import type { BuffManager, anomaly, buff, element } from './BuffManager.ts' import type { ZZZAvatarInfo } from '../avatar.js' import { getMapData } from '../../utils/file.js' import { elementEnum, anomalyEnum } from './BuffManager.js' import { charData } from './avatar.js' import _ from 'lodash' /** 技能类型 */ export interface skill { /** 技能名,唯一 */ name: string /** 技能类型,唯一,参考技能类型命名标准 */ type: string /** 属性类型,不指定时,默认取角色属性 */ element: element /** 技能倍率数组,于character/角色名/data.json中自动获取,该json中不存在相应数据时可填写该值,以填写值为准 */ skillMultiplier?: number[] /** 指定固定技能倍率 */ fixedMultiplier?: number /** 角色面板伤害统计中是否隐藏显示 */ isHide?: boolean /** * 重定向技能伤害类型 * * 当出现“X"造成的伤害被视为“Y”伤害时,可使用该参数指定Y的类型 * 参考技能类型命名标准 */ redirect?: string /** 禁用伤害计算cache */ banCache?: boolean /** 是否计算该技能 */ check?: (({ avatar, buffM, calc }: { avatar: ZZZAvatarInfo buffM: BuffManager calc: Calculator }) => boolean) /** 自定义计算逻辑 */ dmg?: (calc: Calculator) => damage /** 额外处理 */ before?: ({ avatar, calc, usefulBuffs, detail, skill }: { avatar: ZZZAvatarInfo calc: Calculator detail: damage['detail'] usefulBuffs: buff[] /** 技能自身 */ skill: skill }) => void after?: ({ avatar, calc, usefulBuffs, damage }: { avatar: ZZZAvatarInfo calc: Calculator usefulBuffs: buff[] damage: damage }) => void } export interface damage { /** 技能类型 */ skill: skill /** 各乘区详细数据 */ detail: { /** 伤害倍率 */ Multiplier: number /** 攻击力 */ ATK: number /** 基础伤害区 */ BasicArea: number /** 暴击率 */ CRITRate: number /** 暴伤伤害 */ CRITDMG: number /** 暴击区期望 */ CriticalArea: number /** 增伤区 */ BoostArea: number /** 易伤区 */ VulnerabilityArea: number /** 抗性区 */ ResistanceArea: number /** 防御区 */ DefenceArea: number /** 异常暴击率 */ AnomalyCRITRate: number /** 异常暴击伤害 */ AnomalyCRITDMG: number /** 异常精通区 */ AnomalyProficiencyArea: number /** 异常增伤区 */ AnomalyBoostArea: number /** 等级区 */ LevelArea: number } /** 伤害结果 */ result: { /** 暴击伤害 */ critDMG: number /** 期望伤害 */ expectDMG: number } add?: (damage: string | damage) => void fnc?: (fnc: (n: number) => number) => void x?: (n: number) => void } const elementType2element = (elementType: number) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]] as element const AnomalyData = getMapData('AnomalyData') as { name: string, element: element, element_type: number, sub_element_type: number, duration: number, interval: number, multiplier: number, discover?: { multiplier: number, fixed_multiplier: number } }[] interface enemy { /** 等级 */ level: number /** 1级基础防御力 */ basicDEF: number /** 抗性 */ resistance: number } export class Calculator { readonly buffM: BuffManager readonly avatar: ZZZAvatarInfo readonly skills: skill[] = [] private cache: { [key in buff['type']]?: number } = {} private damageCache: { [type: string]: damage } = {} defaultSkill: { [key in keyof skill]?: skill[key] } = {} enemy: enemy constructor(buffM: BuffManager) { this.buffM = buffM this.avatar = this.buffM.avatar this.enemy = { level: this.avatar.level, basicDEF: 50, resistance: 0.2 } } get initial_properties() { return this.avatar.initial_properties } /** 定义敌方属性 */ defEnemy(key: T, value: enemy[T]): void defEnemy(enemy: enemy): void defEnemy(param: T | enemy, value?: enemy[T]) { if (typeof param === 'string' && value !== undefined) { this.enemy[param] = value } else if (typeof param === 'object') { _.merge(this.enemy, param) } } /** 注册skill */ new(skill: skill): skill[] /** 注册skills */ new(skills: skill[]): skill[] new(skill: skill | skill[]) { if (Array.isArray(skill)) { skill.forEach(s => this.new(s)) return this.skills } skill = _.merge({ ...this.defaultSkill }, skill) if (!skill.element) skill.element = elementType2element(this.avatar.element_type) if (!skill.name || !skill.type) return logger.warn('无效skill:', skill) this.skills.push(skill) return this.skills } /** * 计算已注册的技能伤害 * @param type 技能类型名 */ calc_skill(type: skill['type']): damage /** * 计算技能伤害 * @param skill 技能 */ calc_skill(skill: skill): damage calc_skill(skill: skill['type'] | skill) { if (typeof skill === 'string') { const MySkill = this.skills.find(s => s.type === skill) if (!MySkill) return return this.calc_skill(MySkill) } if (!skill.banCache && this.damageCache[skill.type]) return this.damageCache[skill.type] if (skill.check && !skill.check({ avatar: this.avatar, buffM: this.buffM, calc: this })) return logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`) if (skill.dmg) { const dmg = skill.dmg(this) logger.debug('自定义计算最终伤害:', dmg.result) return dmg } this.cache = {} /** 缩小筛选范围 */ const usefulBuffs = this.buffM.filter({ element: skill.element, range: skill.redirect ? [skill.type, skill.redirect] : [skill.type] }, this) const detail = {} as damage['detail'] if (skill.before) skill.before({ avatar: this.avatar, calc: this, detail, skill, usefulBuffs, }) const isAnomaly = typeof anomalyEnum[skill.type as anomaly] === 'number' if (!detail.BasicArea) { if (!detail.Multiplier) { if (skill.fixedMultiplier) { detail.Multiplier = skill.fixedMultiplier } else if (isAnomaly) { detail.Multiplier = ( skill.type === '紊乱' ? this.get_DiscoverMultiplier(skill) : this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0) ) || 0 } else { if (skill.skillMultiplier) detail.Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1] else detail.Multiplier = this.get_Multiplier(skill.type) } const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs) detail.Multiplier += ExtraMultiplier if (!detail.Multiplier) return logger.warn('技能倍率缺失:', skill) if (ExtraMultiplier) logger.debug(`最终倍率:${detail.Multiplier}`) } detail.ATK ??= this.get_ATK(skill, usefulBuffs) } detail.BasicArea ??= detail.ATK * detail.Multiplier logger.debug(`基础伤害区:${detail.BasicArea}`) if (isAnomaly) { detail.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs) detail.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs) detail.LevelArea ??= this.get_LevelArea() detail.AnomalyCRITRate ??= this.get_AnomalyCRITRate(skill, usefulBuffs) detail.AnomalyCRITDMG ??= this.get_AnomalyCRITDMG(skill, usefulBuffs) detail.CriticalArea ??= 1 + detail.AnomalyCRITRate * (detail.AnomalyCRITDMG - 1) } else { detail.CRITRate ??= this.get_CRITRate(skill, usefulBuffs) detail.CRITDMG ??= this.get_CRITDMG(skill, usefulBuffs) detail.CriticalArea ??= 1 + detail.CRITRate * (detail.CRITDMG - 1) } logger.debug(`暴击期望:${detail.CriticalArea}`) detail.BoostArea ??= this.get_BoostArea(skill, usefulBuffs) detail.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs) detail.ResistanceArea ??= this.get_ResistanceArea(skill, usefulBuffs) detail.DefenceArea ??= this.get_DefenceArea(skill, usefulBuffs) const { BasicArea, CRITDMG, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea, AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, AnomalyCRITRate, AnomalyCRITDMG } = detail const result: damage['result'] = isAnomaly ? { critDMG: AnomalyCRITRate ? BasicArea * AnomalyCRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0, expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea } : { critDMG: BasicArea * CRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea, expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea } const damage: damage = { skill, detail, result } if (skill.after) { damage.add = (d) => { if (typeof d === 'string') d = this.calc_skill(d) logger.debug('追加伤害:' + d.skill.name, d.result) damage.result.expectDMG += d.result.expectDMG damage.result.critDMG += d.result.critDMG } damage.fnc = (fnc) => { damage.result.critDMG = fnc(damage.result.critDMG) damage.result.expectDMG = fnc(damage.result.expectDMG) } damage.x = (n) => { logger.debug('伤害系数:' + n) damage.fnc!(v => v * n) } skill.after({ avatar: this.avatar, damage, calc: this, usefulBuffs }) } logger.debug('最终伤害:', result) if (!skill.banCache) this.damageCache[skill.type] = damage return damage } calc() { return this.skills.map(skill => { try { return this.calc_skill(skill) } catch (e) { logger.error('伤害计算错误:', e) return } }).filter(v => v && !v.skill?.isHide) } /** * 设置后续新增buff参数的默认值 * @param obj 直接覆盖默认值 */ default(obj: { [key in keyof skill]?: skill[key] }): void /** * 设置后续新增技能参数的默认值 * @param value 为undefined时删除默认值 */ default(type: T, value?: skill[T]): void default(param: T | { [key in keyof skill]?: skill[key] }, value?: skill[T]): void { if (typeof param === 'object') { this.defaultSkill = param } else { if (value === undefined) delete this.defaultSkill[param] else 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: string) { 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_Multiplier(type: string) { const skillLevel = this.get_SkillLevel(type[0]) logger.debug(`${type[0]}等级:${skillLevel}`) const Multiplier = charData[this.avatar.id].skill[type]?.[skillLevel - 1] logger.debug(`技能倍率:${Multiplier}`) return Multiplier } get_AnomalyData(type: skill['type']) { let a = AnomalyData.filter(({ element_type }) => element_type === this.avatar.element_type) if (type === '紊乱') a = a.filter(({ discover }) => discover) else a = a.filter(({ name, multiplier }) => name === type && multiplier) if (a.length === 1) return a[0] 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: skill, usefulBuffs: buff[], times = 0) { const anomalyData = this.get_AnomalyData(skill.type) if (!anomalyData) return let Multiplier = anomalyData.multiplier if (anomalyData.duration && anomalyData.interval) { const AnomalyDuration = this.get_AnomalyDuration(skill, usefulBuffs, anomalyData.duration) times ||= Math.floor((AnomalyDuration * 10) / (anomalyData.interval * 10)) Multiplier = anomalyData.multiplier * times } logger.debug(`倍率:${Multiplier}`) return Multiplier } /** 获取紊乱倍率 */ get_DiscoverMultiplier(skill: skill) { const anomalyData = this.get_AnomalyData(skill.type) if (!anomalyData) return const AnomalyDuration = this.get_AnomalyDuration({ ...skill, name: anomalyData.name, type: anomalyData.name }, this.buffM.buffs, anomalyData.duration) const times = Math.floor((AnomalyDuration * 10) / (anomalyData.interval * 10)) const discover = anomalyData.discover! const Multiplier = discover.fixed_multiplier + times * discover.multiplier logger.debug(`${anomalyData.name}紊乱 倍率:${Multiplier}`) return Multiplier } calc_value(value: buff['value'], buff?: buff) { switch (typeof value) { case 'number': return value case 'function': return +value({ avatar: this.avatar, buffM: this.buffM, calc: this }) || 0 case 'string': return charData[this.avatar.id].buff?.[value]?.[this.get_SkillLevel(value[0]) - 1] || 0 case 'object': { if (!Array.isArray(value) || !buff) return 0 switch (buff.source) { case 'Weapon': return value[this.avatar.weapon.star - 1] || 0 case 'Talent': case 'Addition': return value[this.get_SkillLevel('T') - 1] || 0 } } default: return 0 } } /** * 获取局内属性原始值 * @param isRatio 是否支持buff.value为数值类型且<1时按初始数值百分比提高处理 */ get(type: buff['type'], initial: number, skill: skill, usefulBuffs: buff[] = this.buffM.buffs, isRatio = false): number { return this.cache[type] ??= this.buffM._filter(usefulBuffs, { element: skill?.element, range: skill?.redirect ? [skill.type, skill.redirect] : [skill?.type], type }, this).reduce((previousValue, buff) => { const { value } = buff let add = 0 if (isRatio && typeof value === 'number' && value < 1) { // 值小于1时,认为是百分比 add = value * initial } else { add = this.calc_value(value, buff) if (add < 1 && isRatio && Array.isArray(value)) add *= initial } logger.debug(`\tBuff:${buff.name}对${buff.range || '全类型'}增加${add}${buff.element || ''}${type}`) return previousValue + add }, initial) } /** 攻击力 */ get_ATK(skill: skill, usefulBuffs: buff[]) { 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:${ATK}`) return ATK } /** 额外倍率 */ get_ExtraMultiplier(skill: skill, usefulBuffs: buff[]) { const ExtraMultiplier = this.get('倍率', 0, skill, usefulBuffs) ExtraMultiplier && logger.debug(`额外倍率:${ExtraMultiplier}`) return ExtraMultiplier } /** 暴击率 */ get_CRITRate(skill: skill, usefulBuffs: buff[]) { 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:${CRITRate}`) return CRITRate } /** 暴击伤害 */ get_CRITDMG(skill: skill, usefulBuffs: buff[]) { let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG + 1, skill, usefulBuffs) CRITDMG = Math.max(0, Math.min(CRITDMG, 5)) logger.debug(`暴击伤害:${CRITDMG}`) return CRITDMG } /** 增伤区 */ get_BoostArea(skill: skill, usefulBuffs: buff[]) { const BoostArea = this.get('增伤', 1, skill, usefulBuffs) logger.debug(`增伤区:${BoostArea}`) return BoostArea } /** 易伤区 */ get_VulnerabilityArea(skill: skill, usefulBuffs: buff[]) { const VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs) logger.debug(`易伤区:${VulnerabilityArea}`) return VulnerabilityArea } /** 抗性区 */ get_ResistanceArea(skill: skill, usefulBuffs: buff[]) { const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs) logger.debug(`抗性区:${ResistanceArea}`) return ResistanceArea } /** 穿透值 */ get_Pen(skill: skill, usefulBuffs: buff[]) { let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs) Pen = Math.max(0, Math.min(Pen, 1000)) logger.debug(`穿透值:${Pen}`) return Pen } /** 穿透率 */ get_PenRatio(skill: skill, usefulBuffs: buff[]) { let PenRatio = this.get('穿透率', this.initial_properties.PenRatio, skill, usefulBuffs) PenRatio = Math.max(0, Math.min(PenRatio, 2)) logger.debug(`穿透率:${PenRatio}`) return PenRatio } /** 防御区 */ get_DefenceArea(skill: skill, usefulBuffs: buff[]) { const get_base = (level: number) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039) /** 等级基数 */ const base = get_base(this.avatar.level) /** 基础防御 */ const DEF = this.enemy.basicDEF / 50 * get_base(this.enemy.level) const ignore_defence = this.get('无视防御', 0, skill, usefulBuffs) const Pen = this.get_Pen(skill, usefulBuffs) const PenRatio = this.get_PenRatio(skill, usefulBuffs) /** 防御 */ const defence = DEF * (1 - ignore_defence) /** 有效防御 */ const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen) const DefenceArea = base / (effective_defence + base) logger.debug(`防御区:${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:${LevelArea}`) return LevelArea } /** 异常精通 */ get_AnomalyProficiency(skill: skill, usefulBuffs: buff[]) { let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs) AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000)) logger.debug(`异常精通:${AnomalyProficiency}`) return AnomalyProficiency } /** 异常精通区 */ get_AnomalyProficiencyArea(skill: skill, usefulBuffs: buff[]) { const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs) const AnomalyProficiencyArea = AnomalyProficiency / 100 logger.debug(`异常精通区:${AnomalyProficiencyArea}`) return AnomalyProficiencyArea } /** 异常增伤区 */ get_AnomalyBoostArea(skill: skill, usefulBuffs: buff[]) { const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs) logger.debug(`异常增伤区:${AnomalyBoostArea}`) return AnomalyBoostArea } /** 异常暴击率 */ 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)) logger.debug(`异常暴击率:${AnomalyCRITRate}`) return AnomalyCRITRate } /** 异常暴击伤害 */ get_AnomalyCRITDMG(skill: skill, usefulBuffs: buff[]) { let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs) AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5)) logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`) return AnomalyCRITDMG } /** 异常持续时间 */ get_AnomalyDuration(skill: skill, usefulBuffs: buff[], duration: number = 0) { const AnomalyDuration = +this.get('异常持续时间', duration, skill, usefulBuffs).toFixed(1) logger.debug(`异常持续时间:${AnomalyDuration}`) return AnomalyDuration } /** 生命值 */ get_HP(skill: skill, usefulBuffs: buff[]) { let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true) HP = Math.max(0, Math.min(HP, 100000)) logger.debug(`生命值:${HP}`) return HP } /** 防御力 */ get_DEF(skill: 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)) logger.debug(`防御力:${DEF}`) return DEF } /** 冲击力 */ get_Impact(skill: skill, usefulBuffs: buff[]) { let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true) Impact = Math.max(0, Math.min(Impact, 1000)) logger.debug(`冲击力:${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 } }