mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-12-18 08:04:30 +00:00
255 lines
6.3 KiB
JavaScript
255 lines
6.3 KiB
JavaScript
/**
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* 面板属性计算
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* @type {{}}
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*/
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import Base from '../Base.js'
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import { Format, Meta } from '#miao'
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import { Weapon, ArtifactSet } from '#miao.models'
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import AttrData from './AttrData.js'
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import lodash from 'lodash'
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class Attr extends Base {
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constructor (profile) {
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super()
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this.profile = profile
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this.game = profile.game
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}
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/**
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* 静态调用入口
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* @param profile
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* @returns {Attr}
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*/
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static create (profile) {
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return new Attr(profile)
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}
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static calcPromote (lv, game = 'gs') {
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let lvs = game === 'gs' ? [1, 20, 40, 50, 60, 70, 80, 90] : [1, 20, 30, 40, 50, 60, 70, 80]
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let promote = 0
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for (let idx = 0; idx <= lvs.length - 1; idx++) {
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if (lv >= lvs[idx] && lv <= lvs[idx + 1]) {
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return promote
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}
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promote++
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}
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return promote
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}
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/**
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* 面板属性计算
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* @returns {{}}
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*/
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calc () {
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let profile = this.profile
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this.attr = AttrData.create(profile.char, {})
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if (this.isGs) {
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this.addAttr('recharge', 100, true)
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this.addAttr('cpct', 5, true)
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this.addAttr('cdmg', 50, true)
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}
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this.setCharAttr()
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this.setWeaponAttr()
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this.setArtisAttr()
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return this.attr.getAttr()
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}
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getBase () {
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return this.attr.getBase()
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}
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addAttr (key, val, isBase = false) {
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this.attr.addAttr(key, val, isBase)
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}
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// 计算角色属性
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setCharAttr () {
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let { char, level, promote, trees } = this.profile
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let metaAttr = char.detail?.attr || {}
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let self = this
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if (this.isSr) {
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// 星铁面板属性
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let attr = char.getLvAttr(level, promote)
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lodash.forEach(attr, (v, k) => {
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k = k + (['hp', 'atk', 'def', 'speed'].includes(k) ? 'Base' : '')
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self.addAttr(k, v, true)
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})
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let tree = char.detail?.tree || {}
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lodash.forEach(trees || [], (tid) => {
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let tCfg = tree[tid]
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if (tCfg) {
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let key = tCfg.key
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if (['atk', 'hp', 'def'].includes(key)) {
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key = key + 'Pct'
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}
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self.addAttr(key, tCfg.value)
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}
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})
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return
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}
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let { keys = {}, details = {} } = metaAttr
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let lvLeft = 0
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let lvRight = 0
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let lvStep = [1, 20, 40, 50, 60, 70, 80, 90]
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let currPromote = 0
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for (let idx = 0; idx < lvStep.length - 1; idx++) {
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if (currPromote === promote) {
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if (level >= lvStep[idx] && level <= lvStep[idx + 1]) {
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lvLeft = lvStep[idx]
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lvRight = lvStep[idx + 1]
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break
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}
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}
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currPromote++
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}
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let detailLeft = details[lvLeft + '+'] || details[lvLeft] || {}
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let detailRight = details[lvRight] || {}
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let getLvData = (idx, step = false) => {
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let valueLeft = detailLeft[idx]
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let valueRight = detailRight[idx]
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if (!step) {
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return valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft))
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} else {
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return valueLeft * 1 + ((valueRight - valueLeft) * Math.floor((level - lvLeft) / 5) / Math.round(((lvRight - lvLeft) / 5)))
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}
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}
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this.addAttr('hpBase', getLvData(0), true)
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this.addAttr('atkBase', getLvData(1), true)
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this.addAttr('defBase', getLvData(2), true)
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this.addAttr(keys[3], getLvData(3, true), !/(hp|atk|def)/.test(keys[3]))
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let charBuffs = char.getCalcRule()
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lodash.forEach(charBuffs.buffs, (buff) => {
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if (!buff.isStatic) {
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return true
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}
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if (buff) {
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lodash.forEach(buff.data, (val, key) => {
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this.addAttr(key, val)
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})
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}
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})
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}
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/**
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* 计算武器属性
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*/
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setWeaponAttr () {
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let wData = this.profile?.weapon || {}
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if (!wData || !wData.name) {
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return false
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}
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let weapon = Weapon.get(wData?.name || wData?.id, this.game)
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if (!weapon) {
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return false
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}
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let wCalcRet = weapon.calcAttr(wData.level, wData.promote)
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let self = this
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let char = this.profile.char
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if (this.isSr) {
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// 星铁面板属性
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lodash.forEach(wCalcRet, (v, k) => {
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k = k + (['hp', 'atk', 'def'].includes(k) ? 'Base' : '')
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self.addAttr(k, v, true)
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})
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// 检查武器类型
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if (weapon.type === char.weapon) {
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// todo sr&gs 统一
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let wBuffs = weapon.getWeaponAffixBuffs(wData.affix, true)
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lodash.forEach(wBuffs, (buff) => {
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lodash.forEach(buff.data || [], (v, k) => {
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self.addAttr(k, v)
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})
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})
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}
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return
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}
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// 原神属性
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if (wCalcRet) {
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this.addAttr('atkBase', wCalcRet.atkBase)
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this.addAttr(wCalcRet.attr?.key, wCalcRet.attr?.value)
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}
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let { weaponBuffs } = Meta.getMeta('gs', 'weapon')
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let wBuffs = weaponBuffs[weapon.name] || []
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if (lodash.isPlainObject(wBuffs)) {
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wBuffs = [wBuffs]
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}
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let affix = wData.affix || 1
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lodash.forEach(wBuffs, (buff) => {
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if (!buff.isStatic) {
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return true
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}
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if (buff) {
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lodash.forEach(buff.refine, (r, key) => {
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this.addAttr(key, r[affix - 1] * (buff.buffCount || 1))
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})
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}
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})
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}
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/**
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* 计算圣遗物属性
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*/
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setArtisAttr () {
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let profile = this.profile
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let artis = profile?.artis
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// 计算圣遗物词条
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artis.forEach((arti) => {
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this.calcArtisAttr(arti.main, profile.char)
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lodash.forEach(arti.attrs, (ds) => {
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this.calcArtisAttr(ds, profile.char)
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})
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})
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// 计算圣遗物静态加成
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artis.eachArtisSet((set, num) => {
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let buffs = ArtifactSet.getArtisSetBuff(set.name, num, this.game)
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if (!buffs) return true
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lodash.forEach(buffs, (buff) => {
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if (!buff.isStatic) {
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return true
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}
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if (buff.elem && !profile.char.isElem(buff.elem)) {
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return true
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}
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lodash.forEach(buff.data, (val, key) => {
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this.addAttr(key, val)
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})
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})
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})
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}
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/**
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* 计算单条圣遗物词缀
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* @param ds
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* @param char
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* @param autoPct
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* @returns {boolean}
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*/
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calcArtisAttr (ds, char) {
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if (!ds) {
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return false
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}
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let key = ds.key
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if (Format.isElem(key) && char.elem === key) {
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key = 'dmg'
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}
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if (!key) {
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return false
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}
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if (['atk', 'hp', 'def'].includes(key)) {
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key = key + 'Pct'
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}
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this.attr.addAttr(key, ds.value * 1)
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}
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}
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export default Attr
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