feat: 评分

This commit is contained in:
bietiaop 2024-07-28 23:43:25 +08:00
parent 1441b8efcc
commit 394bea4c87
9 changed files with 1024 additions and 334 deletions

View file

@ -6,7 +6,9 @@ import { Property } from './property.js';
import { Skill } from './skill.js';
import { relice_ability } from './damage/relice.js';
import { weapon_ability } from './damage/weapon.js';
import { avatar_ability } from './damage/avatar.js';
import { avatar_ability, has_calculation } from './damage/avatar.js';
import { hasScoreData } from '../lib/score.js';
import _ from 'lodash';
import fs from 'fs';
import path from 'path';
@ -253,6 +255,9 @@ export class ZZZAvatarInfo {
this.element_str = element.IDToElement(element_type);
/** @type {boolean} */
this.isNew = isNew;
for (const equip of this.equip) {
equip.get_score(this.id);
}
}
getProperty(name) {
@ -364,6 +369,9 @@ export class ZZZAvatarInfo {
* value: {name: string, value: number}[]
* }[]} */
get damages() {
if (!has_calculation(this.id)) {
return [];
}
/** 处理基础数据 */
let base_detail = this.damage_basic_properties.base_detail;
let bonus_detail = this.damage_basic_properties.bonus_detail;
@ -392,6 +400,44 @@ export class ZZZAvatarInfo {
return damagelist;
}
/** @type {number|boolean} */
get equip_score() {
if (hasScoreData(this.id)) {
let score = 0;
for (const equip of this.equip) {
score += equip.score;
}
return score;
}
return false;
}
/** @type {'C'|'B'|'A'|'S'|'SS'|'SSS'|'ACE'|false} */
get equip_comment() {
if (this.equip_score <= 130) {
return 'C';
}
if (this.equip_score <= 150) {
return 'B';
}
if (this.equip_score <= 170) {
return 'A';
}
if (this.equip_score <= 190) {
return 'S';
}
if (this.equip_score <= 210) {
return 'SS';
}
if (this.equip_score <= 240) {
return 'SSS';
}
if (this.equip_score > 240) {
return 'ACE';
}
return false;
}
async get_basic_assets() {
const result = await getSquareAvatar(this.id);
/** @type {string} */

View file

@ -14,341 +14,346 @@ const skilldict = getMapData('SkillData');
* }[]} 伤害列表
*/
export const avatar_ability = (data, base_detail, bonus_detail) => {
const damagelist = [];
switch (data.id) {
case 1191:{
/** 处理命座加成 */
if (data.rank >= 1) {
const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
}
if (data.rank >= 2) {
const ES_CriticalDamageBase = _.get(
bonus_detail,
'ES_CriticalDamageBase',
0
);
bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
const EH_CriticalDamageBase = _.get(
bonus_detail,
'EH_CriticalDamageBase',
0
);
bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
}
if (data.rank >= 6) {
const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
bonus_detail['PenRatioBase'] = PenRatio + 0.2;
const damagelist = [];
switch (data.id) {
case 1191: {
/** 处理命座加成 */
if (data.rank >= 1) {
const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
}
if (data.rank >= 2) {
const ES_CriticalDamageBase = _.get(
bonus_detail,
'ES_CriticalDamageBase',
0
);
bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
const EH_CriticalDamageBase = _.get(
bonus_detail,
'EH_CriticalDamageBase',
0
);
bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
}
if (data.rank >= 6) {
const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
bonus_detail['PenRatioBase'] = PenRatio + 0.2;
const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
}
const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
const C_CriticalDamageBase = _.get(
bonus_detail,
'C_CriticalDamageBase',
0
);
bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
const A_CriticalDamageBase = _.get(
bonus_detail,
'A_CriticalDamageBase',
0
);
bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
const C_CriticalDamageBase = _.get(
bonus_detail,
'C_CriticalDamageBase',
0
);
bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
const A_CriticalDamageBase = _.get(
bonus_detail,
'A_CriticalDamageBase',
0
);
bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(
data.id,
data.skills,
'A',
'A'
);
const damagelist1 = calculate_damage(
base_detail,
bonus_detail,
'A',
'A',
'Ice',
skill_multiplier1,
data.level
);
const damage1 = {
title: '普通攻击:急冻修剪法',
value: damagelist1,
};
damagelist.push(damage1);
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(
data.id,
data.skills,
'A',
'A'
);
const damagelist1 = calculate_damage(
base_detail,
bonus_detail,
'A',
'A',
'Ice',
skill_multiplier1,
data.level
);
const damage1 = {
title: '普通攻击:急冻修剪法',
value: damagelist1,
};
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(
data.id,
data.skills,
'C',
'C'
);
const damagelist2 = calculate_damage(
base_detail,
bonus_detail,
'C',
'C',
'Ice',
skill_multiplier2,
data.level
);
const damage2 = {
title: '冲刺攻击:冰渊潜袭',
value: damagelist2,
};
damagelist.push(damage2);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(
data.id,
data.skills,
'C',
'C'
);
const damagelist2 = calculate_damage(
base_detail,
bonus_detail,
'C',
'C',
'Ice',
skill_multiplier2,
data.level
);
const damage2 = {
title: '冲刺攻击:冰渊潜袭',
value: damagelist2,
};
damagelist.push(damage2);
/** 计算特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(
data.id,
data.skills,
'E',
'EH'
);
const damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EH',
'Ice',
skill_multiplier3,
data.level
);
const damage3 = {
title: '强化特殊技:横扫',
value: damagelist3,
};
damagelist.push(damage3);
/** 计算特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(
data.id,
data.skills,
'E',
'EH'
);
const damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EH',
'Ice',
skill_multiplier3,
data.level
);
const damage3 = {
title: '强化特殊技:横扫',
value: damagelist3,
};
damagelist.push(damage3);
const skill_multiplier4 = getskilllevelnum(
data.id,
data.skills,
'E',
'ES'
);
const damagelist4 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'ES',
'Ice',
skill_multiplier4,
data.level
);
const damage4 = {
title: '强化特殊技:鲨卷风',
value: damagelist4,
};
damagelist.push(damage4);
const skill_multiplier4 = getskilllevelnum(
data.id,
data.skills,
'E',
'ES'
);
const damagelist4 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'ES',
'Ice',
skill_multiplier4,
data.level
);
const damage4 = {
title: '强化特殊技:鲨卷风',
value: damagelist4,
};
damagelist.push(damage4);
/** 计算连携技伤害 */
const skill_multiplier5 = getskilllevelnum(
data.id,
data.skills,
'R',
'RL'
);
const damagelist5 = calculate_damage(
base_detail,
bonus_detail,
'RL',
'RL',
'Ice',
skill_multiplier5,
data.level
);
const damage5 = {
title: '连携技:雪崩',
value: damagelist5,
};
damagelist.push(damage5);
/** 计算连携技伤害 */
const skill_multiplier5 = getskilllevelnum(
data.id,
data.skills,
'R',
'RL'
);
const damagelist5 = calculate_damage(
base_detail,
bonus_detail,
'RL',
'RL',
'Ice',
skill_multiplier5,
data.level
);
const damage5 = {
title: '连携技:雪崩',
value: damagelist5,
};
damagelist.push(damage5);
/** 计算终结技伤害 */
const skill_multiplier6 = getskilllevelnum(
data.id,
data.skills,
'R',
'R'
);
const damagelist6 = calculate_damage(
base_detail,
bonus_detail,
'R',
'R',
'Ice',
skill_multiplier6,
data.level
);
const damage6 = {
title: '终结技:永冬狂宴',
value: damagelist6,
};
damagelist.push(damage6);
logger.debug('伤害', damagelist);
break;
}
case 1241:{
/** 处理命座加成 */
if (data.rank >= 2) {
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.5;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.5;
}
if (data.rank >= 4) {
let Ether_ResistancePenetration = _.get(bonus_detail, 'Ether_ResistancePenetration', 0);
bonus_detail['Ether_ResistancePenetration'] = Ether_ResistancePenetration + 0.25;
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const DMG_ADD = getskilllevelnum(data.id, data.skills, 'T', 'T');
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + DMG_ADD;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + DMG_ADD;
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(
data.id,
data.skills,
'A',
'A'
);
const damagelist1 = calculate_damage(
base_detail,
bonus_detail,
'A',
'A',
'Ether',
skill_multiplier1,
data.level
);
const damage1 = {
title: '普通攻击:请勿抵抗',
value: damagelist1,
};
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(
data.id,
data.skills,
'C',
'C'
);
const damagelist2 = calculate_damage(
base_detail,
bonus_detail,
'C',
'C',
'Ether',
skill_multiplier2,
data.level
);
const damage2 = {
title: '冲刺攻击:火力压制',
value: damagelist2,
};
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(
data.id,
data.skills,
'E',
'EUP'
);
let damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
skill_multiplier3,
data.level
);
if (data.rank >= 6) {
let damagelist_add = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
2.2,
data.level
);
damagelist3['cd'] = damagelist3['cd'] + damagelist_add['cd'] * 4
damagelist3['qw'] = damagelist3['qw'] + damagelist_add['qw'] * 4
}
const damage3 = {
title: '强化特殊技:全弹连射',
value: damagelist3,
};
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(
data.id,
data.skills,
'R',
'RL'
);
const damagelist4 = calculate_damage(
base_detail,
bonus_detail,
'RL',
'RL',
'Ether',
skill_multiplier4,
data.level
);
const damage4 = {
title: '连携技:歼灭模式',
value: damagelist4,
};
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(
data.id,
data.skills,
'R',
'R'
);
const damagelist5 = calculate_damage(
base_detail,
bonus_detail,
'R',
'R',
'Ether',
skill_multiplier5,
data.level
);
const damage5 = {
title: '终结技歼灭模式MAX',
value: damagelist5,
};
damagelist.push(damage5);
break;
}
}
return damagelist;
/** 计算终结技伤害 */
const skill_multiplier6 = getskilllevelnum(
data.id,
data.skills,
'R',
'R'
);
const damagelist6 = calculate_damage(
base_detail,
bonus_detail,
'R',
'R',
'Ice',
skill_multiplier6,
data.level
);
const damage6 = {
title: '终结技:永冬狂宴',
value: damagelist6,
};
damagelist.push(damage6);
logger.debug('伤害', damagelist);
break;
}
case 1241: {
/** 处理命座加成 */
if (data.rank >= 2) {
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.5;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.5;
}
if (data.rank >= 4) {
let Ether_ResistancePenetration = _.get(
bonus_detail,
'Ether_ResistancePenetration',
0
);
bonus_detail['Ether_ResistancePenetration'] =
Ether_ResistancePenetration + 0.25;
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const DMG_ADD = getskilllevelnum(data.id, data.skills, 'T', 'T');
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + DMG_ADD;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + DMG_ADD;
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(
data.id,
data.skills,
'A',
'A'
);
const damagelist1 = calculate_damage(
base_detail,
bonus_detail,
'A',
'A',
'Ether',
skill_multiplier1,
data.level
);
const damage1 = {
title: '普通攻击:请勿抵抗',
value: damagelist1,
};
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(
data.id,
data.skills,
'C',
'C'
);
const damagelist2 = calculate_damage(
base_detail,
bonus_detail,
'C',
'C',
'Ether',
skill_multiplier2,
data.level
);
const damage2 = {
title: '冲刺攻击:火力压制',
value: damagelist2,
};
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(
data.id,
data.skills,
'E',
'EUP'
);
let damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
skill_multiplier3,
data.level
);
if (data.rank >= 6) {
let damagelist_add = calculate_damage(
base_detail,
bonus_detail,
'EUP',
'EUP',
'Ether',
2.2,
data.level
);
damagelist3['cd'] = damagelist3['cd'] + damagelist_add['cd'] * 4;
damagelist3['qw'] = damagelist3['qw'] + damagelist_add['qw'] * 4;
}
const damage3 = {
title: '强化特殊技:全弹连射',
value: damagelist3,
};
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(
data.id,
data.skills,
'R',
'RL'
);
const damagelist4 = calculate_damage(
base_detail,
bonus_detail,
'RL',
'RL',
'Ether',
skill_multiplier4,
data.level
);
const damage4 = {
title: '连携技:歼灭模式',
value: damagelist4,
};
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(
data.id,
data.skills,
'R',
'R'
);
const damagelist5 = calculate_damage(
base_detail,
bonus_detail,
'R',
'R',
'Ether',
skill_multiplier5,
data.level
);
const damage5 = {
title: '终结技歼灭模式MAX',
value: damagelist5,
};
damagelist.push(damage5);
break;
}
}
return damagelist;
};
export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {
@ -365,3 +370,7 @@ export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {
) - 1;
return skilldict[avatarId][skillname][skilllevel];
};
export const has_calculation = avatarId => {
return Object.keys(skilldict).includes(avatarId.toString());
};

View file

@ -1,5 +1,10 @@
import { property } from '../lib/convert.js';
import { getSuitImage, getWeaponImage } from '../lib/download.js';
import {
getEquipPropertyBaseScore,
getEquipPropertyEnhanceCount,
getEquipPropertyScore,
} from '../lib/score.js';
/**
* @class
@ -30,6 +35,24 @@ export class EquipProperty {
this.classname = property.idToClassName(property_id);
}
/**
* 获取属性分数
* @param {string} charID
* @returns {number}
*/
get_score(charID) {
/** @type {number} */
this.score = getEquipPropertyScore(charID, this.property_id, this.base);
/** @type {number} */
this.base_score = getEquipPropertyBaseScore(charID, this.property_id);
return this.score;
}
/** @type {number} */
get count() {
return getEquipPropertyEnhanceCount(this.property_id, this.base);
}
}
/**
@ -60,6 +83,25 @@ export class EquipMainProperty {
this.base = base;
this.classname = property.idToClassName(property_id);
this.score = 0;
}
/**
* 获取属性分数
* @param {string} charID
* @returns {number}
*/
get_score(charID) {
/** @type {number} */
const _score = getEquipPropertyBaseScore(
charID,
this.property_id,
this.base
);
if (_score > 0) {
this.score = 1;
}
return this.score;
}
}
@ -120,6 +162,8 @@ export class Equip {
this.equip_suit;
/** @type {number} */
this.equipment_type;
/** @type {boolean|number} */
this.score = false;
const {
id,
@ -159,6 +203,56 @@ export class Equip {
const result = await getSuitImage(this.id);
this.suit_icon = result;
}
/**
* 获取装备属性分数
* @param {string} charID
* @returns {number}
*/
get_score(charID) {
this.score = this.properties.reduce(
(acc, item) => acc + item.get_score(charID),
0
);
const additional = this.main_properties.reduce(
(acc, item) => acc + item.get_score(charID),
0
);
if (this.equipment_type === 4) {
this.score += 4.8 * additional;
} else if (this.equipment_type === 5) {
this.score += 9.6 * additional;
} else if (this.equipment_type === 6) {
this.score += 4.8 * additional;
}
return this.score;
}
/** @type {'C'|'B'|'A'|'S'|'SS'|'SSS'|'ACE'|false} */
get comment() {
if (this.score <= 8) {
return 'C';
}
if (this.score <= 13) {
return 'B';
}
if (this.score <= 18) {
return 'A';
}
if (this.score <= 23) {
return 'S';
}
if (this.score <= 28) {
return 'SS';
}
if (this.score <= 33) {
return 'SSS';
}
if (this.score > 33) {
return 'ACE';
}
return false;
}
}
/**