Formulator / gr /scripts /combat.py
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from typing import Dict
from gr.components.combat import CombatComponent
from assets.constant import ATTR_TYPE_TRANSLATE
# from gr.scripts.bonuses import Bonuses
# from gr.scripts.consumables import Consumables
from gr.scripts.top import Parser
from gr.scripts.equipments import Equipments
from gr.scripts.recipes import Recipes
from gr.scripts.talents import Talents
from utils.analyzer import analyze_details, Detail
import gradio as gr
FULL_SPACE = "\u3000"
def attribute_content(display_attrs, attribute):
content = []
for attr, name in display_attrs.items():
value = getattr(attribute, attr)
if isinstance(value, int):
content.append([name, f"{value}"])
else:
content.append([name, f"{round(value * 100, 2)}%"])
return content
def summary_content(summary: Dict[str, Detail], total_damage):
content = []
for skill in sorted(summary, key=lambda x: summary[x].expected_damage, reverse=True):
detail = summary[skill]
critical = round(detail.critical_count, 2)
critical_rate = round(detail.critical_count / detail.count * 100, 2)
hit = round(detail.count - critical, 2)
hit_rate = round(100 - critical_rate, 2)
damage = round(detail.expected_damage, 2)
damage_rate = round(damage / total_damage * 100, 2)
content.append(
[f"{skill}/{detail.count}",
f"{hit}/{hit_rate}%", f"{critical}/{critical_rate}%", f"{damage}/{damage_rate}%"]
)
return content
def gradient_content(gradients, total_damage):
return "\n".join(
ATTR_TYPE_TRANSLATE[k].ljust(10, FULL_SPACE) + f"{round(v / total_damage * 100, 2)}%"
for k, v in gradients.items()
)
def detail_content(detail: Detail):
damage_content = "\n".join([
"命中伤害\t" + f"{round(detail.damage)}",
"会心伤害\t" + f"{round(detail.critical_damage)}",
"期望伤害\t" + f"{round(detail.expected_damage)}",
"期望会心\t" + f"{round(detail.critical_strike * 100, 2)}%",
"实际会心\t" + f"{round(detail.actual_critical_strike * 100, 2)}%",
"统计数量\t" + f"{detail.count}"
])
return damage_content, gradient_content(detail.gradients, detail.expected_damage)
def combat_script(
parser: Parser,
talents: Talents, recipes: Recipes, equipments: Equipments,
# consumables: Consumables, bonuses: Bonuses
combat_component: CombatComponent,
):
def formulate(target_level, duration):
combat_update = {}
record = parser.current_records
school = parser.current_school
attribute = school.attribute()
attribute.target_level = target_level
for attr, value in equipments.attrs.items():
setattr(attribute, attr, getattr(attribute, attr) + value)
combat_update[combat_component.init_attribute] = gr.update(
value=attribute_content(school.display_attrs, attribute)
)
# for attr, value in consumables.attrs.items():
# setattr(attribute, attr, getattr(attribute, attr) + value)
equipment_gains = [school.gains[gain] for gain in equipments.gains]
talent_gains = [school.talent_gains[school.talent_encoder[talent]] for talent in talents.gains]
recipe_gains = [
school.recipe_gains[skill][recipe]
for i, skill in enumerate(school.recipe_gains)
for recipe in recipes.gains[i]
]
gains = equipment_gains + talent_gains + recipe_gains # + bonuses.gains
for gain in gains:
gain.add(attribute, school.skills, school.buffs)
combat_update[combat_component.final_attribute] = gr.update(
value=attribute_content(school.display_attrs, attribute)
)
total, summary, details = analyze_details(record, duration, attribute, school)
for gain in gains:
gain.sub(attribute, school.skills, school.buffs)
combat_update[combat_component.dps] = gr.update(value=round(total.expected_damage / duration))
combat_update[combat_component.gradient] = gradient_content(total.gradients, total.expected_damage)
#
# dashboard_widget.detail_widget.details = details
# set_skills()
combat_update[combat_component.summary] = summary_content(summary, total.expected_damage)
return combat_update
combat_component.formulate.click(
formulate,
[combat_component.target_level, combat_component.combat_duration],
[combat_component.init_attribute, combat_component.final_attribute,
combat_component.dps, combat_component.gradient, combat_component.summary]
)
# def set_skills():
# detail_widget = dashboard_widget.detail_widget
# detail_widget.skill_combo.set_items(list(detail_widget.details), keep_index=True, default_index=-1)
# set_status(None)
#
# def set_status(_):
# detail_widget = dashboard_widget.detail_widget
# skill = detail_widget.skill_combo.combo_box.currentText()
# detail_widget.status_combo.set_items(
# list(detail_widget.details.get(skill, {})), keep_index=True, default_index=-1
# )
# set_detail(None)
#
# dashboard_widget.detail_widget.skill_combo.combo_box.currentTextChanged.connect(set_status)
#
# def set_detail(_):
# detail_widget = dashboard_widget.detail_widget
# skill = detail_widget.skill_combo.combo_box.currentText()
# status = detail_widget.status_combo.combo_box.currentText()
# if detail := detail_widget.details.get(skill, {}).get(status):
# damage_content, gradient_content = detail_content(detail)
# detail_widget.damage_detail.set_content(damage_content)
# detail_widget.gradient_detail.set_content(gradient_content)
# else:
# detail_widget.damage_detail.table.clear()
# detail_widget.gradient_detail.table.clear()
#
# dashboard_widget.detail_widget.status_combo.combo_box.currentTextChanged.connect(set_detail)