mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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d614f9629e
* 敌人默认等级,从91提高至103(配合世界等级9). * 降低夏沃蕾和闲云的治疗权重(防止分数溢出)。 新增希诺宁的评分权重。 * 添加希格雯满命情况下的评分权重。 优化芙宁娜满命情况下的评分权重部分的代码。 * 添加和修改神里绫华、钟离、希诺宁的特殊评分规则 * 修改钟离、神里绫华、香菱的默认评分规则 绫华的充能权重,从 30 提升至 45. 香菱的充能权重,从 55 提升至 75. 钟离的默认评分规则,改成“血牛”性质(原先钟离的默认评分规则为“战斗”性质,代码移动至特殊评分规则里)。 * 修改有关武器类的圣遗物默认权重 删除赤角石溃杵、辰砂之纺锤两把武器的权重。 将护摩之杖的权重,从原先的45-75,调整为10-18. 将磐岩结绿的权重,从原先的45-75,调整为15-30.
139 lines
3.9 KiB
JavaScript
139 lines
3.9 KiB
JavaScript
import lodash from 'lodash'
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import ArtisMark from './ArtisMark.js'
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import { Meta } from '#miao'
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const weaponCfg = {
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磐岩结绿: {
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attr: 'hp',
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abbr: '绿剑',
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max: 30,
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min: 15
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},
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猎人之径: {
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attr: 'mastery'
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},
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薙草之稻光: {
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attr: 'recharge',
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abbr: '薙刀'
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},
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护摩之杖: {
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attr: 'hp',
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abbr: '护摩',
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max: 18,
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min: 10
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}
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}
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const ArtisMarkCfg = {
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getCharArtisCfg (profile) {
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let { attr, weapon, elem, char, artis, game } = profile
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let { isGs } = char
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let { usefulAttr } = Meta.getMeta(game, 'arti')
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let rule = function (title, attrWeight) {
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return {
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title,
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attrWeight
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}
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}
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let def = function (attrWeight) {
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let title = []
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let weight = lodash.extend({}, attrWeight || usefulAttr[char.name] || {})
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let check = (key, max = 75, maxPlus = 75, isWeapon = true) => {
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let original = weight[key] || 0
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if (original < max) {
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let plus = isWeapon ? maxPlus * (1 + weapon.affix / 5) / 2 : maxPlus
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weight[key] = Math.min(Math.round(original + plus), max)
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return true
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}
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return false
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}
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/* maxAffix_attr 精5武器权重
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minAffix_attr 精1武器权重 */
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let weaponCheck = (key, maxAffix_attr = 20, minAffix_attr = 10, max = 100) => {
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let original = weight[key] || 0
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if (original == max) {
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return false
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} else {
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let plus = minAffix_attr + (maxAffix_attr - minAffix_attr) * (weapon.affix - 1) / 4
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weight[key] = Math.min(Math.round(original + plus), max)
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return true
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}
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}
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let wn = weapon?.name || ''
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if (isGs) {
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// 对原神一些特殊情况做适配与判定
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// 增加攻击力或直接伤害类武器判定
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if (weight.atk > 0 && weaponCfg[wn]) {
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let wCfg = weaponCfg[wn]
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if (weaponCheck(wCfg.attr, wCfg.max || 20, wCfg.min || 10)) {
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title.push(wCfg.abbr || wn)
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}
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}
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// 圣遗物判定,如果是绝缘4,将充能权重拉高至沙漏圣遗物当前最高权重齐平
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let maxWeight = Math.max(weight.atk || 0, weight.hp || 0, weight.def || 0, weight.mastery || 0)
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if (artis.is('绝缘4') && check('recharge', maxWeight, 75, false)) {
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title.push('绝缘4')
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}
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}
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title = title.length > 0 ? title.join('') : '通用'
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return {
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title: `${char.abbr}-${title}`,
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attrWeight: weight
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}
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}
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let charRule = char.getArtisCfg() || function ({ def }) {
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let defaultAttrWeight = isGs ? { atk: 75, cpct: 100, cdmg: 100, dmg: 100, phy: 100 } : { atk: 75, cpct: 100, cdmg: 100, dmg: 100, speed: 100 }
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return def(usefulAttr[char.name] || defaultAttrWeight)
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}
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if (charRule) {
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return charRule({ attr, elem, artis, rule, def, weapon, cons: profile.cons })
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}
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},
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getCfg (profile) {
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let { char } = profile
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let { game } = char
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let { attrWeight, title } = ArtisMarkCfg.getCharArtisCfg(profile)
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let attrs = {}
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let baseAttr = char.baseAttr || { hp: 14000, atk: 230, def: 700 }
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let { attrMap } = Meta.getMeta(game, 'arti')
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lodash.forEach(attrMap, (attr, key) => {
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let k = attr.base || ''
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let weight = attrWeight[k || key]
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if (!weight || weight * 1 === 0) {
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return true
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}
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let ret = {
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...attr, weight, fixWeight: weight, mark: weight / attr.value
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}
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if (!k) {
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ret.mark = weight / attr.value
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} else {
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let plus = k === 'atk' ? 520 : 0
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ret.mark = weight / attrMap[k].value / (baseAttr[k] + plus) * 100
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ret.fixWeight = weight * attr.value / attrMap[k].value / (baseAttr[k] + plus) * 100
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}
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attrs[key] = ret
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})
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let posMaxMark = ArtisMark.getMaxMark(attrs, game)
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// 返回内容待梳理简化
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return {
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attrs,
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classTitle: title,
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posMaxMark
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}
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}
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}
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export default ArtisMarkCfg
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