miao-plugin/models/profile-lib/DmgCalc.js
2022-08-24 09:07:06 +08:00

163 lines
3.8 KiB
JavaScript

/*
* 伤害计算 - 计算伤害
* */
import { eleBaseDmg } from './calc-meta.js'
import DmgMastery from './DmgMastery.js'
let DmgCalc = {
calcRet (fnArgs = {}, data = {}) {
let {
pctNum, // 技能倍率
talent, // 天赋类型
ele, // 元素反应
basicNum, // 基础数值
mode // 模式
} = fnArgs
let {
ds, // 数据集
attr, // 属性
level, // 面板数据
enemyLv, // 敌人等级
showDetail = false // 是否展示详情
} = data
let calc = ds.calc
let { atk, dmg, phy, cdmg, cpct } = attr
// 攻击区
let atkNum = calc(atk)
// 倍率独立乘区
let multiNum = attr.multi / 100
// 增伤区
let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100)
if (ele === 'phy') {
dmgNum = (1 + phy.base / 100 + phy.plus / 100)
}
let cpctNum = cpct.base / 100 + cpct.plus / 100
// 爆伤区
let cdmgNum = cdmg.base / 100 + cdmg.plus / 100
let enemyDef = attr.enemy.def / 100
let enemyIgnore = attr.enemy.ignore / 100
let plusNum = 0
if (talent && attr[talent]) {
pctNum = pctNum / 100
let ds = attr[talent]
pctNum += ds.pct / 100
dmgNum += ds.dmg / 100
cpctNum += ds.cpct / 100
cdmgNum += ds.cdmg / 100
enemyDef += ds.def / 100
enemyIgnore += ds.ignore / 100
multiNum += ds.multi / 100
plusNum += ds.plus
}
// 防御区
let defNum = (level + 100) / ((level + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
// 抗性区
let kx = attr.kx
if (talent === 'fy') {
kx = attr.fykx
}
kx = 10 - (kx || 0)
let kNum = 0.9
if (kx >= 0) {
kNum = (100 - kx) / 100
} else {
kNum = 1 - kx / 200
}
// 反应区
let eleNum = 1
let eleBase = 0
if (ele === 'ks' || ele === 'gd') {
eleBase = eleBaseDmg[level] || 0
}
if (ele === 'phy') {
// do nothing
} else if (ele) {
eleNum = DmgMastery.getBasePct(ele, attr.element)
if (attr[ele]) {
eleNum = eleNum * (1 + attr[ele] / 100)
}
}
cpctNum = Math.max(0, Math.min(1, cpctNum))
if (cpctNum === 0) {
cdmgNum = 0
}
let ret = {}
if (mode === 'basic') {
ret = {
dmg: basicNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
avg: basicNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
}
} else if (eleBase) {
ret = {
avg: eleBase * kNum * eleNum
}
} else {
// 计算最终伤害
ret = {
dmg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
avg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
}
}
if (showDetail) {
console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
}
return ret
},
getDmgFn (data) {
let { showDetail, attr, ds } = data
let { calc } = ds
let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent') {
return DmgCalc.calcRet({ pctNum, talent, ele, basicNum, mode }, data)
}
dmgFn.basic = function (basicNum = 0, talent = false, ele = false) {
return dmgFn(0, talent, ele, basicNum, 'basic')
}
// 计算治疗
dmgFn.heal = function (num) {
if (showDetail) {
console.log(num, calc(attr.heal), attr.heal.inc)
}
return {
avg: num * (1 + calc(attr.heal) / 100 + attr.heal.inc / 100)
}
}
// 计算护盾
dmgFn.shield = function (num) {
return {
avg: num * (calc(attr.shield) / 100) * (attr.shield.inc / 100)
}
}
// 扩散方法
dmgFn.ks = function () {
return dmgFn(0, 'fy', 'ks')
}
return dmgFn
}
}
export default DmgCalc