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860bf2cf8d
2. 增加 #敌人等级88 来设置伤害计算的敌人等级
382 lines
9.2 KiB
JavaScript
382 lines
9.2 KiB
JavaScript
import fs from "fs";
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import lodash from "lodash";
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import Format from "./Format.js";
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const eleMap = {
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Electro: "雷",
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Pyro: "火"
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}
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let Calc = {
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async getCharCalcRule(name) {
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const _path = process.cwd();
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/character/${name}/calc.js`;
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let details, buffs = [], defParams = {};
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if (fs.existsSync(cfgPath)) {
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let fileData = await import (`file://${cfgPath}`);
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details = fileData.details || false;
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buffs = fileData.buffs || [];
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defParams = fileData.defParams || {};
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}
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if (details) {
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return { details, buffs, defParams }
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}
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return false;
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},
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// 获取基础属性
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attr(profile, avatar) {
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let ret = {},
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{ attr } = profile;
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// 基础属性
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lodash.forEach("atk,def,hp".split(","), (key) => {
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ret[key] = {
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base: attr[`${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("mastery,recharge".split(","), (key) => {
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ret[key] = {
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base: attr[key] * 1 || 0,
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plus: 0,
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pct: 0
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}
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})
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lodash.forEach({ cRate: "cpct", cDmg: "cdmg", hInc: "heal" }, (val, key) => {
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ret[val] = {
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base: attr[key] * 1 || 0,
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plus: 0,
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pct: 0
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}
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})
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lodash.forEach("dmg,phy".split(","), (key) => {
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ret[key] = {
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base: attr[key + "Bonus"] * 1 || 0,
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plus: 0,
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pct: 0
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}
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})
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// a
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lodash.forEach("a,a2,a3,e,q".split(","), (key) => {
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ret[key] = {
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pct: 0, // 倍率加成
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def: 0, // 防御降低
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ignore: 0, // 无视防御
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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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cpct: 0,// 暴击提高
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cdmg: 0 //爆伤提高
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}
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})
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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.weaponType = avatar.weapon.type_name;
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ret.element = eleMap[avatar.element];
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ret.refine = (avatar.weapon.affix_level * 1 - 1) || 0;
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ret.zf = 0;
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ret.rh = 0;
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return ret;
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},
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// 获取天赋数据
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talent(talentData, char) {
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let ret = {};
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lodash.forEach(['a', 'e', 'q'], (key) => {
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let lv = talentData[key].level_current * 1 || 1,
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lvKey = `Lv${lv}`;
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let map = {};
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lodash.forEach(char.talent[key].tables, (tr) => {
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let val = tr.values[lv - 1];
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val = val.replace(/[^\x00-\xff]/g, "").trim();
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let valArr = [];
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lodash.forEach(val.split("/"), (v, idx) => {
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let valNum = 0;
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lodash.forEach(v.split("+"), (v) => {
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valNum += v.replace("%", "").trim() * 1;
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})
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valArr.push(valNum);
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});
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if (isNaN(valArr[0])) {
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map[tr.name] = false;
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} else if (valArr.length === 1) {
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map[tr.name] = valArr[0];
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} else {
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map[tr.name] = valArr;
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}
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})
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ret[key] = map;
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})
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return ret;
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},
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calcAttr(originalAttr, buffs, meta, params = {}) {
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let attr = lodash.merge({}, originalAttr);
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let msg = [];
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lodash.forEach(buffs, (buff) => {
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let ds = {
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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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calc(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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};
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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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let title = buff.title;
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if (buff.mastery) {
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let mastery = attr.mastery.base + attr.mastery.plus;
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let masteryNum = 2.78 * mastery / (mastery + 1400) * 100;
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buff.data = buff.data || {};
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lodash.forEach(buff.mastery.split(","), (key) => {
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buff.data[key] = masteryNum;
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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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title = title.replace(`[${key}]`, Format.comma(val, 1));
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// 技能提高
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let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg)$/.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|phy)(Plus|Pct)?$/.exec(key);
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if (aRet) {
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attr[aRet[1]][aRet[2] ? aRet[2].toLowerCase() : "plus"] += val * 1 || 0;
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return;
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}
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if (key === "enemyDef") {
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attr.enemy.def += val * 1 || 0;
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return;
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}
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if (["zf", "rh"].includes(key)) {
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attr[key] += val * 1 || 0;
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}
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});
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msg.push(title);
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})
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return {
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attr, msg
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}
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},
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async weapon(weaponName) {
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const _path = process.cwd();
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/weapons/calc.js`;
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let weapons = {};
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if (fs.existsSync(cfgPath)) {
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let fileData = await import (`file://${cfgPath}`);
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weapons = fileData.weapons || {};
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}
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let weaponCfg = weapons[weaponName] || [];
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if (lodash.isPlainObject(weaponCfg)) {
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weaponCfg = [weaponCfg];
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}
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lodash.forEach(weaponCfg, (ds) => {
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ds.title = `${weaponName}:${ds.title}`;
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if (ds.refine) {
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ds.data = ds.data || {};
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lodash.forEach(ds.refine, (r, key) => {
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ds.data[key] = ({ refine }) => r[refine] * (ds.buffCount || 1);
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})
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}
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})
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return weaponCfg;
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},
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async reliquaries(sets) {
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const _path = process.cwd();
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const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/reliquaries/calc.js`;
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let buffs = {};
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if (fs.existsSync(cfgPath)) {
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let fileData = await import (`file://${cfgPath}`);
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buffs = fileData.buffs || {};
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}
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let setMap = {};
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lodash.forEach(sets, (set) => {
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if (set && set.set) {
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let name = set.set.name
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setMap[name] = (setMap[name] || 0) + 1
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}
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});
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let retBuffs = [];
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lodash.forEach(setMap, (count, setName) => {
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if (count >= 2 && buffs[setName + 2]) {
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retBuffs.push(buffs[setName + 2])
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}
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if (count >= 4 && buffs[setName + 4]) {
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retBuffs.push(buffs[setName + 4])
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}
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})
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return retBuffs;
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},
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async calcData({ profile, char, avatar, talentData, enemyLv = 91 }) {
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let charCalcData = await Calc.getCharCalcRule(char.name);
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//avatar.element;
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if (!charCalcData) {
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return false;
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}
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let talent = Calc.talent(talentData, char);
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let meta = {
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cons: avatar.actived_constellation_num * 1,
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talent
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}
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let { buffs, details, defParams } = charCalcData;
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defParams = defParams || {};
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let originalAttr = Calc.attr(profile, avatar);
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let weaponBuffs = await Calc.weapon(avatar.weapon.name);
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let reliBuffs = await Calc.reliquaries(avatar.reliquaries);
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buffs = lodash.concat(buffs, weaponBuffs, reliBuffs);
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lodash.forEach(buffs, (buff) => {
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buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort
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});
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buffs = lodash.sortBy(buffs, ["sort"]);
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let { msg } = Calc.calcAttr(originalAttr, buffs, meta, defParams || {});
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let ret = [];
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lodash.forEach(details, (detail) => {
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let params = lodash.merge({}, defParams, detail.params || {});
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let { attr } = Calc.calcAttr(originalAttr, buffs, meta, params);
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let dmg = function (pctNum = 0, talent = false, ele = false) {
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let { atk, dmg, cdmg, cpct } = attr;
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// 攻击区
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let atkNum = (atk.base + atk.plus + atk.base * atk.pct / 100);
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// 增伤区
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let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100);
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//console.log({ base: Format.comma(dmg.base, 2), plus: Format.comma(dmg.plus, 2) })
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let cpctNum = cpct.base / 100 + cpct.plus / 100;
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// 爆伤区
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let cdmgNum = cdmg.base / 100 + cdmg.plus / 100;
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let enemyDef = attr.enemy.def / 100;
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let enemyIgnore = attr.enemy.ignore / 100;
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pctNum = pctNum / 100;
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if (talent && attr[talent]) {
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let ds = attr[talent];
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pctNum += ds.pct / 100;
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dmgNum += ds.dmg / 100;
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cpctNum += ds.cpct / 100;
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cdmgNum += ds.cdmg / 100;
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enemyDef += ds.def / 100;
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enemyIgnore += ds.ignore / 100;
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}
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// 防御区
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let lv = avatar.level;
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let defNum = (lv + 100) / ((lv + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore));
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// 抗性区
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let kNum = 0.9;
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// 反应区
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let eleNum = 1;
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if (ele) {
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eleNum = { zf: 1.5, rh: 2 }[ele] || 1;
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if (attr[ele]) {
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eleNum = eleNum * (1 + attr[ele] / 100);
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}
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}
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// 计算最终伤害
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let ret = {
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dmg: atkNum * pctNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: atkNum * pctNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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if (global.debugView === "web-debug") {
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// console.log(attr, { atkNum, pctNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum }, ret)
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}
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return ret;
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};
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if (detail.dmg) {
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let dmgRet = detail.dmg({ attr, talent }, dmg);
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ret.push({
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title: detail.title,
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...dmgRet
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})
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}
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})
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return {
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ret,
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msg
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}
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}
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}
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export default Calc; |