import lodash from 'lodash' import { Character } from '../index.js' import { eleBaseDmg, eleMap, } from './calc-meta.js' import Mastery from './Mastery.js' let Calc = { getDmgFn ({ ds, attr, profile, enemyLv, showDetail = false }) { let { calc } = ds let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent') { let { atk, dmg, phy, cdmg, cpct } = attr // 攻击区 let atkNum = calc(atk) // 倍率独立乘区 let multiNum = attr.multi / 100 // 增伤区 let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100) if (ele === 'phy') { dmgNum = (1 + phy.base / 100 + phy.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 = profile.lv || profile.level let defNum = (lv + 100) / ((lv + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore)) // 抗性区 let kx = attr.kx if (talent === 'fy') { kx = attr.fykx } kx = 10 - (kx || 0) let kNum = 0.9 if (kx >= 0) { kNum = (100 - kx) / 100 } else { kNum = 1 - kx / 200 } // 反应区 let eleNum = 1 let eleBase = 0 if (ele === 'ks' || ele === 'gd') { eleBase = eleBaseDmg[lv] || 0 } if (ele === 'phy') { // do nothing } else if (ele) { eleNum = Mastery.getBasePct(ele, attr.element) 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 (mode === 'basic') { ret = { dmg: basicNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum, avg: basicNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum } } else if (eleBase) { ret = { avg: eleBase * 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 } } if (showDetail) { console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret) } return ret } dmgFn.basic = function (basicNum = 0, talent = false, ele = false) { return dmgFn(0, talent, ele, basicNum, 'basic') } 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) } } dmgFn.shield = function (num) { return { avg: num * (calc(attr.shield) / 100) * (attr.shield.inc / 100) } } dmgFn.ks = function () { return dmgFn(0, 'fy', 'ks') } return dmgFn } } export default Calc