mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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131 lines
3.6 KiB
JavaScript
131 lines
3.6 KiB
JavaScript
import lodash from 'lodash'
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import ArtisMark from './ArtisMark.js'
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import { Meta } from '#miao'
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const weaponCfg = {
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磐岩结绿: {
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attr: 'hp',
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abbr: '绿剑'
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},
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赤角石溃杵: {
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attr: 'def',
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abbr: '赤角'
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},
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猎人之径: {
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attr: 'mastery'
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},
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薙草之稻光: {
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attr: 'recharge',
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abbr: '薙刀'
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},
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护摩之杖: {
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attr: 'hp',
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abbr: '护摩'
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}
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}
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const ArtisMarkCfg = {
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getCharArtisCfg (profile) {
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let { attr, weapon, elem, char, artis, game } = profile
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let { isGs } = char
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let { usefulAttr } = Meta.getMeta(game, 'arti')
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let rule = function (title, attrWeight) {
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return {
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title,
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attrWeight
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}
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}
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let def = function (attrWeight) {
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let title = []
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let weight = lodash.extend({}, attrWeight || usefulAttr[char.name] || {})
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let check = (key, max = 75, maxPlus = 75, isWeapon = true) => {
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let original = weight[key] || 0
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if (original < max) {
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let plus = isWeapon ? maxPlus * (1 + weapon.affix / 5) / 2 : maxPlus
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weight[key] = Math.min(Math.round(original + plus), max)
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return true
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}
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return false
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}
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let wn = weapon?.name || ''
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if (isGs) {
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// 对原神一些特殊情况做适配与判定
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// 增加攻击力或直接伤害类武器判定
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if (weight.atk > 0 && weaponCfg[wn]) {
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let wCfg = weaponCfg[wn]
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if (check(wCfg.attr, wCfg.max || 75, wCfg.plus || 75)) {
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title.push(wCfg.abbr || wn)
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}
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}
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// 不与攻击力挂钩的武器判定
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if (wn === '辰砂之纺锤' && check('def')) {
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title.push('纺锤')
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}
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// 圣遗物判定,如果是绝缘4,将充能权重拉高至沙漏圣遗物当前最高权重齐平
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let maxWeight = Math.max(weight.atk || 0, weight.hp || 0, weight.def || 0, weight.mastery || 0)
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if (artis.is('绝缘4') && check('recharge', maxWeight, 75, false)) {
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title.push('绝缘4')
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}
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}
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title = title.length > 0 ? title.join('') : '通用'
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return {
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title: `${char.abbr}-${title}`,
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attrWeight: weight
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}
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}
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let charRule = char.getArtisCfg() || function ({ def }) {
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let defaultAttrWeight = isGs ? { atk: 75, cpct: 100, cdmg: 100, dmg: 100, phy: 100 } : { atk: 75, cpct: 100, cdmg: 100, dmg: 100, speed: 100 }
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return def(usefulAttr[char.name] || defaultAttrWeight)
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}
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if (charRule) {
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return charRule({ attr, elem, artis, rule, def, weapon, cons: profile.cons })
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}
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},
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getCfg (profile) {
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let { char } = profile
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let { game } = char
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let { attrWeight, title } = ArtisMarkCfg.getCharArtisCfg(profile)
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let attrs = {}
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let baseAttr = char.baseAttr || { hp: 14000, atk: 230, def: 700 }
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let { attrMap } = Meta.getMeta(game, 'arti')
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lodash.forEach(attrMap, (attr, key) => {
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let k = attr.base || ''
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let weight = attrWeight[k || key]
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if (!weight || weight * 1 === 0) {
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return true
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}
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let ret = {
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...attr, weight, fixWeight: weight, mark: weight / attr.value
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}
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if (!k) {
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ret.mark = weight / attr.value
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} else {
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let plus = k === 'atk' ? 520 : 0
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ret.mark = weight / attrMap[k].value / (baseAttr[k] + plus) * 100
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ret.fixWeight = weight * attr.value / attrMap[k].value / (baseAttr[k] + plus) * 100
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}
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attrs[key] = ret
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})
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let posMaxMark = ArtisMark.getMaxMark(attrs, game)
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// 返回内容待梳理简化
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return {
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attrs,
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classTitle: title,
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posMaxMark
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}
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}
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}
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export default ArtisMarkCfg
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