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baiqwerdvd 2024-09-18 15:26:50 +08:00
parent fab498caab
commit b9cd700789
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4 changed files with 252 additions and 196 deletions

View File

@ -10,6 +10,7 @@ from gsuid_core.logger import logger
from gsuid_core.utils.image.convert import convert_img
from gsuid_core.utils.image.image_tools import draw_text_by_line
from starrail_damage_cal.cal_damage import cal_char_info, cal_info
from starrail_damage_cal.model import MihomoCharacter
from starrail_damage_cal.to_data import api_to_dict
from ..utils.error_reply import CHAR_HINT
@ -95,7 +96,9 @@ RELIC_CNT = {
}
async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes, str]:
async def draw_char_img(
char_data: MihomoCharacter, sr_uid: str, msg: str
) -> Union[bytes, str]:
if isinstance(char_data, str):
return char_data
char = await cal_char_info(char_data)
@ -175,7 +178,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
attr_bg = Image.open(TEXT_PATH / "attr_bg.png")
attr_bg_draw = ImageDraw.Draw(attr_bg)
# 生命值
hp = int(char.base_attributes.get("hp"))
hp = int(char.base_attributes.hp)
add_hp = int(
char.add_attr.get("HPDelta", 0)
+ hp
@ -193,7 +196,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
anchor="lm",
)
# 攻击力
attack = int(char.base_attributes["attack"])
attack = int(char.base_attributes.attack)
add_attack = int(
char.add_attr.get("AttackDelta", 0)
+ attack * char.add_attr.get("AttackAddedRatio", 0)
@ -213,7 +216,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
anchor="lm",
)
# 防御力
defence = int(char.base_attributes["defence"])
defence = int(char.base_attributes.defence)
add_defence = int(
char.add_attr.get("DefenceDelta", 0)
+ defence * char.add_attr.get("DefenceAddedRatio", 0)
@ -233,7 +236,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
anchor="lm",
)
# 速度
speed = int(char.base_attributes["speed"])
speed = int(char.base_attributes.speed)
add_speed = int(
char.add_attr.get("SpeedDelta", 0)
+ speed * char.add_attr.get("SpeedAddedRatio", 0)
@ -253,7 +256,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
anchor="lm",
)
# 暴击率
critical_chance = char.base_attributes["CriticalChanceBase"]
critical_chance = char.base_attributes.CriticalChanceBase
critical_chance_base = char.add_attr.get("CriticalChanceBase", 0)
critical_chance = (critical_chance + critical_chance_base) * 100
attr_bg_draw.text(
@ -264,7 +267,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
"rm",
)
# 暴击伤害
critical_damage = char.base_attributes["CriticalDamageBase"]
critical_damage = char.base_attributes.CriticalDamageBase
critical_damage_base = char.add_attr.get("CriticalDamageBase", 0)
critical_damage = (critical_damage + critical_damage_base) * 100
attr_bg_draw.text(
@ -337,8 +340,8 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
skill_panel_img = Image.open(TEXT_PATH / "skill_panel.png")
skill_img = (
Image.open(
SKILL_PATH / f'{char.char_id}_'
f'{skill_type_map[skill["skillAttackType"]][1]}.png'
SKILL_PATH / f"{char.char_id}_"
f"{skill_type_map[skill.skillAttackType][1]}.png"
)
.convert("RGBA")
.resize((55, 55))
@ -348,21 +351,21 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
skill_panel_img_draw = ImageDraw.Draw(skill_panel_img)
skill_panel_img_draw.text(
(108, 25),
f'{skill_type_map[skill["skillAttackType"]][0]}',
f"{skill_type_map[skill.skillAttackType][0]}",
white_color,
sr_font_26,
"lm",
)
skill_panel_img_draw.text(
(89, 55),
f'Lv.{skill["skillLevel"]}',
f"Lv.{skill.skillLevel}",
white_color,
sr_font_26,
"lm",
)
skill_panel_img_draw.text(
(75, 90),
f'{skill["skillName"]}',
f"{skill.skillName}",
(105, 105, 105),
sr_font_20,
"mm",
@ -374,7 +377,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
# 武器
if char.equipment != {}:
weapon_bg = Image.open(TEXT_PATH / "weapon_bg.png")
weapon_id = char.equipment["equipmentID"]
weapon_id = char.equipment.equipmentID
weapon_img = (
Image.open(WEAPON_PATH / f"{weapon_id}.png")
.convert("RGBA")
@ -384,24 +387,24 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
weapon_bg_draw = ImageDraw.Draw(weapon_bg)
weapon_bg_draw.text(
(345, 47),
f'{char.equipment["equipmentName"]}',
f"{char.equipment.equipmentName}",
white_color,
sr_font_34,
"lm",
)
if hasattr(sr_font_34, "getsize"):
weapon_name_len = sr_font_34.getsize( # type: ignore
char.equipment["equipmentName"]
char.equipment.equipmentName
)[0]
else:
bbox = sr_font_34.getbbox(char.equipment["equipmentName"])
bbox = sr_font_34.getbbox(char.equipment.equipmentName)
weapon_name_len = bbox[2] - bbox[0]
# 放阶
rank_img = Image.open(TEXT_PATH / "ImgNewBg.png")
rank_img_draw = ImageDraw.Draw(rank_img)
rank_img_draw.text(
(70, 44),
f'{NUM_MAP[char.equipment["equipmentRank"]]}',
f"{NUM_MAP[char.equipment.equipmentRank]}",
white_color,
sr_font_28,
"mm",
@ -409,21 +412,21 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
weapon_bg.paste(rank_img, (weapon_name_len + 330, 2), rank_img)
rarity_img = Image.open(
TEXT_PATH / f'LightCore_Rarity{char.equipment["equipmentRarity"]}.png'
TEXT_PATH / f"LightCore_Rarity{char.equipment.equipmentRarity}.png"
).resize((306, 72))
weapon_bg.paste(rarity_img, (223, 55), rarity_img)
weapon_bg_draw.text(
(498, 90),
f'Lv.{char.equipment["equipmentLevel"]}',
f"Lv.{char.equipment.equipmentLevel}",
white_color,
sr_font_28,
"mm",
)
# 武器技能
desc = light_cone_ranks[str(char.equipment["equipmentID"])]["desc"]
desc_params = light_cone_ranks[str(char.equipment["equipmentID"])]["params"][
char.equipment["equipmentRank"] - 1
desc = light_cone_ranks[str(char.equipment.equipmentID)]["desc"]
desc_params = light_cone_ranks[str(char.equipment.equipmentID)]["params"][
char.equipment.equipmentRank - 1
]
for i in range(len(desc_params)):
temp = math.floor(desc_params[i] * 1000) / 10
@ -460,15 +463,15 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
relic_score = 0
for relic in char.char_relic:
rarity = RelicId2Rarity[str(relic["relicId"])]
rarity = RelicId2Rarity[str(relic.relicId)]
relic_img = Image.open(TEXT_PATH / f"yq_bg{rarity}.png")
if str(relic["SetId"])[0] == "3":
if str(relic.SetId)[0] == "3":
relic_piece_img = Image.open(
RELIC_PATH / f'{relic["SetId"]}_{relic["Type"] - 5}.png'
RELIC_PATH / f"{relic.SetId}_{relic.Type - 5}.png"
)
else:
relic_piece_img = Image.open(
RELIC_PATH / f'{relic["SetId"]}_{relic["Type"] - 1}.png'
RELIC_PATH / f"{relic.SetId}_{relic.Type - 1}.png"
)
relic_piece_new_img = relic_piece_img.resize(
(105, 105), Image.Resampling.LANCZOS
@ -479,15 +482,15 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
relic_piece_new_img,
)
rarity_img = Image.open(
TEXT_PATH / f'LightCore_Rarity'
f'{RelicId2Rarity[str(relic["relicId"])]}.png'
TEXT_PATH / f"LightCore_Rarity"
f"{RelicId2Rarity[str(relic.relicId)]}.png"
).resize((200, 48))
relic_img.paste(rarity_img, (-10, 80), rarity_img)
relic_img_draw = ImageDraw.Draw(relic_img)
if len(relic["relicName"]) <= 5:
main_name = relic["relicName"]
if len(relic.relicName) <= 5:
main_name = relic.relicName
else:
main_name = relic["relicName"][:2] + relic["relicName"][4:]
main_name = relic.relicName[:2] + relic.relicName[4:]
relic_img_draw.text(
(30, 70),
main_name,
@ -497,9 +500,9 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
)
# 主属性
main_value = relic["MainAffix"]["Value"]
main_name: str = relic["MainAffix"]["Name"]
main_level: int = relic["Level"]
main_value = relic.MainAffix.Value
main_name = relic.MainAffix.Name
main_level = relic.Level
if main_name in ["攻击力", "生命值", "防御力", "速度"]:
mainValueStr = f"{main_value:.1f}"
@ -536,21 +539,21 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
single_relic_score = 0
main_value_score = await get_relic_score(
relic["MainAffix"]["Property"],
relic.MainAffix.Property,
main_value,
char.char_name,
True,
relic["Type"],
relic.Type,
)
single_relic_score += main_value_score
for index, i in enumerate(relic["SubAffixList"]):
subName: str = i["Name"]
subCnt = i["Cnt"]
subValue = i["Value"]
subProperty = i["Property"]
for index, i in enumerate(relic.SubAffixList):
subName = i.Name
subCnt = i.Cnt
subValue = i.Value
subProperty = i.Property
tmp_score = await get_relic_score(
subProperty, subValue, char.char_name, False, relic["Type"]
subProperty, subValue, char.char_name, False, relic.Type
)
single_relic_score += tmp_score
@ -594,7 +597,7 @@ async def draw_char_img(char_data: Dict, sr_uid: str, msg: str) -> Union[bytes,
anchor="rm",
)
char_info.paste(relic_img, RELIC_POS[str(relic["Type"])], relic_img)
char_info.paste(relic_img, RELIC_POS[str(relic.Type)], relic_img)
relic_score += single_relic_score
if relic_score > 210:
relic_value_level = Image.open(TEXT_PATH / "CommonIconSSS.png")

View File

@ -1,19 +1,28 @@
import json
from pathlib import Path
import re
from typing import Dict, Optional, Tuple, Union
from typing import List, Optional, Tuple, Union, cast
from gsuid_core.logger import logger
from starrail_damage_cal.excel.model import (
AvatarPromotionConfig,
EquipmentPromotionConfig,
)
from starrail_damage_cal.to_data import api_to_dict
from starrail_damage_cal.map.SR_MAP_PATH import AvatarRankSkillUp
from starrail_damage_cal.model import (
AttributeBounsStatusAdd,
AvatarBaseAttributes,
AvatarEquipmentInfo,
EquipmentBaseAttributes,
MihomoAvatarAttributeBonus,
MihomoAvatarExtraAbility,
MihomoAvatarSkill,
MihomoCharacter,
RankData,
)
from starrail_damage_cal.to_data import api_to_dict, characterSkillTree
from .draw_char_img import draw_char_img
from ..utils.error_reply import CHAR_HINT
from ..utils.map.SR_MAP_PATH import (
AvatarRankSkillUp,
EquipmentID2Name,
EquipmentID2Rarity,
Property2Name,
@ -21,7 +30,6 @@ from ..utils.map.SR_MAP_PATH import (
avatarId2EnName,
avatarId2Name,
avatarId2Rarity,
characterSkillTree,
rankId2Name,
skillId2AttackType,
skillId2Effect,
@ -87,7 +95,7 @@ async def draw_char_info_img(raw_mes: str, sr_uid: str):
async def get_char_args(
msg: str, uid: str
) -> Union[Tuple[Dict, Optional[str], Optional[int], Optional[int]], str]:
) -> Union[Tuple[MihomoCharacter, Optional[str], Optional[int], Optional[int]], str]:
# 可能进来的值
# 六命希儿带于夜色中换1000xxxx4青雀遗器换1000xxxx6希儿头换银狼手
# 六命希儿带于夜色中换1000xxxx6希儿头
@ -115,10 +123,18 @@ async def get_char_args(
char_data = await make_new_charinfo(uid, fake_name)
else:
char_data = await get_char_data(uid, fake_name)
if isinstance(char_data, str):
return char_data
continue
if isinstance(char_data, str):
return char_data
if isinstance(char_data, dict):
return "请先输入角色名噢~"
if "遗器" in part:
char_data = await get_fake_char_data(
char_data,
@ -142,18 +158,28 @@ async def get_char_args(
else:
weapon, weapon_affix = await get_fake_weapon_str(part)
return char_data, weapon, weapon_affix, talent_num
return cast(
Tuple[MihomoCharacter, Optional[str], Optional[int], Optional[int]],
(
char_data,
weapon,
weapon_affix,
talent_num,
),
)
async def change_equip(uid: str, char_data: Dict, part: str, s: str, i: int) -> Dict:
async def change_equip(
uid: str, char_data: MihomoCharacter, part: str, s: str, i: int
) -> Union[MihomoCharacter, str]:
char_name = part.replace(part[-1], "").replace(uid, "")
fake_data = await get_char_data(uid, char_name)
if isinstance(fake_data, str):
return {}
return fake_data
relicmap = i + 1
for equip in fake_data["RelicInfo"]:
if str(str(equip["relicId"])[-1]) == str(relicmap):
char_data["RelicInfo"][i] = equip
for equip in fake_data.RelicInfo:
if str(str(equip.relicId)[-1]) == str(relicmap):
char_data.RelicInfo[i] = equip
break
return char_data
@ -189,96 +215,113 @@ async def get_fake_weapon_str(msg: str) -> Tuple[str, Optional[int]]:
async def get_fake_char_data(
char_data: Dict, change_name: str, changeuid: str
) -> Union[Dict, str]:
char_data: MihomoCharacter, change_name: str, changeuid: str
) -> Union[MihomoCharacter, str]:
original_data = await get_char_data(changeuid, change_name)
if isinstance(original_data, str):
return original_data
if isinstance(original_data, Dict):
char_data["RelicInfo"] = original_data["RelicInfo"]
if isinstance(original_data, MihomoCharacter):
char_data.RelicInfo = original_data.RelicInfo
return char_data
async def get_char_data(
uid: str, char_name: str, enable_self: bool = True
) -> Union[Dict, str]:
player_path = PLAYER_PATH / str(uid)
SELF_PATH = player_path / "SELF"
) -> Union[MihomoCharacter, str]:
if "开拓者" in str(char_name):
char_name = "开拓者"
char_id = await name_to_avatar_id(char_name)
if char_id == "":
char_name = await alias_to_char_name(char_name)
if char_name is False:
return "请输入正确的角色名"
char_path = player_path / f"{char_name}.json"
char_self_path = SELF_PATH / f"{char_name}.json"
path = Path()
if char_path.exists():
path = char_path
elif enable_self and char_self_path.exists():
path = char_self_path
else:
char_id_list, _ = await api_to_dict(uid, save_path=PLAYER_PATH)
charname_list = []
if isinstance(char_id_list, str):
return char_id_list
for char in char_id_list:
charname = avatarId2Name[str(char)]
charname_list.append(charname)
if str(char_name) in charname_list:
if char_path.exists():
path = char_path
elif enable_self and char_self_path.exists():
path = char_self_path
else:
return CHAR_HINT.format(char_name, char_name)
with Path.open(path, encoding="utf8") as fp:
return json.load(fp)
char_id_list, chars = await api_to_dict(uid, save_path=PLAYER_PATH)
charname_list = []
for char in char_id_list:
charname = avatarId2Name[str(char)]
charname_list.append(charname)
if char_name in charname_list:
return chars[char_id_list[charname_list.index(char_name)]]
return CHAR_HINT.format(char_name, char_name)
async def make_new_charinfo(
uid: str,
fake_name: str,
):
char_data = {}
char_data["uid"] = uid
char_data["nickName"] = "test"
) -> MihomoCharacter:
char_data = MihomoCharacter(
uid="",
nickName="test",
avatarId=0,
avatarName="",
avatarElement="",
avatarRarity="",
avatarPromotion=0,
avatarLevel=1,
avatarSkill=[],
avatarExtraAbility=[],
avatarAttributeBonus=[],
RelicInfo=[],
avatarEnName="",
baseAttributes=AvatarBaseAttributes(
hp=0,
attack=0,
defence=0,
speed=0,
CriticalChanceBase=0,
CriticalDamageBase=0,
BaseAggro=0,
),
equipmentInfo=AvatarEquipmentInfo(
equipmentID=0,
equipmentName="",
equipmentLevel=0,
equipmentPromotion=0,
equipmentRank=0,
equipmentRarity=0,
baseAttributes=EquipmentBaseAttributes(hp=0, attack=0, defence=0),
),
rank=0,
rankList=[],
)
char_data.uid = uid
char_data.nickName = "test"
char_id = await name_to_avatar_id(fake_name)
if char_id == "":
fake_name = await alias_to_char_name(fake_name)
if fake_name is False:
return "请输入正确的角色名"
char_id = await name_to_avatar_id(fake_name)
char_data["avatarId"] = int(char_id)
char_data["avatarName"] = fake_name
char_data["avatarElement"] = avatarId2DamageType[str(char_data["avatarId"])]
char_data["avatarRarity"] = str(avatarId2Rarity[str(char_data["avatarId"])])
char_data["avatarPromotion"] = 6
char_data["avatarLevel"] = 80
char_data["avatarSkill"] = await get_skill_list(char_data["avatarId"])
char_data["avatarExtraAbility"] = await get_extra_list(char_data["avatarId"])
char_data["avatarAttributeBonus"] = await get_attribute_list(char_data["avatarId"])
char_data["RelicInfo"] = []
char_data["avatarEnName"] = avatarId2EnName[str(char_data["avatarId"])]
char_data["rank"] = 0
char_data["rankList"] = []
char_data["baseAttributes"] = await get_baseAttributes(char_data["avatarId"])
char_data["equipmentInfo"] = {}
char_data.avatarId = int(char_id)
char_data.avatarName = fake_name
char_data.avatarElement = avatarId2DamageType[str(char_data.avatarId)]
char_data.avatarRarity = str(avatarId2Rarity[str(char_data.avatarId)])
char_data.avatarPromotion = 6
char_data.avatarLevel = 80
char_data.avatarSkill = await get_skill_list(char_data.avatarId)
char_data.avatarExtraAbility = await get_extra_list(char_data.avatarId)
char_data.avatarAttributeBonus = await get_attribute_list(char_data.avatarId)
char_data.RelicInfo = []
char_data.avatarEnName = avatarId2EnName[str(char_data.avatarId)]
char_data.rank = 0
char_data.rankList = []
char_data.baseAttributes = await get_baseAttributes(char_data.avatarId)
return char_data
async def get_baseAttributes(
char_id: int,
):
) -> AvatarBaseAttributes:
# 处理基础属性
base_attributes = {}
base_attributes = AvatarBaseAttributes(
hp=0,
attack=0,
defence=0,
speed=0,
CriticalChanceBase=0,
CriticalDamageBase=0,
BaseAggro=0,
)
avatar_promotion_base = None
for avatar in AvatarPromotionConfig:
if avatar.AvatarID == str(char_id):
if avatar.AvatarID == str(char_id) and avatar.Promotion == 6:
avatar_promotion_base = avatar
break
@ -287,142 +330,147 @@ async def get_baseAttributes(
raise ValueError(msg)
# 攻击力
base_attributes["attack"] = (
base_attributes.attack = (
avatar_promotion_base.AttackBase.Value
+ avatar_promotion_base.AttackAdd.Value * (80 - 1)
)
# 防御力
base_attributes["defence"] = (
base_attributes.defence = (
avatar_promotion_base.DefenceBase.Value
+ avatar_promotion_base.DefenceAdd.Value * (80 - 1)
)
# 血量
base_attributes["hp"] = (
base_attributes.hp = (
avatar_promotion_base.HPBase.Value
+ avatar_promotion_base.HPAdd.Value * (80 - 1)
)
# 速度
base_attributes["speed"] = avatar_promotion_base.SpeedBase.Value
base_attributes.speed = avatar_promotion_base.SpeedBase.Value
# 暴击率
base_attributes["CriticalChanceBase"] = avatar_promotion_base.CriticalChance.Value
base_attributes.CriticalChanceBase = avatar_promotion_base.CriticalChance.Value
# 暴击伤害
base_attributes["CriticalDamageBase"] = avatar_promotion_base.CriticalDamage.Value
base_attributes.CriticalDamageBase = avatar_promotion_base.CriticalDamage.Value
# 嘲讽
base_attributes["BaseAggro"] = avatar_promotion_base.BaseAggro.Value
base_attributes.BaseAggro = avatar_promotion_base.BaseAggro.Value
return base_attributes
async def get_attribute_list(
char_id: int,
):
) -> List[MihomoAvatarAttributeBonus]:
attribute_list = []
for attributeid in [201, 202, 203, 204, 205, 206, 207, 208, 209, 210]:
attribute_bonus_temp = {}
attribute_bonus_temp["attributeBonusId"] = char_id * 1000 + attributeid
attribute_bonus_temp["attributeBonusLevel"] = 1
status_add = characterSkillTree[str(char_id)][
str(attribute_bonus_temp["attributeBonusId"])
]["levels"][0]["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"]
attribute_list.append(attribute_bonus_temp)
attribute_bonus_temp = MihomoAvatarAttributeBonus(
attributeBonusId=0,
attributeBonusLevel=0,
statusAdd=AttributeBounsStatusAdd(property_="", name="", value=0),
)
attribute_bonus_temp.attributeBonusId = char_id * 1000 + attributeid
attribute_bonus_temp.attributeBonusLevel = 1
status_add = (
characterSkillTree[str(char_id)][str(attribute_bonus_temp.attributeBonusId)]
.levels[0]
.properties
)
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
attribute_list.append(attribute_bonus_temp)
return attribute_list
async def get_extra_list(
char_id: int,
):
) -> List[MihomoAvatarExtraAbility]:
extra_list = []
for extraid in [101, 102, 103]:
extra_temp = {}
extra_temp["extraAbilityId"] = char_id * 1000 + extraid
extra_temp["extraAbilityLevel"] = 1
extra_temp = MihomoAvatarExtraAbility(
extraAbilityId=0,
extraAbilityLevel=0,
)
extra_temp.extraAbilityId = char_id * 1000 + extraid
extra_temp.extraAbilityLevel = 1
extra_list.append(extra_temp)
return extra_list
async def get_skill_list(
char_id: int,
):
) -> List[MihomoAvatarSkill]:
Skilllist = []
for skillid in [1, 2, 3, 4, 7]:
skill_temp = {}
skill_temp["skillId"] = char_id * 100 + skillid
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 = MihomoAvatarSkill(
skillId=0,
skillName="",
skillEffect="",
skillAttackType="",
skillLevel=0,
)
skill_temp.skillId = char_id * 100 + skillid
skill_temp.skillName = skillId2Name[str(skill_temp.skillId)]
skill_temp.skillEffect = skillId2Effect[str(skill_temp.skillId)]
skill_temp.skillAttackType = skillId2AttackType[str(skill_temp.skillId)]
skilllevel = 10
if skillid == 1:
skilllevel = 6
if skillid == 7:
skilllevel = 1
skill_temp["skillLevel"] = skilllevel
skill_temp.skillLevel = skilllevel
Skilllist.append(skill_temp)
return Skilllist
async def get_rank_list(
char_id: str,
def get_rank_list(
char_id: int,
talent_num: int,
):
) -> List[RankData]:
rank_temp = []
for index in range(talent_num):
rankTemp = {}
rankTemp = RankData(
rankId=0,
rankName="",
)
rank_id = int(str(char_id) + "0" + str(index + 1))
rankTemp["rankId"] = rank_id
rankTemp["rankName"] = rankId2Name[str(rank_id)]
rankTemp.rankId = rank_id
rankTemp.rankName = rankId2Name[str(rank_id)]
rank_temp.append(rankTemp)
return rank_temp
async def get_char(
char_data: dict,
char_data: MihomoCharacter,
weapon: Optional[str] = None,
weapon_affix: Optional[int] = None,
talent_num: Optional[int] = None,
):
if isinstance(talent_num, int):
# 处理命座
rank_temp = []
char_data["rank"] = talent_num
for index in range(talent_num):
rankTemp = {}
rank_id = int(str(char_data["avatarId"]) + "0" + str(index + 1))
rankTemp["rankId"] = rank_id
rankTemp["rankName"] = rankId2Name[str(rank_id)]
rank_temp.append(rankTemp)
char_data["rankList"] = rank_temp
char_data.rank = talent_num
char_data.rankList = get_rank_list(char_data.avatarId, talent_num)
# 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"]
if char_data.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"]
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"]):
for index, skill_item in enumerate(char_data.avatarSkill):
if skill_id == str(skill_item.skillId):
if skill_id[-1] == 1:
skilllevel_max = 7
else:
skilllevel_max = 12
skilllevel = min(
skilllevel_max,
char_data["avatarSkill"][index]["skillLevel"]
char_data.avatarSkill[index].skillLevel
+ skill_up_num,
)
char_data["avatarSkill"][index]["skillLevel"] = (
skilllevel
)
char_data.avatarSkill[index].skillLevel = skilllevel
break
if isinstance(weapon, str):
@ -431,19 +479,26 @@ async def get_char(
if equipmentid == "":
weapon = await alias_to_weapon_name(weapon)
equipmentid = await name_to_weapon_id(weapon)
equipment_info = {}
equipment_info["equipmentID"] = int(equipmentid)
equipment_info["equipmentName"] = EquipmentID2Name[str(equipmentid)]
equipment_info = AvatarEquipmentInfo(
equipmentID=0,
equipmentName="",
equipmentLevel=0,
equipmentPromotion=0,
equipmentRank=0,
equipmentRarity=0,
baseAttributes=EquipmentBaseAttributes(hp=0, attack=0, defence=0),
)
equipment_info.equipmentID = int(equipmentid)
equipment_info.equipmentName = EquipmentID2Name[str(equipmentid)]
equipment_info["equipmentLevel"] = 80
equipment_info["equipmentPromotion"] = 6
equipment_info["equipmentRank"] = weapon_affix
equipment_info["equipmentRarity"] = EquipmentID2Rarity[str(equipmentid)]
equipment_base_attributes = {}
equipment_info.equipmentLevel = 80
equipment_info.equipmentPromotion = 6
equipment_info.equipmentRank = weapon_affix if weapon_affix else 1
equipment_info.equipmentRarity = EquipmentID2Rarity[str(equipmentid)]
equipment_promotion_base = None
for equipment in EquipmentPromotionConfig:
if equipment.EquipmentID == str(equipmentid):
if equipment.EquipmentID == str(equipmentid) and equipment.Promotion == 6:
equipment_promotion_base = equipment
break
if not equipment_promotion_base:
@ -451,21 +506,20 @@ async def get_char(
raise ValueError(msg)
# 生命值
equipment_base_attributes["hp"] = (
equipment_info.baseAttributes.hp = (
equipment_promotion_base.BaseHP.Value
+ equipment_promotion_base.BaseHPAdd.Value * (80 - 1)
)
# 攻击力
equipment_base_attributes["attack"] = (
equipment_info.baseAttributes.attack = (
equipment_promotion_base.BaseAttack.Value
+ equipment_promotion_base.BaseAttackAdd.Value * (80 - 1)
)
# 防御力
equipment_base_attributes["defence"] = (
equipment_info.baseAttributes.defence = (
equipment_promotion_base.BaseDefence.Value
+ equipment_promotion_base.BaseDefenceAdd.Value * (80 - 1)
)
equipment_info["baseAttributes"] = equipment_base_attributes
char_data["equipmentInfo"] = equipment_info
char_data.equipmentInfo = equipment_info
return char_data

View File

@ -8,7 +8,6 @@ from ..resource.RESOURCE_PATH import CU_BG_PATH
BG_PATH = Path(__file__).parent / "bg"
NM_BG_PATH = BG_PATH / "nm_bg"
SP_BG_PATH = BG_PATH / "sp_bg"
if list(CU_BG_PATH.iterdir()) != []:
bg_path = CU_BG_PATH

View File

@ -1,5 +1,5 @@
from pathlib import Path
from typing import Dict, List, TypedDict, Union
from typing import Dict, List, TypedDict
from msgspec import Struct, json as msgjson
@ -81,8 +81,8 @@ with Path.open(MAP / SetId2Name_fileName, encoding="UTF-8") as f:
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 / 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])
@ -119,5 +119,5 @@ with Path.open(MAP / RelicId2MainAffixGroup_fileName, encoding="UTF-8") as f:
with Path.open(current / "AvatarRelicScore.json", encoding="UTF-8") as f:
AvatarRelicScore = msgjson.decode(f.read(), type=List[Dict])
with Path.open(MAP / avatarRankSkillUp_fileName, encoding="UTF-8") as f:
AvatarRankSkillUp = msgjson.decode(f.read(), type=Dict[str, Union[List[LU], None]])
# with Path.open(MAP / avatarRankSkillUp_fileName, encoding="UTF-8") as f:
# AvatarRankSkillUp = msgjson.decode(f.read(), type=Dict[str, Union[List[LU], None]])