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attr_calc.py
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attr_calc.py
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import math
def doll_attr_calculate(doll, my_doll, equip_group):
lv = my_doll['gun_level']
favor_factor = 0.95 + (my_doll['favor']+10)//50*0.05
attr_change = {"hp": 0, "pow": 0, "rate": 0, "hit": 0, "dodge": 0, "armor": 0}
attr_fixed = {"critical_harm_rate": 150, "critical_percent": doll['crit'],
"armor_piercing": doll['armor_piercing'], "night_view_percent": 0, "bullet_number_up": doll['special']}
attr_other = {
"id": doll["id"], "star": doll["rank"], "upgrade": lv, "type": doll["type"],
"skill_effect_per": 0, "skill_effect": 0,
'number': my_doll['number'], 'skill1':my_doll['skill1'], 'skill2':my_doll['skill2']}
for key in ["pow", "hit", "dodge"]:
attr_change[key] = gf_ceil(calculate(lv, key, doll) * favor_factor)
for key in ["hp", "rate", "armor"]:
attr_change[key] = gf_ceil(calculate(lv, key, doll))
for equip, elv in equip_group:
if not equip:
continue
attr_other["skill_effect_per"] += equip["skill_effect_per"]
attr_other["skill_effect"] += equip["skill_effect"]
for attr in attr_change.keys():
if attr in equip['stat'].keys():
stat = equip['stat'][attr]
modif = 1
if 'upgrade' in stat.keys() and elv == 10:
modif += stat['upgrade']/1000
value = math.floor(stat['max'] * modif)
attr_change[attr] += value
for attr in attr_fixed.keys():
if attr in equip['stat'].keys():
stat = equip['stat'][attr]
modif = 1
if 'upgrade' in stat.keys() and elv == 10:
modif += stat['upgrade']/1000
value = math.floor(stat['max'] * modif)
attr_fixed[attr] += value
day = doll_effect_calculate({"attr_change": attr_change, "attr_fixed": attr_fixed, "attr_other": attr_other}, "day")
night = doll_effect_calculate({"attr_change": attr_change, "attr_fixed": attr_fixed, "attr_other": attr_other}, "night")
return {"day": day, "night": night}
def doll_effect_calculate(gun_attr, fight_type):
skill1 = gun_attr["attr_other"]['skill1']
skill2 = gun_attr["attr_other"]['skill2']
star = int(gun_attr["attr_other"]["star"])
number = gun_attr["attr_other"]["number"]
skill_effect = int(gun_attr["attr_other"]["skill_effect"])
skill_effect_per = int(gun_attr["attr_other"]["skill_effect_per"])
# 1技能效能 = ceiling(5*(0.8+星级/10)*[35+5*(技能等级-1)]*(100+skill_effect_per)/100,1) + skill_effect
# 2技能效能 = ceiling(5*(0.8+星级/10)*[15+2*(技能等级-1)]*(100+skill_effect_per)/100,1) + skill_effect
doll_skill_effect = gf_ceil(number*(0.8+star/10)*(35+5*(skill1-1))*(100+skill_effect_per)/100) + skill_effect
if gun_attr["attr_other"]["upgrade"] >= 110:
doll_skill_effect += gf_ceil(number*(0.8+star/10)*(15+2*(skill2-1))*(100+skill_effect_per)/100)
life = int(gun_attr["attr_change"]["hp"])
dodge = int(gun_attr["attr_change"]["dodge"])
armor = int(gun_attr["attr_change"]["armor"])
# 防御效能 = CEILING(生命*(35+闪避)/35*(4.2*100/MAX(1,100-护甲)-3.2),1)
defend_effect = gf_ceil(life*number*(35+dodge)/35*(4.2*100/max(1, 100-armor)-3.2))
hit = int(gun_attr["attr_change"]["hit"])
night_view_percent = int(gun_attr["attr_fixed"]["night_view_percent"])
if fight_type == "night":
# 夜战命中 = CEILING(命中*(1+(-0.9*(1-夜视仪数值/100))),1)
hit = gf_ceil(hit*(1+(-0.9*(1-night_view_percent/100))))
attack = int(gun_attr["attr_change"]["pow"])
rate = int(gun_attr["attr_change"]["rate"])
critical = int(gun_attr["attr_fixed"]["critical_percent"])
critical_damage = int(gun_attr["attr_fixed"]["critical_harm_rate"])
armor_piercing = int(gun_attr["attr_fixed"]["armor_piercing"])
bullet = int(gun_attr["attr_fixed"]["bullet_number_up"])
if gun_attr["attr_other"]["type"] == 6:
# SG攻击 = 6*5*(3*弹量*(伤害+穿甲/3)*(1+暴击率*(暴击伤害-100)/10000)/(1.5+弹量*50/射速+0.5*弹量)*命中/(命中+23)+8)
attack_effect = gf_ceil(6*number*(3*bullet*(attack+armor_piercing/3)*(1+critical*(critical_damage-100)/10000)/(1.5+bullet*50/rate+0.5*bullet)*hit/(hit+23)+8))
elif gun_attr["attr_other"]["type"] == 5:
# MG攻击 = 7*5*(弹量*(伤害+穿甲/3)*(1+暴击率*(暴击伤害-100)/10000)/(弹量/3+4+200/射速)*命中/(命中+23)+8)
attack_effect = gf_ceil(7*number*(bullet*(attack+armor_piercing/3)*(1+critical*(critical_damage-100)/10000)/(bullet/3+4+200/rate)*hit/(hit+23)+8))
elif gun_attr["attr_other"]["type"] in [1,2,3,4]:
# 其他攻击 = 5*5*(伤害+穿甲/3)*(1+暴击率*(暴击伤害-100)/10000)*射速/50*命中/(命中+23)+8)
attack_effect = gf_ceil(5*number*((attack+armor_piercing/3)*(1+critical*(critical_damage-100)/10000)*rate/50*hit/(hit+23)+8))
else:
exit('gun type error: '+gun_attr["attr_other"]["type"])
effect_total = doll_skill_effect + defend_effect + attack_effect
return effect_total
def stc_to_text(text, name):
tem = text[text.find(name) + len(name) + 1:]
out_text = tem[:tem.find("\n")]
return out_text
def bonus_handle(string):
dict1 = {}
attr1 = string.split(',')
for key in attr1:
type1 = key.split(':')[0]
numb1 = key.split(':')[1]
dict1[type1] = str(1 + int(numb1) / 1000)
return dict1
def gf_ceil(number):
if number % 1 < 0.0001:
number = number - (number % 1)
else:
number = number - (number % 1) + 1
return int(number)
BASIC = [16, 45, 5, 5]
BASIC_LIFE_ARMOR = [
[[55, 0.555], [2, 0.161]],
[[96.283, 0.138], [13.979, 0.04]]
]
BASE_ATTR = [
[0.60, 0.60, 0.80, 1.20, 1.80, 0.00],
[1.60, 0.60, 1.20, 0.30, 1.60, 0.00],
[0.80, 2.40, 0.50, 1.60, 0.80, 0.00],
[1.00, 1.00, 1.00, 1.00, 1.00, 0.00],
[1.50, 1.80, 1.60, 0.60, 0.60, 0.00],
[2.00, 0.70, 0.40, 0.30, 0.30, 1.00]
]
GROW = [
[[0.242, 0], [0.181, 0], [0.303, 0], [0.303, 0]],
[[0.06, 18.018], [0.022, 15.741], [0.075, 22.572], [0.075, 22.572]]
]
TYPE_ENUM = {"HG": 0, "SMG": 1, "RF": 2, "AR": 3, "MG": 4, "SG": 5}
ATTR_ENUM = {"hp": 0, "pow": 1, "rate": 2, "hit": 3, "dodge": 4, "armor": 5}
def calculate(lv, attr_type, doll):
mod = 1
if lv <= 100:
mod = 0
guntype = doll['type'] - 1
attr = ATTR_ENUM[attr_type]
ratio = doll[f'ratio_{attr_type}'] if attr_type!='hp' else doll[f'ratio_life']
growth = doll['eat_ratio']
if attr == 0 or attr == 5:
return math.ceil(
(BASIC_LIFE_ARMOR[mod][attr & 1][0] + (lv-1)*BASIC_LIFE_ARMOR[mod][attr & 1][1]) * BASE_ATTR[guntype][attr] * ratio / 100
)
else:
base = BASIC[attr-1] * BASE_ATTR[guntype][attr] * ratio / 100
accretion = (GROW[mod][attr-1][1] + (lv-1)*GROW[mod][attr-1][0]) * BASE_ATTR[guntype][attr] * ratio * growth / 100 / 100
return math.ceil(base) + math.ceil(accretion)
if __name__=='__main__':
gun = {
"id": 20001,
"type": 1,
"rank": 5,
"ratio_life": 122,
"ratio_pow": 125,
"ratio_rate": 89,
"ratio_speed": 100,
"ratio_hit": 90,
"ratio_dodge": 95,
"ratio_armor": 0,
"armor_piercing": 15,
"crit": 20,
"special": 0,
"eat_ratio": 130,
"effect_grid_center": 13,
"effect_guntype": "0",
"effect_grid_pos": "8,12,14,18",
"effect_grid_effect": "1,12;3,30",
"type_equip1": "1;4,13,16,18",
"type_equip2": "2;6",
"type_equip3": "3;10",
"type_equip4": "",
}
my_gun = {
'favor': 100,'gun_id': 20001,
'gun_level': 120,'name': '柯尔特左轮',
'number': 5,'skill1': 10,'skill2': 10
}
equips = [
({
'id': 122,
'skill_effect': 0,
'skill_effect_per': 0,
'stat': {'critical_percent': {'max': 15, 'min': 12, 'upgrade': 350},
'dodge': {'max': 8, 'min': 6, 'upgrade': 300},
'pow': {'max': 2, 'min': 1, 'upgrade': 500}},
'type': 18},
10),
({
'id': 72,
'skill_effect': 0,
'skill_effect_per': 0,
'stat': {'armor_piercing': {'max': -7, 'min': -10},
'pow': {'max': 10, 'min': 7, 'upgrade': 500}},
'type': 6},
10),
({
'id': 40,
'skill_effect': 0,
'skill_effect_per': 0,
'stat': {'dodge': {'max': 25, 'min': 20, 'upgrade': 400},
'pow': {'max': -6, 'min': -8}},
'type': 10},
10)
]
eff = doll_attr_calculate(gun,my_gun,equips)
print(eff)