mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-16 13:17:32 +00:00
839 lines
No EOL
30 KiB
TypeScript
839 lines
No EOL
30 KiB
TypeScript
import type { BuffManager, anomaly, buff, buffType, element } from './BuffManager.ts'
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import type { ZZZAvatarInfo } from '../avatar.js'
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import { elementEnum, anomalyEnum } from './BuffManager.js'
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import * as prop from '../../lib/convert/property.js'
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import { getMapData } from '../../utils/file.js'
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import { charData } from './avatar.js'
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import _ from 'lodash'
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/** 技能类型 */
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export interface skill {
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/** 技能名,唯一 */
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name: string
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/** 技能类型,唯一,参考技能类型命名标准 */
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type: string
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/** 属性类型,不指定时,默认取角色属性 */
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element: element
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/** 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 */
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skillMultiplier?: number[]
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/** 指定常数倍率(可吃倍率增益) */
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fixedMultiplier?: number
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/** 指定局内固定属性 */
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props?: { [key in buffType]?: number }
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/**
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* 重定向技能伤害类型
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*
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* 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。
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* - 存在重定向时,range须全匹配,redirect向后覆盖
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* - 不存在重定向时,range向后覆盖
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*
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* 当为数组类型时(多类型共存),满足数组内其一类型即可,判断规则同上
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*/
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redirect?: string | string[] | anomaly[] | "追加攻击"[]
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/** 是否为主要技能。`true`时%XX伤害 默认计算该技能 */
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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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/** 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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check?: (({ avatar, buffM, calc }: {
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avatar: ZZZAvatarInfo
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buffM: BuffManager
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calc: Calculator
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}) => boolean)
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/** 自定义计算逻辑 */
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dmg?: (calc: Calculator) => damage
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/**
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* 伤害计算前调用,可自由定义各属性等
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* 此操作只作用于当前技能
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*/
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before?: ({ avatar, calc, usefulBuffs, skill, props, areas }: {
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avatar: ZZZAvatarInfo
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calc: Calculator
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usefulBuffs: buff[]
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/** 技能自身 */
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skill: skill
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/** 属性数据。设置后不会更改 */
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props: damage['props']
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/** 乘区数据。设置后不会更改 */
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areas: damage['areas']
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}) => void
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/** 伤害计算后调用,可对结果进行修改等 */
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after?: ({ avatar, calc, usefulBuffs, skill, damage }: {
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avatar: ZZZAvatarInfo
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calc: Calculator
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usefulBuffs: buff[]
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/** 技能自身 */
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skill: skill
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damage: damage
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}) => void
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}
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export interface damage {
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/** 技能类型 */
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skill: skill
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/** 有益Buffs */
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usefulBuffs: buff[]
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/** 技能属性 */
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props?: skill['props']
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/** 各乘区数据 */
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areas: {
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/** 基础伤害区 */
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BasicArea: number
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/** 暴击区期望 */
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CriticalArea: number
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/** 增伤区 */
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BoostArea: number
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/** 易伤区 */
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VulnerabilityArea: number
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/** 抗性区 */
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ResistanceArea: number
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/** 防御区 */
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DefenceArea: 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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}
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/** 伤害结果 */
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result: {
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/** 暴击伤害 */
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critDMG: number
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/** 期望伤害 */
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expectDMG: number
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}
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add?: (damage: string | damage) => void
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fnc?: (fnc: (n: number) => number) => void
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x?: (n: number) => void
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}
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const elementType2element = (elementType: number) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]] as element
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const subBaseValueData = {
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"生命值百分比": [0.03, '3.0%'],
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"生命值": [112, '112'],
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"攻击力百分比": [0.03, '3.0%'],
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"攻击力": [19, '19'],
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"防御力百分比": [0.048, '4.8%'],
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"防御力": [15, '15'],
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"暴击率": [0.024, '2.4%'],
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"暴击伤害": [0.048, '4.8%'],
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"穿透值": [9, '9'],
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"异常精通": [9, '9']
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} as const
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type subStatKeys = keyof typeof subBaseValueData
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const mainBaseValueData = {
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"生命值百分比": [0.3, '30%'],
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"攻击力百分比": [0.3, '30%'],
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"防御力百分比": [0.48, '48%'],
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"暴击率": [0.24, '24%'],
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"暴击伤害": [0.48, '48%'],
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"异常精通": [92, '92'],
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"穿透率": [0.24, '24%'],
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"物理属性伤害加成": [0.3, '30%'],
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"火属性伤害加成": [0.3, '30%'],
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"冰属性伤害加成": [0.3, '30%'],
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"电属性伤害加成": [0.3, '30%'],
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"以太属性伤害加成": [0.3, '30%'],
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"异常掌控": [0.3, '30%'],
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"冲击力": [0.18, '18%'],
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"能量自动回复": [0.6, '60%']
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} as const
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type mainStatKeys = keyof typeof mainBaseValueData
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const AnomalyData = getMapData('AnomalyData') as {
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name: string,
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element: element,
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element_type: number,
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sub_element_type: number,
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duration: number,
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interval: number,
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multiplier: number,
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discover?: {
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multiplier: number,
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fixed_multiplier: number
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}
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}[]
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interface enemy {
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/** 等级 */
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level: number
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/** 1级基础防御力 */
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basicDEF: number
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/** 抗性区常量 */
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resistance: number
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}
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export class Calculator {
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readonly buffM: BuffManager
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readonly avatar: ZZZAvatarInfo
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readonly skills: skill[] = []
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private usefulBuffs: buff[] = []
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private cache: { [type: string]: damage } = Object.create(null)
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private props: Exclude<damage['props'], undefined> = {}
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/** 当前正在计算的技能 */
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skill: skill
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defaultSkill: { [key in keyof skill]?: skill[key] } = {}
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enemy: enemy
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constructor(buffM: BuffManager) {
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this.buffM = buffM
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this.avatar = this.buffM.avatar
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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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}
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}
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get initial_properties() {
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return this.avatar.initial_properties
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}
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/** 定义敌方属性 */
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defEnemy<T extends keyof enemy>(key: T, value: enemy[T]): void
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defEnemy(enemy: enemy): void
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defEnemy<T extends keyof enemy>(param: T | enemy, value?: enemy[T]) {
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if (typeof param === 'string' && value !== undefined) {
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this.enemy[param] = value
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} else if (typeof param === 'object') {
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_.merge(this.enemy, param)
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}
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}
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/** 注册并格式化skill */
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new(skill: skill): skill[]
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/** 注册并格式化skills */
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new(skills: skill[]): skill[]
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new(skill: skill | skill[]) {
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if (Array.isArray(skill)) {
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skill.forEach(s => this.new(s))
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return this.skills
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}
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const oriSkill = skill
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skill = _.merge({
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...this.defaultSkill
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}, skill)
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if (!skill.element) skill.element = oriSkill.element = elementType2element(this.avatar.element_type)
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if (!skill.name || !skill.type) return logger.warn('无效skill:', skill)
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if (skill.check && +skill.check) {
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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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this.skills.push(skill)
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return this.skills
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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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*/
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calc_skill(type: skill['type']): damage
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/**
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* 计算技能伤害
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* @param skill 技能
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*/
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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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if (!MySkill) return
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return this.calc_skill(MySkill)
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}
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this.skill = skill
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if (!skill.banCache && this.cache[skill.type]) return this.cache[skill.type]
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if (skill.check && !skill.check({ avatar: this.avatar, buffM: this.buffM, calc: this })) return
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logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`)
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if (skill.dmg) {
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const dmg = skill.dmg(this)
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dmg.skill ||= skill
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logger.debug('自定义计算最终伤害:', dmg.result)
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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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const usefulBuffs = this.buffM.filter({
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element: skill.element,
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range: [skill.type],
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redirect: skill.redirect
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}, this)
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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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const isAnomaly = typeof anomalyEnum[skill.type as anomaly] === 'number'
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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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if (skill.fixedMultiplier) {
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Multiplier = skill.fixedMultiplier
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} else if (isAnomaly) {
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Multiplier = (
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skill.type === '紊乱' ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)
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) || 0
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} else {
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if (skill.skillMultiplier) Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1]
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else Multiplier = this.get_SkillMultiplier(skill.type)
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}
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const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs)
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Multiplier += ExtraMultiplier
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if (!Multiplier) return logger.warn('技能倍率缺失:', skill)
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if (ExtraMultiplier) logger.debug(`最终倍率:${Multiplier}`)
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}
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props.倍率 = Multiplier
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this.get_ATK(skill, usefulBuffs)
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areas.BasicArea = props.攻击力! * props.倍率
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}
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logger.debug(`基础伤害区:${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 !== '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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}
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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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}
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areas.CriticalArea ??= 1
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logger.debug(`暴击期望:${areas.CriticalArea}`)
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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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const {
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BasicArea, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea,
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AnomalyProficiencyArea, LevelArea, AnomalyBoostArea
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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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{
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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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} : {
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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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}
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const damage: damage = { skill, usefulBuffs: _.sortBy(this.usefulBuffs, ['type', 'value']).reverse(), props, areas, result }
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this.usefulBuffs = []
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if (skill.after) {
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damage.add = (d) => {
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if (typeof d === 'string') d = this.calc_skill(d)
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if (!d) return
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logger.debug('增加伤害:' + d.skill.name, d.result)
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damage.result.expectDMG += d.result.expectDMG
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damage.result.critDMG += d.result.critDMG
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}
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damage.fnc = (fnc) => {
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damage.result.critDMG = fnc(damage.result.critDMG)
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damage.result.expectDMG = fnc(damage.result.expectDMG)
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}
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damage.x = (n) => {
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logger.debug('伤害系数:' + n)
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damage.fnc!(v => v * n)
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}
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skill.after({ avatar: this.avatar, calc: this, usefulBuffs, skill, damage })
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delete damage.add, delete damage.fnc, delete damage.x
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}
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logger.debug('最终伤害:', result)
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if (!skill.banCache) this.cache[skill.type] = damage
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// console.log(damage)
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return damage
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}
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calc() {
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return this.skills.map(skill => {
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try {
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return this.calc_skill(skill)
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} catch (e) {
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logger.error('伤害计算错误:', e)
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return
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}
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}).filter(v => v && v.result?.expectDMG && !v.skill?.isHide) as damage[]
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}
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/**
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* 计算副词条伤害差异
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* @param types 需进行比较的词条数组
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*/
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calc_sub_differences(skill?: skill['type'] | skill, types?: subStatKeys[]) {
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// 未指定types时,筛选评分权重大于0的词条进行差异计算
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if (!types || !types.length) {
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types = Object.entries(this.avatar.scoreWeight)
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.reduce((acc: { type: subStatKeys, weight: number }[], [id, weight]) => {
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if (weight > 0) {
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const type = prop.idToName(id) as subStatKeys
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if (type && subBaseValueData[type]) {
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acc.push({ type, weight })
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}
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}
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return acc
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}, [])
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.sort((a, b) => b.weight - a.weight) // 按权重从大到小排序
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.slice(0, 6) // 默认最多6个
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.map(({ type }) => type)
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}
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const base: { [type: string]: number } = {}
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types.forEach(t => base[t] = t.includes('百分比') ? this.avatar.base_properties[prop.nameZHToNameEN(t.replace('百分比', '')) as keyof ZZZAvatarInfo['base_properties']] * subBaseValueData[t][0] : subBaseValueData[t][0])
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logger.debug(logger.red('词条变化值:'), base)
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const buffs = types.map(t => ({
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name: t,
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shortName: prop.nameToShortName3(t),
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type: t.replace('百分比', '') as buff['type'],
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value: base[t],
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valueBase: subBaseValueData[t][1]
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}))
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buffs.push({
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// @ts-expect-error
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name: '空白对照',
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shortName: '对照组',
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// @ts-expect-error
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type: '',
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value: 0,
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// @ts-expect-error
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valueBase: '0'
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})
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// @ts-expect-error
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return this.calc_differences(buffs, skill)
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}
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/**
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* 计算主词条伤害差异
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* @param types 需进行比较的词条数组
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*/
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calc_main_differences(skill?: skill['type'] | skill, types?: mainStatKeys[]) {
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// 未指定types时,筛选评分权重大于0的词条进行差异计算
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if (!types || !types.length) {
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types = Object.entries(this.avatar.scoreWeight)
|
||
.reduce((acc: { type: mainStatKeys, weight: number }[], [id, weight]) => {
|
||
if (weight > 0) {
|
||
const type = prop.idToName(id) as mainStatKeys
|
||
if (type && mainBaseValueData[type]) {
|
||
acc.push({ type, weight })
|
||
}
|
||
}
|
||
return acc
|
||
}, [])
|
||
.sort((a, b) => b.weight - a.weight) // 按权重从大到小排序
|
||
.slice(0, 6)
|
||
.map(({ type }) => type)
|
||
}
|
||
const base: { [type: string]: number } = {}
|
||
types.forEach(t => base[t] = (t.includes('百分比') || ['异常掌控', '冲击力', '能量自动回复'].includes(t)) ? this.avatar.base_properties[prop.nameZHToNameEN(t.replace('百分比', '')) as keyof ZZZAvatarInfo['base_properties']] * mainBaseValueData[t][0] : mainBaseValueData[t][0])
|
||
logger.debug(logger.red('词条变化值:'), base)
|
||
const buffs = types.map(t => ({
|
||
name: t,
|
||
shortName: prop.nameToShortName3(t),
|
||
type: (t.includes('属性伤害加成') ? '增伤' : t.replace('百分比', '')) as buff['type'],
|
||
value: base[t],
|
||
element: t.includes('属性伤害加成') ? prop.nameZHToNameEN(t).replace('DMGBonus', '') : undefined,
|
||
valueBase: mainBaseValueData[t][1]
|
||
}))
|
||
buffs.push({
|
||
// @ts-expect-error
|
||
name: '空白对照',
|
||
shortName: '对照组',
|
||
// @ts-expect-error
|
||
type: '',
|
||
value: 0,
|
||
// @ts-expect-error
|
||
valueBase: '0'
|
||
})
|
||
const equips = this.avatar.equip.reduce((acc: string[], e) => {
|
||
if (e.equipment_type < 4) return acc
|
||
const name = e.main_properties[0]?.property_name
|
||
if (name) acc.push(name)
|
||
return acc
|
||
}, ['空白对照'])
|
||
// @ts-expect-error 只保留装备的主词条del
|
||
return this.calc_differences(buffs, skill).filter(v => equips.includes(v[0].del.name!.replace('百分比', '')))
|
||
}
|
||
|
||
/* 计算已注册技能差异 */
|
||
calc_differences<B extends Partial<buff>>(
|
||
buffs: B[],
|
||
skill: skill['type']
|
||
): { add: B, del: B, damage: damage, difference: number }[][]
|
||
/* 计算技能差异 */
|
||
calc_differences<B extends Partial<buff>>(
|
||
buffs: B[],
|
||
skill?: skill
|
||
): { add: B, del: B, damage: damage, difference: number }[][]
|
||
/**
|
||
* 以buff形式两两组合进行差异计算
|
||
* @param buffs 需要进行组合差异计算的buffs
|
||
* @returns 差异计算结果。`buffs.length维`结果数组
|
||
*/
|
||
calc_differences<B extends buff>(
|
||
buffs: B[],
|
||
skill?: skill['type'] | skill
|
||
): { add: B, del: B, damage: damage, difference: number }[][] {
|
||
if (!skill) {
|
||
skill = this.skills.find((skill) => skill.isMain) // 主技能
|
||
|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill // 伤害最高技能
|
||
} else if (typeof skill === 'string') {
|
||
const MySkill = this.skills.find(s => s.type === skill)
|
||
if (!MySkill) return []
|
||
return this.calc_differences(buffs, MySkill)
|
||
}
|
||
const oriDamage = this.calc_skill(skill)
|
||
this.cache = Object.create(null)
|
||
const result: { del: B, add: B, damage: damage, difference: number }[][] = []
|
||
for (const i_del in buffs) {
|
||
result[i_del] = []
|
||
const buff_del = buffs[i_del]
|
||
const { name: name_del = buff_del.type, value: value_del } = buff_del
|
||
logger.debug(logger.blue(`差异计算:${name_del}`))
|
||
this.buffM.buffs.push({
|
||
...buff_del,
|
||
name: logger.green(`差异计算:${name_del}`),
|
||
value: ({ calc }) => -calc.calc_value(value_del) // 转为负值
|
||
})
|
||
for (const i_add in buffs) {
|
||
const buff_add = buffs[i_add]
|
||
buff_add.name ??= buff_add.type
|
||
const data = result[i_del][i_add] = {
|
||
add: buff_add,
|
||
del: buff_del,
|
||
damage: oriDamage,
|
||
difference: 0
|
||
}
|
||
const { name: name_add = buff_add.type } = buff_add
|
||
if (name_del === name_add) continue
|
||
logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`))
|
||
this.buffM.buffs.push({
|
||
...buff_add,
|
||
name: logger.green(`差异计算:${name_del}->${name_add}`)
|
||
})
|
||
const newDamage = this.calc_skill(skill)
|
||
this.buffM.buffs.pop()
|
||
this.cache = Object.create(null)
|
||
data.damage = newDamage
|
||
data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG
|
||
logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`))
|
||
}
|
||
this.buffM.buffs.pop()
|
||
}
|
||
return result
|
||
}
|
||
|
||
/**
|
||
* 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<T extends keyof skill>(type: T, value?: skill[T]): void
|
||
default<T extends keyof skill>(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_SkillMultiplier(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': {
|
||
if (buff) buff.status = false
|
||
const v = +value({ avatar: this.avatar, buffM: this.buffM, calc: this }) || 0
|
||
if (buff) buff.status = true
|
||
return v
|
||
}
|
||
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/字符串/数组类型且<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.props[type] ??= this.buffM._filter(usefulBuffs, {
|
||
element: skill?.element,
|
||
range: [skill?.type],
|
||
redirect: skill?.redirect,
|
||
type
|
||
}, this).reduce((previousValue, buff) => {
|
||
const { value } = buff
|
||
let add = 0
|
||
if (isRatio && typeof value === 'number' && Math.abs(value) < 1) { // 绝对值小于1时,认为是百分比
|
||
add = value * initial
|
||
} else {
|
||
add = this.calc_value(value, buff)
|
||
if (Math.abs(add) < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
|
||
add *= initial
|
||
}
|
||
if (!this.usefulBuffs.find(b => b.name === buff.name && b.type === buff.type && add === buff.value))
|
||
this.usefulBuffs.push({ ...buff, value: add })
|
||
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:${VulnerabilityArea}`)
|
||
return VulnerabilityArea
|
||
}
|
||
|
||
/** 抗性区 */
|
||
get_ResistanceArea(skill: skill, usefulBuffs: buff[]) {
|
||
let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
|
||
ResistanceArea = Math.min(2, ResistanceArea)
|
||
logger.debug(`抗性区:${ResistanceArea}`)
|
||
return ResistanceArea
|
||
}
|
||
|
||
/** 无视防御 */
|
||
get_IgnoreDEF(skill: skill, usefulBuffs: buff[]) {
|
||
const IgnoreDEF = this.get('无视防御', 0, skill, usefulBuffs)
|
||
IgnoreDEF && logger.debug(`无视防御:${IgnoreDEF}`)
|
||
return IgnoreDEF
|
||
}
|
||
|
||
/** 穿透值 */
|
||
get_Pen(skill: skill, usefulBuffs: buff[]) {
|
||
let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs)
|
||
Pen = Math.min(Pen, 1000)
|
||
Pen && logger.debug(`穿透值:${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.min(PenRatio, 2)
|
||
PenRatio && logger.debug(`穿透率:${PenRatio}`)
|
||
return PenRatio
|
||
}
|
||
|
||
/** 防御区 */
|
||
get_DefenceArea(skill: skill, usefulBuffs: buff[]) {
|
||
const get_base = (level: number) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039)
|
||
/** 等级基数 */
|
||
const base = get_base(this.avatar.level)
|
||
/** 基础防御 */
|
||
const DEF = this.enemy.basicDEF / 50 * get_base(this.enemy.level)
|
||
const IgnoreDEF = this.get_IgnoreDEF(skill, usefulBuffs)
|
||
const Pen = this.get_Pen(skill, usefulBuffs)
|
||
const PenRatio = this.get_PenRatio(skill, usefulBuffs)
|
||
/** 防御 */
|
||
const defence = DEF * (1 - IgnoreDEF)
|
||
/** 有效防御 */
|
||
const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen)
|
||
const DefenceArea = base / (effective_defence + base)
|
||
logger.debug(`防御区:${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:${LevelArea}`)
|
||
return LevelArea
|
||
}
|
||
|
||
/** 异常精通 */
|
||
get_AnomalyProficiency(skill: skill, usefulBuffs: buff[]) {
|
||
let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs)
|
||
AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000))
|
||
logger.debug(`异常精通:${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:${AnomalyProficiencyArea}`)
|
||
return AnomalyProficiencyArea
|
||
}
|
||
|
||
/** 异常增伤区 */
|
||
get_AnomalyBoostArea(skill: skill, usefulBuffs: buff[]) {
|
||
const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs)
|
||
AnomalyBoostArea && logger.debug(`异常增伤区:${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))
|
||
AnomalyCRITRate && logger.debug(`异常暴击率:${AnomalyCRITRate}`)
|
||
return AnomalyCRITRate
|
||
}
|
||
|
||
/** 异常暴击伤害 */
|
||
get_AnomalyCRITDMG(skill: skill, usefulBuffs: buff[]) {
|
||
let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs)
|
||
AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5))
|
||
AnomalyCRITDMG && logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`)
|
||
return AnomalyCRITDMG
|
||
}
|
||
|
||
/** 异常持续时间 */
|
||
get_AnomalyDuration(skill: skill, usefulBuffs: buff[], duration: number = 0) {
|
||
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
|
||
}
|
||
|
||
} |