/** * 面板属性计算 * @type {{}} */ import { Weapon, ProfileAttr, Character } from '../index.js' import { attrNameMap } from '../../resources/meta/artifact/artis-mark.js' import { calc as artisBuffs } from '../../resources/meta/artifact/index.js' import { calc as weaponBuffs } from '../../resources/meta/weapon/index.js' import lodash from 'lodash' class AttrCalc { constructor (profile) { this.profile = profile this.char = profile.char } /** * 静态调用入口 * @param profile * @returns {boolean|void} */ static async getAttr (profile) { let attr = new AttrCalc(profile) return await attr.calc() } /** * 实例调用入口 * @param profile */ async calc (profile) { this.attr = ProfileAttr.init({ recharge: 100, cpct: 5, cdmg: 50 }) await this.setCharAttr() this.setWeaponAttr() this.setArtisAttr() if (process.argv.includes('web-debug')) { // console.log(this.attr, this.attr.getAttr()) } return this.attr.getAttr() } addAttr (key, val) { this.attr.addAttr(key, val) } /** * 计算角色属性 * @param affix */ async setCharAttr (affix = '') { let { char, level, promote } = this.profile let metaAttr = char.detail?.attr || {} let { keys = {}, details = {} } = metaAttr let lvLeft = 0 let lvRight = 0 let lvStep = [1, 20, 40, 50, 60, 70, 80, 90] let currPromote = 0 for (let idx = 0; idx < lvStep.length - 1; idx++) { if (currPromote === promote) { if (level >= lvStep[idx] && level <= lvStep[idx + 1]) { lvLeft = lvStep[idx] lvRight = lvStep[idx + 1] break } } currPromote++ } let detailLeft = details[lvLeft + '+'] || details[lvLeft] || {} let detailRight = details[lvRight] || {} let getLvData = (idx, step = false) => { let valueLeft = detailLeft[idx] let valueRight = detailRight[idx] if (!step) { return valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft)) } else { return valueLeft * 1 + ((valueRight - valueLeft) * Math.floor((level - lvLeft) / 5) / Math.round(((lvRight - lvLeft) / 5))) } } this.addAttr('hpBase', getLvData(0)) this.addAttr('atkBase', getLvData(1)) this.addAttr('defBase', getLvData(2)) this.addAttr(keys[3], getLvData(3, true)) let charBuffs = await char.getCalcRule() lodash.forEach(charBuffs.buffs, (buff) => { if (!buff.isStatic) { return true } if (buff) { lodash.forEach(buff.data, (val, key) => { this.addAttr(key, val) }) } }) } /** * 计算武器属性 */ setWeaponAttr () { let wData = this.profile?.weapon let weapon = Weapon.get(wData?.name) let level = wData.level let promote = lodash.isUndefined(wData.promote) ? -1 : wData.promote let lvLeft = 1 let lvRight = 20 let lvStep = [1, 20, 40, 50, 60, 70, 80, 90] let currPromote = 0 for (let idx = 0; idx < lvStep.length - 1; idx++) { if (promote === -1 || (currPromote === promote)) { if (level >= lvStep[idx] && level <= lvStep[idx + 1]) { lvLeft = lvStep[idx] lvRight = lvStep[idx + 1] break } } currPromote++ } let wAttr = weapon?.detail?.attr || {} let wAtk = wAttr.atk || {} let valueLeft = wAtk[lvLeft + '+'] || wAtk[lvLeft] || {} let valueRight = wAtk[lvRight] || {} this.addAttr('atkBase', valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft))) let wBonus = wAttr.bonusData || {} valueLeft = wBonus[lvLeft + '+'] || wBonus[lvLeft] valueRight = wBonus[lvRight] let stepCount = Math.ceil((lvRight - lvLeft) / 5) let valueStep = (valueRight - valueLeft) / stepCount let add = valueLeft + (stepCount - Math.ceil((lvRight - level) / 5)) * valueStep this.addAttr(wAttr.bonusKey, add) let wBuffs = weaponBuffs[weapon.name] || [] if (lodash.isPlainObject(wBuffs)) { wBuffs = [wBuffs] } let affix = wData.affix || 1 lodash.forEach(wBuffs, (buff) => { if (!buff.isStatic) { return true } if (buff) { lodash.forEach(buff.refine, (r, key) => { this.addAttr(key, r[affix - 1] * (buff.buffCount || 1)) }) } }) } /** * 计算圣遗物属性 */ setArtisAttr () { let artis = this.profile?.artis // 计算圣遗物词条 artis.forEach((arti) => { this.calcArtisAttr(arti.main, this.char) lodash.forEach(arti.attrs, (ds) => { this.calcArtisAttr(ds) }) }) // 计算圣遗物静态加成 artis.eachArtisSet((set, num) => { let buff = artisBuffs[set.name] && artisBuffs[set.name][num] if (!buff || !buff.isStatic) { return true } if (buff.elem && !this.char.isElem(buff.elem)) { return true } lodash.forEach(buff.data, (val, key) => { this.addAttr(key, val) }) }) } /** * 计算单条圣遗物词缀 * @param ds * @returns {boolean} */ calcArtisAttr (ds, char) { let title = ds.title let key = attrNameMap[title] if (/元素伤害/.test(title)) { key = 'dmg' let elem = Character.matchElem(title) if (!char.isElem(elem.elem)) { key = 'dmg2' } } if (/物/.test(title)) { key = 'phy' } if (!key) { return false } if (['atk', 'hp', 'def'].includes(key)) { key = key + 'Pct' } this.attr.addAttr(key, ds.value * 1) } static calcPromote (lv) { if (lv === 20) { return 1 } if (lv === 90) { return 6 } let lvs = [1, 20, 40, 50, 60, 70, 80, 90] let promote = 0 for (let idx = 0; idx < lvs.length - 1; idx++) { if (lv >= lvs[idx] && lv <= lvs[idx + 1]) { return promote } promote++ } } } export default AttrCalc