PaiGram/modules/wish/system.py
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import random
from typing import List, Tuple
from modules.wish.banner import GachaBanner
from modules.wish.error import GachaIllegalArgument, GachaInvalidTimes
from modules.wish.player.info import PlayerGachaBannerInfo, PlayerGachaInfo
from modules.wish.pool import BannerPool
class BannerSystem:
fallback_items5_pool2_default: Tuple[int] = (11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502)
fallback_items4_pool2_default: Tuple[int] = (
11401,
11402,
11403,
11405,
12401,
12402,
12403,
12405,
13401,
13407,
14401,
14402,
14403,
14409,
15401,
15402,
15403,
15405,
)
def do_pulls(self, player_gacha_info: PlayerGachaInfo, banner: GachaBanner, times: int) -> List[int]:
item_list: List[int] = []
if times not in (10, 1):
raise GachaInvalidTimes
gacha_info = player_gacha_info.get_banner_info(banner)
gacha_info.add_total_pulls(times)
pools = BannerPool(banner)
for _ in range(times):
item_id = self.do_pull(banner, gacha_info, pools)
item_list.append(item_id)
return item_list
def do_pull(self, banner: GachaBanner, gacha_info: PlayerGachaBannerInfo, pools: BannerPool) -> int:
gacha_info.inc_pity_all()
# 对玩家卡池信息的计数全部加1方便计算
# 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
# 而不是使用 if gacha_info.pity4 + 1 >= 10 的形式计算
weights = [banner.get_weight(5, gacha_info.pity5), banner.get_weight(4, gacha_info.pity4), 10000]
leval_won = 5 - self.draw_roulette(weights, 10000)
# 根据权重信息获得当前所抽到的星级
if leval_won == 5:
# print(f"已经获得五星,当前五星权重为{weights[0]}")
gacha_info.pity5 = 0
return self.do_rare_pull(
pools.rate_up_items5, pools.fallback_items5_pool1, pools.fallback_items5_pool2, 5, banner, gacha_info
)
if leval_won == 4:
gacha_info.pity4 = 0
return self.do_rare_pull(
pools.rate_up_items4, pools.fallback_items4_pool1, pools.fallback_items4_pool2, 4, banner, gacha_info
)
return self.get_random(banner.fallback_items3)
@staticmethod
def draw_roulette(weights, cutoff: int) -> int:
total = 0
for weight in weights:
if weight < 0:
raise GachaIllegalArgument("Weights must be non-negative!")
total += weight
roll = random.randint(0, min(total, cutoff)) # nosec
sub_total = 0
for index, value in enumerate(weights):
sub_total += value
if roll < sub_total:
return index
return 0
def do_rare_pull(
self,
featured: List[int],
fallback1: List[int],
fallback2: List[int],
rarity: int,
banner: GachaBanner,
gacha_info: PlayerGachaBannerInfo,
) -> int:
# 以下是防止点炒饭
epitomized = (
(banner.has_epitomized()) and (rarity == 5) and (gacha_info.wish_item_id != 0)
) # 判断定轨信息是否正确
pity_epitomized = gacha_info.failed_chosen_item_pulls >= banner.wish_max_progress # 判断定轨值
pity_featured = gacha_info.get_failed_featured_item_pulls(rarity) >= 1 # 通过UP值判断当前是否为UP
roll_featured = self.random_range(1, 100) <= banner.get_event_chance(rarity) # 随机判断当前是否为UP
pull_featured = pity_featured or roll_featured # 获得最终是否为 UP
if epitomized and pity_epitomized: # 给武器用的定轨代码
gacha_info.set_failed_featured_item_pulls(rarity, 0)
item_id = gacha_info.wish_item_id
elif pull_featured and featured: # 是UP角色
gacha_info.set_failed_featured_item_pulls(rarity, 0)
item_id = self.get_random(featured)
else: # 寄
gacha_info.add_failed_featured_item_pulls(rarity, 1)
item_id = self.do_fallback_rare_pull(fallback1, fallback2, rarity, banner, gacha_info)
if epitomized:
if item_id == gacha_info.wish_item_id: # 判断当前UP是否为定轨的UP
gacha_info.failed_chosen_item_pulls = 0 # 是的话清除定轨
else:
gacha_info.add_failed_chosen_item_pulls(1)
return item_id
def do_fallback_rare_pull(
self,
fallback1: List[int],
fallback2: List[int],
rarity: int,
banner: GachaBanner,
gacha_info: PlayerGachaBannerInfo,
) -> int:
if len(fallback1) < 1:
if len(fallback2) < 1:
return self.get_random(
self.fallback_items5_pool2_default if rarity == 5 else self.fallback_items4_pool2_default
)
return self.get_random(fallback2)
if len(fallback2) < 1:
return self.get_random(fallback1)
pity_pool1 = banner.get_pool_balance_weight(rarity, gacha_info.get_pity_pool(rarity, 1))
pity_pool2 = banner.get_pool_balance_weight(rarity, gacha_info.get_pity_pool(rarity, 2))
if pity_pool1 >= pity_pool2:
chosen_pool = 1 + self.draw_roulette((pity_pool1, pity_pool2), 10000)
else:
chosen_pool = 2 - self.draw_roulette((pity_pool2, pity_pool1), 10000)
if chosen_pool == 1:
gacha_info.set_pity_pool(rarity, 1, 0)
return self.get_random(fallback1)
gacha_info.set_pity_pool(rarity, 2, 0)
return self.get_random(fallback2)
@staticmethod
def get_random(items) -> int:
return random.choice(items) # nosec
@staticmethod
def random_range(_mix: int, _max: int) -> int:
return random.randint(_mix, _max) # nosec