《云顶之弈》原本是游戏《英雄联盟》中的一个回合制策略游戏模式,该模式中每局比赛由八名玩家共同进行一对一决斗,直到场上只剩下最后一名玩家。获胜关键是在合理的战术策略下从随机化的英雄池中选择最佳的英雄阵容,用装备对阵容进行强化,并构架优势对战阵型。下面用python写代码。
一.小小英雄:
小小英雄作为玩家在云顶之弈中的化身,同时还能在极地大乱斗中为玩家加油。小小英雄是玩家和其他玩家互动的核心。小小英雄可以在共同选人阶段抢走亚索,险胜之后对着敌人来个超人舞步,还会在惜败时叹气。
小小英雄各自拥有独特的嘲讽动作,舞步和性格。 每个种类的小小英雄都有6种不同形态,其中1种传说,2种史诗和3种稀有,每种形态均有3个不同星级。获得传说形态的概率为5%,获得史诗形态概率为20%,稀有形态概率为75%。每款稀有小小英雄蛋开启54次后即可获得所有3个品种小小英雄的所有形态。
在游戏商城或掌盟商城购买稀有小小英雄蛋后,即可在战利品系统孵化、升级自己的小小英雄。
1.小企鹅:
import random
from enum import Enum,auto
from typing import Dict,List
class Rarity(Enum):
LEGENDARY = auto() # 传说 - 5%
EPIC = auto() # 史诗 - 20%
RARE = auto() # 稀有 - 75%
def_str_(self):
names = {
self.LEGENDARY:"传说",
self.EPIC:"史诗",
self.RARE:"稀有"
}
return names[self]
class LiitleLegendType(Enum):
RIVER_SPRITE = "河灵"
PENGUN = "企鹅"
WINGED = "银翼"
class LittleLegend:
def_init_(self,legend_type:LittleLegendType,variant:
str,rarity:Rarity,star_level:int = 1):
self.type = legend_type
self.variant = variant # 形态名称
self.rarity = rarity
self.star_level = star_level
self.emotes = self._init_emotes()
self.voice_lines = self._init_voice_lines()
def_init_emotes(self) -> Dict[str,List[str]]:
"""初始化表情动作库"""
base_dances = ["基础舞步"]
base_taunts = ["摇头晃脑"]
base_reactions = ["叹气","欢呼"]
if self.rarity == Rarity.RARE:
return{
"dances":base_dances + ["简单摇摆"],
"taunts":base_taunts + ["拍肚子"],
"reactions":base_reactions
}
elif self.rarity == Rarity.EPIC:
return{
"dances":base_dances + ["旋转跳跃","滑步"],
"taunts":base_taunts + ["拍肚子"],
"reactions":base_reactions
}
elif self.rarity == Rarity.EPIC:
return{
"dances":base_dances+["旋转跳跃","滑步"],
"taunts":base_taunts + ["指指点点","大笑"],
"reactions":base_reactions + ["沮丧趴地","兴奋跳跃"]
}
else: #传说
special = {
LittleLegendType.River_SPRITE:["水流之舞","喷水嘲讽"],
LittleLegendType.PENGUIN:["企鹅滑行","冰面旋转"],
LittleLegendType.WINGED:["空中盘旋","羽毛攻击"]
}
return{
"dances":base_dances + ["超人舞步","太空步"]+special[self.type],
"taunts":base_taunts + ["全场嘲讽","特效展示"]+special[self.type][1:],
"reactions":base_reactions + ["史诗级沮丧","传说级欢呼"]
}
def_init_voice_lines(self)->List[str]:
"""初始化语音台词"""
lines = {
LittleLegendType.RIVER_SPRITE:["咕噜咕噜~","水流的力量!","哗啦啦..."],
LittleLegendType.PENGUIN:["嘎!","冰面滑行!","企鹅出击!"],
LittleLegendType.WINGEN:["呼啸而过~","展翅高飞","银色闪光"]
}
return lines[self.type]
def dance(self,dance_name:str = None)->str:"""表演舞蹈"""
if dance_name is None:
dance_name = random.choice(self.emotes["dances"])
if dance_name in self.emotes["dances"]:
return f"{self}表演了[{dance_name}]!"
return f"{self}不会这个舞蹈动作。"
def taunt(self)->str:
"""嘲讽动作"""
taunt = random.choice(self.emotes["taunts"])
return f"{self}展示了[{taunt}]嘲讽动作!"
def react(self,win:bool)->str:
"""对战反应"""
if win:
reaction = random.choice(r for r in self.emotes["reactions"]if"欢呼"in r or
"兴奋"in r])
voice = random.choice([胜利!","太棒了!"] + self.voice_lines)
else:
reaction = random.choice([r for r in self.emotes["reactions"]if"欢呼"in r or"兴奋" in r])
voice = random.choice(["胜利!","太棒了!"]+self.voice_lines)
else:
reaction = random.choice([[r for r in self.emotes["reactions"]if"叹气"
in r or"沮丧"in r])
voice = random.choice(["哎呀....","下次会更好..."] + self.voice_lines)
return f"{self}{reaction}并说:'{voice}'"
def upgrade(self) -> str:
"""升级星级"""
if self.star_level < 3:
self.star_level += 1
return f"{self}升级到{self.star_level}星!✨"
return f"{self}已经是最高{self.star_level}星了!"
def steal_champion(self,champ:str = "亚索") -> str:
"""抢英雄动作"
actions = {
LittleLegendType.River_SPRITE:f"用水流卷走了{champ}",
LittleLegendType.PENGUIN:f"滑行抢走了{champ}",
LittleLegendType.WINGED:f"飞速夺走了{champ}"
}
return f"{self} {actions[self.type]}!"
def_str_(self):
return f"{self.star_level}星{self.rarity}{self.type.value}-
{self.variant}"
class LittleLegendEgg:
VARIANTS = {
LittleLegendType.RIVER_SPRITE:{
Rarity.LEGENDARY:["神谕河灵"],
Rarity.EPIC:["翡翠河灵","暗影河灵"]
Rarity.RARE:["原始河灵","浪花河灵","旋涡河灵"]
},
LittleLegendType.RIVER_SPRITE:{
Rarity.LEGENDARY:["帝王企鹅"],
Rarity.EPIC:["忍者企鹅","海盗企鹅"],
Rarity.RARE:["普通企鹅","雪球企鹅","潜水企鹅"]
},
LittleLegendType.WINGED:{
Rarity.LEGENDARY;["天神圣翼"],
Rarity.EPIC:["暗夜银翼","烈焰银翼"],
Rarity.RARE:["初生银翼","迅捷银翼","钢铁银翼"]
}
}
def_init_(self,egg_type:str = "稀有小小英雄蛋:"):
self.egg_type = egg_type
self.opened_count = 0
@staticmethod
def_init(self,egg_type:str="稀有小小英雄蛋"):
self.egg_type = egg_type
self.opened_count = 0
@staticmethod
def _get_rarity() -> Rarity:
"""按概率获取稀有度"""
roll = random.random()
if roll <= 0.05:
return Rarity.LEGENDARY
elif roll <=0.25:
return Rarity.EPIC
return Rarity.RARE
def open(self) -> LittleLegend:
"""开启了一个蛋"""
#随机选择种类
legend_type = random.choice(list(LittleLegendType))
#从该稀有度中随机选择形态
variant = random.choice(self.VARIANTS[legend_type][rarity])
self.opened_count += 1
return LittleLegend(legend_type,variant,rarity)
def open_until_complete(self,max_opens=54)->Dict:
"""模拟开到全收集为止"""
collection = {
It:{
Rarity.LEGEDARY:set(),
Rarity.EPIC:set(),
Rarity.RARE:set()
}
for It in LittleLegendType
}
opens = 0
while opens < max_opens:
opens += 1
legend = self.open()
collection[legend.type][legend.rarity].add(legend.variant)
#检查是否全收集
complete = all(
len(variants)==(1 if rarity == Rarity.LEGENDARY else 2 if rarity
== Rarity.EPIC else 3)
for It in collection
for rarity,variants in collection[It].items()
)
if complete:
print(f"在第{opens}次开启时集齐了所有形态!")
break
return colllection
def demo():
print("===小小英雄系统演示===")
#创建一个企鹅小小英雄
penguin = LittleLegend(
LittleLegendType.PENGUIN,
"海盗企鹅"
Rarity.EPIC,
2
)
print(f"创建:{pengguin}")
print(penguin.dance())
print(penguin.taunt())
print(penguin.steal_champion("瑟提"))
print(penguin.react(True))
print(penguin.upgrade())
#模拟收集过程
print("\n===模拟收集过程===")
collection = egg.open_util_complete(100)
for It,variants in collection.items():
print(f"\n{It.value}收集情况:")
for rarity,names in variants.items():
print(f"{rarity}:{','.join(names)or'无'}")
if_name_=="_main_":
demo()
代码功能说明:
小小英雄系统核心类:
Rarity:枚举定义三种稀有度
LittleLegendType:枚举定义小小英雄种类(河灵/企鹅/银翼)
LittleLegend:小小英雄主类,包含形态、星级、动作等属性
完整功能实现:
每种英雄有6种形态(1传说+2史诗+3稀有)
每种形态有3个星级可升级
独特的舞蹈、嘲讽和反应动作
抢英雄的特殊互动(如抢亚索)
对战胜利/失败的不同反应
开蛋系统:
按概率(5%/20%/75%)获得不同稀有度
模拟开到全收集的过程(最多54次)
特别设计的动作:
河灵有水流相关动作
企鹅有冰面滑行动作
每种传说形态有独特特效动作
演示功能:
创建特定小小英雄并展示其能力
模拟多次开蛋过程
模拟完整收集过程
这个实现更完整地模拟了游戏中的小小英雄系统,特别是企鹅和河灵的特殊动作和互动方式。
2.小河灵:麦片哥
小河灵,游戏《英雄联盟》“云顶之弈”模式中的小小英雄,是玩家刚开始在云顶之弈使用的初始角色。在云顶之弈这个模式中,小河灵是升级不了的,是一个没办法升星的小小英雄 ,只有1星。小河灵是系统赠送的最原始的小小英雄,每个玩家都有。而其它的小小英雄可以在游戏商城中通过点券购买,也可以完成LOL的门票任务获得材料,然后在材料商店中兑换获得。如果玩家想要更换小河灵,需要点击小小英雄的头像,然后会弹出玩家拥有的所有小小英雄列表,在列表中点击选择一个进行更换即可。
class RiverSprite:
"""小河灵 - 云顶之弈初始小小英雄"""
def_init_(self):
self.name = "小河灵"
self.star_level = 1 #固定1星,不可升级
self.rarity = "初始"
self.emotes = {
"dances":["水流摇摆","简单跳跃"],
"taunts":["水花四溅","摇头晃脑"],
"reactions":["咕噜咕噜(胜利)",垂头丧气(失败)"]
}
self.is_default = True # 标记为默认小小英雄
def dance(self):
return f"{self.name}跳起来{random.choice(self.emotes['dances'])}"
def taunt(self):
return f"{self.naem}展示了{random.choice(self.emotes['taunts'])}嘲讽动作"
def react(self,win):
if win:
return f"{self.name}开心地{self.emotes['reactions'][0]}"
else:
return f"{self.name}沮丧地{self.emotes['reactions'][1]}"
def_str_(self):
return f"{self.name}({self.rarity})"
class PremiumLittleLegend(RiverSprite):
"""付费小小英雄(继承小河灵基础功能)"""
def_init_(self,name,rarity):
super()._init_()
self.name = name
self.rarity = rarity
self.star_level = 1 #初始1星
self.is_default = False
self._init_premium_emotes()
def_init_premium_emotes(self):
"""初始化付费英雄特有动作"""
if self.rarity == "稀有"
self.emotes["dances"].extend(["旋转舞步","滑行"])
self.emotes["taunts"].append("拍肚子嘲讽")
elif self.rarity == "史诗":
self.emotes["dances"].extend(["空中翻转", "特效舞步"])
self.emotes["taunts"].extend(["大笑嘲讽", "指指点点"])
self.emotes["reactions"].extend(["炫酷胜利姿势", "史诗级沮丧"])
else: # 传说
self.emotes["dances"].extend(["超人舞步", "全屏特效"])
self.emotes["taunts"].extend(["全屏嘲讽", "独特动作"])
self.emotes["reactions"].extend(["传说胜利动画", "传说失败动画"])
def upgrade(self):
"""付费小小英雄可以升星"""
if self.star_level < 3:
self.star_level += 1
return f"{self.name} 升级到 {self.star_level}星!"
return f"{self.name} 已达到最高 {self.star_level}星"
def __str__(self):
return f"{self.name}({self.rarity}) {self.star_level}星"
class Player:
"""玩家小小英雄收藏"""
def __init__(self):
self.current_legend = RiverSprite() # 默认小河灵
self.owned_legends = [self.current_legend] # 拥有的所有小小英雄
def unlock_legend(self, legend):
"""获得新小小英雄"""
if legend not in self.owned_legends:
self.owned_legends.append(legend)
return f"获得新小小英雄: {legend}"
return f"已经拥有 {legend}"
def switch_legend(self, legend_name):
"""切换当前使用的小小英雄"""
for legend in self.owned_legends:
if legend.name == legend_name:
self.current_legend = legend
return f"已切换为 {legend}"
return f"未找到 {legend_name}"
def show_collection(self):
"""显示拥有的小小英雄"""
print("=== 你的小小英雄收藏 ===")
for i, legend in enumerate(self.owned_legends, 1):
print(f"{i}. {legend} {'(当前使用)' if legend == self.current_legend else ''}")
def tutorial():
"""新玩家教程"""
print("欢迎来到云顶之弈!")
player = Player()
print(f"系统赠送了你默认的 {player.current_legend}")
# 演示小河灵动作
print("\n试试你的小小英雄:")
print(player.current_legend.dance())
print(player.current_legend.taunt())
print(player.current_legend.react(True))
# 获得一个新小小英雄
print("\n通过任务获得了新小小英雄!")
new_legend = PremiumLittleLegend("烈焰河灵", "史诗")
print(player.unlock_legend(new_legend))
# 切换小小英雄
print("\n切换到新小小英雄:")
print(player.switch_legend("烈焰河灵"))
print(f"现在使用的是 {player.current_legend}")
print(player.current_legend.dance())
print(player.current_legend.upgrade())
# 显示收藏
player.show_collection()
if __name__ == "__main__":
tutorial()lf.emotes["taunts"].append("拍肚子嘲讽")
小河灵系统说明
基础属性:
固定1星,无法升星
所有玩家初始拥有
基础动作较少(2种舞蹈/2种嘲讽/2种反应)
与付费小小英雄区别:
付费英雄可以升星(1-3星)
付费英雄有更多特效动作
付费英雄有不同稀有度(稀有/史诗/传说)
玩家系统功能:
查看已拥有小小英雄
切换使用不同小小英雄
通过任务/购买获得新英雄
代码特点:
使用继承区分基础英雄和付费英雄
模拟实际游戏中的获取和切换流程
包含完整的动作系统演示
这个实现准确反映了小河灵作为初始不可升级英雄的定位,同时展示了与付费小小英雄的差异和切换机制。
3.小小格温:女仆
小小格温是《云顶之弈》中的一款小小英雄,设计灵感来源于《英雄联盟》中的角色格温。
外观与特效
小小格温的整体设计是Q版的格温,外观非常可爱。她穿着女仆装,显得非常萌。在游戏对局中,小小格温带有标志性的进攻特效“快刀剪乱”,并且在活动结束后仍然可以购买
此外,小小格温还拥有自己的淘汰动画,一剪刀将对手的画面变成黑白色
import random
class Minion:
def __init__(self, name, attack, health):
self.name = name
self.attack = attack
self.health = health
self.is_alive = True
def take_damage(self, damage):
self.health -= damage
if self.health <= 0:
self.health = 0
self.is_alive = False
print(f"{self.name} 被击败了!")
def attack_target(self, target):
if not self.is_alive or not target.is_alive:
return
print(f"{self.name} 攻击 {target.name} 造成 {self.attack} 点伤害")
target.take_damage(self.attack)
def __str__(self):
return f"{self.name} (攻击: {self.attack}, 生命: {self.health}, 存活: {'是' if self.is_alive else '否'})"
class GwynTheKnife(Minion):
def __init__(self):
super().__init__("小小格温", 40, 800)
self.skill_cooldown = 0
self.max_skill_cooldown = 3
def use_skill(self, enemies):
if self.skill_cooldown > 0:
self.skill_cooldown -= 1
return
if not enemies:
return
# 技能: 对最多3个敌人造成200%攻击力的伤害
targets_hit = min(3, len(enemies))
print(f"小小格温使用技能,对 {targets_hit} 个敌人造成 {self.attack * 2} 点伤害!")
# 随机选择目标
selected_targets = random.sample(enemies, min(targets_hit, len(enemies)))
for target in selected_targets:
if target.is_alive:
print(f"{self.name} 对 {target.name} 造成 {self.attack * 2} 点技能伤害")
target.take_damage(self.attack * 2)
self.skill_cooldown = self.max_skill_cooldown
def attack_target(self, target):
if not self.is_alive or not target.is_alive:
return
super().attack_target(target)
self.use_skill([m for m in [target] + self.get_other_enemies(target) if m.is_alive][:7]) # 最多7个敌人
def get_other_enemies(self, exclude):
# 在实际游戏中,这里应该返回所有敌人
# 这里简化为返回空列表,因为我们需要完整的游戏状态
return []
def __str__(self):
return f"{super().__str__()} [技能冷却: {self.skill_cooldown}/{self.max_skill_cooldown}]"
# 模拟战斗
def simulate_battle():
# 创建小小格温
gwyn = GwynTheKnife()
# 创建一些敌人
enemies = [
Minion("敌人1", 50, 500),
Minion("敌人2", 40, 400),
Minion("敌人3", 60, 600),
Minion("敌人4", 30, 300),
Minion("敌人5", 70, 700)
]
print("战斗开始!")
print(gwyn)
for enemy in enemies:
print(enemy)
# 模拟几轮攻击
for round in range(1, 6):
print(f"\n=== 第 {round} 轮 ===")
if gwyn.is_alive:
# 格温攻击第一个活着的敌人
alive_enemies = [e for e in enemies if e.is_alive]
if alive_enemies:
target = alive_enemies[0] # 简化为总是攻击第一个敌人
gwyn.attack_target(target)
# 敌人反击 (简化为所有活着的敌人攻击格温)
if gwyn.is_alive:
for enemy in alive_enemies:
if enemy.is_alive:
print(f"{enemy.name} 攻击 {gwyn.name} 造成 {enemy.attack} 点伤害")
gwyn.take_damage(enemy.attack)
# 显示状态
print("\n当前状态:")
print(gwyn)
for enemy in enemies:
print(enemy)
# 检查战斗是否结束
if not gwyn.is_alive:
print(f"\n{gwyn.name} 被击败了! 战斗结束!")
break
alive_enemies = [e for e in enemies if e.is_alive]
if not alive_enemies:
print(f"\n所有敌人都被击败了! {gwyn.name} 获胜!")
break
if __name__ == "__main__":
simulate_battle()
代码说明:
Minion 类: 基础随从类,包含名称、攻击力和生命值属性,以及攻击和受伤方法。
GwynTheKnife 类: 继承自 Minion,代表小小格温,添加了技能机制:
技能: 对最多3个敌人造成200%攻击力的伤害
技能冷却: 使用后进入冷却,冷却时间为3回合
战斗模拟:
创建小小格温和5个敌人
模拟5轮战斗
每轮格温攻击一个敌人,然后所有活着的敌人反击
显示每轮后的状态
注意事项
这是一个简化版本,实际的云顶之弈游戏机制更复杂,包括:
攻击顺序
技能范围(格温的技能是圆形AOE)
技能特效(格温的技能会优先攻击英雄)
经济系统、装备系统等
要更准确地模拟格温,需要:
实现完整的游戏状态管理
添加技能范围检测
考虑英雄与小兵的区别
可以根据需要扩展代码,添加更多英雄、装备和游戏机制。
二.云顶之弈游戏规则基本流程游戏方法(7张)
1.在每一回合之间,在商店消费金币,为玩家的团队抽取新英雄。
import random
from typing import List, Dict, Optional
class Minion:
"""英雄类"""
def __init__(self, name: str, cost: int, attack: int, health: int, abilities=None, synergies=None):
self.name = name
self.cost = cost # 英雄费用(1-5费)
self.attack = attack
self.health = health
self.is_alive = True
self.abilities = abilities or [] # 技能列表
self.synergies = synergies or [] # 羁绊效果
def take_damage(self, damage: int):
self.health -= damage
if self.health <= 0:
self.health = 0
self.is_alive = False
print(f"{self.name} 被击败了!")
def attack_target(self, target):
if not self.is_alive or not target.is_alive:
return
print(f"{self.name} 攻击 {target.name},造成 {self.attack} 点伤害!")
target.take_damage(self.attack)
def use_ability(self, targets: List["Minion"]):
for ability in self.abilities:
ability.activate(self, targets)
def __str__(self):
return (f"{self.name} (费用: {self.cost}, 攻击: {self.attack}, 生命: {self.health}, "
f"存活: {'是' if self.is_alive else '否'})")
class Ability:
"""技能类"""
def __init__(self, name: str, effect):
self.name = name
self.effect = effect # 技能效果函数
def activate(self, source: Minion, targets: List[Minion]):
print(f"{source.name} 使用技能 [{self.name}]")
self.effect(source, targets)
class Synergy:
"""羁绊效果类"""
def __init__(self, name: str, effect):
self.name = name
self.effect = effect # 羁绊效果函数
def activate(self, minions: List[Minion]):
print(f"激活羁绊效果: {self.name}")
self.effect(minions)
class Shop:
"""商店类"""
def __init__(self):
# 初始化英雄池(简化版)
self.hero_pool = [
Minion("小小格温", 3, 40, 800, [
Ability("技能", lambda source, targets: [
target.take_damage(source.attack * 2)
for target in random.sample([t for t in targets if t.is_alive], min(3, len([t for t in targets if t.is_alive])))
])
], ["源计划"]),
Minion("未来战士", 2, 30, 500, [], ["未来战士"]),
Minion("源计划", 1, 20, 400, [], ["源计划"]),
Minion("刺客", 2, 50, 300, [
Ability("刺杀", lambda source, targets: [
target.take_damage(source.attack * 3)
for target in random.sample(targets, 1) if target.is_alive
])
], ["刺客"]),
Minion("法师", 1, 15, 200, [
Ability("法术爆发", lambda source, targets: [
target.take_damage(source.attack * 2)
for target in targets if target.is_alive
])
], ["法师"]),
Minion("坦克", 4, 60, 1200, [], ["坦克"]),
]
self.refresh_pool()
def refresh_pool(self):
"""刷新英雄池(模拟商店刷新)"""
# 实际游戏中会更复杂,这里简化为重置英雄池
pass
def get_available_heroes(self) -> List[Minion]:
"""获取当前可购买的英雄列表"""
return self.hero_pool.copy()
def buy_hero(self, hero: Minion, player_team: List[Minion]) -> bool:
"""购买英雄"""
if hero not in self.hero_pool:
print(f"商店中没有 {hero.name}!")
return False
if any(m.name == hero.name for m in player_team):
print(f"你的队伍中已经有 {hero.name} 了!")
return False
# 模拟购买消耗金币(实际游戏中会有更复杂的经济系统)
print(f"花费金币购买了 {hero.name}")
self.hero_pool.remove(hero)
player_team.append(hero)
return True
class Player:
"""玩家类"""
def __init__(self):
self.team: List[Minion] = [] # 玩家队伍
self.gold = 5 # 初始金币
self.population = 1 # 初始人口(1费英雄占1人口,2费占2人口,以此类推)
self.population_limit = 5 # 初始人口上限
self.shop = Shop() # 玩家商店
def can_afford(self, hero: Minion) -> bool:
"""检查是否能支付英雄费用"""
# 简化版:只检查人口上限
return (sum(m.cost for m in self.team) + hero.cost <= self.population_limit * 2) and \
(sum(1 for m in self.team if m.cost >= hero.cost) + 1 <= hero.cost) and \
(self.population + hero.cost <= self.population_limit)
def buy_hero_from_shop(self, hero_name: str) -> bool:
"""从商店购买英雄"""
available_heroes = self.shop.get_available_heroes()
hero_to_buy = next((h for h in available_heroes if h.name == hero_name), None)
if not hero_to_buy:
print(f"商店中没有 {hero_name}!")
return False
if not self.can_afford(hero_to_buy):
print(f"无法购买 {hero_name}:人口不足或费用不够!")
return False
return self.shop.buy_hero(hero_to_buy, self.team)
def end_turn(self):
"""结束回合,获得金币"""
# 基础收入 +2 金币
self.gold += 2
# 连胜/连败奖励(简化版)
# 实际游戏中会有更复杂的连胜连败计算
# 息金(每10金币额外+1)
self.gold += self.gold // 10
print(f"回合结束,获得 {2 + self.gold // 10} 金币。当前金币: {self.gold}")
class Game:
"""游戏主类"""
def __init__(self):
self.player = Player()
self.enemy_team = self.generate_enemy_team()
def generate_enemy_team(self) -> List[Minion]:
"""生成敌人队伍(简化版)"""
return [
Minion("敌方1", 2, 40, 400),
Minion("敌方2", 3, 50, 500),
Minion("敌方3", 1, 30, 300),
]
def show_shop(self):
"""显示商店英雄"""
print("\n=== 商店英雄 ===")
for i, hero in enumerate(self.player.shop.get_available_heroes(), 1):
print(f"{i}. {hero.name} (费用: {hero.cost})")
def show_team(self):
"""显示玩家队伍"""
print("\n=== 你的队伍 ===")
if not self.player.team:
print("队伍为空")
else:
for i, hero in enumerate(self.player.team, 1):
print(f"{i}. {hero}")
def show_enemy_team(self):
"""显示敌人队伍"""
print("\n=== 敌人队伍 ===")
for i, enemy in enumerate(self.enemy_team, 1):
print(f"{i}. {enemy.name} (生命: {enemy.health})")
def buy_hero(self):
"""购买英雄"""
self.show_shop()
hero_name = input("输入要购买的英雄名称: ")
if self.player.buy_hero_from_shop(hero_name):
print(f"成功购买 {hero_name}!")
else:
print("购买失败!")
def start_battle(self):
"""开始战斗(简化版)"""
print("\n=== 战斗开始 ===")
# 简化战斗逻辑:玩家队伍攻击敌人队伍
for player_hero in self.player.team:
if player_hero.is_alive:
# 随机选择一个存活的敌人攻击
alive_enemies = [e for e in self.enemy_team if e.is_alive]
if alive_enemies:
target = random.choice(alive_enemies)
player_hero.attack_target(target)
# 敌人反击(简化版)
for enemy in self.enemy_team:
if enemy.is_alive:
# 随机选择一个存活的玩家英雄攻击
alive_heroes = [h for h in self.player.team if h.is_alive]
if alive_heroes:
target = random.choice(alive_heroes)
enemy.attack_target(target)
# 检查战斗结果
player_alive = any(h.is_alive for h in self.player.team)
enemy_alive = any(e.is_alive for e in self.enemy_team)
if not player_alive:
print("你的队伍全军覆没!游戏结束!")
return False
if not enemy_alive:
print("敌人全军覆没!你获胜了!")
return False
return True
def run(self):
"""运行游戏主循环"""
print("=== 云顶之弈模拟器 ===")
while True:
print(f"\n=== 第 {1} 回合 ===") # 实际游戏中会有回合计数
# 显示状态
self.show_team()
self.show_enemy_team()
print(f"金币: {self.player.gold}")
# 玩家操作
print("\n1. 购买英雄")
print("2. 结束回合")
choice = input("选择操作 (1/2): ")
if choice == "1":
self.buy_hero()
elif choice == "2":
self.player.end_turn()
# 刷新敌人队伍(简化版)
self.enemy_team = self.generate_enemy_team()
# 开始战斗
if not self.start_battle():
break
else:
print("无效选择!")
# 检查游戏结束条件
if not self.player.team:
print("你的队伍全军覆没!游戏结束!")
break
if not self.enemy_team:
print("敌人全军覆没!你获胜了!")
break
if __name__ == "__main__":
game = Game()
game.run()
能说明
商店系统:
玩家可以查看商店中的英雄
可以购买英雄(受人口上限限制)
英雄有费用、攻击力、生命值和技能
经济系统:
每回合基础收入 +2 金币
息金(每10金币额外+1)
简化的连胜/连败奖励(可扩展)
战斗系统:
简化的自动战斗
英雄技能触发
敌人反击
人口系统:
不同费用英雄占用不同人口
玩家有总人口上限
2.部署多名拥有相同特质的英雄,解锁战斗增益效果。三个相同的英雄可以融合并升级成超级英雄。继续融合超级英雄可制造出终极英雄。
加入英雄融合系统,实现以下功能:
相同英雄部署:部署多名相同英雄可解锁战斗增益
英雄融合:3个相同英雄融合成超级英雄
终极进化:超级英雄可进一步融合成终极英雄
战斗增益:根据相同英雄数量提供不同等级的增益
import random
from typing import List, Dict, Optional
class Minion:
"""英雄基础类"""
def __init__(self, name: str, cost: int, attack: int, health: int, abilities=None, synergies=None):
self.name = name
self.base_name = name # 基础名称(用于融合判断)
self.cost = cost
self.attack = attack
self.health = health
self.is_alive = True
self.level = 1 # 英雄等级(1=普通,2=超级,3=终极)
self.abilities = abilities or []
self.synergies = synergies or []
self.fusion_count = 1 # 当前融合数量(用于显示)
def take_damage(self, damage: int):
self.health -= damage
if self.health <= 0:
self.health = 0
self.is_alive = False
print(f"{self.name} 被击败了!")
def attack_target(self, target):
if not self.is_alive or not target.is_alive:
return
damage = self.attack * (1 + 0.1 * (self.level - 1)) # 等级越高伤害越高
print(f"{self.name} 攻击 {target.name},造成 {damage:.1f} 点伤害!")
target.take_damage(int(damage))
def use_ability(self, targets: List["Minion"]):
for ability in self.abilities:
ability.activate(self, targets)
def upgrade(self):
"""升级英雄"""
if self.level < 3:
self.level += 1
self.attack *= 1.5
self.health *= 1.5
self.fusion_count = self.level # 更新显示的融合数量
print(f"{self.name} 升级到了 {self.get_level_name()} 级!")
return True
return False
def get_level_name(self):
"""获取等级名称"""
levels = {1: "普通", 2: "超级", 3: "终极"}
return levels.get(self.level, "未知")
def __str__(self):
return (f"{self.name} Lv{self.level} (费用: {self.cost}, 攻击: {self.attack:.1f}, "
f"生命: {self.health:.1f}, 存活: {'是' if self.is_alive else '否'})")
class Ability:
"""技能类"""
def __init__(self, name: str, effect):
self.name = name
self.effect = effect
def activate(self, source: Minion, targets: List[Minion]):
print(f"{source.name} 使用技能 [{self.name}]")
self.effect(source, targets)
class Synergy:
"""羁绊效果类"""
def __init__(self, name: str, effect):
self.name = name
self.effect = effect
def activate(self, minions: List[Minion]):
print(f"激活羁绊效果: {self.name}")
self.effect(minions)
class Player:
"""玩家类"""
def __init__(self):
self.team: List[Minion] = []
self.gold = 5
self.population = 1
self.population_limit = 5
def can_afford(self, hero: Minion) -> bool:
"""检查是否能支付英雄费用"""
return (sum(1 for m in self.team if m.cost >= hero.cost) + 1 <= hero.cost) and \
(self.population + hero.cost <= self.population_limit)
def buy_hero_from_shop(self, hero_name: str) -> bool:
"""从商店购买英雄"""
# 在实际游戏中,这里会从商店获取英雄
# 这里简化为创建新英雄
hero_classes = {
"小小格温": Minion("小小格温", 3, 40, 800, [
Ability("技能", lambda source, targets: [
target.take_damage(source.attack * 2)
for target in random.sample([t for t in targets if t.is_alive], min(3, len([t for t in targets if t.is_alive])))
])
]),
"未来战士": Minion("未来战士", 2, 30, 500),
"源计划": Minion("源计划", 1, 20, 400),
"刺客": Minion("刺客", 2, 50, 300, [
Ability("刺杀", lambda source, targets: [
target.take_damage(source.attack * 3)
for target in random.sample(targets, 1) if target.is_alive
])
]),
"法师": Minion("法师", 1, 15, 200, [
Ability("法术爆发", lambda source, targets: [
target.take_damage(source.attack * 2)
for target in targets if target.is_alive
])
]),
}
hero_class = hero_classes.get(hero_name)
if not hero_class:
print(f"商店中没有 {hero_name}!")
return False
if not self.can_afford(hero_class):
print(f"无法购买 {hero_name}:人口不足或费用不够!")
return False
# 检查是否已有相同英雄可以融合
existing_heroes = [m for m in self.team if m.base_name == hero_name]
if existing_heroes:
# 检查是否可以融合
if len(existing_heroes) == 2 and all(h.level == 1 for h in existing_heroes):
# 融合成超级英雄
print(f"融合 {hero_name}x3 成 超级{hero_name}!")
new_hero = Minion(f"超级{hero_name}", hero_class.cost,
hero_class.attack * 1.5, hero_class.health * 1.5)
new_hero.level = 2
new_hero.base_name = hero_name
# 移除旧的英雄
for h in existing_heroes:
self.team.remove(h)
# 添加新英雄
self.team.append(new_hero)
return True
elif len(existing_heroes) == 2 and any(h.level == 2 for h in existing_heroes):
# 找到普通英雄和超级英雄进行融合
normal = next((h for h in existing_heroes if h.level == 1), None)
super_hero = next((h for h in existing_heroes if h.level == 2), None)
if normal and super_hero:
print(f"融合 超级{hero_name} + {hero_name} 成 终极{hero_name}!")
new_hero = Minion(f"终极{hero_name}", super_hero.cost,
super_hero.attack * 1.5, super_hero.health * 1.5)
new_hero.level = 3
new_hero.base_name = hero_name
# 移除旧的英雄
self.team.remove(normal)
self.team.remove(super_hero)
# 添加新英雄
self.team.append(new_hero)
return True
# 如果没有可以融合的,就添加新英雄
new_hero = Minion(hero_name, hero_class.cost, hero_class.attack, hero_class.health)
if hero_class.abilities:
new_hero.abilities = hero_class.abilities.copy()
if hero_class.synergies:
new_hero.synergies = hero_class.synergies.copy()
self.team.append(new_hero)
return True
def get_fusion_bonus(self) -> float:
"""计算融合增益"""
synergy_bonuses = {}
# 统计每个英雄的数量
hero_counts = {}
for hero in self.team:
hero_counts[hero.base_name] = hero_counts.get(hero.base_name, 0) + 1
# 计算总增益
total_bonus = 0
for base_name, count in hero_counts.items():
if count >= 3:
# 3个相同英雄:+10%攻击和生命
bonus = 0.1
total_bonus += bonus * min(count // 3, 2) # 最多叠加两次(3个和6个)
elif count == 2:
# 2个相同英雄:+5%攻击和生命
bonus = 0.05
total_bonus += bonus
return 1 + total_bonus
def end_turn(self):
"""结束回合"""
self.gold += 2
self.gold += self.gold // 10 # 息金
class Game:
"""游戏主类"""
def __init__(self):
self.player = Player()
self.enemy_team = self.generate_enemy_team()
def generate_enemy_team(self) -> List[Minion]:
"""生成敌人队伍"""
return [
Minion("敌方1", 2, 40, 400),
Minion("敌方2", 3, 50, 500),
Minion("敌方3", 1, 30, 300),
]
def show_shop(self):
"""显示商店英雄(简化版)"""
print("\n=== 可用英雄 ===")
heroes = ["小小格温", "未来战士", "源计划", "刺客", "法师"]
for i, hero in enumerate(heroes, 1):
print(f"{i}. {hero}")
def show_team(self):
"""显示玩家队伍"""
print("\n=== 你的队伍 ===")
if not self.player.team:
print("队伍为空")
else:
# 计算融合增益
fusion_bonus = self.player.get_fusion_bonus()
for i, hero in enumerate(self.player.team, 1):
# 应用融合增益显示
display_hero = Minion(
hero.name,
hero.cost,
hero.attack * fusion_bonus,
hero.health * fusion_bonus,
hero.abilities.copy() if hero.abilities else None,
hero.synergies.copy() if hero.synergies else None
)
display_hero.is_alive = hero.is_alive
display_hero.level = hero.level
print(f"{i}. {display_hero} (融合等级: {'+'+str(hero.level-1) if hero.level>1 else '无'})")
# 显示融合增益
bonus_percent = (self.player.get_fusion_bonus() - 1) * 100
if bonus_percent > 0:
print(f"\n【融合增益】所有英雄攻击和生命 +{bonus_percent:.1f}%")
def show_enemy_team(self):
"""显示敌人队伍"""
print("\n=== 敌人队伍 ===")
for i, enemy in enumerate(self.enemy_team, 1):
print(f"{i}. {enemy.name} (生命: {enemy.health})")
def buy_hero(self):
"""购买英雄"""
self.show_shop()
hero_name = input("输入要购买的英雄名称: ")
if hero_name not in ["小小格温", "未来战士", "源计划", "刺客", "法师"]:
print(f"商店中没有 {hero_name}!")
return
if self.player.buy_hero_from_shop(hero_name):
print(f"成功购买/融合 {hero_name}!")
else:
print("购买失败!")
def start_battle(self):
"""开始战斗"""
print("\n=== 战斗开始 ===")
# 应用融合增益
fusion_bonus = self.player.get_fusion_bonus()
# 创建战斗用的临时队伍(应用增益)
battle_team = []
for hero in self.player.team:
battle_hero = Minion(
hero.name,
hero.cost,
hero.attack * fusion_bonus,
hero.health * fusion_bonus,
hero.abilities.copy() if hero.abilities else None,
hero.synergies.copy() if hero.synergies else None
)
battle_hero.is_alive = hero.is_alive
battle_hero.level = hero.level
battle_team.append(battle_hero)
# 简化战斗逻辑
for i in range(3): # 3回合战斗
print(f"\n--- 回合 {i+1} ---")
# 玩家英雄攻击
for player_hero in battle_team:
if player_hero.is_alive:
# 随机选择一个存活的敌人攻击
alive_enemies = [e for e in self.enemy_team if e.is_alive]
if alive_enemies:
target = random.choice(alive_enemies)
player_hero.attack_target(target)
# 敌人反击
for enemy in self.enemy_team:
if enemy.is_alive:
# 随机选择一个存活的玩家英雄攻击
alive_heroes = [h for h in battle_team if h.is_alive]
if alive_heroes:
target = random.choice(alive_heroes)
enemy.attack_target(target)
# 检查战斗结果
player_alive = any(h.is_alive for h in battle_team)
enemy_alive = any(e.is_alive for e in self.enemy_team)
if not player_alive:
print("你的队伍全军覆没!")
return False
if not enemy_alive:
print("敌人全军覆没!你获胜了!")
return True
return True
def run(self):
"""运行游戏主循环"""
print("=== 云顶之弈 - 英雄融合模拟器 ===")
while True:
print(f"\n=== 第 {1} 回合 ===") # 实际游戏中会有回合计数
# 显示状态
self.show_team()
self.show_enemy_team()
print(f"金币: {self.player.gold}")
# 玩家操作
print("\n1. 购买英雄")
print("2. 结束回合")
choice = input("选择操作 (1/2): ")
if choice == "1":
self.buy_hero()
elif choice == "2":
self.player.end_turn()
# 刷新敌人队伍
self.enemy_team = self.generate_enemy_team()
# 开始战斗
if not self.start_battle():
break
else:
print("无效选择!")
# 检查游戏结束条件
if not self.player.team:
print("你的队伍全军覆没!游戏结束!")
break
if not self.enemy_team:
print("敌人全军覆没!你获胜了!")
break
if __name__ == "__main__":
game = Game()
game.run()
我将扩展之前的云顶之弈模拟器,加入英雄融合系统,实现以下功能:
相同英雄部署:部署多名相同英雄可解锁战斗增益
英雄融合:3个相同英雄融合成超级英雄
终极进化:超级英雄可进一步融合成终极英雄
战斗增益:根据相同英雄数量提供不同等级的增益
核心功能说明
英雄融合系统:
部署2个相同英雄 → 融合成"超级英雄"(+50%属性)
部署超级英雄+1个相同英雄 → 融合成"终极英雄"(+100%属性)
最多可叠加两次融合(6个相同英雄)
战斗增益:
根据融合等级提供攻击和生命加成
显示当前融合状态和总增益百分比
英雄升级:
普通→超级→终极,每次升级属性提升50%
战斗系统:
简化回合制战斗
应用融合增益后的属性进行战斗计算
3.观看战斗逐渐展开——玩家的英雄将根据玩家部署的位置自动移动、攻击、释放技能。
我将为您扩展云顶之弈模拟器,实现动态战斗可视化功能,让玩家可以观看英雄按照部署位置自动移动、攻击和释放技能。以下是完整实现:
import random
import time
from typing import List, Dict, Optional, Tuple
from enum import Enum
class Position(Enum):
"""战场位置枚举"""
FRONT_LEFT = "前排左"
FRONT_CENTER = "前排中"
FRONT_RIGHT = "前排右"
BACK_LEFT = "后排左"
BACK_CENTER = "后排中"
BACK_RIGHT = "后排右"
class Minion:
"""英雄类"""
def __init__(self, name: str, cost: int, attack: int, health: int, abilities=None, synergies=None):
self.name = name
self.base_name = name
self.cost = cost
self.attack = attack
self.health = health
self.max_health = health
self.is_alive = True
self.level = 1
self.abilities = abilities or []
self.synergies = synergies or []
self.position = None # 战场位置
self.fusion_count = 1
def take_damage(self, damage: int):
self.health -= damage
if self.health <= 0:
self.health = 0
self.is_alive = False
print(f"\033[91m{self.name} 被击败了!\033[0m")
def attack_target(self, target):
if not self.is_alive or not target.is_alive:
return
# 计算伤害(考虑等级加成)
damage = self.attack * (1 + 0.1 * (self.level - 1))
# 显示攻击动画
print(f"\033[94m{self.name} \033[0m从 \033[93m{self.position.value}\033[0m 移动到 \033[93m{target.position.value}\033[0m 进行攻击!")
time.sleep(0.5)
print(f"\033[94m{self.name}\033[0m 攻击 \033[91m{target.name}\033[0m!")
time.sleep(0.5)
# 释放技能(如果有)
self.use_ability([target])
# 造成伤害
print(f"\033[94m{self.name}\033[0m 对 \033[91m{target.name}\033[0m 造成 \033[92m{damage:.1f}\033[0m 点伤害!")
target.take_damage(int(damage))
time.sleep(0.5)
def use_ability(self, targets: List["Minion"]):
for ability in self.abilities:
ability.activate(self, targets)
def upgrade(self):
if self.level < 3:
self.level += 1
self.attack *= 1.5
self.health *= 1.5
self.fusion_count = self.level
print(f"\033[92m{self.name} 升级到了 {self.get_level_name()} 级!\033[0m")
return True
return False
def get_level_name(self):
levels = {1: "普通", 2: "超级", 3: "终极"}
return levels.get(self.level, "未知")
def __str__(self):
return (f"{self.name} Lv{self.level} (费用: {self.cost}, 攻击: {self.attack:.1f}, "
f"生命: {self.health:.1f}/{self.max_health:.1f}, 存活: {'是' if self.is_alive else '否'})")
class Ability:
"""技能类"""
def __init__(self, name: str, effect, range=1):
self.name = name
self.effect = effect
self.range = range # 技能范围
def activate(self, source: Minion, targets: List[Minion]):
print(f"\033[95m{source.name}\033[0m 使用技能 [\033[96m{self.name}\033[0m]")
time.sleep(0.5)
# 显示技能范围
print(f"\033[95m技能范围: {self.range}格内敌人\033[0m")
time.sleep(0.5)
# 筛选范围内的目标
in_range = [t for t in targets if t.is_alive]
if not in_range:
print("\033[93m没有目标在技能范围内\033[0m")
return
# 实际应用技能效果
self.effect(source, in_range)
class DamageAbility(Ability):
"""伤害型技能"""
def __init__(self, name: str, damage_multiplier, range=1):
super().__init__(name, lambda source, targets: [
target.take_damage(int(source.attack * damage_multiplier))
for target in targets[:min(len(targets), source.level + 1)] # 最多攻击level+1个目标
], range)
self.damage_multiplier = damage_multiplier
class Synergy:
"""羁绊效果类"""
def __init__(self, name: str, effect):
self.name = name
self.effect = effect
def activate(self, minions: List[Minion]):
print(f"\033[93m激活羁绊效果: {self.name}\033[0m")
time.sleep(0.5)
self.effect(minions)
class Player:
"""玩家类"""
def __init__(self):
self.team: List[Minion] = []
self.gold = 5
self.population = 1
self.population_limit = 5
def can_afford(self, hero: Minion) -> bool:
return (sum(1 for m in self.team if m.cost >= hero.cost) + 1 <= hero.cost) and \
(self.population + hero.cost <= self.population_limit)
def buy_hero_from_shop(self, hero_name: str, position: Position) -> bool:
hero_classes = {
"小小格温": Minion("小小格温", 3, 40, 800, [
DamageAbility("技能", 2.0, range=1)
]),
"未来战士": Minion("未来战士", 2, 30, 500),
"源计划": Minion("源计划", 1, 20, 400),
"刺客": Minion("刺客", 2, 50, 300, [
DamageAbility("刺杀", 3.0, range=1)
]),
"法师": Minion("法师", 1, 15, 200, [
DamageAbility("法术爆发", 2.0, range=1)
]),
}
hero_class = hero_classes.get(hero_name)
if not hero_class:
print(f"商店中没有 {hero_name}!")
return False
if not self.can_afford(hero_class):
print(f"无法购买 {hero_name}:人口不足或费用不够!")
return False
existing_heroes = [m for m in self.team if m.base_name == hero_name]
if existing_heroes:
if len(existing_heroes) == 2 and all(h.level == 1 for h in existing_heroes):
print(f"融合 {hero_name}x3 成 超级{hero_name}!")
new_hero = Minion(f"超级{hero_name}", hero_class.cost,
hero_class.attack * 1.5, hero_class.health * 1.5)
new_hero.level = 2
new_hero.base_name = hero_name
# 移除旧的英雄
for h in existing_heroes:
self.team.remove(h)
# 添加新英雄
new_hero.position = position
self.team.append(new_hero)
return True
elif len(existing_heroes) == 2 and any(h.level == 2 for h in existing_heroes):
normal = next((h for h in existing_heroes if h.level == 1), None)
super_hero = next((h for h in existing_heroes if h.level == 2), None)
if normal and super_hero:
print(f"融合 超级{hero_name} + {hero_name} 成 终极{hero_name}!")
new_hero = Minion(f"终极{hero_name}", super_hero.cost,
super_hero.attack * 1.5, super_hero.health * 1.5)
new_hero.level = 3
new_hero.base_name = hero_name
self.team.remove(normal)
self.team.remove(super_hero)
new_hero.position = position
self.team.append(new_hero)
return True
# 如果没有可以融合的,就添加新英雄
new_hero = Minion(hero_name, hero_class.cost, hero_class.attack, hero_class.health)
if hero_class.abilities:
new_hero.abilities = hero_class.abilities.copy()
if hero_class.synergies:
new_hero.synergies = hero_class.synergies.copy()
new_hero.position = position
self.team.append(new_hero)
return True
def get_fusion_bonus(self) -> float:
synergy_bonuses = {}
hero_counts = {}
for hero in self.team:
hero_counts[hero.base_name] = hero_counts.get(hero.base_name, 0) + 1
total_bonus = 0
for base_name, count in hero_counts.items():
if count >= 3:
bonus = 0.1
total_bonus += bonus * min(count // 3, 2)
elif count == 2:
bonus = 0.05
total_bonus += bonus
return 1 + total_bonus
def end_turn(self):
self.gold += 2
self.gold += self.gold // 10
class Game:
"""游戏主类"""
def __init__(self):
self.player = Player()
self.enemy_team = self.generate_enemy_team()
self.setup_positions()
def setup_positions(self):
"""设置初始位置"""
positions = list(Position)
# 玩家队伍位置
for i, hero in enumerate(self.player.team):
if i < len(positions):
hero.position = positions[i]
# 敌人队伍位置
self.enemy_positions = positions.copy()
for i, enemy in enumerate(self.enemy_team):
if i < len(self.enemy_positions):
enemy.position = self.enemy_positions[i]
def generate_enemy_team(self) -> List[Minion]:
return [
Minion("敌方1", 2, 40, 400),
Minion("敌方2", 3, 50, 500),
Minion("敌方3", 1, 30, 300),
]
def show_positions(self):
"""显示战场位置"""
print("\n" + "="*50)
print("战场位置:")
print("玩家队伍:" + " "*(20-len("玩家队伍:")))
for pos in Position:
print(f"{pos.value:8}: ", end="")
# 查找玩家英雄
player_hero = next((h for h in self.player.team if h.position == pos), None)
if player_hero:
print(f"{player_hero.name} Lv{player_hero.level}", end="")
# 显示生命条
health_percent = player_hero.health / player_hero.max_health
bar_length = 10
filled = int(bar_length * health_percent)
bar = "█" * filled + "-" * (bar_length - filled)
print(f" [{bar}] {player_hero.health}/{player_hero.max_health}", end="")
else:
print("空", end="")
print()
print("敌人队伍:" + " "*(20-len("敌人队伍:")))
for i, pos in enumerate(self.enemy_positions):
print(f"{pos.value:8}: ", end="")
enemy = self.enemy_team[i] if i < len(self.enemy_team) else None
if enemy:
print(f"{enemy.name} Lv1", end="")
health_percent = enemy.health / enemy.max_health
bar_length = 10
filled = int(bar_length * health_percent)
bar = "█" * filled + "-" * (bar_length - filled)
print(f" [{bar}] {enemy.health}/{enemy.max_health}", end="")
else:
print("空", end="")
print()
print("="*50 + "\n")
def show_team(self):
"""显示玩家队伍详细信息"""
print("\n=== 你的队伍 ===")
if not self.player.team:
print("队伍为空")
else:
fusion_bonus = self.player.get_fusion_bonus()
total_bonus = (fusion_bonus - 1) * 100
for hero in self.player.team:
# 应用融合增益显示
display_hero = Minion(
hero.name,
hero.cost,
hero.attack * fusion_bonus,
hero.health * fusion_bonus,
hero.abilities.copy() if hero.abilities else None,
hero.synergies.copy() if hero.synergies else None
)
display_hero.is_alive = hero.is_alive
display_hero.level = hero.level
display_hero.position = hero.position
# 显示生命条
health_percent = hero.health / hero.max_health
bar_length = 10
filled = int(bar_length * health_percent)
bar = "█" * filled + "-" * (bar_length - filled)
print(f"{hero.position.value}: {display_hero.name} Lv{hero.level} "
f"[{bar}] {hero.health}/{hero.max_health} "
f"(攻击: {hero.attack:.1f}→{display_hero.attack:.1f} "
f"生命: {hero.health:.1f}→{display_hero.health:.1f})")
if total_bonus > 0:
print(f"\n【融合增益】所有英雄攻击和生命 +{total_bonus:.1f}%")
def start_battle(self):
"""开始战斗"""
print("\n=== 战斗开始 ===")
self.show_positions()
# 应用融合增益
fusion_bonus = self.player.get_fusion_bonus()
# 创建战斗用的临时队伍(应用增益)
battle_team = []
for hero in self.player.team:
if hero.is_alive:
battle_hero = Minion(
hero.name,
hero.cost,
hero.attack * fusion_bonus,
hero.health * fusion_bonus,
hero.abilities.copy() if hero.abilities else None,
hero.synergies.copy() if hero.synergies else None
)
battle_hero.is_alive = hero.is_alive
battle_hero.level = hero.level
battle_hero.position = hero.position
battle_team.append(battle_hero)
# 简化战斗逻辑(3回合)
for round_num in range(1, 4):
print(f"\n--- 回合 {round_num} ---")
self.show_positions()
# 玩家英雄攻击
alive_players = [h for h in battle_team if h.is_alive]
alive_enemies = [e for e in self.enemy_team if e.is_alive]
for player_hero in alive_players:
if not alive_enemies:
break
# 选择攻击目标(简单AI:选择最近的前排敌人)
target = None
min_distance = float('inf')
for enemy in alive_enemies:
# 计算位置距离(简化为位置枚举的顺序差)
distance = abs(player_hero.position.value.index - enemy.position.value.index)
if distance < min_distance:
min_distance = distance
target = enemy
if target:
player_hero.attack_target(target)
# 检查敌人是否全灭
if not any(e.is_alive for e in self.enemy_team):
print("\033[92m敌人全军覆没!你获胜了!\033[0m")
return True
# 敌人反击
for enemy in alive_enemies:
if not alive_players:
break
# 选择攻击目标(简单AI:选择最近的后排玩家)
target = None
min_distance = float('inf')
for player_hero in alive_players:
distance = abs(player_hero.position.value.index - enemy.position.value.index)
if distance < min_distance:
min_distance = distance
target = player_hero
if target:
print(f"\033[91m{enemy.name}\033[0m 攻击 \033[94m{target.name}\033[0m!")
enemy.attack_target(target)
# 检查玩家是否全灭
if not any(h.is_alive for h in battle_team):
print("\033[91m你的队伍全军覆没!\033[0m")
return False
return True
def run(self):
"""运行游戏主循环"""
print("=== 云顶之弈 - 英雄融合模拟器 ===")
# 初始化敌人
self.enemy_team = self.generate_enemy_team()
self.setup_positions()
while True:
print(f"\n=== 第 1 回合 ===") # 实际游戏中会有回合计数
# 显示状态
self.show_team()
self.show_positions()
print(f"金币: {self.player.gold}")
# 玩家操作
print("\n1. 购买英雄")
print("2. 部署英雄")
print("3. 结束回合")
choice = input("选择操作 (1/2/3): ")
if choice == "1":
self.buy_hero()
elif choice == "2":
self.deploy_hero()
elif choice == "3":
self.player.end_turn()
# 刷新敌人队伍
self.enemy_team = self.generate_enemy_team()
self.setup_positions()
# 开始战斗
if not self.start_battle():
break
else:
print("无效选择!")
# 检查游戏结束条件
if not self.player.team:
print("你的队伍全军覆没!游戏结束!")
break
if not self.enemy_team:
print("敌人全军覆没!你获胜了!")
break
def buy_hero(self):
"""购买英雄"""
self.show_positions()
print("\n=== 可用英雄 ===")
heroes = {
"小小格温": ("小小格温", 3, 40, 800),
"未来战士": ("未来战士", 2, 30, 500),
"源计划": ("源计划", 1, 20, 400),
"刺客": ("刺客", 2, 50, 300),
"法师": ("法师", 1, 15, 200),
}
for i, (key, (name, cost, attack, health)) in enumerate(heroes.items(), 1):
print(f"{i}. {name} (费用: {cost}, 攻击: {attack}, 生命: {health})")
choice = input("选择英雄 (输入编号): ")
try:
choice = int(choice) - 1
if 0 <= choice < len(heroes):
hero_name, cost, attack, health = list(heroes.items())[choice][1]
position = input(f"选择部署位置 ({', '.join([p.value for p in Position])}): ")
try:
position = Position[position]
if self.player.buy_hero_from_shop(hero_name, position):
print(f"成功购买/融合 {hero_name}!")
else:
print("购买失败!")
except KeyError:
print("无效的位置!")
else:
print("无效的选择!")
except ValueError:
print("请输入数字!")
def deploy_hero(self):
"""部署英雄到指定位置"""
if not self.player.team:
print("你没有可部署的英雄!")
return
print("\n=== 可部署的英雄 ===")
for i, hero in enumerate(self.player.team):
if hero.is_alive:
# 显示生命条
health_percent = hero.health / hero.max_health
bar_length = 10
filled = int(bar_length * health_percent)
bar = "█" * filled + "-" * (bar_length - filled)
print(f"{i+1}. {hero.name} Lv{hero.level} "
f"[{bar}] {hero.health}/{hero.max_health} "
f"(攻击: {hero.attack:.1f})")
choice = input("选择要部署的英雄 (输入编号): ")
try:
choice = int(choice) - 1
if 0 <= choice < len(self.player.team):
hero = self.player.team[choice]
if not hero.is_alive:
print("英雄已阵亡!")
return
position = input(f"选择部署位置 ({', '.join([p.value for p in Position])}): ")
try:
position = Position[position]
# 检查位置是否已有英雄
existing = next((h for h in self.player.team if h.position == position), None)
if existing and existing != hero:
print(f"{position.value}位置已有{existing.name}!")
return
hero.position = position
print(f"{hero.name} 已部署到 {position.value}!")
except KeyError:
print("无效的位置!")
else:
print("无效的选择!")
except ValueError:
print("请输入数字!")
if __name__ == "__main__":
game = Game()
game.run()
4.团队的阵容和站位决定了是美妙的胜利还是惨痛的失败。小心部署英雄站位,开发出团队的全部潜力。
- 阵容构建的核心策略
(1)阵容组成要素
要素 说明 示例
核心羁绊 2-3个主力羁绊支撑阵容 6神射手+2护卫
主C英雄 1-2个主要输出点 烬(4费)、阿狸(4费)
前排坦克 2-3个承受伤害的单位 瑟庄妮(2费)、慎(2费)
功能单位 提供控制/增益的角色 瑟提(群体控制)、悠米(治疗)
(2)阵容强度曲线
def calculate_power(round_num, champions):
"""计算阵容在当前回合的强度"""
total_cost = sum(c.cost for c in champions)
avg_cost = total_cost / len(champions)
# 前期(1-3阶段)低费阵容更强
if round_num <= 15:
return avg_cost * 0.8 + len(champions) * 2
# 后期(4阶段后)高费阵容更强
else:
return avg_cost * 1.5 + len(champions) * 1.2
- 站位策略深度解析
基础站位原则
class Positioning:
FRONT_LINE = 0 # 前排坦克
MID_LINE = 1 # 短手输出/辅助
BACK_LINE = 2 # 远程输出
CORNER = 3 # 防刺客/集中火力
@staticmethod
def get_position(unit_type, enemy_comp):
if unit_type == "TANK":
return FRONT_LINE
elif unit_type == "ASSASSIN":
return CORNER if "AOE" in enemy_comp else BACK_LINE
else:
return BACK_LINE
5.每个回合结束后,玩家将获得金币奖励,具体数额取决于玩家触发的特质、连胜或连败次数、以及上轮的存款结余。
import random
from typing import List, Dict, Tuple
class PlayerEconomy:
def __init__(self):
self.gold = 0
self.streak = 0 # 正数为连胜,负数为连败
self.interest = 0
self.last_round_income = 0
self.traits_active = {} # 激活的特质及其等级
def start_game(self):
"""游戏开始时初始化经济"""
self.gold = 2 # 初始金币
self.streak = 0
self.interest = 0
def calculate_income(self, round_number: int, win: bool, traits_activated: Dict[str, int]):
"""计算每回合收入"""
# 基础收入
base_income = self._get_base_income(round_number)
# 连胜/连败奖励
streak_bonus = self._calculate_streak_bonus(win)
# 利息收入 (最多5金币)
self.interest = min(self.gold // 10, 5)
# 特质奖励 (示例: 某些特质提供额外经济)
trait_bonus = self._calculate_trait_bonus(traits_activated)
# 总收入
total_income = base_income + streak_bonus + self.interest + trait_bonus
self.last_round_income = total_income
# 更新金币
self.gold += total_income
# 更新连胜/连败
self._update_streak(win)
return total_income
def _get_base_income(self, round_number: int) -> int:
"""根据回合数获取基础收入"""
if round_number <= 9:
return 3
elif round_number <= 19:
return 4
else:
return 5
def _calculate_streak_bonus(self, win: bool) -> int:
"""计算连胜/连败奖励"""
if abs(self.streak) >= 5:
return 3
elif abs(self.streak) >= 3:
return 2
elif abs(self.streak) >= 2:
return 1
return 0
def _calculate_trait_bonus(self, traits_activated: Dict[str, int]) -> int:
"""计算特质奖励 (示例: 海盗特质提供额外金币)"""
bonus = 0
self.traits_active = traits_activated
# 示例: 海盗特质
if "Pirate" in traits_activated:
if traits_activated["Pirate"] >= 3:
bonus += random.randint(1, 3) # 3海盗有几率获得1-3金币
# 示例: 财宝龙特质
if "Treasure" in traits_activated:
if traits_activated["Treasure"] >= 1:
bonus += 1 # 财宝龙每回合+1金币
return bonus
def _update_streak(self, win: bool):
"""更新连胜/连败状态"""
if win:
self.streak = max(1, self.streak + 1) if self.streak > 0 else 1
else:
self.streak = min(-1, self.streak - 1) if self.streak < 0 else -1
def spend_gold(self, amount: int) -> bool:
"""花费金币,返回是否成功"""
if self.gold >= amount:
self.gold -= amount
return True
return False
def print_economy_status(self):
"""打印当前经济状态"""
streak_type = "连胜" if self.streak > 0 else "连败"
print(f"\n当前金币: {self.gold}")
print(f"上回合收入: {self.last_round_income} (基础+利息: {self.interest}, 连胜/败奖励: {abs(self.streak)} {streak_type})")
print(f"激活特质: {', '.join(f'{k}({v})' for k, v in self.traits_active.items())}")
class Player:
def __init__(self, name: str):
self.name = name
self.team = Team(name)
self.economy = PlayerEconomy()
self.traits = {} # 玩家拥有的特质计数
def start_game(self):
self.economy.start_game()
def end_round(self, round_number: int, win: bool):
"""回合结束处理"""
income = self.economy.calculate_income(round_number, win, self.traits)
print(f"\n{self.name} 回合结束 - {'胜利' if win else '失败'}")
print(f"获得收入: {income}金币 (连胜/败: {self.economy.streak})")
self.economy.print_economy_status()
def buy_champion(self, champion_cost: int) -> bool:
"""购买英雄"""
if self.economy.spend_gold(champion_cost):
print(f"{self.name} 花费 {champion_cost}金币 购买英雄")
return True
print(f"{self.name} 金币不足,无法购买 {champion_cost}金币的英雄")
return False
def reroll(self) -> bool:
"""刷新商店"""
reroll_cost = 2
if self.economy.spend_gold(reroll_cost):
print(f"{self.name} 花费 {reroll_cost}金币 刷新商店")
return True
print(f"{self.name} 金币不足,无法刷新商店")
return False
def level_up(self) -> bool:
"""升级"""
cost = self._get_level_up_cost()
if self.economy.spend_gold(cost):
print(f"{self.name} 花费 {cost}金币 升级")
return True
print(f"{self.name} 金币不足,无法升级")
return False
def _get_level_up_cost(self) -> int:
"""根据当前等级返回升级费用 (简化版)"""
return 4 # 实际游戏中会根据等级变化
class Game:
def __init__(self, players: List[Player]):
self.players = players
self.round_number = 0
def start_game(self):
print("===== 云顶之弈游戏开始! =====")
for player in self.players:
player.start_game()
def play_round(self):
self.round_number += 1
print(f"\n===== 第 {self.round_number} 回合开始 =====")
# 模拟玩家操作阶段
for player in self.players:
# 随机模拟一些玩家操作
self._simulate_player_actions(player)
# 模拟战斗阶段 (使用之前的BattleSimulator)
# 这里简化为一对一战斗
if len(self.players) >= 2:
battle = BattleSimulator(self.players[0].team, self.players[1].team)
battle.simulate_round()
# 更新玩家胜负状态
winner = self.players[0] if self.players[0].team.check_alive() else self.players[1]
for player in self.players:
player.end_round(self.round_number, player == winner)
def _simulate_player_actions(self, player: Player):
"""模拟玩家回合开始时的各种操作"""
print(f"\n{player.name} 的操作阶段:")
# 随机决定是否刷新商店
if random.random() < 0.3 and player.economy.gold > 2:
player.reroll()
# 随机决定是否购买英雄 (假设英雄价格为1-5金币)
if random.random() < 0.5 and player.economy.gold > 0:
cost = random.randint(1, 5)
if player.buy_champion(cost):
# 如果购买成功,随机添加到队伍中
if player.team.champions:
champ = random.choice(player.team.champions)
print(f"已购买新英雄并添加到 {champ.name} 旁边")
else:
print("购买了第一个英雄")
# 随机决定是否升级
if random.random() < 0.2 and player.economy.gold >= 4:
player.level_up()
# 修改后的BattleSimulator (与之前相同,略)
# 示例使用
if __name__ == "__main__":
# 创建玩家
player1 = Player("玩家1")
player2 = Player("玩家2")
# 设置一些初始特质 (示例)
player1.traits = {"Pirate": 3, "Mercenary": 2} # 3海盗2佣兵
player2.traits = {"Treasure": 1, "Dragon": 2} # 1财宝龙2龙
# 创建游戏
game = Game([player1, player2])
game.start_game()
# 模拟几个回合
for _ in range(5):
game.play_round()
6.每过一定的回合,所有玩家都会被传送到竞技场中心,从唯一一队英雄中选人。排名末位的玩家将首先选用,排名首位的玩家将最后选用。三思而行,酝酿终极翻盘。
下面我将实现云顶之弈的全明星选秀机制,包括根据排名顺序选择英雄的功能:
import random
from typing import List, Dict, Tuple
from collections import defaultdict
class AllStarDraft:
def __init__(self, players: List['Player']):
self.players = players
self.available_champions = []
self.draft_order = []
def prepare_draft(self, round_number: int):
"""准备全明星选秀"""
print("\n⭐===== 全明星选秀回合! =====⭐")
# 只在特定回合触发 (通常是2-6, 3-6, 4-6等)
if round_number not in [6, 12, 18, 24]:
return False
# 生成一组随机英雄 (根据当前回合强度)
self._generate_champions(round_number)
# 根据玩家血量排序 (血量低的先选)
self.draft_order = sorted(self.players, key=lambda p: p.health)
print("\n选秀顺序 (从血量最低开始):")
for i, player in enumerate(self.draft_order):
print(f"{i+1}. {player.name} (血量: {player.health})")
return True
def _generate_champions(self, round_number: int):
"""生成选秀英雄池"""
# 英雄池根据回合数增强
champion_pool = [
Champion("德莱厄斯", 1000, 150, "诺克萨斯断头台", 1, cost=1),
Champion("艾希", 800, 100, "魔法水晶箭", 2, cost=2),
Champion("盖伦", 1200, 120, "德玛西亚正义", 1, cost=3),
Champion("拉克丝", 700, 130, "终极闪光", 2, cost=4),
Champion("亚托克斯", 1500, 180, "暗裔利刃", 1, cost=5),
Champion("厄运小姐", 900, 140, "弹幕时间", 2, cost=3),
Champion("瑟提", 1300, 160, "蓄意轰拳", 1, cost=4),
Champion("辛德拉", 750, 120, "能量倾泻", 2, cost=2)
]
# 根据回合数筛选合适的英雄 (后期出现更高费英雄)
max_cost = min(5, round_number // 6 + 1)
self.available_champions = [
champ for champ in champion_pool
if champ.cost <= max_cost
]
# 随机选择5个英雄供选秀
random.shuffle(self.available_champions)
self.available_champions = self.available_champions[:5]
print("\n可选英雄:")
for i, champ in enumerate(self.available_champions):
print(f"{i+1}. {champ.name} (费用: {champ.cost}, 技能: {champ.ability})")
def conduct_draft(self):
"""执行选秀过程"""
if not self.draft_order:
return
print("\n----- 选秀开始 -----")
selected_champions = []
# 按顺序选秀 (蛇形顺序: 1-2-3-4-4-3-2-1)
snake_order = self.draft_order + self.draft_order[::-1]
for player in snake_order:
if not self.available_champions:
break
# AI逻辑: 优先选择与已有特质匹配的英雄
selected_index = self._ai_select_champion(player)
selected_champ = self.available_champions.pop(selected_index)
# 添加到玩家阵容
position = self._find_empty_position(player.team)
if position:
player.team.add_champion(selected_champ, position)
print(f"\n{player.name} 选择了 {selected_champ.name} (费用: {selected_champ.cost})")
print(f"已部署到位置 {position}")
else:
print(f"\n{player.name} 选择了 {selected_champ.name} 但棋盘已满!")
selected_champions.append(selected_champ)
print("\n⭐===== 选秀结束! =====⭐")
def _ai_select_champion(self, player: 'Player') -> int:
"""AI选择英雄的逻辑"""
# 如果有英雄匹配已有特质,优先选择
for i, champ in enumerate(self.available_champions):
# 这里可以添加更复杂的特质匹配逻辑
if "Dragon" in champ.traits and "Dragon" in player.traits:
return i
if "Pirate" in champ.traits and "Pirate" in player.traits:
return i
# 否则选择费用最高的英雄
max_cost = max(champ.cost for champ in self.available_champions)
for i, champ in enumerate(self.available_champions):
if champ.cost == max_cost:
return i
return 0 # 默认选择第一个
def _find_empty_position(self, team: 'Team') -> Tuple[int, int]:
"""为英雄寻找空位"""
for x in range(4):
for y in range(4):
if (x, y) not in team.formation:
return (x, y)
return None
class Champion:
def __init__(self, name: str, health: int, attack_damage: int, ability: str,
range: int, cost: int = 1, traits: List[str] = None):
self.name = name
self.health = health
self.attack_damage = attack_damage
self.ability = ability
self.range = range
self.cost = cost
self.traits = traits or []
self.position = None
self.alive = True
class Player:
def __init__(self, name: str):
self.name = name
self.team = Team(name)
self.economy = PlayerEconomy()
self.traits = defaultdict(int) # 玩家拥有的特质计数
self.health = 100 # 玩家血量
self.win_streak = 0
def take_damage(self, damage: int):
"""玩家受到伤害"""
self.health -= damage
print(f"{self.name} 受到 {damage} 点伤害! 剩余血量: {self.health}")
def update_after_combat(self, win: bool):
"""战斗后更新状态"""
if win:
self.win_streak += 1
else:
self.win_streak = 0
# 根据失败程度计算伤害 (简化版)
damage = 2 + (len([c for c in self.team.champions if not c.alive]) // 2)
self.take_damage(damage)
class Game:
def __init__(self, players: List[Player]):
self.players = players
self.round_number = 0
def play_round(self):
self.round_number += 1
print(f"\n===== 第 {self.round_number} 回合开始 =====")
# 检查是否全明星选秀回合
draft = AllStarDraft(self.players)
if draft.prepare_draft(self.round_number):
draft.conduct_draft()
return # 选秀回合不战斗
# 正常回合流程
for player in self.players:
self._simulate_player_actions(player)
# 模拟战斗
if len(self.players) >= 2:
# 随机匹配玩家对战 (简化版)
random.shuffle(self.players)
for i in range(0, len(self.players), 2):
if i+1 < len(self.players):
self._simulate_battle(self.players[i], self.players[i+1])
def _simulate_battle(self, player1: Player, player2: Player):
"""模拟两名玩家之间的战斗"""
print(f"\n{player1.name} vs {player2.name}")
# 重置英雄状态
for champ in player1.team.champions + player2.team.champions:
champ.alive = True
battle = BattleSimulator(player1.team, player2.team)
battle.simulate_round()
# 更新玩家状态
if player1.team.check_alive():
print(f"{player1.name} 获胜!")
player1.update_after_combat(True)
player2.update_after_combat(False)
else:
print(f"{player2.name} 获胜!")
player2.update_after_combat(True)
player1.update_after_combat(False)
# 示例使用
if __name__ == "__main__":
# 创建玩家
player1 = Player("玩家1")
player2 = Player("玩家2")
player3 = Player("玩家3")
player4 = Player("玩家4")
# 设置初始特质
player1.traits["Dragon"] = 2
player2.traits["Pirate"] = 3
player3.traits["Assassin"] = 3
player4.traits["Knight"] = 2
# 创建游戏
game = Game([player1, player2, player3, player4])
# 模拟多个回合
for _ in range(15):
game.play_round()
# 检查游戏是否结束
alive_players = [p for p in game.players if p.health > 0]
if len(alive_players) <= 1:
print(f"\n游戏结束! 获胜者是: {alive_players[0].name if alive_players else '无'}")
break
7.争取连胜,避免损失生命值。坚持到最后即为胜利。
下面我将实现完整的胜利条件系统,包括连胜奖励、生命值管理和最终胜利判定:
import random
from typing import List, Dict, Tuple
from collections import defaultdict
class Game:
def __init__(self, players: List['Player']):
self.players = players
self.round_number = 0
self.stage = 1 # 游戏阶段 (1-1, 1-2,... 2-1,...)
self.game_over = False
def play_round(self):
"""执行一个完整回合"""
if self.game_over:
return
self.round_number += 1
self._update_stage()
print(f"\n===== 阶段 {self.stage} 回合 {self.round_number} =====")
# 1. 准备阶段 (玩家操作)
for player in self.players:
if player.health > 0:
self._player_preparation_phase(player)
# 2. 选秀阶段 (特定回合)
if self._is_carousel_round():
draft = AllStarDraft([p for p in self.players if p.health > 0])
if draft.prepare_draft(self.round_number):
draft.conduct_draft()
return # 选秀回合不战斗
# 3. 战斗阶段
self._battle_phase()
# 4. 结算阶段
self._settlement_phase()
# 5. 检查游戏结束
self._check_game_over()
def _update_stage(self):
"""更新游戏阶段 (每7回合进入下一阶段)"""
self.stage = (self.round_number // 7) + 1
def _is_carousel_round(self) -> bool:
"""判断是否是选秀回合"""
return self.round_number in [6, 12, 18, 24, 30]
def _player_preparation_phase(self, player: 'Player'):
"""玩家准备阶段操作"""
print(f"\n{player.name} 的准备阶段:")
# 每回合开始获得基础金币
base_gold = min(5, 2 + (self.stage // 2))
player.economy.gold += base_gold
print(f"获得 {base_gold} 基础金币")
# 连胜/连败奖励
streak_bonus = self._calculate_streak_bonus(player)
if streak_bonus > 0:
player.economy.gold += streak_bonus
streak_type = "连胜" if player.win_streak > 0 else "连败"
print(f"获得 {streak_bonus} {streak_type}奖励")
# 利息收入
interest = min(player.economy.gold // 10, 5)
player.economy.gold += interest
if interest > 0:
print(f"获得 {interest} 利息收入")
# 特质奖励
trait_bonus = self._calculate_trait_bonus(player)
if trait_bonus > 0:
player.economy.gold += trait_bonus
print(f"获得 {trait_bonus} 特质奖励")
# 显示当前状态
print(f"当前金币: {player.economy.gold}, 血量: {player.health}")
print(f"连胜: {player.win_streak}, 激活特质: {dict(player.traits)}")
# AI决策
self._ai_decision(player)
def _calculate_streak_bonus(self, player: 'Player') -> int:
"""计算连胜/连败奖励"""
streak = player.win_streak if player.win_streak > 0 else -player.lose_streak
if streak >= 5:
return 3
elif streak >= 3:
return 2
elif streak >= 2:
return 1
return 0
def _calculate_trait_bonus(self, player: 'Player') -> int:
"""计算特质奖励"""
bonus = 0
# 海盗特质
if player.traits.get("Pirate", 0) >= 3:
bonus += random.randint(1, 3)
# 财宝龙特质
if player.traits.get("Treasure", 0) >= 1:
bonus += 1
return bonus
def _ai_decision(self, player: 'Player'):
"""AI决策模拟"""
# 50%概率刷新商店
if random.random() < 0.5 and player.economy.gold > 2:
player.reroll()
# 尝试购买英雄 (优先购买高费卡)
for cost in range(5, 0, -1):
if random.random() < 0.6 and player.economy.gold >= cost:
if player.buy_champion(cost):
break
# 30%概率升级
if random.random() < 0.3 and player.economy.gold >= 4:
player.level_up()
def _battle_phase(self):
"""战斗阶段"""
print("\n===== 战斗阶段开始 =====")
# 随机匹配玩家
active_players = [p for p in self.players if p.health > 0]
random.shuffle(active_players)
for i in range(0, len(active_players), 2):
if i+1 < len(active_players):
self._simulate_battle(active_players[i], active_players[i+1])
def _simulate_battle(self, attacker: 'Player', defender: 'Player'):
"""模拟两名玩家之间的战斗"""
print(f"\n{attacker.name} (血量: {attacker.health}) vs {defender.name} (血量: {defender.health})")
# 重置英雄状态
for champ in attacker.team.champions + defender.team.champions:
champ.alive = True
champ.health = champ.max_health
# 模拟战斗
battle = BattleSimulator(attacker.team, defender.team)
battle.simulate_round()
# 更新玩家状态
if attacker.team.check_alive():
self._update_after_combat(attacker, defender)
else:
self._update_after_combat(defender, attacker)
def _update_after_combat(self, winner: 'Player', loser: 'Player'):
"""更新战斗后的玩家状态"""
winner.win_streak += 1
winner.lose_streak = 0
print(f"{winner.name} 获胜! 连胜增至 {winner.win_streak}")
loser.lose_streak += 1
loser.win_streak = 0
print(f"{loser.name} 战败! 连败增至 {loser.lose_streak}")
# 计算伤害
damage = self._calculate_damage(loser)
loser.take_damage(damage)
def _calculate_damage(self, player: 'Player') -> int:
"""计算战败受到的伤害"""
# 基础伤害
base_damage = {1: 2, 2: 3, 3: 4, 4: 5, 5: 6}.get(self.stage, 7)
# 根据存活敌方英雄数量增加伤害
dead_champs = len([c for c in player.team.champions if not c.alive])
extra_damage = dead_champs // 2
total_damage = base_damage + extra_damage
return min(total_damage, 15) # 伤害上限
def _settlement_phase(self):
"""结算阶段"""
print("\n===== 回合结算 =====")
for player in self.players:
if player.health > 0:
print(f"{player.name}: 血量 {player.health}, 金币 {player.economy.gold}, 连胜 {player.win_streak}")
def _check_game_over(self):
"""检查游戏是否结束"""
alive_players = [p for p in self.players if p.health > 0]
if len(alive_players) <= 1:
self.game_over = True
if alive_players:
print(f"\n🎉 游戏结束! 获胜者是: {alive_players[0].name} 🎉")
else:
print("\n游戏结束! 没有获胜者")
class Player:
def __init__(self, name: str):
self.name = name
self.team = Team(name)
self.economy = PlayerEconomy()
self.traits = defaultdict(int) # 特质计数
self.health = 100 # 初始血量
self.win_streak = 0
self.lose_streak = 0
def take_damage(self, damage: int):
"""玩家受到伤害"""
self.health = max(0, self.health - damage)
print(f"{self.name} 受到 {damage} 点伤害! 剩余血量: {self.health}")
def buy_champion(self, cost: int) -> bool:
"""购买英雄"""
if self.economy.spend_gold(cost):
# 简化: 随机生成一个英雄
champions = [
Champion("德莱厄斯", 1000, 150, "诺克萨斯断头台", 1, cost=1, traits=["Warlord"]),
Champion("艾希", 800, 100, "魔法水晶箭", 2, cost=2, traits=["Elderwood", "Hunter"]),
Champion("盖伦", 1200, 120, "德玛西亚正义", 1, cost=3, traits=["Warlord", "Knight"]),
Champion("亚托克斯", 1500, 180, "暗裔利刃", 1, cost=4, traits=["Cultist", "Vanguard"]),
Champion("瑟提", 1300, 160, "蓄意轰拳", 1, cost=5, traits=["Dragon", "Brawler"])
]
# 根据费用筛选
valid_champs = [c for c in champions if c.cost == cost]
if valid_champs:
champ = random.choice(valid_champs)
position = self.team.find_empty_position()
if position:
self.team.add_champion(champ, position)
# 更新特质计数
for trait in champ.traits:
self.traits[trait] += 1
return True
return False
def reroll(self) -> bool:
"""刷新商店"""
return self.economy.spend_gold(2)
def level_up(self) -> bool:
"""升级"""
cost = 4 # 简化版固定升级费用
return self.economy.spend_gold(cost)
class Champion:
def __init__(self, name: str, health: int, attack_damage: int, ability: str,
range: int, cost: int = 1, traits: List[str] = None):
self.name = name
self.max_health = health
self.health = health
self.attack_damage = attack_damage
self.ability = ability
self.range = range
self.cost = cost
self.traits = traits or []
self.position = None
self.alive = True
class Team:
# ... (之前的Team类实现,添加find_empty_position方法)
def find_empty_position(self) -> Tuple[int, int]:
"""寻找空位"""
for x in range(4):
for y in range(4):
if (x, y) not in self.formation:
return (x, y)
return None
# 示例使用
if __name__ == "__main__":
# 创建4名玩家
players = [
Player("战术大师"),
Player("经济流玩家"),
Player("速升流玩家"),
Player("连败专家")
]
# 创建游戏
game = Game(players)
# 模拟游戏直到结束
while not game.game_over:
game.play_round()
# 显示最终排名
ranked_players = sorted(players, key=lambda p: p.health, reverse=True)
print("\n===== 最终排名 =====")
for i, player in enumerate(ranked_players):
print(f"{i+1}. {player.name} - 血量: {player.health}")
阶段环节
云顶之弈分为不同的阶段,每一阶段都由多个游戏回合组成,一个回合通常有准备期和作战期。
1.准备环节
在准备环节开始时,有自动发生一些事情。 玩家会获得金币。玩家的商店会刷新出新英雄(除非玩家已将其锁定)。
在准备环节,玩家有30秒(PVE回合的备战环节时间为20秒 )的时间来购买英雄,刷新玩家的商店(如果玩家想的话),还可以在战场上部署玩家的英雄/安排他们的位置。在准备期安排英雄位置的时候,一定将他们的优势和弱点牢记在心。把更肉的英雄放在前排,并将脆皮输出乖乖留在后面。要小心的是——有些英雄是可以直接攻击玩家的后排的。
import random
from typing import List,Dict,Tuple,Optional
class Champion
def_init_(self,name:str,cost:int,traits:List[str],tier:int = 1,
health:int = 0,attack_damage:int = 0,ability:str = "",
attack_range:int = 1,position:Optional[Tuple[int,int] = None):
self.name = name
self.cost = cost
self.traits = traits
self.tier = tier
self.health = health if health else cost * 500 # 简化的血量计算
self.attack_damage = attack_damage if attack_damage else cost * 50
self.ability = ability
self.attack_range = attack_range # 1 = 近战,2 = 远程
self.position = position # 在棋盘上的位置(row,col)
def_str_(self):
return(f"{self.name}(Tier{self.tier},Cost:{self.cost},"
f"HP:{self.health},AD:{self.attack_damage},"
f"Range:{self.attack_range},Traits:{','.join(self.traits)})")
class Player:
def _init_(self,name:str):
self.name = name
self.health = 100
self.gold = 0
self.streak = 0 # 正数为连胜,负数为连败
self.board = [] # 场上的英雄
self.bench = [] # 板凳上的英雄
self.level = 1
self.exp = 0
self.shop_locked = False
self.current_shop = []
self.board_layout = [[None for _ in range(7)]for_in range(4)] # 4行7列的棋盘
def calculate_income(self)->int:
"""计算本回合收入"""
income = 0
#基础收入
income += 5
#连胜,连败奖励
if self.streak >= 2
income += 1
if self.streak >= 4:
income += 1
if self.streak <= -2:
income += 1
if self.streak <= -4
income += 1
#利息收入(最多5)
interest = min(self.gold // 10,5)
income += interest
return income
def receive_income(self):
"""获得收入"""
income = self.calculate_income()
self.gold += income
print(f"{self.name}获得{income}金币(总金币:{self.gold})")
def refresh_shop(self,game)->bool:
"""刷新商店"""
if self.gold >= 2:
self.gold -= 2
self.current_shop = game.generate_shop(self.level)
print(f"{self.name}刷新了商店(花费2金币)")
return True
return False
def buy_champion(self,shop_index:int)->bool:
"""从商店购买英雄"""
if 0 <= shop_index < len(self.current_shop):
champ = self.current_shop[shop_index]
if self.gold >= champ.cost and len(self.bench) < 9:
#假设板凳容量为9
self.gold -= champ.cost
self.bench.append(champ)
print(f"{self.name}购买了{champ.name}")
#从商店移除(除非商店被锁定)
if not self.shop_locked:
self.current_shop.pop(shop_index)
return True
return False
def sell_champion(self,bench_index:int)->bool:
"""出售板凳上的英雄"""
if 0 <= bench_index<len(self.bench):
2.作战环节(PvP)
云顶之弈中绝大多数都是PvP回合,玩家要在此面对随机选出的对手。在准备期结束后,作战环节会开始同时玩家的小小英雄和英雄队伍会被传送到对手的竞技场中——也可能是对手被传到玩家这里。
import random
class Player:
def __init__(self, name, team_power, hp=100):
self.name = name
self.team_power = team_power # 模拟队伍战力(简化版,实际游戏更复杂)
self.hp = hp
def __str__(self):
return f"{self.name} (战力: {self.team_power}, HP: {self.hp})"
def simulate_pvp_round(player1, player2):
print(f"\n⚔️ 战斗开始: {player1.name} vs {player2.name}")
# 模拟战斗结果(战力高者大概率获胜,但有一定随机性)
total_power = player1.team_power + player2.team_power
p1_win_prob = player1.team_power / total_power # 玩家1的胜率
if random.random() < p1_win_prob:
winner, loser = player1, player2
else:
winner, loser = player2, player1
# 败者扣血(扣血量基于战力差距)
damage = max(1, int(abs(player1.team_power - player2.team_power) * 0.1))
loser.hp -= damage
print(f" → {winner.name} 获胜!{loser.name} 损失 {damage} HP。")
print(f" → 当前状态: {player1} | {player2}")
# 示例:模拟4名玩家进行3轮PvP对战
players = [
Player("玩家A", team_power=80),
Player("玩家B", team_power=70),
Player("玩家C", team_power=90),
Player("玩家D", team_power=60),
]
# 模拟随机匹配(简单版,实际游戏有更复杂的匹配机制)
for round_num in range(1, 4):
print(f"\n===== 第 {round_num} 回合 =====")
random.shuffle(players)
for i in range(0, len(players), 2):
if i + 1 < len(players): # 确保成对匹配
simulate_pvp_round(players[i], players[i + 1])
代码功能
随机匹配:模拟 PvP 回合的对手选择。
战斗模拟:计算双方战力,决定胜负。
胜负判定:输出战斗结果,并影响玩家血量。
3.作战环节(PvE)
有些回合是PvE回合,玩家要对抗一些电脑野怪,而不是和玩家的对手进行PvP的较量。每局游戏的前三回合都是PvE回合,这之后多阶段的最后一回合也是PvE回合。击败野怪有时会掉落一些可以供英雄使用的装备。如果小兵或野怪没有掉落装备则会掉落金币 。
前两个PVE回合不会掉落蓝色的金钱及英雄战利品 。
- PvE回合的核心规则
(1)PvE回合的出现时机
固定PvE回合:
第1~3回合(开局阶段,野怪较弱)。
特定阶段最后一回合(如2-7、3-7等,野怪较强,如“石甲虫”“狼群”)。
随机性掉落:
击败野怪后,可能掉落:
装备(散件或成装)。
金币(如果没有装备掉落)。
英雄战利品(蓝色法球,后期PvE回合可能掉落)。
(2)掉落机制
回合 野怪类型 掉落内容
1-1 小兵 仅装备(无金币/英雄)
1-2 小兵 仅装备(无金币/英雄)
1-3 野怪(如魔沼蛙) 装备或金币
2-7 石甲虫 装备、金币或英雄战利品
3-7 狼群 装备、金币或英雄战利品
4-7 锋喙鸟 装备、金币或英雄战利品
注意:
前两回合(1-1、1-2)不会掉落金币或英雄,仅可能掉落装备。
从1-3开始,可能掉落金币(如果没有装备掉落)。
2. Python模拟PvE回合
我们可以用Python模拟PvE回合的战斗和掉落机制:
(1)模拟野怪战斗
import random
class PvERound:
def __init__(self, round_num):
self.round_num = round_num
self.monsters = self._generate_monsters()
self.drop = self._generate_drops()
def _generate_monsters(self):
# 根据回合数生成不同的野怪
if self.round_num <= 3:
return ["小兵", "小兵", "小兵"]
elif self.round_num == 7:
return ["石甲虫", "石甲虫", "大石甲虫"]
elif self.round_num == 13:
return ["狼", "狼", "巨狼"]
else:
return ["锋喙鸟", "锋喙鸟", "大锋喙鸟"]
def _generate_drops(self):
# 掉落逻辑
if self.round_num <= 2:
# 前两回合只掉装备
return random.choice(["无掉落", "装备"])
else:
# 后续回合可能掉装备、金币或英雄
return random.choice(["装备", "金币", "英雄"])
def fight(self, player_power):
# 模拟战斗(玩家战力 vs 野怪难度)
monster_power = self.round_num * 10 # 野怪战力随回合增长
if player_power >= monster_power:
print(f"✅ 击败 {self.monsters}!掉落:{self.drop}")
return self.drop
else:
print(f"❌ 未能击败 {self.monsters}!无掉落")
return None
# 示例:模拟第1-3回合(PvE)
pve_round = PvERound(round_num=3)
drop_result = pve_round.fight(player_power=50) # 假设玩家战力50
输出示例:
✅ 击败 ['小兵', '小兵', '小兵']!掉落:装备
(2)模拟装备/金币掉落
def simulate_pve_drops(round_num):
pve = PvERound(round_num)
possible_drops = []
if round_num <= 2:
possible_drops = ["装备"] # 前两回合只掉装备
else:
possible_drops = ["装备", "金币", "英雄"] # 后续回合可能掉多种
drop = random.choice(possible_drops)
print(f"回合 {round_num} 掉落: {drop}")
# 测试不同回合掉落
simulate_pve_drops(1) # 1-1(只掉装备)
simulate_pve_drops(3) # 1-3(可能掉装备/金币)
simulate_pve_drops(7) # 2-7(可能掉装备/金币/英雄)
输出示例:
回合 1 掉落: 装备
回合 3 掉落: 金币
回合 7 掉落: 英雄
- 进阶模拟:完整PvE流程
我们可以模拟一局游戏的前几回合PvE流程:
class Game:
def __init__(self):
self.player_hp = 100
self.player_power = 30 # 初始战力
self.equipment = []
self.gold = 0
def play_pve_round(self, round_num):
print(f"\n=== 回合 {round_num} ===")
pve = PvERound(round_num)
drop = pve.fight(self.player_power)
if drop == "装备":
self.equipment.append("散件")
print("获得装备:散件")
elif drop == "金币":
self.gold += 2
print("获得金币:+2")
elif drop == "英雄":
print("获得英雄战利品!")
print(f"当前状态: 装备={self.equipment}, 金币={self.gold}")
# 模拟前3回合
game = Game()
for round_num in [1, 2, 3]:
game.play_pve_round(round_num)
输出示例:
=== 回合 1 ===
✅ 击败 ['小兵', '小兵', '小兵']!掉落:装备
获得装备:散件
当前状态: 装备=['散件'], 金币=0
=== 回合 2 ===
✅ 击败 ['小兵', '小兵', '小兵']!掉落:装备
获得装备:散件
当前状态: 装备=['散件', '散件'], 金币=0
=== 回合 3 ===
✅ 击败 ['小兵', '小兵', '小兵']!掉落:金币
获得金币:+2
当前状态: 装备=['散件', '散件'], 金币=2
- 总结
PvE回合是资源获取的关键阶段,前3回合固定出现,后续阶段特定回合也会出现。
掉落机制:
前两回合(1-1、1-2)只掉装备。
从1-3开始,可能掉装备、金币或英雄。
Python模拟:
可模拟战斗、掉落逻辑,并扩展更复杂的装备/经济系统。
4.共享征召
在游戏开始时以及每几个回合之后,所有的选手都要参与到共享征召中。在共享征召中,所有人都会被传送到聚梦之所中心的岛屿上,从共同的随机阵容当中免费挑选一个英雄。用玩家的小小英雄奔向这个英雄就可以完成挑选了,但操作的时候一定要留点神:小小英雄先碰到谁就会选定谁了,没有后悔药可吃。 在之后的共享征召当中,生命值较低的玩家会优先选择。
第一个选秀全部由1费英雄组成 [9]。
在《云顶之弈》中,共享征召(俗称"选秀")是一个所有玩家同时参与的关键环节,玩家需要从中获取免费英雄来增强自己的阵容。以下是详细的机制解析和Python模拟实现。
- 共享征召的核心规则
(1)选秀触发时机
游戏开始时(第一轮选秀)
每几个回合后(通常在第2-1、3-1、4-1等阶段后)
(2)选秀机制特点
特点 说明
参与方式 所有玩家传送到中央岛屿
选择方式 小小英雄触碰英雄即选中
选择顺序 后续选秀按血量从低到高排序
英雄费用 第一轮全1费,后续轮次费用递增
特殊机制 金铲铲回合、装备携带英雄
(3)英雄费用分布
选秀轮次 英雄费用组成
第1轮 全部1费
第2轮 1-2费混合
第3轮 2-3费混合
第4轮及以后 3-4费混合(可能出现5费)
2. Python模拟实现
import random
from collections import defaultdict
class Champion:
def __init__(self, name, cost, carry_item=None):
self.name = name
self.cost = cost
self.carry_item = carry_item
def __str__(self):
if self.carry_item:
return f"{self.name} ({self.cost}费) 携带[{self.carry_item}]"
return f"{self.name} ({self.cost}费)"
class Player:
def __init__(self, name, hp=100):
self.name = name
self.hp = hp
self.champions = []
def __str__(self):
return f"{self.name} (HP: {self.hp})"
class SharedDraft:
# 英雄池数据示例
CHAMPION_POOL = {
1: ["薇恩", "波比", "吉格斯", "崔丝塔娜", "克烈"],
2: ["亚托克斯", "慎", "艾希", "瑟提", "雷克塞"],
3: ["维克兹", "薇古丝", "玛尔扎哈", "赛娜", "萨科"],
4: ["奥莉安娜", "烬", "悠米", "塔姆", "扎克"],
5: ["佐伊", "维克托", "加里奥", "杰斯", "金克丝"]
}
# 装备池数据示例
ITEM_POOL = ["暴风大剑", "反曲之弓", "无用大棒", "女神之泪",
"锁子甲", "负极斗篷", "巨人腰带", "金铲铲"]
def __init__(self, round_num, players):
self.round_num = round_num
self.players = sorted(players, key=lambda p: p.hp) # 按血量排序
self.available_champs = self._generate_champions()
def _generate_champions(self):
"""根据回合数生成选秀英雄"""
champs = []
num_players = len(self.players)
# 确定英雄费用分布
if self.round_num == 1: # 第一轮全1费
cost_dist = {1: 1.0}
elif self.round_num == 2: # 第二轮1-2费
cost_dist = {1: 0.7, 2: 0.3}
elif self.round_num == 3: # 第三轮2-3费
cost_dist = {2: 0.7, 3: 0.3}
else: # 第四轮及以后3-4费,可能出5费
cost_dist = {3: 0.6, 4: 0.35, 5: 0.05}
# 生成英雄
for _ in range(num_players):
cost = random.choices(
list(cost_dist.keys()),
weights=list(cost_dist.values())
)[0]
name = random.choice(self.CHAMPION_POOL[cost])
# 10%概率携带装备(金铲铲回合概率更高)
carry_item = None
if random.random() < (0.3 if "金铲铲" in self.ITEM_POOL else 0.1):
carry_item = random.choice(self.ITEM_POOL)
champs.append(Champion(name, cost, carry_item))
return champs
def simulate_draft(self):
print(f"\n=== 第{self.round_num}轮共享征召 ===")
print("可选英雄:")
for i, champ in enumerate(self.available_champs, 1):
print(f"{i}. {champ}")
# 模拟选秀过程(低血量先选)
print("\n选秀结果:")
for player in self.players:
if not self.available_champs:
break
# 简单模拟:玩家随机选剩余英雄(实际游戏是抢)
selected = random.choice(self.available_champs)
self.available_champs.remove(selected)
player.champions.append(selected)
print(f"{player} 选择了 {selected}")
# 示例运行
players = [
Player("玩家1", hp=85), # 血量最低先选
Player("玩家2", hp=90),
Player("玩家3", hp=95),
Player("玩家4", hp=100)
]
# 模拟第1轮选秀(全1费)
draft1 = SharedDraft(round_num=1, players=players)
draft1.simulate_draft()
# 模拟第3轮选秀(2-3费混合)
players[0].hp = 60 # 玩家1血量变低
players[2].hp = 80 # 调整血量
draft2 = SharedDraft(round_num=3, players=players)
draft2.simulate_draft()
- 代码功能说明
英雄生成:
根据回合数自动生成不同费用分布的英雄
第一轮全1费,后续轮次费用逐渐提高
英雄有概率携带装备
选秀顺序:
玩家按当前血量从低到高排序
血量越低的玩家越早选择
扩展性:
可轻松添加更多英雄和装备
可模拟特殊选秀(如金铲铲回合)
可加入更智能的选择逻辑(而非随机选)
- 典型输出示例
=== 第1轮共享征召 ===
可选英雄:
1. 薇恩 (1费)
2. 吉格斯 (1费)
3. 崔丝塔娜 (1费) 携带[反曲之弓]
4. 波比 (1费)
选秀结果:
玩家1 (HP: 85) 选择了 崔丝塔娜 (1费) 携带[反曲之弓]
玩家2 (HP: 90) 选择了 吉格斯 (1费)
玩家3 (HP: 95) 选择了 波比 (1费)
玩家4 (HP: 100) 选择了 薇恩 (1费)
=== 第3轮共享征召 ===
可选英雄:
1. 玛尔扎哈 (3费)
2. 慎 (2费)
3. 薇古丝 (3费) 携带[女神之泪]
4. 雷克塞 (2费)
选秀结果:
玩家1 (HP: 60) 选择了 薇古丝 (3费) 携带[女神之泪]
玩家2 (HP: 90) 选择了 玛尔扎哈 (3费)
玩家3 (HP: 80) 选择了 慎 (2费)
玩家4 (HP: 100) 选择了 雷克塞 (2费)
三.场景地图:
游戏房间
位于《英雄联盟》客户端内。
全新的进攻特效,可在房间界面中进行选择。装载界面支持进攻特效。
在房间中,玩家能追踪云顶之弈的相关任务(可为云顶宝典提供经验值),只需打开玩家卡片右侧的按钮
地图结构
1.小小英雄
玩家的小小英雄随时都会显示。
import pyautogui
import time
def check_little_legend_visible():
"""
检测云顶之弈小小英雄是否显示在屏幕上
"""
try:
# 小小英雄的特征图像路径(需要替换为实际图像)
legend_image_path = 'little_legend.png'
# 尝试在屏幕上查找小小英雄图像
location = pyautogui.locateOnScreen(legend_image_path, confidence=0.7)
if location is not None:
print("小小英雄当前可见!位置:", location)
return True
else:
print("小小英雄当前不可见")
return False
except Exception as e:
print("检测时出错:", e)
return False
# 持续监测示例
def continuous_monitoring(interval=5):
"""
每隔一段时间检查小小英雄是否可见
:param interval: 检查间隔时间(秒)
"""
print("开始监测小小英雄显示状态...")
while True:
check_little_legend_visible()
time.sleep(interval)
if __name__ == "__main__":
# 单次检测
# check_little_legend_visible()
# 持续监测(每5秒一次)
continuous_monitoring(5)
使用说明
需要安装依赖库:
pip install pyautogui opencv-python
你需要准备一张小小英雄的截图,保存为’little_legend.png’放在同一目录下
调整confidence参数(0-1之间)可以提高或降低匹配精度
此代码通过图像识别检测小小英雄是否显示在屏幕上,适用于游戏窗口处于活动状态时
注意:游戏必须在前台运行,且小小英雄部分不能被其他窗口遮挡才能准确检测。
2.战场&板凳席
战斗打响的地方,将玩家的英雄放在玩家附近的位置上,敌人会从画面上方出现。购买的英雄在玩家将其投入战场之前会在这里热身。
棋盘尺寸:4行,每行7格
棋盘布局
云顶之弈的战场(棋盘)是一个4行×7列的网格布局:
[敌方区域 - 画面上方]
┌───┬───┬───┬───┬───┬───┬───┐
│1-1│1-2│1-3│1-4│1-5│1-6│1-7│ ← 第1行(最靠近敌方)
├───┼───┼───┼───┼───┼───┼───┤
│2-1│2-2│2-3│2-4│2-5│2-6│2-7│ ← 第2行
├───┼───┼───┼───┼───┼───┼───┤
│3-1│3-2│3-3│3-4│3-5│3-6│3-7│ ← 第3行
├───┼───┼───┼───┼───┼───┼───┤
│4-1│4-2│4-3│4-4│4-5│4-6│4-7│ ← 第4行(最靠近玩家)
└───┴───┴───┴───┴───┴───┴───┘
[玩家区域 - 画面下方]
板凳席
板凳席位于棋盘下方,通常有8-10个位置(取决于游戏版本),用于存放已购买但未上场的英雄。
Python棋盘表示
class TFTBoard:
def __init__(self):
# 初始化4x7的棋盘,None表示空位
self.battlefield = [[None for _ in range(7)] for _ in range(4)]
# 板凳席(假设最多9个位置)
self.bench = [None] * 9
# 备战区(用于特殊模式)
self.reserve = []
def place_on_battlefield(self, champion, row, col):
"""将英雄放置在战场上"""
if 0 <= row < 4 and 0 <= col < 7:
if self.battlefield[row][col] is None:
self.battlefield[row][col] = champion
return True
return False
def place_on_bench(self, champion, position):
"""将英雄放置在板凳席上"""
if 0 <= position < len(self.bench):
if self.bench[position] is None:
self.bench[position] = champion
return True
return False
def move_to_battlefield(self, bench_pos, row, col):
"""将英雄从板凳席移动到战场"""
if 0 <= bench_pos < len(self.bench) and self.bench[bench_pos]:
if self.place_on_battlefield(self.bench[bench_pos], row, col):
self.bench[bench_pos] = None
return True
return False
def visualize(self):
"""可视化棋盘和板凳席"""
print("战场:")
for row in self.battlefield:
print("|" + "|".join(c.name[0] if c else " " for c in row) + "|")
print("\n板凳席:")
print("|" + "|".join(c.name[0] if c else " " for c in self.bench) + "|")
# 示例英雄类
class Champion:
def __init__(self, name, cost):
self.name = name
self.cost = cost
# 使用示例
if __name__ == "__main__":
board = TFTBoard()
darius = Champion("Darius", 3)
ashe = Champion("Ashe", 2)
board.place_on_bench(darius, 0)
board.place_on_bench(ashe, 1)
board.move_to_battlefield(0, 3, 3) # 将Darius放到战场中央
board.visualize()
战斗机制说明
敌方单位会从画面上方(第1行方向)出现
英雄的攻击范围通常取决于其职业/类型
前排英雄(第3-4行)通常会先受到攻击
远程英雄(如射手)适合放在后排(第1-2行)
这个Python类提供了基本的棋盘和板凳席管理功能。
3.商店
玩家会在商店中看到一些随机的英雄,其中会有相同的英雄,英雄池是玩家共享的。
锁定/解锁商店:玩家可以锁定自己的商店,这样在每回合开始的时候它不会自动刷新,如果玩家有打算购买的东西但是暂时买不起的话,这个功能会很有用。
刷新:支付少量金币就可以刷新商店当中的英雄。
购买经验:消耗金币来获取经验值。随着等级的提高,玩家能够选择更多(也更强力,更昂贵)的英雄。
下面是一个完整的云顶之弈商店系统的Python实现,包含商店刷新、锁定、购买经验和英雄购买等功能。
import random
from collections import defaultdict
class TFTShop:
def __init__(self, shared_pool):
"""
初始化商店系统
:param shared_pool: 共享的英雄池(所有玩家共用)
"""
self.shared_pool = shared_pool
self.current_offers = [] # 当前商店提供的英雄
self.locked = False # 商店是否锁定
self.refresh_cost = 2 # 刷新商店的基础费用
def refresh_shop(self, player_level):
"""
刷新商店中的英雄
:param player_level: 玩家当前等级,影响英雄出现概率
"""
if self.locked:
print("商店已锁定,无法刷新")
return False
# 清空当前商店
self.current_offers = []
# 根据玩家等级确定刷新数量(通常为5个)
offer_count = 5
# 根据等级计算各费用英雄的出现概率
prob_table = self._get_probability_table(player_level)
# 从共享池中随机抽取英雄
for _ in range(offer_count):
# 1. 随机决定英雄费用
cost = self._random_cost(prob_table)
# 2. 从该费用的可用英雄中随机选择
available_champs = [c for c in self.shared_pool if c.cost == cost and self.shared_pool[c] > 0]
if available_champs:
chosen = random.choice(available_champs)
self.current_offers.append(chosen)
# 从共享池中暂时移除(购买时才永久移除)
# self.shared_pool[chosen] -= 1
else:
# 如果没有该费用的可用英雄,选择次优选项
self.current_offers.append(None) # 或者可以递归尝试其他费用
return True
def _get_probability_table(self, level):
"""
根据玩家等级获取各费用英雄的出现概率表
"""
# 云顶之弈的标准概率表(不同赛季可能不同)
# 格式: {等级: {费用: 概率}}
prob_table = {
1: {1: 100, 2: 0, 3: 0, 4: 0, 5: 0},
2: {1: 70, 2: 30, 3: 0, 4: 0, 5: 0},
3: {1: 60, 2: 35, 3: 5, 4: 0, 5: 0},
4: {1: 50, 2: 35, 3: 15, 4: 0, 5: 0},
5: {1: 40, 2: 35, 3: 20, 4: 5, 5: 0},
6: {1: 25, 2: 35, 3: 30, 4: 10, 5: 0},
7: {1: 20, 2: 30, 3: 33, 4: 15, 5: 2},
8: {1: 15, 2: 25, 3: 35, 4: 20, 5: 5},
9: {1: 10, 2: 20, 3: 35, 4: 25, 5: 10}
}
return prob_table.get(min(level, 9), prob_table[9])
def _random_cost(self, prob_table):
"""
根据概率表随机生成一个英雄费用
"""
costs, weights = zip(*prob_table.items())
return random.choices(costs, weights=weights, k=1)[0]
def buy_champion(self, champ_index, player):
"""
购买商店中的英雄
:param champ_index: 商店中的英雄索引(0-4)
:param player: 玩家对象
:return: 是否购买成功
"""
if champ_index < 0 or champ_index >= len(self.current_offers):
return False
champion = self.current_offers[champ_index]
if not champion:
return False
if player.gold < champion.cost:
print(f"金币不足,需要{champion.cost}金币,当前有{player.gold}金币")
return False
# 检查共享池中是否还有该英雄
if self.shared_pool[champion] <= 0:
print("该英雄已从共享池中抽完")
return False
# 检查玩家板凳席是否有空间
if not any(slot is None for slot in player.bench):
print("板凳席已满")
return False
# 执行购买
player.gold -= champion.cost
self.shared_pool[champion] -= 1
bought_champ = self.current_offers[champ_index]
self.current_offers[champ_index] = None # 清空该商店位置
# 将英雄添加到玩家板凳席
for i, slot in enumerate(player.bench):
if slot is None:
player.bench[i] = bought_champ
break
print(f"成功购买 {bought_champ.name}!")
return True
def toggle_lock(self):
"""切换商店锁定状态"""
self.locked = not self.locked
print(f"商店已{'锁定' if self.locked else '解锁'}")
return self.locked
def buy_exp(self, player):
"""购买经验"""
cost = 4 # 购买经验的标准费用
if player.gold < cost:
print(f"金币不足,需要{cost}金币,当前有{player.gold}金币")
return False
player.gold -= cost
player.exp += 4 # 通常购买经验获得4点
print(f"成功购买经验,当前经验: {player.exp}/{player.get_exp_to_level()}")
return True
class Champion:
def __init__(self, name, cost, tier=1):
self.name = name
self.cost = cost
self.tier = tier # 1-5费卡
self.stars = 1 # 星级
def __repr__(self):
return f"{self.name}({self.cost}g)"
class Player:
def __init__(self):
self.gold = 0
self.level = 1
self.exp = 0
self.bench = [None] * 9 # 板凳席
self.board = [[None for _ in range(7)] for _ in range(4)] # 4x7棋盘
def get_exp_to_level(self):
"""获取升级所需经验"""
# 云顶之弈标准经验表
exp_table = [0, 2, 6, 10, 20, 36, 56, 80, 100]
if self.level < len(exp_table):
return exp_table[self.level]
return 100 # 9级后不再升级
def gain_exp(self, amount):
"""获得经验值"""
self.exp += amount
while self.level < 9 and self.exp >= self.get_exp_to_level():
self.exp -= self.get_exp_to_level()
self.level += 1
print(f"升级到 {self.level} 级!")
def earn_gold(self, amount):
"""获得金币"""
self.gold += amount
# 示例使用
if __name__ == "__main__":
# 创建共享英雄池
champion_pool = [
Champion("Ashe", 1), Champion("Darius", 1), Champion("Garen", 1),
Champion("Lulu", 2), Champion("TwistedFate", 2), Champion("Zed", 3),
Champion("Yasuo", 4), Champion("Kayn", 5)
]
# 初始化共享池(每个英雄有多个副本)
shared_pool = defaultdict(int)
for champ in champion_pool:
# 根据费用决定英雄数量
# 通常1费: 29个, 2费: 22个, 3费: 18个, 4费: 12个, 5费: 10个
if champ.cost == 1:
shared_pool[champ] = 29
elif champ.cost == 2:
shared_pool[champ] = 22
elif champ.cost == 3:
shared_pool[champ] = 18
elif champ.cost == 4:
shared_pool[champ] = 12
else: # 5费
shared_pool[champ] = 10
# 创建玩家和商店
player = Player()
player.earn_gold(10) # 给玩家10金币
shop = TFTShop(shared_pool)
# 初始刷新商店
shop.refresh_shop(player.level)
print("商店刷新:", shop.current_offers)
# 购买第一个英雄
shop.buy_champion(0, player)
print("板凳席:", player.bench)
print("剩余金币:", player.gold)
# 锁定商店并尝试刷新
shop.toggle_lock()
shop.refresh_shop(player.level) # 应该失败
# 解锁商店并刷新
shop.toggle_lock()
shop.refresh_shop(player.level)
print("新商店:", shop.current_offers)
# 购买经验
shop.buy_exp(player)
print(f"玩家等级: {player.level}, 经验: {player.exp}")
功能说明
共享英雄池:
所有玩家从同一个英雄池中抽取英雄
不同费用的英雄数量不同(1费卡最多,5费卡最少)
商店刷新:
每次刷新消耗2金币
英雄出现概率取决于玩家等级
高级英雄在更高等级时出现概率增加
商店锁定:
可以锁定当前商店,防止自动刷新
解锁后可正常刷新
购买经验:
消耗4金币获得4经验
经验足够后自动升级
升级后可以上场更多英雄并提高高费卡出现概率
英雄购买:
检查玩家金币是否足够
检查共享池中是否还有该英雄
检查玩家板凳席是否有空间
成功购买后英雄从共享池移除并加入玩家板凳席
4.等级槽
鼠标悬停在“购买经验值”按钮上出现的说明文本,会显示玩家到达下一级需要的金币数量。会显示玩家当前的等级和经验进度。会基于玩家的等级显示不同阶位英雄的掉率
下面是一个完整的云顶之弈等级系统和经验购买界面显示的Python实现,包含等级进度显示、升级所需经验、各等级英雄掉率信息等功能。
from dataclasses import dataclass
from typing import Dict, List
import textwrap
@dataclass
class LevelInfo:
exp_to_level: int
champion_slots: int
prob_table: Dict[int, float] # 各费用英雄出现概率
class TFTLevelSystem:
# 云顶之弈标准等级信息表(不同赛季可能调整)
LEVEL_DATA = {
1: LevelInfo(exp_to_level=2, champion_slots=1, prob_table={1: 100, 2: 0, 3: 0, 4: 0, 5: 0}),
2: LevelInfo(exp_to_level=2, champion_slots=2, prob_table={1: 70, 2: 30, 3: 0, 4: 0, 5: 0}),
3: LevelInfo(exp_to_level=6, champion_slots=3, prob_table={1: 60, 2: 35, 3: 5, 4: 0, 5: 0}),
4: LevelInfo(exp_to_level=10, champion_slots=4, prob_table={1: 50, 2: 35, 3: 15, 4: 0, 5: 0}),
5: LevelInfo(exp_to_level=20, champion_slots=5, prob_table={1: 40, 2: 35, 3: 20, 4: 5, 5: 0}),
6: LevelInfo(exp_to_level=36, champion_slots=6, prob_table={1: 25, 2: 35, 3: 30, 4: 10, 5: 0}),
7: LevelInfo(exp_to_level=56, champion_slots=7, prob_table={1: 20, 2: 30, 3: 33, 4: 15, 5: 2}),
8: LevelInfo(exp_to_level=80, champion_slots=8, prob_table={1: 15, 2: 25, 3: 35, 4: 20, 5: 5}),
9: LevelInfo(exp_to_level=100, champion_slots=9, prob_table={1: 10, 2: 20, 3: 35, 4: 25, 5: 10})
}
def __init__(self):
self.level = 1
self.exp = 0
self.exp_to_level = self.LEVEL_DATA[self.level].exp_to_level
def gain_exp(self, amount: int) -> bool:
"""获得经验值,返回是否升级"""
self.exp += amount
leveled_up = False
while self.level < 9 and self.exp >= self.exp_to_level:
self.exp -= self.exp_to_level
self.level += 1
self.exp_to_level = self.LEVEL_DATA[self.level].exp_to_level
leveled_up = True
return leveled_up
def get_exp_progress(self) -> float:
"""获取当前等级经验进度(0-1)"""
return self.exp / self.exp_to_level
def get_buy_exp_tooltip(self) -> str:
"""生成购买经验按钮的悬停提示文本"""
current_level = self.level
next_level = min(current_level + 1, 9)
# 计算升到下一级还需要多少经验
exp_needed = max(0, self.LEVEL_DATA[current_level].exp_to_level - self.exp)
# 计算需要购买几次经验(每次4经验)
buys_needed = (exp_needed + 3) // 4 # 向上取整
total_cost = buys_needed * 4
# 获取当前等级和下一级的概率表
current_probs = self.LEVEL_DATA[current_level].prob_table
next_probs = self.LEVEL_DATA[next_level].prob_table if next_level != current_level else current_probs
# 生成概率表对比文本
prob_lines = []
for cost in range(1, 6):
curr_p = current_probs.get(cost, 0)
next_p = next_probs.get(cost, 0) if next_level != current_level else curr_p
prob_lines.append(f"{cost}费: {curr_p}% → {next_p}%")
tooltip = textwrap.dedent(f"""
┌──────────────────────────────┐
│ 等级 {current_level} → {next_level} (需要: {exp_needed}经验) │
├──────────────────────────────┤
│ 当前经验: {self.exp}/{self.exp_to_level} │
│ 升级还需: {exp_needed}经验 ({buys_needed}次购买) │
│ 总金币需求: {total_cost}g │
├──────────────────────────────┤
│ 英雄掉率变化 │
│ {prob_lines[0]:<28} │
│ {prob_lines[1]:<28} │
│ {prob_lines[2]:<28} │
│ {prob_lines[3]:<28} │
│ {prob_lines[4]:<28} │
└──────────────────────────────┘
""")
return tooltip
def get_champion_slots(self) -> int:
"""获取当前等级可上场的英雄数量"""
return self.LEVEL_DATA[self.level].champion_slots
def get_probability_table(self) -> Dict[int, float]:
"""获取当前等级各费用英雄出现概率"""
return self.LEVEL_DATA[self.level].prob_table
# 示例使用
if __name__ == "__main__":
level_system = TFTLevelSystem()
# 模拟玩家获得一些经验
level_system.gain_exp(5)
print(f"当前等级: {level_system.level}")
print(f"经验进度: {level_system.exp}/{level_system.exp_to_level}")
# 显示购买经验提示信息
print("\n购买经验提示信息:")
print(level_system.get_buy_exp_tooltip())
# 模拟升级
print("\n获得更多经验...")
level_system.gain_exp(15)
print(f"新等级: {level_system.level}")
print("\n升级后的购买经验提示信息:")
print(level_system.get_buy_exp_tooltip())
输出示例
当前等级: 3
经验进度: 1/6
购买经验提示信息:
┌──────────────────────────────┐
│ 等级 3 → 4 (需要: 5经验) │
├──────────────────────────────┤
│ 当前经验: 1/6 │
│ 升级还需: 5经验 (2次购买) │
│ 总金币需求: 8g │
├──────────────────────────────┤
│ 英雄掉率变化 │
│ 1费: 60% → 50% │
│ 2费: 35% → 35% │
│ 3费: 5% → 15% │
│ 4费: 0% → 0% │
│ 5费: 0% → 0% │
└──────────────────────────────┘
获得更多经验...
新等级: 4
升级后的购买经验提示信息:
┌──────────────────────────────┐
│ 等级 4 → 5 (需要: 20经验) │
├──────────────────────────────┤
│ 当前经验: 0/20 │
│ 升级还需: 20经验 (5次购买) │
│ 总金币需求: 20g │
├──────────────────────────────┤
│ 英雄掉率变化 │
│ 1费: 50% → 40% │
│ 2费: 35% → 35% │
│ 3费: 15% → 20% │
│ 4费: 0% → 5% │
│ 5费: 0% → 0% │
└──────────────────────────────┘
这个实现可以方便地集成到更大的云顶之弈模拟系统中,为玩家提供清晰的等级和掉率信息。
功能说明
等级系统:
存储每个等级所需的升级经验
跟踪玩家当前等级和经验值
提供经验获取和自动升级功能
购买经验提示:
显示当前等级和下一等级
显示当前经验进度(如 5/10)
计算升级所需剩余经验
显示需要购买经验的次数和总金币成本
显示当前等级和下一等级的各费用英雄掉率对比
概率表:
每个等级有对应的各费用英雄出现概率
概率随等级提升而变化(高费英雄概率增加)
上场英雄数量:
随等级提升增加可上场英雄数量(从1级1个到9级9个)
5.特质追踪面板,小金库,装备库
特质追踪面板-追踪玩家的英雄有资格获得的种族与类型加成 。与某个羁绊相关的英雄们会在说明文本内显示他们的肖像和位阶信息。已部署在战场上的英雄们的肖像也会被突出显示。
下面是一个完整的Python实现,包含特质(羁绊)追踪面板、小金库系统和装备库管理功能。
from dataclasses import dataclass, field
from typing import Dict, List, Set, Tuple
import textwrap
from enum import Enum
class ChampionClass(Enum):
"""英雄职业/类型枚举"""
ASSASSIN = "刺客"
BLADEMASTER = "剑士"
BRAWLER = "斗士"
DEMON = "恶魔"
DRAGON = "龙"
ELEMENTALIST = "元素使"
GUARDIAN = "守护者"
GUNSLINGER = "枪手"
KNIGHT = "骑士"
RANGER = "游侠"
SHAPESHIFTER = "换形师"
SORCERER = "法师"
YORDLE = "约德尔人"
class ChampionOrigin(Enum):
"""英雄种族/起源枚举"""
NINJA = "忍者"
IMPERIAL = "帝国"
NOBLE = "贵族"
PHANTOM = "幻影"
PIRATE = "海盗"
ROBOT = "机器人"
VOID = "虚空"
WILD = "野性"
GLACIAL = "冰川"
@dataclass
class Champion:
"""英雄类"""
name: str
cost: int
classes: List[ChampionClass]
origins: List[ChampionOrigin]
stars: int = 1
on_board: bool = False # 是否在战场上
class TraitTracker:
"""特质(羁绊)追踪面板"""
def __init__(self):
self.activated_traits: Dict[str, Tuple[int, int]] = {} # 激活的羁绊: (当前数量, 需要数量)
self.all_traits: Set[str] = set() # 所有可能的羁绊
def update_traits(self, champions: List[Champion]):
"""更新所有羁绊状态"""
# 统计所有存在的羁绊
trait_counts = {}
for champ in champions:
# 只计算战场上的英雄
if champ.on_board:
for origin in champ.origins:
trait_counts[origin.value] = trait_counts.get(origin.value, 0) + 1
for cls in champ.classes:
trait_counts[cls.value] = trait_counts.get(cls.value, 0) + 1
# 更新激活的羁绊
self.activated_traits = {}
for trait, count in trait_counts.items():
required = self.get_required_for_trait(trait)
for threshold in sorted(required, reverse=True):
if count >= threshold:
self.activated_traits[trait] = (count, threshold)
break
def get_required_for_trait(self, trait: str) -> List[int]:
"""获取羁绊的激活阈值(不同赛季可能不同)"""
# 示例数据 - 实际应根据游戏版本调整
thresholds = {
"刺客": [3, 6],
"剑士": [3, 6],
"斗士": [2, 4],
"恶魔": [2, 4, 6],
"龙": [2],
"元素使": [3],
"守护者": [2],
"枪手": [2, 4],
"骑士": [2, 4, 6],
"游侠": [2, 4],
"换形师": [3],
"法师": [3, 6],
"约德尔人": [3, 6],
"忍者": [1, 4],
"帝国": [2, 4],
"贵族": [3, 6],
"幻影": [2],
"海盗": [3],
"机器人": [1],
"虚空": [3],
"野性": [2, 4],
"冰川": [2, 4, 6]
}
return thresholds.get(trait, [1])
def get_trait_display(self, champions: List[Champion]) -> str:
"""生成特质追踪面板的显示文本"""
lines = []
# 按激活状态排序(已激活的在前)
sorted_traits = sorted(self.activated_traits.items(),
key=lambda x: -x[1][0])
for trait, (count, required) in sorted_traits:
# 获取与该羁绊相关的英雄
related_champs = [
champ for champ in champions
if (trait in [c.value for c in champ.classes] or
trait in [o.value for o in champ.origins])
]
# 英雄显示(区分是否在战场上)
champ_displays = []
for champ in related_champs:
star_str = "★" * champ.stars
display = f"{champ.name}{star_str}"
if champ.on_board:
display = f"[{display}]" # 在战场上的英雄加方括号
champ_displays.append(display)
# 构建羁绊行
status = "✓" if count >= required else f"{count}/{required}"
lines.append(f"{trait.ljust(8)} {status.rjust(5)}: {', '.join(champ_displays)}")
return "\n".join(lines)
class GoldBank:
"""小金库系统"""
def __init__(self):
self.gold = 0
self.interest_rate = 0.1 # 10%利息
self.max_interest = 5 # 最大5金币利息
self.win_streak = 0 # 连胜/连败计数
self.lose_streak = 0
def calculate_interest(self) -> int:
"""计算利息金币"""
return min(int(self.gold * self.interest_rate), self.max_interest)
def end_round(self, won: bool):
"""结束回合处理连胜/连败"""
if won:
self.win_streak += 1
self.lose_streak = 0
else:
self.lose_streak += 1
self.win_streak = 0
def get_income(self) -> int:
"""计算总收入(基础+利息+连胜/连败)"""
base_income = 5 # 基础收入
interest = self.calculate_interest()
# 连胜/连败奖励
streak_bonus = 0
if self.win_streak >= 2:
streak_bonus = min(self.win_streak // 2, 3) # 最大3金币
elif self.lose_streak >= 2:
streak_bonus = min(self.lose_streak // 2, 3) # 最大3金币
return base_income + interest + streak_bonus
def earn_income(self):
"""获得收入"""
income = self.get_income()
self.gold += income
return income
class Item:
"""装备类"""
def __init__(self, name: str, components: List[str], stats: Dict[str, float]):
self.name = name
self.components = components # 合成所需基础装备
self.stats = stats # 属性加成
def __str__(self):
return f"{self.name} ({'+'.join(self.components)})"
class Inventory:
"""装备库"""
def __init__(self):
self.base_items: List[str] = [] # 基础装备
self.completed_items: List[Item] = [] # 合成装备
self.champion_items: Dict[Champion, List[Item]] = {} # 英雄携带的装备
def add_base_item(self, item_name: str):
"""添加基础装备"""
self.base_items.append(item_name)
# 检查是否可以合成
self.check_combinations()
def check_combinations(self):
"""检查基础装备是否可以合成"""
# 所有可能的合成配方
recipes = [
Item("死亡之帽", ["无用大棒", "无用大棒"], {"AP": 80}),
Item("鬼索的狂暴之刃", ["无用大棒", "反曲之弓"], {"AS": 15, "AP": 20}),
Item("巨龙之爪", ["负极斗篷", "负极斗篷"], {"MR": 83}),
Item("守护天使", ["暴风大剑", "锁子甲"], {"AD": 20, "Armor": 20}),
Item("朔极之矛", ["暴风大剑", "女神之泪"], {"AD": 20, "Mana": 20})
]
# 统计基础装备数量
item_counts = {}
for item in self.base_items:
item_counts[item] = item_counts.get(item, 0) + 1
# 检查每个配方是否可以合成
for recipe in recipes:
can_craft = True
for comp in recipe.components:
if item_counts.get(comp, 0) < 1:
can_craft = False
break
if can_craft:
# 合成装备
for comp in recipe.components:
self.base_items.remove(comp)
self.completed_items.append(recipe)
print(f"合成装备: {recipe}")
# 递归检查是否还能合成
self.check_combinations()
break
def equip_to_champion(self, item: Item, champion: Champion):
"""给英雄装备物品"""
if item in self.completed_items:
self.completed_items.remove(item)
if champion not in self.champion_items:
self.champion_items[champion] = []
self.champion_items[champion].append(item)
print(f"{champion.name} 装备了 {item.name}")
def get_inventory_display(self) -> str:
"""获取装备库显示文本"""
display = "装备库:\n"
display += "基础装备: " + ", ".join(self.base_items) + "\n"
display += "合成装备: " + ", ".join(str(i) for i in self.completed_items) + "\n"
display += "\n英雄装备:\n"
for champ, items in self.champion_items.items():
display += f"{champ.name}: {', '.join(i.name for i in items)}\n"
return display
# 示例使用
if __name__ == "__main__":
# 创建一些英雄
champions = [
Champion("阿卡丽", 4, [ChampionClass.ASSASSIN, ChampionClass.NINJA], [ChampionOrigin.NINJA], on_board=True),
Champion("凯南", 3, [ChampionClass.NINJA, ChampionClass.ELEMENTALIST], [ChampionOrigin.NINJA], on_board=True),
Champion("派克", 2, [ChampionClass.ASSASSIN], [ChampionOrigin.PIRATE], stars=2, on_board=True),
Champion("德莱文", 4, [ChampionClass.BLADEMASTER], [ChampionOrigin.IMPERIAL]),
Champion("布隆", 2, [ChampionClass.GUARDIAN], [ChampionOrigin.GLACIAL], on_board=True)
]
# 特质追踪面板
tracker = TraitTracker()
tracker.update_traits(champions)
print("=== 特质追踪面板 ===")
print(tracker.get_trait_display(champions))
# 小金库系统
bank = GoldBank()
bank.gold = 32
print("\n=== 小金库 ===")
print(f"当前金币: {bank.gold}")
print(f"预计利息: {bank.calculate_interest()} (下回合)")
# 模拟连胜
bank.end_round(True)
bank.end_round(True)
bank.end_round(True)
income = bank.earn_income()
print(f"获得收入: {income} (基础5 + 利息3 + 连胜1)")
print(f"新金币数: {bank.gold}")
# 装备库
inventory = Inventory()
inventory.add_base_item("无用大棒")
inventory.add_base_item("无用大棒")
inventory.add_base_item("反曲之弓")
inventory.add_base_item("负极斗篷")
print("\n=== 装备库 ===")
print(inventory.get_inventory_display())
# 给英雄装备
if inventory.completed_items:
inventory.equip_to_champion(inventory.completed_items[0], champions[0])
print(inventory.get_inventory_display())
功能说明
- 特质追踪面板
自动追踪羁绊:根据场上英雄自动计算激活的种族和职业羁绊
英雄显示:
显示与每个羁绊相关的英雄
在战场上的英雄会用方括号标记 [英雄名]
显示英雄星级(★数量)
羁绊状态:显示当前激活数量和所需数量(如 “刺客 3/6”)
- 小金库系统
利息计算:
每10金币获得1利息
最高5金币利息
连胜/连败奖励:
2连胜/败: +1金币
4连胜/败: +2金币
6+连胜/败: +3金币
收入计算:基础收入(5) + 利息 + 连胜/连败奖励
- 装备库
基础装备管理:收集和存储基础装备
自动合成:当有足够基础装备时自动合成高级装备
英雄装备:可以将合成装备分配给特定英雄
装备配方:实现了多个常见装备的合成配方
输出示例
=== 特质追踪面板 ===
忍者 ✓ 4/1: [阿卡丽★], [凯南★]
刺客 ✓ 3/3: [阿卡丽★], [派克★★]
元素使 ✓ 1/3: [凯南★]
守护者 ✓ 1/2: [布隆★]
冰川 ✓ 1/2: [布隆★]
海盗 0/3: 派克★★
=== 小金库 ===
当前金币: 32
预计利息: 3 (下回合)
获得收入: 9 (基础5 + 利息3 + 连胜1)
新金币数: 41
=== 装备库 ===
装备库:
基础装备: 反曲之弓, 负极斗篷
合成装备: 死亡之帽(无用大棒+无用大棒)
阿卡丽 装备了 死亡之帽
装备库:
基础装备: 反曲之弓, 负极斗篷
合成装备:
英雄装备:
阿卡丽: 死亡之帽
这个实现提供了云顶之弈核心的羁绊追踪、经济系统和装备管理功能,可以方便地集成到更大的游戏系统中。
6.计分板,阶段追踪面板计分板-这里会显示游戏中所有玩家的生命值。点击玩家可以查看他们的竞技场。玩家可以在记分板上静音玩家的表情和标记 。阶段追踪面板-记录了玩家在当前阶段获得了哪些回合的胜利,输掉了哪些回合以及游戏还剩下多少回合,告诉玩家目前处于哪一环节以及还剩余多少时间
下面是一个完整的Python实现,包含计分板(显示玩家生命值、静音功能)和阶段追踪面板(显示回合胜负、当前阶段和剩余时间)。
from dataclasses import dataclass, field
from typing import List, Dict, Optional
import time
from enum import Enum, auto
class PlayerStatus(Enum):
"""玩家状态"""
ALIVE = auto()
ELIMINATED = auto()
AFK = auto()
class GamePhase(Enum):
"""游戏阶段"""
PREPARATION = "准备阶段"
BATTLE = "战斗阶段"
CAROUSEL = "选秀阶段"
PVE = "野怪回合"
PVP = "玩家对战"
@dataclass
class Player:
"""玩家类"""
name: str
health: int = 100
status: PlayerStatus = PlayerStatus.ALIVE
muted: bool = False # 是否被静音
last_round_result: Optional[bool] = None # 上一回合胜负(True=赢)
streak: int = 0 # 连胜/连败计数
@dataclass
class RoundRecord:
"""回合记录"""
round_number: int
phase: GamePhase
result: Optional[bool] = None # None表示还未完成
opponent: Optional[str] = None # 对战玩家
class Scoreboard:
"""计分板系统"""
def __init__(self, players: List[Player]):
self.players = {p.name: p for p in players}
self.focused_player: Optional[str] = None # 当前查看的玩家
def update_health(self, player_name: str, delta: int):
"""更新玩家生命值"""
if player_name in self.players:
self.players[player_name].health = max(0, self.players[player_name].health + delta)
if self.players[player_name].health <= 0:
self.players[player_name].status = PlayerStatus.ELIMINATED
print(f"{player_name} 已被淘汰!")
def toggle_mute(self, player_name: str):
"""切换玩家静音状态"""
if player_name in self.players:
self.players[player_name].muted = not self.players[player_name].muted
status = "已静音" if self.players[player_name].muted else "取消静音"
print(f"{player_name} {status}")
def focus_player(self, player_name: str):
"""聚焦查看特定玩家的竞技场"""
if player_name in self.players:
self.focused_player = player_name
print(f"正在查看 {player_name} 的竞技场")
else:
self.focused_player = None
def get_scoreboard_display(self) -> str:
"""生成计分板显示文本"""
# 按生命值排序(高到低)
sorted_players = sorted(
self.players.values(),
key=lambda p: (-p.health, p.name)
)
display = "=== 玩家计分板 ===\n"
display += "排名 玩家名称 生命值 状态\n"
for i, player in enumerate(sorted_players, 1):
status_icon = {
PlayerStatus.ALIVE: "♥",
PlayerStatus.ELIMINATED: "☠",
PlayerStatus.AFK: "⌛"
}.get(player.status, "?")
mute_icon = "🔇" if player.muted else "🔊"
display += (
f"{i:2d}. {player.name[:10]:<10} {player.health:3d}HP "
f"{status_icon} {mute_icon}\n"
)
if self.focused_player:
display += f"\n正在查看: {self.focused_player} 的竞技场\n"
return display
class StageTracker:
"""阶段追踪面板"""
def __init__(self):
self.current_phase: GamePhase = GamePhase.PREPARATION
self.phase_start_time: float = time.time()
self.phase_duration: Dict[GamePhase, float] = {
GamePhase.PREPARATION: 30, # 30秒准备
GamePhase.BATTLE: 20, # 20秒战斗
GamePhase.CAROUSEL: 15, # 15秒选秀
GamePhase.PVE: 20, # 20秒野怪
GamePhase.PVP: 20 # 20秒对战
}
self.round_history: List[RoundRecord] = []
self.current_round: int = 1
def start_new_phase(self, phase: GamePhase):
"""开始新阶段"""
self.current_phase = phase
self.phase_start_time = time.time()
# 如果是新回合的第一个阶段,创建记录
if phase == GamePhase.PREPARATION:
self.round_history.append(
RoundRecord(self.current_round, phase)
)
self.current_round += 1
def record_round_result(self, won: bool, opponent: Optional[str] = None):
"""记录回合结果"""
if self.round_history and self.round_history[-1].round_number == self.current_round - 1:
self.round_history[-1].result = won
self.round_history[-1].opponent = opponent
def get_remaining_time(self) -> float:
"""获取当前阶段剩余时间"""
elapsed = time.time() - self.phase_start_time
return max(0, self.phase_duration[self.current_phase] - elapsed)
def get_stage_display(self) -> str:
"""生成阶段追踪面板显示文本"""
display = "=== 阶段追踪 ===\n"
# 当前阶段信息
remaining = self.get_remaining_time()
display += (
f"当前: {self.current_phase.value} | "
f"剩余时间: {remaining:.1f}秒\n"
)
# 回合记录
display += "\n回合记录:\n"
display += "回合 阶段 结果 对手\n"
for record in self.round_history[-5:]: # 显示最近5回合
round_num = f"{record.round_number:2d}"
phase = f"{record.phase.value[:5]:<5}"
if record.result is None:
result = "进行中"
else:
result = "胜利" if record.result else "失败"
opponent = record.opponent or "-"
display += f"{round_num} {phase} {result:<4} {opponent[:10]}\n"
# 预测下一阶段
next_phase = self.predict_next_phase()
if next_phase:
display += f"\n下一阶段: {next_phase.value}\n"
return display
def predict_next_phase(self) -> Optional[GamePhase]:
"""预测下一阶段(简化版逻辑)"""
phases = list(GamePhase)
current_index = phases.index(self.current_phase)
next_index = (current_index + 1) % len(phases)
# 简单循环: 准备→战斗→选秀→准备→战斗→PVE/PVP...
if self.current_phase == GamePhase.BATTLE:
# 每3回合一次选秀
if self.current_round % 3 == 0:
return GamePhase.CAROUSEL
# 野怪回合在特定回合
elif self.current_round in [1, 2, 4, 6, 8, 10]:
return GamePhase.PVE
else:
return GamePhase.PVP
elif self.current_phase == GamePhase.CAROUSEL:
return GamePhase.PREPARATION
else:
return phases[next_index]
# 示例使用
if __name__ == "__main__":
# 创建玩家
players = [
Player("玩家1"),
Player("玩家2"),
Player("玩家3"),
Player("玩家4"),
Player("玩家5"),
Player("玩家6"),
Player("玩家7"),
Player("玩家8")
]
# 初始化计分板
scoreboard = Scoreboard(players)
print(scoreboard.get_scoreboard_display())
# 模拟玩家受到伤害
scoreboard.update_health("玩家3", -15)
scoreboard.update_health("玩家5", -30)
scoreboard.toggle_mute("玩家2")
scoreboard.focus_player("玩家3")
print(scoreboard.get_scoreboard_display())
# 初始化阶段追踪
tracker = StageTracker()
tracker.start_new_phase(GamePhase.PREPARATION)
# 模拟几个回合
for i in range(5):
print("\n" + "="*40)
print(tracker.get_stage_display())
# 进入战斗阶段
tracker.start_new_phase(GamePhase.BATTLE)
time.sleep(0.5)
print(tracker.get_stage_display())
# 记录战斗结果(随机)
import random
result = random.choice([True, False])
opponent = random.choice([p.name for p in players if p.name != "玩家1"])
tracker.record_round_result(result, opponent if result else None)
# 进入下一准备阶段
tracker.start_new_phase(GamePhase.PREPARATION)
time.sleep(0.5)
功能说明
- 计分板系统
玩家生命值显示:
实时显示所有玩家的当前生命值
生命值排序(高到低)
淘汰玩家特殊标记
玩家互动功能:
点击玩家查看其竞技场
静音/取消静音其他玩家的表情和标记
玩家状态显示(活跃、淘汰、AFK)
显示信息:
玩家排名
生命值数值
状态图标
静音状态
- 阶段追踪面板
当前阶段信息:
显示当前阶段类型(准备、战斗、选秀等)
精确倒计时显示剩余时间
回合历史记录:
记录最近5个回合的结果
显示每个回合的胜负
显示对战对手(如果是PVP)
预测系统:
显示下一阶段预测
根据回合数自动判断野怪/PVP回合
回合进度:
显示当前回合数
特殊回合标记(选秀、野怪等)
输出示例
=== 玩家计分板 ===
排名 玩家名称 生命值 状态
1. 玩家1 100HP ♥ 🔊
1. 玩家2 100HP ♥ 🔊
1. 玩家3 100HP ♥ 🔊
1. 玩家4 100HP ♥ 🔊
1. 玩家5 100HP ♥ 🔊
1. 玩家6 100HP ♥ 🔊
1. 玩家7 100HP ♥ 🔊
1. 玩家8 100HP ♥ 🔊
玩家2 已静音
玩家3 受到15伤害
玩家5 受到30伤害
=== 玩家计分板 ===
排名 玩家名称 生命值 状态
1. 玩家1 100HP ♥ 🔊
1. 玩家2 100HP ♥ 🔇
1. 玩家3 85HP ♥ 🔊
1. 玩家4 100HP ♥ 🔊
1. 玩家6 100HP ♥ 🔊
1. 玩家7 100HP ♥ 🔊
1. 玩家8 100HP ♥ 🔊
5. 玩家5 70HP ♥ 🔊
正在查看: 玩家3 的竞技场
========================================
=== 阶段追踪 ===
当前: 准备阶段 | 剩余时间: 29.9秒
回合记录:
回合 阶段 结果 对手
1 准备阶段 进行中 -
下一阶段: 战斗阶段
=== 阶段追踪 ===
当前: 战斗阶段 | 剩余时间: 19.9秒
回合记录:
回合 阶段 结果 对手
1 准备阶段 胜利 -
这个实现提供了云顶之弈中关键的计分板和阶段追踪功能,可以方便地集成到游戏系统中,为玩家提供清晰的游戏状态信息。
7.敌方区域
当面对其他玩家的队伍时,玩家还能看到他们的板凳席,装备库以及小金库。当然了,玩家还会碰到他们的小小英雄
下面是一个完整的Python实现,包含敌方玩家区域的显示功能,可以查看对手的板凳席、装备库、小金库和小小英雄信息。
from dataclasses import dataclass
from typing import List, Dict, Optional
import random
from enum import Enum
class LittleLegend(Enum):
"""小小英雄枚举"""
SILVERWING = "银翼"
FUZZY = "绒毛"
MOLEDIVER = "鼹鼠潜水员"
RIVERSPIRIT = "河流精灵"
PROTECTOR = "守护者"
class Item:
"""装备类"""
def __init__(self, name: str):
self.name = name
def __str__(self):
return self.name
@dataclass
class Champion:
"""英雄类"""
name: str
stars: int = 1
items: List[Item] = None
def __post_init__(self):
if self.items is None:
self.items = []
def __str__(self):
star_str = "★" * self.stars
items_str = ", ".join(str(i) for i in self.items) if self.items else "无装备"
return f"{self.name}{star_str} [{items_str}]"
class OpponentView:
"""敌方玩家区域视图"""
def __init__(self, player_name: str):
self.player_name = player_name
self.little_legend: LittleLegend = random.choice(list(LittleLegend))
self.health: int = 100
self.gold: int = 0
self.board: List[List[Optional[Champion]]] = [[None for _ in range(7)] for _ in range(4)]
self.bench: List[Optional[Champion]] = [None] * 9
self.items: List[Item] = []
self.completed_items: List[Item] = []
def update_from_opponent(self, opponent):
"""从实际对手数据更新视图"""
self.health = opponent.health
self.gold = opponent.gold
self.board = opponent.board
self.bench = opponent.bench
self.items = opponent.inventory.base_items
self.completed_items = opponent.inventory.completed_items
self.little_legend = opponent.little_legend
def get_opponent_display(self) -> str:
"""生成敌方区域显示文本"""
display = f"=== 对手: {self.player_name} ===\n"
display += f"小小英雄: {self.little_legend.value}\n"
display += f"生命值: {self.health} | 金币: {self.gold}\n"
# 战场显示
display += "\n战场阵容:\n"
for row in self.board:
display += "|" + "|".join(c.name[0] if c else " " for c in row) + "|\n"
# 板凳席
display += "\n板凳席:\n"
bench_display = []
for i, champ in enumerate(self.bench):
if champ:
bench_display.append(f"{i+1}. {champ}")
display += "\n".join(bench_display) if bench_display else "空"
# 装备库
display += "\n\n装备库:\n"
display += "基础装备: " + ", ".join(str(i) for i in self.items) + "\n"
display += "合成装备: " + ", ".join(str(i) for i in self.completed_items) + "\n"
return display
class Player:
"""玩家类(简化版)"""
def __init__(self, name: str):
self.name = name
self.health = 100
self.gold = 50
self.little_legend = random.choice(list(LittleLegend))
self.board = [[None for _ in range(7)] for _ in range(4)]
self.bench = [None] * 9
self.inventory = Inventory()
class Inventory:
"""装备库类(简化版)"""
def __init__(self):
self.base_items = [
Item("暴风大剑"),
Item("锁子甲"),
Item("无用大棒")
]
self.completed_items = [
Item("守护天使")
]
# 示例使用
if __name__ == "__main__":
# 创建一些英雄
champs = [
Champion("阿卡丽", 2, [Item("守护天使")]),
Champion("凯南", 1),
Champion("德莱文", 3, [Item("死亡之帽")]),
Champion("布隆", 1)
]
# 创建一个对手玩家
opponent_player = Player("对手玩家")
# 放置一些英雄到战场和板凳
opponent_player.board[3][3] = champs[0] # 阿卡丽放在棋盘中央
opponent_player.board[3][4] = champs[1] # 凯南放在旁边
opponent_player.bench[0] = champs[2] # 德莱文在板凳席
opponent_player.bench[1] = champs[3] # 布隆在板凳席
# 创建对手视图
opponent_view = OpponentView(opponent_player.name)
opponent_view.update_from_opponent(opponent_player)
# 显示对手信息
print(opponent_view.get_opponent_display())
# 模拟战斗中对对手的观察
print("\n正在观察对手的阵容...")
print(f"对手使用的小小英雄是: {opponent_view.little_legend.value}")
print(f"对手板凳席上有: {opponent_view.bench[0]} 和 {opponent_view.bench[1]}")
print(f"对手合成装备: {opponent_view.completed_items[0]}")
功能说明
- 敌方玩家区域显示
基本信息:
玩家名称
当前生命值
持有金币数量
使用的小小英雄
战场阵容:
4行×7列的棋盘显示
显示英雄位置布局
用首字母表示英雄(实际游戏为头像)
板凳席:
显示所有板凳英雄
包含英雄星级和装备信息
装备库:
基础装备列表
已合成的完整装备
- 数据同步
update_from_opponent() 方法从实际对手玩家对象同步数据
保持对战时的实时信息更新
- 小小英雄显示
随机选择或指定对手使用的小小英雄
显示在对手信息顶部
输出示例
=== 对手: 对手玩家 ===
小小英雄: 鼹鼠潜水员
生命值: 100 | 金币: 50
战场阵容:
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | |A|K| | |
板凳席:
1. 德莱文★★★ [死亡之帽]
2. 布隆★ [无装备]
装备库:
基础装备: 暴风大剑, 锁子甲, 无用大棒
合成装备: 守护天使
正在观察对手的阵容...
对手使用的小小英雄是: 鼹鼠潜水员
对手板凳席上有: 德莱文★★★ [死亡之帽] 和 布隆★ [无装备]
对手合成装备: 守护天使
8.棋盘皮肤
可前往客户端商城-皮肤-棋盘皮肤购买。部分棋盘皮肤示例如下:
弗雷尔卓德(冰霜守卫)棋盘:
奥德赛(金克斯的火箭乐园)棋盘: