miao-plugin/models/profile/DmgCalc.js

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/*
* 伤害计算 - 计算伤害
* */
import { eleBaseDmg, erTitle, breakBaseDmg } from './DmgCalcMeta.js'
import DmgMastery from './DmgMastery.js'
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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
dynamicDmg = 0, // 动态增伤
dynamicCdmg = 0 // 动态暴击伤害
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} = fnArgs
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') {
dmgNum = (1 + phy.base / 100 + phy.plus / 100)
}
// 易伤区
let enemyDmgNum = 1
if (game === 'sr') {
enemyDmgNum = 1 + enemyDmg.base / 100 + enemyDmg.plus / 100
}
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let cpctNum = cpct.base / 100 + cpct.plus / 100
// 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
if (talent && attr[talent]) {
pctNum = pctNum / 100
let ds = attr[talent]
pctNum += ds.pct / 100
dmgNum += ds.dmg / 100
enemyDmgNum += game === 'gs' ? 0 : ds.enemydmg / 100
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cpctNum += ds.cpct / 100
cdmgNum += ds.cdmg / 100
enemyDef += ds.def / 100
enemyIgnore += ds.ignore / 100
multiNum += ds.multi / 100
plusNum += ds.plus
}
// 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') {
kNum = (1 + (kx / 100)) * 0.9
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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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}
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 breakDotBase = 1
let stanceNum = 1
if (game === 'sr') {
switch (ele) {
case 'skillDot': {
pctNum = pctNum / 100
dmgNum += attr.dot.dmg / 100
enemyDmgNum += attr.dot.enemydmg / 100
break
}
case 'shock':
case 'burn':
case 'windShear':
case 'bleed':
case 'entanglement':
case 'lightningBreak':
case 'fireBreak':
case 'windBreak':
case 'physicalBreak':
case 'quantumBreak':
case 'imaginaryBreak': {
eleNum = DmgMastery.getBasePct(ele, attr.element)
stanceNum = 1 + calc(attr.stance) / 100
enemyDmgNum += attr.dot.enemydmg / 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 '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
}
case 'skillDot': {
ret = {
avg: dmgBase * dmgNum * enemyDmgNum * defNum * kNum
}
break
}
// 未计算层数(风化、纠缠)和韧性条系数(击破、纠缠)
case 'shock':
case 'burn':
case 'windShear':
case 'bleed':
case 'entanglement':
case 'lightningBreak':
case 'fireBreak':
case 'windBreak':
case 'physicalBreak':
case 'quantumBreak' :
case 'imaginaryBreak':{
breakDotBase *= breakBaseDmg[level]
ret = {
avg: breakDotBase * eleNum * stanceNum * enemyDmgNum * defNum * kNum
}
break
}
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default: {
ret = {
dmg: dmgBase * dmgNum * enemyDmgNum * (1 + cdmgNum) * defNum * kNum,
avg: dmgBase * dmgNum * enemyDmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum
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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 })
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
}
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) {
return dmgFn(0, 'fy', 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