Damage calculation
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@ -1957,13 +1957,7 @@ class Citizen(classes.CitizenAPI):
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if ne:
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if ne:
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tp = True
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tp = True
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dmg = int(10 * (1 + strength / 400) * (1 + rang / 5) * 3)
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return utils.calculate_hit(strength, rang, tp, elite, ne, 50 if booster_50 else 100 if booster_100 else 0)
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booster = 1.5 if booster_50 else 2 if booster_100 else 1
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elite = 1.1 if elite else 1
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dmg = int(dmg * booster * elite)
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legend = 1 if (not tp or rang < 70) else 1 + (rang - 69) / 10
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dmg = int(dmg * legend)
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return dmg * (1.1 if ne else 1)
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def get_air_hit_dmg_value(self, rang: int = None, elite: bool = None, ne: bool = False,
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def get_air_hit_dmg_value(self, rang: int = None, elite: bool = None, ne: bool = False,
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weapon: bool = False) -> float:
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weapon: bool = False) -> float:
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@ -1974,10 +1968,7 @@ class Citizen(classes.CitizenAPI):
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if elite is None:
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if elite is None:
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elite = r['citizenAttributes']['level'] > 100
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elite = r['citizenAttributes']['level'] > 100
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dmg = int(10 * (1 + rang / 5) * (1.2 if weapon else 1))
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return utils.calculate_hit(0, rang, True, elite, ne, 0, 20 if weapon else 0)
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elite = 1.1 if elite else 1
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dmg = int(dmg * elite)
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return dmg * (1.1 if ne else 1.)
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def endorse_article(self, article_id: int, amount: int) -> bool:
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def endorse_article(self, article_id: int, amount: int) -> bool:
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if amount in (5, 50, 100):
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if amount in (5, 50, 100):
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@ -336,12 +336,21 @@ def slugify(value, allow_unicode=False) -> str:
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def calculate_hit(strength: float, rang: int, tp: bool, elite: bool, ne: bool, booster: int = 0,
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def calculate_hit(strength: float, rang: int, tp: bool, elite: bool, ne: bool, booster: int = 0,
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weapon: int = 200) -> float:
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weapon: int = 200) -> float:
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dmg = int(10 * (1 + strength / 400) * (1 + rang / 5) * (1 + weapon / 100))
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base_dmg = 10 * (1 + strength / 400) * (1 + rang / 5) * (1 + weapon / 100)
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elite = 1.1 if elite else 1
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dmg = int(base_dmg * 10 + 5) // 10
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booster_multiplier = (100 + booster) / 100
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booster_multiplier = (100 + booster) / 100
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dmg = int(dmg * booster_multiplier * elite)
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booster_dmg = dmg * booster_multiplier
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dmg = int(booster_dmg * 10 + 5) // 10
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elite = 1.1 if elite else 1
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elite_dmg = dmg * elite
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dmg = int(elite_dmg)
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legend = 1 if (not tp or rang < 70) else 1 + (rang - 69) / 10
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legend = 1 if (not tp or rang < 70) else 1 + (rang - 69) / 10
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dmg = int(dmg * legend)
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legend_dmg = dmg * legend
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dmg = int(legend_dmg)
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return dmg * (1.1 if ne else 1)
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return dmg * (1.1 if ne else 1)
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@ -360,6 +369,6 @@ def ground_hit_dmg_value(citizen_id: int, natural_enemy: bool = False, true_patr
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def air_hit_dmg_value(citizen_id: int, natural_enemy: bool = False, true_patriot: bool = False, booster: int = 0,
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def air_hit_dmg_value(citizen_id: int, natural_enemy: bool = False, true_patriot: bool = False, booster: int = 0,
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weapon_power: int = 0) -> float:
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weapon_power: int = 0) -> float:
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r = requests.get(f"https://www.erepublik.com/en/main/citizen-profile-json/{citizen_id}").json()
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r = requests.get(f"https://www.erepublik.com/en/main/citizen-profile-json/{citizen_id}").json()
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rang = r['military']['militaryData']['air']['rankNumber']
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rang = r['military']['militaryData']['aircraft']['rankNumber']
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elite = r['citizenAttributes']['level'] > 100
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elite = r['citizenAttributes']['level'] > 100
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return calculate_hit(0, rang, true_patriot, elite, natural_enemy, booster, weapon_power)
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return calculate_hit(0, rang, true_patriot, elite, natural_enemy, booster, weapon_power)
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