from typing import Dict from qt.components.dashboard import DashboardWidget from qt.components.top import TopWidget 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.recipes import Recipes from qt.scripts.talents import Talents from utils.analyzer import analyze_details, Detail 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 detail_content(detail: Detail): damage_content = [ ["命中伤害", f"{round(detail.damage)}"], ["会心伤害", f"{round(detail.critical_damage)}"], ["期望伤害", f"{round(detail.expected_damage)}"], ["会心", f"{round(detail.critical_strike * 100, 2)}%"], ["实际会心", f"{round(detail.actual_critical_strike * 100, 2)}%"], ["数量", f"{detail.count}"] ] 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, top_widget: TopWidget, dashboard_widget: DashboardWidget, talents: Talents, recipes: Recipes, equipments: Equipments, consumables: Consumables, bonuses: Bonuses): def select_fight(text): player_id = parser.current_player index = parser.record_index[player_id][text] dashboard_widget.duration.set_value(parser.duration(player_id, index)) dashboard_widget.fight_select.combo_box.currentTextChanged.connect(select_fight) def formulate(): duration = dashboard_widget.duration.spin_box.value() player_id = parser.current_player record_index = dashboard_widget.fight_select.combo_box.currentText() record = parser.records[player_id][parser.record_index[player_id][record_index]] school = parser.school[player_id] 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, summary, details = 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.expected_damage / duration))) dashboard_widget.gradients.set_content( [[ATTR_TYPE_TRANSLATE[k], f"{round(v / total.expected_damage * 100, 2)}%"] for k, v in total.gradients.items()] ) dashboard_widget.detail_widget.details = details set_skills() dashboard_widget.summary.set_content(summary_content(summary, total.expected_damage)) dashboard_widget.button.clicked.connect(formulate) 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)