mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-25 17:35:34 +00:00
986cc67993
* 新增饮月 希露瓦 桑博 艾丝妲 伤害计算 * fix: arg name
275 lines
8.2 KiB
JavaScript
275 lines
8.2 KiB
JavaScript
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/${name}/calc.js`
|
||
if (fs.existsSync(path)) {
|
||
return path
|
||
}
|
||
return false
|
||
}
|
||
|
||
// 获取天赋数据
|
||
talent () {
|
||
let char = this.char
|
||
let profile = this.profile
|
||
let ret = {}
|
||
let talentData = profile.talent || {}
|
||
let detail = char.detail
|
||
let { isSr, isGs } = this
|
||
lodash.forEach((isSr ? 'a,a2,e,e2,q,t' : 'a,e,q').split(','), (key) => {
|
||
let level = lodash.isNumber(talentData[key]) ? talentData[key] : (talentData[key]?.level || 1)
|
||
if (key === 'a2' || key === 'e2') {
|
||
let tmpKey = key === 'a2' ? 'a' : 'e'
|
||
level = lodash.isNumber(talentData[tmpKey]) ? talentData[tmpKey] : (talentData[tmpKey]?.level || 1)
|
||
}
|
||
let map = {}
|
||
if (isGs && detail.talentData) {
|
||
lodash.forEach(detail.talentData[key], (ds, key) => {
|
||
map[key] = ds[level - 1]
|
||
})
|
||
} else if (isSr && detail.talent && detail.talent[key]) {
|
||
lodash.forEach(detail.talent[key].tables, (ds) => {
|
||
map[ds.name] = ds.values[level - 1]
|
||
})
|
||
}
|
||
ret[key] = map
|
||
})
|
||
return ret
|
||
}
|
||
|
||
trees () {
|
||
let ret = {}
|
||
let reg = /\d{4}(\d{3})/
|
||
lodash.forEach(this.profile.trees, (t) => {
|
||
let regRet = reg.exec(t)
|
||
if (regRet && regRet[1]) {
|
||
ret[regRet[1]] = true
|
||
}
|
||
})
|
||
return ret
|
||
}
|
||
|
||
// 获取buff列表
|
||
getBuffs (buffs) {
|
||
return DmgBuffs.getBuffs(this.profile, buffs, this.game)
|
||
}
|
||
|
||
async getCalcRule () {
|
||
const cfgPath = ProfileDmg.dmgRulePath(this.char?.name, this.char?.game)
|
||
let cfg = {}
|
||
if (cfgPath) {
|
||
cfg = await import(`file://${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
|
||
}
|
||
}
|
||
}
|