mirror of
https://github.com/PaiGramTeam/python-genshin-artifact.git
synced 2024-11-25 09:17:27 +00:00
235 lines
5.5 KiB
Python
235 lines
5.5 KiB
Python
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import sys
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from typing import List, Optional, Tuple, TYPE_CHECKING, Dict, final
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if sys.version_info < (3, 11):
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from typing_extensions import Literal
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else:
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from typing import Literal
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if TYPE_CHECKING:
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StatName = Literal[
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"ATKFixed",
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"ATKPercentage",
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"HealingBonus",
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"HPFixed",
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"HPPercentage",
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"DEFFixed",
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"DEFPercentage",
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"CriticalRate",
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"CriticalDamage",
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"ElementalMastery",
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"Recharge",
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"ElectroBonus",
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"PyroBonus",
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"HydroBonus",
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"CryoBonus",
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"AnemoBonus",
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"GeoBonus",
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"DendroBonus",
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"PhysicalBonus",
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]
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else:
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StatName = str
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def get_damage_analysis(calculator_config: "CalculatorConfig") -> "DamageAnalysis": ...
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def get_transformative_damage(calculator_config: "CalculatorConfig") -> "TransformativeDamage": ...
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def gen_character_meta_as_json() -> str: ...
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def gen_weapon_meta_as_json() -> str: ...
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def gen_artifact_meta_as_json() -> str: ...
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def gen_generate_locale_as_json(loc: str) -> str: ...
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@final
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class TransformativeDamage:
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swirl_cryo: float
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swirl_hydro: float
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swirl_pyro: float
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swirl_electro: float
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overload: float
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electro_charged: float
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shatter: float
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super_conduct: float
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bloom: float
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hyper_bloom: float
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burgeon: float
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burning: float
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crystallize: float
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def __new__(
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cls,
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swirl_cryo: float,
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swirl_hydro: float,
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swirl_pyro: float,
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swirl_electro: float,
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overload: float,
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electro_charged: float,
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shatter: float,
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super_conduct: float,
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bloom: float,
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hyper_bloom: float,
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burgeon: float,
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burning: float,
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crystallize: float,
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) -> "TransformativeDamage": ...
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@final
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class DamageResult:
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critical: float
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non_critical: float
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expectation: float
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is_heal: bool
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is_shield: bool
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def __new__(
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cls, critical: float, non_critical: float, expectation: float, is_heal: bool, is_shield: bool
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) -> "DamageResult": ...
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@final
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class DamageAnalysis:
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atk: Dict[str, float]
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atk_ratio: Dict[str, float]
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hp: Dict[str, float]
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hp_ratio: Dict[str, float]
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defense: Dict[str, float]
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def_ratio: Dict[str, float]
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em: Dict[str, float]
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em_ratio: Dict[str, float]
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extra_damage: Dict[str, float]
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bonus: Dict[str, float]
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critical: Dict[str, float]
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critical_damage: Dict[str, float]
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melt_enhance: Dict[str, float]
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vaporize_enhance: Dict[str, float]
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healing_bonus: Dict[str, float]
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shield_strength: Dict[str, float]
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spread_compose: Dict[str, float]
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aggravate_compose: Dict[str, float]
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def_minus: Dict[str, float]
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def_penetration: Dict[str, float]
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res_minus: Dict[str, float]
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element: str
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is_heal: bool
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is_shield: bool
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normal: DamageResult
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melt: Optional[DamageResult]
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vaporize: Optional[DamageResult]
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spread: Optional[DamageResult]
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aggravate: Optional[DamageResult]
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@final
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class CharacterInterface:
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name: str
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level: int
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ascend: bool
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constellation: int
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skill1: int
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skill2: int
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skill3: int
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params: Optional[dict] = None
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def __new__(
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cls,
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name: str,
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level: int,
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ascend: bool,
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constellation: int,
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skill1: int,
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skill2: int,
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skill3: int,
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params: Optional[dict] = None,
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) -> "CharacterInterface": ...
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@final
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class WeaponInterface:
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name: str
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level: int
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ascend: bool
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refine: int
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params: Optional[dict] = None
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def __new__(
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cls, name: str, level: int, ascend: bool, refine: int, params: Optional[dict] = None
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) -> "WeaponInterface": ...
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@final
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class BuffInterface:
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name: str
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config: Optional[dict] = None
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def __new__(cls, name: str, config: Optional[dict] = None) -> "BuffInterface": ...
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@final
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class Artifact:
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set_name: str
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slot: str
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level: int
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star: int
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sub_stats: List[Tuple[StatName, float]]
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main_stat: Tuple[StatName, float]
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id: int
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def __new__(
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cls,
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set_name: str,
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slot: str,
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level: int,
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star: int,
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sub_stats: List[Tuple[StatName, float]],
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main_stat: Tuple[StatName, float],
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id: int,
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) -> "Artifact": ...
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@final
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class SkillInterface:
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index: int
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config: Optional[dict] = None
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def __new__(cls, index: int, config: Optional[dict] = None) -> "SkillInterface": ...
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@final
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class EnemyInterface:
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level: int
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electro_res: float
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pyro_res: float
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hydro_res: float
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cryo_res: float
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geo_res: float
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anemo_res: float
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dendro_res: float
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physical_res: float
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def __new__(
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cls,
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level: int,
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electro_res: float,
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pyro_res: float,
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hydro_res: float,
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cryo_res: float,
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geo_res: float,
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anemo_res: float,
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dendro_res: float,
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physical_res: float,
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) -> "EnemyInterface": ...
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@final
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class CalculatorConfig:
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character: CharacterInterface
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weapon: WeaponInterface
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buffs: List[BuffInterface] = []
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artifacts: List[Artifact] = []
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artifact_config: Optional[dict] = None
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skill: SkillInterface
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enemy: Optional[EnemyInterface] = None
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def __new__(
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cls,
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character: CharacterInterface,
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weapon: WeaponInterface,
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skill: SkillInterface,
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buffs: Optional[List[BuffInterface]] = None,
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artifacts: Optional[List[Artifact]] = None,
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artifact_config: Optional[dict] = None,
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enemy: Optional[EnemyInterface] = None,
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) -> "CalculatorConfig": ...
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