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

View File

@@ -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 "",

View File

@@ -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: