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82 lines
2.1 KiB
JavaScript
82 lines
2.1 KiB
JavaScript
/*
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* 伤害计算 - Buff计算
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* */
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import lodash from 'lodash'
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import { ProfileArtis, ArtifactSet, Weapon } from '../index.js'
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let DmgBuffs = {
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getBuffs (profile, buffs = [], game = 'gs') {
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let weaponBuffs = DmgBuffs.getWeaponBuffs(profile.weapon, game)
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let artisBuffs = DmgBuffs.getArtisBuffs(profile.artis, game)
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buffs = lodash.concat(buffs, weaponBuffs, artisBuffs)
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let mKey = {
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vaporize: '蒸发',
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melt: '融化',
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swirl: '扩散'
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}
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let mKey2 = {
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aggravate: '超激化'
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}
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buffs = lodash.filter(buffs, (b) => !!b)
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lodash.forEach(buffs, (buff, idx) => {
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if (lodash.isString(buff)) {
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if (mKey[buff]) {
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buff = {
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title: `元素精通:${mKey[buff]}伤害提高[_${buff}]%`,
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mastery: buff
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}
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buffs[idx] = buff
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} else if (mKey2[buff]) {
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buff = {
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title: `元素精通:触发${mKey2[buff]}伤害值提高[${buff}]`,
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mastery: buff
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}
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buffs[idx] = buff
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}
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}
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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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return buffs
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},
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// 圣遗物Buff
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getArtisBuffs (artis = {}, game = 'gs') {
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let retBuffs = []
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ProfileArtis._eachArtisSet(artis, (sets, num) => {
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let buffs = ArtifactSet.getArtisSetBuff(sets.name, num, game)
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if (lodash.isPlainObject(buffs)) {
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buffs = [buffs]
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}
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lodash.forEach(buffs, (buff) => {
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if (buff && !buff.isStatic) {
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retBuffs.push({
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...buff,
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title: `${sets.name}${num}:` + buff.title
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})
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}
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})
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})
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return retBuffs
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},
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// 武器Buff
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getWeaponBuffs (wData, game = 'gs') {
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let weapon = Weapon.get(wData.name, game)
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if (!weapon) {
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return false
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}
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let affix = wData.refine || wData.affix
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let weaponCfg = weapon.getWeaponAffixBuffs(affix, false)
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let ret = []
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lodash.forEach(weaponCfg, (ds) => {
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if (ds.isStatic) {
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return true
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}
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ret.push(ds)
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})
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return ret
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}
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}
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export default DmgBuffs
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