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https://github.com/PaiGramTeam/PaiGramMetadata.git
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feat: support add more skills
This commit is contained in:
parent
5af2c49e22
commit
a407971f91
@ -3,6 +3,7 @@ from typing import Dict, Any
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from .character import character
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from .models import CharacterDamage, CharacterSkill, CharacterConfig, WeaponConfig
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from .skill_data import SkillData
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class Data:
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@ -88,35 +89,6 @@ class Data:
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return
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del self.file_data[character_name]
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def get_skill_value(self, character_name: str, skill: CharacterSkill) -> bool:
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if not self.file_data.get(character_name):
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return False
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skill_id = skill.index
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for i in self.file_data[character_name].skills:
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if i.index == skill_id:
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return True
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return False
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def set_skill_value(self, character_name: str, skill: CharacterSkill, enable: bool):
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self.first_init(character_name)
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in_data = None
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for i in self.file_data[character_name].skills:
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if i.index == skill.index:
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in_data = i
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break
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if enable:
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if not in_data:
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self.file_data[character_name].skills.append(skill.to_data())
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else:
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in_data.name = skill.custom_name or skill.show_name
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in_data.damage_key = skill.damage_key
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in_data.transformative_damage_key = skill.transformative_damage_key
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else:
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if in_data:
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self.file_data[character_name].skills.remove(in_data)
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self.file_data[character_name].skills.sort(key=lambda x: x.index)
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self.last_close(character_name)
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def get_character_config_value(
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self, character_name: str, config_: CharacterConfig
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) -> Any:
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@ -245,3 +217,4 @@ class Data:
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data = Data()
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skill_data = SkillData(data.file_data)
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@ -1,23 +1,23 @@
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from typing import List
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from flet_core import MainAxisAlignment
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import flet as ft
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from flet_core import MainAxisAlignment
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from src.data import Page
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from .artifact import artifact
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from .character import character
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from .data import data
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from .data import data, skill_data
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from .models import (
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CharacterSkill,
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CharacterDamageSkillDamageKey,
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CharacterDamageSkillTransformativeDamageKey,
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CharacterConfig,
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Weapon as WeaponModel,
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Element4OP,
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Element8OP,
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CharacterDamageSkill,
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)
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from .weapon import weapon
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from ..components import show_snack_bar
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def edit_damage_view(page: "Page"):
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@ -62,37 +62,107 @@ def edit_damage_view(page: "Page"):
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ch_name = character.current_name
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skill_list.controls.clear()
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def search_skills(e: ft.ControlEvent = None):
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temp = skill_list.controls[0]
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skill_list.controls.clear()
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skill_list.controls.append(temp)
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for con in skill_list_data:
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con: "ft.Container"
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cb: "ft.Checkbox" = con.content # noqa
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if e is None or e.data in cb.label:
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skill_list.controls.append(con)
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def add_new_skill(_: ft.ControlEvent = None):
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skill_data.create_first(ch_name)
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def skill_key_change_to_transformative(e_: ft.ControlEvent = None):
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value = e_.data == "true"
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if value:
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normal_skill_ft.visible = False
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transformative_skill_ft.visible = True
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else:
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normal_skill_ft.visible = True
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transformative_skill_ft.visible = False
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page.update()
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def create_confirm(_):
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result = skill_data.create_confirm()
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bs.open = False
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choose_character()
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if not result:
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show_snack_bar(page, "添加失败,请确认数据已填写完毕", ft.colors.RED)
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normal_skill_ft = ft.Dropdown(
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label="输出数据",
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options=[
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ft.dropdown.Option(key=v, text=k)
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for k, v in CharacterDamageSkillDamageKey.normal.data_map.items()
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],
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value="",
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on_change=skill_data.create_handle_damage_key,
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)
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transformative_skill_ft = ft.Dropdown(
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label="输出数据",
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options=[
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ft.dropdown.Option(key=v, text=k)
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for k, v in CharacterDamageSkillTransformativeDamageKey.swirl_cryo.data_map.items()
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],
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value="",
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on_change=skill_data.create_handle_transformative_damage_key,
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visible=False,
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)
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bs = ft.BottomSheet(
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ft.Container(
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ft.Column(
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[
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ft.Dropdown(
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label="技能名称",
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options=skill_data.get_dropdown_options(ch_name),
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value="",
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on_change=skill_data.create_handle_index,
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),
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ft.TextField(
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label="自定义显示名称",
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value="",
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on_change=skill_data.create_handle_name,
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),
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ft.Switch(
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label="剧变反应伤害",
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value=False,
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on_change=skill_key_change_to_transformative,
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),
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normal_skill_ft,
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transformative_skill_ft,
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ft.ElevatedButton(
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"确定添加",
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icon=ft.icons.DONE,
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on_click=create_confirm,
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),
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],
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tight=True,
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),
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padding=10,
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),
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open=True,
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)
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page.overlay.append(bs)
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page.update()
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bs.update()
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skill_list.controls.append(
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ft.Container(
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content=ft.TextField(
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label="技能配置",
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on_change=search_skills,
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content=ft.Row(
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[
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ft.Text("技能配置"),
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ft.IconButton(
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icon=ft.icons.ADD_BOX,
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on_click=add_new_skill,
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),
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]
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),
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)
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)
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for i in character.skills_map[ch_name]:
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for i in skill_data.get(ch_name):
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container = ft.Container(
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content=ft.Checkbox(
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label=i.show_name,
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value=data.get_skill_value(ch_name, i),
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label=i.name,
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value=True,
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disabled=True,
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data=i,
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),
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on_click=choose_skill,
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)
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skill_list.controls.append(container)
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skill_list_data = skill_list.controls[1:]
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def update_weapon_component():
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ch_name = character.current_name
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@ -273,44 +343,27 @@ def edit_damage_view(page: "Page"):
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def choose_skill(e: ft.ControlEvent = None):
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checkbox: ft.Checkbox = e.control.content
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skill: CharacterSkill = checkbox.data
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skill: CharacterDamageSkill = checkbox.data
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skill_data.temp = skill
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skill_data.init_temp_index(character.current_name)
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page.overlay.clear()
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def skill_status_change(e_: ft.ControlEvent = None):
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value = e_.data == "true"
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data.set_skill_value(character.current_name, skill, value)
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def skill_custom_name_change(e_: ft.ControlEvent = None):
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skill.custom_name = e_.data
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data.set_skill_value(character.current_name, skill, True)
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def skill_key_change(e_: ft.ControlEvent = None):
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skill.damage_key = CharacterDamageSkillDamageKey(e_.data)
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data.set_skill_value(character.current_name, skill, True)
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def skill_transformative_key_change(e_: ft.ControlEvent = None):
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skill.transformative_damage_key = (
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CharacterDamageSkillTransformativeDamageKey(e_.data)
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)
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data.set_skill_value(character.current_name, skill, True)
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def skill_key_change_to_transformative(e_: ft.ControlEvent = None):
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value = e_.data == "true"
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if value:
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skill.transformative_damage_key = (
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CharacterDamageSkillTransformativeDamageKey.swirl_cryo
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)
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skill.damage_key = None
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normal_skill_ft.visible = False
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transformative_skill_ft.visible = True
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else:
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skill.transformative_damage_key = None
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skill.damage_key = CharacterDamageSkillDamageKey.normal
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normal_skill_ft.visible = True
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transformative_skill_ft.visible = False
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data.set_skill_value(character.current_name, skill, True)
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page.update()
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def delete(_):
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skill_data.delete_skill()
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data.last_close(character.current_name)
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bs.open = False
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choose_character()
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normal_skill_ft = ft.Dropdown(
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label="输出数据",
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options=[
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@ -318,7 +371,7 @@ def edit_damage_view(page: "Page"):
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for k, v in CharacterDamageSkillDamageKey.normal.data_map.items()
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],
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value=skill.damage_key.value if skill.damage_key else "",
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on_change=skill_key_change,
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on_change=skill_data.create_handle_damage_key,
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visible=not bool(skill.transformative_damage_key),
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)
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transformative_skill_ft = ft.Dropdown(
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@ -330,7 +383,7 @@ def edit_damage_view(page: "Page"):
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value=skill.transformative_damage_key.value
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if skill.transformative_damage_key
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else "",
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on_change=skill_transformative_key_change,
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on_change=skill_data.create_handle_transformative_damage_key,
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visible=bool(skill.transformative_damage_key),
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)
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@ -338,16 +391,15 @@ def edit_damage_view(page: "Page"):
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ft.Container(
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ft.Column(
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[
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ft.Text(skill.show_name),
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ft.Switch(
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label="显示此数值",
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value=checkbox.value,
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on_change=skill_status_change,
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ft.Text(
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skill_data.get_skill_show_name(
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character.current_name, skill
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)
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),
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ft.TextField(
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label="自定义显示名称",
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value=skill.custom_name or skill.show_name,
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on_change=skill_custom_name_change,
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value=skill.name,
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on_change=skill_data.create_handle_name,
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),
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ft.Switch(
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label="剧变反应伤害",
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@ -356,6 +408,11 @@ def edit_damage_view(page: "Page"):
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),
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normal_skill_ft,
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transformative_skill_ft,
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ft.ElevatedButton(
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"删除",
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icon=ft.icons.DELETE_SWEEP,
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on_click=delete,
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),
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],
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tight=True,
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),
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90
src/damage/skill_data.py
Normal file
90
src/damage/skill_data.py
Normal file
@ -0,0 +1,90 @@
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import flet as ft
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from typing import Dict, List, Optional
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from src.damage.character import character
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from src.damage.models import (
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CharacterDamage,
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CharacterDamageSkill,
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CharacterSkill,
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CharacterDamageSkillDamageKey,
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CharacterDamageSkillTransformativeDamageKey,
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)
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class SkillData:
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def __init__(self, file_data: Dict[str, CharacterDamage]):
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self.file_data = file_data
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self.temp: Optional[CharacterDamageSkill] = None
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self.temp_index: Dict[int, CharacterSkill] = {}
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def get(self, character_name: str) -> List[CharacterDamageSkill]:
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if character_name not in self.file_data:
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return []
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return self.file_data[character_name].skills
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def delete_skill(self):
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if self.temp and self.temp in self.file_data[character.current_name].skills:
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self.file_data[character.current_name].skills.remove(self.temp)
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self.temp = None
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self.temp_index.clear()
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@staticmethod
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def get_skill_show_name(character_name: str, skill: CharacterDamageSkill) -> str:
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for i in character.skills_map[character_name]:
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if i.index == skill.index:
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return i.show_name
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return skill.name
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@staticmethod
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def get_dropdown_options(character_name: str) -> List[ft.dropdown.Option]:
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skills = []
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for skill in character.skills_map[character_name]:
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skills.append(
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ft.dropdown.Option(
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key=skill.index,
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text=skill.show_name,
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)
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)
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return skills
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def init_temp_index(self, character_name: str):
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self.temp_index.clear()
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for skill in character.skills_map[character_name]:
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self.temp_index[skill.index] = skill
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def create_first(self, character_name: str):
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self.temp = CharacterDamageSkill(name="", index=-1)
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self.init_temp_index(character_name)
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def create_handle_index(self, e: ft.ControlEvent = None):
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index = int(e.data)
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self.temp.index = index
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self.temp.name = self.temp_index[index].show_name
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def create_handle_name(self, e: ft.ControlEvent = None):
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if e.data == "":
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self.temp.name = self.temp_index[self.temp.index].show_name
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else:
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self.temp.name = e.data
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def create_handle_damage_key(self, e: ft.ControlEvent = None):
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self.temp.damage_key = CharacterDamageSkillDamageKey(e.data)
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self.temp.transformative_damage_key = None
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def create_handle_transformative_damage_key(self, e: ft.ControlEvent = None):
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self.temp.transformative_damage_key = (
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CharacterDamageSkillTransformativeDamageKey(e.data)
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)
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self.temp.damage_key = None
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def create_confirm(self) -> bool:
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if self.temp.index == -1:
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return False
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if not self.temp.damage_key and not self.temp.transformative_damage_key:
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return False
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if not self.file_data.get(character.current_name):
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self.file_data[character.current_name] = CharacterDamage(skills=[])
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self.file_data[character.current_name].skills.append(self.temp)
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self.temp = None
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self.temp_index.clear()
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return True
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