重构更改面板评分规则

This commit is contained in:
UCPr 2025-03-26 01:52:07 +08:00
parent d594caaeb1
commit b46537ea3d
15 changed files with 474 additions and 445 deletions

View file

@ -10,7 +10,6 @@ export class Calculator {
skills = [];
cache = {};
props = {};
/** 当前正在计算的技能 */
skill;
defaultSkill = {};
enemy;
@ -72,7 +71,6 @@ export class Calculator {
return dmg;
}
const props = this.props = skill.props || {};
/** 缩小筛选范围 */
const usefulBuffs = this.buffM.filter({
element: skill.element,
range: [skill.type],
@ -163,7 +161,6 @@ export class Calculator {
logger.debug('最终伤害:', result);
if (!skill.banCache)
this.cache[skill.type] = damage;
// console.log(damage)
return damage;
}
calc() {
@ -188,20 +185,12 @@ export class Calculator {
this.defaultSkill[param] = value;
}
}
/**
* 获取技能等级
* @param baseType 技能基类 'A', 'E', 'C', 'R', 'T', 'L'
*/
get_SkillLevel(baseType) {
const id = ['A', 'E', 'C', 'R', , 'T', 'L'].indexOf(baseType);
if (id === -1)
return 1;
return Number(this.avatar.skills.find(({ skill_type }) => skill_type === id)?.level || 1);
}
/**
* 获取技能倍率
* @param type 参见技能命名标准
*/
get_SkillMultiplier(type) {
const SkillLevel = this.get_SkillLevel(type[0]);
logger.debug(`${type[0]}等级:${SkillLevel}`);
@ -220,7 +209,6 @@ export class Calculator {
a = a.filter(({ sub_element_type }) => sub_element_type === this.avatar.sub_element_type);
return a[0];
}
/** 获取属性异常倍率 */
get_AnomalyMultiplier(skill, usefulBuffs, times = 0) {
const anomalyData = this.get_AnomalyData(skill.type);
if (!anomalyData)
@ -234,7 +222,6 @@ export class Calculator {
logger.debug(`倍率:${Multiplier}`);
return Multiplier;
}
/** 获取紊乱倍率 */
get_DiscoverMultiplier(skill) {
const anomalyData = this.get_AnomalyData(skill.type);
if (!anomalyData)
@ -274,10 +261,6 @@ export class Calculator {
default: return 0;
}
}
/**
* 获取局内属性原始值
* @param isRatio 是否支持buff.value为数值/字符串/数组类型且<1时按初始数值百分比提高处理
*/
get(type, initial, skill, usefulBuffs = this.buffM.buffs, isRatio = false) {
return this.props[type] ??= this.buffM._filter(usefulBuffs, {
element: skill?.element,
@ -287,7 +270,7 @@ export class Calculator {
}, this).reduce((previousValue, buff) => {
const { value } = buff;
let add = 0;
if (isRatio && typeof value === 'number' && value < 1) { // 值小于1时认为是百分比
if (isRatio && typeof value === 'number' && value < 1) {
add = value * initial;
}
else {
@ -299,157 +282,131 @@ export class Calculator {
return previousValue + add;
}, initial);
}
/** 攻击力 */
get_ATK(skill, usefulBuffs) {
let ATK = this.get('攻击力', this.initial_properties.ATK, skill, usefulBuffs, true);
ATK = Math.max(0, Math.min(ATK, 10000));
logger.debug(`攻击力:${ATK}`);
return ATK;
}
/** 额外倍率 */
get_ExtraMultiplier(skill, usefulBuffs) {
const ExtraMultiplier = this.get('倍率', 0, skill, usefulBuffs);
ExtraMultiplier && logger.debug(`额外倍率:${ExtraMultiplier}`);
return ExtraMultiplier;
}
/** 暴击率 */
get_CRITRate(skill, usefulBuffs) {
let CRITRate = this.get('暴击率', this.initial_properties.CRITRate, skill, usefulBuffs);
CRITRate = Math.max(0, Math.min(CRITRate, 1));
logger.debug(`暴击率:${CRITRate}`);
return CRITRate;
}
/** 暴击伤害 */
get_CRITDMG(skill, usefulBuffs) {
let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG + 1, skill, usefulBuffs);
CRITDMG = Math.max(0, Math.min(CRITDMG, 5));
logger.debug(`暴击伤害:${CRITDMG}`);
return CRITDMG;
}
/** 增伤区 */
get_BoostArea(skill, usefulBuffs) {
const BoostArea = this.get('增伤', 1, skill, usefulBuffs);
logger.debug(`增伤区:${BoostArea}`);
return BoostArea;
}
/** 易伤区 */
get_VulnerabilityArea(skill, usefulBuffs) {
const VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs);
logger.debug(`易伤区:${VulnerabilityArea}`);
return VulnerabilityArea;
}
/** 抗性区 */
get_ResistanceArea(skill, usefulBuffs) {
const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs);
logger.debug(`抗性区:${ResistanceArea}`);
return ResistanceArea;
}
/** 无视防御 */
get_IgnoreDEF(skill, usefulBuffs) {
const IgnoreDEF = this.get('无视防御', 0, skill, usefulBuffs);
IgnoreDEF && logger.debug(`无视防御:${IgnoreDEF}`);
return IgnoreDEF;
}
/** 穿透值 */
get_Pen(skill, usefulBuffs) {
let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs);
Pen = Math.max(0, Math.min(Pen, 1000));
Pen && logger.debug(`穿透值:${Pen}`);
return Pen;
}
/** 穿透率 */
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 && logger.debug(`穿透率:${PenRatio}`);
return PenRatio;
}
/** 防御区 */
get_DefenceArea(skill, usefulBuffs) {
const get_base = (level) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039);
/** 等级基数 */
const base = get_base(this.avatar.level);
/** 基础防御 */
const DEF = this.enemy.basicDEF / 50 * get_base(this.enemy.level);
const IgnoreDEF = this.get_IgnoreDEF(skill, usefulBuffs);
const Pen = this.get_Pen(skill, usefulBuffs);
const PenRatio = this.get_PenRatio(skill, usefulBuffs);
/** 防御 */
const defence = DEF * (1 - IgnoreDEF);
/** 有效防御 */
const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen);
const DefenceArea = base / (effective_defence + base);
logger.debug(`防御区:${DefenceArea}`);
return DefenceArea;
}
/** 等级区 */
get_LevelArea(level = this.avatar.level) {
const LevelArea = +(1 + 1 / 59 * (level - 1)).toFixed(4);
logger.debug(`等级区:${LevelArea}`);
return LevelArea;
}
/** 异常精通 */
get_AnomalyProficiency(skill, usefulBuffs) {
let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs);
AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000));
logger.debug(`异常精通:${AnomalyProficiency}`);
return AnomalyProficiency;
}
/** 异常精通区 */
get_AnomalyProficiencyArea(skill, usefulBuffs) {
const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs);
const AnomalyProficiencyArea = AnomalyProficiency / 100;
logger.debug(`异常精通区:${AnomalyProficiencyArea}`);
return AnomalyProficiencyArea;
}
/** 异常增伤区 */
get_AnomalyBoostArea(skill, usefulBuffs) {
const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs);
AnomalyBoostArea && logger.debug(`异常增伤区:${AnomalyBoostArea}`);
return AnomalyBoostArea;
}
/** 异常暴击率 */
get_AnomalyCRITRate(skill, usefulBuffs) {
let AnomalyCRITRate = this.get('异常暴击率', 0, skill, usefulBuffs);
AnomalyCRITRate = Math.max(0, Math.min(AnomalyCRITRate, 1));
AnomalyCRITRate && logger.debug(`异常暴击率:${AnomalyCRITRate}`);
return AnomalyCRITRate;
}
/** 异常暴击伤害 */
get_AnomalyCRITDMG(skill, usefulBuffs) {
let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs);
AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5));
AnomalyCRITDMG && logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`);
return AnomalyCRITDMG;
}
/** 异常持续时间 */
get_AnomalyDuration(skill, usefulBuffs, duration = 0) {
const AnomalyDuration = +this.get('异常持续时间', duration, skill, usefulBuffs).toFixed(1);
logger.debug(`异常持续时间:${AnomalyDuration}`);
return AnomalyDuration;
}
/** 生命值 */
get_HP(skill, usefulBuffs) {
let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true);
HP = Math.max(0, Math.min(HP, 100000));
logger.debug(`生命值:${HP}`);
return HP;
}
/** 防御力 */
get_DEF(skill, usefulBuffs) {
let DEF = this.get('防御力', this.initial_properties.DEF, skill, usefulBuffs, true);
DEF = Math.max(0, Math.min(DEF, 1000));
logger.debug(`防御力:${DEF}`);
return DEF;
}
/** 冲击力 */
get_Impact(skill, usefulBuffs) {
let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true);
Impact = Math.max(0, Math.min(Impact, 1000));
logger.debug(`冲击力:${Impact}`);
return Impact;
}
/** 异常掌控 */
get_AnomalyMastery(skill, usefulBuffs) {
let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true);
AnomalyMastery = Math.max(0, Math.min(AnomalyMastery, 1000));