miao-plugin/models/ProfileDmg.js

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2022-08-18 10:13:42 +00:00
import Base from './Base.js'
import { Character } from './index.js'
import lodash from 'lodash'
import { attrMap } from './profile-lib/calc-meta.js'
import Calc from './profile-lib/Calc.js'
export default class ProfileDmg extends Base {
constructor (profile = false) {
super()
this.profile = profile
if (profile && profile.id) {
let { id } = profile
this.char = Character.get(id)
}
}
async calcData ({ enemyLv = 91, mode = 'profile', dmgIdx = 0 }) {
if (!this.char || !this.profile) {
return false
}
let { profile, char } = this
let charCalcData = await Calc.getCharCalcRule(this.char.name)
if (!charCalcData) {
return false
}
let talent = Calc.talent(profile, char)
let meta = {
cons: profile.cons * 1,
talent
}
let { buffs, details, defParams, mainAttr, defDmgIdx, enemyName } = charCalcData
defParams = defParams || {}
let originalAttr = Calc.attr(profile)
let weaponBuffs = await Calc.weapon(profile.weapon.name)
let reliBuffs = await Calc.reliquaries(profile.artis?.artis || {})
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buffs = lodash.concat(buffs, weaponBuffs, reliBuffs)
let mKey = {
zf: '蒸发',
rh: '融化',
ks: '扩散'
}
lodash.forEach(buffs, (buff, idx) => {
if (lodash.isString(buff) && mKey[buff]) {
buff = {
title: `元素精通:${mKey[buff]}伤害提高[${buff}]%`,
mastery: buff
}
buffs[idx] = buff
}
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buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort
})
buffs = lodash.sortBy(buffs, ['sort'])
let { msg } = Calc.calcAttr({ originalAttr, buffs, meta, params: defParams || {} })
let ret = []
let detailMap = []
let dmgRet = []
let dmgDetail = {}
lodash.forEach(details, (detail, detailSysIdx) => {
if (lodash.isFunction(detail)) {
let { attr } = Calc.calcAttr({ originalAttr, buffs, meta })
let ds = lodash.merge({ talent }, Calc.getDs(attr, meta))
detail = detail({ ...ds, attr, profile })
}
let params = lodash.merge({}, defParams, detail.params || {})
let { attr } = Calc.calcAttr({ originalAttr, buffs, meta, params, talent: detail.talent || '' })
if (detail.check && !detail.check(Calc.getDs(attr, meta, params))) {
return
}
if (detail.cons && meta.cons < detail.cons * 1) {
return
}
let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params))
let dmg = Calc.getDmgFn({ ds, attr, profile, enemyLv, showDetail: detail.showDetail })
let basicDmgRet
if (detail.dmg) {
basicDmgRet = detail.dmg(ds, dmg)
detail.userIdx = detailMap.length
detailMap.push(detail)
ret.push({
title: detail.title,
...basicDmgRet
})
}
})
if (mode === 'dmg') {
let detail
if (dmgIdx && detailMap[dmgIdx - 1]) {
detail = detailMap[dmgIdx - 1]
} else if (!lodash.isUndefined(defDmgIdx) && details[defDmgIdx]) {
detail = details[defDmgIdx]
} else {
detail = detailMap[0]
}
dmgDetail = {
title: detail.title,
userIdx: detail.userIdx,
basicRet: lodash.merge({}, ret[detail.userIdx]),
attr: []
}
mainAttr = mainAttr.split(',')
let params = lodash.merge({}, defParams, detail.params || {})
let basicDmg = dmgDetail.basicRet
lodash.forEach(mainAttr, (reduceAttr) => {
dmgDetail.attr.push(attrMap[reduceAttr])
let rowData = []
lodash.forEach(mainAttr, (incAttr) => {
if (incAttr === reduceAttr) {
rowData.push({ type: 'na' })
return
}
let { attr } = Calc.calcAttr({
originalAttr,
buffs,
meta,
params,
incAttr,
reduceAttr,
talent: detail.talent || ''
})
let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params))
let dmg = Calc.getDmgFn({ ds, attr, profile, enemyLv })
if (detail.dmg) {
let dmgCalcRet = detail.dmg(ds, dmg)
rowData.push({
type: dmgCalcRet.avg === basicDmg.avg ? 'avg' : (dmgCalcRet.avg > basicDmg.avg ? 'gt' : 'lt'),
...dmgCalcRet
})
}
})
dmgRet.push(rowData)
})
}
return {
ret,
msg,
dmgRet,
enemyName,
dmgCfg: dmgDetail
}
}
}