/* * 伤害计算 - 属性计算 * */ import { attrMap } from '../../resources/meta/artifact/index.js' import lodash from 'lodash' import DmgMastery from './DmgMastery.js' import { Format } from '#miao' let DmgAttr = { // 计算并返回指定属性值 getAttrValue (ds) { return (ds.base || 0) + (ds.plus || 0) + ((ds.base || 0) * (ds.pct || 0) / 100) }, // 获取profile对应attr属性值 getAttr ({ id, attr, weapon, char }) { let ret = {} // 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,cpct,cdmg,heal,dmg,phy'.split(','), (key) => { ret[key] = { base: attr[key] * 1 || 0, // 基础值 plus: 0, // 加成值 pct: 0, // 百分比加成 inc: 0 // 提高:护盾增效&治疗增效 } }) // 技能属性记录 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,宵宫E等 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.shield = { base: 100, // 基础 plus: 0, // 护盾强效 inc: 100 // 吸收倍率 } ret.weapon = weapon // 武器 ret.weaponTypeName = char.weaponTypeName // 武器类型 ret.element = Format.elemName(char.elem) // 元素类型 ret.refine = ((weapon.affix || ret.refine || 1) * 1 - 1) || 0 // 武器精炼 ret.multi = 0 // 倍率独立乘区 ret.vaporize = 0 // 蒸发 ret.melt = 0 // 融化 ret.burning = 0 // 燃烧 ret.superConduct = 0 // 超导 ret.swirl = 0 // 扩散 ret.electroCharged = 0 // 感电 ret.shatter = 0 // 碎冰 ret.overloaded = 0 // 超载 ret.bloom = 0 // 绽放 ret.burgeon = 0 // 烈绽放 ret.hyperBloom = 0 // 超绽放 ret.aggravate = 0 // 超激化 ret.spread = 0 // 蔓激化 ret.kx = 0 // 敌人抗性降低 ret.fykx = 0 // 敌人反应抗性降低 return ret }, // 获取数据集 getDs (attr, meta, params) { return { ...meta, attr, params, refine: attr.refine, weaponTypeName: attr.weaponTypeName, weapon: attr.weapon, element: Format.elemName(attr.element) || attr.element, // 计算属性 calc: DmgAttr.getAttrValue } }, // 计算属性 calcAttr ({ originalAttr, buffs, meta, params = {}, incAttr = '', reduceAttr = '', talent = '' }) { let attr = lodash.merge({}, originalAttr) let msg = [] if (incAttr && attrMap[incAttr]) { let aCfg = attrMap[incAttr] attr[incAttr][aCfg.calc] += aCfg.value } if (reduceAttr && attrMap[reduceAttr]) { let aCfg = attrMap[reduceAttr] attr[reduceAttr][aCfg.calc] -= aCfg.value } lodash.forEach(buffs, (buff) => { let ds = DmgAttr.getDs(attr, meta, params) ds.currentTalent = talent let mKey = { vaporize: '蒸发', melt: '融化', swirl: '扩散' } if (lodash.isString(buff) && mKey[buff]) { buff = { vaporize: { title: `元素精通:${mKey[buff]}伤害提高[${buff}]%`, mastery: buff } } } if (buff.isStatic) { return } // 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] = DmgMastery.getMultiple(key, mastery) * 100 }) } 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|shield)(Plus|Pct|Inc)?$/.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 (['vaporize', 'melt', 'burning', 'superConduct', 'swirl', 'electroCharged', 'shatter', 'overloaded', 'bloom', 'burgeon', 'hyperBloom', 'aggravate', 'spread', 'kx', 'fykx'].includes(key)) { attr[key] += val * 1 || 0 } }) msg.push(title) }) return { attr, msg } } } export default DmgAttr