import _ from 'lodash'; import { getMapData } from '../../utils/file.js'; import { calculate_damage } from './role.js'; import { ZZZAvatarInfo } from '../avatar.js'; const skilldict = getMapData('SkillData'); /** * 角色加成 * @param {ZZZAvatarInfo} data 角色信息 * @param {ZZZAvatarInfo['damage_basic_properties']['base_detail']} base_detail 基础属性 * @param {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} bonus_detail 套装加成 * @returns {{ * title: string, * value: {name: string, value: number}[] * }[]} 伤害列表 */ export const avatar_ability = (data, base_detail, bonus_detail) => { const damagelist = []; switch (data.id) { case 1191:{ /** 处理命座加成 */ if (data.rank >= 1) { const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0); bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12; } if (data.rank >= 2) { const ES_CriticalDamageBase = _.get( bonus_detail, 'ES_CriticalDamageBase', 0 ); bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6; const EH_CriticalDamageBase = _.get( bonus_detail, 'EH_CriticalDamageBase', 0 ); bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6; } if (data.rank >= 6) { const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0); bonus_detail['PenRatioBase'] = PenRatio + 0.2; const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0); 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 */ const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T'); const C_CriticalDamageBase = _.get( bonus_detail, 'C_CriticalDamageBase', 0 ); bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB; const A_CriticalDamageBase = _.get( bonus_detail, 'A_CriticalDamageBase', 0 ); bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB; const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0); bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3; /** 计算伤害 */ /** 计算普攻伤害 */ const skill_multiplier1 = getskilllevelnum( data.id, data.skills, 'A', 'A' ); const damagelist1 = calculate_damage( base_detail, bonus_detail, 'A', 'A', 'Ice', skill_multiplier1, data.level ); const damage1 = { title: '普通攻击:急冻修剪法', value: damagelist1, }; damagelist.push(damage1); /** 计算冲刺伤害 */ const skill_multiplier2 = getskilllevelnum( data.id, data.skills, 'C', 'C' ); const damagelist2 = calculate_damage( base_detail, bonus_detail, 'C', 'C', 'Ice', skill_multiplier2, data.level ); const damage2 = { title: '冲刺攻击:冰渊潜袭', value: damagelist2, }; damagelist.push(damage2); /** 计算特殊技伤害 */ const skill_multiplier3 = getskilllevelnum( data.id, data.skills, 'E', 'EH' ); const damagelist3 = calculate_damage( base_detail, bonus_detail, 'EUP', 'EH', 'Ice', skill_multiplier3, data.level ); const damage3 = { title: '强化特殊技:横扫', value: damagelist3, }; damagelist.push(damage3); const skill_multiplier4 = getskilllevelnum( data.id, data.skills, 'E', 'ES' ); const damagelist4 = calculate_damage( base_detail, bonus_detail, 'EUP', 'ES', 'Ice', skill_multiplier4, data.level ); const damage4 = { title: '强化特殊技:鲨卷风', value: damagelist4, }; damagelist.push(damage4); /** 计算连携技伤害 */ const skill_multiplier5 = getskilllevelnum( data.id, data.skills, 'R', 'RL' ); const damagelist5 = calculate_damage( base_detail, bonus_detail, 'RL', 'RL', 'Ice', skill_multiplier5, data.level ); const damage5 = { title: '连携技:雪崩', value: damagelist5, }; damagelist.push(damage5); /** 计算终结技伤害 */ const skill_multiplier6 = getskilllevelnum( data.id, data.skills, 'R', 'R' ); const damagelist6 = calculate_damage( base_detail, bonus_detail, 'R', 'R', 'Ice', skill_multiplier6, data.level ); const damage6 = { title: '终结技:永冬狂宴', value: damagelist6, }; damagelist.push(damage6); logger.debug('伤害', damagelist); break; } case 1241:{ /** 处理命座加成 */ if (data.rank >= 2) { let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0); bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.5; let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0); bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.5; } if (data.rank >= 4) { let Ether_ResistancePenetration = _.get(bonus_detail, 'Ether_ResistancePenetration', 0); bonus_detail['Ether_ResistancePenetration'] = Ether_ResistancePenetration + 0.25; } /** 处理天赋加成 */ /** 获取天赋等级与加成倍率 */ const DMG_ADD = getskilllevelnum(data.id, data.skills, 'T', 'T'); let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0); bonus_detail['A_DmgAdd'] = A_DmgAdd + DMG_ADD; let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0); bonus_detail['C_DmgAdd'] = C_DmgAdd + DMG_ADD; let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0); bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.3; /** 计算伤害 */ /** 计算普攻伤害 */ const skill_multiplier1 = getskilllevelnum( data.id, data.skills, 'A', 'A' ); const damagelist1 = calculate_damage( base_detail, bonus_detail, 'A', 'A', 'Ether', skill_multiplier1, data.level ); const damage1 = { title: '普通攻击:请勿抵抗', value: damagelist1, }; damagelist.push(damage1); /** 计算冲刺伤害 */ const skill_multiplier2 = getskilllevelnum( data.id, data.skills, 'C', 'C' ); const damagelist2 = calculate_damage( base_detail, bonus_detail, 'C', 'C', 'Ether', skill_multiplier2, data.level ); const damage2 = { title: '冲刺攻击:火力压制', value: damagelist2, }; damagelist.push(damage2); /** 计算强化特殊技伤害 */ const skill_multiplier3 = getskilllevelnum( data.id, data.skills, 'E', 'EUP' ); let damagelist3 = calculate_damage( base_detail, bonus_detail, 'EUP', 'EUP', 'Ether', skill_multiplier3, data.level ); if (data.rank >= 6) { let damagelist_add = calculate_damage( base_detail, bonus_detail, 'EUP', 'EUP', 'Ether', 2.2, data.level ); damagelist3['cd'] = damagelist3['cd'] + damagelist_add['cd'] * 4 damagelist3['qw'] = damagelist3['qw'] + damagelist_add['qw'] * 4 } const damage3 = { title: '强化特殊技:全弹连射', value: damagelist3, }; damagelist.push(damage3); /** 计算连携技伤害 */ const skill_multiplier4 = getskilllevelnum( data.id, data.skills, 'R', 'RL' ); const damagelist4 = calculate_damage( base_detail, bonus_detail, 'RL', 'RL', 'Ether', skill_multiplier4, data.level ); const damage4 = { title: '连携技:歼灭模式', value: damagelist4, }; damagelist.push(damage4); /** 计算终结技伤害 */ const skill_multiplier5 = getskilllevelnum( data.id, data.skills, 'R', 'R' ); const damagelist5 = calculate_damage( base_detail, bonus_detail, 'R', 'R', 'Ether', skill_multiplier5, data.level ); const damage5 = { title: '终结技:歼灭模式MAX', value: damagelist5, }; damagelist.push(damage5); break; } } return damagelist; }; export const getskilllevelnum = (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]; };