miao-plugin/models/artis/ArtisMarkCfg.js

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import { usefulAttr as usefulAttrGS } from '../../resources/meta/artifact/artis-mark.js'
import { usefulAttr as usefulAttrSR } from '../../resources/meta-sr/artifact/artis-mark.js'
import lodash from 'lodash'
import { attrMap as attrMapGS } from '../../resources/meta/artifact/index.js'
import { attrMap as attrMapSR } from '../../resources/meta-sr/artifact/index.js'
import ArtisMark from './ArtisMark.js'
const weaponCfg = {
磐岩结绿: {
attr: 'hp',
abbr: '绿剑'
},
赤角石溃杵: {
attr: 'def',
abbr: '赤角'
},
猎人之径: {
attr: 'mastery'
},
薙草之稻光: {
attr: 'recharge',
abbr: '薙刀'
},
护摩之杖: {
attr: 'hp',
abbr: '护摩'
}
}
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const ArtisMarkCfg = {
getCharArtisCfg (profile) {
let { attr, weapon, elem, char, artis } = profile
let { isGs } = char
let usefulAttr = isGs ? usefulAttrGS : usefulAttrSR
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let rule = function (title, attrWeight) {
return {
title,
attrWeight
}
}
let def = function (attrWeight) {
let title = []
let weight = lodash.extend({}, attrWeight || usefulAttr[char.name] || {})
let check = (key, max = 75, maxPlus = 75, isWeapon = true) => {
let original = weight[key] || 0
if (original < max) {
let plus = isWeapon ? maxPlus * (1 + weapon.affix / 5) / 2 : maxPlus
weight[key] = Math.min(Math.round(original + plus), max)
return true
}
return false
}
let wn = weapon?.name || ''
if (isGs) {
// 对原神一些特殊情况做适配与判定
// 增加攻击力或直接伤害类武器判定
if (weight.atk > 0 && weaponCfg[wn]) {
let wCfg = weaponCfg[wn]
if (check(wCfg.attr, wCfg.max || 75, wCfg.plus || 75)) {
title.push(wCfg.abbr || wn)
}
}
// 不与攻击力挂钩的武器判定
if (wn === '辰砂之纺锤' && check('def')) {
title.push('纺锤')
}
// 圣遗物判定如果是绝缘4将充能权重拉高至沙漏圣遗物当前最高权重齐平
let maxWeight = Math.max(weight.atk || 0, weight.hp || 0, weight.def || 0, weight.mastery || 0)
if (artis.is('绝缘4') && check('recharge', maxWeight, 75, false)) {
title.push('绝缘4')
}
}
title = title.length > 0 ? title.join('') : '通用'
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return {
title: `${char.abbr}-${title}`,
attrWeight: weight
}
}
let charRule = char.getArtisCfg() || function ({ def }) {
return def(usefulAttr[char.name] || {})
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}
if (charRule) {
return charRule({ attr, elem, artis, rule, def, weapon, cons: profile.cons })
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}
},
getCfg (profile) {
let { char } = profile
let { game, isGs } = char
let { attrWeight, title } = ArtisMarkCfg.getCharArtisCfg(profile)
let attrs = {}
let baseAttr = char.baseAttr || { hp: 14000, atk: 230, def: 700 }
let attrMap = isGs ? attrMapGS : attrMapSR
lodash.forEach(attrMap, (attr, key) => {
let k = attr.base || ''
let weight = attrWeight[k || key]
if (!weight || weight * 1 === 0) {
return true
}
let ret = {
...attr, weight, fixWeight: weight, mark: weight / attr.value
}
if (!k) {
ret.mark = weight / attr.value
} else {
let plus = k === 'atk' ? 520 : 0
ret.mark = weight / attrMap[k].value / (baseAttr[k] + plus) * 100
ret.fixWeight = weight * attr.value / attrMap[k].value / (baseAttr[k] + plus) * 100
}
attrs[key] = ret
})
let posMaxMark = ArtisMark.getMaxMark(attrs, game)
// 返回内容待梳理简化
return {
attrs,
classTitle: title,
posMaxMark
}
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}
}
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export default ArtisMarkCfg