miao-plugin/models/profile/AttrCalc.js

270 lines
6.3 KiB
JavaScript

/**
* 面板属性计算
* @type {{}}
*/
import { Weapon, ProfileAttr, ArtifactSet } from '../index.js'
import { Format } from '#miao'
import { weaponBuffs } from '../../resources/meta/weapon/index.js'
import lodash from 'lodash'
class AttrCalc {
constructor (profile) {
this.profile = profile
this.char = profile.char
this.game = this.char.game
}
get isGs () {
return this.game === 'gs'
}
get isSr () {
return this.game === 'sr'
}
/**
* 静态调用入口
* @param profile
* @returns {AttrCalc}
*/
static create (profile) {
return new AttrCalc(profile)
}
// 只有原神才需要
static calcPromote (lv) {
if (lv === 20) {
return 1
}
if (lv === 90) {
return 6
}
let lvs = [1, 20, 40, 50, 60, 70, 80, 90]
let promote = 0
for (let idx = 0; idx < lvs.length - 1; idx++) {
if (lv >= lvs[idx] && lv <= lvs[idx + 1]) {
return promote
}
promote++
}
return promote
}
/**
* 面板属性计算
* @returns {{}}
*/
calc () {
this.attr = ProfileAttr.create(this.char, {})
if (this.isGs) {
this.addAttr('recharge', 100, true)
this.addAttr('cpct', 5, true)
this.addAttr('cdmg', 50, true)
}
this.setCharAttr()
this.setWeaponAttr()
this.setArtisAttr()
return this.attr.getAttr()
}
getBase () {
return this.attr.getBase()
}
addAttr (key, val, isBase = false) {
this.attr.addAttr(key, val, isBase)
}
/**
* 计算角色属性
* @param affix
*/
setCharAttr (affix = '') {
let { char, level, promote, trees } = this.profile
let metaAttr = char.detail?.attr || {}
let self = this
if (this.isSr) {
// 星铁面板属性
let attr = char.getLvAttr(level, promote)
lodash.forEach(attr, (v, k) => {
k = k + (['hp', 'atk', 'def', 'speed'].includes(k) ? 'Base' : '')
self.addAttr(k, v, true)
})
let tree = char.detail?.tree || {}
lodash.forEach(trees || [], (tid) => {
let tCfg = tree[tid]
if (tCfg) {
let key = tCfg.key
if (['atk', 'hp', 'def'].includes(key)) {
key = key + 'Pct'
}
self.addAttr(key, tCfg.value)
}
})
return
}
let { keys = {}, details = {} } = metaAttr
let lvLeft = 0
let lvRight = 0
let lvStep = [1, 20, 40, 50, 60, 70, 80, 90]
let currPromote = 0
for (let idx = 0; idx < lvStep.length - 1; idx++) {
if (currPromote === promote) {
if (level >= lvStep[idx] && level <= lvStep[idx + 1]) {
lvLeft = lvStep[idx]
lvRight = lvStep[idx + 1]
break
}
}
currPromote++
}
let detailLeft = details[lvLeft + '+'] || details[lvLeft] || {}
let detailRight = details[lvRight] || {}
let getLvData = (idx, step = false) => {
let valueLeft = detailLeft[idx]
let valueRight = detailRight[idx]
if (!step) {
return valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft))
} else {
return valueLeft * 1 + ((valueRight - valueLeft) * Math.floor((level - lvLeft) / 5) / Math.round(((lvRight - lvLeft) / 5)))
}
}
this.addAttr('hpBase', getLvData(0), true)
this.addAttr('atkBase', getLvData(1), true)
this.addAttr('defBase', getLvData(2), true)
this.addAttr(keys[3], getLvData(3, true), !/(hp|atk|def)/.test(keys[3]))
let charBuffs = char.getCalcRule()
lodash.forEach(charBuffs.buffs, (buff) => {
if (!buff.isStatic) {
return true
}
if (buff) {
lodash.forEach(buff.data, (val, key) => {
this.addAttr(key, val)
})
}
})
}
/**
* 计算武器属性
*/
setWeaponAttr () {
let wData = this.profile?.weapon || {}
if (!wData || !wData.name) {
return false
}
let weapon = Weapon.get(wData?.name || wData?.id, this.game)
if (!weapon) {
return false
}
let wCalcRet = weapon.calcAttr(wData.level, wData.promote)
let self = this
if (this.isSr) {
// 星铁面板属性
lodash.forEach(wCalcRet, (v, k) => {
k = k + (['hp', 'atk', 'def'].includes(k) ? 'Base' : '')
self.addAttr(k, v, true)
})
// 检查武器类型
if (weapon.type === this.char.weapon) {
// todo sr&gs 统一
let wBuffs = weapon.getWeaponAffixBuffs(wData.affix, true)
lodash.forEach(wBuffs, (buff) => {
lodash.forEach(buff.data || [], (v, k) => {
self.addAttr(k, v)
})
})
}
return
}
// 原神属性
if (wCalcRet) {
this.addAttr('atkBase', wCalcRet.atkBase)
this.addAttr(wCalcRet.attr?.key, wCalcRet.attr?.value)
}
let wBuffs = weaponBuffs[weapon.name] || []
if (lodash.isPlainObject(wBuffs)) {
wBuffs = [wBuffs]
}
let affix = wData.affix || 1
lodash.forEach(wBuffs, (buff) => {
if (!buff.isStatic) {
return true
}
if (buff) {
lodash.forEach(buff.refine, (r, key) => {
this.addAttr(key, r[affix - 1] * (buff.buffCount || 1))
})
}
})
}
/**
* 计算圣遗物属性
*/
setArtisAttr () {
let artis = this.profile?.artis
// 计算圣遗物词条
artis.forEach((arti) => {
this.calcArtisAttr(arti.main, this.char)
lodash.forEach(arti.attrs, (ds) => {
this.calcArtisAttr(ds, this.char)
})
})
// 计算圣遗物静态加成
artis.eachArtisSet((set, num) => {
let buffs = ArtifactSet.getArtisSetBuff(set.name, num, this.game)
if (!buffs) return true
lodash.forEach(buffs, (buff) => {
if (!buff.isStatic) {
return true
}
if (buff.elem && !this.char.isElem(buff.elem)) {
return true
}
lodash.forEach(buff.data, (val, key) => {
this.addAttr(key, val)
})
})
})
}
/**
* 计算单条圣遗物词缀
* @param ds
* @param char
* @param autoPct
* @returns {boolean}
*/
calcArtisAttr (ds, char) {
if (!ds) {
return false
}
let key = ds.key
if (Format.isElem(key) && char.elem === key) {
key = 'dmg'
}
if (!key) {
return false
}
if (['atk', 'hp', 'def'].includes(key)) {
key = key + 'Pct'
}
this.attr.addAttr(key, ds.value * 1)
}
}
export default AttrCalc