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import json
import copy
from typing import Dict, List, Tuple, Optional
class ArtifactOptimizer:
def __init__(self):
# Special numbers for scoring (from the post)
self.stat_weights = {
'hp_': 5.0, # HP%
'hp': 700.0, # Flat HP
'atk_': 5.0, # ATK%
'atk': 45.0, # Flat ATK
'def_': 6.0, # DEF%
'def': 50.0, # Flat DEF
'eleMas': 20.0, # Elemental Mastery
'enerRech_': 5.5, # Energy Recharge%
'critRate_': 3.0, # CRIT Rate%
'critDMG_': 6.0 # CRIT DMG%
}
# Slot mappings
self.slot_names = {
'flower': 'Flower',
'plume': 'Feather',
'sands': 'Sands',
'goblet': 'Goblet',
'circlet': 'Circlet'
}
def load_data(self, artifacts_file: str, characters_file: str):
"""Load artifact and character data from JSON files"""
with open(artifacts_file, 'r') as f:
self.artifact_data = json.load(f)
with open(characters_file, 'r') as f:
self.character_data = json.load(f)
self.artifacts = self.artifact_data['artifacts']
def get_character_relevant_stats(self, character: str) -> List[str]:
"""Get the stats that are relevant for a character based on their substat priority"""
char_data = self.character_data.get(character, {})
substat_priority = char_data.get('substat_priority', [])
# Convert display names to internal stat keys
stat_mapping = {
'ER%': 'enerRech_',
'CRIT Rate': 'critRate_',
'CRIT DMG': 'critDMG_',
'HP%': 'hp_',
'Flat HP': 'hp',
'ATK%': 'atk_',
'Flat ATK': 'atk',
'DEF%': 'def_',
'Flat DEF': 'def',
'Elemental Mastery': 'eleMas'
}
relevant_stats = []
for stat in substat_priority:
if stat in stat_mapping:
relevant_stats.append(stat_mapping[stat])
return relevant_stats
def calculate_artifact_score(self, artifact: Dict, character: str) -> float:
"""Calculate artifact score for a specific character"""
relevant_stats = self.get_character_relevant_stats(character)
total_value = 0.0
# Score substats
for substat in artifact.get('substats', []):
stat_key = substat['key']
stat_value = substat['value']
if stat_key in relevant_stats and stat_key in self.stat_weights:
total_value += stat_value / self.stat_weights[stat_key]
# Convert to percentage score (max 9 substat rolls possible)
score = (total_value / 9.0) * 100.0
return score
def is_set_suitable(self, artifact: Dict, character: str) -> bool:
"""Check if artifact's set is suitable for the character"""
char_data = self.character_data.get(character, {})
required_sets = char_data.get('required_sets', [])
# If no required sets specified, accept any set
if not required_sets:
return True
return artifact['setKey'] in required_sets
def is_main_stat_suitable(self, artifact: Dict, character: str) -> bool:
"""Check if artifact's main stat is suitable for the character"""
char_data = self.character_data.get(character, {})
ideal_main_stats = char_data.get('ideal_main_stats', {})
slot = artifact['slotKey']
main_stat = artifact['mainStatKey']
# Convert internal stat keys to display names for comparison
stat_display_mapping = {
'hp': 'HP',
'atk': 'ATK',
'hp_': 'HP%',
'atk_': 'ATK%',
'def_': 'DEF%',
'enerRech_': 'ER%',
'eleMas': 'Elemental Mastery',
'critRate_': 'CRIT Rate',
'critDMG_': 'CRIT DMG',
'heal_': 'Healing Bonus',
'physical_dmg_': 'Physical DMG Bonus',
'anemo_dmg_': 'Anemo DMG Bonus',
'geo_dmg_': 'Geo DMG Bonus',
'electro_dmg_': 'Electro DMG Bonus',
'dendro_dmg_': 'Dendro DMG Bonus',
'hydro_dmg_': 'Hydro DMG Bonus',
'pyro_dmg_': 'Pyro DMG Bonus',
'cryo_dmg_': 'Cryo DMG Bonus'
}
main_stat_display = stat_display_mapping.get(main_stat, main_stat)
# Flower and Feather have fixed main stats
if slot == 'flower':
return main_stat == 'hp'
elif slot == 'plume':
return main_stat == 'atk'
# Check if main stat is in the ideal list for this slot
slot_ideals = ideal_main_stats.get(slot, [])
# If no ideal main stats specified for this slot, accept any reasonable main stat
if not slot_ideals:
# Accept common main stats for each slot
if slot == 'sands':
return main_stat in ['atk_', 'hp_', 'def_', 'enerRech_', 'eleMas']
elif slot == 'goblet':
return main_stat in ['atk_', 'hp_', 'def_', 'eleMas'] or main_stat.endswith('_dmg_')
elif slot == 'circlet':
return main_stat in ['atk_', 'hp_', 'def_', 'critRate_', 'critDMG_', 'heal_', 'eleMas']
return main_stat_display in slot_ideals
def check_er_requirement(self, artifacts: List[Dict], character: str) -> Dict:
"""Check if the artifact set meets ER requirements"""
char_data = self.character_data.get(character, {})
er_req = char_data.get('er_requirement', {})
# Calculate total ER from artifacts
total_er = 100.0 # Base ER
for artifact in artifacts:
# Main stat ER
if artifact['mainStatKey'] == 'enerRech_':
if artifact['level'] == 20:
total_er += 51.8 # Max ER% main stat at level 20
else:
# Approximate ER based on level
total_er += 51.8 * (artifact['level'] / 20.0)
# Substat ER
for substat in artifact.get('substats', []):
if substat['key'] == 'enerRech_':
total_er += substat['value']
# Determine requirement type
if isinstance(er_req, dict):
if 'min' in er_req:
# Simple min/max requirement
req_min = er_req['min']
req_max = er_req.get('max', req_min)
meets_req = req_min <= total_er <= req_max + 20 # Allow some flexibility
req_type = f"{req_min}-{req_max}%"
else:
# Multiple scenarios (like Fischl)
meets_req = False
req_type = "Various scenarios"
for scenario, req_data in er_req.items():
if req_data['min'] <= total_er <= req_data['max'] + 20:
meets_req = True
req_type = f"{scenario}: {req_data['min']}-{req_data['max']}%"
break
else:
meets_req = True
req_type = "No specific requirement"
return {
'total_er': total_er,
'meets_requirement': meets_req,
'requirement_type': req_type
}
def get_available_artifacts_by_slot(self, slot: str, exclude_ids: set, character: str = None, min_rarity: int = 5) -> List[Dict]:
"""Get all available artifacts for a specific slot, optionally filtered by character requirements"""
available = []
for artifact in self.artifacts:
if (artifact['slotKey'] == slot and
artifact['id'] not in exclude_ids and
artifact['rarity'] >= min_rarity):
# If character specified, check set requirements
if character and not self.is_set_suitable(artifact, character):
continue
available.append(artifact)
return available
def find_best_build_for_character(self, character: str, exclude_ids: set) -> Tuple[List[Dict], float, Dict, Dict]:
"""Find the best artifact build for a character"""
slots = ['flower', 'plume', 'sands', 'goblet', 'circlet']
best_build = None
best_score = -1
best_er_info = None
# Get available artifacts for each slot and collect debug info
slot_artifacts = {}
debug_info = {}
# First try with 5-star artifacts only
for slot in slots:
available_5star = self.get_available_artifacts_by_slot(slot, exclude_ids, character, min_rarity=5)
suitable_5star = [art for art in available_5star if self.is_main_stat_suitable(art, character)]
# If no suitable 5-star artifacts, include 4-star as fallback
if len(suitable_5star) == 0:
available_all = self.get_available_artifacts_by_slot(slot, exclude_ids, character, min_rarity=4)
suitable_all = [art for art in available_all if self.is_main_stat_suitable(art, character)]
slot_artifacts[slot] = suitable_all
used_fallback = len(suitable_all) > 0
else:
slot_artifacts[slot] = suitable_5star
available_all = available_5star
used_fallback = False
# Collect debug information
char_data = self.character_data.get(character, {})
required_sets = char_data.get('required_sets', [])
main_stats_found = list(set(art['mainStatKey'] for art in available_all))
suitable_main_stats_found = list(set(art['mainStatKey'] for art in slot_artifacts[slot]))
sets_found = list(set(art['setKey'] for art in available_all))
debug_info[slot] = {
'total_available': len(available_all),
'suitable_main_stats': len(slot_artifacts[slot]),
'main_stats_found': main_stats_found,
'suitable_main_stats_found': suitable_main_stats_found,
'sets_found': sets_found,
'required_sets': required_sets,
'used_4star_fallback': used_fallback
}
# Try all combinations (this is computationally expensive but thorough)
from itertools import product
artifact_combinations = list(product(*[slot_artifacts[slot] for slot in slots]))
for combination in artifact_combinations:
if len(set(art['id'] for art in combination)) != 5:
continue # Skip if any artifacts are duplicated
# Calculate total score
total_score = sum(self.calculate_artifact_score(art, character) for art in combination)
avg_score = total_score / 5
# Check ER requirement
er_info = self.check_er_requirement(list(combination), character)
# Prioritize builds that meet ER requirements
adjusted_score = avg_score
if er_info['meets_requirement']:
adjusted_score += 10 # Bonus for meeting ER req
if adjusted_score > best_score:
best_score = adjusted_score
best_build = list(combination)
best_er_info = er_info
return best_build, best_score - (10 if best_er_info and best_er_info['meets_requirement'] else 0), best_er_info, debug_info
def optimize_builds(self, character_priority: List[str]) -> Dict:
"""Optimize artifact builds for characters in priority order"""
results = {}
used_artifact_ids = set()
for character in character_priority:
if character not in self.character_data:
print(f"Warning: Character '{character}' not found in character data")
continue
print(f"Finding best build for {character}...")
best_build, score, er_info, debug_info = self.find_best_build_for_character(character, used_artifact_ids)
if best_build:
# Mark these artifacts as used
for artifact in best_build:
used_artifact_ids.add(artifact['id'])
# Calculate individual artifact scores
artifact_scores = []
for artifact in best_build:
art_score = self.calculate_artifact_score(artifact, character)
artifact_scores.append({
'artifact': artifact,
'score': art_score
})
results[character] = {
'build': best_build,
'average_score': score,
'artifact_scores': artifact_scores,
'er_info': er_info,
'debug_info': debug_info
}
else:
results[character] = {
'build': None,
'average_score': 0,
'artifact_scores': [],
'er_info': {'total_er': 100, 'meets_requirement': False, 'requirement_type': 'No artifacts available'},
'debug_info': debug_info
}
return results
def format_results(self, results: Dict) -> str:
"""Format the optimization results for display"""
output = []
output.append("=" * 80)
output.append("ARTIFACT OPTIMIZATION RESULTS")
output.append("=" * 80)
for character, data in results.items():
output.append(f"\n{'='*20} {character.upper()} {'='*20}")
if not data['build']:
output.append("❌ No suitable build found")
# Add debug information
debug_info = data.get('debug_info', {})
output.append("\n🔍 DEBUG INFO:")
for slot, info in debug_info.items():
fallback_note = " (using 4⭐ fallback)" if info.get('used_4star_fallback') else ""
output.append(f" {slot}: {info['suitable_main_stats']}/{info['total_available']} suitable artifacts{fallback_note}")
if info.get('required_sets'):
output.append(f" Required sets: {', '.join(info['required_sets'])}")
if info.get('sets_found'):
output.append(f" Available sets: {', '.join(info['sets_found'])}")
if info['main_stats_found']:
output.append(f" Available main stats: {', '.join(info['main_stats_found'])}")
if info['suitable_main_stats_found']:
output.append(f" Suitable main stats: {', '.join(info['suitable_main_stats_found'])}")
continue
output.append(f"📊 Average Artifact Score: {data['average_score']:.2f}/100")
# ER Information
er_info = data['er_info']
er_status = "✅" if er_info['meets_requirement'] else "⚠️"
output.append(f"{er_status} Energy Recharge: {er_info['total_er']:.1f}% ({er_info['requirement_type']})")
output.append("\n📋 ARTIFACT BUILD:")
for i, art_data in enumerate(data['artifact_scores']):
artifact = art_data['artifact']
score = art_data['score']
slot_name = self.slot_names[artifact['slotKey']]
set_name = artifact['setKey']
main_stat = artifact['mainStatKey']
level = artifact['level']
rarity = artifact['rarity']
rarity_stars = '⭐' * rarity
output.append(f"\n{slot_name} ({set_name}) - Level {level} {rarity_stars}")
output.append(f" Main Stat: {main_stat}")
output.append(f" Score: {score:.2f}/100")
output.append(f" Substats:")
for substat in artifact['substats']:
stat_key = substat['key']
stat_value = substat['value']
# Format the value appropriately
if stat_key in ['hp', 'atk', 'def', 'eleMas']:
formatted_value = f"{stat_value:.0f}"
else:
formatted_value = f"{stat_value:.1f}%"
output.append(f" • {stat_key}: {formatted_value}")
# Summary
output.append(f"\n{'='*20} SUMMARY {'='*20}")
total_chars = len(results)
successful_builds = sum(1 for data in results.values() if data['build'] is not None)
output.append(f"Characters processed: {total_chars}")
output.append(f"Successful builds: {successful_builds}")
output.append(f"Failed builds: {total_chars - successful_builds}")
if successful_builds > 0:
avg_score = sum(data['average_score'] for data in results.values() if data['build']) / successful_builds
output.append(f"Average build quality: {avg_score:.2f}/100")
return "\n".join(output)
def main():
# Initialize optimizer
optimizer = ArtifactOptimizer()
# Load data
optimizer.load_data('data.json', 'characters.json')
# Define character priority (example)
character_priority = ['Furina', 'Escoffier', 'Fischl', 'Chiori']
print("Starting artifact optimization...")
print(f"Character priority: {' -> '.join(character_priority)}")
print(f"Total artifacts available: {len(optimizer.artifacts)}")
# Optimize builds
results = optimizer.optimize_builds(character_priority)
# Display results
formatted_output = optimizer.format_results(results)
print(formatted_output)
# Save results to file
with open('optimization_results.txt', 'w') as f:
f.write(formatted_output)
print(f"\nResults saved to 'optimization_results.txt'")
if __name__ == "__main__":
main()
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