miao-plugin/models/dmg/DmgAttr.js

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/*
* 伤害计算 - 属性计算
* */
import { eleBaseDmg } from './DmgCalcMeta.js'
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import lodash from 'lodash'
import DmgMastery from './DmgMastery.js'
import { Format, Meta } from '#miao'
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import AttrItem from './AttrItem.js'
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let DmgAttr = {
// 计算并返回指定属性值
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getAttrValue (ds = {}) {
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return (ds.base || 0) + (ds.plus || 0) + ((ds.base || 0) * (ds.pct || 0) / 100)
},
// 获取profile对应attr属性值
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getAttr ({ originalAttr, attr, weapon, char, game = 'gs' }) {
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let ret = {}
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if (originalAttr) {
ret = lodash.merge({}, originalAttr)
}
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// 基础属性
lodash.forEach('atk,def,hp'.split(','), (key) => {
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ret[key] = AttrItem.create(originalAttr?.[key] || {
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base: attr[`${key}Base`] * 1 || 0,
plus: attr[key] * 1 - attr[`${key}Base`] * 1 || 0,
pct: 0
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})
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})
lodash.forEach((game === 'gs' ? 'mastery,recharge,cpct,cdmg,heal,dmg,phy' : 'speed,recharge,cpct,cdmg,heal,dmg,enemyDmg,effPct,effDef,stance').split(','), (key) => {
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ret[key] = AttrItem.create(originalAttr?.[key] || {
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base: attr[key] * 1 || 0, // 基础值
plus: 0, // 加成值
pct: 0, // 百分比加成
inc: 0 // 提高:护盾增效&治疗增效
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})
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})
// 技能属性记录
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lodash.forEach((game === 'gs' ? 'a,a2,a3,e,q' : 'a,a2,a3,e,e2,q,q2,t').split(','), (key) => {
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ret[key] = ret[key] || {
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pct: 0, // 倍率加成
multi: 0, // 独立倍率乘区加成宵宫E等
plus: 0, // 伤害值提高
dmg: 0, // 伤害提高
enemydmg: 0, // 承受伤害提高
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cpct: 0, // 暴击提高
cdmg: 0, // 爆伤提高
def: 0, // 防御降低
ignore: 0 // 无视防御
}
})
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ret.enemy = ret.enemy || {
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def: 0, // 降低防御
ignore: 0, // 无视防御
phy: 0 // 物理防御
}
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ret.shield = AttrItem.create(originalAttr?.shield || {
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base: 100, // 基础
plus: 0, // 护盾强效
inc: 100 // 吸收倍率
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})
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if (!originalAttr) {
ret.weapon = weapon // 武器
ret.weaponTypeName = char.weaponTypeName // 武器类型
ret.element = Format.elemName(char.elem) // 元素类型
ret.refine = ((weapon.affix || ret.refine || 1) * 1 - 1) || 0 // 武器精炼
ret.multi = 0 // 倍率独立乘区
ret.kx = 0 // 敌人抗性降低
if (game === 'gs') {
ret.vaporize = 0 // 蒸发
ret.melt = 0 // 融化
ret.burning = 0 // 燃烧
ret.crystallize = 0 // 结晶
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ret.superConduct = 0 // 超导
ret.swirl = 0 // 扩散
ret.electroCharged = 0 // 感电
ret.shatter = 0 // 碎冰
ret.overloaded = 0 // 超载
ret.bloom = 0 // 绽放
ret.burgeon = 0 // 烈绽放
ret.hyperBloom = 0 // 超绽放
ret.aggravate = 0 // 超激化
ret.spread = 0 // 蔓激化
ret.fykx = 0 // 敌人反应抗性降低
} else if (game === 'sr') {
// 技能持续伤害与弱点击破持续伤害
ret.dot = {
dmg: 0, // 伤害提高
enemydmg: 0 // 承受伤害提高
}
ret.sp = char.sp * 1
}
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}
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return ret
},
// 获取数据集
getDs (attr, meta, params) {
return {
...meta,
attr,
params,
refine: attr.refine,
weaponTypeName: attr.weaponTypeName,
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weapon: attr.weapon,
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element: Format.elemName(attr.element) || attr.element, // 计算属性
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calc: DmgAttr.getAttrValue
}
},
// 计算属性
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calcAttr ({ originalAttr, buffs, meta, artis, params = {}, incAttr = '', reduceAttr = '', talent = '', game = 'gs' }) {
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let attr = DmgAttr.getAttr({ originalAttr, game })
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let msg = []
let { attrMap } = Meta.getMeta(game, 'arti')
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if (incAttr && attrMap[incAttr]) {
let aCfg = attrMap[incAttr]
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attr[incAttr][aCfg.calc] += aCfg.value
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}
if (reduceAttr && attrMap[reduceAttr]) {
let aCfg = attrMap[reduceAttr]
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attr[reduceAttr][aCfg.calc] -= aCfg.value
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}
lodash.forEach(buffs, (buff) => {
let ds = DmgAttr.getDs(attr, meta, params)
ds.currentTalent = talent
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ds.artis = artis
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if (buff.isStatic) {
return
}
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// 如果存在rule则进行计算
if (buff.check && !buff.check(ds)) {
return
}
if (buff.cons) {
if (ds.cons * 1 < buff.cons * 1) {
return
}
}
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if (!lodash.isUndefined(buff.maxCons)) {
if (ds.cons * 1 > buff.maxCons * 1) {
return
}
}
if (buff.tree) {
if (!ds.trees[`10${buff.tree}`]) {
return
}
}
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let title = buff.title
if (buff.mastery) {
let mKey = {
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vaporize: '蒸发', melt: '融化', swirl: '扩散'
}
let mKey2 = {
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aggravate: '超激化', spread: '蔓激化'
}
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let mastery = Math.max(0, attr.mastery.base + attr.mastery.plus)
buff.data = buff.data || {}
let key = buff.mastery
if (mKey[key]) {
buff.data['_' + key] = DmgMastery.getMultiple(key, mastery) * 100
} else if (mKey2[key]) {
let eleNum = DmgMastery.getBasePct(key, attr.element)
let eleBase = 1 + attr[key] / 100 + DmgMastery.getMultiple(key, mastery)
eleBase *= eleBaseDmg[ds.level]
buff.data['_' + key] = DmgMastery.getMultiple(key, mastery) * 100
buff.data['_' + key + 'num'] = eleNum * eleBase
}
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}
lodash.forEach(buff.data, (val, key) => {
if (lodash.isFunction(val)) {
val = val(ds)
}
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if (!val) {
return
}
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title = title.replace(`[${key}]`, Format.comma(val, 1))
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// 技能提高
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let tRet = /^(a|a2|a3|e|q|t)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key)
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if (tRet) {
attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0
return
}
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let aRet = /^(hp|def|atk|mastery|cpct|cdmg|heal|recharge|dmg|phy|shield|speed)(Plus|Pct|Inc)?$/.exec(key)
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if (aRet) {
attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : 'plus'] += val * 1 || 0
return
}
if (key === 'enemyDef') {
attr.enemy.def += val * 1 || 0
return
}
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if (key === 'ignore' || key === 'enemyIgnore') {
attr.enemy.ignore += val * 1 || 0
return
}
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if (['vaporize', 'melt', 'crystallize', 'burning', 'superConduct', 'swirl', 'electroCharged', 'shatter', 'overloaded', 'bloom', 'burgeon', 'hyperBloom', 'aggravate', 'spread', 'kx', 'fykx'].includes(key)) {
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attr[key] += val * 1 || 0
return
}
let dRet = /^(dot)(Dmg|EnemyDmg)$/.exec(key)
if (dRet) {
attr[dRet[1]][dRet[2].toLowerCase()] += val * 1 || 0
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}
})
msg.push(title)
})
return {
attr, msg
}
}
}
export default DmgAttr