mode 100644 index 0000000..678f250 --- /dev/null +++ b/starrail_damage_cal/excel/AvatarPromotionConfig.json @@ -0,0 +1,13573 @@ +{ + "1001": { + "0": { + "AvatarID": 1001, + "Promotion": 0, + "PromotionCostList": [ + { + "ItemID": 2, + "ItemNum": 3200 + }, + { + "ItemID": 111011, + "ItemNum": 4 + } + ], + "MaxLevel": 20, + "PlayerLevelRequire": 15, + "AttackBase": { + "Value": 69.6000000005588 + }, + "AttackAdd": { + "Value": 3.480000000447035 + }, + "DefenceBase": { + "Value": 78 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 144 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + }, + "1": { + "AvatarID": 1001, + "Promotion": 1, + "PromotionCostList": [ + { + "ItemID": 2, + "ItemNum": 6400 + }, + { + "ItemID": 111011, + "ItemNum": 8 + } + ], + "MaxLevel": 30, + "WorldLevelRequire": 1, + "AttackBase": { + "Value": 97.44000000040978 + }, + "AttackAdd": { + "Value": 3.480000000447035 + }, + "DefenceBase": { + "Value": 109.20000000018626 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 201.6000000005588 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + }, + "2": { + "AvatarID": 1001, + "Promotion": 2, + "PromotionCostList": [ + { + "ItemID": 2, + "ItemNum": 12800 + }, + { + "ItemID": 111012, + "ItemNum": 5 + }, + { + "ItemID": 110403, + "ItemNum": 2 + } + ], + "MaxLevel": 40, + "WorldLevelRequire": 2, + "AttackBase": { + "Value": 125.28000000026077 + }, + "AttackAdd": { + "Value": 3.480000000447035 + }, + "DefenceBase": { + "Value": 140.40000000037253 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 259.20000000018626 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + }, + "3": { + "AvatarID": 1001, + "Promotion": 3, + "PromotionCostList": [ + { + "ItemID": 2, + "ItemNum": 32000 + }, + { + "ItemID": 111012, + "ItemNum": 8 + }, + { + "ItemID": 110403, + "ItemNum": 5 + } + ], + "MaxLevel": 50, + "WorldLevelRequire": 3, + "AttackBase": { + "Value": 153.12000000011176 + }, + "AttackAdd": { + "Value": 3.480000000447035 + }, + "DefenceBase": { + "Value": 171.6000000005588 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 316.80000000074506 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + }, + "4": { + "AvatarID": 1001, + "Promotion": 4, + "PromotionCostList": [ + { + "ItemID": 2, + "ItemNum": 64000 + }, + { + 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"DefenceBase": { + "Value": 234 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 432 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + }, + "6": { + "AvatarID": 1001, + "Promotion": 6, + "PromotionCostList": [], + "MaxLevel": 80, + "WorldLevelRequire": 5, + "AttackBase": { + "Value": 236.64000000059605 + }, + "AttackAdd": { + "Value": 3.480000000447035 + }, + "DefenceBase": { + "Value": 265.20000000018626 + }, + "DefenceAdd": { + "Value": 3.9000000008381903 + }, + "HPBase": { + "Value": 489.6000000005588 + }, + "HPAdd": { + "Value": 7.2000000001862645 + }, + "SpeedBase": { + "Value": 101 + }, + "CriticalChance": { + "Value": 0.05000000004656613 + }, + "CriticalDamage": { + "Value": 0.5000000004656613 + }, + "BaseAggro": { + "Value": 150 + } + } + }, + "1002": { + 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+ "type": "CriticalChanceBase", + "value": 0.16 + } + ] + ] + }, + "24002": { + "id": "24002", + "skill": "珍存", + "desc": "使装备者的效果抵抗提高#1[i]%,当装备者受到攻击后,如果自身未持有护盾,则获得1个等同于装备者#2[i]%生命上限的护盾,持续#3[i]回合。该效果每#4[i]回合只能触发1次。如果装备者持有护盾,则使自身受到的伤害降低#5[i]%。", + "params": [ + [ + 0.08, + 0.16, + 2, + 3, + 0.12 + ], + [ + 0.1, + 0.2, + 2, + 3, + 0.15 + ], + [ + 0.12, + 0.24, + 2, + 3, + 0.18 + ], + [ + 0.14, + 0.28, + 2, + 3, + 0.21 + ], + [ + 0.16, + 0.32, + 2, + 3, + 0.24 + ] + ], + "properties": [ + [ + { + "type": "StatusResistanceBase", + "value": 0.08 + } + ], + [ + { + "type": "StatusResistanceBase", + "value": 0.1 + } + ], + [ + { + "type": "StatusResistanceBase", + "value": 0.12 + } + ], + [ + { + "type": "StatusResistanceBase", + "value": 0.14 + } + ], + [ + { + "type": "StatusResistanceBase", + "value": 0.16 + } + ] + ] + }, + "24003": { + "id": "24003", + "skill": "混沌灵药", + "desc": "使装备者的击破特攻提高#1[i]%。当装备者施放终结技时,使装备者造成的持续伤害提高#2[i]%,持续#3[i]回合。陷入装备者施加的持续伤害效果的敌方目标被消灭时,装备者恢复#4[f1]点能量。", + "params": [ + [ + 0.2, + 0.24, + 2, + 4 + ], + [ + 0.25, + 0.3, + 2, + 4.5 + ], + [ + 0.3, + 0.36, + 2, + 5 + ], + [ + 0.35, + 0.42, + 2, + 5.5 + ], + [ + 0.4, + 0.48, + 2, + 6 + ] + ], + "properties": [ + [ + { + "type": "BreakDamageAddedRatioBase", + "value": 0.2 + } + ], + [ + { + "type": "BreakDamageAddedRatioBase", + "value": 0.25 + } + ], + [ + { + "type": "BreakDamageAddedRatioBase", + "value": 0.3 + } + ], + [ + { + "type": "BreakDamageAddedRatioBase", + "value": 0.35 + } + ], + [ + { + "type": "BreakDamageAddedRatioBase", + "value": 0.4 + } + ] + ] + }, + "23018": { + "id": "23018", + "skill": "骑士巡礼", + "desc": "使装备者的暴击伤害提高#1[i]%。当装备者施放终结技时,根据装备者的能量上限,提高装备者终结技造成的伤害:每点能量提高#2[f2]%,最多计入#3[i]点。", + "params": [ + [ + 0.36, + 0.0036, + 180 + ], + [ + 0.42, + 0.0042, + 180 + ], + [ + 0.48, + 0.0048, + 180 + ], + [ + 0.54, + 0.0054, + 180 + ], + [ + 0.6, + 0.006, + 180 + ] + ], + "properties": [ + [ + { + "type": "CriticalDamageBase", + "value": 0.36 + } + ], + [ + { + "type": "CriticalDamageBase", + "value": 0.42 + } + ], + [ + { + "type": "CriticalDamageBase", + "value": 0.48 + } + ], + [ + { + "type": "CriticalDamageBase", + "value": 0.54 + } + ], + [ + { + "type": "CriticalDamageBase", + "value": 0.6 + } + ] + ] + }, + "23017": { + "id": "23017", + "skill": "深度深呼吸", + "desc": "使装备者的能量恢复效率提高#1[i]%。我方目标施放终结技时,装备者为当前生命值百分比最低的我方目标回复等同于其#2[i]%生命上限的生命值。当装备者为我方目标提供治疗时,使该目标的攻击力提高#3[i]%,该效果最多叠加#4[i]层,持续#5[i]回合。", + "params": [ + [ + 0.12, + 0.1, + 0.024, + 5, + 2 + ], + [ + 0.14, + 0.11, + 0.028, + 5, + 2 + ], + [ + 0.16, + 0.12, + 0.032, + 5, + 2 + ], + [ + 0.18, + 0.13, + 0.036, + 5, + 2 + ], + [ + 0.2, + 0.14, + 0.04, + 5, + 2 + ] + ], + "properties": [ + [ + { + "type": "SPRatioBase", + "value": 0.12 + } + ], + [ + { + "type": "SPRatioBase", + "value": 0.14 + } + ], + [ + { + "type": "SPRatioBase", + "value": 0.16 + } + ], + [ + { + "type": "SPRatioBase", + "value": 0.18 + } + ], + [ + { + "type": "SPRatioBase", + "value": 0.2 + } + ] + ] + }, + "22001": { + "id": "22001", + "skill": "不怕不怕啦", + "desc": "使装备者的生命上限提高#1[i]%。当装备者施放战技时,治疗量提高#2[i]%,持续#3[i]回合。", + "params": [ + [ + 0.08, + 0.16, + 2 + ], + [ + 0.09, + 0.19, + 2 + ], + [ + 0.1, + 0.22, + 2 + ], + [ + 0.11, + 0.25, + 2 + ], + [ + 0.12, + 0.28, + 2 + ] + ], + "properties": [ + [ + { + "type": "HPAddedRatio", + "value": 0.08 + } + ], + [ + { + "type": "HPAddedRatio", + "value": 0.09 + } + ], + [ + { + "type": "HPAddedRatio", + "value": 0.1 + } + ], + [ + { + "type": "HPAddedRatio", + "value": 0.11 + } + ], + [ + { + "type": "HPAddedRatio", + "value": 0.12 + } + ] + ] + } +} \ No newline at end of file diff --git a/starrail_damage_cal/excel/model.py b/starrail_damage_cal/excel/model.py new file mode 100644 index 0000000..2d02137 --- /dev/null +++ b/starrail_damage_cal/excel/model.py @@ -0,0 +1,249 @@ +from typing import Dict, List, Union + +from msgspec import Struct + +from starrail_damage_cal.excel.read_excel import ( + AvatarPromotion, + EquipmentPromotion, + RelicMainAffix, + RelicSubAffix, +) + + +class PromotionCost(Struct): + ItemID: int + ItemNum: int + + +class PromotionAttr(Struct): + Value: float + + +class SingleAvatarPromotion(Struct): + AvatarID: int + Promotion: int + PromotionCostList: List[PromotionCost] + MaxLevel: int + PlayerLevelRequire: Union[int, None] + WorldLevelRequire: Union[int, None] + AttackBase: PromotionAttr + AttackAdd: PromotionAttr + DefenceBase: PromotionAttr + DefenceAdd: PromotionAttr + HPBase: PromotionAttr + HPAdd: PromotionAttr + SpeedBase: PromotionAttr + CriticalChance: PromotionAttr + CriticalDamage: PromotionAttr + BaseAggro: PromotionAttr + + +class SingleEquipmentPromotion(Struct): + EquipmentID: int + Promotion: int + PromotionCostList: List[PromotionCost] + MaxLevel: int + PlayerLevelRequire: Union[int, None] + WorldLevelRequire: Union[int, None] + BaseHP: PromotionAttr + BaseHPAdd: PromotionAttr + BaseAttack: PromotionAttr + BaseAttackAdd: PromotionAttr + BaseDefence: PromotionAttr + BaseDefenceAdd: PromotionAttr + + +class SingleRelicMainAffix(Struct): + GroupID: int + AffixID: int + Property: str + BaseValue: PromotionAttr + LevelAdd: PromotionAttr + IsAvailable: bool + + +class SingleRelicSubAffix(Struct): + GroupID: int + AffixID: int + Property: str + BaseValue: PromotionAttr + StepValue: PromotionAttr + StepNum: int + + +class AvatarPromotionConfigModel(Struct): + Avatar: Dict[str, Dict[str, SingleAvatarPromotion]] + + @classmethod + def from_json(cls, data: Dict): + return cls( + Avatar={ + avatar_id: { + promotion: SingleAvatarPromotion( + AvatarID=promotion_dict[promotion]["AvatarID"], + Promotion=promotion_dict[promotion]["Promotion"], + PromotionCostList=[ + PromotionCost( + ItemID=item["ItemID"], + ItemNum=item["ItemNum"], + ) + for item in promotion_dict[promotion]["PromotionCostList"] + ], + PlayerLevelRequire=promotion_dict[promotion].get( + "PlayerLevelRequire", + None, + ), + WorldLevelRequire=promotion_dict[promotion].get( + "WorldLevelRequire", + None, + ), + MaxLevel=promotion_dict[promotion]["MaxLevel"], + AttackBase=PromotionAttr( + Value=promotion_dict[promotion]["AttackBase"]["Value"], + ), + AttackAdd=PromotionAttr( + Value=promotion_dict[promotion]["AttackAdd"]["Value"], + ), + DefenceBase=PromotionAttr( + Value=promotion_dict[promotion]["DefenceBase"]["Value"], + ), + DefenceAdd=PromotionAttr( + Value=promotion_dict[promotion]["DefenceAdd"]["Value"], + ), + HPBase=PromotionAttr( + Value=promotion_dict[promotion]["HPBase"]["Value"], + ), + HPAdd=PromotionAttr( + Value=promotion_dict[promotion]["HPAdd"]["Value"], + ), + SpeedBase=PromotionAttr( + Value=promotion_dict[promotion]["SpeedBase"]["Value"], + ), + CriticalChance=PromotionAttr( + Value=promotion_dict[promotion]["CriticalChance"]["Value"], + ), + CriticalDamage=PromotionAttr( + Value=promotion_dict[promotion]["CriticalDamage"]["Value"], + ), + BaseAggro=PromotionAttr( + Value=promotion_dict[promotion]["BaseAggro"]["Value"], + ), + ) + for promotion in promotion_dict + } + for avatar_id, promotion_dict in data.items() + }, + ) + + +class EquipmentPromotionConfigModel(Struct): + Equipment: Dict[str, Dict[str, SingleEquipmentPromotion]] + + @classmethod + def from_json(cls, data: Dict): + return cls( + Equipment={ + equipment_id: { + promotion: SingleEquipmentPromotion( + EquipmentID=promotion_dict[promotion]["EquipmentID"], + Promotion=promotion_dict[promotion]["Promotion"], + PromotionCostList=[ + PromotionCost( + ItemID=item["ItemID"], + ItemNum=item["ItemNum"], + ) + for item in promotion_dict[promotion]["PromotionCostList"] + ], + PlayerLevelRequire=promotion_dict[promotion].get( + "PlayerLevelRequire", + None, + ), + WorldLevelRequire=promotion_dict[promotion].get( + "WorldLevelRequire", + None, + ), + MaxLevel=promotion_dict[promotion]["MaxLevel"], + BaseHP=PromotionAttr( + Value=promotion_dict[promotion]["BaseHP"]["Value"], + ), + BaseHPAdd=PromotionAttr( + Value=promotion_dict[promotion]["BaseHPAdd"]["Value"], + ), + BaseAttack=PromotionAttr( + Value=promotion_dict[promotion]["BaseAttack"]["Value"], + ), + BaseAttackAdd=PromotionAttr( + Value=promotion_dict[promotion]["BaseAttackAdd"]["Value"], + ), + BaseDefence=PromotionAttr( + Value=promotion_dict[promotion]["BaseDefence"]["Value"], + ), + BaseDefenceAdd=PromotionAttr( + Value=promotion_dict[promotion]["BaseDefenceAdd"]["Value"], + ), + ) + for promotion in promotion_dict + } + for equipment_id, promotion_dict in data.items() + }, + ) + + +class RelicMainAffixConfigModel(Struct): + Relic: Dict[str, Dict[str, SingleRelicMainAffix]] + + @classmethod + def from_json(cls, data: Dict): + return cls( + Relic={ + relic_id: { + group_id: SingleRelicMainAffix( + GroupID=affix_dict[group_id]["GroupID"], + AffixID=affix_dict[group_id]["AffixID"], + Property=affix_dict[group_id]["Property"], + BaseValue=PromotionAttr( + Value=affix_dict[group_id]["BaseValue"]["Value"], + ), + LevelAdd=PromotionAttr( + Value=affix_dict[group_id]["LevelAdd"]["Value"], + ), + IsAvailable=affix_dict[group_id]["IsAvailable"], + ) + for group_id in affix_dict + } + for relic_id, affix_dict in data.items() + }, + ) + + +class RelicSubAffixConfigModel(Struct): + Relic: Dict[str, Dict[str, SingleRelicSubAffix]] + + @classmethod + def from_json(cls, data: Dict): + return cls( + Relic={ + relic_id: { + group_id: SingleRelicSubAffix( + GroupID=affix_dict[group_id]["GroupID"], + AffixID=affix_dict[group_id]["AffixID"], + Property=affix_dict[group_id]["Property"], + BaseValue=PromotionAttr( + Value=affix_dict[group_id]["BaseValue"]["Value"], + ), + StepValue=PromotionAttr( + Value=affix_dict[group_id]["StepValue"]["Value"], + ), + StepNum=affix_dict[group_id]["StepNum"], + ) + for group_id in affix_dict + } + for relic_id, affix_dict in data.items() + }, + ) + + +AvatarPromotionConfig = AvatarPromotionConfigModel.from_json(AvatarPromotion) +EquipmentPromotionConfig = EquipmentPromotionConfigModel.from_json(EquipmentPromotion) +RelicMainAffixConfig = RelicMainAffixConfigModel.from_json(RelicMainAffix) +RelicSubAffixConfig = RelicSubAffixConfigModel.from_json(RelicSubAffix) diff --git a/starrail_damage_cal/excel/read_excel.py b/starrail_damage_cal/excel/read_excel.py new file mode 100644 index 0000000..e17547a --- /dev/null +++ b/starrail_damage_cal/excel/read_excel.py @@ -0,0 +1,19 @@ +import json +from pathlib import Path + +EXCEL = Path(__file__).parent + +with Path.open(EXCEL / "RelicMainAffixConfig.json", encoding="utf8") as f: + RelicMainAffix = json.load(f) + +with Path.open(EXCEL / "RelicSubAffixConfig.json", encoding="utf8") as f: + RelicSubAffix = json.load(f) + +with Path.open(EXCEL / "AvatarPromotionConfig.json", encoding="utf8") as f: + AvatarPromotion = json.load(f) + +with Path.open(EXCEL / "EquipmentPromotionConfig.json", encoding="utf8") as f: + EquipmentPromotion = json.load(f) + +with Path.open(EXCEL / "light_cone_ranks.json", encoding="utf8") as f: + light_cone_ranks = json.load(f) diff --git a/starrail_damage_cal/exception.py b/starrail_damage_cal/exception.py new file mode 100644 index 0000000..6a38245 --- /dev/null +++ b/starrail_damage_cal/exception.py @@ -0,0 +1,30 @@ +class UidNotfoundError(Exception): + def __init__(self, uid: str): + self.uid = uid + + def __str__(self): + return repr(self.uid) + + +class CharNameError(Exception): + def __init__(self, char_name: str): + self.char_name = char_name + + def __str__(self): + return repr(self.char_name) + + +class MihomoRequestError(Exception): + pass + + +class NotInCharacterShowcaseError(Exception): + pass + + +class CharacterShowcaseNotOpenError(Exception): + def __init__(self, uid: str): + self.uid = uid + + def __str__(self): + return repr(self.uid) diff --git a/starrail_damage_cal/logger.py b/starrail_damage_cal/logger.py new file mode 100644 index 0000000..ce46489 --- /dev/null +++ b/starrail_damage_cal/logger.py @@ -0,0 +1,3 @@ +import logging + +logger = logging.getLogger("StarRailDamageCal") diff --git a/starrail_damage_cal/map/SR_MAP_PATH.py b/starrail_damage_cal/map/SR_MAP_PATH.py new file mode 100644 index 0000000..fad7fb9 --- /dev/null +++ b/starrail_damage_cal/map/SR_MAP_PATH.py @@ -0,0 +1,109 @@ +import json +from pathlib import Path +from typing import Dict, List, TypedDict, Union + +from msgspec import json as msgjson + +from starrail_damage_cal.map.model.RelicSetSkill import RelicSetSkillModel +from starrail_damage_cal.version import StarRail_version + +MAP = Path(__file__).parent / "data" + +version = StarRail_version + +avatarId2Name_fileName = f"avatarId2Name_mapping_{version}.json" +avatarId2EnName_fileName = f"avatarId2EnName_mapping_{version}.json" +EquipmentID2Name_fileName = f"EquipmentID2Name_mapping_{version}.json" +skillId2Name_fileName = f"skillId2Name_mapping_{version}.json" +skillId2Type_fileName = f"skillId2Type_mapping_{version}.json" +Property2Name_fileName = "Property2Name.json" +RelicId2SetId_fileName = f"RelicId2SetId_mapping_{version}.json" +SetId2Name_fileName = f"SetId2Name_mapping_{version}.json" +rankId2Name_fileName = f"rankId2Name_mapping_{version}.json" +characterSkillTree_fileName = f"characterSkillTree_mapping_{version}.json" +avatarId2DamageType_fileName = f"avatarId2DamageType_mapping_{version}.json" +avatarId2Rarity_fileName = f"avatarId2Rarity_mapping_{version}.json" +EquipmentID2AbilityProperty_fileName = ( + f"EquipmentID2AbilityProperty_mapping_{version}.json" +) +RelicSetSkill_fileName = f"RelicSetSkill_mapping_{version}.json" +skillId2AttackType_fileName = f"skillId2AttackType_mapping_{version}.json" +EquipmentID2Rarity_fileName = f"EquipmentID2Rarity_mapping_{version}.json" +ItemId2Name_fileName = f"ItemId2Name_mapping_{version}.json" +RelicId2MainAffixGroup_fileName = f"RelicId2MainAffixGroup_mapping_{version}.json" +avatarRankSkillUp_fileName = f"avatarRankSkillUp_mapping_{version}.json" + + +class TS(TypedDict): + Name: Dict[str, str] + Icon: Dict[str, str] + + +class LU(TypedDict): + id: str + num: int + + +with Path.open(MAP / avatarId2Name_fileName, encoding="UTF-8") as f: + avatarId2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / avatarId2EnName_fileName, encoding="UTF-8") as f: + avatarId2EnName = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / EquipmentID2Name_fileName, encoding="UTF-8") as f: + EquipmentID2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / skillId2Name_fileName, encoding="UTF-8") as f: + skillId2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / skillId2Type_fileName, encoding="UTF-8") as f: + skillId2Effect = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / Property2Name_fileName, encoding="UTF-8") as f: + Property2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / RelicId2SetId_fileName, encoding="UTF-8") as f: + RelicId2SetId = msgjson.decode(f.read(), type=Dict[str, int]) + +with Path.open(MAP / SetId2Name_fileName, encoding="UTF-8") as f: + SetId2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / rankId2Name_fileName, encoding="UTF-8") as f: + rankId2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / characterSkillTree_fileName, encoding="UTF-8") as f: + characterSkillTree = msgjson.decode(f.read(), type=Dict[str, Dict]) + +with Path.open(MAP / avatarId2DamageType_fileName, encoding="UTF-8") as f: + avatarId2DamageType = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / "char_alias.json", encoding="UTF-8") as f: + alias_data = msgjson.decode(f.read(), type=Dict[str, Dict[str, List]]) + +with Path.open(MAP / avatarId2Rarity_fileName, encoding="UTF-8") as f: + avatarId2Rarity = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / EquipmentID2AbilityProperty_fileName, encoding="UTF-8") as f: + EquipmentID2AbilityProperty = msgjson.decode( + f.read(), + type=Dict[str, Dict[str, List]], + ) + +with Path.open(MAP / RelicSetSkill_fileName, encoding="UTF-8") as f: + data = json.load(f) + RelicSetSkill = RelicSetSkillModel.from_json(data) + +with Path.open(MAP / skillId2AttackType_fileName, encoding="UTF-8") as f: + skillId2AttackType = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / EquipmentID2Rarity_fileName, encoding="UTF-8") as f: + EquipmentID2Rarity = msgjson.decode(f.read(), type=Dict[str, int]) + +with Path.open(MAP / ItemId2Name_fileName, encoding="UTF-8") as f: + ItemId2Name = msgjson.decode(f.read(), type=Dict[str, str]) + +with Path.open(MAP / RelicId2MainAffixGroup_fileName, encoding="UTF-8") as f: + RelicId2MainAffixGroup = msgjson.decode(f.read(), type=Dict[str, int]) + +with Path.open(MAP / avatarRankSkillUp_fileName, encoding="UTF-8") as f: + AvatarRankSkillUp = msgjson.decode(f.read(), type=Dict[str, Union[List[LU], None]]) diff --git a/starrail_damage_cal/map/__init__.py b/starrail_damage_cal/map/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/map/data/AvatarRelicScore.json b/starrail_damage_cal/map/data/AvatarRelicScore.json new file mode 100644 index 0000000..64cf6d1 --- /dev/null +++ b/starrail_damage_cal/map/data/AvatarRelicScore.json @@ -0,0 +1,668 @@ +[ + { + "role": "景元", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "希儿", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "布洛妮娅", + "HPDelta": 0.75, + "HPAddedRatio": 0.75, + "AttackDelta": 0.5, + "AttackAddedRatio": 0.5, + "DefenceDelta": 0.5, + "DefenceAddedRatio": 0.5, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 1.0, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 1.0, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.5, + "AttributeAddedRatio": 0.0 + }, + { + "role": "杰帕德", + "HPDelta": 0.5, + "HPAddedRatio": 0.5, + "AttackDelta": 0.0, + "AttackAddedRatio": 0.0, + "DefenceDelta": 1.0, + "DefenceAddedRatio": 1.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 0, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 1.0, + "StatusProbabilityBase": 0.5, + "StatusResistanceBase": 0.5, + "AttributeAddedRatio": 0 + }, + { + "role": "姬子", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.5, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "瓦尔特", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 1.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "卡芙卡", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 1.0, + "AttackAddedRatio": 1.0, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0.5, + "CriticalDamageBase": 0.0, + "BreakDamageAddedRatioBase": 0.5, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 0.75, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "彦卿", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.75, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "镜流", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.75, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "白露", + "HPDelta": 1.0, + "HPAddedRatio": 1.0, + "AttackDelta": 0.0, + "AttackAddedRatio": 0.0, + "DefenceDelta": 0.5, + "DefenceAddedRatio": 0.5, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 0, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 1, + "SPRatio": 1.0, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.75, + "AttributeAddedRatio": 0 + }, + { + "role": "玲可", + "HPDelta": 1.0, + "HPAddedRatio": 1.0, + "AttackDelta": 0.0, + "AttackAddedRatio": 0.0, + "DefenceDelta": 0.5, + "DefenceAddedRatio": 0.5, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 0, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 1, + "SPRatio": 1.0, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.75, + "AttributeAddedRatio": 0 + }, + { + "role": "藿藿", + "HPDelta": 1.0, + "HPAddedRatio": 1.0, + "AttackDelta": 0.0, + "AttackAddedRatio": 0.0, + "DefenceDelta": 0.5, + "DefenceAddedRatio": 0.5, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 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+ "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 1, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "驭空", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.5, + "AttackAddedRatio": 0.5, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 1, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "克拉拉", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + 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}, + { + "role": "阿兰", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "艾丝妲", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 0, + "CriticalDamageBase": 0, + "BreakDamageAddedRatioBase": 0.75, + "HealRatio": 0, + "SPRatio": 1.0, + "StatusProbabilityBase": 0.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "黑塔", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 0.75, 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0.5, + "AttributeAddedRatio": 0 + }, + { + "role": "佩拉", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 1.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "桑博", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + "DefenceAddedRatio": 0.0, + "SpeedDelta": 1.0, + "CriticalChanceBase": 1, + "CriticalDamageBase": 1, + "BreakDamageAddedRatioBase": 0.0, + "HealRatio": 0, + "SPRatio": 0.5, + "StatusProbabilityBase": 1.0, + "StatusResistanceBase": 0.0, + "AttributeAddedRatio": 1 + }, + { + "role": "虎克", + "HPDelta": 0.0, + "HPAddedRatio": 0.0, + "AttackDelta": 0.75, + "AttackAddedRatio": 0.75, + "DefenceDelta": 0.0, + 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"BrighterThantheSun", + "23016": "Worrisome,Blissful", + "24000": "OntheFallofanAeon", + "24001": "CruisingintheStellarSea", + "24002": "TextureofMemories", + "21025": "PastandFuture", + "24003": "SolitaryHealing", + "23018": "AnInstanceForeverCherished", + "23017": "NightofFright", + "22001": "Hey,OverHere" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/EquipmentID2Name_mapping_1.4.0.json b/starrail_damage_cal/map/data/EquipmentID2Name_mapping_1.4.0.json new file mode 100644 index 0000000..3e33de8 --- /dev/null +++ b/starrail_damage_cal/map/data/EquipmentID2Name_mapping_1.4.0.json @@ -0,0 +1,83 @@ +{ + "20000": "锋镝", + "20001": "物穰", + "20002": "天倾", + "20003": "琥珀", + "20004": "幽邃", + "20005": "齐颂", + "20006": "智库", + "20007": "离弦", + "20008": "嘉果", + "20009": "乐圮", + "20010": "戍御", + "20011": "渊环", + "20012": "轮契", + "20013": "灵钥", + "20014": "相抗", + "20015": "蕃息", + "20016": "俱殁", + "20017": "开疆", + "20018": "匿影", + "20019": "调和", + "20020": "睿见", + "21000": "一场术后对话", + "21001": "晚安与睡颜", + "21002": "余生的第一天", + "21003": "唯有沉默", + "21004": "记忆中的模样", + "21005": "鼹鼠党欢迎你", + "21006": "「我」的诞生", + "21007": "同一种心情", + "21008": "猎物的视线", + "21009": "朗道的选择", + "21010": "论剑", + "21011": "与行星相会", + "21012": "秘密誓心", + "21013": "别让世界静下来", + "21014": "此时恰好", + "21015": "决心如汗珠般闪耀", + "21016": "宇宙市场趋势", + "21017": "点个关注吧!", + "21018": "舞!舞!舞!", + "21019": "在蓝天下", + "21020": "天才们的休憩", + "21021": "等价交换", + "21022": "延长记号", + "21023": "我们是地火", + "21024": "春水初生", + "21026": "汪!散步时间!", + "21027": "早餐的仪式感", + "21028": "暖夜不会漫长", + "21029": "后会有期", + "21030": "这就是我啦!", + "21031": "重返幽冥", + "21032": "镂月裁云之意", + "21033": "无处可逃", + "21034": "今日亦是和平的一日", + "22000": "新手任务开始前", + "23000": "银河铁道之夜", + "23001": "于夜色中", + "23002": "无可取代的东西", + "23003": "但战斗还未结束", + "23004": "以世界之名", + "23005": "制胜的瞬间", + "23006": "只需等待", + "23007": "雨一直下", + "23008": "棺的回响", + "23009": "到不了的彼岸", + "23010": "拂晓之前", + "23011": "她已闭上双眼", + "23012": "如泥酣眠", + "23013": "时节不居", + "23014": "此身为剑", + "23015": "比阳光更明亮的", + "23016": "烦恼着,幸福着", + "24000": "记一位星神的陨落", + "24001": "星海巡航", + "24002": "记忆的质料", + "21025": "过往未来", + "24003": "孤独的疗愈", + "23018": "片刻,留在眼底", + "23017": "惊魂夜", + "22001": "嘿,我在这儿" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/EquipmentID2Rarity_mapping_1.4.0.json b/starrail_damage_cal/map/data/EquipmentID2Rarity_mapping_1.4.0.json new file mode 100644 index 0000000..8b0888d --- /dev/null +++ b/starrail_damage_cal/map/data/EquipmentID2Rarity_mapping_1.4.0.json @@ -0,0 +1,83 @@ +{ + "20000": 3, + "20001": 3, + "20002": 3, + "20003": 3, + "20004": 3, + "20005": 3, + "20006": 3, + "20007": 3, + "20008": 3, + "20009": 3, + "20010": 3, + "20011": 3, + "20012": 3, + "20013": 3, + "20014": 3, + "20015": 3, + "20016": 3, + "20017": 3, + "20018": 3, + "20019": 3, + "20020": 3, + "21000": 4, + "21001": 4, + "21002": 4, + "21003": 4, + "21004": 4, + "21005": 4, + "21006": 4, + "21007": 4, + "21008": 4, + "21009": 4, + "21010": 4, 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"31011": "过客的逢春木簪", + "41011": "过客的逢春木簪", + "51011": "过客的逢春木簪", + "61011": "过客的逢春木簪", + "31012": "过客的游龙臂鞲", + "41012": "过客的游龙臂鞲", + "51012": "过客的游龙臂鞲", + "61012": "过客的游龙臂鞲", + "31013": "过客的残绣风衣", + "41013": "过客的残绣风衣", + "51013": "过客的残绣风衣", + "61013": "过客的残绣风衣", + "31014": "过客的冥途游履", + "41014": "过客的冥途游履", + "51014": "过客的冥途游履", + "61014": "过客的冥途游履", + "31021": "快枪手的野穗毡帽", + "41021": "快枪手的野穗毡帽", + "51021": "快枪手的野穗毡帽", + "61021": "快枪手的野穗毡帽", + "31022": "快枪手的粗革手套", + "41022": "快枪手的粗革手套", + "51022": "快枪手的粗革手套", + "61022": "快枪手的粗革手套", + "31023": "快枪手的猎风披肩", + "41023": "快枪手的猎风披肩", + "51023": "快枪手的猎风披肩", + "61023": "快枪手的猎风披肩", + "31024": "快枪手的铆钉马靴", + "41024": "快枪手的铆钉马靴", + "51024": "快枪手的铆钉马靴", + "61024": "快枪手的铆钉马靴", + "31031": "圣骑的宽恕盔面", + "41031": "圣骑的宽恕盔面", + "51031": "圣骑的宽恕盔面", + "61031": "圣骑的宽恕盔面", + "31032": "圣骑的沉默誓环", + "41032": "圣骑的沉默誓环", + "51032": "圣骑的沉默誓环", + "61032": "圣骑的沉默誓环", + "31033": "圣骑的肃穆胸甲", + "41033": "圣骑的肃穆胸甲", + "51033": "圣骑的肃穆胸甲", + "61033": "圣骑的肃穆胸甲", + "31034": "圣骑的秩序铁靴", + "41034": "圣骑的秩序铁靴", + "51034": "圣骑的秩序铁靴", + "61034": "圣骑的秩序铁靴", + "31041": "雪猎的荒神兜帽", + "41041": "雪猎的荒神兜帽", + "51041": "雪猎的荒神兜帽", + "61041": "雪猎的荒神兜帽", + "31042": "雪猎的巨蜥手套", + "41042": "雪猎的巨蜥手套", + "51042": "雪猎的巨蜥手套", + "61042": "雪猎的巨蜥手套", + "31043": "雪猎的冰龙披风", + "41043": "雪猎的冰龙披风", + "51043": "雪猎的冰龙披风", + "61043": "雪猎的冰龙披风", + "31044": "雪猎的鹿皮软靴", + "41044": "雪猎的鹿皮软靴", + "51044": "雪猎的鹿皮软靴", + "61044": "雪猎的鹿皮软靴", + "31051": "拳王的冠军护头", + "41051": "拳王的冠军护头", + "51051": "拳王的冠军护头", + "61051": "拳王的冠军护头", + "31052": "拳王的重炮拳套", + "41052": "拳王的重炮拳套", + "51052": "拳王的重炮拳套", + "61052": "拳王的重炮拳套", + "31053": "拳王的贴身护胸", + "41053": "拳王的贴身护胸", + "51053": "拳王的贴身护胸", + "61053": "拳王的贴身护胸", + "31054": "拳王的弧步战靴", + "41054": "拳王的弧步战靴", + "51054": "拳王的弧步战靴", + "61054": "拳王的弧步战靴", + "31061": "铁卫的铸铁面盔", + "41061": "铁卫的铸铁面盔", + "51061": "铁卫的铸铁面盔", + "61061": "铁卫的铸铁面盔", + "31062": "铁卫的银鳞手甲", + "41062": "铁卫的银鳞手甲", + "51062": "铁卫的银鳞手甲", + "61062": "铁卫的银鳞手甲", + "31063": "铁卫的旧制军服", + "41063": "铁卫的旧制军服", + "51063": "铁卫的旧制军服", + "61063": "铁卫的旧制军服", + "31064": "铁卫的白银护胫", + "41064": "铁卫的白银护胫", + "51064": "铁卫的白银护胫", + "61064": "铁卫的白银护胫", + "31071": "火匠的黑曜目镜", + "41071": "火匠的黑曜目镜", + "51071": "火匠的黑曜目镜", + "61071": "火匠的黑曜目镜", + "31072": "火匠的御火戒指", + "41072": "火匠的御火戒指", + "51072": "火匠的御火戒指", + "61072": "火匠的御火戒指", + "31073": "火匠的阻燃围裙", + "41073": "火匠的阻燃围裙", + "51073": "火匠的阻燃围裙", + "61073": "火匠的阻燃围裙", + "31074": "火匠的合金义肢", + "41074": "火匠的合金义肢", + "51074": "火匠的合金义肢", + "61074": "火匠的合金义肢", + "31081": "天才的超距遥感", + "41081": "天才的超距遥感", + "51081": "天才的超距遥感", + "61081": "天才的超距遥感", + "31082": "天才的频变捕手", + "41082": "天才的频变捕手", + "51082": "天才的频变捕手", + "61082": "天才的频变捕手", + "31083": "天才的元域深潜", + "41083": "天才的元域深潜", + "51083": "天才的元域深潜", + "61083": "天才的元域深潜", + "31084": "天才的引力漫步", + "41084": "天才的引力漫步", + "51084": "天才的引力漫步", + "61084": "天才的引力漫步", + "31091": "乐队的偏光墨镜", + "41091": "乐队的偏光墨镜", + "51091": "乐队的偏光墨镜", + "61091": "乐队的偏光墨镜", + "31092": "乐队的巡演手绳", + "41092": "乐队的巡演手绳", + "51092": "乐队的巡演手绳", + "61092": "乐队的巡演手绳", + "31093": "乐队的钉刺皮衣", + "41093": "乐队的钉刺皮衣", + "51093": "乐队的钉刺皮衣", + "61093": "乐队的钉刺皮衣", + "31094": "乐队的铆钉短靴", + "41094": "乐队的铆钉短靴", + "51094": "乐队的铆钉短靴", + "61094": "乐队的铆钉短靴", + "31101": "翔鹰的长喙头盔", + "41101": "翔鹰的长喙头盔", + "51101": "翔鹰的长喙头盔", + "61101": "翔鹰的长喙头盔", + "31102": "翔鹰的鹰击指环", + "41102": "翔鹰的鹰击指环", + "51102": "翔鹰的鹰击指环", + "61102": "翔鹰的鹰击指环", + "31103": "翔鹰的翼装束带", + "41103": "翔鹰的翼装束带", + "51103": "翔鹰的翼装束带", + "61103": "翔鹰的翼装束带", + "31104": "翔鹰的绒羽绑带", + "41104": "翔鹰的绒羽绑带", + "51104": "翔鹰的绒羽绑带", + "61104": "翔鹰的绒羽绑带", + "31111": "怪盗的千人假面", + "41111": "怪盗的千人假面", + "51111": "怪盗的千人假面", + "61111": "怪盗的千人假面", + "31112": "怪盗的绘纹手套", + "41112": "怪盗的绘纹手套", + "51112": "怪盗的绘纹手套", + "61112": "怪盗的绘纹手套", + "31113": "怪盗的纤钢爪钩", + "41113": "怪盗的纤钢爪钩", + "51113": "怪盗的纤钢爪钩", + "61113": "怪盗的纤钢爪钩", + "31114": "怪盗的流星快靴", + "41114": "怪盗的流星快靴", + "51114": "怪盗的流星快靴", + "61114": "怪盗的流星快靴", + "31121": "废土客的呼吸面罩", + "41121": "废土客的呼吸面罩", + "51121": "废土客的呼吸面罩", + "61121": "废土客的呼吸面罩", + "31122": "废土客的荒漠终端", + "41122": "废土客的荒漠终端", + "51122": "废土客的荒漠终端", + "61122": "废土客的荒漠终端", + "31123": "废土客的修士长袍", + "41123": "废土客的修士长袍", + "51123": "废土客的修士长袍", + "61123": "废土客的修士长袍", + "31124": "废土客的动力腿甲", + "41124": "废土客的动力腿甲", + "51124": "废土客的动力腿甲", + "61124": "废土客的动力腿甲", + "33015": "「黑塔」的空间站点", + "43015": "「黑塔」的空间站点", + "53015": "「黑塔」的空间站点", + "63015": "「黑塔」的空间站点", + "33016": "「黑塔」的漫历轨迹", + "43016": "「黑塔」的漫历轨迹", + "53016": "「黑塔」的漫历轨迹", + "63016": "「黑塔」的漫历轨迹", + "33025": "罗浮仙舟的天外楼船", + "43025": "罗浮仙舟的天外楼船", + "53025": "罗浮仙舟的天外楼船", + "63025": "罗浮仙舟的天外楼船", + "33026": "罗浮仙舟的建木枝蔓", + "43026": "罗浮仙舟的建木枝蔓", + "53026": "罗浮仙舟的建木枝蔓", + "63026": "罗浮仙舟的建木枝蔓", + "33035": "公司的巨构总部", + "43035": "公司的巨构总部", + "53035": "公司的巨构总部", + "63035": "公司的巨构总部", + "33036": "公司的贸易航道", + "43036": "公司的贸易航道", + "53036": "公司的贸易航道", + "63036": "公司的贸易航道", + "33045": "贝洛伯格的存护堡垒", + "43045": "贝洛伯格的存护堡垒", + "53045": "贝洛伯格的存护堡垒", + "63045": "贝洛伯格的存护堡垒", + "33046": "贝洛伯格的铁卫防线", + "43046": "贝洛伯格的铁卫防线", + "53046": "贝洛伯格的铁卫防线", + "63046": "贝洛伯格的铁卫防线", + "33055": "螺丝星的机械烈阳", + "43055": "螺丝星的机械烈阳", + "53055": "螺丝星的机械烈阳", + "63055": "螺丝星的机械烈阳", + "33056": "螺丝星的环星孔带", + "43056": "螺丝星的环星孔带", + "53056": "螺丝星的环星孔带", + "63056": "螺丝星的环星孔带", + "33065": "萨尔索图的移动城市", + "43065": "萨尔索图的移动城市", + "53065": "萨尔索图的移动城市", + "63065": "萨尔索图的移动城市", + "33066": "萨尔索图的晨昏界线", + "43066": "萨尔索图的晨昏界线", + "53066": "萨尔索图的晨昏界线", + "63066": "萨尔索图的晨昏界线", + "33075": "塔利亚的钉壳小镇", + "43075": "塔利亚的钉壳小镇", + "53075": "塔利亚的钉壳小镇", + "63075": "塔利亚的钉壳小镇", + "33076": "塔利亚的裸皮电线", + "43076": "塔利亚的裸皮电线", + "53076": "塔利亚的裸皮电线", + "63076": "塔利亚的裸皮电线", + "33085": "翁瓦克的诞生之岛", + "43085": "翁瓦克的诞生之岛", + "53085": "翁瓦克的诞生之岛", + "63085": "翁瓦克的诞生之岛", + "33086": "翁瓦克的环岛海岸", + "43086": "翁瓦克的环岛海岸", + "53086": "翁瓦克的环岛海岸", + "63086": "翁瓦克的环岛海岸", + "33095": "泰科铵的镭射球场", + "43095": "泰科铵的镭射球场", + "53095": "泰科铵的镭射球场", + "63095": "泰科铵的镭射球场", + "33096": "泰科铵的弧光赛道", + "43096": "泰科铵的弧光赛道", + "53096": "泰科铵的弧光赛道", + "63096": "泰科铵的弧光赛道", + "33105": "伊须磨洲的残船鲸落", + "43105": "伊须磨洲的残船鲸落", + "53105": "伊须磨洲的残船鲸落", + "63105": "伊须磨洲的残船鲸落", + "33106": "伊须磨洲的坼裂缆索", + "43106": "伊须磨洲的坼裂缆索", + "53106": "伊须磨洲的坼裂缆索", + "63106": "伊须磨洲的坼裂缆索", + "55001": "过客的残绣风衣", + "55002": "过客的冥途游履", + "55003": "快枪手的猎风披肩", + "55004": "圣骑的肃穆胸甲", + "55005": "圣骑的秩序铁靴", + "55006": "拳王的贴身护胸", + "31131": "莳者的复明义眼", + "41131": "莳者的复明义眼", + "51131": "莳者的复明义眼", + "61131": "莳者的复明义眼", + "31132": "莳者的机巧木手", + "41132": "莳者的机巧木手", + "51132": "莳者的机巧木手", + "61132": "莳者的机巧木手", + "31133": "莳者的承露羽衣", + "41133": "莳者的承露羽衣", + "51133": "莳者的承露羽衣", + "61133": "莳者的承露羽衣", + "31134": "莳者的天人丝履", + "41134": "莳者的天人丝履", + "51134": "莳者的天人丝履", + "61134": "莳者的天人丝履", + "31141": "信使的全息目镜", + "41141": "信使的全息目镜", + "51141": "信使的全息目镜", + "61141": "信使的全息目镜", + "31142": "信使的百变义手", + "41142": "信使的百变义手", + "51142": "信使的百变义手", + "61142": "信使的百变义手", + "31143": "信使的密信挎包", + "41143": "信使的密信挎包", + "51143": "信使的密信挎包", + "61143": "信使的密信挎包", + "31144": "信使的酷跑板鞋", + "41144": "信使的酷跑板鞋", + "51144": "信使的酷跑板鞋", + "61144": "信使的酷跑板鞋" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/Property2Name.json b/starrail_damage_cal/map/data/Property2Name.json new file mode 100644 index 0000000..92f0208 --- /dev/null +++ b/starrail_damage_cal/map/data/Property2Name.json @@ -0,0 +1,55 @@ +{ + "MaxHP": "生命值", + "Attack": "攻击力", + "Defence": "防御力", + "Speed": "速度", + "CriticalChance": "暴击率", + "CriticalDamage": "暴击伤害", + "BreakDamageAddedRatio": "击破特攻", + "BreakDamageAddedRatioBase": "击破特攻", + "HealRatio": "治疗量加成", + "MaxSP": "能量上限", + "SPRatio": "能量恢复效率", + "StatusProbability": "效果命中", + "StatusResistance": "效果抵抗", + "CriticalChanceBase": "暴击率", + "CriticalDamageBase": "暴击伤害", + "HealRatioBase": "治疗量加成", + "StanceBreakAddedRatio": "dev_失效字段", + "SPRatioBase": "能量恢复效率", + "StatusProbabilityBase": "效果命中", + "StatusResistanceBase": "效果抵抗", + "PhysicalAddedRatio": "物理属性伤害提高", + "PhysicalResistance": "物理属性抗性提高", + "FireAddedRatio": "火属性伤害提高", + "FireResistance": "火属性抗性提高", + "IceAddedRatio": "冰属性伤害提高", + "IceResistance": "冰属性抗性提高", + "ThunderAddedRatio": "雷属性伤害提高", + "ThunderResistance": "雷属性抗性提高", + "WindAddedRatio": "风属性伤害提高", + "WindResistance": "风属性抗性提高", + "QuantumAddedRatio": "量子属性伤害提高", + "QuantumResistance": "量子属性抗性提高", + "ImaginaryAddedRatio": "虚数属性伤害提高", + "ImaginaryResistance": "虚数属性抗性提高", + "BaseHP": "基础生命值提高#1[i]", + "HPDelta": "生命值", + "HPAddedRatio": "生命值百分比", + "BaseAttack": "基础攻击力提高#1[i]", + "AttackDelta": "攻击力", + "AttackAddedRatio": "攻击力百分比", + "BaseDefence": "基础防御力提高#1[i]", + "DefenceDelta": "防御力", + "DefenceAddedRatio": "防御力百分比", + "BaseSpeed": "速度", + "HealTakenRatio": "治疗量加成", + "PhysicalResistanceDelta": "物理属性抗性提高", + "FireResistanceDelta": "火属性抗性提高", + "IceResistanceDelta": "冰属性抗性提高", + "ThunderResistanceDelta": "雷属性抗性提高", + "WindResistanceDelta": "风属性抗性提高", + "QuantumResistanceDelta": "量子属性抗性提高", + "ImaginaryResistanceDelta": "虚数属性抗性提高", + "SpeedDelta": "速度" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/Property2Name_mapping_1.4.0.json b/starrail_damage_cal/map/data/Property2Name_mapping_1.4.0.json new file mode 100644 index 0000000..92f0208 --- /dev/null +++ b/starrail_damage_cal/map/data/Property2Name_mapping_1.4.0.json @@ -0,0 +1,55 @@ +{ + "MaxHP": "生命值", + "Attack": "攻击力", + "Defence": "防御力", + "Speed": "速度", + "CriticalChance": "暴击率", + "CriticalDamage": "暴击伤害", + "BreakDamageAddedRatio": "击破特攻", + "BreakDamageAddedRatioBase": "击破特攻", + "HealRatio": "治疗量加成", + "MaxSP": "能量上限", + "SPRatio": "能量恢复效率", + "StatusProbability": "效果命中", + "StatusResistance": "效果抵抗", + "CriticalChanceBase": "暴击率", + "CriticalDamageBase": "暴击伤害", + "HealRatioBase": "治疗量加成", + "StanceBreakAddedRatio": "dev_失效字段", + "SPRatioBase": "能量恢复效率", + "StatusProbabilityBase": "效果命中", + "StatusResistanceBase": "效果抵抗", + "PhysicalAddedRatio": "物理属性伤害提高", + "PhysicalResistance": "物理属性抗性提高", + "FireAddedRatio": "火属性伤害提高", + "FireResistance": "火属性抗性提高", + "IceAddedRatio": "冰属性伤害提高", + "IceResistance": "冰属性抗性提高", + "ThunderAddedRatio": "雷属性伤害提高", + "ThunderResistance": "雷属性抗性提高", + "WindAddedRatio": "风属性伤害提高", + "WindResistance": "风属性抗性提高", + "QuantumAddedRatio": "量子属性伤害提高", + "QuantumResistance": "量子属性抗性提高", + "ImaginaryAddedRatio": "虚数属性伤害提高", + "ImaginaryResistance": "虚数属性抗性提高", + "BaseHP": "基础生命值提高#1[i]", + "HPDelta": "生命值", + "HPAddedRatio": "生命值百分比", + "BaseAttack": "基础攻击力提高#1[i]", + "AttackDelta": "攻击力", + "AttackAddedRatio": "攻击力百分比", + "BaseDefence": "基础防御力提高#1[i]", + "DefenceDelta": "防御力", + "DefenceAddedRatio": "防御力百分比", + "BaseSpeed": "速度", + "HealTakenRatio": "治疗量加成", + "PhysicalResistanceDelta": "物理属性抗性提高", + "FireResistanceDelta": "火属性抗性提高", + "IceResistanceDelta": "冰属性抗性提高", + "ThunderResistanceDelta": "雷属性抗性提高", + "WindResistanceDelta": "风属性抗性提高", + "QuantumResistanceDelta": "量子属性抗性提高", + "ImaginaryResistanceDelta": "虚数属性抗性提高", + "SpeedDelta": "速度" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/RelicId2MainAffixGroup_mapping_1.4.0.json 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@@ -0,0 +1,26 @@ +{ + "101": "云无留迹的过客", + "102": "野穗伴行的快枪手", + "103": "净庭教宗的圣骑士", + "104": "密林卧雪的猎人", + "105": "街头出身的拳王", + "106": "戍卫风雪的铁卫", + "107": "熔岩锻铸的火匠", + "108": "繁星璀璨的天才", + "109": "激奏雷电的乐队", + "110": "晨昏交界的翔鹰", + "111": "流星追迹的怪盗", + "112": "盗匪荒漠的废土客", + "113": "宝命长存的莳者", + "114": "骇域漫游的信使", + "301": "太空封印站", + "302": "不老者的仙舟", + "303": "泛银河商业公司", + "304": "筑城者的贝洛伯格", + "305": "星体差分机", + "306": "停转的萨尔索图", + "307": "盗贼公国塔利亚", + "308": "生命的翁瓦克", + "309": "繁星竞技场", + "310": "折断的龙骨" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/avatarId2DamageType_mapping_1.4.0.json b/starrail_damage_cal/map/data/avatarId2DamageType_mapping_1.4.0.json new file mode 100644 index 0000000..595885e --- /dev/null +++ b/starrail_damage_cal/map/data/avatarId2DamageType_mapping_1.4.0.json @@ -0,0 +1,43 @@ +{ + "1001": "Ice", + "1002": "Wind", + "1003": "Fire", + "1004": "Imaginary", + "1005": "Thunder", + "1006": "Quantum", + "1008": "Thunder", + "1009": "Fire", + "1013": "Ice", 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"121506": [] +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/char_alias.json b/starrail_damage_cal/map/data/char_alias.json new file mode 100644 index 0000000..ea54050 --- /dev/null +++ b/starrail_damage_cal/map/data/char_alias.json @@ -0,0 +1,603 @@ +{ + "characters": { + "1001": [ + "三月七", + "三月", + "小三月", + "阿七", + "冷面小粉龙", + "纠缠之缘", + "小仓唯", + "xcw" + ], + "1002": [ + "丹恒", + "冷面小青龙", + "闷葫芦" + ], + "1003": [ + "姬子", + "姬子阿姐" + ], + "1004": [ + "瓦尔特", + "瓦尔特杨", + "杨叔", + "牧月忍冬", + "约阿希姆诺基安维塔宁" + ], + "1005": [ + "卡芙卡", + "妈", + "妈妈" + ], + "1006": [ + "银狼", + "小板鸭", + "酷鸭", + "超级骇客" + ], + "1008": [ + "阿兰" + ], + "1009": [ + "艾丝妲", + "富婆", + "代理站长", + "知名不具" + ], + "1013": [ + "黑塔", + "天才俱乐部#83", + "天才俱乐部第83席", + "天才俱乐部第八十三席", + "黑塔女士" + ], + "1101": [ + "布洛妮娅", + "布洛妮娅兰德", + "兰德鸭", + "大板鸭", + "三涡轮增鸭" + ], + "1102": [ + "希儿", + "蝴蝶", + "希尔" + ], + "1103": [ + "希露瓦", + "希露瓦朗道", + "朗道家长女", + "贝洛伯格机械师" + ], + "1104": [ + "杰帕德", + "杰帕德朗道", + "杰哥", + "小杰杰" + ], + "1105": [ + "娜塔莎", + "娜塔", + "娜塔莎姐姐", + "老巫婆" + ], + "1106": [ + "佩拉", + "佩拉格娅谢尔盖耶夫娜", + "佩拉格娅", + "谢尔盖耶夫娜" + ], + "1107": [ + "克拉拉", + "猩红兔子", + "天才侦探少女", + "史瓦罗", + "史瓦罗发射器" + ], + "1108": [ + "桑博", + "桑博科斯基", + "深蓝帅哥", + "布鲁海尔波桑" + ], + "1109": [ + "虎克", + "漆黑的虎克大人" + ], + "1110": [ + "玲可" + ], + "1111": [ + "卢卡", + "铁臂卢卡", + "熔锤镇的卢卡" + ], + "1112": [ + "托帕&账账", + "托帕", + "账账", + "账账启动器" + ], + "1201": [ + "青雀", + "QQ" + ], + "1202": [ + "停云", + "屑狐狸", + "骚狐狸" + ], + "1203": [ + "罗刹", + "主教" + ], + "1204": [ + "景元", + "云骑将军", + "闭目将军" + ], + "1205": [ + "刃", + "应星", + "阿刃", + "点刀哥", + "笑面小黑龙" + ], + "1206": [ + "素裳", + "李素裳", + "李大枕头" + ], + "1207": [ + "驭空", + "星火之狐", + "司舵" + ], + "1208": [ + "符玄" + ], + "1209": [ + "彦卿", + "马彦卿", + "老马" + ], + "1211": [ + "白露", + "衔药龙女" + ], + "1212": [ + "镜流" + ], + "1213": [ + "丹恒•饮月", + "饮月君", + "饮月", + "龙丹" + ], + "1217": [ + "藿藿" + ], + "1302": [ + "银枝" + ], + "8000": [ + "开拓者", + "爷", + "星爷", + "恩公", + "复读机", + "脸接大招", + "银河球棒侠", + "机巧鸟捕手", + "天才少女侦探的助手" + ], + "8001": [ + "物理开拓者", + "毁灭开拓者", + "物主", + "物理主", + "毁灭主", + "开拓者物理", + "开拓者毁灭" + ], + "8002": [ + "物理女开拓者", + "毁灭女开拓者", + "物女主", + "物理女主", + "毁灭女主" + ], + "8003": [ + "火开拓者", + "存护开拓者", + "火主", + "存护主", + "开拓者火", + "开拓者存护" + ], + "8004": [ + "火女开拓者", + "存护女开拓者", + "火女主", + "存护女主" + ] + }, + "light_cones": { + "20000": [ + "锋镝" + ], + "20001": [ + "物穰" + ], + "20002": [ + "天倾" + ], + "20003": [ + "琥珀" + ], + "20004": [ + "幽邃" + ], + "20005": [ + "齐颂" + ], + "20006": [ + "智库" + ], + "20007": [ + "离弦" + ], + "20008": [ + "嘉果" + ], + "20009": [ + "乐圮" + ], + "20010": [ + "戍御" + ], + "20011": [ + "渊环" + ], + "20012": [ + "轮契" + ], + "20013": [ + "灵钥" + ], + "20014": [ + "相抗" + ], + "20015": [ + "蕃息" + ], + "20016": [ + "俱殁" + ], + "20017": [ + "开疆" + ], + "20018": [ + "匿影" + ], + "20019": [ + "调和" + ], + "20020": [ + "睿见" + ], + "21000": [ + "一场术后对话" + ], + "21001": [ + "晚安与睡颜", + "晚安睡颜" + ], + "21002": [ + "余生的第一天" + ], + "21003": [ + "唯有沉默" + ], + "21004": [ + "记忆中的模样" + ], + "21005": [ + "鼹鼠党欢迎你", + "鼹鼠党" + ], + "21006": [ + "「我」的诞生", + "我的诞生" + ], + "21007": [ + "同一种心情" + ], + "21008": [ + "猎物的视线" + ], + "21009": [ + "朗道的选择" + ], + "21010": [ + "论剑" + ], + "21011": [ + "与行星相会" + ], + "21012": [ + "秘密誓心" + ], + "21013": [ + "别让世界静下来" + ], + "21014": [ + "此时恰好" + ], + "21015": [ + "决心如汗珠般闪耀" + ], + "21016": [ + "宇宙市场趋势" + ], + "21017": [ + "点个关注吧!", + "点个关注吧", + "点个关注" + ], + "21018": [ + "舞!舞!舞!", + "舞舞舞" + ], + "21019": [ + "在蓝天下" + ], + "21020": [ + "天才们的休憩" + ], + "21021": [ + "等价交换" + ], + "21022": [ + "延长记号" + ], + "21023": [ + "我们是地火" + ], + "21024": [ + "春水初生" + ], + "21025": [ + "过往未来" + ], + "21026": [ + "汪!散步时间!", + "汪散步时间", + "散步时间" + ], + "21027": [ + "早餐的仪式感" + ], + "21028": [ + "暖夜不会漫长" + ], + "21029": [ + "后会有期" + ], + "21030": [ + "这就是我啦!", + "这就是我啦" + ], + "21031": [ + "重返幽冥" + ], + "21032": [ + "镂月裁云之意", + "镂月裁云" + ], + "21033": [ + "无处可逃" + ], + "21034": [ + "今日亦是和平的一日", + "和平的一日" + ], + "22000": [ + "新手任务开始前" + ], + "23000": [ + "银河铁道之夜" + ], + "23001": [ + "于夜色中", + "希儿专武" + ], + "23002": [ + "无可取代的东西" + ], + "23003": [ + "但战斗还未结束" + ], + "23004": [ + "以世界之名" + ], + "23005": [ + "制胜的瞬间" + ], + "23006": [ + "只需等待" + ], + "23007": [ + "雨一直下" + ], + "23016": [ + "烦恼着,幸福着", + "烦恼着幸福着" + ], + "23008": [ + "棺的回响" + ], + "23009": [ + "到不了的彼岸" + ], + "23010": [ + "拂晓之前", + "景元专武" + ], + "23011": [ + "她已闭上双眼" + ], + "23012": [ + "如泥酣眠" + ], + "23013": [ + "时节不居" + ], + "23015": [ + "比阳光更明亮的" + ], + "23017": [ + "惊魂夜" + ], + "23018": [ + "片刻,留在眼底", + "片刻留在眼底", + "留在眼底" + ], + "24000": [ + "记一位星神的陨落", + "星神陨落", + "星神的陨落" + ], + "24001": [ + "星海巡航" + ], + "24002": [ + "记忆的质料" + ], + "24003": [ + "孤独的疗愈" + ] + }, + "relic_sets": { + "101": [ + "云无留迹的过客", + "治疗套", + "过客" + ], + "102": [ + "野穗伴行的快枪手", + "攻击套", + "快枪手" + ], + "103": [ + "净庭教宗的圣骑士", + "防御套", + "圣骑士" + ], + "104": [ + "密林卧雪的猎人", + "冰套", + "猎人" + ], + "105": [ + "街头出身的拳王", + "物理套", + "拳王" + ], + "106": [ + "戍卫风雪的铁卫", + "减伤套", + "铁卫" + ], + "107": [ + "熔岩锻铸的火匠", + "火套", + "火匠" + ], + "108": [ + "繁星璀璨的天才", + "量子套", + "天才" + ], + "109": [ + "激奏雷电的乐队", + "雷套", + "乐队" + ], + "110": [ + "晨昏交界的翔鹰", + "风套", + "翔鹰" + ], + "111": [ + "流星追迹的怪盗", + "破盾套", + "怪盗" + ], + "112": [ + "盗匪荒漠的废土客", + "虚数套", + "废土客" + ], + "113": [ + "宝命长存的莳者", + "生命套", + "莳者" + ], + "114": [ + "骇域漫游的信使", + "速度套", + "信使" + ], + "301": [ + "太空封印站", + "太空站" + ], + "302": [ + "不老者的仙舟", + "不老者仙舟", + "不老仙舟", + "仙舟" + ], + "303": [ + "泛银河商业公司", + "银河商业公司", + "商业公司", + "公司" + ], + "304": [ + "筑城者的贝洛伯格", + "贝洛伯格", + "筑城者" + ], + "305": [ + "星体差分机", + "差分机" + ], + "306": [ + "停转的萨尔索图", + "萨尔索图", + "停转" + ], + "307": [ + "盗贼公国塔利亚", + "盗贼公国", + "塔利亚" + ], + "308": [ + "生命的翁瓦克", + "翁瓦克" + ], + "309": [ + "繁星竞技场", + "竞技场" + ], + "310": [ + "折断的龙骨", + "龙骨" + ] + } +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/characterSkillTree_mapping_1.4.0.json b/starrail_damage_cal/map/data/characterSkillTree_mapping_1.4.0.json new file mode 100644 index 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"生命强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point12", + "pre_points": [ + "1215203" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 3, + "level": 0, + "properties": [ + { + "type": "HPAddedRatio", + "value": 0.04 + } + ], + "materials": [ + { + "id": "2", + "num": 8000 + }, + { + "id": "110162", + "num": 2 + }, + { + "id": "113012", + "num": 2 + } + ] + } + ], + "icon": "icon/property/IconMaxHP.png" + }, + "1215205": { + "id": "1215205", + "name": "攻击强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point13", + "pre_points": [ + "1215102" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 4, + "level": 0, + "properties": [ + { + "type": "AttackAddedRatio", + "value": 0.06 + } + ], + "materials": [ + { + "id": "2", + "num": 16000 + }, + { + "id": "110162", + "num": 4 + }, + { + "id": "113012", + "num": 3 + } + ] + } + ], + "icon": "icon/property/IconAttack.png" + }, + "1215206": { + "id": "1215206", + "name": "速度强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point14", + "pre_points": [ + "1215205" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 5, + "level": 0, + "properties": [ + { + "type": "SpeedDelta", + "value": 3 + } + ], + "materials": [ + { + "id": "2", + "num": 36000 + }, + { + "id": "110163", + "num": 2 + }, + { + "id": "113013", + "num": 2 + } + ] + } + ], + "icon": "icon/property/IconSpeed.png" + }, + "1215207": { + "id": "1215207", + "name": "攻击强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point15", + "pre_points": [ + "1215206" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 5, + "level": 0, + "properties": [ + { + "type": "AttackAddedRatio", + "value": 0.06 + } + ], + "materials": [ + { + "id": "2", + "num": 36000 + }, + { + "id": "110163", + "num": 2 + }, + { + "id": "113013", + "num": 2 + } + ] + } + ], + "icon": "icon/property/IconAttack.png" + }, + "1215208": { + "id": "1215208", + "name": "生命强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point16", + "pre_points": [ + "1215103" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 6, + "level": 0, + "properties": [ + { + "type": "HPAddedRatio", + "value": 0.06 + } + ], + "materials": [ + { + "id": "2", + "num": 128000 + }, + { + "id": "110163", + "num": 6 + }, + { + "id": "113013", + "num": 6 + } + ] + } + ], + "icon": "icon/property/IconMaxHP.png" + }, + "1215209": { + "id": "1215209", + "name": "速度强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point17", + "pre_points": [ + "1215208" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 0, + "level": 0, + "properties": [ + { + "type": "SpeedDelta", + "value": 4 + } + ], + "materials": [ + { + "id": "2", + "num": 128000 + }, + { + "id": "110163", + "num": 6 + }, + { + "id": "113013", + "num": 6 + } + ] + } + ], + "icon": "icon/property/IconSpeed.png" + }, + "1215210": { + "id": "1215210", + "name": "攻击强化", + "max_level": 1, + "desc": "", + "params": [], + "anchor": "Point18", + "pre_points": [ + "1215208" + ], + "level_up_skills": [], + "levels": [ + { + "promotion": 0, + "level": 0, + "properties": [ + { + "type": "AttackAddedRatio", + "value": 0.08 + } + ], + "materials": [ + { + "id": "2", + "num": 128000 + }, + { + "id": "110163", + "num": 6 + }, + { + "id": "113013", + "num": 6 + } + ] + } + ], + "icon": "icon/property/IconAttack.png" + } + } +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/rankId2Name_mapping_1.4.0.json b/starrail_damage_cal/map/data/rankId2Name_mapping_1.4.0.json new file mode 100644 index 0000000..e5ecbfa --- /dev/null +++ b/starrail_damage_cal/map/data/rankId2Name_mapping_1.4.0.json @@ -0,0 +1,248 @@ +{ + "100101": "记忆中的你", + "100102": "记忆中的它", + "100103": "记忆中的一切", + "100104": "不愿再失去", + "100105": "不想再忘却", + "100106": "就这样,一直…", + "100201": "穷高极天,亢盈难久", + "100202": "威制八毒,灭却炎烟", + "100203": "幽明变化,自在蟠跃", + "100204": "奋迅三昧,如日空居", + "100205": "一渧天水,六虚洪流", + "100206": "须绳缚身,沉潜勿用", + "100301": "童年", + "100302": "邂逅", + "100303": "自我", + "100304": "投入", + "100305": "梦想", + "100306": "开拓!", + "100401": "名的传承", + "100402": "星的凝聚", + "100403": "和平的祈愿", + "100404": "义的名号", + "100405": "善的力量", + "100406": "光明的未来", + "100501": "无穷动!无穷", + "100502": "狂想者,呜咽", + "100503": "我赞美,即兴", + "100504": "把宣叙呈献给", + "100505": "只有今晚奏鸣", + "100506": "回旋,悄悄地", + "100601": "社会工程", + "100602": "僵尸网络", + "100603": "攻击载荷", + "100604": "反弹端口", + "100605": "暴力破解", + "100606": "重叠网络", + "100801": "万死不辞", + "100802": "除制去缚", + "100803": "重剑强攻", + "100804": "绝处反击", + "100805": "全力倾注", + "100806": "以身作引", + "100901": "星有无言之歌", + "100902": "月见圆缺之意", + "100903": "黄道陨石之变", + "100904": "极光显现之时", + "100905": "深空天体之谜", + "100906": "眠于银河之下", + "101301": "落井当下石", + "101302": "得胜必追击", + "101303": "我就是这样女子", + "101304": "打人要打脸", + "101305": "骂人不留口", + "101306": "世上没人能负我", + "110101": "养精蓄锐", + "110102": "快速行军", + "110103": "鼓炮齐鸣", + "110104": "攻其不备", + "110105": "所向克捷", + "110106": "气贯长虹", + "110201": "斩尽", + "110202": "蝶舞", + "110203": "缭乱", + "110204": "掠影", + "110205": "锋锐", + "110206": "离析", + "110301": "余音绕梁", + "110302": "安可!", + "110303": "听,齿轮的心跳", + "110304": "制造噪音吧!", + "110305": "贝洛伯格最强音!", + "110306": "这一曲,贯穿天穹!", + "110401": "恪尽职守", + "110402": "余寒", + "110403": "永不陷落", + "110404": "精诚所至", + "110405": "拳似寒铁", + "110406": "不屈的决意", + "110501": "遍识药理", + "110502": "临床研学", + "110503": "对症下药", + "110504": "妙手回春", + "110505": "医治未病", + "110506": "医者仁心", + "110601": "胜利反馈", + "110602": "疾进不止", + "110603": "压制升级", + "110604": "完全剖析", + "110605": "零度妨害", + "110606": "疲弱追击", + "110701": "高大的背影", + "110702": "紧紧的拥抱", + "110703": "冰冷的钢甲", + "110704": "家人的温暖", + "110705": "小小的承诺", + "110706": "长久的陪伴", + "110801": "加码的爱", + "110802": "热情会传染", + "110803": "大数字!", + "110804": "爱之深,恨之切", + "110805": "超大数字!", + "110806": "消费升级", + "110901": "早睡早起很健康", + "110902": "吃好喝好长身体", + "110903": "不挑不选全都要", + "110904": "稀里糊涂没关系", + "110905": "好事留名鼹鼠党", + "110906": "随时准备打坏人", + "111001": "远行雪杖的清晨", + "111002": "便携炉具的正午", + "111003": "雪崩信标的午后", + "111004": "露营篝火的薄暮", + "111005": "极光红茶的新夜", + "111006": "测绘图纸的黎明", + "111101": "争斗不休", + "111102": "敌弱,我强", + "111103": "为擂台而生", + "111104": "百折不回", + "111105": "地火之魂", + "111106": "冠军应得的喝彩", + "111201": "未来市场", + "111202": "善意收购", + "111203": "抓大放小", + "111204": "敏捷处理", + "111205": "需求膨胀", + "111206": "激励机制", + "120101": "散勇化骁摸幺鱼", + "120102": "棋枰作枕好入眠", + "120103": "观琼视茕门前清", + "120104": "帝垣翔鳞和绝张", + "120105": "七星流离全不靠", + "120106": "虚心平意候枭卢", + "120201": "春风得意,时运驰骋", + "120202": "君子惠渥,晏笑承之", + "120203": "青丘遗泽", + "120204": "鸣火机变,度时察势", + "120205": "绥绥狐魅", + "120206": "和气生财,泽盈四方", + "120301": "濯洗生者", + "120302": "净庭赐礼", + "120303": "愚人试探", + "120304": "荆冠审判", + "120305": "受难之痕", + "120306": "皆归尘土", + "120401": "星流霆击碎昆冈", + "120402": "戎戈动地开天阵", + "120403": "移锋惊电冲霄汉", + "120404": "刃卷横云落玉沙", + "120405": "百战弃躯轻死生", + "120406": "威灵有应破敌雠", + "120501": "剑录大限,地狱变相", + "120502": "支离旧梦,万端遗恨", + "120503": "冶炼玄钢,铣淬寒芒", + "120504": "泉台歧路,百骸回春", + "120505": "十王判死,业镜悬照", + "120506": "命留魂销,复返此身", + "120601": "游刃有余", + "120602": "其身百炼", + "120603": "传古剑流", + "120604": "其心百辟", + "120605": "太虚神意", + "120606": "上善若水", + "120701": "天舶飞将,枕弧待战", + "120702": "青霄驰骋,驱驭苍穹", + "120703": "危弓未辍,执射不宁", + "120704": "百里闻风,九曲响镝", + "120705": "井仪贯侯,疾羽参连", + "120706": "弦栝如雷,铣珧激荡", + "120801": "司危", + "120802": "柔兆", + "120803": "直符", + "120804": "格泽", + "120805": "计神", + "120806": "种陵", + "120901": "素刃", + "120902": "空明", + "120903": "剑胎", + "120904": "霜厉", + "120905": "武骨", + "120906": "自在", + "121001": "倒立吃面条", + "121002": "刷牙吹口哨", + "121003": "胸口碎大石", + "121004": "金枪锁咽喉", + "121005": "吞剑通脊背", + "121006": "徒手接子弹", + "121101": "百脉甘津宁神久", + "121102": "壶中洞天云螭眠", + "121103": "掌间乾坤便通玄", + "121104": "肘后备急除外障", + "121105": "方定一倾浣俗尘", + "121106": "龙漦吐哺胜金丹", + "121201": "月犯天关", + "121202": "朔晕七星", + "121203": "半璧迫望", + "121204": "持秉玄烛", + "121205": "晦入三台", + "121206": "蚀变于娄", + "121301": "萦天", + "121302": "九斿", + "121303": "云旂", + "121304": "嘲风", + "121305": "偃蹇", + "121306": "见谯", + "800101": "坠临万界的星芒", + "800102": "因缘假合的人身", + "800103": "揭示前路的言灵", + "800104": "凝眸毁灭的瞬间", + "800105": "劫余重生的希望", + "800106": "拓宇行天的意志", + "800201": "坠临万界的星芒", + "800202": "因缘假合的人身", + "800203": "揭示前路的言灵", + "800204": "凝眸毁灭的瞬间", + "800205": "劫余重生的希望", + "800206": "拓宇行天的意志", + "800301": "大地芯髓的鸣动", + "800302": "古老寒铁的坚守", + "800303": "砌造未来的蓝图", + "800304": "驻留文明的誓言", + "800305": "点燃光焰的勇气", + "800306": "永屹城垣的壁垒", + "800401": "大地芯髓的鸣动", + "800402": "古老寒铁的坚守", + "800403": "砌造未来的蓝图", + "800404": "驻留文明的誓言", + "800405": "点燃光焰的勇气", + "800406": "永屹城垣的壁垒", + "130201": "审美王国的缺口", + "130202": "玛瑙石的谦卑", + "130203": "荆棘路的荣光", + "130204": "号角的奉献", + "130205": "宇宙某处的雪", + "130206": "「你」的光芒", + "121701": "岁阳寄体,妖邪依凭", + "121702": "判官书符,镇尾锁灵", + "121703": "贞凶体质,烛火招萤", + "121704": "坐卧不离,争拗难宁", + "121705": "降妖捉鬼,十王敕令", + "121706": "同休共戚,相须而行", + "121501": "一心", + "121502": "二观", + "121503": "三尘", + "121504": "四谛", + "121505": "五阴", + "121506": "六正" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/skillId2AttackType_mapping_1.4.0.json b/starrail_damage_cal/map/data/skillId2AttackType_mapping_1.4.0.json new file mode 100644 index 0000000..8d06d9f --- /dev/null +++ b/starrail_damage_cal/map/data/skillId2AttackType_mapping_1.4.0.json @@ -0,0 +1,262 @@ +{ + "100101": "Normal", + "100103": "Ultra", + "100104": "", + "100106": "MazeNormal", + "100107": "Maze", + "100201": "Normal", + "100202": "BPSkill", + "100203": "Ultra", + "100204": "", + "100206": "MazeNormal", + "100207": "Maze", + "100301": "Normal", + "100302": "BPSkill", + "100303": "Ultra", + "100304": "", + "100306": "MazeNormal", + "100307": "Maze", + "100401": "Normal", + "100402": "BPSkill", + "100403": "Ultra", + "100404": "", + "100406": "MazeNormal", + "100407": "Maze", + "100501": "Normal", + "100502": "BPSkill", + "100503": "Ultra", + "100504": "", + "100506": "MazeNormal", + "100507": "Maze", + "100801": "Normal", + "100802": "BPSkill", + "100803": "Ultra", + "100804": "", + "100806": "MazeNormal", + "100807": "Maze", + "100901": "Normal", + "100902": "BPSkill", + "100903": "Ultra", + "100904": "", + "100906": "MazeNormal", + "100907": "Maze", + "101301": "Normal", + "101302": "BPSkill", + "101303": "Ultra", + "101304": "", + "101306": "MazeNormal", + "101307": "Maze", + "110101": "Normal", + "110102": "BPSkill", + "110103": "Ultra", + "110104": "", + "110106": "MazeNormal", + "110107": "Maze", + "110201": "Normal", + "110202": "BPSkill", + "110203": "Ultra", + "110204": "", + "110206": "MazeNormal", + "110207": "Maze", + "110301": "Normal", + "110302": "BPSkill", + "110303": "Ultra", + "110304": "", + "110306": "MazeNormal", + "110307": "Maze", + "110401": "Normal", + "110402": "BPSkill", + "110403": "Ultra", + "110404": "", + "110406": "MazeNormal", + "110407": "Maze", + "110501": "Normal", + "110502": "BPSkill", + "110503": "Ultra", + "110504": "", + "110506": "MazeNormal", + "110601": "Normal", + "110602": "BPSkill", + "110604": "", + "110606": "MazeNormal", + "110607": "Maze", + "110701": "Normal", + "110702": "BPSkill", + "110703": "Ultra", + "110704": "", + "110706": "MazeNormal", + "110707": "Maze", + "110801": "Normal", + "110802": "BPSkill", + "110806": "MazeNormal", + "110807": "Maze", + "110901": "Normal", + "110902": "BPSkill", + "110903": "Ultra", + "110904": "", + "110906": "MazeNormal", + "110907": "Maze", + "110909": "BPSkill", + "111001": "Normal", + "111002": "BPSkill", + "111003": "Ultra", + "111004": "", + "111006": "MazeNormal", + "111007": "Maze", + "111101": "Normal", + "111108": "Normal", + "111103": "Ultra", + "111106": "MazeNormal", + "120101": "Normal", + "120108": "Normal", + "120103": "Ultra", + "120106": "MazeNormal", + "120107": "Maze", + "120201": "Normal", + "120206": "MazeNormal", + "120301": "Normal", + "120306": "MazeNormal", + "120307": "Maze", + "120501": "Normal", + "120508": "Normal", + "120502": "BPSkill", + "120503": "Ultra", + "120504": "", + "120506": "MazeNormal", + "120507": "Maze", + "120601": "Normal", + "120604": "", + "120606": "MazeNormal", + "120607": "Maze", + "120701": "Normal", + "120702": "BPSkill", + "120703": "Ultra", + "120704": "", + "120706": "MazeNormal", + "120707": "Maze", + "120801": "Normal", + "120802": "BPSkill", + "120803": "Ultra", + "120804": "", + "120806": "MazeNormal", + "120807": "Maze", + "120901": "Normal", + "120902": "BPSkill", + "120903": "Ultra", + "120904": "", + "120906": "MazeNormal", + "120907": "Maze", + "121001": "Normal", + "121002": "BPSkill", + "121003": "Ultra", + "121004": "", + "121006": "MazeNormal", + "121007": "Maze", + "121101": "Normal", + "121102": "BPSkill", + "121103": "Ultra", + "121104": "", + "121106": "MazeNormal", + "121107": "Maze", + "121301": "Normal", + "121308": "Normal", + "121310": "Normal", + "121312": "Normal", + "121302": "BPSkill", + "121303": "Ultra", + "121304": "", + "121306": "MazeNormal", + "121307": "Maze", + "800101": "Normal", + "800102": "BPSkill", + "800103": "Ultra", + "800104": "", + "800106": "MazeNormal", + "800107": "Maze", + "800108": "Ultra", + "800109": "Ultra", + "800201": "Normal", + "800202": "BPSkill", + "800203": "Ultra", + "800204": "", + "800206": "MazeNormal", + "800207": "Maze", + "800208": "Ultra", + "800209": "Ultra", + "800301": "Normal", + "800308": "Normal", + "800302": "BPSkill", + "800303": "Ultra", + "800304": "", + "800306": "MazeNormal", + "800307": "Maze", + "800401": "Normal", + "800408": "Normal", + "800402": "BPSkill", + "800403": "Ultra", + "800404": "", + "800406": "MazeNormal", + "800407": "Maze", + "100601": "Normal", + "100602": "BPSkill", + "100603": "Ultra", + "100604": "", + "100606": "MazeNormal", + "100607": "Maze", + "120401": "Normal", + "120402": "BPSkill", + "120403": "Ultra", + "120404": "", + "120406": "MazeNormal", + "120407": "Maze", + "909807": "Maze", + "110603": "Ultra", + "110507": "Maze", + "120302": "BPSkill", + "111201": "Normal", + "111206": "MazeNormal", + "111207": "Maze", + "120303": "Ultra", + "120304": "", + "100102": "BPSkill", + "121309": "BPSkill", + "110803": "Ultra", + "110804": "", + "111102": "BPSkill", + "111104": "", + "111107": "Maze", + "120202": "BPSkill", + "120203": "Ultra", + "120204": "", + "120207": "Maze", + "120102": "BPSkill", + "120104": "", + "120602": "BPSkill", + "120603": "Ultra", + "111202": "BPSkill", + "111203": "Ultra", + "111204": "", + "121203": "Ultra", + "121204": "", + "121202": "BPSkill", + "121201": "Normal", + "121209": "BPSkill", + "121206": "MazeNormal", + "121207": "Maze", + "130201": "Normal", + "130202": "BPSkill", + "130203": "Ultra", + "130214": "Ultra", + "130204": "", + "130207": "Maze", + "121701": "Normal", + "121702": "BPSkill", + "121703": "Ultra", + "121704": "", + "121707": "Maze", + "121501": "Normal", + "121502": "BPSkill", + "121503": "Ultra", + "121504": "", + "121507": "Maze" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/skillId2Name_mapping_1.4.0.json b/starrail_damage_cal/map/data/skillId2Name_mapping_1.4.0.json new file mode 100644 index 0000000..c9ad97f --- /dev/null +++ b/starrail_damage_cal/map/data/skillId2Name_mapping_1.4.0.json @@ -0,0 +1,262 @@ +{ + "100101": "极寒的弓矢", + "100103": "冰刻箭雨之时", + "100104": "少女的特权", + "100106": "攻击", + "100107": "冻人的瞬间", + "100201": "云骑枪术•朔风", + "100202": "云骑枪术•疾雨", + "100203": "洞天幻化,长梦一觉", + "100204": "寸长寸强", + "100206": "攻击", + "100207": "破敌锋芒", + "100301": "武装调律", + "100302": "熔核爆裂", + "100303": "天坠之火", + "100304": "乘胜追击", + "100306": "攻击", + "100307": "不完全燃烧", + "100401": "重力压制", + "100402": "虚空断界", + "100403": "拟似黑洞", + "100404": "时空扭曲", + "100406": "攻击", + "100407": "画地为牢", + "100501": "夜间喧嚣不止", + "100502": "月光摩挲连绵", + "100503": "悲剧尽头的颤音", + "100504": "温柔亦同残酷", + "100506": "攻击", + "100507": "宽恕无关慈悲", + "100801": "如雷疾行", + "100802": "禁锢解除", + "100803": "狂者制裁", + "100804": "至痛至怒", + "100806": "攻击", + "100807": "极速收割", + "100901": "光谱射线", + "100902": "流星群落", + "100903": "星空祝言", + "100904": "天象学", + "100906": "攻击", + "100907": "灵光一现", + "101301": "看什么看", + "101302": "一锤子买卖", + "101303": "是魔法,我加了魔法", + "101304": "还是我来吧", + "101306": "攻击", + "101307": "可以优化一下", + "110101": "驭风的子弹", + "110102": "作战再部署", + "110103": "贝洛伯格进行曲", + "110104": "先人一步", + "110106": "攻击", + "110107": "在旗帜下", + "110201": "强袭", + "110202": "归刃", + "110203": "乱蝶", + "110204": "再现", + "110206": "攻击", + "110207": "幻身", + "110301": "雷鸣音阶", + "110302": "电光石火间", + "110303": "机械热潮登场!", + "110304": "燃情和弦", + "110306": "攻击", + "110307": "晚安,贝洛伯格", + "110401": "一意之拳", + "110402": "震慑之击", + "110403": "永屹之壁", + "110404": "不屈之身", + "110406": "攻击", + "110407": "有情之证", + "110501": "仁慈的背面", + "110502": "爱,救护与抉择", + "110503": "新生之礼", + "110504": "生机焕发", + "110506": "攻击", + "110601": "冰点射击", + "110602": "低温妨害", + "110604": "数据采集", + "110606": "攻击", + "110607": "先发制人", + "110701": "我也想帮上忙", + "110702": "史瓦罗在看着你", + "110703": "是约定不是命令", + "110704": "因为我们是家人", + "110706": "攻击", + "110707": "胜利的小小代价", + "110801": "酷炫的刀花", + "110802": "反复横跳的爱", + "110806": "攻击", + "110807": "你最闪亮", + "110901": "喂!小心火烛", + "110902": "嘿!记得虎克吗", + "110903": "轰!飞来焰火", + "110904": "哈!火上浇油", + "110906": "攻击", + "110907": "哎!瞧这一团糟", + "110909": "嘿!记得虎克吗", + "111001": "冰攀前齿技术", + "111002": "盐渍野营罐头", + "111003": "雪原急救方案", + "111004": "户外生存经验", + "111006": "攻击", + "111007": "巧克力能量棒", + "111101": "直冲拳", + "111108": "直冲碎天拳", + "111103": "制胜一击", + "111106": "攻击", + "120101": "门前清", + "120108": "杠上开花!", + "120103": "四幺暗刻?和!", + "120106": "攻击", + "120107": "独弈之乐", + "120201": "逐客令", + "120206": "攻击", + "120301": "黑渊的棘刺", + "120306": "攻击", + "120307": "愚者的悲悯", + "120501": "支离剑", + "120508": "无间剑树", + "120502": "地狱变", + "120503": "大辟万死", + "120504": "倏忽恩赐", + "120506": "攻击", + "120507": "业途风", + "120601": "云骑剑经 • 素霓", + "120604": "游刃若水", + "120606": "攻击", + "120607": "云骑剑经 • 叩阵", + "120701": "流镝", + "120702": "天阙鸣弦", + "120703": "贯云饮羽", + "120704": "箭彻七札", + "120706": "攻击", + "120707": "云鸢逐风", + "120801": "始击岁星", + "120802": "太微行棋,灵台示影", + "120803": "天律大衍,历劫归一", + "120804": "乾清坤夷,否极泰来", + "120806": "攻击", + "120807": "岁记否泰,固守四郭", + "120901": "霜锋点寒芒", + "120902": "遥击三尺水", + "120903": "快雨燕相逐", + "120904": "呼剑如影", + "120906": "攻击", + "120907": "御剑真诀", + "121001": "劈头满堂彩", + "121002": "迎面开门红", + "121003": "给您来段看家戏", + "121004": "古来君子养艺人", + "121006": "攻击", + "121007": "耍耍把式卖卖艺", + "121101": "望 、闻、问…蹴!", + "121102": "云吟乍涌坠珠露", + "121103": "匏蛟跃渊先雷音", + "121104": "奔走悬壶济世长", + "121106": "攻击", + "121107": "徜徉灵泽病恙短", + "121301": "泽芝", + "121308": "瞬华", + "121310": "天矢阴", + "121312": "盘拏耀跃", + "121302": "龙力自在", + "121303": "苍龙傲睨,劫水濯世", + "121304": "亢心", + "121306": "攻击", + "121307": "掣空如虹", + "800101": "再见安打", + "800102": "安息全垒打", + "800103": "星尘王牌", + "800104": "牵制盗垒", + "800106": "攻击", + "800107": "不灭三振", + "800108": "全胜•再见安打", + "800109": "全胜•安息全垒打", + "800201": "再见安打", + "800202": "安息全垒打", + "800203": "星尘王牌", + "800204": "牵制盗垒", + "800206": "攻击", + "800207": "不灭三振", + "800208": "全胜•再见安打", + "800209": "全胜•安息全垒打", + "800301": "穿彻坚冰的烈芒", + "800308": "穿彻坚冰的烈芒", + "800302": "炽燃不灭的琥珀", + "800303": "陷阵无回的炎枪", + "800304": "筑城者遗宝", + "800306": "攻击", + "800307": "守护者召令", + "800401": "穿彻坚冰的烈芒", + "800408": "穿彻坚冰的烈芒", + "800402": "炽燃不灭的琥珀", + "800403": "陷阵无回的炎枪", + "800404": "筑城者遗宝", + "800406": "攻击", + "800407": "守护者召令", + "100601": "|系统警告|", + "100602": "是否允许更改?", + "100603": "|账号已封禁|", + "100604": "等待程序响应…", + "100606": "攻击", + "100607": "|强制结束进程|", + "120401": "石火流光", + "120402": "紫霄震曜", + "120403": "吾身光明", + "120404": "斩勘神形", + "120406": "攻击", + "120407": "摄召威灵", + "909807": "dev_秘技", + "110603": "领域压制", + "110507": "催眠研习", + "120302": "白花的祈望", + "111201": "赤字…", + "111206": "攻击", + "111207": "明补", + "120303": "归葬的遂愿", + "120304": "生息的轮转", + "100102": "可爱即是正义", + "121309": "取消", + "110803": "惊喜礼盒", + "110804": "撕风的匕首", + "111102": "裂伤拳", + "111104": "火花四溅", + "111107": "抢先者", + "120202": "祥音和韵", + "120203": "庆云光覆仪祷", + "120204": "紫电扶摇", + "120207": "惠风和畅", + "120102": "海底捞月", + "120104": "帝垣琼玉", + "120602": "云骑剑经 • 山倾", + "120603": "太虚形蕴 • 烛夜", + "111202": "支付困难?", + "111203": "扭亏为盈!", + "111204": "猪市?!", + "121203": "昙华生灭,天河泻梦", + "121204": "澹月转魄", + "121202": "无罅飞光", + "121201": "流影方晖", + "121209": "寒川映月", + "121206": "攻击", + "121207": "古镜照神", + "130201": "芬芳一现", + "130202": "公正,此处盛放", + "130203": "驻于花庭,赐与尽美", + "130214": "驻「我」华庭,授予至勋", + "130204": "崇高的客体", + "130207": "纯粹高洁宣言", + "121701": "令旗•征风召雨", + "121702": "灵符•保命护身", + "121703": "尾巴•遣神役鬼", + "121704": "凭附•气通天真", + "121707": "凶煞•劾压鬼物", + "121501": "冥谶天笔", + "121502": "生灭系缚", + "121503": "十王敕令,遍土遵行", + "121504": "罚恶", + "121507": "判冥" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/data/skillId2Type_mapping_1.4.0.json b/starrail_damage_cal/map/data/skillId2Type_mapping_1.4.0.json new file mode 100644 index 0000000..834f1b8 --- /dev/null +++ b/starrail_damage_cal/map/data/skillId2Type_mapping_1.4.0.json @@ -0,0 +1,262 @@ +{ + "100101": "单攻", + "100103": "群攻", + "100104": "单攻", + "100106": "", + "100107": "", + "100201": "单攻", + "100202": "单攻", + "100203": "单攻", + "100204": "强化", + "100206": "", + "100207": "强化", + "100301": "单攻", + "100302": "扩散", + "100303": "群攻", + "100304": "群攻", + "100306": "", + "100307": "妨害", + "100401": "单攻", + "100402": "弹射", + "100403": "群攻", + "100404": "强化", + "100406": "", + "100407": "妨害", + "100501": "单攻", + "100502": "扩散", + "100503": "群攻", + "100504": "单攻", + "100506": "", + "100507": "", + "100801": "单攻", + "100802": "单攻", + "100803": "扩散", + "100804": "强化", + "100806": "", + "100807": "", + "100901": "单攻", + "100902": "弹射", + "100903": "辅助", + "100904": "辅助", + "100906": "", + "100907": "", + "101301": "单攻", + "101302": "群攻", + "101303": "群攻", + "101304": "群攻", + "101306": "", + "101307": "强化", + "110101": "单攻", + "110102": "辅助", + "110103": "辅助", + "110104": "强化", + "110106": "", + "110107": "辅助", + "110201": "单攻", + "110202": "单攻", + "110203": "单攻", + "110204": "强化", + "110206": "", + "110207": "强化", + "110301": "单攻", + "110302": "扩散", + "110303": "群攻", + "110304": "强化", + "110306": "", + "110307": "", + "110401": "单攻", + "110402": "妨害", + "110403": "防御", + "110404": "回复", + "110406": "", + "110407": "防御", + "110501": "单攻", + "110502": "回复", + "110503": "回复", + "110504": "强化", + "110506": "", + "110601": "单攻", + "110602": "妨害", + "110604": "辅助", + "110606": "", + "110607": "", + "110701": "单攻", + "110702": "群攻", + "110703": "强化", + "110704": "单攻", + "110706": "", + "110707": "", + "110801": "单攻", + "110802": "弹射", + "110806": "", + "110807": "妨害", + "110901": "单攻", + "110902": "单攻", + "110903": "单攻", + "110904": "强化", + "110906": "", + "110907": "", + "110909": "扩散", + "111001": "单攻", + "111002": "回复", + "111003": "回复", + "111004": "回复", + "111006": "单攻", + "111007": "回复", + "111101": "单攻", + "111108": "单攻", + "111103": "单攻", + "111106": "", + "120101": "单攻", + "120108": "扩散", + "120103": "群攻", + "120106": "", + "120107": "强化", + "120201": "单攻", + "120206": "", + "120301": "单攻", + "120306": "", + "120307": "回复", + "120501": "单攻", + "120508": "扩散", + "120502": "强化", + "120503": "扩散", + "120504": "群攻", + "120506": "", + "120507": "", + "120601": "单攻", + "120604": "强化", + "120606": "", + "120607": "", + "120701": "单攻", + "120702": "辅助", + "120703": "单攻", + "120704": "强化", + "120706": "", + "120707": "强化", + "120801": "单攻", + "120802": "防御", + "120803": "群攻", + "120804": "回复", + "120806": "", + "120807": "防御", + "120901": "单攻", + "120902": "单攻", + "120903": "单攻", + "120904": "单攻", + "120906": "", + "120907": "强化", + "121001": "单攻", + "121002": "扩散", + "121003": "群攻", + "121004": "妨害", + "121006": "", + "121007": "", + "121101": "单攻", + "121102": "回复", + "121103": "回复", + "121104": "回复", + "121106": "", + "121107": "回复", + "121301": "单攻", + "121308": "单攻", + "121310": "扩散", + "121312": "扩散", + "121302": "强化", + "121303": "扩散", + "121304": "强化", + "121306": "", + "121307": "强化", + "800101": "单攻", + "800102": "扩散", + "800103": "强化", + "800104": "强化", + "800106": "", + "800107": "回复", + "800108": "单攻", + "800109": "扩散", + "800201": "单攻", + "800202": "扩散", + "800203": "强化", + "800204": "强化", + "800206": "", + "800207": "回复", + "800208": "单攻", + "800209": "扩散", + "800301": "单攻", + "800308": "扩散", + "800302": "防御", + "800303": "群攻", + "800304": "强化", + "800306": "", + "800307": "防御", + "800401": "单攻", + "800408": "扩散", + "800402": "防御", + "800403": "群攻", + "800404": "强化", + "800406": "", + "800407": "防御", + "100601": "单攻", + "100602": "妨害", + "100603": "妨害", + "100604": "妨害", + "100606": "", + "100607": "", + "120401": "单攻", + "120402": "群攻", + "120403": "群攻", + "120404": "弹射", + "120406": "", + "120407": "强化", + "909807": "回复", + "110603": "妨害", + "110507": "", + "120302": "回复", + "111201": "单攻", + "111206": "", + "111207": "强化", + "120303": "群攻", + "120304": "回复", + "100102": "防御", + "121309": "取消", + "110803": "妨害", + "110804": "强化", + "111102": "单攻", + "111104": "强化", + "111107": "", + "120202": "辅助", + "120203": "辅助", + "120204": "强化", + "120207": "辅助", + "120102": "强化", + "120104": "强化", + "120602": "单攻", + "120603": "单攻", + "111202": "单攻", + "111203": "强化", + "111204": "单攻", + "121203": "扩散", + "121204": "强化", + "121202": "单攻", + "121201": "单攻", + "121209": "扩散", + "121206": "", + "121207": "妨害", + "130201": "单攻", + "130202": "群攻", + "130203": "群攻", + "130214": "群攻", + "130204": "强化", + "130207": "妨害", + "121701": "单攻", + "121702": "回复", + "121703": "辅助", + "121704": "回复", + "121707": "妨害", + "121501": "单攻", + "121502": "单攻", + "121503": "强化", + "121504": "辅助", + "121507": "" +} \ No newline at end of file diff --git a/starrail_damage_cal/map/model/RelicSetSkill.py b/starrail_damage_cal/map/model/RelicSetSkill.py new file mode 100644 index 0000000..6cadd7f --- /dev/null +++ b/starrail_damage_cal/map/model/RelicSetSkill.py @@ -0,0 +1,29 @@ +from typing import Dict, Union + +from msgspec import Struct + + +class RelicSetStatusAdd(Struct): + Property: str + Value: float + + +class RelicSetSkillModel(Struct): + RelicSet: Dict[str, Dict[str, Union[RelicSetStatusAdd, None]]] + + @classmethod + def from_json(cls, data: Dict): + return cls( + RelicSet={ + str(k): { + str(k2): RelicSetStatusAdd( + Property=v2["Property"], + Value=v2["Value"], + ) + if v2 + else None + for k2, v2 in v.items() + } + for k, v in data.items() + }, + ) diff --git a/starrail_damage_cal/map/model/__init__.py b/starrail_damage_cal/map/model/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/map/name_covert.py b/starrail_damage_cal/map/name_covert.py new file mode 100644 index 0000000..12b09cb --- /dev/null +++ b/starrail_damage_cal/map/name_covert.py @@ -0,0 +1,20 @@ +from starrail_damage_cal.map.SR_MAP_PATH import ( + alias_data, + avatarId2Name, +) + + +def name_to_avatar_id(name: str) -> str: + avatar_id = "" + for i in avatarId2Name: + if avatarId2Name[i] == name: + avatar_id = i + break + return avatar_id + + +def alias_to_char_name(char_name: str) -> str: + for i in alias_data["characters"]: + if char_name in alias_data["characters"][i]: + return alias_data["characters"][i][0] + return char_name diff --git a/starrail_damage_cal/mihomo/__init__.py b/starrail_damage_cal/mihomo/__init__.py new file mode 100644 index 0000000..3a47b6b --- /dev/null +++ b/starrail_damage_cal/mihomo/__init__.py @@ -0,0 +1,5 @@ +"""Mihomo.me api 包装""" +from starrail_damage_cal.mihomo.models import MihomoData +from starrail_damage_cal.mihomo.requests import get_char_card_info as requests + +__all__ = ["requests", "MihomoData"] diff --git a/starrail_damage_cal/mihomo/models.py b/starrail_damage_cal/mihomo/models.py new file mode 100644 index 0000000..cc2fb02 --- /dev/null +++ b/starrail_damage_cal/mihomo/models.py @@ -0,0 +1,74 @@ +from typing import List, Union + +from msgspec import Struct, field + + +class Behavior(Struct): + pointId: int + level: int + + +class Equipment(Struct): + level: Union[int, None] = field(default=0) + tid: Union[int, None] = None + promotion: Union[int, None] = field(default=0) + rank: Union[int, None] = field(default=0) + + +class SubAffix(Struct): + affixId: int + cnt: int + step: Union[int, None] = field(default=0) + + +class Relic(Struct): + tid: int + mainAffixId: int + type_: int = field(name="type") + subAffixList: Union[List[SubAffix], None] = field(default=[]) + level: Union[int, None] = field(default=0) + + +class Avatar(Struct): + skillTreeList: List[Behavior] + avatarId: int + level: int + equipment: Union[Equipment, None] = None + relicList: Union[List[Relic], None] = field(default=[]) + pos: Union[int, None] = field(default=0) + rank: Union[int, None] = field(default=0) + promotion: Union[int, None] = field(default=0) + + +class Challenge(Struct): + scheduleMaxLevel: Union[int, None] = None + MazeGroupIndex: Union[int, None] = None + PreMazeGroupIndex: Union[int, None] = None + + +class PlayerSpaceInfo(Struct): + challengeInfo: Challenge + maxRogueChallengeScore: int + equipmentCount: int + avatarCount: int + achievementCount: int + + +class PlayerDetailInfo(Struct): + assistAvatarDetail: Avatar + platform: str + isDisplayAvatar: bool + avatarDetailList: Union[List[Avatar], None] + uid: int + friendCount: int + worldLevel: int + nickname: str + level: int + recordInfo: Union[PlayerSpaceInfo, None] + headIcon: int + signature: Union[str, None] = None + Birthday: Union[int, None] = None + + +class MihomoData(Struct): + detailInfo: PlayerDetailInfo diff --git a/starrail_damage_cal/mihomo/requests.py b/starrail_damage_cal/mihomo/requests.py new file mode 100644 index 0000000..cd25379 --- /dev/null +++ b/starrail_damage_cal/mihomo/requests.py @@ -0,0 +1,18 @@ +from __future__ import annotations + +from httpx import AsyncClient +from msgspec import convert + +from starrail_damage_cal.mihomo.models import MihomoData + +_HEADER = {"User-Agent": "StarRailDamageCal/"} + + +async def get_char_card_info(uid: str) -> MihomoData: + async with AsyncClient( + base_url="http://api.mihomo.me", + headers=_HEADER, + timeout=30, + ) as client: + req = await client.get(f"/sr_info/{uid}") + return convert(req.json(), type=MihomoData) diff --git a/starrail_damage_cal/mono/Character.py b/starrail_damage_cal/mono/Character.py new file mode 100644 index 0000000..5018c8d --- /dev/null +++ b/starrail_damage_cal/mono/Character.py @@ -0,0 +1,105 @@ +from collections import Counter +from typing import Dict, List + +from starrail_damage_cal.map.SR_MAP_PATH import ( + EquipmentID2AbilityProperty, + RelicSetSkill, +) + + +class Character: + def __init__(self, card_prop: Dict): + self.char_level: int = int(card_prop["avatarLevel"]) + self.char_id: str = card_prop["avatarId"] + self.char_name: str = card_prop["avatarName"] + self.char_rank = card_prop["rank"] if card_prop.get("rank") else 0 + self.char_rarity = card_prop["avatarRarity"] + self.char_element = card_prop["avatarElement"] + self.char_promotion = card_prop["avatarPromotion"] + self.char_skill = card_prop["avatarSkill"] + self.extra_ability = card_prop["avatarExtraAbility"] + self.attribute_bonus = card_prop["avatarAttributeBonus"] + self.char_relic = card_prop["RelicInfo"] + self.base_attributes = card_prop["baseAttributes"] + self.add_attr = {} + self.equipment = card_prop["equipmentInfo"] + self.rarity = card_prop["avatarRarity"] + self.eidolons = card_prop["rankList"] if card_prop.get("rankList") else [] + + async def get_equipment_info(self): + if self.equipment == {}: + return + base_attr = self.base_attributes + equip = self.equipment + ability_property = EquipmentID2AbilityProperty[str(equip["equipmentID"])] + equip_rank = equip["equipmentRank"] + + equip_ability_property = ability_property[str(equip_rank)] + + equip_add_base_attr = equip["baseAttributes"] + base_attr["hp"] = base_attr["hp"] + equip_add_base_attr["hp"] + base_attr["attack"] = base_attr["attack"] + equip_add_base_attr["attack"] + base_attr["defence"] = base_attr["defence"] + equip_add_base_attr["defence"] + self.base_attributes = base_attr + + for equip_ability in equip_ability_property: + property_type = equip_ability["PropertyType"] + value = equip_ability["Value"]["Value"] + self.add_attr[property_type] = value + self.add_attr.get(property_type, 0) + + async def get_char_attribute_bonus(self): + attribute_bonus = self.attribute_bonus + for bonus in attribute_bonus: + status_add = bonus["statusAdd"] + bonus_property = status_add["property"] + value = status_add["value"] + self.add_attr[bonus_property] = value + self.add_attr.get(bonus_property, 0) + + async def get_relic_info(self): + # 计算圣遗物效果 + set_id_list: List[int] = [] + for relic in self.char_relic: + set_id_list.append(relic["SetId"]) + # 处理主属性 + relic_property = relic["MainAffix"]["Property"] + property_value = relic["MainAffix"]["Value"] + self.add_attr[relic_property] = property_value + self.add_attr.get( + relic_property, + 0, + ) + # 处理副词条 + for sub in relic["SubAffixList"]: + sub_property = sub["Property"] + sub_value = sub["Value"] + self.add_attr[sub_property] = sub_value + self.add_attr.get( + sub_property, + 0, + ) + # 处理套装属性 + set_id_dict = Counter(set_id_list) + # logger.info(set_id_dict.most_common()) + for item in set_id_dict.most_common(): + set_property = "" + set_id = item[0] + count = item[1] + set_value = 0 + if count >= 2: + status_add = RelicSetSkill.RelicSet[str(set_id)]["2"] + if status_add: + set_property = status_add.Property + set_value = status_add.Value + if set_property != "": + self.add_attr[set_property] = set_value + self.add_attr.get( + set_property, + 0, + ) + if count == 4: + status_add = RelicSetSkill.RelicSet[str(set_id)]["4"] + if status_add: + set_property = status_add.Property + set_value = status_add.Value + if set_property != "": + self.add_attr[set_property] = set_value + self.add_attr.get( + set_property, + 0, + ) diff --git a/starrail_damage_cal/mono/__init__.py b/starrail_damage_cal/mono/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/starrail_damage_cal/to_data.py b/starrail_damage_cal/to_data.py new file mode 100644 index 0000000..91432b9 --- /dev/null +++ b/starrail_damage_cal/to_data.py @@ -0,0 +1,285 @@ +from typing import Any, Dict, List, Tuple, Union + +from starrail_damage_cal.damage.utils import cal_relic_main_affix, cal_relic_sub_affix +from starrail_damage_cal.excel.model import ( + AvatarPromotionConfig, + EquipmentPromotionConfig, +) +from starrail_damage_cal.exception import ( + CharacterShowcaseNotOpenError, + MihomoRequestError, +) +from starrail_damage_cal.map.SR_MAP_PATH import ( + AvatarRankSkillUp, + EquipmentID2Name, + EquipmentID2Rarity, + ItemId2Name, + Property2Name, + RelicId2SetId, + SetId2Name, + avatarId2DamageType, + avatarId2EnName, + avatarId2Name, + avatarId2Rarity, + characterSkillTree, + rankId2Name, + skillId2AttackType, + skillId2Effect, + skillId2Name, +) +from starrail_damage_cal.mihomo.models import Avatar, MihomoData +from starrail_damage_cal.mihomo.requests import get_char_card_info + + +async def api_to_dict( + sr_uid: Union[str, None] = None, + mihomo_raw: Union[MihomoData, None] = None, +) -> Tuple[List[str], Dict[str, Dict[str, Any]]]: + if not mihomo_raw: + if not sr_uid: + raise KeyError + try: + sr_data = await get_char_card_info(sr_uid) + except Exception as e: # noqa: BLE001 + raise MihomoRequestError from e + else: + sr_data = mihomo_raw + + PlayerDetailInfo = sr_data.detailInfo + uid = str(PlayerDetailInfo.uid) + + if sr_data.detailInfo is None: + raise CharacterShowcaseNotOpenError(uid) + + char_name_list: List[str] = [] + char_id_list: List[str] = [] + char_data_list: Dict[str, Dict] = {} + nickName = PlayerDetailInfo.nickname + if ( + PlayerDetailInfo.assistAvatarDetail + and PlayerDetailInfo.assistAvatarDetail.avatarId not in char_id_list + ): + char_data, avatarName = await get_data( + PlayerDetailInfo.assistAvatarDetail, + nickName, + uid, + ) + char_name_list.append(avatarName) + char_id_list.append(str(PlayerDetailInfo.assistAvatarDetail.avatarId)) + char_data_list[str(PlayerDetailInfo.assistAvatarDetail.avatarId)] = char_data + if ( + PlayerDetailInfo.avatarDetailList + and PlayerDetailInfo.avatarDetailList is not None + ): + for char in PlayerDetailInfo.avatarDetailList: + if char.avatarId in char_id_list: + continue + char_data, avatarName = await get_data(char, nickName, uid) + char_name_list.append(avatarName) + char_id_list.append(str(char.avatarId)) + char_data_list[str(char.avatarId)] = char_data + + if not char_name_list: + raise CharacterShowcaseNotOpenError(uid) + + return (char_id_list, char_data_list) + + +async def get_data(char: Avatar, nick_name: str, sr_uid: str): + # 处理基本信息 + char_data = { + "uid": str(sr_uid), + "nickName": nick_name, + "avatarId": char.avatarId, + "avatarName": avatarId2Name[str(char.avatarId)], + "avatarElement": avatarId2DamageType[str(char.avatarId)], + "avatarRarity": avatarId2Rarity[str(char.avatarId)], + "avatarPromotion": char.promotion, + "avatarLevel": char.level, + "avatarSkill": [], + "avatarExtraAbility": [], + "avatarAttributeBonus": [], + "RelicInfo": [], + } + avatarName = avatarId2Name[str(char.avatarId)] + char_data["avatarEnName"] = avatarId2EnName[str(char.avatarId)] + # 处理技能 + for behavior in char.skillTreeList: + # 处理技能 + if f"{char.avatarId}0" == str(behavior.pointId)[0:5]: + skill_temp = {} + skill_temp["skillId"] = char.avatarId * 100 + behavior.pointId % 10 + skill_temp["skillName"] = skillId2Name[str(skill_temp["skillId"])] + skill_temp["skillEffect"] = skillId2Effect[str(skill_temp["skillId"])] + skill_temp["skillAttackType"] = skillId2AttackType[ + str(skill_temp["skillId"]) + ] + skill_temp["skillLevel"] = behavior.level + char_data["avatarSkill"].append(skill_temp) + + # 处理技能树中的额外能力 + if f"{char.avatarId}1" == str(behavior.pointId)[0:5]: + extra_ability_temp = {} + extra_ability_temp["extraAbilityId"] = behavior.pointId + extra_ability_temp["extraAbilityLevel"] = behavior.level + char_data["avatarExtraAbility"].append(extra_ability_temp) + + # 处理技能树中的属性加成 + if f"{char.avatarId}2" == str(behavior.pointId)[0:5]: + attribute_bonus_temp = {} + attribute_bonus_temp["attributeBonusId"] = behavior.pointId + attribute_bonus_temp["attributeBonusLevel"] = behavior.level + status_add = characterSkillTree[str(char.avatarId)][str(behavior.pointId)][ + "levels" + ][behavior.level - 1]["properties"] + attribute_bonus_temp["statusAdd"] = {} + if status_add: + for property_ in status_add: + attribute_bonus_temp["statusAdd"]["property"] = property_["type"] + attribute_bonus_temp["statusAdd"]["name"] = Property2Name[ + property_["type"] + ] + attribute_bonus_temp["statusAdd"]["value"] = property_["value"] + char_data["avatarAttributeBonus"].append(attribute_bonus_temp) + + # 处理遗器 + if char.relicList: + for relic in char.relicList: + relic_temp = {} + relic_temp["relicId"] = relic.tid + relic_temp["relicName"] = ItemId2Name[str(relic.tid)] + relic_temp["SetId"] = int(RelicId2SetId[str(relic.tid)]) + relic_temp["SetName"] = SetId2Name[str(relic_temp["SetId"])] + relic_temp["Level"] = relic.level if relic.level else 0 + relic_temp["Type"] = relic.type_ + + relic_temp["MainAffix"] = {} + relic_temp["MainAffix"]["AffixID"] = relic.mainAffixId + affix_property, value = await cal_relic_main_affix( + relic_id=relic.tid, + set_id=str(relic_temp["SetId"]), + affix_id=relic.mainAffixId, + relic_type=relic.type_, + relic_level=relic_temp["Level"], + ) + relic_temp["MainAffix"]["Property"] = affix_property + relic_temp["MainAffix"]["Name"] = Property2Name[affix_property] + relic_temp["MainAffix"]["Value"] = value + + relic_temp["SubAffixList"] = [] + if relic.subAffixList: + for sub_affix in relic.subAffixList: + sub_affix_temp = {} + sub_affix_temp["SubAffixID"] = sub_affix.affixId + sub_affix_property, value = await cal_relic_sub_affix( + relic_id=relic.tid, + affix_id=sub_affix.affixId, + cnt=sub_affix.cnt, + step=sub_affix.step if sub_affix.step else 0, + ) + sub_affix_temp["Property"] = sub_affix_property + sub_affix_temp["Name"] = Property2Name[sub_affix_property] + sub_affix_temp["Cnt"] = sub_affix.cnt + sub_affix_temp["Step"] = sub_affix.step if sub_affix.step else 0 + sub_affix_temp["Value"] = value + relic_temp["SubAffixList"].append(sub_affix_temp) + char_data["RelicInfo"].append(relic_temp) + + # 处理命座 + rank_temp = [] + if char.rank and char.rank is not None: + char_data["rank"] = char.rank + for index in range(char.rank): + rankTemp = {} + rank_id = int(str(char.avatarId) + "0" + str(index + 1)) + rankTemp["rankId"] = rank_id + rankTemp["rankName"] = rankId2Name[str(rank_id)] + rank_temp.append(rankTemp) + char_data["rankList"] = rank_temp + + # 处理命座中的 level_up_skills + if char_data.get("rankList"): + for rank_item in char_data["rankList"]: + rank_id = rank_item["rankId"] + level_up_skill = AvatarRankSkillUp[str(rank_id)] + if level_up_skill: + for item in level_up_skill: + skill_id = item["id"] + skill_up_num = item["num"] + # 查找skill_id在不在avatarSkill中 + for index, skill_item in enumerate(char_data["avatarSkill"]): + if str(skill_id) == str(skill_item["skillId"]): + char_data["avatarSkill"][index][ + "skillLevel" + ] += skill_up_num + break + + # 处理基础属性 + base_attributes = {} + avatar_promotion_base = AvatarPromotionConfig.Avatar[str(char.avatarId)][ + str(char.promotion) + ] + + # 攻击力 + base_attributes["attack"] = ( + avatar_promotion_base.AttackBase.Value + + avatar_promotion_base.AttackAdd.Value * (char.level - 1) + ) + # 防御力 + base_attributes["defence"] = ( + avatar_promotion_base.DefenceBase.Value + + avatar_promotion_base.DefenceAdd.Value * (char.level - 1) + ) + # 血量 + base_attributes["hp"] = ( + avatar_promotion_base.HPBase.Value + + avatar_promotion_base.HPAdd.Value * (char.level - 1) + ) + # 速度 + base_attributes["speed"] = avatar_promotion_base.SpeedBase.Value + # 暴击率 + base_attributes["CriticalChanceBase"] = avatar_promotion_base.CriticalChance.Value + # 暴击伤害 + base_attributes["CriticalDamageBase"] = avatar_promotion_base.CriticalDamage.Value + # 嘲讽 + base_attributes["BaseAggro"] = avatar_promotion_base.BaseAggro.Value + + char_data["baseAttributes"] = base_attributes + + # 处理武器 + + equipment_info = {} + if char.equipment and char.equipment.tid is not None: + equipment_info["equipmentID"] = char.equipment.tid + equipment_info["equipmentName"] = EquipmentID2Name[str(char.equipment.tid)] + + equipment_info["equipmentLevel"] = char.equipment.level + equipment_info["equipmentPromotion"] = char.equipment.promotion + equipment_info["equipmentRank"] = char.equipment.rank + equipment_info["equipmentRarity"] = EquipmentID2Rarity[str(char.equipment.tid)] + equipment_base_attributes = {} + equipment_promotion_base = EquipmentPromotionConfig.Equipment[ + str(char.equipment.tid) + ][str(equipment_info["equipmentPromotion"])] + + equipment_level = char.equipment.level if char.equipment.level else 1 + # 生命值 + equipment_base_attributes["hp"] = ( + equipment_promotion_base.BaseHP.Value + + equipment_promotion_base.BaseHPAdd.Value * (equipment_level - 1) + ) + # 攻击力 + equipment_base_attributes["attack"] = ( + equipment_promotion_base.BaseAttack.Value + + equipment_promotion_base.BaseAttackAdd.Value * (equipment_level - 1) + ) + # 防御力 + equipment_base_attributes["defence"] = ( + equipment_promotion_base.BaseDefence.Value + + equipment_promotion_base.BaseDefenceAdd.Value * (equipment_level - 1) + ) + equipment_info["baseAttributes"] = equipment_base_attributes + + char_data["equipmentInfo"] = equipment_info + + return char_data, avatarName diff --git a/starrail_damage_cal/version.py b/starrail_damage_cal/version.py new file mode 100644 index 0000000..2d19121 --- /dev/null +++ b/starrail_damage_cal/version.py @@ -0,0 +1 @@ +StarRail_version = "1.4.0" diff --git a/test/__init__.py b/test/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/test/test.json b/test/test.json new file mode 100644 index 0000000..84b7d64 --- /dev/null +++ b/test/test.json @@ -0,0 +1,425 @@ +{ + "detailInfo": { + "level": 69, + "worldLevel": 6, + "nickname": "qwerdvd", + "headIcon": 201102, + "avatarDetailList": [ + { + "relicList": [ + { + "mainAffixId": 1, + "tid": 61021, + "type": 1, + "subAffixList": [ + { "affixId": 3, "cnt": 1 }, + { "affixId": 5, "cnt": 3, "step": 5 }, + { "affixId": 6, "cnt": 1, "step": 1 }, + { "affixId": 8, "cnt": 3, "step": 4 } + ], + "level": 15 + }, + { + "mainAffixId": 1, + "tid": 61022, + "type": 2, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 4 }, + { "affixId": 5, "cnt": 2, "step": 4 }, + { "affixId": 8, "cnt": 3, "step": 3 }, + { "affixId": 10, "cnt": 1, "step": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 5, + "tid": 61023, + "type": 3, + "subAffixList": [ + { "affixId": 1, "cnt": 1, "step": 1 }, + { "affixId": 5, "cnt": 3, "step": 4 }, + { "affixId": 6, "cnt": 2, "step": 1 }, + { "affixId": 8, "cnt": 2, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 2, + "tid": 61024, + "type": 4, + "subAffixList": [ + { "affixId": 1, "cnt": 1, "step": 2 }, + { "affixId": 4, "cnt": 3, "step": 3 }, + { "affixId": 8, "cnt": 3, "step": 4 }, + { "affixId": 12, "cnt": 1, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 10, + "tid": 63095, + "type": 5, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 2 }, + { "affixId": 9, "cnt": 2, "step": 3 }, + { "affixId": 10, "cnt": 2, "step": 1 }, + { "affixId": 12, "cnt": 2, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 4, + "tid": 63096, + "type": 6, + "subAffixList": [ + { "affixId": 2, "cnt": 2, "step": 1 }, + { "affixId": 8, "cnt": 2, "step": 1 }, + { "affixId": 9, "cnt": 1, "step": 1 }, + { "affixId": 12, "cnt": 3, "step": 3 } + ], + "level": 15 + } + ], + "equipment": { "tid": 23015, "promotion": 6, "rank": 1, "level": 80 }, + "level": 80, + "avatarId": 1213, + "promotion": 6, + "skillTreeList": [ + { "pointId": 1213001, "level": 6 }, + { "pointId": 1213002, "level": 10 }, + { "pointId": 1213003, "level": 10 }, + { "pointId": 1213004, "level": 10 }, + { "pointId": 1213007, "level": 1 }, + { "pointId": 1213101, "level": 1 }, + { "pointId": 1213102, "level": 1 }, + { "pointId": 1213103, "level": 1 }, + { "pointId": 1213201, "level": 1 }, + { "pointId": 1213202, "level": 1 }, + { "pointId": 1213203, "level": 1 }, + { "pointId": 1213204, "level": 1 }, + { "pointId": 1213205, "level": 1 }, + { "pointId": 1213206, "level": 1 }, + { "pointId": 1213207, "level": 1 }, + { "pointId": 1213208, "level": 1 }, + { "pointId": 1213209, "level": 1 }, + { "pointId": 1213210, "level": 1 } + ] + }, + { + "relicList": [ + { + "mainAffixId": 1, + "tid": 61081, + "type": 1, + "subAffixList": [ + { "affixId": 8, "cnt": 1 }, + { "affixId": 9, "cnt": 2, "step": 3 }, + { "affixId": 11, "cnt": 2, "step": 3 }, + { "affixId": 12, "cnt": 3, "step": 3 } + ], + "level": 15 + }, + { + "mainAffixId": 1, + "tid": 61082, + "type": 2, + "subAffixList": [ + { "affixId": 1, "cnt": 3, "step": 4 }, + { "affixId": 3, "cnt": 3, "step": 5 }, + { "affixId": 5, "cnt": 1, "step": 2 }, + { "affixId": 12, "cnt": 1, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 4, + "tid": 61083, + "type": 3, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 1 }, + { "affixId": 4, "cnt": 3, "step": 2 }, + { "affixId": 5, "cnt": 1, "step": 2 }, + { "affixId": 10, "cnt": 2, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 2, + "tid": 61084, + "type": 4, + "subAffixList": [ + { "affixId": 3, "cnt": 4, "step": 6 }, + { "affixId": 4, "cnt": 1, "step": 2 }, + { "affixId": 7, "cnt": 1, "step": 1 }, + { "affixId": 10, "cnt": 2, "step": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 3, + "tid": 63035, + "type": 5, + "exp": 830, + "subAffixList": [ + { "affixId": 5, "cnt": 2, "step": 3 }, + { "affixId": 8, "cnt": 1 }, + { "affixId": 9, "cnt": 2, "step": 1 }, + { "affixId": 10, "cnt": 1, "step": 2 } + ], + "level": 11 + }, + { + "mainAffixId": 2, + "tid": 63036, + "type": 6, + "subAffixList": [ + { "affixId": 2, "cnt": 3, "step": 5 }, + { "affixId": 5, "cnt": 1, "step": 2 }, + { "affixId": 8, "cnt": 2, "step": 2 }, + { "affixId": 12, "cnt": 2, "step": 4 } + ], + "level": 15 + } + ], + "equipment": { "tid": 22000, "promotion": 6, "rank": 5, "level": 80 }, + "level": 80, + "avatarId": 1006, + "rank": 1, + "promotion": 6, + "pos": 1, + "skillTreeList": [ + { "pointId": 1006001, "level": 6 }, + { "pointId": 1006002, "level": 10 }, + { "pointId": 1006003, "level": 10 }, + { "pointId": 1006004, "level": 10 }, + { "pointId": 1006007, "level": 1 }, + { "pointId": 1006101, "level": 1 }, + { "pointId": 1006102, "level": 1 }, + { "pointId": 1006103, "level": 1 }, + { "pointId": 1006201, "level": 1 }, + { "pointId": 1006202, "level": 1 }, + { "pointId": 1006203, "level": 1 }, + { "pointId": 1006204, "level": 1 }, + { "pointId": 1006205, "level": 1 }, + { "pointId": 1006206, "level": 1 }, + { "pointId": 1006207, "level": 1 }, + { "pointId": 1006208, "level": 1 }, + { "pointId": 1006209, "level": 1 }, + { "pointId": 1006210, "level": 1 } + ] + }, + { + "relicList": [ + { + "mainAffixId": 1, + "tid": 61081, + "type": 1, + "subAffixList": [ + { "affixId": 4, "cnt": 2, "step": 3 }, + { "affixId": 8, "cnt": 2, "step": 2 }, + { "affixId": 9, "cnt": 3, "step": 4 }, + { "affixId": 12, "cnt": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 1, + "tid": 61082, + "type": 2, + "subAffixList": [ + { "affixId": 6, "cnt": 1, "step": 2 }, + { "affixId": 8, "cnt": 2, "step": 2 }, + { "affixId": 9, "cnt": 2, "step": 2 }, + { "affixId": 10, "cnt": 3, "step": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 5, + "tid": 61083, + "type": 3, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 4 }, + { "affixId": 5, "cnt": 3, "step": 1 }, + { "affixId": 6, "cnt": 1 }, + { "affixId": 8, "cnt": 2, "step": 3 } + ], + "level": 15 + }, + { + "mainAffixId": 2, + "tid": 61084, + "type": 4, + "subAffixList": [ + { "affixId": 1, "cnt": 2, "step": 3 }, + { "affixId": 7, "cnt": 3, "step": 3 }, + { "affixId": 11, "cnt": 2, "step": 3 }, + { "affixId": 12, "cnt": 1, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 9, + "tid": 63065, + "type": 5, + "subAffixList": [ + { "affixId": 2, "cnt": 2, "step": 2 }, + { "affixId": 3, "cnt": 1 }, + { "affixId": 8, "cnt": 3, "step": 6 }, + { "affixId": 12, "cnt": 2, "step": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 4, + "tid": 63066, + "type": 6, + "subAffixList": [ + { "affixId": 2, "cnt": 1, "step": 2 }, + { "affixId": 3, "cnt": 2, "step": 4 }, + { "affixId": 8, "cnt": 5, "step": 6 }, + { "affixId": 11, "cnt": 1, "step": 2 } + ], + "level": 15 + } + ], + "equipment": { "tid": 24001, "promotion": 6, "rank": 5, "level": 80 }, + "level": 80, + "avatarId": 1102, + "promotion": 6, + "pos": 2, + "skillTreeList": [ + { "pointId": 1102001, "level": 6 }, + { "pointId": 1102002, "level": 10 }, + { "pointId": 1102003, "level": 10 }, + { "pointId": 1102004, "level": 10 }, + { "pointId": 1102007, "level": 1 }, + { "pointId": 1102101, "level": 1 }, + { "pointId": 1102102, "level": 1 }, + { "pointId": 1102103, "level": 1 }, + { "pointId": 1102201, "level": 1 }, + { "pointId": 1102202, "level": 1 }, + { "pointId": 1102203, "level": 1 }, + { "pointId": 1102204, "level": 1 }, + { "pointId": 1102205, "level": 1 }, + { "pointId": 1102206, "level": 1 }, + { "pointId": 1102207, "level": 1 }, + { "pointId": 1102208, "level": 1 }, + { "pointId": 1102209, "level": 1 }, + { "pointId": 1102210, "level": 1 } + ] + } + ], + "assistAvatarDetail": { + "relicList": [ + { + "mainAffixId": 1, + "tid": 61021, + "type": 1, + "subAffixList": [ + { "affixId": 3, "cnt": 1 }, + { "affixId": 5, "cnt": 3, "step": 5 }, + { "affixId": 6, "cnt": 1, "step": 1 }, + { "affixId": 8, "cnt": 3, "step": 4 } + ], + "level": 15 + }, + { + "mainAffixId": 1, + "tid": 61022, + "type": 2, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 4 }, + { "affixId": 5, "cnt": 2, "step": 4 }, + { "affixId": 8, "cnt": 3, "step": 3 }, + { "affixId": 10, "cnt": 1, "step": 1 } + ], + "level": 15 + }, + { + "mainAffixId": 5, + "tid": 61023, + "type": 3, + "subAffixList": [ + { "affixId": 1, "cnt": 1, "step": 1 }, + { "affixId": 5, "cnt": 3, "step": 4 }, + { "affixId": 6, "cnt": 2, "step": 1 }, + { "affixId": 8, "cnt": 2, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 2, + "tid": 61024, + "type": 4, + "subAffixList": [ + { "affixId": 1, "cnt": 1, "step": 2 }, + { "affixId": 4, "cnt": 3, "step": 3 }, + { "affixId": 8, "cnt": 3, "step": 4 }, + { "affixId": 12, "cnt": 1, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 10, + "tid": 63095, + "type": 5, + "subAffixList": [ + { "affixId": 3, "cnt": 2, "step": 2 }, + { "affixId": 9, "cnt": 2, "step": 3 }, + { "affixId": 10, "cnt": 2, "step": 1 }, + { "affixId": 12, "cnt": 2, "step": 2 } + ], + "level": 15 + }, + { + "mainAffixId": 4, + "tid": 63096, + "type": 6, + "subAffixList": [ + { "affixId": 2, "cnt": 2, "step": 1 }, + { "affixId": 8, "cnt": 2, "step": 1 }, + { "affixId": 9, "cnt": 1, "step": 1 }, + { "affixId": 12, "cnt": 3, "step": 3 } + ], + "level": 15 + } + ], + "equipment": { "tid": 23015, "promotion": 6, "rank": 1, "level": 80 }, + "level": 80, + "avatarId": 1213, + "promotion": 6, + "skillTreeList": [ + { "pointId": 1213001, "level": 6 }, + { "pointId": 1213002, "level": 10 }, + { "pointId": 1213003, "level": 10 }, + { "pointId": 1213004, "level": 10 }, + { "pointId": 1213007, "level": 1 }, + { "pointId": 1213101, "level": 1 }, + { "pointId": 1213102, "level": 1 }, + { "pointId": 1213103, "level": 1 }, + { "pointId": 1213201, "level": 1 }, + { "pointId": 1213202, "level": 1 }, + { "pointId": 1213203, "level": 1 }, + { "pointId": 1213204, "level": 1 }, + { "pointId": 1213205, "level": 1 }, + { "pointId": 1213206, "level": 1 }, + { "pointId": 1213207, "level": 1 }, + { "pointId": 1213208, "level": 1 }, + { "pointId": 1213209, "level": 1 }, + { "pointId": 1213210, "level": 1 } + ] + }, + "friendCount": 18, + "recordInfo": { + "achievementCount": 276, + "avatarCount": 24, + "maxRogueChallengeScore": 7, + "challengeInfo": { "noneScheduleMaxLevel": 16 }, + "equipmentCount": 154 + }, + "uid": 100086290, + "platform": "PC", + "isDisplayAvatar": true + } +} diff --git a/test/test_get_char.py b/test/test_get_char.py new file mode 100644 index 0000000..99f692c --- /dev/null +++ b/test/test_get_char.py @@ -0,0 +1,40 @@ +import json +from pathlib import Path +from typing import Dict + +import pytest + +from starrail_damage_cal import DamageCal + +with Path.open(Path("test/test.json"), encoding="utf-8") as f: + test_data = json.load(f) + + +@pytest.mark.asyncio() +async def test_get_damage_data_by_uid(): + data = await DamageCal.get_damage_data_by_uid(uid="100086290", avatar_name="希儿") + if isinstance(data, Dict): + print(json.dumps(data, ensure_ascii=False, indent=4)) + + +@pytest.mark.asyncio() +async def test_get_damage_data_by_mihomo_raw(): + data = await DamageCal.get_damage_data_by_mihomo_raw( + mihomo_raw=test_data, avatar_name="希儿" + ) + if isinstance(data, Dict): + print(json.dumps(data, ensure_ascii=False, indent=4)) + + +@pytest.mark.asyncio() +async def test_get_all_damage_data_by_mihomo_raw(): + data = await DamageCal.get_all_damage_data_by_mihomo_raw(mihomo_raw=test_data) + if isinstance(data, Dict): + print(json.dumps(data, ensure_ascii=False, indent=4)) + + +@pytest.mark.asyncio() +async def test_get_all_damage_data_by_uid(): + data = await DamageCal.get_all_damage_data_by_uid(uid="100086290") + if isinstance(data, Dict): + print(json.dumps(data, ensure_ascii=False, indent=4))