Formulator / qt /scripts /dashboard.py
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from PySide6.QtWidgets import QMessageBox
from qt.components.dashboard import DashboardWidget
from qt.constant import ATTR_TYPE_TRANSLATE
from qt.scripts.bonuses import Bonuses
from qt.scripts.consumables import Consumables
from qt.scripts.top import Parser
from qt.scripts.equipments import Equipments
# from qt.scripts.consumables import Consumables
# from qt.scripts.bonuses import Bonuses
from qt.scripts.recipes import Recipes
from qt.scripts.talents import Talents
from utils.analyzer import analyze_details
def summary_content(summary, total_damage):
content = []
for skill in sorted(summary, key=lambda x: summary[x]['damage'], reverse=True):
detail = summary[skill]
critical = round(detail['critical'], 2)
critical_rate = round(detail['critical'] / detail['count'] * 100, 2)
hit = round(detail['count'] - critical, 2)
hit_rate = round(100 - critical_rate, 2)
damage = round(detail['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 detail_content(detail):
damage_content = [
["命中伤害", f"{detail['damage']}"],
["会心伤害", f"{detail['critical_damage']}"],
["期望伤害", f"{round(detail['expected_damage'], 2)}"],
["会心", f"{round(detail['critical_strike'] * 100, 2)}%"],
["期望会心", f"{round(detail['expected_critical_strike'] * 100, 2)}%"],
]
gradient_content = [
[ATTR_TYPE_TRANSLATE[k], f"{round(v / detail['expected_damage'] * 100, 2)}%"]
for k, v in detail['gradients'].items()
]
return damage_content, gradient_content
def dashboard_script(parser: Parser,
dashboard_widget: DashboardWidget, talents: Talents, recipes: Recipes,
equipments: Equipments, consumables: Consumables, bonuses: Bonuses):
def select_fight(text):
index = parser.record_index[text]
dashboard_widget.duration.set_value(parser.duration(index))
dashboard_widget.fight_select.combo_box.currentTextChanged.connect(select_fight)
def formulate():
duration = dashboard_widget.duration.spin_box.value()
record = parser.records[parser.record_index[dashboard_widget.fight_select.combo_box.currentText()]]
school = parser.school
attribute = school.attribute()
attribute.target_level = int(dashboard_widget.target_level.combo_box.currentText())
for attr, value in equipments.attrs.items():
setattr(attribute, attr, getattr(attribute, attr) + value)
dashboard_widget.init_attribute.set_content(school.attr_content(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 skill, recipe in recipes.gains]
gains = sum([equipment_gains, talent_gains, recipe_gains, bonuses.gains], [])
for gain in gains:
gain.add(attribute, school.skills, school.buffs)
dashboard_widget.final_attribute.set_content(school.attr_content(attribute))
total_damage, total_gradient, details, summary = analyze_details(record, duration, attribute, school)
for gain in gains:
gain.sub(attribute, school.skills, school.buffs)
dashboard_widget.dps.set_text(str(round(total_damage / duration)))
dashboard_widget.gradients.set_content(
[[ATTR_TYPE_TRANSLATE[k], f"{round(v, 2)}%"] for k, v in total_gradient.items()]
)
dashboard_widget.detail_widget.details = details
set_skills()
dashboard_widget.summary.set_content(summary_content(summary, total_damage))
dashboard_widget.button.clicked.connect(formulate)
def set_skills():
set_detail(None)
detail_widget = dashboard_widget.detail_widget
skill = detail_widget.skill_combo.combo_box.currentText()
skill_choices = list(detail_widget.details)
if skill in skill_choices:
default_index = skill_choices.index(skill)
else:
default_index = -1
detail_widget.skill_combo.set_items(skill_choices, default_index=default_index)
def set_status(_):
set_detail(None)
detail_widget = dashboard_widget.detail_widget
skill = detail_widget.skill_combo.combo_box.currentText()
status = detail_widget.status_combo.combo_box.currentText()
status_choices = list(detail_widget.details.get(skill, {}))
if status in status_choices:
default_index = status_choices.index(status)
else:
default_index = -1
detail_widget.status_combo.set_items(status_choices, default_index=default_index)
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)