ZZZ-Plugin/model/damage/role.js
2024-07-26 16:45:15 +08:00

247 lines
6.8 KiB
JavaScript

import _ from 'lodash';
export const calculate_damage = (
base_detail,
bonus_detail,
skill_type,
add_skill_type,
avatar_element,
skill_multiplier,
level
) => {
const merged_attr = merge_attribute(base_detail, bonus_detail);
logger.debug('merged_attr', merged_attr);
const attack = merged_attr.attack;
logger.debug('攻击区', attack);
const defence_multiplier = get_defence_multiplier(merged_attr, level);
logger.debug('防御区', defence_multiplier);
const injury_area = get_injury_area(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('增伤区', injury_area);
const damage_ratio = get_damage_ratio(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('易伤区', damage_ratio);
const critical_damage_base = get_critical_damage_base(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('爆伤区', critical_damage_base);
const critical_chance_base = get_critical_chance_base(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('暴击区', critical_chance_base);
const qiwang_damage = critical_chance_base * critical_damage_base;
logger.debug('暴击期望', qiwang_damage);
const damage_cd =
attack *
skill_multiplier *
defence_multiplier *
injury_area *
damage_ratio *
critical_damage_base *
1.2 *
1.5;
const damage_qw =
attack *
skill_multiplier *
defence_multiplier *
injury_area *
damage_ratio *
qiwang_damage *
1.2 *
1.5;
const damagelist = {
cd: damage_cd,
qw: damage_qw,
};
return damagelist;
};
export const get_critical_chance_base = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let critical_chance_base = _.get(merged_attr, 'CriticalChanceBase', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_CriticalChanceBase') != -1) {
const 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 = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let critical_damage_base = _.get(merged_attr, 'CriticalDamageBase', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_CriticalDamageBase') != -1) {
const 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 = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let damage_ratio = _.get(merged_attr, 'DmgRatio', 0);
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_DmgRatio') != -1) {
const 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 = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let injury_area = 1.0;
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_DmgAdd') != -1) {
const 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];
}
}
if (attr.search('AddedRatio') != -1) {
const attr_name = attr.split('AddedRatio')[0];
if ([avatar_element, 'AllDamage'].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 = (merged_attr, level) => {
/** 计算防御基础值 */
const 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 */
const pendelta = _.get(merged_attr, 'PenDelta', 0);
/** 计算防御乘区 */
const defence_multiplier =
defadd / (defadd + (defadd * ignore_defence * penratio - pendelta));
return defence_multiplier;
};
export const merge_attribute = (base_detail, bonus_detail) => {
const merged_attr = {};
const 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] =
_.get(base_detail, merged, 0) + _.get(bonus_detail, merged, 0);
} else {
merged_attr[merged] = _.get(bonus_detail, merged, 0);
}
}
merged_attr['hp'] =
_.get(bonus_detail, 'HPDelta', 0) +
_.get(base_detail, 'hp', 0) * (_.get(bonus_detail, 'HPAddedRatio', 0) + 1);
merged_attr['attack'] =
_.get(bonus_detail, 'AttackDelta', 0) +
_.get(base_detail, 'attack', 0) *
(_.get(bonus_detail, 'AttackAddedRatio', 0) + 1);
merged_attr['defence'] =
_.get(bonus_detail, 'DefenceDelta', 0) +
_.get(base_detail, 'defence', 0) *
(_.get(bonus_detail, 'DefenceAddedRatio', 0) + 1);
merged_attr['CriticalChanceBase'] =
_.get(bonus_detail, 'CriticalChanceBase', 0) +
_.get(base_detail, 'CriticalChanceBase', 0);
merged_attr['CriticalDamageBase'] =
_.get(bonus_detail, 'CriticalDamageBase', 0) +
_.get(base_detail, 'CriticalDamageBase', 0);
merged_attr['PenRatioBase'] =
_.get(bonus_detail, 'PenRatioBase', 0) +
_.get(base_detail, 'PenRatioBase', 0);
return merged_attr;
};