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

@ -1,150 +1,247 @@
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;
};