miao-plugin/models/dmg/DmgCalc.js

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/*
* 伤害计算 - 计算伤害
* */
import { eleBaseDmg, erTitle, breakBaseDmg, cryBaseDmg } from './DmgCalcMeta.js'
import DmgMastery from './DmgMastery.js'
import lodash from 'lodash'
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let DmgCalc = {
calcRet (fnArgs = {}, data = {}) {
let {
pctNum, // 技能倍率
talent, // 天赋类型
ele, // 元素反应
basicNum, // 基础数值
mode, // 模式
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dynamicData // 动态伤害计算数据
} = fnArgs
let {
dynamicDmg = 0, // 动态增伤
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dynamicPhy = 0, // 动态物伤
dynamicCpct = 0, // 动态暴击率
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dynamicCdmg = 0, // 动态暴击伤害
dynamicEnemydmg = 0 // 动态易伤
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} = dynamicData
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let {
ds, // 数据集
attr, // 属性
level, // 面板数据
enemyLv, // 敌人等级
showDetail = false, // 是否展示详情
game
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} = data
let calc = ds.calc
let { atk, dmg, phy, cdmg, cpct, enemydmg } = attr
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// 攻击区
let atkNum = calc(atk)
// 倍率独立乘区
let multiNum = attr.multi / 100
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// 增伤区
let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100 + dynamicDmg / 100)
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if (ele === 'phy') {
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dmgNum = (1 + phy.base / 100 + phy.plus / 100 + dynamicPhy / 100)
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}
// 易伤区
let enemydmgNum = 1
if (game === 'sr') {
enemydmgNum = 1 + enemydmg.base / 100 + enemydmg.plus / 100 + dynamicEnemydmg / 100
}
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// 暴击区
let cpctNum = cpct.base / 100 + cpct.plus / 100 + dynamicCpct / 100
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// 爆伤区
let cdmgNum = cdmg.base / 100 + cdmg.plus / 100 + dynamicCdmg / 100
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let enemyDef = attr.enemy.def / 100
let enemyIgnore = attr.enemy.ignore / 100
let plusNum = 0
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pctNum = pctNum / 100
if (talent) {
lodash.forEach(talent.split(','), (t) => {
if (attr[t]) {
let ds = attr[t]
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pctNum += ds.pct / 100
dmgNum += ds.dmg / 100
enemydmgNum += game === 'gs' ? 0 : ds.enemydmg / 100
cpctNum += ds.cpct / 100
cdmgNum += ds.cdmg / 100
enemyDef += ds.def / 100
enemyIgnore += ds.ignore / 100
multiNum += ds.multi / 100
plusNum += ds.plus
}
})
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}
// 防御区
let defNum = (level + 100) / ((level + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
if (game === 'sr') {
let enemyDefdown = enemyDef + enemyIgnore <= 1 ? enemyDef + enemyIgnore : 1
defNum = (200 + level * 10) / ((200 + level * 10) + (200 + enemyLv * 10) * (1 - enemyDefdown))
}
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// 抗性区
let kx = attr.kx
let kNum = 0.9
if (game === 'sr') {
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kNum = 1 + (kx / 100)
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} else {
if (ele === 'swirl') {
kx = attr.fykx
}
kx = 10 - (kx || 0)
if (kx >= 75) {
kNum = 1 / (1 + 3 * kx / 100)
} else if (kx >= 0) {
kNum = (100 - kx) / 100
} else {
kNum = 1 - kx / 200
}
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}
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// 减伤区
let dmgReduceNum = 1
if (game === 'sr') {
dmgReduceNum = 0.9
}
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cpctNum = Math.max(0, Math.min(1, cpctNum))
if (cpctNum === 0) {
cdmgNum = 0
}
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const isEle = ele !== false && ele !== 'phy'
// 反应区
let eleNum = 1
let eleBase = 1
if (game === 'gs') {
eleNum = isEle ? DmgMastery.getBasePct(ele, attr.element) : 1
eleBase = isEle ? 1 + attr[ele] / 100 + DmgMastery.getMultiple(ele, calc(attr.mastery)) : 1
}
let stanceNum = 1
if (game === 'sr') {
switch (ele) {
case 'shock':
case 'burn':
case 'windShear':
case 'bleed':
case 'entanglement':
case 'lightningBreak':
case 'fireBreak':
case 'windBreak':
case 'physicalBreak':
case 'quantumBreak':
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case 'imaginaryBreak':
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case 'iceBreak':
case 'superBreak':{
eleNum = DmgMastery.getBasePct(ele, attr.element)
stanceNum = 1 + calc(attr.stance) / 100
break
}
default:
break
}
}
let dmgBase = (mode === 'basic') ? basicNum + plusNum : atkNum * pctNum * (1 + multiNum) + plusNum
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let ret = {}
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switch (ele) {
case 'vaporize':
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case 'melt': {
ret = {
dmg: dmgBase * dmgNum * (1 + cdmgNum) * defNum * kNum * eleBase * eleNum,
avg: dmgBase * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleBase * eleNum
}
break
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}
case 'burning':
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case 'superConduct':
case 'swirl':
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case 'electroCharged':
case 'shatter':
case 'overloaded':
case 'bloom':
case 'burgeon':
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case 'hyperBloom': {
eleBase *= eleBaseDmg[level]
ret = { avg: eleBase * eleNum * kNum }
break
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}
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case 'crystallize': {
eleBase *= cryBaseDmg[level]
ret = { avg: eleBase * (calc(attr.shield) / 100) * (attr.shield.inc / 100) }
break
}
case 'aggravate':
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case 'spread': {
eleBase *= eleBaseDmg[level]
dmgBase += eleBase * eleNum
ret = {
dmg: dmgBase * dmgNum * (1 + cdmgNum) * defNum * kNum,
avg: dmgBase * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum
}
break
}
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// 技能持续伤害 = 伤害值乘区 * 增伤区 * 易伤区 * 防御区 * 抗性区 * 减伤区
case 'skillDot': {
ret = {
avg: dmgBase * dmgNum * enemydmgNum * defNum * kNum * dmgReduceNum
}
break
}
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// 未计算1. 层数(风化、纠缠) 2. 韧性条系数(击破、纠缠) 3. 削韧值(超击破)、超击破伤害提高
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// 常规击破伤害均需要计算减伤区(即按韧性条存在处理) 特例:阮梅终结技/秘技击破伤害不计算减伤
// 击破伤害 = 基础伤害 * 属性击破伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (敌方韧性+2)/4 * 层数系数
// 击破持续伤害 = 基础伤害 * 属性持续伤害系数 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * 层数系数
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// 超击破伤害 = 基础伤害 * (1+击破特攻%) * 易伤区 * 防御区 * 抗性区 * 减伤区 * (1+超击破伤害提高) * 技能最终削韧值
// 技能最终削韧值 = 技能基础削韧值 ×1削韧值提高×1弱点击破效率提高
// 超击破伤害提高 截至2.2版本该乘区仅能由同谐开拓者提供与常规增伤区无关暂时只在calc.js中手动计算
case 'shock':
case 'burn':
case 'windShear':
case 'bleed':
case 'entanglement':
case 'lightningBreak':
case 'fireBreak':
case 'windBreak':
case 'physicalBreak':
case 'quantumBreak':
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case 'imaginaryBreak':
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case 'iceBreak':
case 'superBreak': {
let breakBase = 1
breakBase *= breakBaseDmg[level]
ret = {
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avg: breakBase * eleNum * stanceNum * enemydmgNum * defNum * kNum * dmgReduceNum
}
break
}
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default: {
ret = {
dmg: dmgBase * dmgNum * enemydmgNum * (1 + cdmgNum) * defNum * kNum * dmgReduceNum,
avg: dmgBase * dmgNum * enemydmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * dmgReduceNum
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}
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}
}
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if (showDetail) {
console.log('Attr', attr)
console.log({ mode, dmgBase, atkNum, pctNum, multiNum, plusNum, dmgNum, enemydmgNum, stanceNum, cpctNum, cdmgNum, defNum, eleNum, kNum, dmgReduceNum })
console.log('Ret', ret)
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}
return ret
},
getDmgFn (data) {
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let { showDetail, attr, ds, game } = data
let { calc } = ds
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let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent', dynamicData = false) {
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if (ele) {
ele = erTitle[ele] || ele
}
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if (game === 'sr') {
// 星铁meta数据天赋为百分比前数字
pctNum = pctNum * 100
}
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return DmgCalc.calcRet({ pctNum, talent, ele, basicNum, mode, dynamicData }, data)
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}
dmgFn.basic = function (basicNum = 0, talent = false, ele = false, dynamicData = false) {
return dmgFn(0, talent, ele, basicNum, 'basic', dynamicData)
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}
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dmgFn.reaction = function (ele = false, talent = 'fy') {
switch (ele) {
// 击破持续伤害
case 'shock':
case 'burn':
case 'windShear':
case 'bleed': {
talent = 'dot'
break
}
// 击破伤害
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case 'superBreak':
case 'lightningBreak':
case 'fireBreak':
case 'windBreak':
case 'physicalBreak':
case 'quantumBreak':
case 'imaginaryBreak':
case 'iceBreak': {
talent = 'break'
break
}
default:
break
}
return dmgFn(0, talent, ele, 0, 'basic')
}
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dmgFn.dynamic = function (pctNum = 0, talent = false, dynamicData = false, ele = false) {
return dmgFn(pctNum, talent, ele, 0, 'talent', dynamicData)
}
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// 计算治疗
dmgFn.heal = function (num) {
if (showDetail) {
console.log(num, calc(attr.heal), attr.heal.inc)
}
return {
avg: num * (1 + calc(attr.heal) / 100 + attr.heal.inc / 100)
}
}
// 计算护盾
dmgFn.shield = function (num) {
if (showDetail) {
console.log(num, calc(attr.shield), calc(attr.shield.inc))
}
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return {
avg: num * (calc(attr.shield) / 100) * (attr.shield.inc / 100)
}
}
// 扩散方法
dmgFn.swirl = function () {
return dmgFn(0, 'fy', 'swirl')
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}
return dmgFn
}
}
export default DmgCalc