rebase: 优化代码,移动模型

This commit is contained in:
bietiaop 2024-07-26 16:45:15 +08:00
parent 47e76adf80
commit 52b9a5b1b3
10 changed files with 653 additions and 459 deletions

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@ -1,119 +1,177 @@
import _ from 'lodash';
import { getMapData } from '../../utils/file.js';
import { calculate_damage } from './role.js';
import { ZZZAvatarInfo } from '../avatar.js';
const skilldict = getMapData('SkillData');
/**
* 角色加成
* @param {ZZZAvatarInfo} data 角色信息
* @param {ZZZAvatarInfo['damage_basic_properties']['base_detail']} base_detail 基础属性
* @param {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} bonus_detail 套装加成
* @returns {{
* title: string,
* value: {name: string, value: number}[]
* }[]} 伤害列表
*/
export const avatar_ability = (data, base_detail, bonus_detail) => {
const damagelist = [];
if (data.id == 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;
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
}
export const Avatar = async (data, base_detail, bonus_detail) => {
let damagelist = []
if (data.id == 1191){
/** 处理命座加成 */
if (data.rank >= 1){
let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
}
if (data.rank >= 2){
let ES_CriticalDamageBase = await get_let_value(bonus_detail, 'ES_CriticalDamageBase');
bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
let EH_CriticalDamageBase = await get_let_value(bonus_detail, 'EH_CriticalDamageBase');
bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
}
if (data.rank >= 6){
let PenRatio = await get_let_value(bonus_detail, 'PenRatioBase');
bonus_detail['PenRatioBase'] = PenRatio + 0.2;
let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
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 */
let CDB = await getskilllevelnum(data.id, data.skills, 'T', 'T')
let C_CriticalDamageBase = await get_let_value(bonus_detail, 'C_CriticalDamageBase');
bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
let A_CriticalDamageBase = await get_let_value(bonus_detail, 'A_CriticalDamageBase');
bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
let skill_multiplier1 = await getskilllevelnum(data.id, data.skills, 'A', 'A')
let damagelist1 = await calculate_damage(base_detail, bonus_detail, "A", "A", "Ice", skill_multiplier1, data.level)
let damage1 = {
title: '普通攻击:急冻修剪法',
value: damagelist1
}
damagelist.push(damage1)
/** 计算冲刺伤害 */
let skill_multiplier2 = await getskilllevelnum(data.id, data.skills, 'C', 'C')
let damagelist2 = await calculate_damage(base_detail, bonus_detail, "C", "C", "Ice", skill_multiplier2, data.level)
let damage2 = {
title: '冲刺攻击:冰渊潜袭',
value: damagelist2
}
damagelist.push(damage2)
/** 计算特殊技伤害 */
let skill_multiplier3 = await getskilllevelnum(data.id, data.skills, 'E', 'EH')
let damagelist3 = await calculate_damage(base_detail, bonus_detail, "E", "EH", "Ice", skill_multiplier3, data.level)
let damage3 = {
title: '强化特殊技:横扫',
value: damagelist3
}
damagelist.push(damage3)
let skill_multiplier4 = await getskilllevelnum(data.id, data.skills, 'E', 'ES')
let damagelist4 = await calculate_damage(base_detail, bonus_detail, "E", "ES", "Ice", skill_multiplier4, data.level)
let damage4 = {
title: '强化特殊技:鲨卷风',
value: damagelist4
}
damagelist.push(damage4)
/** 计算连携技伤害 */
let skill_multiplier5 = await getskilllevelnum(data.id, data.skills, 'R', 'RL')
let damagelist5 = await calculate_damage(base_detail, bonus_detail, "RL", "RL", "Ice", skill_multiplier5, data.level)
let damage5 = {
title: '连携技:雪崩',
value: damagelist5
}
damagelist.push(damage5)
/** 计算终结技伤害 */
let skill_multiplier6 = await getskilllevelnum(data.id, data.skills, 'R', 'R')
let damagelist6 = await calculate_damage(base_detail, bonus_detail, "R", "R", "Ice", skill_multiplier6, data.level)
let damage6 = {
title: '终结技:永冬狂宴',
value: damagelist6
}
damagelist.push(damage6)
logger.debug('伤害', damagelist);
}
return damagelist;
/** 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;
/** 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);
/** 计算特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(data.id, data.skills, 'E', 'EH');
const damagelist3 = calculate_damage(
base_detail,
bonus_detail,
'E',
'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,
'E',
'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);
}
return damagelist;
};
export const avatar_ability = async (data, base_detail, bonus_detail) => {
const damagelist = await Avatar(data, base_detail, bonus_detail);
return damagelist;
}
export const getskilllevelnum = async (avatarId, skills, skilltype, skillname) => {
let skill_typeid = 0
if (skilltype == 'A') skill_typeid = 0;
else if(skilltype == 'C') skill_typeid = 2;
else if(skilltype == 'E') skill_typeid = 1;
else if(skilltype == 'R') skill_typeid = 3;
else if(skilltype == 'L') skill_typeid = 6;
else if(skilltype == 'T') skill_typeid = 5;
let skilllevel = Number(skills.find(property => property.skill_type === skill_typeid)?.level || 1) - 1;
return skilldict[avatarId][skillname][skilllevel];
}
export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {
let skill_typeid = 0;
if (skilltype == 'A') skill_typeid = 0;
else if (skilltype == 'C') skill_typeid = 2;
else if (skilltype == 'E') skill_typeid = 1;
else if (skilltype == 'R') skill_typeid = 3;
else if (skilltype == 'L') skill_typeid = 6;
else if (skilltype == 'T') skill_typeid = 5;
let skilllevel =
Number(
skills.find(property => property.skill_type === skill_typeid)?.level || 1
) - 1;
return skilldict[avatarId][skillname][skilllevel];
};

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import { getMapData } from '../../utils/file.js';
import { relice_ability } from './relice.js';
import { weapon_ability } from './weapon.js';
import { avatar_ability } from './avatar.js';
const propertyData = getMapData('Property2Name');
const elementData = getMapData('Avatarid2Element');
/**
* 获取某个角色的伤害
* @param {ZZZAvatarInfo} data
* @returns {Promise<damagelist | null>}
logger.debug(xxx)
*/
export const getDamage = async (data) => {
/** 处理基础数据 */
const retuan_detail = await get_base_info(data.properties,data.equip);
let base_detail = retuan_detail['base_detail'];
let bonus_detail = retuan_detail['bonus_detail'];
let set_detail = retuan_detail['set_detail'];
/** 处理驱动盘套装加成 */
let set_detailkeys = Object.keys(set_detail)
for (const set_id of set_detailkeys){
let set_num = Number(set_detail[set_id])
if (set_num >= 2)(
bonus_detail = await relice_ability(set_id, set_num, base_detail, bonus_detail)
)
}
logger.debug('bonus_detail', bonus_detail);
/** 处理音频加成 */
bonus_detail = await weapon_ability(data.weapon, base_detail, bonus_detail)
logger.debug('bonus_detail', bonus_detail);
/** 处理角色加成 */
let damagelist = await avatar_ability(data, base_detail, bonus_detail)
return damagelist
};
/**
* 获取某个角色面包数据
* @param {ZZZAvatarInfo} properties_l
* @param {ZZZAvatarInfo} equip
* @returns base_detail
*/
export const get_base_info = async (properties_l, equip) => {
let retuan_detail = {}
let base_detail = {}
base_detail['hp'] = Number(properties_l.find(property => property.property_name === '生命值').final);
base_detail['attack'] = Number(properties_l.find(property => property.property_name === '攻击力').final);
base_detail['defence'] = Number(properties_l.find(property => property.property_name === '防御力').final);
base_detail['ImpactRatio'] = Number(properties_l.find(property => property.property_name === '冲击力').final);
base_detail['CriticalChanceBase'] = Number(properties_l.find(property => property.property_name === '暴击率').final.replace('%', ''))/100;
base_detail['CriticalDamageBase'] = Number(properties_l.find(property => property.property_name === '暴击伤害').final.replace('%', ''))/100;
base_detail['ElementAbnormalPower'] = Number(properties_l.find(property => property.property_name === '异常掌控').final);
base_detail['ElementMystery'] = Number(properties_l.find(property => property.property_name === '异常精通').final);
base_detail['PenRatioBase'] = Number(properties_l.find(property => property.property_name === '穿透率').final.replace('%', ''))/100;
base_detail['SpGetRatio'] = Number(properties_l.find(property => property.property_name === '能量自动回复').final);
logger.debug('base_detail', base_detail);
retuan_detail['base_detail'] = base_detail
/** 穿
* 穿透值23203
* 伤害加成31503-31703
*/
let bonus_detail = {}
/** 计算套装数量 */
let set_detail = {}
for (let equip_detail of equip){
bonus_detail['PenDelta'] = await get_let_value(bonus_detail, 'PenDelta') + Number(equip_detail.properties.find(property => property.property_id === 23203)?.base || 0);
if (equip_detail.equipment_type == 5){
let propname = propertyData[String(equip_detail.main_properties[0].property_id)][1];
if (propname.includes('属性伤害提高')) {
let propenname = propertyData[String(equip_detail.main_properties[0].property_id)][0];
bonus_detail[propenname] = await get_let_value(bonus_detail, propenname) + Number(equip_detail.main_properties[0].base.replace('%', ''))/100;
}
}
let suit_id = String(equip_detail.equip_suit.suit_id)
set_detail[suit_id] = await get_let_value(set_detail, suit_id) + 1
}
logger.debug('bonus_detail', bonus_detail);
retuan_detail['bonus_detail'] = bonus_detail
logger.debug('set_detail', set_detail);
retuan_detail['set_detail'] = set_detail
return retuan_detail;
}
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}

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export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
import _ from 'lodash';
import { ZZZAvatarInfo } from '../avatar.js';
export const Relic = async (set_id, set_num, base_detail, bonus_detail) => {
if (set_id == '31100'){
if (set_num >= 4){
let R_DmgAdd = await get_let_value(bonus_detail, 'R_DmgAdd');
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
let AttackAddedRatio = await get_let_value(bonus_detail, 'AttackAddedRatio');
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
logger.debug('relicGetter,4,R_DmgAdd');
}
}else if(set_id == '32500'){
if (set_num >= 2){
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
logger.debug('32500,2,Ice_DmgAdd');
}
if (set_num >= 4){
let A_DmgAdd = await get_let_value(bonus_detail, 'A_DmgAdd');
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
logger.debug('32500,4,A_DmgAdd');
logger.debug('32500,4,C_DmgAdd');
}
}
return bonus_detail;
}
export const relice_ability = async (set_id, set_num, base_detail, bonus_detail) => {
bonus_detail = await Relic(set_id, set_num, base_detail, bonus_detail);
return bonus_detail;
}
/**
*
* @param {string} set_id 套装id
* @param {number} set_num 套装数量
* @param {ZZZAvatarInfo['damage_basic_properties']['base_detail']} base_detail 基础属性
* @param {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} bonus_detail 套装加成
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
*/
export const relice_ability = (set_id, set_num, base_detail, bonus_detail) => {
if (set_id == '31100') {
if (set_num >= 4) {
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
let AttackAddedRatio = _.get(bonus_detail, 'AttackAddedRatio', 0);
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
logger.debug('relicGetter,4,R_DmgAdd');
}
} else if (set_id == '32500') {
if (set_num >= 2) {
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
logger.debug('32500,2,Ice_DmgAdd');
}
if (set_num >= 4) {
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
logger.debug('32500,4,A_DmgAdd');
logger.debug('32500,4,C_DmgAdd');
}
}
return bonus_detail;
};

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export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
import _ from 'lodash';
export const calculate_damage = async (base_detail, bonus_detail, skill_type, add_skill_type, avatar_element, skill_multiplier, level) => {
let merged_attr = await merge_attribute(base_detail, bonus_detail)
logger.debug('merged_attr', merged_attr);
let attack = merged_attr.attack
logger.debug('攻击区', attack);
let defence_multiplier = await get_defence_multiplier(merged_attr, level);
logger.debug('防御区', defence_multiplier);
let injury_area = await get_injury_area(merged_attr, skill_type, add_skill_type, avatar_element);
logger.debug('增伤区', injury_area);
let damage_ratio = await get_damage_ratio(merged_attr, skill_type, add_skill_type, avatar_element);
logger.debug('易伤区', damage_ratio);
let critical_damage_base = await get_critical_damage_base(merged_attr, skill_type, add_skill_type, avatar_element);
logger.debug('爆伤区', critical_damage_base);
let critical_chance_base = await get_critical_chance_base(merged_attr, skill_type, add_skill_type, avatar_element);
logger.debug('暴击区', critical_chance_base);
let qiwang_damage = critical_chance_base * critical_damage_base
logger.debug('暴击期望', qiwang_damage);
let damagelist = {}
let damage_cd = attack * skill_multiplier * defence_multiplier * injury_area * damage_ratio * critical_damage_base * 1.2 * 1.5
let damage_qw = attack * skill_multiplier * defence_multiplier * injury_area * damage_ratio * qiwang_damage * 1.2 * 1.5
damagelist['cd'] = damage_cd
damagelist['qw'] = damage_qw
return damagelist
export const calculate_damage = (
base_detail,
bonus_detail,
skill_type,
add_skill_type,
avatar_element,
skill_multiplier,
level
) => {
const merged_attr = merge_attribute(base_detail, bonus_detail);
logger.debug('merged_attr', merged_attr);
const attack = merged_attr.attack;
logger.debug('攻击区', attack);
const defence_multiplier = get_defence_multiplier(merged_attr, level);
logger.debug('防御区', defence_multiplier);
const injury_area = get_injury_area(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('增伤区', injury_area);
const damage_ratio = get_damage_ratio(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('易伤区', damage_ratio);
const critical_damage_base = get_critical_damage_base(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('爆伤区', critical_damage_base);
const critical_chance_base = get_critical_chance_base(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('暴击区', critical_chance_base);
const qiwang_damage = critical_chance_base * critical_damage_base;
logger.debug('暴击期望', qiwang_damage);
const damage_cd =
attack *
skill_multiplier *
defence_multiplier *
injury_area *
damage_ratio *
critical_damage_base *
1.2 *
1.5;
const damage_qw =
attack *
skill_multiplier *
defence_multiplier *
injury_area *
damage_ratio *
qiwang_damage *
1.2 *
1.5;
const damagelist = {
cd: damage_cd,
qw: damage_qw,
};
return damagelist;
};
export const get_critical_chance_base = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
let critical_chance_base = await get_let_value(merged_attr, 'CriticalChanceBase')
let merged_attrkey = Object.keys(merged_attr)
for (const attr of merged_attrkey){
if (attr.search('_CriticalChanceBase') != -1) {
let attr_name = attr.split('_CriticalChanceBase')[0]
if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '暴击加成')
critical_chance_base = critical_chance_base + merged_attr[attr]
}
}
}
critical_chance_base = Math.min(1, critical_chance_base)
return critical_chance_base
}
export const get_critical_damage_base = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
let critical_damage_base = await get_let_value(merged_attr, 'CriticalDamageBase')
let merged_attrkey = Object.keys(merged_attr)
for (const attr of merged_attrkey){
if (attr.search('_CriticalDamageBase') != -1) {
let attr_name = attr.split('_CriticalDamageBase')[0]
if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '爆伤加成')
critical_damage_base = critical_damage_base + merged_attr[attr]
}
}
}
return critical_damage_base + 1
}
export const get_damage_ratio = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
let damage_ratio = await get_let_value(merged_attr, 'DmgRatio')
let merged_attrkey = Object.keys(merged_attr)
for (const attr of merged_attrkey){
if (attr.search('_DmgRatio') != -1) {
let attr_name = attr.split('_DmgRatio')[0]
if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '易伤加成')
damage_ratio = damage_ratio + merged_attr[attr]
}
}
}
return damage_ratio + 1
}
export const get_injury_area = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
let injury_area = 1.0
let merged_attrkey = Object.keys(merged_attr)
for (const attr of merged_attrkey){
if (attr.search('_DmgAdd') != -1) {
let attr_name = attr.split('_DmgAdd')[0]
if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤')
injury_area = injury_area + merged_attr[attr]
}
}
if (attr.search('AddedRatio') != -1) {
let attr_name = attr.split('AddedRatio')[0]
if ([avatar_element, 'AllDamage'].includes(attr_name)) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤')
injury_area = injury_area + merged_attr[attr]
}
export const get_critical_chance_base = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let critical_chance_base = _.get(merged_attr, 'CriticalChanceBase', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_CriticalChanceBase') != -1) {
const attr_name = attr.split('_CriticalChanceBase')[0];
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '暴击加成'
);
critical_chance_base = critical_chance_base + merged_attr[attr];
}
}
return injury_area
}
export const get_defence_multiplier = async (merged_attr, level) => {
/** 计算防御基础值 */
let defadd = (0.155 * (level * level)) + (3.12 * level) + 46.95
/** 计算降防 */
let ignore_defence = 1.0
if (merged_attr.ignore_defence) {
ignore_defence = 1 - merged_attr.ignore_defence
}
/** 计算穿透率 */
let penratio = 1.0
if (merged_attr.PenRatioBase) {
penratio = 1 - merged_attr.PenRatioBase
}
critical_chance_base = Math.min(1, critical_chance_base);
return critical_chance_base;
};
export const get_critical_damage_base = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let critical_damage_base = _.get(merged_attr, 'CriticalDamageBase', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_CriticalDamageBase') != -1) {
const attr_name = attr.split('_CriticalDamageBase')[0];
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '爆伤加成'
);
critical_damage_base = critical_damage_base + merged_attr[attr];
}
}
/** 计算穿透值 */
let pendelta = await get_let_value(merged_attr, 'PenDelta')
/** 计算防御乘区 */
let defence_multiplier = defadd / (defadd + ((defadd * ignore_defence) * penratio - pendelta))
return defence_multiplier
}
}
return critical_damage_base + 1;
};
export const merge_attribute = async (base_detail, bonus_detail) => {
let merged_attr = {}
let bonus_detailkey = Object.keys(bonus_detail)
for (const merged of bonus_detailkey){
if (merged.search('Attack') != -1 || merged.search('Defence') != -1 || merged.search('HP') != -1) {
continue
} else if (merged.search('Base') != -1) {
merged_attr[merged] = await get_let_value(base_detail, merged) + await get_let_value(bonus_detail, merged)
} else {
merged_attr[merged] = await get_let_value(bonus_detail, merged)
}
}
merged_attr['hp'] = await get_let_value(bonus_detail, 'HPDelta') + await get_let_value(base_detail, 'hp') * (await get_let_value(bonus_detail, 'HPAddedRatio') + 1)
merged_attr['attack'] = await get_let_value(bonus_detail, 'AttackDelta') + await get_let_value(base_detail, 'attack') * (await get_let_value(bonus_detail, 'AttackAddedRatio') + 1)
merged_attr['defence'] = await get_let_value(bonus_detail, 'DefenceDelta') + await get_let_value(base_detail, 'defence') * (await get_let_value(bonus_detail, 'DefenceAddedRatio') + 1)
merged_attr['CriticalChanceBase'] = await get_let_value(bonus_detail, 'CriticalChanceBase') + await get_let_value(base_detail, 'CriticalChanceBase')
merged_attr['CriticalDamageBase'] = await get_let_value(bonus_detail, 'CriticalDamageBase') + await get_let_value(base_detail, 'CriticalDamageBase')
merged_attr['PenRatioBase'] = await get_let_value(bonus_detail, 'PenRatioBase') + await get_let_value(base_detail, 'PenRatioBase')
return merged_attr
}
export const get_damage_ratio = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let damage_ratio = _.get(merged_attr, 'DmgRatio', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_DmgRatio') != -1) {
const attr_name = attr.split('_DmgRatio')[0];
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '易伤加成'
);
damage_ratio = damage_ratio + merged_attr[attr];
}
}
}
return damage_ratio + 1;
};
export const get_injury_area = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let injury_area = 1.0;
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_DmgAdd') != -1) {
const attr_name = attr.split('_DmgAdd')[0];
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤'
);
injury_area = injury_area + merged_attr[attr];
}
}
if (attr.search('AddedRatio') != -1) {
const attr_name = attr.split('AddedRatio')[0];
if ([avatar_element, 'AllDamage'].includes(attr_name)) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤'
);
injury_area = injury_area + merged_attr[attr];
}
}
}
return injury_area;
};
export const get_defence_multiplier = (merged_attr, level) => {
/** 计算防御基础值 */
const defadd = 0.155 * (level * level) + 3.12 * level + 46.95;
/** 计算降防 */
let ignore_defence = 1.0;
if (merged_attr.ignore_defence) {
ignore_defence = 1 - merged_attr.ignore_defence;
}
/** 计算穿透率 */
let penratio = 1.0;
if (merged_attr.PenRatioBase) {
penratio = 1 - merged_attr.PenRatioBase;
}
/** 计算穿透值 */
const pendelta = _.get(merged_attr, 'PenDelta', 0);
/** 计算防御乘区 */
const defence_multiplier =
defadd / (defadd + (defadd * ignore_defence * penratio - pendelta));
return defence_multiplier;
};
export const merge_attribute = (base_detail, bonus_detail) => {
const merged_attr = {};
const bonus_detailkey = Object.keys(bonus_detail);
for (const merged of bonus_detailkey) {
if (
merged.search('Attack') != -1 ||
merged.search('Defence') != -1 ||
merged.search('HP') != -1
) {
continue;
} else if (merged.search('Base') != -1) {
merged_attr[merged] =
_.get(base_detail, merged, 0) + _.get(bonus_detail, merged, 0);
} else {
merged_attr[merged] = _.get(bonus_detail, merged, 0);
}
}
merged_attr['hp'] =
_.get(bonus_detail, 'HPDelta', 0) +
_.get(base_detail, 'hp', 0) * (_.get(bonus_detail, 'HPAddedRatio', 0) + 1);
merged_attr['attack'] =
_.get(bonus_detail, 'AttackDelta', 0) +
_.get(base_detail, 'attack', 0) *
(_.get(bonus_detail, 'AttackAddedRatio', 0) + 1);
merged_attr['defence'] =
_.get(bonus_detail, 'DefenceDelta', 0) +
_.get(base_detail, 'defence', 0) *
(_.get(bonus_detail, 'DefenceAddedRatio', 0) + 1);
merged_attr['CriticalChanceBase'] =
_.get(bonus_detail, 'CriticalChanceBase', 0) +
_.get(base_detail, 'CriticalChanceBase', 0);
merged_attr['CriticalDamageBase'] =
_.get(bonus_detail, 'CriticalDamageBase', 0) +
_.get(base_detail, 'CriticalDamageBase', 0);
merged_attr['PenRatioBase'] =
_.get(bonus_detail, 'PenRatioBase', 0) +
_.get(base_detail, 'PenRatioBase', 0);
return merged_attr;
};

View file

@ -1,26 +1,27 @@
import _ from 'lodash';
import { getMapData } from '../../utils/file.js';
import { ZZZAvatarInfo } from '../avatar.js';
const weapon_effect = getMapData('weapon_effect');
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
/**
* 武器加成
* @param {ZZZAvatarInfo['weapon']} equipment 武器
* @param {ZZZAvatarInfo['damage_basic_properties']['base_detail']} base_detail 基础属性
* @param {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} bonus_detail 套装加成
* @returns {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} 套装加成
*/
export const weapon_ability = (equipment, base_detail, bonus_detail) => {
if (equipment.id == 14119) {
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] =
IceDmgAdd +
weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1];
logger.debug('14119,IceDmgAdd');
export const Weapon = async (equipment, base_detail, bonus_detail) => {
if (equipment.id == 14119){
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1];
logger.debug('14119,IceDmgAdd');
let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1];
}
return bonus_detail;
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] =
CriticalChanceBase +
weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1];
}
return bonus_detail;
};
export const weapon_ability = async (equipment, base_detail, bonus_detail) => {
bonus_detail = await Weapon(equipment, base_detail, bonus_detail);
return bonus_detail;
}