StarRailDamageCal/starrail_damage_cal/damage/Avatar.py

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2023-10-30 06:31:15 +00:00
import json
from pathlib import Path
from typing import Dict
from starrail_damage_cal.damage.AvatarDamage.AvatarDamage import AvatarDamage
from starrail_damage_cal.damage.Base.AvatarBase import BaseAvatarinfo
from starrail_damage_cal.damage.Base.model import DamageInstance
from starrail_damage_cal.damage.Relic.Relic import RelicSet, SingleRelic
from starrail_damage_cal.damage.Weapon.Weapon import Weapon
from starrail_damage_cal.mono.Character import Character
Excel_path = Path(__file__).parent
with Path.open(Excel_path / "Excel" / "SkillData.json", encoding="utf-8") as f:
skill_dict = json.load(f)
class AvatarInstance:
def __init__(self, raw_data: Character):
self.raw_data = DamageInstance(raw_data)
self.avatardamage = AvatarDamage.create(
self.raw_data.avatar,
self.raw_data.skill,
)
self.avatar = BaseAvatarinfo(self.raw_data.avatar)
self.weapon = Weapon.create(self.raw_data.weapon)
self.relic_set = RelicSet().create(self.raw_data.relic)
self.base_attr = self.cal_role_base_attr()
self.attribute_bonus: Dict[str, float] = {}
self.cal_relic_attr_add()
self.cal_avatar_attr_add()
self.cal_avatar_eidolon_add()
self.cal_weapon_attr_add()
def merge_attribute_bonus(self, add_attribute: Dict[str, float]):
for attribute in add_attribute:
if attribute in self.attribute_bonus:
self.attribute_bonus[attribute] += add_attribute[attribute]
else:
self.attribute_bonus[attribute] = add_attribute[attribute]
def cal_role_base_attr(self):
base_attr: Dict[str, float] = {}
avatar_attribute = self.avatar.avatar_attribute
for attr_name, attr_value in avatar_attribute.items():
if attr_name in base_attr:
base_attr[attr_name] += attr_value
else:
base_attr[attr_name] = attr_value
weapon_attribute = self.weapon.weapon_base_attribute
for attr_name, attr_value in weapon_attribute.items():
if attr_name in base_attr:
base_attr[attr_name] += attr_value
else:
base_attr[attr_name] = attr_value
return base_attr
def cal_relic_attr_add(self):
# 单件属性
for relic_type in self.relic_set.__dict__:
if type(self.relic_set.__dict__[relic_type]) == SingleRelic:
relic: SingleRelic = self.relic_set.__dict__[relic_type]
self.merge_attribute_bonus(relic.relic_attribute_bonus)
# 套装面板加成属性
for set_skill in self.relic_set.SetSkill:
self.merge_attribute_bonus(set_skill.relicSetAttribute)
def cal_avatar_eidolon_add(self):
self.merge_attribute_bonus(self.avatardamage.eidolon_attribute)
self.merge_attribute_bonus(self.avatardamage.extra_ability_attribute)
def cal_avatar_attr_add(self):
attribute_bonus = self.avatar.avatar_attribute_bonus
if attribute_bonus:
for bonus in attribute_bonus:
status_add = bonus.statusAdd
bonus_property = status_add.property_
value = status_add.value
if bonus_property in self.attribute_bonus:
self.attribute_bonus[bonus_property] += value
else:
self.attribute_bonus[bonus_property] = value
def cal_weapon_attr_add(self):
self.merge_attribute_bonus(self.weapon.weapon_attribute)
async def get_damage_info(self):
Ultra_Use = self.avatar.Ultra_Use()
self.attribute_bonus = await self.weapon.weapon_ability(
Ultra_Use,
self.base_attr,
self.attribute_bonus,
)
for set_skill in self.relic_set.SetSkill:
self.attribute_bonus = await set_skill.set_skill_ability(
self.base_attr,
self.attribute_bonus,
)
if self.attribute_bonus is None:
msg = "attribute_bonus is None"
raise Exception(msg) # noqa: TRY002
return await self.avatardamage.getdamage(self.base_attr, self.attribute_bonus)