miao-plugin/models/ProfileDmg.js
2024-04-13 20:33:08 +08:00

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import fs from 'node:fs'
import lodash from 'lodash'
import Base from './Base.js'
import { Character } from './index.js'
import DmgBuffs from './dmg/DmgBuffs.js'
import DmgAttr from './dmg/DmgAttr.js'
import DmgCalc from './dmg/DmgCalc.js'
import { MiaoError, Meta, Common } from '#miao'
export default class ProfileDmg extends Base {
constructor (profile = {}, game = 'gs') {
super()
this.profile = profile
this.game = game
this._update = profile._update
if (profile && profile.id) {
let { id } = profile
this.char = Character.get(id)
}
}
static dmgRulePath (name, game = 'gs') {
const _path = process.cwd()
let dmgFile = [
{ file: 'calc_user', name: '自定义伤害' },
{ file: 'calc_auto', name: '组团伤害', test: () => Common.cfg('teamCalc') },
{ file: 'calc', name: '喵喵' }
]
for (let ds of dmgFile) {
let path = `${_path}/plugins/miao-plugin/resources/meta-${game}/character/${name}/${ds.file}.js`
if (ds.test && !ds.test()) {
continue
}
if (fs.existsSync(path)) {
return { path, createdBy: ds.name }
}
}
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,q2,t' : 'a,e,q').split(','), (key) => {
let level = lodash.isNumber(talentData[key]) ? talentData[key] : (talentData[key]?.level || 1)
let keyRet = /^(a|e|q)2$/.exec(key)
if (keyRet) {
let tmpKey = keyRet[1]
level = lodash.isNumber(talentData[tmpKey]) ? talentData[tmpKey] : (talentData[tmpKey]?.level || 1)
}
let map = {}
if (isGs && detail.talentData) {
lodash.forEach(detail.talentData[key], (ds, key) => {
map[key] = ds[level - 1]
})
} else if (isSr && detail.talent && detail.talent[key]) {
lodash.forEach(detail.talent[key].tables, (ds) => {
map[ds.name] = ds.values[level - 1]
})
}
ret[key] = map
})
return ret
}
trees () {
let ret = {}
let reg = /\d{4}(\d{3})/
lodash.forEach(this.profile.trees, (t) => {
let regRet = reg.exec(t)
if (regRet && regRet[1]) {
ret[regRet[1]] = true
}
})
return ret
}
// 获取buff列表
getBuffs (buffs) {
return DmgBuffs.getBuffs(this.profile, buffs, this.game)
}
async getCalcRule () {
let ruleName = this.char?.name
if (['空', '荧'].includes(ruleName)) {
ruleName = `旅行者/${this.profile.elem}`
}
const cfgPath = ProfileDmg.dmgRulePath(ruleName, this.char?.game)
let cfg = {}
if (cfgPath) {
cfg = await import(`file://${cfgPath.path}`)
// 文件中定义了createBy的话优先进行展示
let createdBy = cfg.createdBy || cfgPath.createdBy || '喵喵'
createdBy = createdBy.slice(0, 15)
return {
createdBy,
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 { createdBy, buffs, details, defParams, mainAttr, defDmgIdx, defDmgKey, enemyName } = charCalcData
let talent = this.talent()
let meta = {
level: profile.level,
cons: profile.cons * 1,
talent,
trees: this.trees()
}
let { id, weapon, attr, artis } = profile
defDmgKey = lodash.isFunction(defDmgKey) ? defDmgKey(meta) : defDmgKey
defDmgIdx = lodash.isFunction(defDmgIdx) ? defDmgIdx(meta) : defDmgIdx
defParams = lodash.isFunction(defParams) ? defParams(meta) : defParams || {}
let originalAttr = DmgAttr.getAttr({ id, weapon, attr, char: this.char, game, sp })
buffs = this.getBuffs(buffs)
let { msg } = DmgAttr.calcAttr({ originalAttr, buffs, artis, meta, params: defParams || {}, game })
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, artis, buffs, meta })
let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta))
detail = detail({ ...ds, attr, profile })
}
let params = lodash.merge({}, defParams, lodash.isFunction(detail?.params) ? detail?.params(meta) : detail?.params || {})
let { attr, msg } = DmgAttr.calcAttr({ originalAttr, buffs, artis, meta, params, talent: detail.talent || '', game })
if (detail.isStatic) {
return
}
let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta, params))
ds.artis = artis
if (detail.check && !detail.check(ds)) {
return
}
if (detail.cons && meta.cons < detail.cons * 1) {
return
}
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, artis, 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 } = Meta.getMeta(game, 'arti')
// 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,
artis,
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,
createdBy
}
}
}