import fs from "fs"; import lodash from "lodash"; import Format from "./Format.js"; const eleMap = { Anemo: "风", Cryo: "冰", Electro: "雷", Geo: "岩", Hydro: "水", Pyro: "火" } const attrMap = { atk: { type: "pct", val: 5.83, title: "大攻击", text: "5.8%" }, hp: { type: "pct", val: 5.83, title: "大生命", text: "5.8%" }, def: { type: "pct", val: 7.29, title: "大防御", text: "7.3%" }, recharge: { type: "plus", val: 6.48, title: "元素充能", text: "6.5%" }, mastery: { type: "plus", val: 23.31, title: "元素精通", text: "23.3" }, cpct: { type: "plus", val: 3.89, title: "暴击率", text: "3.9%" }, cdmg: { type: "plus", val: 7.77, title: "暴击伤害", text: "7.8%" }, } let Calc = { async getCharCalcRule(name) { const _path = process.cwd(); const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/character/${name}/calc.js`; let details, buffs = [], defParams = {}, defDmgIdx = -1, mainAttr = "atk,cpct,cdmg"; if (fs.existsSync(cfgPath)) { let fileData = await import (`file://${cfgPath}`); details = fileData.details || false; buffs = fileData.buffs || []; defParams = fileData.defParams || {}; if (fileData.defDmgIdx) { defDmgIdx = fileData.defDmgIdx; } if (fileData.mainAttr) { mainAttr = fileData.mainAttr; } } if (details) { return { details, buffs, defParams, defDmgIdx, mainAttr } } return false; }, // 获取基础属性 attr(profile, avatar) { let ret = {}, { attr } = profile; // 基础属性 lodash.forEach("atk,def,hp".split(","), (key) => { ret[key] = { base: attr[`${key}Base`] * 1 || 0, plus: attr[key] * 1 - attr[`${key}Base`] * 1 || 0, pct: 0 } }) lodash.forEach("mastery,recharge".split(","), (key) => { ret[key] = { base: attr[key] * 1 || 0, plus: 0, pct: 0 } }) lodash.forEach({ cRate: "cpct", cDmg: "cdmg", hInc: "heal" }, (val, key) => { ret[val] = { base: attr[key] * 1 || 0, plus: 0, pct: 0 } }) lodash.forEach("dmg,phy".split(","), (key) => { ret[key] = { base: attr[key + "Bonus"] * 1 || 0, plus: 0, pct: 0 } }) // a lodash.forEach("a,a2,a3,e,q".split(","), (key) => { ret[key] = { pct: 0, // 倍率加成 multi: 0, // 独立倍率乘区加成 plus: 0, // 伤害值提高 dmg: 0, // 伤害提高 cpct: 0,// 暴击提高 cdmg: 0, //爆伤提高 def: 0, // 防御降低 ignore: 0, // 无视防御 } }) ret.enemy = { def: 0, // 降低防御 ignore: 0, // 无视防御 phy: 0 // 物理防御 } ret.weaponType = avatar.weapon.type_name; ret.element = eleMap[avatar.element]; ret.refine = (avatar.weapon.affix_level * 1 - 1) || 0; ret.multi = 0; ret.zf = 0; ret.rh = 0; ret.kx = 0; return ret; }, // 获取天赋数据 talent(talentData, char) { let ret = {}; lodash.forEach(['a', 'e', 'q'], (key) => { let lv = talentData[key].level_current * 1 || 1, lvKey = `Lv${lv}`; let map = {}; lodash.forEach(char.talent[key].tables, (tr) => { let val = tr.values[lv - 1]; val = val.replace(/[^\x00-\xff]/g, "").trim(); let valArr = [], valArr2 = []; lodash.forEach(val.split("/"), (v, idx) => { let valNum = 0; lodash.forEach(v.split("+"), (v) => { v = v.split("*") let v1 = v[0].replace("%", "").trim(); valNum += v1 * (v[1] || 1); valArr2.push(v1) }) valArr.push(valNum); }); if (isNaN(valArr[0])) { map[tr.name] = false; } else if (valArr.length === 1) { map[tr.name] = valArr[0]; } else { map[tr.name] = valArr; } map[tr.name + "2"] = valArr2; }) ret[key] = map; }) return ret; }, getDs(attr, meta, params) { return { ...meta, attr, params, refine: attr.refine, weaponType: attr.weaponType, element: eleMap[attr.element] || attr.element, calc(ds) { return (ds.base || 0) + (ds.plus || 0) + ((ds.base || 0) * (ds.pct || 0) / 100) } } }, calcAttr(originalAttr, buffs, meta, params = {}, incAttr = '', reduceAttr = '') { let attr = lodash.merge({}, originalAttr); let msg = []; if (incAttr && attrMap[incAttr]) { let aCfg = attrMap[incAttr]; attr[incAttr][aCfg.type] += aCfg.val; } if (reduceAttr && attrMap[reduceAttr]) { let aCfg = attrMap[reduceAttr]; attr[reduceAttr][aCfg.type] -= aCfg.val; } lodash.forEach(buffs, (buff) => { let ds = Calc.getDs(attr, meta, params); // 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; } } let title = buff.title; if (buff.mastery) { let mastery = Math.max(0, attr.mastery.base + attr.mastery.plus); let masteryNum = 2.78 * mastery / (mastery + 1400) * 100; buff.data = buff.data || {}; lodash.forEach(buff.mastery.split(","), (key) => { buff.data[key] = masteryNum; }) } lodash.forEach(buff.data, (val, key) => { if (lodash.isFunction(val)) { val = val(ds); } title = title.replace(`[${key}]`, Format.comma(val, 1)); // 技能提高 let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key); if (tRet) { attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0; return; } let aRet = /^(hp|def|atk|mastery|cpct|cdmg|heal|recharge|dmg|phy)(Plus|Pct)?$/.exec(key); if (aRet) { attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : "plus"] += val * 1 || 0; return; } if (key === "enemyDef") { attr.enemy.def += val * 1 || 0; return; } if (["zf", "rh", "kx"].includes(key)) { attr[key] += val * 1 || 0; } }); msg.push(title); }) return { attr, msg } }, async weapon(weaponName) { const _path = process.cwd(); const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/weapons/calc.js`; let weapons = {}; if (fs.existsSync(cfgPath)) { let fileData = await import (`file://${cfgPath}`); weapons = fileData.weapons || {}; } let weaponCfg = weapons[weaponName] || []; if (lodash.isPlainObject(weaponCfg)) { weaponCfg = [weaponCfg]; } lodash.forEach(weaponCfg, (ds) => { if (!/:/.test(ds.title)) { ds.title = `${weaponName}效果:${ds.title}`; } if (ds.refine) { ds.data = ds.data || {}; lodash.forEach(ds.refine, (r, key) => { ds.data[key] = ({ refine }) => r[refine] * (ds.buffCount || 1); }) } }) return weaponCfg; }, async reliquaries(sets) { const _path = process.cwd(); const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/reliquaries/calc.js`; let buffs = {}; if (fs.existsSync(cfgPath)) { let fileData = await import (`file://${cfgPath}`); buffs = fileData.buffs || {}; } let setMap = {}; lodash.forEach(sets, (set) => { if (set && set.set) { let name = set.set.name setMap[name] = (setMap[name] || 0) + 1 } }); let retBuffs = []; lodash.forEach(setMap, (count, setName) => { if (count >= 2 && buffs[setName + 2]) { retBuffs.push(buffs[setName + 2]) } if (count >= 4 && buffs[setName + 4]) { retBuffs.push(buffs[setName + 4]) } }) return retBuffs; }, getDmgFn({ attr, avatar, enemyLv }) { return function (pctNum = 0, talent = false, ele = false) { let { atk, dmg, cdmg, cpct } = attr; // 攻击区 let atkNum = (atk.base + atk.plus + atk.base * atk.pct / 100); // 倍率独立乘区 let multiNum = attr.multi / 100; // 增伤区 let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100); //console.log({ base: Format.comma(dmg.base, 2), plus: Format.comma(dmg.plus, 2) }) let cpctNum = cpct.base / 100 + cpct.plus / 100; // 爆伤区 let cdmgNum = cdmg.base / 100 + cdmg.plus / 100; 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; 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 lv = avatar.level; let defNum = (lv + 100) / ((lv + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore)); // 抗性区 let kx = 10 - (attr.kx || 0); let kNum = 0.9; if (kx >= 0) { kNum = (100 - kx) / 100; } else { kNum = 1 - kx / 200 } // 反应区 let eleNum = 1; if (ele) { // todo 更详细 eleNum = (attr.element === "水" ? { zf: 2 } : { zf: 1.5, rh: 2 })[ele] || 1; if (attr[ele]) { eleNum = eleNum * (1 + attr[ele] / 100); } } cpctNum = Math.max(0, Math.min(1, cpctNum)); if (cpctNum === 0) { cdmgNum = 0; } let ret = {}; if (talent === "dmgRet") { ret = { dmg: pctNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum, avg: pctNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum } } else { // 计算最终伤害 ret = { dmg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum, avg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum } } // console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret) return ret; }; }, async calcData({ profile, char, avatar, talentData, enemyLv = 91, mode = 'profile', dmgIdx = 0 }) { let charCalcData = await Calc.getCharCalcRule(char.name); //avatar.element; if (!charCalcData) { return false; } let talent = Calc.talent(talentData, char); let meta = { cons: avatar.actived_constellation_num * 1, talent } let { buffs, details, defParams, mainAttr, defDmgIdx } = charCalcData; defParams = defParams || {}; let originalAttr = Calc.attr(profile, avatar); let weaponBuffs = await Calc.weapon(avatar.weapon.name); let reliBuffs = await Calc.reliquaries(avatar.reliquaries); buffs = lodash.concat(buffs, weaponBuffs, reliBuffs); lodash.forEach(buffs, (buff) => { buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort }); buffs = lodash.sortBy(buffs, ["sort"]); let { msg } = Calc.calcAttr(originalAttr, buffs, meta, defParams || {}); let ret = [], detailMap = [], dmgRet = [], dmgDetail = {}; lodash.forEach(details, (detail, detailSysIdx) => { let params = lodash.merge({}, defParams, detail.params || {}); let { attr } = Calc.calcAttr(originalAttr, buffs, meta, params); if (detail.check && !detail.check(Calc.getDs(attr, meta, params))) { return; } let dmg = Calc.getDmgFn({ attr, avatar, enemyLv }), basicDmgRet; let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params)); if (detail.dmg || detail.heal) { basicDmgRet = detail.dmg ? detail.dmg(ds, dmg) : detail.heal(ds, function (num) { let { attr, calc } = ds; return { avg: num * (1 + calc(attr.heal) / 100) } }); 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); let dmg = Calc.getDmgFn({ attr, avatar, enemyLv }); let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params)); if (detail.dmg || detail.heal) { let dmgCalcRet = detail.dmg ? detail.dmg(ds, dmg) : detail.heal(ds, function (num) { let { attr, calc } = ds; return { avg: num * (1 + calc(attr.heal) / 100) } }); rowData.push({ type: dmgCalcRet.avg === basicDmg.avg ? "avg" : (dmgCalcRet.avg > basicDmg.avg ? "gt" : "lt"), ...dmgCalcRet }) } }) dmgRet.push(rowData); }) } return { ret, msg, dmgRet, dmgCfg: dmgDetail } } } export default Calc;