miao-plugin/components/Calc.js

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import fs from "fs";
import lodash from "lodash";
import Format from "./Format.js";
import {buffs} from "../resources/meta/reliquaries/calc.js";
let Calc = {
async getCharCalcRule(name) {
const _path = process.cwd();
const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/character/${name}/calc.js`;
let details, buffs = [], defParams = {};
if (fs.existsSync(cfgPath)) {
let fileData = await import (`file://${cfgPath}`);
details = fileData.details || false;
buffs = fileData.buffs || [];
defParams = fileData.defParams || {};
}
if (details) {
return {details, buffs, defParams}
}
return false;
},
// 获取基础属性
attr(profile, avatar) {
let ret = {},
{attr} = profile;
// 基础属性
lodash.forEach("atk,def,hp".split(","), (key) => {
ret[key] = {
base: attr[`${key}Base`] * 1 || 0,
plus: attr[key] * 1 - attr[`${key}Base`] * 1 || 0,
pct: 0
}
})
lodash.forEach("mastery,recharge".split(","), (key) => {
ret[key] = {
base: attr[key] * 1 || 0,
plus: 0,
pct: 0
}
})
lodash.forEach({cRate: "cpct", cDmg: "cdmg", hInc: "heal"}, (val, key) => {
ret[val] = {
base: attr[key] * 1 || 0,
plus: 0,
pct: 0
}
})
lodash.forEach("dmg,phy".split(","), (key) => {
ret[key] = {
base: attr[key + "Bonus"] * 1 || 0,
plus: 0,
pct: 0
}
})
// a
lodash.forEach("a,a2,a3,e,q".split(","), (key) => {
ret[key] = {
pct: 0, // 倍率加成
def: 0, // 防御降低
ignore: 0, // 无视防御
plus: 0, // 伤害值提高
dmg: 0, // 伤害提高
cpct: 0,// 暴击提高
cdmg: 0 //爆伤提高
}
})
ret.enemy = {
def: 0, // 降低防御
ignore: 0, // 无视防御
phy: 0 // 物理防御
}
ret.weaponType = avatar.weapon.type_name;
ret.element = avatar.element;
ret.refine = (avatar.weapon.affix_level * 1 - 1) || 0;
return ret;
},
// 获取天赋数据
talent(talentData, char) {
let ret = {};
lodash.forEach(['a', 'e', 'q'], (key) => {
let lv = talentData[key].level_current * 1 || 1,
lvKey = `Lv${lv}`;
let map = {};
lodash.forEach(char.talent[key].tables, (tr) => {
let val = tr.values[lv - 1];
val = val.replace(/[^\x00-\xff]/g, "").trim();
let valArr = [];
lodash.forEach(val.split("/"), (v, idx) => {
let valNum = 0;
lodash.forEach(v.split("+"), (v) => {
valNum += v.replace("%", "").trim() * 1;
})
valArr.push(valNum);
});
if (isNaN(valArr[0])) {
map[tr.name] = false;
} else if (valArr.length === 1) {
map[tr.name] = valArr[0];
} else {
map[tr.name] = valArr;
}
})
ret[key] = map;
})
return ret;
},
calcAttr(originalAttr, buffs, meta, params = {}) {
let attr = lodash.merge({}, originalAttr);
let msg = [];
lodash.forEach(buffs, (buff) => {
let ds = {
...meta,
attr,
params,
refine: attr.refine
};
// 如果存在rule则进行计算
if (buff.rule && !buff.rule(ds)) {
return;
}
let title = buff.title;
lodash.forEach(buff.data, (val, key) => {
if (lodash.isFunction(val)) {
val = val(ds);
}
title = title.replace(`[${key}]`, Format.comma(val, 1));
// 技能提高
let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg)$/.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)(Plus|Pct)?$/.exec(key);
if (aRet) {
attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : "plus"] += val * 1 || 0;
return;
}
if (key === "enemyDef") {
attr.enemy.def += val * 1 || 0;
}
});
msg.push(title);
})
return {
attr, msg
}
},
async weapon(weaponName) {
const _path = process.cwd();
const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/weapons/calc.js`;
let weapons = {};
if (fs.existsSync(cfgPath)) {
let fileData = await import (`file://${cfgPath}`);
weapons = fileData.weapons || {};
}
let weaponCfg = weapons[weaponName] || [];
if (lodash.isPlainObject(weaponCfg)) {
weaponCfg = [weaponCfg];
}
lodash.forEach(weaponCfg, (ds) => {
ds.title = `${weaponName}${ds.title}`;
if (ds.refine) {
ds.data = ds.data || {};
lodash.forEach(ds.refine, (r, key) => {
ds.data[key] = ({refine}) => r[refine] * (ds.buffCount || 1);
})
}
})
return weaponCfg;
},
async reliquaries(sets) {
const _path = process.cwd();
const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/reliquaries/calc.js`;
let buffs = {};
if (fs.existsSync(cfgPath)) {
let fileData = await import (`file://${cfgPath}`);
buffs = fileData.buffs || {};
}
let setMap = {};
lodash.forEach(sets, (set) => {
if (set && set.set) {
let name = set.set.name
setMap[name] = (setMap[name] || 0) + 1
}
});
let retBuffs = [];
lodash.forEach(setMap, (count, setName) => {
if (count >= 2 && buffs[setName + 2]) {
retBuffs.push(buffs[setName + 2])
}
if (count >= 4 && buffs[setName + 4]) {
retBuffs.push(buffs[setName + 4])
}
})
return retBuffs;
},
async calcData(profile, char, avatar, talentData) {
let charCalcData = await Calc.getCharCalcRule(char.name);
//avatar.element;
if (!charCalcData) {
return false;
}
let talent = Calc.talent(talentData, char);
let meta = {
cons: avatar.actived_constellation_num * 1,
talent
}
let {buffs, details, defParams} = charCalcData;
defParams = defParams || {};
let originalAttr = Calc.attr(profile, avatar);
let weaponBuffs = await Calc.weapon(avatar.weapon.name);
let reliBuffs = await Calc.reliquaries(avatar.reliquaries);
buffs = lodash.concat(buffs, weaponBuffs, reliBuffs);
lodash.forEach(buffs, (buff) => {
buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort
});
buffs = lodash.sortBy(buffs, ["sort"]);
let {msg} = Calc.calcAttr(originalAttr, buffs, meta, defParams || {});
let ret = [];
lodash.forEach(details, (detail) => {
let params = lodash.merge({}, defParams, detail.params || {});
let {attr} = Calc.calcAttr(originalAttr, buffs, meta, params);
let dmg = function (pctNum = 0, talent = false) {
let {atk, dmg, cdmg, cpct} = attr;
// 攻击区
let atkNum = (atk.base + atk.plus + atk.base * atk.pct / 100);
// 增伤区
let dmgNum = (1 + dmg.base/100 + dmg.plus / 100);
//console.log({ base: Format.comma(dmg.base, 2), plus: Format.comma(dmg.plus, 2) })
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;
pctNum = pctNum / 100;
if (talent && attr[talent]) {
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;
}
// 防御区
let enemyLv = 86, lv = 90;
let defNum = (lv + 100) / ((lv + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore));
// 抗性区
let kNum = 0.9;
// 计算最终伤害
let ret = {
dmg: atkNum * pctNum * dmgNum * (1 + cdmgNum) * defNum * kNum,
avg: atkNum * pctNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum
}
console.log(attr, {atkNum, pctNum, dmgNum, cpctNum, cdmgNum, defNum}, ret)
return ret;
};
if (detail.dmg) {
let dmgRet = detail.dmg({attr, talent}, dmg);
ret.push({
title: detail.title,
...dmgRet
})
}
})
return {
ret,
msg
}
}
}
export default Calc;