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from base.constant import *
class Target:
target_level: int = 124
physical_shield_base: int = 0
magical_shield_base: int = 0
physical_shield_gain: int = 0
magical_shield_gain: int = 0
_all_vulnerable: float = 0
physical_vulnerable: float = 0
magical_vulnerable: float = 0
@property
def level_shield_base(self):
return SHIELD_BASE_MAP[self.target_level]
@property
def shield_base(self):
raise NotImplementedError
@property
def shield_gain(self):
raise NotImplementedError
@property
def vulnerable(self):
raise NotImplementedError
@property
def all_vulnerable(self):
return self._all_vulnerable
@all_vulnerable.setter
def all_vulnerable(self, all_vulnerable):
residual = all_vulnerable - self._all_vulnerable
self.physical_vulnerable += residual
self.magical_vulnerable += residual
self._all_vulnerable = all_vulnerable
@property
def shield_constant(self):
return SHIELD_SCALE * (LEVEL_SCALE * self.target_level - LEVEL_CONSTANT)
class Major:
_all_major_base: int = 0
_all_major_gain: int = 0
agility_base: int = 0
agility_gain: int = 0
strength_base: int = 0
strength_gain: int = 0
spirit_base: int = 0
spirit_gain: int = 0
spunk_base: int = 0
spunk_gain: int = 0
physical_attack_power_base: int = 0
physical_attack_power_gain: int = 0
magical_attack_power_base: int = 0
magical_attack_power_gain: int = 0
_all_critical_strike_base: int = 0
_all_critical_strike_gain: int = 0
physical_critical_strike_base: int = 0
physical_critical_strike_gain: int = 0
magical_critical_strike_base: int = 0
magical_critical_strike_gain: int = 0
physical_overcome_base: int = 0
physical_overcome_gain: int = 0
magical_overcome_base: int = 0
magical_overcome_gain: int = 0
""" Major Attr Function"""
@property
def all_major_base(self):
return self._all_major_base
@all_major_base.setter
def all_major_base(self, all_major_base):
residual = all_major_base - self._all_major_base
self.agility_base += residual
self.strength_base += residual
self.spirit_base += residual
self.spunk_base += residual
self._all_major_base = all_major_base
@property
def all_major_gain(self):
return self._all_major_gain
@all_major_gain.setter
def all_major_gain(self, all_major_gain):
residual = all_major_gain - self._all_major_gain
self.agility_gain += residual
self.strength_gain += residual
self.spirit_gain += residual
self.spunk_gain += residual
self._all_major_gain = all_major_gain
@property
def agility(self):
return int(self.agility_base * (1 + self.agility_gain / BINARY_SCALE))
@property
def strength(self):
return int(self.strength_base * (1 + self.strength_gain / BINARY_SCALE))
@property
def spirit(self):
return int(self.spirit_base * (1 + self.spirit_gain / BINARY_SCALE))
@property
def spunk(self):
return int(self.spunk_base * (1 + self.spunk_gain / BINARY_SCALE))
""" Attack Power Function """
@property
def attack_power(self):
raise NotImplementedError
@property
def base_physical_attack_power(self):
return int(self.physical_attack_power_base + self.strength * STRENGTH_TO_ATTACK_POWER)
@property
def extra_physical_attack_power(self):
return 0
@property
def physical_attack_power(self):
return int(self.base_physical_attack_power * (1 + self.physical_attack_power_gain / BINARY_SCALE) +
self.extra_physical_attack_power)
@property
def base_magical_attack_power(self):
return int(self.magical_attack_power_base + self.spunk_base * SPUNK_TO_ATTACK_POWER)
@property
def extra_magical_attack_power(self):
return 0
@property
def magical_attack_power(self):
return int(self.base_magical_attack_power * (1 + self.magical_attack_power_gain / BINARY_SCALE) +
self.extra_magical_attack_power)
""" Critical Strike Function"""
@property
def critical_strike(self):
raise NotImplementedError
@property
def all_critical_strike_base(self):
return self._all_critical_strike_base
@all_critical_strike_base.setter
def all_critical_strike_base(self, all_critical_strike_base):
residual = all_critical_strike_base - self._all_critical_strike_base
self.physical_critical_strike_base += residual
self.magical_critical_strike_base += residual
self._all_critical_strike_base = all_critical_strike_base
@property
def all_critical_strike_gain(self):
return self._all_critical_strike_gain
@all_critical_strike_gain.setter
def all_critical_strike_gain(self, all_critical_strike_gain):
residual = all_critical_strike_gain - self._all_critical_strike_gain
self.physical_critical_strike_gain += residual
self.magical_critical_strike_gain += residual
self._all_critical_strike_gain = all_critical_strike_gain
@property
def extra_physical_critical_strike(self):
return 0
@property
def base_physical_critical_strike(self):
return int(self.physical_critical_strike_base + self.agility * AGILITY_TO_CRITICAL_STRIKE +
self.extra_physical_critical_strike)
@property
def physical_critical_strike_percent(self):
return self.base_physical_critical_strike / CRITICAL_STRIKE_SCALE
@property
def physical_critical_strike(self):
return self.physical_critical_strike_percent + self.physical_critical_strike_gain / DECIMAL_SCALE
@property
def extra_magical_critical_strike(self):
return 0
@property
def base_magical_critical_strike(self):
return int(self.magical_critical_strike_base + self.extra_magical_critical_strike +
self.spirit * SPIRIT_TO_CRITICAL_STRIKE)
@property
def magical_critical_strike_percent(self):
return self.base_magical_critical_strike / CRITICAL_STRIKE_SCALE
@property
def magical_critical_strike(self):
return self.magical_critical_strike_percent + self.magical_critical_strike_gain / DECIMAL_SCALE
""" Overcome Function"""
@property
def overcome(self):
raise NotImplementedError
@property
def base_physical_overcome(self):
return int(self.physical_overcome_base + self.strength * STRENGTH_TO_OVERCOME)
@property
def extra_physical_overcome(self):
return 0
@property
def final_physical_overcome(self):
return int(self.base_physical_overcome * (1 + self.physical_overcome_gain / BINARY_SCALE) +
self.extra_physical_overcome)
@property
def physical_overcome(self):
return self.final_physical_overcome / OVERCOME_SCALE
@property
def base_magical_overcome(self):
return int(self.magical_overcome_base + self.spunk * SPUNK_TO_OVERCOME)
@property
def extra_magical_overcome(self):
return 0
@property
def final_magical_overcome(self):
return int(self.base_magical_overcome * (1 + self.magical_overcome_gain / BINARY_SCALE) +
self.extra_magical_overcome)
@property
def magical_overcome(self):
return self.final_magical_overcome / OVERCOME_SCALE
class Minor:
surplus_base: int = 0
surplus_gain: int = 0
strain_base: int = 0
strain_gain: int = 0
haste_base: int = 0 # Not Apply
_all_critical_power_base: int = 0
_all_critical_power_gain: int = 0
physical_critical_power_base: int = 0
physical_critical_power_gain: int = 0
magical_critical_power_base: int = 0
magical_critical_power_gain: int = 0
weapon_damage_rand: int = 0
weapon_damage_base: int = 0
weapon_damage_gain: int = 0
_all_shield_ignore: int = 0
physical_shield_ignore: int = 0
magical_shield_ignore: int = 0
_all_damage_addition: int = 0
physical_damage_addition: int = 0
magical_damage_addition: int = 0
pve_addition: int = 0
global_damage_factor: float = 1.
""" Minor Function """
@property
def surplus(self):
return int(self.surplus_base * (1 + self.surplus_gain / BINARY_SCALE))
@property
def base_strain(self):
return self.strain_base / STRAIN_SCALE
@property
def strain(self):
return self.base_strain + self.strain_gain / BINARY_SCALE
""" Critical Power Function"""
@property
def base_critical_power(self):
raise NotImplementedError
@property
def critical_power_gain(self):
raise NotImplementedError
@property
def all_critical_power_base(self):
return self._all_critical_power_base
@all_critical_power_base.setter
def all_critical_power_base(self, all_critical_power_base):
residual = all_critical_power_base - self._all_critical_power_base
self.physical_critical_power_base += residual
self.magical_critical_power_base += residual
self._all_critical_power_base = all_critical_power_base
@property
def all_critical_power_gain(self):
return self._all_critical_power_gain
@all_critical_power_gain.setter
def all_critical_power_gain(self, all_critical_power_gain):
residual = all_critical_power_gain - self._all_critical_power_gain
self.physical_critical_power_gain += residual
self.magical_critical_power_gain += residual
self._all_critical_power_gain = all_critical_power_gain
@property
def base_physical_critical_power(self):
return self.physical_critical_power_base / CRITICAL_POWER_SCALE
@property
def physical_critical_power_percent(self):
return BASE_CRITICAL_POWER + self.base_physical_critical_power
@property
def physical_critical_power(self):
return self.physical_critical_power_percent + self.physical_critical_power_gain / BINARY_SCALE
@property
def base_magical_critical_power(self):
return self.magical_critical_power_base / CRITICAL_POWER_SCALE
@property
def magical_critical_power_percent(self):
return BASE_CRITICAL_POWER + self.magical_critical_power_base / CRITICAL_POWER_SCALE
@property
def magical_critical_power(self):
return self.magical_critical_power_percent + self.magical_critical_power_gain / BINARY_SCALE
""" Weapon Damage Function """
@property
def weapon_damage(self):
return int(self.weapon_damage_base * (1 + self.weapon_damage_gain / BINARY_SCALE) + self.weapon_damage_rand / 2)
""" Others """
@property
def shield_ignore(self):
raise NotImplementedError
@property
def all_shield_ignore(self):
return self._all_shield_ignore
@all_shield_ignore.setter
def all_shield_ignore(self, all_shield_ignore):
residual = all_shield_ignore - self._all_shield_ignore
self.physical_shield_ignore += residual
self.magical_shield_ignore += residual
self._all_shield_ignore = all_shield_ignore
@property
def damage_addition(self):
raise NotImplementedError
@property
def all_damage_addition(self):
return self._all_damage_addition
@all_damage_addition.setter
def all_damage_addition(self, all_damage_addition):
residual = all_damage_addition - self._all_damage_addition
self.physical_damage_addition += residual
self.magical_damage_addition += residual
self._all_damage_addition = all_damage_addition
class Attribute(Major, Minor, Target):
level: int = 120
grad_attrs: dict = None
def __init__(self):
self.all_major_base += MAJOR_BASE
self.all_critical_power_base = 0 # init critical power attr
@property
def level_reduction(self):
return LEVEL_REDUCTION * (self.target_level - self.level)
class PhysicalAttribute(Attribute):
grad_attrs = {
"agility_base": MAJOR_DELTA,
"strength_base": MAJOR_DELTA,
"surplus_base": MINOR_DELTA,
"strain_base": MINOR_DELTA,
"physical_attack_power_base": PHYSICAL_DELTA,
"physical_critical_strike_base": MINOR_DELTA,
"physical_critical_power_base": MINOR_DELTA,
"physical_overcome_base": MINOR_DELTA,
"weapon_damage_base": WEAPON_DELTA
}
@property
def attack_power(self):
return self.physical_attack_power
@property
def critical_strike(self):
return self.physical_critical_strike
@property
def base_critical_power(self):
return self.base_physical_critical_power
@property
def critical_power_gain(self):
return self.physical_critical_power_gain
@property
def overcome(self):
return self.physical_overcome
@property
def damage_addition(self):
return self.physical_damage_addition
@property
def shield_ignore(self):
return self.physical_shield_ignore
@property
def shield_base(self):
return self.physical_shield_base
@property
def shield_gain(self):
return self.physical_shield_gain
@property
def vulnerable(self):
return self.physical_vulnerable
class MagicalAttribute(Attribute):
grad_attrs = {
"spirit_base": MAJOR_DELTA,
"spunk_base": MAJOR_DELTA,
"surplus_base": MINOR_DELTA,
"strain_base": MINOR_DELTA,
"magical_attack_power_base": MAGICAL_DELTA,
"magical_critical_strike_base": MINOR_DELTA,
"magical_critical_power_base": MINOR_DELTA,
"magical_overcome_base": MINOR_DELTA
}
@property
def attack_power(self):
return self.magical_attack_power
@property
def critical_strike(self):
return self.magical_critical_strike
@property
def base_critical_power(self):
return self.base_magical_critical_power
@property
def critical_power_gain(self):
return self.magical_critical_power_gain
@property
def overcome(self):
return self.magical_overcome
@property
def shield_ignore(self):
return self.magical_shield_ignore
@property
def damage_addition(self):
return self.magical_damage_addition
@property
def shield_base(self):
return self.magical_shield_base
@property
def shield_gain(self):
return self.magical_shield_gain
@property
def vulnerable(self):
return self.magical_vulnerable
class MixingAttribute(Attribute):
grad_attrs = {
"agility_base": MAJOR_DELTA,
"spunk_base": MAJOR_DELTA,
"surplus_base": MINOR_DELTA,
"strain_base": MINOR_DELTA,
"magical_attack_power_base": MAGICAL_DELTA,
"physical_critical_strike_base": MINOR_DELTA,
"physical_critical_power_base": MINOR_DELTA,
"magical_overcome_base": MINOR_DELTA
}
@property
def attack_power(self):
return self.magical_attack_power
@property
def critical_strike(self):
return self.physical_critical_strike
@property
def base_critical_power(self):
return self.base_magical_critical_power
@property
def critical_power_gain(self):
return self.physical_critical_power_gain
@property
def overcome(self):
return self.magical_overcome
@property
def shield_ignore(self):
return self.magical_shield_ignore
@property
def damage_addition(self):
return self.magical_damage_addition
@property
def shield_base(self):
return self.magical_shield_base
@property
def shield_gain(self):
return self.magical_shield_gain
@property
def vulnerable(self):
return self.magical_vulnerable
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