refactor battle strength system

This commit is contained in:
bridge
2026-01-04 22:25:25 +08:00
parent 276902bca0
commit 4fc74b1531
5 changed files with 180 additions and 29 deletions

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@@ -120,6 +120,7 @@ def get_avatar_structured_info(avatar: "Avatar") -> dict:
"hp": {"cur": avatar.hp.cur, "max": avatar.hp.max},
"alignment": str(avatar.alignment) if avatar.alignment else "未知",
"magic_stone": avatar.magic_stone.value,
"base_battle_strength": int(get_base_strength(avatar)),
"thinking": avatar.thinking,
"short_term_objective": avatar.short_term_objective,
"long_term_objective": avatar.long_term_objective.content if avatar.long_term_objective else "",

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@@ -12,7 +12,20 @@ if TYPE_CHECKING:
# 战斗力参数参考文明6思想但适配本项目数值体系
_STRENGTH_LOG_SCALE: float = 10.0 # 修为强度的对数缩放10×ln(1+level)
# 境界基础战力
_REALM_BASE_STRENGTH = {
"Qi_Refinement": 10.0,
"Foundation_Establishment": 20.0,
"Core_Formation": 30.0,
"Nascent_Soul": 40.0,
}
# 小境界(阶段)额外加成
_STAGE_BONUS_STRENGTH = {
"Early_Stage": 0.0,
"Middle_Stage": 2.5,
"Late_Stage": 5.0,
}
_SUPPRESSION_POINTS: float = 3.0 # 属性克制即加固定战斗力点数
_CIV6_K: float = 0.04 # 伤害指数系数e^(K×差值)
_WIN_BETA: float = 0.15 # 胜率逻辑函数斜率
@@ -26,11 +39,18 @@ _PAIR_BIAS: float = 1.1 # 成对偏置:让败者再多一
def get_base_strength(self_avatar: "Avatar") -> float:
"""
基础战斗力:与对手无关。
= 10×ln(1+修为等级) + 额外效果点数
基础战斗力(重构版)
= 境界基准值 + 小境界加成 + 额外效果
"""
level = max(1, self_avatar.cultivation_progress.level)
strength_from_level = _STRENGTH_LOG_SCALE * math.log1p(level)
# 1. 获取当前境界的基础值
realm_name = self_avatar.cultivation_progress.realm.name
base_val = _REALM_BASE_STRENGTH.get(realm_name, 10.0)
# 2. 获取小境界(阶段)加成
stage_name = self_avatar.cultivation_progress.stage.name
stage_bonus = _STAGE_BONUS_STRENGTH.get(stage_name, 0.0)
strength_from_level = base_val + stage_bonus
# 来自效果的额外战斗力点数(例如功法、法宝带来的被动加成)
extra_raw = self_avatar.effects.get("extra_battle_strength_points", 0)
@@ -40,7 +60,7 @@ def get_base_strength(self_avatar: "Avatar") -> float:
def _combat_strength_vs(opponent: "Avatar", self_avatar: "Avatar") -> float:
"""
相对战斗力:= 基础战斗力 + 克制点数(若克制则+3) + 境界压制点数
相对战斗力:= 基础战斗力 + 克制点数(若克制则+3)
"""
base = get_base_strength(self_avatar)
@@ -50,29 +70,7 @@ def _combat_strength_vs(opponent: "Avatar", self_avatar: "Avatar") -> float:
if get_suppression_bonus(self_avatar.technique.attribute, opponent.technique.attribute) > 0.0:
suppression_points = _SUPPRESSION_POINTS
# 境界压制加成
realm_bonus_points = 0.0
realm_suppression_bonus_raw = self_avatar.effects.get("realm_suppression_bonus", 0.0)
if realm_suppression_bonus_raw:
realm_suppression_bonus = float(realm_suppression_bonus_raw or 0.0)
# 计算境界差(大境界)
from src.classes.cultivation import Realm
realm_order = {
Realm.Qi_Refinement: 1,
Realm.Foundation_Establishment: 2,
Realm.Core_Formation: 3,
Realm.Nascent_Soul: 4,
}
self_realm_rank = realm_order.get(self_avatar.cultivation_progress.realm, 1)
opponent_realm_rank = realm_order.get(opponent.cultivation_progress.realm, 1)
realm_diff = self_realm_rank - opponent_realm_rank
# 如果境界更高,则获得加成
if realm_diff > 0:
# 按基础战斗力的百分比计算加成点数
realm_bonus_points = base * realm_suppression_bonus * realm_diff
return base + suppression_points + realm_bonus_points
return base + suppression_points
def _strength_diff(attacker: "Avatar", defender: "Avatar") -> float:

150
tests/test_battle.py Normal file
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@@ -0,0 +1,150 @@
import pytest
import math
from unittest.mock import MagicMock
from src.classes.battle import (
get_base_strength,
_combat_strength_vs,
_strength_diff,
calc_win_rate,
_REALM_BASE_STRENGTH,
_STAGE_BONUS_STRENGTH,
_SUPPRESSION_POINTS
)
from src.classes.cultivation import Realm, Stage
from src.classes.technique import TechniqueAttribute
# Helper to create a mock avatar
def create_mock_avatar(level, realm=None, stage=None, effects=None, technique_attr=None):
avatar = MagicMock()
# Setup cultivation progress
cp = MagicMock()
cp.level = level
# Setup Realm Enum Mock or Real Enum
if realm:
cp.realm = realm
else:
# Fallback to Qi Refinement if not specified
cp.realm = Realm.Qi_Refinement
if stage:
cp.stage = stage
else:
# Fallback to Early Stage
cp.stage = Stage.Early_Stage
avatar.cultivation_progress = cp
# Setup effects
avatar.effects = effects or {}
# Setup technique
if technique_attr:
tech = MagicMock()
tech.attribute = technique_attr
avatar.technique = tech
else:
avatar.technique = None
return avatar
class TestBattleStrength:
def test_base_strength_qi_early_min(self):
# 练气前期 1级
# Base: 10, Stage: 0
avatar = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
strength = get_base_strength(avatar)
expected = 10.0 + 0.0
assert strength == expected
def test_base_strength_qi_late_max(self):
# 练气后期 30级
# Base: 10, Stage: 5
avatar = create_mock_avatar(30, Realm.Qi_Refinement, Stage.Late_Stage)
strength = get_base_strength(avatar)
expected = 10.0 + 5.0
assert strength == pytest.approx(expected)
def test_base_strength_foundation_early_min(self):
# 筑基前期 31级
# Base: 20, Stage: 0
avatar = create_mock_avatar(31, Realm.Foundation_Establishment, Stage.Early_Stage)
strength = get_base_strength(avatar)
expected = 20.0 + 0.0
assert strength == expected
def test_base_strength_nascent_middle(self):
# 元婴中期 105级
# Base: 40, Stage: 2.5
avatar = create_mock_avatar(105, Realm.Nascent_Soul, Stage.Middle_Stage)
strength = get_base_strength(avatar)
expected = 40.0 + 2.5
assert strength == pytest.approx(expected)
def test_extra_effects(self):
# Test extra strength points from effects
avatar = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage, effects={"extra_battle_strength_points": 5.0})
strength = get_base_strength(avatar)
assert strength == 15.0
class TestCombatMechanics:
def test_realm_gap_win_rate(self):
# 筑基前期 vs 练气巅峰
# 筑基前期: 20.0
# 练气巅峰: 15.0 (10 + 5)
# Diff: 5.0
p1 = create_mock_avatar(31, Realm.Foundation_Establishment, Stage.Early_Stage)
p2 = create_mock_avatar(30, Realm.Qi_Refinement, Stage.Late_Stage)
# Win rate check
# p = 1 / (1 + exp(-0.15 * 5.0)) = 1 / (1 + exp(-0.75)) = 1 / (1 + 0.472) = 1 / 1.472 = 0.679
rate = calc_win_rate(p1, p2)
assert rate > 0.67
assert rate < 0.69
def test_massive_gap_win_rate(self):
# 元婴 vs 练气
# 元婴: 40+
# 练气: 10+
# Diff > 20 -> should be close to max win rate
p1 = create_mock_avatar(91, Realm.Nascent_Soul, Stage.Early_Stage)
p2 = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
rate = calc_win_rate(p1, p2)
# With cap at 0.99, but actually calculation might be slightly below 0.99 if diff isn't huge enough
# Diff = 30, p = 1/(1+exp(-4.5)) = 0.989
assert rate > 0.98
def test_technique_suppression(self):
# Test attribute suppression bonus (Metal > Wood)
# GOLD suppresses WOOD
p1 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage, technique_attr=TechniqueAttribute.GOLD)
p2 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage, technique_attr=TechniqueAttribute.WOOD)
# Base strengths are equal (same level/realm/stage)
# P1 attacks P2: Gold vs Wood -> Bonus
s1 = _combat_strength_vs(p2, p1)
# P2 attacks P1: Wood vs Gold -> No Bonus
s2 = _combat_strength_vs(p1, p2)
base = get_base_strength(p1)
assert s1 == base + _SUPPRESSION_POINTS
assert s2 == base
diff = s1 - s2
assert diff == _SUPPRESSION_POINTS
def test_intra_stage_diff(self):
# Test same stage same strength
# Level 1 vs Level 10 (Early Stage)
# Diff = 0
p1 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage)
p2 = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
diff = _strength_diff(p1, p2)
expected_diff = 0.0
assert diff == pytest.approx(expected_diff)

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@@ -108,6 +108,7 @@ async function handleClearObjective() {
/>
<StatItem label="灵石" :value="data.magic_stone" />
<StatItem label="颜值" :value="data.appearance" />
<StatItem label="基础战力" :value="data.base_battle_strength" />
</div>
<!-- Thinking -->

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@@ -62,6 +62,7 @@ export interface AvatarDetail extends EntityBase {
level: number;
hp: { cur: number; max: number };
magic_stone: number;
base_battle_strength: number;
// 属性与资质
alignment: string;