import fs from 'fs' import lodash from 'lodash' import Base from './Base.js' import { Character } from './index.js' import { attrMap as attrMapGS } from '../resources/meta/artifact/index.js' import { attrMap as attrMapSR } from '../resources/meta-sr/artifact/index.js' import DmgBuffs from './profile/DmgBuffs.js' import DmgAttr from './profile/DmgAttr.js' import DmgCalc from './profile/DmgCalc.js' import { Common, MiaoError } from '#miao' export default class ProfileDmg extends Base { constructor (profile = {}, game = 'gs') { super() this.profile = profile this.game = game if (profile && profile.id) { let { id } = profile this.char = Character.get(id) } } static dmgRulePath (name, game = 'gs') { const _path = process.cwd() const meta = game === 'sr' ? 'meta-sr' : 'meta' let path = `${_path}/plugins/miao-plugin/resources/${meta}/character/${name}/calc_user.js` if (fs.existsSync(path)) { return path } path = `${_path}/plugins/miao-plugin/resources/${meta}/character/${name}/calc_auto.js` if (fs.existsSync(path) && Common.cfg('teamCalc')) { return path } path = `${_path}/plugins/miao-plugin/resources/${meta}/character/${name}/calc.js` if (fs.existsSync(path)) { return path } return false } // 获取天赋数据 talent () { let char = this.char let profile = this.profile let ret = {} let talentData = profile.talent || {} let detail = char.detail let { isSr, isGs } = this lodash.forEach((isSr ? 'a,a2,e,e2,q,t' : 'a,e,q').split(','), (key) => { let level = lodash.isNumber(talentData[key]) ? talentData[key] : (talentData[key]?.level || 1) let map = {} if (isGs && detail.talentData) { lodash.forEach(detail.talentData[key], (ds, key) => { map[key] = ds[level - 1] }) } else if (isSr && detail.talent && detail.talent[key]) { lodash.forEach(detail.talent[key].tables, (ds) => { map[ds.name] = ds.values[level - 1] }) } ret[key] = map }) return ret } trees () { let ret = {} let reg = /\d{4}(\d{3})/ lodash.forEach(this.profile.trees, (t) => { let regRet = reg.exec(t) if (regRet && regRet[1]) { ret[regRet[1]] = true } }) return ret } // 获取buff列表 getBuffs (buffs) { return DmgBuffs.getBuffs(this.profile, buffs, this.game) } async getCalcRule () { const cfgPath = ProfileDmg.dmgRulePath(this.char?.name, this.char?.game) let cfg = {} if (cfgPath) { cfg = await import(`file://${cfgPath}`) return { details: cfg.details || false, // 计算详情 buffs: cfg.buffs || [], // 角色buff defParams: cfg.defParams || {}, // 默认参数,一般为空 defDmgIdx: cfg.defDmgIdx || -1, // 默认详情index defDmgKey: cfg.defDmgKey || '', mainAttr: cfg.mainAttr || 'atk,cpct,cdmg', // 伤害属性 enemyName: cfg.enemyName || this.isGs ? '小宝' : '弱点敌人' // 敌人名称 } } return false } async calcData ({ enemyLv = 91, mode = 'profile', dmgIdx = 0, idxIsInput = false }) { if (!this.char || !this.profile) { return false } let { profile } = this let { game } = this.char let sp = this.detail?.sp let charCalcData = await this.getCalcRule() if (!charCalcData) { return false } let { buffs, details, defParams, mainAttr, defDmgIdx, defDmgKey, enemyName } = charCalcData let talent = this.talent() let meta = { cons: profile.cons * 1, talent, trees: this.trees() } let { id, weapon, attr } = profile defParams = defParams || {} let originalAttr = DmgAttr.getAttr({ id, weapon, attr, char: this.char, game, sp }) buffs = this.getBuffs(buffs) let { msg } = DmgAttr.calcAttr({ originalAttr, buffs, meta, params: defParams || {} }) let msgList = [] let ret = [] let detailMap = [] let dmgRet = [] let dmgDetail = {} // 用户手动输入伤害序号 if (idxIsInput) { // 从1开始,所以需要 - 1 dmgIdx = --dmgIdx < 0 ? 0 : dmgIdx } if (mode === 'single') { dmgIdx = defDmgIdx > -1 ? defDmgIdx : 0 } lodash.forEach(details, (detail, detailSysIdx) => { if (mode === 'single') { if (defDmgKey) { if (detail.dmgKey !== defDmgKey) { return true } } else if (detailSysIdx !== dmgIdx) { return true } } if (lodash.isFunction(detail)) { let { attr } = DmgAttr.calcAttr({ originalAttr, buffs, meta }) let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta)) detail = detail({ ...ds, attr, profile }) } let params = lodash.merge({}, defParams, detail?.params || {}) let { attr, msg } = DmgAttr.calcAttr({ originalAttr, buffs, meta, params, talent: detail.talent || '' }) if (detail.isStatic) { return } if (detail.check && !detail.check(DmgAttr.getDs(attr, meta, params))) { return } if (detail.cons && meta.cons < detail.cons * 1) { return } let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta, params)) let dmg = DmgCalc.getDmgFn({ ds, attr, level: profile.level, enemyLv, showDetail: detail.showDetail, game }) let basicDmgRet if (detail.dmg) { basicDmgRet = detail.dmg(ds, dmg) detail.userIdx = detailMap.length detailMap.push(detail) ret.push({ title: detail.title, ...basicDmgRet }) } msgList.push(msg) }) if (mode === 'dmg') { let detail if (idxIsInput && detailMap[dmgIdx]) { detail = detailMap[dmgIdx] } else if (idxIsInput) { // 当用户输入的下标错误时,提示错误 throw new MiaoError(`序号输入错误:${this.char.name}最多只支持${detailMap.length}种伤害计算哦`) } else if (!lodash.isUndefined(defDmgIdx) && details[defDmgIdx]) { detail = details[defDmgIdx] } else { detail = detailMap[0] } if (lodash.isFunction(detail)) { let { attr } = DmgAttr.calcAttr({ originalAttr, buffs, meta }) let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta)) detail = detail({ ...ds, attr, profile }) } dmgDetail = { title: detail.title, userIdx: detail.userIdx || defDmgIdx, basicRet: lodash.merge({}, ret[detail.userIdx] || ret[defDmgIdx]), attr: [] } let attrMap = game === 'gs' ? attrMapGS : attrMapSR // 计算角色属性增减 mainAttr = mainAttr.split(',') let params = lodash.merge({}, defParams, detail.params || {}) let basicDmg = dmgDetail.basicRet lodash.forEach(mainAttr, (reduceAttr) => { dmgDetail.attr.push(attrMap[reduceAttr]) let rowData = [] lodash.forEach(mainAttr, (incAttr) => { if (incAttr === reduceAttr) { rowData.push({ type: 'na' }) return } let { attr } = DmgAttr.calcAttr({ originalAttr, buffs, meta, params, incAttr, reduceAttr, talent: detail.talent || '', game }) let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta, params)) let dmg = DmgCalc.getDmgFn({ ds, attr, level: profile.level, enemyLv, game }) if (detail.dmg) { let dmgCalcRet = detail.dmg(ds, dmg) rowData.push({ type: dmgCalcRet.avg === basicDmg.avg ? 'avg' : (dmgCalcRet.avg > basicDmg.avg ? 'gt' : 'lt'), ...dmgCalcRet }) } }) dmgRet.push(rowData) }) } if (mode === 'single') { return ret[0] } return { ret, // 根据当前计算的伤害,显示对应的buff列表 msg: msgList[idxIsInput ? dmgIdx : (defDmgIdx > -1 ? defDmgIdx : dmgIdx)] || msg, msgList, dmgRet, enemyName, dmgCfg: dmgDetail, enemyLv } } }