mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-22 23:51:39 +00:00
578 lines
15 KiB
JavaScript
578 lines
15 KiB
JavaScript
import fs from 'fs'
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import lodash from 'lodash'
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import Format from './Format.js'
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import { Character } from './models.js'
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import { eleBaseDmg, eleMap, attrMap } from './calc/calc-meta.js'
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import { Mastery } from './calc/mastery.js'
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let Calc = {
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async getCharCalcRule (name) {
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const _path = process.cwd()
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/character/${name}/calc.js`
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let details; let buffs = []; let defParams = {}; let defDmgIdx = -1; let mainAttr = 'atk,cpct,cdmg'; let enemyName = '小宝'
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if (fs.existsSync(cfgPath)) {
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let fileData = await import(`file://${cfgPath}`)
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details = fileData.details || false
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buffs = fileData.buffs || []
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defParams = fileData.defParams || {}
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if (fileData.defDmgIdx) {
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defDmgIdx = fileData.defDmgIdx
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}
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if (fileData.mainAttr) {
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mainAttr = fileData.mainAttr
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}
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if (fileData.enemyName) {
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enemyName = fileData.enemyName
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}
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}
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if (details) {
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return { details, buffs, defParams, defDmgIdx, mainAttr, enemyName }
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}
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return false
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},
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// 获取基础属性
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attr (profile) {
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let ret = {}
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let { attr } = profile
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ret.dataSource = profile.dataSource || 'miao'
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// 基础属性
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lodash.forEach('atk,def,hp'.split(','), (key) => {
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ret[key] = {
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base: attr[`${key}Base`] * 1 || 0,
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plus: attr[key] * 1 - attr[`${key}Base`] * 1 || 0,
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pct: 0
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}
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})
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lodash.forEach('mastery,recharge'.split(','), (key) => {
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ret[key] = {
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base: attr[key] * 1 || 0,
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plus: 0,
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pct: 0
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}
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})
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lodash.forEach({ cRate: 'cpct', cDmg: 'cdmg', hInc: 'heal' }, (val, key) => {
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ret[val] = {
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base: attr[key] * 1 || 0,
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plus: 0,
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pct: 0,
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inc: 0
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}
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})
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lodash.forEach('dmg,phy'.split(','), (key) => {
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ret[key] = {
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base: attr[key + 'Bonus'] * 1 || 0,
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plus: 0,
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pct: 0
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}
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})
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// 技能属性记录
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lodash.forEach('a,a2,a3,e,q'.split(','), (key) => {
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ret[key] = {
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pct: 0, // 倍率加成
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multi: 0, // 独立倍率乘区加成
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plus: 0, // 伤害值提高
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dmg: 0, // 伤害提高
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cpct: 0, // 暴击提高
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cdmg: 0, // 爆伤提高
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def: 0, // 防御降低
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ignore: 0 // 无视防御
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}
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})
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ret.enemy = {
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def: 0, // 降低防御
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ignore: 0, // 无视防御
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phy: 0 // 物理防御
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}
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ret.shield = {
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base: 100, // 基础
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plus: 0, // 护盾强效
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inc: 100 // 吸收倍率
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}
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let char = Character.get(profile)
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ret.weapon = profile.weapon
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ret.weaponType = char.weaponType
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ret.element = eleMap[char.elem.toLowerCase()]
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ret.refine = (profile.weapon.affix * 1 - 1) || 0
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ret.multi = 0
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ret.zf = 0
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ret.rh = 0
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ret.gd = 0
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ret.ks = 0
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ret.kx = 0
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ret.fykx = 0
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return ret
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},
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// 获取天赋数据
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talent (profile, char) {
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let ret = {}
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let talentData = profile.talent || {}
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lodash.forEach(['a', 'e', 'q'], (key) => {
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let td = talentData[key] || {}
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let lv = td.level_current * 1 || 1
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let map = {}
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lodash.forEach(char.talent[key].tables, (tr) => {
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let val = tr.values[lv - 1]
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val = val.replace(/[^\x00-\xff]/g, '').trim()
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let valArr = []; let valArr2 = []
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lodash.forEach(val.split('/'), (v, idx) => {
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let valNum = 0
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lodash.forEach(v.split('+'), (v) => {
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v = v.split('*')
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let v1 = v[0].replace('%', '').trim()
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valNum += v1 * (v[1] || 1)
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valArr2.push(v1)
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})
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valArr.push(valNum)
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})
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if (isNaN(valArr[0])) {
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map[tr.name] = false
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} else if (valArr.length === 1) {
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map[tr.name] = valArr[0]
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} else {
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map[tr.name] = valArr
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}
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map[tr.name + '2'] = valArr2
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})
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ret[key] = map
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})
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return ret
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},
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getDs (attr, meta, params) {
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return {
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...meta,
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attr,
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params,
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refine: attr.refine,
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weaponType: attr.weaponType,
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weapon: attr.weapon,
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element: eleMap[attr.element] || attr.element,
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calc (ds) {
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return (ds.base || 0) + (ds.plus || 0) + ((ds.base || 0) * (ds.pct || 0) / 100)
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}
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}
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},
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calcAttr ({ originalAttr, buffs, meta, params = {}, incAttr = '', reduceAttr = '', talent = '' }) {
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let attr = lodash.merge({}, originalAttr)
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let msg = []
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if (incAttr && attrMap[incAttr]) {
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let aCfg = attrMap[incAttr]
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attr[incAttr][aCfg.type] += aCfg.val
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}
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if (reduceAttr && attrMap[reduceAttr]) {
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let aCfg = attrMap[reduceAttr]
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attr[reduceAttr][aCfg.type] -= aCfg.val
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}
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lodash.forEach(buffs, (buff) => {
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let ds = Calc.getDs(attr, meta, params)
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ds.currentTalent = talent
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// 如果存在rule,则进行计算
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if (buff.check && !buff.check(ds)) {
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return
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}
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if (buff.cons) {
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if (ds.cons * 1 < buff.cons * 1) {
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return
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}
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}
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let title = buff.title
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if (buff.mastery) {
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let mastery = Math.max(0, attr.mastery.base + attr.mastery.plus)
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// let masteryNum = 2.78 * mastery / (mastery + 1400) * 100;
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buff.data = buff.data || {}
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lodash.forEach(buff.mastery.split(','), (key) => {
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buff.data[key] = Mastery.getMultiple(key, mastery)
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// buff.data[key] = masteryNum;
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})
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}
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lodash.forEach(buff.data, (val, key) => {
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if (lodash.isFunction(val)) {
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val = val(ds)
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}
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title = title.replace(`[${key}]`, Format.comma(val, 1))
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// 技能提高
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let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key)
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if (tRet) {
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attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0
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return
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}
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let aRet = /^(hp|def|atk|mastery|cpct|cdmg|heal|recharge|dmg|phy|shield)(Plus|Pct|Inc)?$/.exec(key)
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if (aRet) {
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attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : 'plus'] += val * 1 || 0
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return
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}
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if (key === 'enemyDef') {
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attr.enemy.def += val * 1 || 0
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return
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}
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if (['zf', 'rh', 'kx', 'gd', 'ks', 'fykx'].includes(key)) {
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attr[key] += val * 1 || 0
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}
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})
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msg.push(title)
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})
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return {
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attr, msg
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}
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},
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async weapon (weaponName) {
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const _path = process.cwd()
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/weapons/calc.js`
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let weapons = {}
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if (fs.existsSync(cfgPath)) {
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let fileData = await import(`file://${cfgPath}`)
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weapons = fileData.weapons || {}
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}
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let weaponCfg = weapons[weaponName] || []
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if (lodash.isPlainObject(weaponCfg)) {
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weaponCfg = [weaponCfg]
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}
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lodash.forEach(weaponCfg, (ds) => {
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if (!/:/.test(ds.title)) {
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ds.title = `${weaponName}:${ds.title}`
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}
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if (ds.refine) {
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ds.data = ds.data || {}
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lodash.forEach(ds.refine, (r, key) => {
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ds.data[key] = ({ refine }) => r[refine] * (ds.buffCount || 1)
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})
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}
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})
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return weaponCfg
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},
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async reliquaries (sets) {
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const _path = process.cwd()
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/reliquaries/calc.js`
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let buffs = {}
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if (fs.existsSync(cfgPath)) {
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let fileData = await import(`file://${cfgPath}`)
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buffs = fileData.buffs || {}
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}
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let setMap = {}
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lodash.forEach(sets, (set) => {
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if (set && set.set) {
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let name = set.set
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setMap[name] = (setMap[name] || 0) + 1
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}
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})
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let retBuffs = []
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lodash.forEach(setMap, (count, setName) => {
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if (count >= 2 && buffs[setName + 2]) {
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retBuffs.push(buffs[setName + 2])
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}
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if (count >= 4 && buffs[setName + 4]) {
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retBuffs.push(buffs[setName + 4])
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}
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})
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return retBuffs
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},
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getDmgFn ({ ds, attr, profile, enemyLv, showDetail = false }) {
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let { calc } = ds
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let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent') {
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let { atk, dmg, phy, cdmg, cpct } = attr
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// 攻击区
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let atkNum = calc(atk)
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// 倍率独立乘区
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let multiNum = attr.multi / 100
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// 增伤区
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let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100)
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if (ele === 'phy') {
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dmgNum = (1 + phy.base / 100 + phy.plus / 100)
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}
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// console.log({ base: Format.comma(dmg.base, 2), plus: Format.comma(dmg.plus, 2) })
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let cpctNum = cpct.base / 100 + cpct.plus / 100
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// 爆伤区
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let cdmgNum = cdmg.base / 100 + cdmg.plus / 100
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let enemyDef = attr.enemy.def / 100
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let enemyIgnore = attr.enemy.ignore / 100
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let plusNum = 0
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if (talent && attr[talent]) {
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pctNum = pctNum / 100
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let ds = attr[talent]
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pctNum += ds.pct / 100
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dmgNum += ds.dmg / 100
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cpctNum += ds.cpct / 100
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cdmgNum += ds.cdmg / 100
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enemyDef += ds.def / 100
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enemyIgnore += ds.ignore / 100
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multiNum += ds.multi / 100
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plusNum += ds.plus
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}
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// 防御区
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let lv = profile.lv
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let defNum = (lv + 100) / ((lv + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
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// 抗性区
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let kx = attr.kx
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if (talent === 'fy') {
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kx = attr.fykx
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}
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kx = 10 - (kx || 0)
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let kNum = 0.9
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if (kx >= 0) {
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kNum = (100 - kx) / 100
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} else {
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kNum = 1 - kx / 200
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}
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// 反应区
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let eleNum = 1; let eleBase = 0
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if (ele === 'ks' || ele === 'gd') {
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eleBase = eleBaseDmg[lv] || 0
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}
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if (ele === 'phy') {
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// do nothing
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} else if (ele) {
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eleNum = Mastery.getBasePct(ele, attr.element)
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if (attr[ele]) {
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eleNum = eleNum * (1 + attr[ele] / 100)
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}
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}
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cpctNum = Math.max(0, Math.min(1, cpctNum))
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if (cpctNum === 0) {
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cdmgNum = 0
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}
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let ret = {}
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if (mode === 'basic') {
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ret = {
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dmg: basicNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: basicNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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} else if (eleBase) {
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ret = {
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avg: eleBase * kNum * eleNum
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}
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} else {
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// 计算最终伤害
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ret = {
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dmg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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}
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if (showDetail) {
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console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
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}
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return ret
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}
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dmgFn.basic = function (basicNum = 0, talent = false, ele = false) {
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return dmgFn(0, talent, ele, basicNum, 'basic')
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}
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dmgFn.heal = function (num) {
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if (showDetail) {
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console.log(num, calc(attr.heal), attr.heal.inc)
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}
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return {
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avg: num * (1 + calc(attr.heal) / 100 + attr.heal.inc / 100)
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}
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}
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dmgFn.shield = function (num) {
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return {
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avg: num * (calc(attr.shield) / 100) * (attr.shield.inc / 100)
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}
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}
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dmgFn.ks = function () {
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return dmgFn(0, 'fy', 'ks')
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}
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return dmgFn
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},
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async calcData ({ profile, char, enemyLv = 91, mode = 'profile', dmgIdx = 0 }) {
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let charCalcData = await Calc.getCharCalcRule(char.name)
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if (!charCalcData) {
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return false
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}
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let talent = Calc.talent(profile, char)
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let meta = {
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cons: profile.cons * 1,
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talent
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}
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let { buffs, details, defParams, mainAttr, defDmgIdx, enemyName } = charCalcData
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defParams = defParams || {}
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let originalAttr = Calc.attr(profile)
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let weaponBuffs = await Calc.weapon(profile.weapon.name)
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let reliBuffs = await Calc.reliquaries(profile.artis)
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buffs = lodash.concat(buffs, weaponBuffs, reliBuffs)
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lodash.forEach(buffs, (buff) => {
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buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort
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})
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buffs = lodash.sortBy(buffs, ['sort'])
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let { msg } = Calc.calcAttr({ originalAttr, buffs, meta, params: defParams || {} })
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let ret = []; let detailMap = []; let dmgRet = []; let dmgDetail = {}
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lodash.forEach(details, (detail, detailSysIdx) => {
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if (lodash.isFunction(detail)) {
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let { attr } = Calc.calcAttr({ originalAttr, buffs, meta })
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let ds = lodash.merge({ talent }, Calc.getDs(attr, meta))
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detail = detail({ ...ds, attr, profile })
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}
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let params = lodash.merge({}, defParams, detail.params || {})
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let { attr } = Calc.calcAttr({ originalAttr, buffs, meta, params, talent: detail.talent || '' })
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if (detail.check && !detail.check(Calc.getDs(attr, meta, params))) {
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return
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}
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if (detail.cons && meta.cons * 1 < detail.cons * 1) {
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return
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}
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let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params))
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let dmg = Calc.getDmgFn({ ds, attr, profile, enemyLv, showDetail: detail.showDetail })
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let basicDmgRet
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if (detail.dmg) {
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basicDmgRet = detail.dmg(ds, dmg)
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detail.userIdx = detailMap.length
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detailMap.push(detail)
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ret.push({
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title: detail.title,
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...basicDmgRet
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})
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}
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})
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if (mode === 'dmg') {
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let detail
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if (dmgIdx && detailMap[dmgIdx - 1]) {
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detail = detailMap[dmgIdx - 1]
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} else if (!lodash.isUndefined(defDmgIdx) && details[defDmgIdx]) {
|
||
detail = details[defDmgIdx]
|
||
} else {
|
||
detail = detailMap[0]
|
||
}
|
||
|
||
dmgDetail = {
|
||
title: detail.title,
|
||
userIdx: detail.userIdx,
|
||
basicRet: lodash.merge({}, ret[detail.userIdx]),
|
||
attr: []
|
||
}
|
||
|
||
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 } = Calc.calcAttr({
|
||
originalAttr,
|
||
buffs,
|
||
meta,
|
||
params,
|
||
incAttr,
|
||
reduceAttr,
|
||
talent: detail.talent || ''
|
||
})
|
||
let ds = lodash.merge({ talent }, Calc.getDs(attr, meta, params))
|
||
let dmg = Calc.getDmgFn({ ds, attr, profile, enemyLv })
|
||
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)
|
||
})
|
||
}
|
||
|
||
return {
|
||
ret,
|
||
msg,
|
||
dmgRet,
|
||
enemyName,
|
||
dmgCfg: dmgDetail
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
export default Calc
|