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feature:%XX伤害
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35 changed files with 1849 additions and 114 deletions
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@ -1,7 +1,8 @@
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import type { BuffManager, anomaly, buff, buffType, element } from './BuffManager.ts'
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import type { ZZZAvatarInfo } from '../avatar.js'
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import { getMapData } from '../../utils/file.js'
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import { elementEnum, anomalyEnum } from './BuffManager.js'
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import * as prop from '../../lib/convert/property.js'
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import { getMapData } from '../../utils/file.js'
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import { charData } from './avatar.js'
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import _ from 'lodash'
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@ -29,6 +30,8 @@ export interface skill {
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* 当为数组类型时(多类型共存),满足数组内其一类型即可,判断规则同上
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*/
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redirect?: string | string[] | anomaly[] | "追加攻击"[]
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/** 是否为主要技能。`true`时%XX伤害 默认计算该技能 */
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isMain?: boolean
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/** 角色面板伤害统计中是否隐藏显示 */
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isHide?: boolean
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/** 禁用伤害计算cache */
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@ -41,14 +44,19 @@ export interface skill {
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}) => boolean)
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/** 自定义计算逻辑 */
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dmg?: (calc: Calculator) => damage
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/** 伤害计算前调用,可自由定义各属性等 */
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/**
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* 伤害计算前调用,可自由定义各属性等
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* 此操作只作用于当前技能
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*/
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before?: ({ avatar, calc, usefulBuffs, skill, props, areas }: {
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avatar: ZZZAvatarInfo
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calc: Calculator
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usefulBuffs: buff[]
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/** 技能自身 */
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skill: skill
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/** 属性数据。设置后不会更改 */
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props: damage['props']
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/** 乘区数据。设置后不会更改 */
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areas: damage['areas']
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}) => void
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/** 伤害计算后调用,可对结果进行修改等 */
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@ -65,6 +73,8 @@ export interface skill {
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export interface damage {
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/** 技能类型 */
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skill: skill
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/** 有益Buffs */
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usefulBuffs: buff[]
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/** 技能属性 */
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props?: skill['props']
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/** 各乘区数据 */
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@ -102,6 +112,21 @@ export interface damage {
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const elementType2element = (elementType: number) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]] as element
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const baseValueData = {
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"生命值百分比": [0.03, '3.0%'],
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"生命值": [112, '112'],
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"攻击力百分比": [0.03, '3.0%'],
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"攻击力": [19, '19'],
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"防御力百分比": [0.048, '4.8%'],
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"防御力": [15, '15'],
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"暴击率": [0.024, '2.4%'],
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"暴击伤害": [0.048, '4.8%'],
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"穿透值": [9, '9'],
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"异常精通": [9, '9']
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} as const
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type statKeys = keyof typeof baseValueData
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const AnomalyData = getMapData('AnomalyData') as {
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name: string,
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element: element,
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@ -129,6 +154,7 @@ export class Calculator {
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readonly buffM: BuffManager
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readonly avatar: ZZZAvatarInfo
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readonly skills: skill[] = []
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private usefulBuffs: buff[] = []
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private cache: { [type: string]: damage } = Object.create(null)
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private props: Exclude<damage['props'], undefined> = {}
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/** 当前正在计算的技能 */
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@ -206,6 +232,7 @@ export class Calculator {
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logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`)
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if (skill.dmg) {
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const dmg = skill.dmg(this)
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dmg.skill ||= skill
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logger.debug('自定义计算最终伤害:', dmg.result)
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return dmg
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}
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@ -248,14 +275,17 @@ export class Calculator {
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areas.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs)
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areas.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs)
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areas.LevelArea ??= this.get_LevelArea()
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props.异常暴击率 = this.get_AnomalyCRITRate(skill, usefulBuffs)
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props.异常暴击伤害 = this.get_AnomalyCRITDMG(skill, usefulBuffs)
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areas.CriticalArea ??= 1 + props.异常暴击率! * (props.异常暴击伤害! - 1)
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if (skill.type !== '紊乱') { // 紊乱暂无异常暴击区
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props.异常暴击率 ??= this.get_AnomalyCRITRate(skill, usefulBuffs)
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props.异常暴击伤害 ??= this.get_AnomalyCRITDMG(skill, usefulBuffs)
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areas.CriticalArea ??= 1 + props.异常暴击率! * (props.异常暴击伤害! - 1)
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}
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} else {
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props.暴击率 = this.get_CRITRate(skill, usefulBuffs)
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props.暴击伤害 = this.get_CRITDMG(skill, usefulBuffs)
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props.暴击率 ??= this.get_CRITRate(skill, usefulBuffs)
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props.暴击伤害 ??= this.get_CRITDMG(skill, usefulBuffs)
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areas.CriticalArea ??= 1 + props.暴击率! * (props.暴击伤害! - 1)
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}
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areas.CriticalArea ??= 1
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logger.debug(`暴击期望:${areas.CriticalArea}`)
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areas.BoostArea ??= this.get_BoostArea(skill, usefulBuffs)
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areas.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs)
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@ -274,7 +304,8 @@ export class Calculator {
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critDMG: BasicArea * 暴击伤害! * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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}
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const damage: damage = { skill, props, areas, result }
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const damage: damage = { skill, usefulBuffs: _.sortBy(this.usefulBuffs, ['type', 'value']).reverse(), props, areas, result }
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this.usefulBuffs = []
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if (skill.after) {
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damage.add = (d) => {
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if (typeof d === 'string') d = this.calc_skill(d)
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@ -292,6 +323,7 @@ export class Calculator {
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damage.fnc!(v => v * n)
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}
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skill.after({ avatar: this.avatar, calc: this, usefulBuffs, skill, damage })
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delete damage.add, delete damage.fnc, delete damage.x
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}
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logger.debug('最终伤害:', result)
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if (!skill.banCache) this.cache[skill.type] = damage
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@ -310,6 +342,113 @@ export class Calculator {
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}).filter(v => v && v.result?.expectDMG && !v.skill?.isHide) as damage[]
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}
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/**
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* 计算词条伤害差异
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* @param types 需进行比较的词条数组
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*/
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calc_differences(skill?: skill, types?: statKeys[]) {
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if (!skill) {
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skill = this.skills.find((skill) => skill.isMain) // 主技能
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|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill // 伤害最高技能
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}
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// 未指定types时,筛选评分权重大于0的词条进行差异计算
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if (!types || !types.length) {
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types = Object.entries(this.avatar.scoreWeight)
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.reduce((acc: { type: statKeys, weight: number }[], [id, weight]) => {
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if (weight > 0) {
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const type = prop.idToName(id) as statKeys
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if (type && baseValueData[type]) {
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acc.push({ type, weight })
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}
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}
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return acc
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}, [])
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.slice(0, 7) // 默认最多7个
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.sort((a, b) => b.weight - a.weight) // 按权重从大到小排序
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.map(({ type }) => type)
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}
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const base: { [type: string]: number } = {}
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types.forEach(type => base[type] = type.includes('百分比') ? this.avatar.base_properties[
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type.includes('攻击力') ? 'ATK' : type.includes('生命值') ? 'HP' : 'DEF'
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] * baseValueData[type][0] : baseValueData[type][0])
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logger.debug(logger.red('词条变化值:'), base)
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const buffs = types.map(t => ({
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name: t,
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shortName: prop.nameToShortName3(t),
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type: t.replace('百分比', '') as buff['type'],
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value: base[t],
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valueBase: baseValueData[t][1]
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}))
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return this._calc_differences(skill, buffs)
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}
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/* 计算已注册技能差异 */
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_calc_differences<B extends { name: skill['type'], type: buff['type'], value: buff['value'] }>(
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skill: string,
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buffs: B[]
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): { add: B, del: B, damage: damage, difference: number }[][]
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/* 计算技能差异 */
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_calc_differences<B extends { name: string, type: buff['type'], value: buff['value'] }>(
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skill: skill,
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buffs: B[]
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): { add: B, del: B, damage: damage, difference: number }[][]
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/**
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* 以buff形式两两组合进行差异计算
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* @param buffs 需要进行组合差异计算的buffs
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* @returns 差异计算结果。`buffs.length维`结果数组
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*/
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_calc_differences<B extends { name: string, type: buff['type'], value: buff['value'] }>(
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skill: skill['type'] | skill,
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buffs: B[]
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): { add: B, del: B, damage: damage, difference: number }[][] {
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if (typeof skill === 'string') {
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const MySkill = this.skills.find(s => s.type === skill)
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if (!MySkill) return []
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return this._calc_differences(MySkill, buffs)
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}
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const oriDamage = this.calc_skill(skill)
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const result: { del: B, add: B, damage: damage, difference: number }[][] = []
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for (const i_del in buffs) {
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result[i_del] = []
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const data_del = buffs[i_del]
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const { type: type_del, name: name_del = type_del, value: value_del } = data_del
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logger.debug(logger.blue(`差异计算:${name_del}`))
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// @ts-ignore
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this.buffM.buffs.push({
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name: logger.green(`差异计算:${name_del}`),
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type: type_del,
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value: ({ calc }) => -calc.calc_value(value_del) // 转为负值
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})
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for (const i_add in buffs) {
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const data_add = buffs[i_add]
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data_add.name ??= data_add.type
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const { type: type_add, name: name_add = type_add, value: value_add } = data_add
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const data = result[i_del][i_add] = {
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add: data_add,
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del: data_del,
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damage: oriDamage,
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difference: 0
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}
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if (name_del === name_add) continue
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logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`))
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this.cache = Object.create(null)
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// @ts-ignore
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this.buffM.buffs.push({
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name: logger.green(`差异计算:${name_del}->${name_add}`),
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type: type_add,
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value: value_add
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})
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const newDamage = this.calc_skill(skill)
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this.buffM.buffs.pop()
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data.damage = newDamage
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data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG
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logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`))
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}
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this.buffM.buffs.pop()
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}
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return result
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}
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/**
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* 设置后续新增buff参数的默认值
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* @param obj 直接覆盖默认值
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@ -414,7 +553,7 @@ export class Calculator {
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/**
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* 获取局内属性原始值
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* @param isRatio 是否支持buff.value为数值/字符串/数组类型且<1时按初始数值百分比提高处理
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* @param isRatio 是否支持buff.value为数值/字符串/数组类型且<1时按 **`初始数值`** 百分比提高处理
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*/
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get(type: buff['type'], initial: number, skill: skill, usefulBuffs: buff[] = this.buffM.buffs, isRatio = false): number {
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return this.props[type] ??= this.buffM._filter(usefulBuffs, {
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@ -425,13 +564,15 @@ export class Calculator {
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}, this).reduce((previousValue, buff) => {
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const { value } = buff
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let add = 0
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if (isRatio && typeof value === 'number' && value < 1) { // 值小于1时,认为是百分比
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if (isRatio && typeof value === 'number' && Math.abs(value) < 1) { // 绝对值小于1时,认为是百分比
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add = value * initial
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} else {
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add = this.calc_value(value, buff)
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if (add < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
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if (Math.abs(add) < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
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add *= initial
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}
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if (!this.usefulBuffs.find(b => b.name === buff.name && b.type === buff.type && add === buff.value))
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this.usefulBuffs.push({ ...buff, value: add })
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logger.debug(`\tBuff:${buff.name}对${buff.range || '全类型'}增加${add}${buff.element || ''}${type}`)
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return previousValue + add
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}, initial)
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@ -484,7 +625,8 @@ export class Calculator {
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/** 抗性区 */
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get_ResistanceArea(skill: skill, usefulBuffs: buff[]) {
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const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
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let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
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ResistanceArea = Math.min(2, ResistanceArea)
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logger.debug(`抗性区:${ResistanceArea}`)
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return ResistanceArea
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}
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