mirror of
https://github.com/PaiGramTeam/PaiGram.git
synced 2024-11-29 19:08:48 +00:00
157 lines
6.2 KiB
Python
157 lines
6.2 KiB
Python
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import secrets
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from typing import Tuple, List
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from modules.gacha.banner import GachaBanner
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from modules.gacha.error import GachaInvalidTimes, GachaIllegalArgument
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from modules.gacha.player.info import PlayerGachaBannerInfo
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from modules.gacha.player.info import PlayerGachaInfo
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from modules.gacha.pool import BannerPool
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class BannerSystem:
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fallback_items5_pool2_default: Tuple[int] = (11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502)
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fallback_items4_pool2_default: Tuple[int] = (
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11401,
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11402,
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11403,
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11405,
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12401,
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12402,
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12403,
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12405,
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13401,
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13407,
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14401,
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14402,
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14403,
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14409,
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15401,
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15402,
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15403,
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15405,
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)
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def do_pulls(self, player_gacha_info: PlayerGachaInfo, banner: GachaBanner, times: int) -> List[int]:
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item_list: List[int] = []
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if times not in (10, 1):
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raise GachaInvalidTimes
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gacha_info = player_gacha_info.get_banner_info(banner)
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gacha_info.add_total_pulls(times)
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pools = BannerPool(banner)
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for _ in range(times):
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item_id = self.do_pull(banner, gacha_info, pools)
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item_list.append(item_id)
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return item_list
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def do_pull(self, banner: GachaBanner, gacha_info: PlayerGachaBannerInfo, pools: BannerPool) -> int:
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gacha_info.inc_pity_all()
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# 对玩家卡池信息的计数全部加1,方便计算
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# 就这么说吧,如果你加之前比已经四星9发没出,那么这个能让你下次权重必定让你出四星的角色
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# 而不是使用 if gacha_info.pity4 + 1 >= 10 的形式计算
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weights = [banner.get_weight(5, gacha_info.pity5), banner.get_weight(4, gacha_info.pity4), 10000]
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leval_won = 5 - self.draw_roulette(weights, 10000)
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# 根据权重信息获得当前所抽到的星级
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if leval_won == 5:
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# print(f"已经获得五星,当前五星权重为{weights[0]}")
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gacha_info.pity5 = 0
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return self.do_rare_pull(
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pools.rate_up_items5, pools.fallback_items5_pool1, pools.fallback_items5_pool2, 5, banner, gacha_info
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)
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elif leval_won == 4:
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gacha_info.pity4 = 0
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return self.do_rare_pull(
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pools.rate_up_items4, pools.fallback_items4_pool1, pools.fallback_items4_pool2, 4, banner, gacha_info
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)
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else:
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return self.get_random(banner.fallback_items3)
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@staticmethod
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def draw_roulette(weights, cutoff: int) -> int:
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total = 0
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for weight in weights:
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if weight < 0:
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raise GachaIllegalArgument("Weights must be non-negative!")
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total += weight
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secrets_random = secrets.SystemRandom()
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roll = int(secrets_random.random() * min(total, cutoff))
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sub_total = 0
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for index, value in enumerate(weights):
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sub_total += value
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if roll < sub_total:
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return index
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return 0
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def do_rare_pull(
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self,
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featured: List[int],
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fallback1: List[int],
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fallback2: List[int],
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rarity: int,
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banner: GachaBanner,
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gacha_info: PlayerGachaBannerInfo,
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) -> int:
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# 以下是防止点炒饭
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epitomized = (banner.has_epitomized()) and (rarity == 5) and (gacha_info.wish_item_id != 0) # 判断定轨信息是否正确
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pity_epitomized = gacha_info.failed_chosen_item_pulls >= banner.wish_max_progress # 判断定轨值
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pity_featured = gacha_info.get_failed_featured_item_pulls(rarity) >= 1 # 通过UP值判断当前是否为UP
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roll_featured = self.random_range(1, 100) <= banner.get_event_chance(rarity) # 随机判断当前是否为UP
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pull_featured = pity_featured or roll_featured # 获得最终是否为 UP
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if epitomized and pity_epitomized: # 给武器用的定轨代码
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gacha_info.set_failed_featured_item_pulls(rarity, 0)
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item_id = gacha_info.wish_item_id
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elif pull_featured and featured: # 是UP角色
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gacha_info.set_failed_featured_item_pulls(rarity, 0)
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item_id = self.get_random(featured)
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else: # 寄
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gacha_info.add_failed_featured_item_pulls(rarity, 1)
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item_id = self.do_fallback_rare_pull(fallback1, fallback2, rarity, banner, gacha_info)
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if epitomized:
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if item_id == gacha_info.wish_item_id: # 判断当前UP是否为定轨的UP
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gacha_info.failed_chosen_item_pulls = 0 # 是的话清除定轨
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else:
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gacha_info.add_failed_chosen_item_pulls(1)
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return item_id
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def do_fallback_rare_pull(
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self,
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fallback1: List[int],
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fallback2: List[int],
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rarity: int,
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banner: GachaBanner,
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gacha_info: PlayerGachaBannerInfo,
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) -> int:
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if len(fallback1) < 1:
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if len(fallback2) < 1:
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return self.get_random(
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self.fallback_items5_pool2_default if rarity == 5 else self.fallback_items4_pool2_default
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)
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else:
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return self.get_random(fallback2)
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elif len(fallback2) < 1:
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return self.get_random(fallback1)
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else:
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pity_pool1 = banner.get_pool_balance_weight(rarity, gacha_info.get_pity_pool(rarity, 1))
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pity_pool2 = banner.get_pool_balance_weight(rarity, gacha_info.get_pity_pool(rarity, 2))
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if pity_pool1 >= pity_pool2:
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chosen_pool = 1 + self.draw_roulette((pity_pool1, pity_pool2), 10000)
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else:
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chosen_pool = 2 - self.draw_roulette((pity_pool2, pity_pool1), 10000)
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if chosen_pool == 1:
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gacha_info.set_pity_pool(rarity, 1, 0)
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return self.get_random(fallback1)
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gacha_info.set_pity_pool(rarity, 2, 0)
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return self.get_random(fallback2)
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@staticmethod
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def get_random(items) -> int:
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secrets_random = secrets.SystemRandom()
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roll = int(secrets_random.random() * len(items))
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return items[roll]
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@staticmethod
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def random_range(_mix: int, _max: int) -> int:
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secrets_random = secrets.SystemRandom()
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return int(secrets_random.uniform(_mix, _max))
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