mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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239 lines
7.0 KiB
JavaScript
239 lines
7.0 KiB
JavaScript
/*
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* 伤害计算 - 属性计算
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* */
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import { eleBaseDmg } from './DmgCalcMeta.js'
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import lodash from 'lodash'
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import DmgMastery from './DmgMastery.js'
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import { Format, Meta } from '#miao'
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import AttrItem from './AttrItem.js'
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let DmgAttr = {
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// 计算并返回指定属性值
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getAttrValue (ds = {}) {
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return (ds.base || 0) + (ds.plus || 0) + ((ds.base || 0) * (ds.pct || 0) / 100)
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},
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// 获取profile对应attr属性值
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getAttr ({ originalAttr, attr, weapon, char, game = 'gs' }) {
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let ret = {}
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if (originalAttr) {
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ret = lodash.merge({}, originalAttr)
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}
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// 基础属性
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lodash.forEach('atk,def,hp'.split(','), (key) => {
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ret[key] = AttrItem.create(originalAttr?.[key] || {
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base: attr[`${key}Base`] * 1 || 0,
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plus: attr[key] * 1 - attr[`${key}Base`] * 1 || 0,
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pct: 0
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})
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})
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lodash.forEach((game === 'gs' ? 'mastery,recharge,cpct,cdmg,heal,dmg,phy' : 'speed,recharge,cpct,cdmg,heal,dmg,enemydmg,effPct,effDef,stance').split(','), (key) => {
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ret[key] = AttrItem.create(originalAttr?.[key] || {
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base: attr[key] * 1 || 0, // 基础值
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plus: 0, // 加成值
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pct: 0, // 百分比加成
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inc: 0 // 提高:护盾增效&治疗增效
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})
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})
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// 技能属性记录
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lodash.forEach((game === 'gs' ? 'a,a2,a3,e,q,nightsoul' : 'a,a2,a3,e,e2,q,q2,t,dot,break').split(','), (key) => {
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ret[key] = ret[key] || {
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pct: 0, // 倍率加成
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multi: 0, // 独立倍率乘区加成,宵宫E等
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plus: 0, // 伤害值提高
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dmg: 0, // 伤害提高
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enemydmg: 0, // 承受伤害提高
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cpct: 0, // 暴击提高
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cdmg: 0, // 爆伤提高
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def: 0, // 防御降低
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ignore: 0 // 无视防御
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}
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})
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ret.enemy = ret.enemy || {
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def: 0, // 降低防御
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ignore: 0, // 无视防御
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phy: 0 // 物理防御
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}
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ret.shield = AttrItem.create(originalAttr?.shield || {
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base: 100, // 基础
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plus: 0, // 护盾强效
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inc: 100 // 吸收倍率
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})
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if (!originalAttr) {
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ret.weapon = weapon // 武器
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ret.weaponTypeName = char.weaponTypeName // 武器类型
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ret.element = Format.elemName(char.elem) // 元素类型
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ret.refine = ((weapon.affix || ret.refine || 1) * 1 - 1) || 0 // 武器精炼
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ret.multi = 0 // 倍率独立乘区
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ret.kx = 0 // 敌人抗性降低
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if (game === 'gs') {
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ret.vaporize = 0 // 蒸发
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ret.melt = 0 // 融化
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ret.burning = 0 // 燃烧
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ret.crystallize = 0 // 结晶
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ret.superConduct = 0 // 超导
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ret.swirl = 0 // 扩散
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ret.electroCharged = 0 // 感电
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ret.shatter = 0 // 碎冰
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ret.overloaded = 0 // 超载
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ret.bloom = 0 // 绽放
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ret.burgeon = 0 // 烈绽放
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ret.hyperBloom = 0 // 超绽放
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ret.aggravate = 0 // 超激化
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ret.spread = 0 // 蔓激化
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ret.fykx = 0 // 敌人反应抗性降低
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} else if (game === 'sr') {
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ret.sp = char.sp * 1
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// 超击破
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ret.superBreak = {
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ignore: 0 // 无视防御
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}
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}
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}
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return ret
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},
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// 获取数据集
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getDs (attr, meta, params) {
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return {
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...meta,
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attr,
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params,
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refine: attr.refine,
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weaponTypeName: attr.weaponTypeName,
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element: Format.elemName(attr.element) || attr.element, // 计算属性
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calc: DmgAttr.getAttrValue
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}
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},
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// 计算属性
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calcAttr ({ originalAttr, buffs, meta, artis, params = {}, incAttr = '', reduceAttr = '', talent = '', game = 'gs' }) {
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let attr = DmgAttr.getAttr({ originalAttr, game })
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let msg = []
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let { attrMap } = Meta.getMeta(game, 'arti')
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if (incAttr && attrMap[incAttr]) {
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let aCfg = attrMap[incAttr]
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attr[incAttr][aCfg.calc] += aCfg.value
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}
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if (reduceAttr && attrMap[reduceAttr]) {
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let aCfg = attrMap[reduceAttr]
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attr[reduceAttr][aCfg.calc] -= aCfg.value
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}
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lodash.forEach(buffs, (buff) => {
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meta.mastery = meta.mastery || buff.mastery // 先反应
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})
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lodash.forEach(buffs, (buff) => {
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let ds = DmgAttr.getDs(attr, meta, params)
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ds.currentTalent = talent
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ds.artis = artis
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if (buff.isStatic) {
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return
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}
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// 如果存在rule,则进行计算
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if (buff.check && !buff.check(ds)) {
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return
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}
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if (buff.cons) {
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if (ds.cons * 1 < buff.cons * 1) {
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return
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}
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}
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if (!lodash.isUndefined(buff.maxCons)) {
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if (ds.cons * 1 > buff.maxCons * 1) {
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return
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}
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}
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if (buff.tree) {
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if (!ds.trees[`10${buff.tree}`]) {
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return
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}
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}
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let title = buff.title
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if (buff.mastery) {
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let mKey = {
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vaporize: '蒸发', melt: '融化', swirl: '扩散'
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}
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let mKey2 = {
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aggravate: '超激化', spread: '蔓激化'
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}
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let mastery = Math.max(0, attr.mastery.base + attr.mastery.plus)
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buff.data = buff.data || {}
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let key = buff.mastery
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if (mKey[key]) {
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buff.data['_' + key] = DmgMastery.getMultiple(key, mastery) * 100
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} else if (mKey2[key]) {
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let eleNum = DmgMastery.getBasePct(key, attr.element)
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let eleBase = 1 + attr[key] / 100 + DmgMastery.getMultiple(key, mastery)
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eleBase *= eleBaseDmg[ds.level]
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buff.data['_' + key] = DmgMastery.getMultiple(key, mastery) * 100
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buff.data['_' + key + 'num'] = eleNum * eleBase
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}
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}
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lodash.forEach(buff.data, (val, key) => {
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if (lodash.isFunction(val)) {
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val = val(ds)
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}
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if (!val && val !== 0) {
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return
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}
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title = title.replace(`[${key}]`, Format.comma(val, 1))
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// 技能提高
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let tRet = /^(a|a2|a3|e|q|t|dot|break)(Def|Ignore|Dmg|Enemydmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key)
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if (tRet) {
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attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0
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return
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}
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let aRet = /^(hp|def|atk|mastery|cpct|cdmg|heal|recharge|dmg|enemydmg|phy|shield|speed|stance)(Plus|Pct|Inc)?$/.exec(key)
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if (aRet) {
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attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : 'plus'] += val * 1 || 0
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return
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}
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if (key === 'enemyDef') {
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attr.enemy.def += val * 1 || 0
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return
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}
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if (key === 'ignore' || key === 'enemyIgnore') {
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attr.enemy.ignore += val * 1 || 0
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return
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}
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if (['vaporize', 'melt', 'crystallize', 'burning', 'superConduct', 'swirl', 'electroCharged', 'shatter', 'overloaded', 'bloom', 'burgeon', 'hyperBloom', 'aggravate', 'spread', 'kx', 'fykx', 'multi'].includes(key)) {
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attr[key] += val * 1 || 0
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return
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}
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let sRet = /^(superBreak)(Ignore)$/.exec(key)
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if (sRet) {
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attr[sRet[1]][sRet[2].toLowerCase()] += val * 1 || 0
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}
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})
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msg.push(title)
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})
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return {
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attr, msg
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}
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}
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}
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export default DmgAttr
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