refactor battle strength system
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@@ -120,6 +120,7 @@ def get_avatar_structured_info(avatar: "Avatar") -> dict:
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"hp": {"cur": avatar.hp.cur, "max": avatar.hp.max},
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"alignment": str(avatar.alignment) if avatar.alignment else "未知",
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"magic_stone": avatar.magic_stone.value,
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"base_battle_strength": int(get_base_strength(avatar)),
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"thinking": avatar.thinking,
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"short_term_objective": avatar.short_term_objective,
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"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:
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# 战斗力参数(参考文明6思想,但适配本项目数值体系)
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_STRENGTH_LOG_SCALE: float = 10.0 # 修为强度的对数缩放:10×ln(1+level)
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# 境界基础战力
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_REALM_BASE_STRENGTH = {
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"Qi_Refinement": 10.0,
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"Foundation_Establishment": 20.0,
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"Core_Formation": 30.0,
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"Nascent_Soul": 40.0,
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}
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# 小境界(阶段)额外加成
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_STAGE_BONUS_STRENGTH = {
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"Early_Stage": 0.0,
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"Middle_Stage": 2.5,
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"Late_Stage": 5.0,
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}
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_SUPPRESSION_POINTS: float = 3.0 # 属性克制即加固定战斗力点数
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_CIV6_K: float = 0.04 # 伤害指数系数:e^(K×差值)
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_WIN_BETA: float = 0.15 # 胜率逻辑函数斜率
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@@ -26,11 +39,18 @@ _PAIR_BIAS: float = 1.1 # 成对偏置:让败者再多一
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def get_base_strength(self_avatar: "Avatar") -> float:
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"""
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基础战斗力:与对手无关。
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= 10×ln(1+修为等级) + 额外效果点数
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基础战斗力(重构版):
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= 境界基准值 + 小境界加成 + 额外效果
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"""
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level = max(1, self_avatar.cultivation_progress.level)
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strength_from_level = _STRENGTH_LOG_SCALE * math.log1p(level)
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# 1. 获取当前境界的基础值
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realm_name = self_avatar.cultivation_progress.realm.name
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base_val = _REALM_BASE_STRENGTH.get(realm_name, 10.0)
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# 2. 获取小境界(阶段)加成
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stage_name = self_avatar.cultivation_progress.stage.name
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stage_bonus = _STAGE_BONUS_STRENGTH.get(stage_name, 0.0)
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strength_from_level = base_val + stage_bonus
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# 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)
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extra_raw = self_avatar.effects.get("extra_battle_strength_points", 0)
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@@ -40,7 +60,7 @@ def get_base_strength(self_avatar: "Avatar") -> float:
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def _combat_strength_vs(opponent: "Avatar", self_avatar: "Avatar") -> float:
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"""
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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
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相对战斗力:= 基础战斗力 + 克制点数(若克制则+3)
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"""
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base = get_base_strength(self_avatar)
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@@ -50,29 +70,7 @@ def _combat_strength_vs(opponent: "Avatar", self_avatar: "Avatar") -> float:
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if get_suppression_bonus(self_avatar.technique.attribute, opponent.technique.attribute) > 0.0:
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suppression_points = _SUPPRESSION_POINTS
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# 境界压制加成
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realm_bonus_points = 0.0
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realm_suppression_bonus_raw = self_avatar.effects.get("realm_suppression_bonus", 0.0)
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if realm_suppression_bonus_raw:
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realm_suppression_bonus = float(realm_suppression_bonus_raw or 0.0)
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# 计算境界差(大境界)
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from src.classes.cultivation import Realm
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realm_order = {
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Realm.Qi_Refinement: 1,
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Realm.Foundation_Establishment: 2,
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Realm.Core_Formation: 3,
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Realm.Nascent_Soul: 4,
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}
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self_realm_rank = realm_order.get(self_avatar.cultivation_progress.realm, 1)
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opponent_realm_rank = realm_order.get(opponent.cultivation_progress.realm, 1)
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realm_diff = self_realm_rank - opponent_realm_rank
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# 如果境界更高,则获得加成
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if realm_diff > 0:
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# 按基础战斗力的百分比计算加成点数
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realm_bonus_points = base * realm_suppression_bonus * realm_diff
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return base + suppression_points + realm_bonus_points
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return base + suppression_points
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def _strength_diff(attacker: "Avatar", defender: "Avatar") -> float:
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150
tests/test_battle.py
Normal file
150
tests/test_battle.py
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@@ -0,0 +1,150 @@
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import pytest
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import math
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from unittest.mock import MagicMock
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from src.classes.battle import (
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get_base_strength,
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_combat_strength_vs,
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_strength_diff,
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calc_win_rate,
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_REALM_BASE_STRENGTH,
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_STAGE_BONUS_STRENGTH,
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_SUPPRESSION_POINTS
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)
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from src.classes.cultivation import Realm, Stage
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from src.classes.technique import TechniqueAttribute
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# Helper to create a mock avatar
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def create_mock_avatar(level, realm=None, stage=None, effects=None, technique_attr=None):
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avatar = MagicMock()
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# Setup cultivation progress
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cp = MagicMock()
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cp.level = level
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# Setup Realm Enum Mock or Real Enum
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if realm:
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cp.realm = realm
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else:
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# Fallback to Qi Refinement if not specified
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cp.realm = Realm.Qi_Refinement
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if stage:
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cp.stage = stage
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else:
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# Fallback to Early Stage
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cp.stage = Stage.Early_Stage
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avatar.cultivation_progress = cp
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# Setup effects
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avatar.effects = effects or {}
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# Setup technique
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if technique_attr:
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tech = MagicMock()
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tech.attribute = technique_attr
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avatar.technique = tech
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else:
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avatar.technique = None
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return avatar
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class TestBattleStrength:
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def test_base_strength_qi_early_min(self):
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# 练气前期 1级
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# Base: 10, Stage: 0
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avatar = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
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strength = get_base_strength(avatar)
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expected = 10.0 + 0.0
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assert strength == expected
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def test_base_strength_qi_late_max(self):
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# 练气后期 30级
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# Base: 10, Stage: 5
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avatar = create_mock_avatar(30, Realm.Qi_Refinement, Stage.Late_Stage)
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strength = get_base_strength(avatar)
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expected = 10.0 + 5.0
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assert strength == pytest.approx(expected)
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def test_base_strength_foundation_early_min(self):
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# 筑基前期 31级
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# Base: 20, Stage: 0
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avatar = create_mock_avatar(31, Realm.Foundation_Establishment, Stage.Early_Stage)
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strength = get_base_strength(avatar)
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expected = 20.0 + 0.0
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assert strength == expected
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def test_base_strength_nascent_middle(self):
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# 元婴中期 105级
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# Base: 40, Stage: 2.5
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avatar = create_mock_avatar(105, Realm.Nascent_Soul, Stage.Middle_Stage)
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strength = get_base_strength(avatar)
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expected = 40.0 + 2.5
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assert strength == pytest.approx(expected)
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def test_extra_effects(self):
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# Test extra strength points from effects
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avatar = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage, effects={"extra_battle_strength_points": 5.0})
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strength = get_base_strength(avatar)
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assert strength == 15.0
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class TestCombatMechanics:
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def test_realm_gap_win_rate(self):
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# 筑基前期 vs 练气巅峰
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# 筑基前期: 20.0
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# 练气巅峰: 15.0 (10 + 5)
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# Diff: 5.0
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p1 = create_mock_avatar(31, Realm.Foundation_Establishment, Stage.Early_Stage)
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p2 = create_mock_avatar(30, Realm.Qi_Refinement, Stage.Late_Stage)
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# Win rate check
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# p = 1 / (1 + exp(-0.15 * 5.0)) = 1 / (1 + exp(-0.75)) = 1 / (1 + 0.472) = 1 / 1.472 = 0.679
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rate = calc_win_rate(p1, p2)
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assert rate > 0.67
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assert rate < 0.69
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def test_massive_gap_win_rate(self):
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# 元婴 vs 练气
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# 元婴: 40+
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# 练气: 10+
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# Diff > 20 -> should be close to max win rate
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p1 = create_mock_avatar(91, Realm.Nascent_Soul, Stage.Early_Stage)
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p2 = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
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rate = calc_win_rate(p1, p2)
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# With cap at 0.99, but actually calculation might be slightly below 0.99 if diff isn't huge enough
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# Diff = 30, p = 1/(1+exp(-4.5)) = 0.989
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assert rate > 0.98
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def test_technique_suppression(self):
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# Test attribute suppression bonus (Metal > Wood)
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# GOLD suppresses WOOD
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p1 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage, technique_attr=TechniqueAttribute.GOLD)
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p2 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage, technique_attr=TechniqueAttribute.WOOD)
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# Base strengths are equal (same level/realm/stage)
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# P1 attacks P2: Gold vs Wood -> Bonus
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s1 = _combat_strength_vs(p2, p1)
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# P2 attacks P1: Wood vs Gold -> No Bonus
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s2 = _combat_strength_vs(p1, p2)
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base = get_base_strength(p1)
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assert s1 == base + _SUPPRESSION_POINTS
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assert s2 == base
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diff = s1 - s2
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assert diff == _SUPPRESSION_POINTS
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def test_intra_stage_diff(self):
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# Test same stage same strength
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# Level 1 vs Level 10 (Early Stage)
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# Diff = 0
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p1 = create_mock_avatar(10, Realm.Qi_Refinement, Stage.Early_Stage)
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p2 = create_mock_avatar(1, Realm.Qi_Refinement, Stage.Early_Stage)
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diff = _strength_diff(p1, p2)
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expected_diff = 0.0
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assert diff == pytest.approx(expected_diff)
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@@ -108,6 +108,7 @@ async function handleClearObjective() {
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/>
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<StatItem label="灵石" :value="data.magic_stone" />
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<StatItem label="颜值" :value="data.appearance" />
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<StatItem label="基础战力" :value="data.base_battle_strength" />
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</div>
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<!-- Thinking -->
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@@ -62,6 +62,7 @@ export interface AvatarDetail extends EntityBase {
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level: number;
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hp: { cur: number; max: number };
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magic_stone: number;
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base_battle_strength: number;
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// 属性与资质
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alignment: string;
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