优化%XX伤害

This commit is contained in:
UCPr 2025-05-04 15:41:31 +08:00
parent 9b7e609f6a
commit 800bc15007
10 changed files with 325 additions and 129 deletions

View file

@ -4,7 +4,7 @@ import { getMapData } from '../../utils/file.js';
import { charData } from './avatar.js';
import _ from 'lodash';
const elementType2element = (elementType) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]];
const baseValueData = {
const subBaseValueData = {
"生命值百分比": [0.03, '3.0%'],
"生命值": [112, '112'],
"攻击力百分比": [0.03, '3.0%'],
@ -16,6 +16,23 @@ const baseValueData = {
"穿透值": [9, '9'],
"异常精通": [9, '9']
};
const mainBaseValueData = {
"生命值百分比": [0.3, '30%'],
"攻击力百分比": [0.3, '30%'],
"防御力百分比": [0.48, '48%'],
"暴击率": [0.24, '24%'],
"暴击伤害": [0.48, '48%'],
"异常精通": [92, '92'],
"穿透率": [0.24, '24%'],
"物理属性伤害加成": [0.3, '30%'],
"火属性伤害加成": [0.3, '30%'],
"冰属性伤害加成": [0.3, '30%'],
"电属性伤害加成": [0.3, '30%'],
"以太属性伤害加成": [0.3, '30%'],
"异常掌控": [0.3, '30%'],
"冲击力": [0.18, '18%'],
"能量自动回复": [0.6, '60%']
};
const AnomalyData = getMapData('AnomalyData');
export class Calculator {
buffM;
@ -195,78 +212,129 @@ export class Calculator {
}
}).filter(v => v && v.result?.expectDMG && !v.skill?.isHide);
}
calc_differences(skill, types) {
if (!skill) {
skill = this.skills.find((skill) => skill.isMain)
|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill;
}
calc_sub_differences(skill, types) {
if (!types || !types.length) {
types = Object.entries(this.avatar.scoreWeight)
.reduce((acc, [id, weight]) => {
if (weight > 0) {
const type = prop.idToName(id);
if (type && baseValueData[type]) {
if (type && subBaseValueData[type]) {
acc.push({ type, weight });
}
}
return acc;
}, [])
.slice(0, 7)
.sort((a, b) => b.weight - a.weight)
.slice(0, 6)
.map(({ type }) => type);
}
const base = {};
types.forEach(type => base[type] = type.includes('百分比') ? this.avatar.base_properties[type.includes('攻击力') ? 'ATK' : type.includes('生命值') ? 'HP' : 'DEF'] * baseValueData[type][0] : baseValueData[type][0]);
types.forEach(t => base[t] = t.includes('百分比') ? this.avatar.base_properties[prop.nameZHToNameEN(t.replace('百分比', ''))] * subBaseValueData[t][0] : subBaseValueData[t][0]);
logger.debug(logger.red('词条变化值:'), base);
const buffs = types.map(t => ({
name: t,
shortName: prop.nameToShortName3(t),
type: t.replace('百分比', ''),
value: base[t],
valueBase: baseValueData[t][1]
valueBase: subBaseValueData[t][1]
}));
return this._calc_differences(skill, buffs);
buffs.push({
name: '空白对照',
shortName: '对照组',
type: '',
value: 0,
valueBase: '0'
});
return this.calc_differences(buffs, skill);
}
_calc_differences(skill, buffs) {
if (typeof skill === 'string') {
calc_main_differences(skill, types) {
if (!types || !types.length) {
types = Object.entries(this.avatar.scoreWeight)
.reduce((acc, [id, weight]) => {
if (weight > 0) {
const type = prop.idToName(id);
if (type && mainBaseValueData[type]) {
acc.push({ type, weight });
}
}
return acc;
}, [])
.sort((a, b) => b.weight - a.weight)
.slice(0, 6)
.map(({ type }) => type);
}
const base = {};
types.forEach(t => base[t] = (t.includes('百分比') || ['异常掌控', '冲击力', '能量自动回复'].includes(t)) ? this.avatar.base_properties[prop.nameZHToNameEN(t.replace('百分比', ''))] * mainBaseValueData[t][0] : mainBaseValueData[t][0]);
logger.debug(logger.red('词条变化值:'), base);
const buffs = types.map(t => ({
name: t,
shortName: prop.nameToShortName3(t),
type: (t.includes('属性伤害加成') ? '增伤' : t.replace('百分比', '')),
value: base[t],
element: t.includes('属性伤害加成') ? prop.nameZHToNameEN(t).replace('DMGBonus', '') : undefined,
valueBase: mainBaseValueData[t][1]
}));
buffs.push({
name: '空白对照',
shortName: '对照组',
type: '',
value: 0,
valueBase: '0'
});
const equips = this.avatar.equip.reduce((acc, e) => {
if (e.equipment_type < 4)
return acc;
const name = e.main_properties[0]?.property_name;
if (name)
acc.push(name);
return acc;
}, ['空白对照']);
return this.calc_differences(buffs, skill).filter(v => equips.includes(v[0].del.name.replace('百分比', '')));
}
calc_differences(buffs, skill) {
if (!skill) {
skill = this.skills.find((skill) => skill.isMain)
|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill;
}
else if (typeof skill === 'string') {
const MySkill = this.skills.find(s => s.type === skill);
if (!MySkill)
return [];
return this._calc_differences(MySkill, buffs);
return this.calc_differences(buffs, MySkill);
}
const oriDamage = this.calc_skill(skill);
this.cache = Object.create(null);
const result = [];
for (const i_del in buffs) {
result[i_del] = [];
const data_del = buffs[i_del];
const { type: type_del, name: name_del = type_del, value: value_del } = data_del;
const buff_del = buffs[i_del];
const { name: name_del = buff_del.type, value: value_del } = buff_del;
logger.debug(logger.blue(`差异计算:${name_del}`));
this.buffM.buffs.push({
...buff_del,
name: logger.green(`差异计算:${name_del}`),
type: type_del,
value: ({ calc }) => -calc.calc_value(value_del)
});
for (const i_add in buffs) {
const data_add = buffs[i_add];
data_add.name ??= data_add.type;
const { type: type_add, name: name_add = type_add, value: value_add } = data_add;
const buff_add = buffs[i_add];
buff_add.name ??= buff_add.type;
const data = result[i_del][i_add] = {
add: data_add,
del: data_del,
add: buff_add,
del: buff_del,
damage: oriDamage,
difference: 0
};
const { name: name_add = buff_add.type } = buff_add;
if (name_del === name_add)
continue;
logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`));
this.cache = Object.create(null);
this.buffM.buffs.push({
name: logger.green(`差异计算:${name_del}->${name_add}`),
type: type_add,
value: value_add
...buff_add,
name: logger.green(`差异计算:${name_del}->${name_add}`)
});
const newDamage = this.calc_skill(skill);
this.buffM.buffs.pop();
this.cache = Object.create(null);
data.damage = newDamage;
data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG;
logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`));
@ -431,13 +499,13 @@ export class Calculator {
}
get_Pen(skill, usefulBuffs) {
let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs);
Pen = Math.max(0, Math.min(Pen, 1000));
Pen = Math.min(Pen, 1000);
Pen && logger.debug(`穿透值:${Pen}`);
return Pen;
}
get_PenRatio(skill, usefulBuffs) {
let PenRatio = this.get('穿透率', this.initial_properties.PenRatio, skill, usefulBuffs);
PenRatio = Math.max(0, Math.min(PenRatio, 2));
PenRatio = Math.min(PenRatio, 2);
PenRatio && logger.debug(`穿透率:${PenRatio}`);
return PenRatio;
}