mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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228 lines
5.6 KiB
JavaScript
228 lines
5.6 KiB
JavaScript
import lodash from 'lodash'
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import enkaMeta from './enka-meta.js'
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import { Character, ArtifactSet, ProfileData } from '../../models/index.js'
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const artiIdx = {
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EQUIP_BRACER: 1,
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EQUIP_NECKLACE: 2,
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EQUIP_SHOES: 3,
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EQUIP_RING: 4,
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EQUIP_DRESS: 5
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}
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const attrMap = {
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HP: '小生命',
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HP_PERCENT: '大生命',
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ATTACK: '小攻击',
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ATTACK_PERCENT: '大攻击',
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DEFENSE: '小防御',
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DEFENSE_PERCENT: '大防御',
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FIRE_ADD_HURT: '火元素伤害加成',
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ICE_ADD_HURT: '冰元素伤害加成',
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ROCK_ADD_HURT: '岩元素伤害加成',
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ELEC_ADD_HURT: '雷元素伤害加成',
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WIND_ADD_HURT: '风元素伤害加成',
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WATER_ADD_HURT: '水元素伤害加成',
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PHYSICAL_ADD_HURT: '物理伤害加成',
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GRASS_ADD_HURT: '草元素伤害加成',
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HEAL_ADD: '治疗加成',
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ELEMENT_MASTERY: '元素精通',
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CRITICAL: '暴击率',
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CRITICAL_HURT: '暴击伤害',
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CHARGE_EFFICIENCY: '充能效率'
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}
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let EnkaData = {
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getProfile (data) {
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let char = Character.get(data.avatarId)
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let profile = new ProfileData({ id: char.id })
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profile.setBasic({
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level: data.propMap['4001'].val * 1,
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cons: data.talentIdList ? data.talentIdList.length : 0,
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fetter: data.fetterInfo.expLevel,
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costume: char.checkCostume(data.costumeId) ? data.costumeId : 0,
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dataSource: 'enka'
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})
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profile.setAttr(EnkaData.getAttr(data.fightPropMap))
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profile.setWeapon(EnkaData.getWeapon(data.equipList))
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profile.setArtis(EnkaData.getArtifact(data.equipList))
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let talentRet = EnkaData.getTalent(char.id, data.skillLevelMap)
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profile.setTalent(talentRet.talent, 'original')
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// 为旅行者增加elem
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if (talentRet.elem) {
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profile.elem = talentRet.elem
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}
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return EnkaData.dataFix(profile)
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},
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getAttr (data) {
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let ret = {}
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let attrKey = {
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// atk: 2001,
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atkBase: 4,
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def: 2002,
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defBase: 7,
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hp: 2000,
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hpBase: 1,
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mastery: 28,
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cpct: {
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src: 20,
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pct: true
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},
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cdmg: {
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src: 22,
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pct: true
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},
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heal: {
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src: 26,
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pct: true
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},
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recharge: {
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src: 23,
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pct: true
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}
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}
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lodash.forEach(attrKey, (cfg, key) => {
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if (!lodash.isObject(cfg)) {
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cfg = { src: cfg }
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}
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let val = data[cfg.src] || 0
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if (cfg.pct) {
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val = val * 100
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}
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ret[key] = val
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})
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ret.atk = data['4'] * (1 + (data['6'] || 0)) + (data['5'] || 0)
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let maxDmg = 0
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// 火40 水42 风44 岩45 冰46 雷46
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// 41 雷
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lodash.forEach('40,41,42,43,44,45,45,46'.split(','), (key) => {
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maxDmg = Math.max(data[key] * 1, maxDmg)
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})
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// phy 30
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ret.dmg = maxDmg * 100
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ret.phy = data['30'] * 100
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return ret
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},
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getArtifact (data) {
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let ret = {}
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let get = function (d) {
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if (!d) {
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return []
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}
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let id = d.appendPropId || d.mainPropId || ''
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id = id.replace('FIGHT_PROP_', '')
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if (!attrMap[id]) {
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return []
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}
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return [attrMap[id], d.statValue]
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}
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lodash.forEach(data, (ds) => {
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let flat = ds.flat || {}
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let sub = flat.reliquarySubstats || []
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let idx = artiIdx[flat.equipType]
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if (!idx) {
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return
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}
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let setName = enkaMeta[flat.setNameTextMapHash] || ''
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ret[idx] = {
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name: ArtifactSet.getArtiNameBySet(setName, idx),
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set: setName,
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level: Math.min(20, ((ds.reliquary && ds.reliquary.level) || 1) - 1),
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main: get(flat.reliquaryMainstat),
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attrs: [
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get(sub[0]),
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get(sub[1]),
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get(sub[2]),
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get(sub[3])
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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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getWeapon (data) {
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let ds = {}
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lodash.forEach(data, (temp) => {
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if (temp.flat && temp.flat.itemType === 'ITEM_WEAPON') {
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ds = temp
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return false
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}
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})
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let { weapon, flat } = ds
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return {
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name: enkaMeta[flat.nameTextMapHash],
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star: flat.rankLevel,
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level: weapon.level,
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promote: weapon.promoteLevel,
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affix: (lodash.values(weapon.affixMap)[0] || 0) + 1
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}
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},
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getTalent (charid, ds = {}) {
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let char = Character.get(charid)
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let { talentId = {}, talentElem = {}, talentKey = {} } = char.meta
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let elem = ''
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let idx = 0
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let ret = {}
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lodash.forEach(ds, (lv, id) => {
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let key
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if (talentId[id]) {
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let tid = talentId[id]
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key = talentKey[tid]
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elem = elem || talentElem[tid]
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} else {
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key = ['a', 'e', 'q'][idx++]
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}
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ret[key] = {
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original: lv
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}
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})
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return {
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elem: elem,
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talent: ret
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}
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},
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dataFix (ret) {
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if (ret._fix) {
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return ret
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}
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let { attr, id, weapon } = ret
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let count = 0
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id = id * 1
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switch (id) {
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case 10000052:
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// 雷神被动加成fix
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attr.dmg = Math.max(0, attr.dmg - (attr.recharge - 100) * 0.4)
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break
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case 10000041:
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// 莫娜被动fix
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attr.dmg = Math.max(0, attr.dmg - attr.recharge * 0.2)
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break
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case 10000070:
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// 妮露满命效果fix
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if (ret.cons === 6) {
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count = Math.floor(attr.hp / 1000)
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attr.cpct = Math.max(5, attr.cpct - Math.min(30, count * 0.6))
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attr.cdmg = Math.max(50, attr.cdmg - Math.min(60, count * 1.2))
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}
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break
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}
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let wDmg = {
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息灾: 12,
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波乱月白经津: 12,
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雾切之回光: 12,
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猎人之径: 12
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}
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let { name, affix } = weapon
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// 修正武器的加伤
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if (wDmg[name]) {
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attr.dmg = Math.max(0, attr.dmg - wDmg[name] - wDmg[name] * (affix - 1) / 4)
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}
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ret._fix = true
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return ret
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}
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}
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export default EnkaData
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