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

View file

@ -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];
};