尝试添加[艾莲]伤害计算

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a376148946 2024-07-26 13:48:19 +08:00
parent 8c964e5de5
commit bc04f1dcd0
13 changed files with 565 additions and 0 deletions

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model/damage/avatar.js Normal file
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import { getMapData } from '../../utils/file.js';
import { calculate_damage } from './role.js';
const skilldict = getMapData('SkillData');
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
export const Avatar = async (data, base_detail, bonus_detail) => {
let damagelist = []
if (data.id == 1191){
/** 处理命座加成 */
if (data.rank >= 1){
let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
}
if (data.rank >= 2){
let EUP_DmgAdd = await get_let_value(bonus_detail, 'EUP_DmgAdd');
bonus_detail['EUP_DmgAdd'] = EUP_DmgAdd + 0.6;
}
if (data.rank >= 6){
let PenRatio = await get_let_value(bonus_detail, 'PenRatioBase');
bonus_detail['PenRatioBase'] = PenRatio + 0.2;
let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
let CDB = await getskilllevelnum(data.id, data.skills, 'T', 'T')
let C_CriticalDamageBase = await get_let_value(bonus_detail, 'C_CriticalDamageBase');
bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
let A_CriticalDamageBase = await get_let_value(bonus_detail, 'A_CriticalDamageBase');
bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
/** 计算伤害 */
/** 计算普攻伤害 */
let skill_multiplier1 = await getskilllevelnum(data.id, data.skills, 'A', 'A')
let damagelist1 = await calculate_damage(base_detail, bonus_detail, "A", "A", "Ice", skill_multiplier1, data.level)
let damage1 = {
title: '普通攻击:急冻修剪法',
value: damagelist1
}
damagelist.push(damage1)
/** 计算冲刺伤害 */
let skill_multiplier2 = await getskilllevelnum(data.id, data.skills, 'C', 'C')
let damagelist2 = await calculate_damage(base_detail, bonus_detail, "C", "C", "Ice", skill_multiplier2, data.level)
let damage2 = {
title: '冲刺攻击:冰渊潜袭',
value: damagelist2
}
damagelist.push(damage2)
/** 计算特殊技伤害 */
let skill_multiplier3 = await getskilllevelnum(data.id, data.skills, 'E', 'EH')
let damagelist3 = await calculate_damage(base_detail, bonus_detail, "E", "EH", "Ice", skill_multiplier3, data.level)
let damage3 = {
title: '强化特殊技:横扫',
value: damagelist3
}
damagelist.push(damage3)
let skill_multiplier4 = await getskilllevelnum(data.id, data.skills, 'E', 'ES')
let damagelist4 = await calculate_damage(base_detail, bonus_detail, "E", "ES", "Ice", skill_multiplier4, data.level)
let damage4 = {
title: '强化特殊技:鲨卷风',
value: damagelist4
}
damagelist.push(damage4)
/** 计算连携技伤害 */
let skill_multiplier5 = await getskilllevelnum(data.id, data.skills, 'R', 'RL')
let damagelist5 = await calculate_damage(base_detail, bonus_detail, "RL", "RL", "Ice", skill_multiplier5, data.level)
let damage5 = {
title: '连携技:雪崩',
value: damagelist5
}
damagelist.push(damage5)
/** 计算终结技伤害 */
let skill_multiplier6 = await getskilllevelnum(data.id, data.skills, 'R', 'R')
let damagelist6 = await calculate_damage(base_detail, bonus_detail, "R", "R", "Ice", skill_multiplier6, data.level)
let damage6 = {
title: '连携技:雪崩',
value: damagelist6
}
damagelist.push(damage6)
logger.debug('伤害', damagelist);
}
return damagelist;
};
export const avatar_ability = async (data, base_detail, bonus_detail) => {
const damagelist = await Avatar(data, base_detail, bonus_detail);
return damagelist;
}
export const getskilllevelnum = async (avatarId, skills, skilltype, skillname) => {
let skill_typeid = 0
if (skilltype == 'A') skill_typeid = 0;
else if(skilltype == 'C') skill_typeid = 2;
else if(skilltype == 'E') skill_typeid = 1;
else if(skilltype == 'R') skill_typeid = 3;
else if(skilltype == 'L') skill_typeid = 6;
else if(skilltype == 'T') skill_typeid = 5;
let skilllevel = Number(skills.find(property => property.skill_type === skill_typeid)?.level || 1) - 1;
return skilldict[avatarId][skillname][skilllevel];
}

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model/damage/base.js Normal file
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import { getMapData } from '../../utils/file.js';
import { relice_ability } from './relice.js';
import { weapon_ability } from './weapon.js';
import { avatar_ability } from './avatar.js';
const propertyData = getMapData('Property2Name');
const elementData = getMapData('Avatarid2Element');
/**
* 获取某个角色的伤害
* @param {ZZZAvatarInfo} data
* @returns {Promise<damagelist | null>}
logger.debug(xxx)
*/
export const getDamage = async (data) => {
/** 处理基础数据 */
const retuan_detail = await get_base_info(data.properties,data.equip);
let base_detail = retuan_detail['base_detail'];
let bonus_detail = retuan_detail['bonus_detail'];
let set_detail = retuan_detail['set_detail'];
/** 处理驱动盘套装加成 */
let set_detailkeys = Object.keys(set_detail)
for (const set_id of set_detailkeys){
let set_num = Number(set_detail[set_id])
if (set_num >= 2)(
bonus_detail = await relice_ability(set_id, set_num, base_detail, bonus_detail)
)
}
logger.debug('bonus_detail', bonus_detail);
/** 处理音频加成 */
bonus_detail = await weapon_ability(data.weapon, base_detail, bonus_detail)
logger.debug('bonus_detail', bonus_detail);
/** 处理角色加成 */
let damagelist = await avatar_ability(data, base_detail, bonus_detail)
return damagelist
};
/**
* 获取某个角色面包数据
* @param {ZZZAvatarInfo} properties_l
* @param {ZZZAvatarInfo} equip
* @returns base_detail
*/
export const get_base_info = async (properties_l, equip) => {
let retuan_detail = {}
let base_detail = {}
base_detail['hp'] = Number(properties_l.find(property => property.property_name === '生命值').final);
base_detail['attack'] = Number(properties_l.find(property => property.property_name === '攻击力').final);
base_detail['defence'] = Number(properties_l.find(property => property.property_name === '防御力').final);
base_detail['ImpactRatio'] = Number(properties_l.find(property => property.property_name === '冲击力').final);
base_detail['CriticalChanceBase'] = Number(properties_l.find(property => property.property_name === '暴击率').final.replace('%', ''))/100;
base_detail['CriticalDamageBase'] = Number(properties_l.find(property => property.property_name === '暴击伤害').final.replace('%', ''))/100;
base_detail['ElementAbnormalPower'] = Number(properties_l.find(property => property.property_name === '异常掌控').final);
base_detail['ElementMystery'] = Number(properties_l.find(property => property.property_name === '异常精通').final);
base_detail['PenRatioBase'] = Number(properties_l.find(property => property.property_name === '穿透率').final.replace('%', ''))/100;
base_detail['SpGetRatio'] = Number(properties_l.find(property => property.property_name === '能量自动回复').final);
logger.debug('base_detail', base_detail);
retuan_detail['base_detail'] = base_detail
/** 穿
* 穿透值23203
* 伤害加成31503-31703
*/
let bonus_detail = {}
/** 计算套装数量 */
let set_detail = {}
for (let equip_detail of equip){
bonus_detail['PenDelta'] = await get_let_value(bonus_detail, 'PenDelta') + Number(equip_detail.properties.find(property => property.property_id === 23203)?.base || 0);
if (equip_detail.equipment_type == 5){
let propname = propertyData[String(equip_detail.main_properties[0].property_id)][1];
if (propname.includes('属性伤害提高')) {
let propenname = propertyData[String(equip_detail.main_properties[0].property_id)][0];
bonus_detail[propenname] = await get_let_value(bonus_detail, propenname) + Number(equip_detail.main_properties[0].base.replace('%', ''))/100;
}
}
let suit_id = String(equip_detail.equip_suit.suit_id)
set_detail[suit_id] = await get_let_value(set_detail, suit_id) + 1
}
logger.debug('bonus_detail', bonus_detail);
retuan_detail['bonus_detail'] = bonus_detail
logger.debug('set_detail', set_detail);
retuan_detail['set_detail'] = set_detail
return retuan_detail;
}
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}

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export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
export const Relic = async (set_id, set_num, base_detail, bonus_detail) => {
if (set_id == '31100'){
if (set_num >= 4){
let R_DmgAdd = await get_let_value(bonus_detail, 'R_DmgAdd');
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
let AttackAddedRatio = await get_let_value(bonus_detail, 'AttackAddedRatio');
bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
logger.debug('relicGetter,4,R_DmgAdd');
}
}else if(set_id == '32500'){
if (set_num >= 2){
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
logger.debug('32500,2,Ice_DmgAdd');
}
if (set_num >= 4){
let A_DmgAdd = await get_let_value(bonus_detail, 'A_DmgAdd');
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
logger.debug('32500,4,A_DmgAdd');
logger.debug('32500,4,C_DmgAdd');
}
}
return bonus_detail;
}
export const relice_ability = async (set_id, set_num, base_detail, bonus_detail) => {
bonus_detail = await Relic(set_id, set_num, base_detail, bonus_detail);
return bonus_detail;
}

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export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
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 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]
}
}
}
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
}
/** 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
}
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
}

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model/damage/weapon.js Normal file
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import { getMapData } from '../../utils/file.js';
const weapon_effect = getMapData('weapon_effect');
export const get_let_value = async (let_list, name) => {
if (let_list[name]) {
return let_list[name]
}
return 0
}
export const Weapon = async (equipment, base_detail, bonus_detail) => {
if (equipment.id == 14119){
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1];
logger.debug('14119,IceDmgAdd');
let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1];
}
return bonus_detail;
};
export const weapon_ability = async (equipment, base_detail, bonus_detail) => {
bonus_detail = await Weapon(equipment, base_detail, bonus_detail);
return bonus_detail;
}