/* * 伤害计算 - 计算伤害 * */ import { eleBaseDmg } from './DmgCalcMeta.js' import DmgMastery from './DmgMastery.js' 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 } = 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 } = data let calc = ds.calc 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) } 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 defNum = (level + 100) / ((level + 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[level] || 0 } if (ele === 'phy') { // do nothing } else if (ele) { eleNum = DmgMastery.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 }, getDmgFn (data) { let { showDetail, attr, ds } = data let { calc } = ds let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent') { return DmgCalc.calcRet({ pctNum, talent, ele, basicNum, mode }, data) } dmgFn.basic = function (basicNum = 0, talent = false, ele = false) { return dmgFn(0, talent, ele, basicNum, 'basic') } // 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) { return { avg: num * (calc(attr.shield) / 100) * (attr.shield.inc / 100) } } // 扩散方法 dmgFn.ks = function () { return dmgFn(0, 'fy', 'ks') } return dmgFn } } export default DmgCalc