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' const CharArtis = { getCharArtisCfg (char, profile, artis) { let { attr, weapon } = profile let { isGs } = char let usefulAttr = isGs ? usefulAttrGS : usefulAttrSR let rule = function (title, attrWeight) { return { title, attrWeight } } let def = function (attrWeight) { let title = [] let weight = lodash.extend({}, attrWeight || usefulAttr[char.name] || { atk: 75, cpct: 100, cdmg: 100, dmg: 100 }) 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 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' } } 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' return { title: `${char.abbr}-${title}`, attrWeight: weight } } let charRule = char.getArtisCfg() || function ({ def }) { return def(usefulAttr[char.name] || { atk: 75, cpct: 100, cdmg: 100 }) } if (charRule) { return charRule({ attr, artis, rule, def, weapon, cons: profile.cons }) } } } export default CharArtis