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132 lines
4.0 KiB
Python
132 lines
4.0 KiB
Python
import random
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from enum import Enum
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class GACHA_TYPE(Enum):
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activity = 301 # 限定卡池
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activity2 = 400 # 限定卡池
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weapon = 302 # 武器卡池
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permanent = 200 # 常驻卡池
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class WishCountInfo:
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def __init__(self, user_id: int):
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self.user_id = user_id
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self.five_stars_count: int = 1
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self.four_stars_count: int = 1
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self.is_up: bool = False
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self.maximum_fate_points: int = 0
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def character_probability(rank, count):
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ret = 0
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if rank == 5 and count <= 73:
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ret = 60
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elif rank == 5 and count >= 74:
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ret = 60 + 600 * (count - 73)
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elif rank == 4 and count <= 8:
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ret = 510
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elif rank == 4 and count >= 9:
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ret = 510 + 5100 * (count - 8)
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return ret
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def weapon_probability(rank, count):
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ret = 0
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if rank == 5 and count <= 62:
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ret = 70
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elif rank == 5 and count <= 73:
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ret = 70 + 700 * (count - 62)
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elif rank == 5 and count >= 74:
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ret = 7770 + 350 * (count - 73)
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elif rank == 4 and count <= 7:
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ret = 600
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elif rank == 4 and count == 8:
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ret = 6600
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elif rank == 4 and count >= 9:
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ret = 6600 + 3000 * (count - 8)
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return ret
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def is_character_gacha(gacha_type: GACHA_TYPE) -> bool:
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return gacha_type in (GACHA_TYPE.activity, GACHA_TYPE.activity2, GACHA_TYPE.permanent)
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def random_int():
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return random.randint(0, 10000)
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def get_is_up(rank: int, count: WishCountInfo, gacha_type: GACHA_TYPE):
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if gacha_type == GACHA_TYPE.permanent:
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return False
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elif gacha_type == GACHA_TYPE.weapon:
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return random_int() <= 7500
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else:
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return random_int() <= 5000 or (rank == 5 and count.is_up)
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def get_rank(count: WishCountInfo, gacha_type: GACHA_TYPE):
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value = random_int()
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probability_fn = character_probability if is_character_gacha(gacha_type) else weapon_probability
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index_5 = probability_fn(5, count.five_stars_count)
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index_4 = probability_fn(4, count.four_stars_count) + index_5
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if value <= index_5:
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return 5
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elif value <= index_4:
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return 4
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else:
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return 3
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def get_one(count: WishCountInfo, gacha_info: dict, weapon_name: str = "") -> dict:
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gacha_type = GACHA_TYPE(gacha_info["gacha_type"])
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rank = get_rank(count, gacha_type)
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is_up = get_is_up(rank, count, gacha_type)
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if rank == 5:
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count.five_stars_count = 1
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if is_up:
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data = random.choice(gacha_info["r5_up_items"])
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else:
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data = random.choice(gacha_info["r5_prob_list"])
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if gacha_type == GACHA_TYPE.weapon:
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if data["item_name"] == weapon_name:
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count.maximum_fate_points = 0
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elif count.maximum_fate_points == 2:
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count.maximum_fate_points = 0
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for temp_item in gacha_info["r5_up_items"]:
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if temp_item["item_name"] == weapon_name:
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data = temp_item
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break
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else:
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count.maximum_fate_points += 1
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if gacha_type in (GACHA_TYPE.activity, GACHA_TYPE.activity2, GACHA_TYPE.weapon):
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count.is_up = not is_up
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return {
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"item_type": data["item_type"],
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"item_name": data["item_name"],
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"rank": 5,
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}
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elif rank == 4:
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count.five_stars_count += 1
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count.four_stars_count = 1
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if is_up:
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data = random.choice(gacha_info["r4_up_items"])
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else:
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data = random.choice(gacha_info["r4_prob_list"])
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return {
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"item_type": data["item_type"],
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"item_name": data["item_name"],
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"rank": 4,
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}
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elif rank == 3:
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count.five_stars_count += 1
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count.four_stars_count += 1
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data = random.choice(gacha_info["r3_prob_list"])
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return {
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"item_type": data["item_type"],
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"item_name": data["item_name"],
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"rank": 3,
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}
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else:
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raise ValueError("rank value error")
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