from collections import Counter from typing import Dict, List from starrail_damage_cal.map.SR_MAP_PATH import ( EquipmentID2AbilityProperty, RelicSetSkill, ) class Character: def __init__(self, card_prop: Dict): self.char_level: int = int(card_prop["avatarLevel"]) self.char_id: int = card_prop["avatarId"] self.char_name: str = card_prop["avatarName"] self.char_rank = card_prop["rank"] if card_prop.get("rank") else 0 self.char_rarity = card_prop["avatarRarity"] self.char_element = card_prop["avatarElement"] self.char_promotion = card_prop["avatarPromotion"] self.char_skill = card_prop["avatarSkill"] self.extra_ability = card_prop["avatarExtraAbility"] self.attribute_bonus = card_prop["avatarAttributeBonus"] self.char_relic = card_prop["RelicInfo"] self.base_attributes = card_prop["baseAttributes"] self.add_attr = {} self.equipment = card_prop["equipmentInfo"] self.rarity = card_prop["avatarRarity"] self.eidolons = card_prop["rankList"] if card_prop.get("rankList") else [] async def get_equipment_info(self): if self.equipment == {}: return None base_attr = self.base_attributes equip = self.equipment ability_property = EquipmentID2AbilityProperty[str(equip["equipmentID"])] equip_rank = equip["equipmentRank"] equip_ability_property = ability_property[str(equip_rank)] equip_add_base_attr = equip["baseAttributes"] base_attr["hp"] = base_attr["hp"] + equip_add_base_attr["hp"] base_attr["attack"] = base_attr["attack"] + equip_add_base_attr["attack"] base_attr["defence"] = base_attr["defence"] + equip_add_base_attr["defence"] self.base_attributes = base_attr for equip_ability in equip_ability_property: property_type: str = equip_ability["PropertyType"] value: float = equip_ability["Value"]["Value"] self.add_attr[property_type] = value + self.add_attr.get(property_type, 0) return self.add_attr async def get_char_attribute_bonus(self): attribute_bonus = self.attribute_bonus for bonus in attribute_bonus: status_add = bonus["statusAdd"] bonus_property = status_add["property"] value = status_add["value"] self.add_attr[bonus_property] = value + self.add_attr.get(bonus_property, 0) async def get_relic_info(self): # 计算圣遗物效果 set_id_list: List[int] = [] for relic in self.char_relic: set_id_list.append(relic["SetId"]) # 处理主属性 relic_property = relic["MainAffix"]["Property"] property_value = relic["MainAffix"]["Value"] self.add_attr[relic_property] = property_value + self.add_attr.get( relic_property, 0, ) # 处理副词条 for sub in relic["SubAffixList"]: sub_property = sub["Property"] sub_value = sub["Value"] self.add_attr[sub_property] = sub_value + self.add_attr.get( sub_property, 0, ) # 处理套装属性 set_id_dict = Counter(set_id_list) # logger.info(set_id_dict.most_common()) for item in set_id_dict.most_common(): set_property = "" set_id = item[0] count = item[1] set_value = 0 if count >= 2: status_add = RelicSetSkill.RelicSet[str(set_id)]["2"] if status_add: set_property = status_add.Property set_value = status_add.Value if set_property != "": self.add_attr[set_property] = set_value + self.add_attr.get( set_property, 0, ) if count == 4: status_add = RelicSetSkill.RelicSet[str(set_id)]["4"] if status_add: set_property = status_add.Property set_value = status_add.Value if set_property != "": self.add_attr[set_property] = set_value + self.add_attr.get( set_property, 0, )