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110 lines
4.4 KiB
JavaScript
110 lines
4.4 KiB
JavaScript
/*
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* 伤害计算 - Buff计算
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* */
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import lodash from 'lodash'
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import { ArtifactSet, Weapon } from '../index.js'
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/*
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理论参考:www.miyoushe.com/ys/article/32359316
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sort: 各级数值含义及分类规则
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1 默认 常规区数值,不涉及二次转化
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基于基础区(基础攻击、防御、生命)的数值提升,e.g. 圣遗物、武器直接的百分比攻击力提升
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固定数值加成,e.g. 万叶二命的200精通加成
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#其他属性:指除了元素充能和最大生命值以外的区间
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4 基于元素充能的属性转化,e.g. 雷电将军天赋,基于元素充能提升攻击力;薙刀,基于元素充能提升攻击力;绝缘套,基于充能提升q伤害
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5 基于最大生命值向元素精通的转化,e.g. 圣显之钥,基于最大生命值提升元素精通
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6 基于元素精通向元素充能/其他属性(除了元素精通)的转化,e.g. 西福斯的月光,基于元素精通提升元素充能;赤沙之杖,基于元素精通提升攻击力
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*特例,旅行者战技的20充能加成和心海6命40%水伤加成,这两个虽然是固定数值提升,但是数值在额外区,所以sort放在这里
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7 基于其他属性向元素精通的属性转化,e.g. 纳西妲天赋,基于自身元素精通提升在场角色元素精通
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9 总计值转化
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基于最大生命值的转化/其他属性的【有限定条件】的向增伤/双爆/伤害值的属性转化, (限定条件:特定技能/召唤物限定
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e.g. 胡桃e,基于最大生命值提升攻击力
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妮露天赋,基于最大生命值提升丰穰之核伤害
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赛诺天赋,基于元素精通提升特定技能伤害;八重天赋,基于元素精通提升e伤害;
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纳西妲Q,基于元素精通提升e双爆
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天空系列武器,基于攻击力造成物理伤害,视作对基础倍率区的直接提升;辰砂之纺锤,基于最大防御力提升e伤害值
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*最大防御力的某些转化也可以算在这里,e.g. 一斗开Q,基于最大防御力提升攻击力
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基于元素精通提升反应伤害,e.g. 蒸发、融化、激化反应的Buff栏展示需要,实际上不影响具体伤害计算
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10 最终计算区,直接影响具体伤害乘区,可以视作在dmgCalc.js中,实际上没有sort: 10这种情况
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*/
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let DmgBuffs = {
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getBuffs (profile, buffs = [], game = 'gs') {
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let weaponBuffs = DmgBuffs.getWeaponBuffs(profile.weapon, game)
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let artisBuffs = DmgBuffs.getArtisBuffs(profile.artis, game)
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buffs = lodash.concat(buffs, weaponBuffs, artisBuffs)
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let mKey = {
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vaporize: '蒸发',
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melt: '融化',
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swirl: '扩散'
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}
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let mKey2 = {
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aggravate: '超激化',
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spread: '蔓激化'
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}
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buffs = lodash.filter(buffs, (b) => !!b)
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lodash.forEach(buffs, (buff, idx) => {
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if (lodash.isString(buff)) {
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if (mKey[buff]) {
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buff = {
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title: `元素精通:${mKey[buff]}伤害提高[_${buff}]%`,
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mastery: buff,
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sort: 9
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}
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buffs[idx] = buff
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} else if (mKey2[buff]) {
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buff = {
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title: `元素精通:${mKey2[buff]}伤害提高[_${buff}]%,造成的伤害值提升[_${buff}num]`,
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mastery: buff,
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sort: 9
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}
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buffs[idx] = buff
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}
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}
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buff.sort = lodash.isUndefined(buff.sort) ? 1 : buff.sort
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})
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buffs = lodash.sortBy(buffs, ['sort'])
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return buffs
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},
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// 圣遗物Buff
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getArtisBuffs (artis = {}, game = 'gs') {
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let retBuffs = []
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ArtifactSet.eachSet(artis, (sets, num) => {
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let buffs = ArtifactSet.getArtisSetBuff(sets.name, num, game)
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if (lodash.isPlainObject(buffs)) {
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buffs = [buffs]
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}
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lodash.forEach(buffs, (buff) => {
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if (buff && !buff.isStatic) {
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retBuffs.push({
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...buff,
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title: `${sets.name}${num}:` + buff.title
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})
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}
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})
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})
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return retBuffs
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},
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// 武器Buff
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getWeaponBuffs (wData, game = 'gs') {
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let weapon = Weapon.get(wData.name, game)
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if (!weapon) {
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return false
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}
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let affix = wData.refine || wData.affix
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let weaponCfg = weapon.getWeaponAffixBuffs(affix, false)
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let ret = []
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lodash.forEach(weaponCfg, (ds) => {
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if (ds.isStatic) {
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return true
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}
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ret.push(ds)
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})
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return ret
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}
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}
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export default DmgBuffs
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