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支持贯穿伤害计算等;新增仪玄伤害计算
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21 changed files with 524 additions and 184 deletions
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@ -48,6 +48,10 @@ export interface skill {
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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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/** 是否为异常伤害。自动判断 */
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isAnomalyDMG?: boolean
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/** 是否为贯穿伤害。自动判断 */
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isSheerDMG?: boolean
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/** 禁用伤害计算cache */
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banCache?: boolean
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/** 是否计算该技能 */
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@ -105,12 +109,16 @@ export interface damage {
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ResistanceArea: number
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/** 防御区 */
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DefenceArea: number
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/** 失衡易伤区 */
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StunVulnerabilityArea: number
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/** 异常精通区 */
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AnomalyProficiencyArea: number
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/** 异常增伤区 */
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AnomalyBoostArea: number
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/** 等级区 */
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LevelArea: number
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/** 贯穿增伤区 */
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SheerBoostArea: number
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}
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/** 伤害结果 */
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result: {
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@ -204,7 +212,7 @@ export class Calculator {
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this.enemy = {
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level: this.avatar.level,
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basicDEF: 50,
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resistance: 0.2
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resistance: -0.2
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}
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}
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@ -242,10 +250,17 @@ export class Calculator {
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const num = skill.check as unknown as number
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skill.check = oriSkill.check = ({ avatar }) => avatar.rank >= num
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}
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skill.isAnomalyDMG ??= oriSkill.isAnomalyDMG = typeof anomalyEnum[skill.type.slice(0, 2) as anomaly] === 'number'
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skill.isSheerDMG ??= oriSkill.isSheerDMG = this.avatar.avatar_profession === 6 && elementType2element(this.avatar.element_type) === skill.element && !skill.isAnomalyDMG
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this.skills.push(skill)
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return this.skills
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}
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/** 查找指定已注册技能 */
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find_skill<T extends keyof skill>(key: T, value: skill[T]) {
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return this.skills.find(skill => skill[key] === value)
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}
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/**
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* 计算已注册的技能伤害
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* @param type 技能类型名
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@ -258,7 +273,7 @@ export class Calculator {
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calc_skill(skill: skill): damage
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calc_skill(skill: skill['type'] | skill) {
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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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const MySkill = this.find_skill('type', skill)
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if (!MySkill) return
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return this.calc_skill(MySkill)
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}
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@ -275,7 +290,7 @@ export class Calculator {
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return dmg
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}
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const props = this.props = skill.props || {}
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/** 缩小筛选范围 */
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// 缩小筛选范围
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const usefulBuffs = this.buffM.filter({
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element: skill.element,
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range: [skill.type],
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@ -284,7 +299,9 @@ export class Calculator {
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const areas = {} as damage['areas']
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if (skill.before) skill.before({ avatar: this.avatar, calc: this, usefulBuffs, skill, props, areas })
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logger.debug(`有效buff*${usefulBuffs.length}/${this.buffM.buffs.length}`)
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const isAnomaly = typeof anomalyEnum[skill.type.slice(0, 2) as anomaly] === 'number'
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const { isAnomalyDMG = false, isSheerDMG = false } = skill
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// 基础伤害区
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if (!areas.BasicArea) {
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let Multiplier = props.倍率
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if (!Multiplier) {
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@ -306,7 +323,7 @@ export class Calculator {
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Multiplier = this.get_SkillMultiplier(skill.type)
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logger.warn('无效的技能倍率:', skill)
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}
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} else if (isAnomaly) {
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} else if (isAnomalyDMG) {
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Multiplier = (
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skill.type.startsWith('紊乱') ?
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this.get_DiscoverMultiplier(skill) :
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@ -321,42 +338,57 @@ export class Calculator {
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if (ExtraMultiplier) logger.debug(`最终倍率:${Multiplier}`)
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}
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props.倍率 = Multiplier
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this.get_ATK(skill, usefulBuffs)
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areas.BasicArea = props.攻击力! * props.倍率
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if (isSheerDMG) {
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areas.BasicArea = this.get_SheerForce(skill, usefulBuffs) * Multiplier
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} else {
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areas.BasicArea = this.get_ATK(skill, usefulBuffs) * Multiplier
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}
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}
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logger.debug(`基础伤害区:${areas.BasicArea}`)
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if (isAnomaly) {
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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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if (!skill.type.startsWith('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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// 暴击区
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let CRITRate = 0, CRITDMG = 0
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if (!areas.CriticalArea) {
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if (isAnomalyDMG) {
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if (!skill.type.startsWith('紊乱')) { // 紊乱暂无异常暴击区
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CRITRate = this.get_AnomalyCRITRate(skill, usefulBuffs)
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CRITDMG = this.get_AnomalyCRITDMG(skill, usefulBuffs)
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}
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} else {
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CRITRate = this.get_CRITRate(skill, usefulBuffs)
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CRITDMG = this.get_CRITDMG(skill, usefulBuffs)
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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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areas.CriticalArea ??= 1 + props.暴击率! * (props.暴击伤害! - 1)
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areas.CriticalArea = 1 + CRITRate * CRITDMG
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}
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areas.CriticalArea ??= 1
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logger.debug(`暴击期望:${areas.CriticalArea}`)
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areas.CriticalArea !== 1 && logger.debug(`暴击期望:${areas.CriticalArea}`)
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// 通用乘区
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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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areas.ResistanceArea ??= this.get_ResistanceArea(skill, usefulBuffs)
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areas.DefenceArea ??= this.get_DefenceArea(skill, usefulBuffs)
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areas.DefenceArea ??= isSheerDMG ? 1 : this.get_DefenceArea(skill, usefulBuffs)
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areas.StunVulnerabilityArea ??= this.get_StunVulnerabilityArea(skill, usefulBuffs)
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// 异常乘区
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if (isAnomalyDMG) {
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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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}
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// 贯穿乘区
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if (isSheerDMG) {
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areas.SheerBoostArea ??= this.get_SheerBoostArea(skill, usefulBuffs)
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}
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const {
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BasicArea, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea,
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AnomalyProficiencyArea, LevelArea, AnomalyBoostArea
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AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, StunVulnerabilityArea, SheerBoostArea = 1
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} = areas
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const { 暴击伤害, 异常暴击伤害 } = props
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const result: damage['result'] = isAnomaly ?
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const commonArea = BasicArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * StunVulnerabilityArea
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const result: damage['result'] = isAnomalyDMG ?
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{
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critDMG: (CriticalArea !== 1) ? BasicArea * 异常暴击伤害! * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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critDMG: (CriticalArea !== 1) ? commonArea * (CRITDMG + 1) * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: commonArea * CriticalArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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} : {
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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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critDMG: commonArea * (CRITDMG + 1) * SheerBoostArea,
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expectDMG: commonArea * CriticalArea * SheerBoostArea
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}
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const damage: damage = { skill, usefulBuffs: _.sortBy(Array.from(this.usefulBuffResults.values()), ['type', 'value']).reverse(), props, areas, result }
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this.usefulBuffResults.clear()
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@ -539,10 +571,10 @@ export class Calculator {
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skill?: skill['type'] | skill
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): { add: B, del: B, damage: damage, difference: number }[][] {
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if (!skill) {
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skill = this.skills.find((skill) => skill.isMain) // 主技能
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skill = this.find_skill('isMain', true) // 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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} else if (typeof skill === 'string') {
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const MySkill = this.skills.find(s => s.type === skill)
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const MySkill = this.find_skill('type', skill)
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if (!MySkill) return []
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return this.calc_differences(buffs, MySkill)
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}
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@ -724,67 +756,77 @@ export class Calculator {
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}
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/** 攻击力 */
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get_ATK(skill: skill, usefulBuffs: buff[]) {
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get_ATK(skill?: skill, usefulBuffs?: buff[]) {
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let ATK = this.get('攻击力', this.initial_properties.ATK, skill, usefulBuffs, true)
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ATK = Math.max(0, Math.min(ATK, 10000))
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ATK = min_max(0, 10000, ATK)
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logger.debug(`攻击力:${ATK}`)
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return ATK
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}
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/** 额外倍率 */
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get_ExtraMultiplier(skill: skill, usefulBuffs: buff[]) {
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get_ExtraMultiplier(skill?: skill, usefulBuffs?: buff[]) {
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const ExtraMultiplier = this.get('倍率', 0, skill, usefulBuffs)
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ExtraMultiplier && logger.debug(`额外倍率:${ExtraMultiplier}`)
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return ExtraMultiplier
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}
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/** 暴击率 */
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get_CRITRate(skill: skill, usefulBuffs: buff[]) {
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get_CRITRate(skill?: skill, usefulBuffs?: buff[]) {
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let CRITRate = this.get('暴击率', this.initial_properties.CRITRate, skill, usefulBuffs)
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CRITRate = Math.max(0, Math.min(CRITRate, 1))
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CRITRate = min_max(0, 1, CRITRate)
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logger.debug(`暴击率:${CRITRate}`)
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return CRITRate
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}
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/** 暴击伤害 */
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get_CRITDMG(skill: skill, usefulBuffs: buff[]) {
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let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG + 1, skill, usefulBuffs)
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CRITDMG = Math.max(0, Math.min(CRITDMG, 5))
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get_CRITDMG(skill?: skill, usefulBuffs?: buff[]) {
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let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG, skill, usefulBuffs)
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CRITDMG = min_max(0, 5, CRITDMG)
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logger.debug(`暴击伤害:${CRITDMG}`)
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return CRITDMG
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}
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/** 增伤区 */
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get_BoostArea(skill: skill, usefulBuffs: buff[]) {
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const BoostArea = this.get('增伤', 1, skill, usefulBuffs)
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get_BoostArea(skill?: skill, usefulBuffs?: buff[]) {
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let BoostArea = this.get('增伤', 1, skill, usefulBuffs)
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BoostArea = min_max(0, 6, BoostArea)
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logger.debug(`增伤区:${BoostArea}`)
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return BoostArea
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}
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/** 易伤区 */
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get_VulnerabilityArea(skill: skill, usefulBuffs: buff[]) {
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const VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs)
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/** (减)易伤区 */
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get_VulnerabilityArea(skill?: skill, usefulBuffs?: buff[]) {
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let VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs)
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VulnerabilityArea = min_max(0.2, 2, VulnerabilityArea)
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logger.debug(`易伤区:${VulnerabilityArea}`)
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return VulnerabilityArea
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}
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/** 失衡易伤区 */
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get_StunVulnerabilityArea(skill?: skill, usefulBuffs?: buff[]) {
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let StunVulnerabilityArea = this.get('失衡易伤', 1, skill, usefulBuffs)
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StunVulnerabilityArea = min_max(0.2, 5, StunVulnerabilityArea)
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StunVulnerabilityArea !== 1 && logger.debug(`失衡易伤区:${StunVulnerabilityArea}`)
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return StunVulnerabilityArea
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}
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/** 抗性区 */
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get_ResistanceArea(skill: skill, usefulBuffs: buff[]) {
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let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
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ResistanceArea = Math.min(2, ResistanceArea)
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get_ResistanceArea(skill?: skill, usefulBuffs?: buff[]) {
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let ResistanceArea = this.get('无视抗性', 1 - this.enemy.resistance, skill, usefulBuffs)
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ResistanceArea = min_max(0, 2, ResistanceArea)
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logger.debug(`抗性区:${ResistanceArea}`)
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return ResistanceArea
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}
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/** 无视防御 */
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get_IgnoreDEF(skill: skill, usefulBuffs: buff[]) {
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get_IgnoreDEF(skill?: skill, usefulBuffs?: buff[]) {
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const IgnoreDEF = this.get('无视防御', 0, skill, usefulBuffs)
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IgnoreDEF && logger.debug(`无视防御:${IgnoreDEF}`)
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return IgnoreDEF
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}
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/** 穿透值 */
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get_Pen(skill: skill, usefulBuffs: buff[]) {
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get_Pen(skill?: skill, usefulBuffs?: buff[]) {
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let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs)
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Pen = Math.min(Pen, 1000)
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Pen && logger.debug(`穿透值:${Pen}`)
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@ -792,7 +834,7 @@ export class Calculator {
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}
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/** 穿透率 */
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get_PenRatio(skill: skill, usefulBuffs: buff[]) {
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get_PenRatio(skill?: skill, usefulBuffs?: buff[]) {
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let PenRatio = this.get('穿透率', this.initial_properties.PenRatio, skill, usefulBuffs)
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PenRatio = Math.min(PenRatio, 2)
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PenRatio && logger.debug(`穿透率:${PenRatio}`)
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@ -800,7 +842,7 @@ export class Calculator {
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}
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/** 防御区 */
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get_DefenceArea(skill: skill, usefulBuffs: buff[]) {
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get_DefenceArea(skill?: skill, usefulBuffs?: buff[]) {
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const get_base = (level: number) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039)
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/** 等级基数 */
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const base = get_base(this.avatar.level)
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@ -813,7 +855,7 @@ export class Calculator {
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const defence = DEF * (1 - IgnoreDEF)
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/** 有效防御 */
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const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen)
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const DefenceArea = base / (effective_defence + base)
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const DefenceArea = min_max(0, 1, base / (effective_defence + base))
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logger.debug(`防御区:${DefenceArea}`)
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return DefenceArea
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}
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@ -826,81 +868,103 @@ export class Calculator {
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}
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/** 异常精通 */
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get_AnomalyProficiency(skill: skill, usefulBuffs: buff[]) {
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let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs)
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AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000))
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get_AnomalyProficiency(skill?: skill, usefulBuffs?: buff[]) {
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const AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs)
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logger.debug(`异常精通:${AnomalyProficiency}`)
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return AnomalyProficiency
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}
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/** 异常掌控 */
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get_AnomalyMastery(skill?: skill, usefulBuffs?: buff[]) {
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let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true)
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AnomalyMastery = min_max(0, 1000, AnomalyMastery)
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logger.debug(`异常掌控:${AnomalyMastery}`)
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return AnomalyMastery
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}
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/** 异常精通区 */
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get_AnomalyProficiencyArea(skill: skill, usefulBuffs: buff[]) {
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get_AnomalyProficiencyArea(skill?: skill, usefulBuffs?: buff[]) {
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const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs)
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const AnomalyProficiencyArea = AnomalyProficiency / 100
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const AnomalyProficiencyArea = min_max(0, 10, AnomalyProficiency / 100)
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logger.debug(`异常精通区:${AnomalyProficiencyArea}`)
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return AnomalyProficiencyArea
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}
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/** 异常增伤区 */
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get_AnomalyBoostArea(skill: skill, usefulBuffs: buff[]) {
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const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs)
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||||
AnomalyBoostArea && logger.debug(`异常增伤区:${AnomalyBoostArea}`)
|
||||
get_AnomalyBoostArea(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs)
|
||||
AnomalyBoostArea = min_max(0, 3, AnomalyBoostArea)
|
||||
AnomalyBoostArea !== 1 && logger.debug(`异常增伤区:${AnomalyBoostArea}`)
|
||||
return AnomalyBoostArea
|
||||
}
|
||||
|
||||
/** 异常暴击率 */
|
||||
get_AnomalyCRITRate(skill: skill, usefulBuffs: buff[]) {
|
||||
get_AnomalyCRITRate(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let AnomalyCRITRate = this.get('异常暴击率', 0, skill, usefulBuffs)
|
||||
AnomalyCRITRate = Math.max(0, Math.min(AnomalyCRITRate, 1))
|
||||
AnomalyCRITRate = min_max(0, 1, AnomalyCRITRate)
|
||||
AnomalyCRITRate && logger.debug(`异常暴击率:${AnomalyCRITRate}`)
|
||||
return AnomalyCRITRate
|
||||
}
|
||||
|
||||
/** 异常暴击伤害 */
|
||||
get_AnomalyCRITDMG(skill: skill, usefulBuffs: buff[]) {
|
||||
let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs)
|
||||
AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5))
|
||||
get_AnomalyCRITDMG(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let AnomalyCRITDMG = this.get('异常暴击伤害', 0, skill, usefulBuffs)
|
||||
AnomalyCRITDMG = min_max(0, 5, AnomalyCRITDMG)
|
||||
AnomalyCRITDMG && logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`)
|
||||
return AnomalyCRITDMG
|
||||
}
|
||||
|
||||
/** 异常持续时间 */
|
||||
get_AnomalyDuration(skill: skill, usefulBuffs: buff[], duration: number = 0) {
|
||||
get_AnomalyDuration(skill?: skill, usefulBuffs?: buff[], duration: number = 0) {
|
||||
const AnomalyDuration = +this.get('异常持续时间', duration, skill, usefulBuffs).toFixed(1)
|
||||
logger.debug(`异常持续时间:${AnomalyDuration}`)
|
||||
return AnomalyDuration
|
||||
}
|
||||
|
||||
/** 生命值 */
|
||||
get_HP(skill: skill, usefulBuffs: buff[]) {
|
||||
get_HP(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true)
|
||||
HP = Math.max(0, Math.min(HP, 100000))
|
||||
HP = min_max(0, 100000, HP)
|
||||
logger.debug(`生命值:${HP}`)
|
||||
return HP
|
||||
}
|
||||
|
||||
/** 防御力 */
|
||||
get_DEF(skill: skill, usefulBuffs: buff[]) {
|
||||
get_DEF(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let DEF = this.get('防御力', this.initial_properties.DEF, skill, usefulBuffs, true)
|
||||
DEF = Math.max(0, Math.min(DEF, 1000))
|
||||
DEF = min_max(0, 1000, DEF)
|
||||
logger.debug(`防御力:${DEF}`)
|
||||
return DEF
|
||||
}
|
||||
|
||||
/** 冲击力 */
|
||||
get_Impact(skill: skill, usefulBuffs: buff[]) {
|
||||
get_Impact(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true)
|
||||
Impact = Math.max(0, Math.min(Impact, 1000))
|
||||
Impact = min_max(0, 1000, Impact)
|
||||
logger.debug(`冲击力:${Impact}`)
|
||||
return Impact
|
||||
}
|
||||
|
||||
/** 异常掌控 */
|
||||
get_AnomalyMastery(skill: skill, usefulBuffs: buff[]) {
|
||||
let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true)
|
||||
AnomalyMastery = Math.max(0, Math.min(AnomalyMastery, 1000))
|
||||
logger.debug(`异常掌控:${AnomalyMastery}`)
|
||||
return AnomalyMastery
|
||||
/** 贯穿力 */
|
||||
get_SheerForce(skill?: skill, usefulBuffs?: buff[]) {
|
||||
// 默认取 攻击力*0.3
|
||||
let SheerForce = Math.trunc(this.get_ATK(skill, usefulBuffs) * 0.3)
|
||||
SheerForce = this.get('贯穿力', SheerForce, skill, usefulBuffs, true)
|
||||
SheerForce = min_max(0, 10000, SheerForce)
|
||||
logger.debug(`贯穿力:${SheerForce}`)
|
||||
return SheerForce
|
||||
}
|
||||
|
||||
/** 贯穿增伤区 */
|
||||
get_SheerBoostArea(skill?: skill, usefulBuffs?: buff[]) {
|
||||
let SheerBoostArea = this.get('贯穿增伤', 1, skill, usefulBuffs)
|
||||
SheerBoostArea = min_max(0.2, 9, SheerBoostArea)
|
||||
SheerBoostArea !== 1 && logger.debug(`贯穿增伤区:${SheerBoostArea}`)
|
||||
return SheerBoostArea
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function min_max(min: number, max: number, value: number) {
|
||||
return Math.min(Math.max(value, min), max)
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue