mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-15 12:47:48 +00:00
652 lines
28 KiB
JavaScript
652 lines
28 KiB
JavaScript
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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const elementType2element = (elementType) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]];
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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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};
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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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};
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const AnomalyData = getMapData('AnomalyData');
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export class Calculator {
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buffM;
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avatar;
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skills = [];
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usefulBuffResults = new Map();
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cache = Object.create(null);
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props = {};
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skill;
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defaultSkill = {};
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enemy;
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constructor(buffM) {
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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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defEnemy(param, value) {
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if (typeof param === 'string' && value !== undefined) {
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this.enemy[param] = value;
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}
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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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new(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)
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skill.element = oriSkill.element = elementType2element(this.avatar.element_type);
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if (!skill.name || !skill.type)
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return logger.warn('无效skill:', skill);
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if (skill.check && +skill.check) {
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const num = skill.check;
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skill.check = oriSkill.check = ({ avatar }) => avatar.rank >= num;
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}
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skill.isAnomalyDMG ??= oriSkill.isAnomalyDMG = typeof anomalyEnum[skill.type.slice(0, 2)] === 'number';
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skill.isSheerDMG ??= oriSkill.isSheerDMG = this.avatar.avatar_profession === 6 && elementType2element(this.avatar.element_type) === skill.element && !skill.isAnomalyDMG;
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this.skills.push(skill);
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return this.skills;
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}
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find_skill(key, value) {
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return this.skills.find(skill => skill[key] === value);
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}
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calc_skill(skill) {
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if (typeof skill === 'string') {
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const MySkill = this.find_skill('type', skill);
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if (!MySkill)
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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])
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return this.cache[skill.type];
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if (skill.check && !skill.check({ avatar: this.avatar, buffM: this.buffM, calc: this }))
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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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if (!dmg.skill || dmg.skill.name !== skill.name) {
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dmg.skill = skill;
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}
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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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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 = {};
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if (skill.before)
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skill.before({ avatar: this.avatar, calc: this, usefulBuffs, skill, props, areas });
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logger.debug(`有效buff*${usefulBuffs.length}/${this.buffM.buffs.length}`);
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const { isAnomalyDMG = false, isSheerDMG = false } = skill;
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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.multiplier) {
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switch (typeof skill.multiplier) {
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case 'number':
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Multiplier = skill.multiplier;
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break;
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case 'string':
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Multiplier = this.get_SkillMultiplier(skill.multiplier);
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break;
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case 'object':
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Multiplier = skill.multiplier[this.get_SkillLevel(skill.type[0]) - 1];
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break;
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case 'function':
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Multiplier = skill.multiplier({ avatar: this.avatar, buffM: this.buffM, calc: this });
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break;
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default:
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Multiplier = this.get_SkillMultiplier(skill.type);
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logger.warn('无效的技能倍率:', skill);
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}
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}
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else if (isAnomalyDMG) {
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Multiplier = (skill.type.startsWith('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)) || 0;
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}
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else {
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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)
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return logger.warn('技能倍率缺失:', skill);
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if (ExtraMultiplier)
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logger.debug(`最终倍率:${Multiplier}`);
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}
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props.倍率 = Multiplier;
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if (isSheerDMG) {
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areas.BasicArea = this.get_SheerForce(skill, usefulBuffs) * Multiplier;
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}
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else {
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areas.BasicArea = this.get_ATK(skill, usefulBuffs) * Multiplier;
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}
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}
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logger.debug(`基础伤害区:${areas.BasicArea}`);
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let CRITRate = 0, CRITDMG = 0;
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if (!areas.CriticalArea) {
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if (isAnomalyDMG) {
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if (!skill.type.startsWith('紊乱')) {
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CRITRate = this.get_AnomalyCRITRate(skill, usefulBuffs);
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CRITDMG = this.get_AnomalyCRITDMG(skill, usefulBuffs);
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}
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}
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else {
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CRITRate = this.get_CRITRate(skill, usefulBuffs);
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CRITDMG = this.get_CRITDMG(skill, usefulBuffs);
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}
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areas.CriticalArea = 1 + CRITRate * CRITDMG;
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}
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areas.CriticalArea !== 1 && 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 ??= isSheerDMG ? 1 : this.get_DefenceArea(skill, usefulBuffs);
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areas.StunVulnerabilityArea ??= this.get_StunVulnerabilityArea(skill, usefulBuffs);
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if (isAnomalyDMG) {
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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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}
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if (isSheerDMG) {
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areas.SheerBoostArea ??= this.get_SheerBoostArea(skill, usefulBuffs);
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}
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const { BasicArea, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea, AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, StunVulnerabilityArea, SheerBoostArea = 1 } = areas;
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const commonArea = BasicArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * StunVulnerabilityArea;
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const result = isAnomalyDMG ?
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{
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critDMG: (CriticalArea !== 1) ? commonArea * (CRITDMG + 1) * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: commonArea * CriticalArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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} : {
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critDMG: commonArea * (CRITDMG + 1) * SheerBoostArea,
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expectDMG: commonArea * CriticalArea * SheerBoostArea
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};
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const damage = { skill, usefulBuffs: _.sortBy(Array.from(this.usefulBuffResults.values()), ['type', 'value']).reverse(), props, areas, result };
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this.usefulBuffResults.clear();
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if (skill.after) {
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damage.add = (d) => {
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if (typeof d === 'string')
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d = this.calc_skill(d);
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if (!d)
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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 || d.result.expectDMG;
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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)
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this.cache[skill.type] = 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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}
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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);
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}
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calc_sub_differences(skill, types) {
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if (!types || !types.length) {
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types = Object.entries(this.avatar.scoreWeight)
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.reduce((acc, [id, weight]) => {
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if (weight > 0) {
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const type = prop.idToName(id);
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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)
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.slice(0, 6)
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.map(({ type }) => type);
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}
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const base = {};
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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', ''))] * subBaseValueData[t][0] : subBaseValueData[t][0]);
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logger.debug('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', ''),
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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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name: '空白对照',
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shortName: '对照组',
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type: '',
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value: 0,
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valueBase: '0'
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});
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return this.calc_differences(buffs, skill);
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}
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calc_main_differences(skill, types) {
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if (!types || !types.length) {
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types = Object.entries(this.avatar.scoreWeight)
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.reduce((acc, [id, weight]) => {
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if (weight > 0) {
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const type = prop.idToName(id);
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if (type && mainBaseValueData[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)
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.slice(0, 6)
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.map(({ type }) => type);
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}
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const base = {};
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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', ''))] * mainBaseValueData[t][0] : mainBaseValueData[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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const data = {
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name: t,
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shortName: prop.nameToShortName3(t),
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type: (t.includes('属性伤害加成') ? '增伤' : t.replace('百分比', '')),
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value: base[t],
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element: (t.includes('属性伤害加成') ? prop.nameZHToNameEN(t).replace('DMGBonus', '') : ''),
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valueBase: mainBaseValueData[t][1]
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};
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if (!data.element)
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delete data.element;
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return data;
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});
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buffs.push({
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name: '空白对照',
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shortName: '对照组',
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type: '',
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value: 0,
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valueBase: '0'
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});
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const equips = this.avatar.equip.reduce((acc, e) => {
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if (e.equipment_type < 4)
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return acc;
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const name = e.main_properties[0]?.property_name;
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if (name)
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acc.push(name);
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return acc;
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}, ['空白对照']);
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const main_differences = this.calc_differences(buffs, skill);
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return main_differences.filter(v => {
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const name1 = v[0].del.name.replace('百分比', '');
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const name2 = name1.replace('属性', '');
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return equips.some(e => e === name1 || e === name2);
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});
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}
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calc_differences(buffs, skill) {
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if (!skill) {
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skill = this.find_skill('isMain', true)
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|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill;
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}
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else if (typeof skill === 'string') {
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const MySkill = this.find_skill('type', skill);
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if (!MySkill)
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return [];
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return this.calc_differences(buffs, MySkill);
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}
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const oriDamage = this.calc_skill(skill);
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this.cache = Object.create(null);
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const result = [];
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for (const i_del in buffs) {
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result[i_del] = [];
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const buff_del = buffs[i_del];
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const { name: name_del = buff_del.type, value: value_del } = buff_del;
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logger.debug(logger.blue(`差异计算:${name_del}`));
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this.buffM.buffs.push({
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...buff_del,
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name: logger.green(`差异计算:${name_del}`),
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value: ({ calc }) => -calc.calc_value(value_del)
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});
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for (const i_add in buffs) {
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const buff_add = buffs[i_add];
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buff_add.name ??= buff_add.type;
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const data = result[i_del][i_add] = {
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add: buff_add,
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del: buff_del,
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damage: oriDamage,
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difference: 0
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};
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const { name: name_add = buff_add.type } = buff_add;
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if (name_del === name_add)
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continue;
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logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`));
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this.buffM.buffs.push({
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...buff_add,
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name: logger.green(`差异计算:${name_del}->${name_add}`)
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});
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const newDamage = this.calc_skill(skill);
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this.buffM.buffs.pop();
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this.cache = Object.create(null);
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data.damage = newDamage;
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data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG;
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logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`));
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}
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this.buffM.buffs.pop();
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}
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return result;
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}
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default(param, value) {
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if (typeof param === 'object') {
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this.defaultSkill = param;
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}
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else {
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if (value === undefined)
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delete this.defaultSkill[param];
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else
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this.defaultSkill[param] = value;
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}
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}
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get_SkillLevel(baseType) {
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const id = ['A', 'E', 'C', 'R', , 'T', 'L'].indexOf(baseType);
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if (id === -1)
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return 1;
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return Number(this.avatar.skills.find(({ skill_type }) => skill_type === id)?.level || 1);
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}
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get_SkillMultiplier(type) {
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const SkillLevel = this.get_SkillLevel(type[0]);
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logger.debug(`${type[0]}等级:${SkillLevel}`);
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const Multiplier = charData[this.avatar.id].skill[type]?.[SkillLevel - 1];
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logger.debug(`技能倍率:${Multiplier}`);
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return Multiplier;
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}
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get_AnomalyData(anomaly) {
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if (!anomaly) {
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return AnomalyData.find(({ element_type, sub_element_type, multiplier }) => multiplier &&
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element_type === this.avatar.element_type &&
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sub_element_type === this.avatar.sub_element_type);
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}
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let a = AnomalyData.filter(({ element_type }) => element_type === this.avatar.element_type);
|
||
if (anomaly === '紊乱')
|
||
a = a.filter(({ discover }) => discover);
|
||
else
|
||
a = a.filter(({ name, multiplier }) => name === anomaly && multiplier);
|
||
if (a.length === 1)
|
||
return a[0];
|
||
a = a.filter(({ sub_element_type }) => sub_element_type === this.avatar.sub_element_type);
|
||
return a[0];
|
||
}
|
||
get_AnomalyMultiplier(skill, usefulBuffs, times = 0) {
|
||
const anomalyData = this.get_AnomalyData(skill?.type.slice(0, 2));
|
||
if (!anomalyData)
|
||
return;
|
||
if (!times && anomalyData.duration && anomalyData.interval) {
|
||
const AnomalyDuration = this.get_AnomalyDuration(skill, usefulBuffs, anomalyData.duration);
|
||
times = Math.floor((AnomalyDuration * 10) / (anomalyData.interval * 10));
|
||
}
|
||
const Multiplier = anomalyData.multiplier * (times || 1);
|
||
logger.debug(`倍率:${Multiplier}`);
|
||
return Multiplier;
|
||
}
|
||
get_DiscoverMultiplier(skill) {
|
||
const anomalyData = this.get_AnomalyData(skill?.type.slice(0, 2));
|
||
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) {
|
||
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 '音擎': return value[this.avatar.weapon.star - 1] || 0;
|
||
case '核心被动':
|
||
case '额外能力': return value[this.get_SkillLevel('T') - 1] || 0;
|
||
}
|
||
}
|
||
default: return 0;
|
||
}
|
||
}
|
||
get(type, initial, skill = this.skill, usefulBuffs = this.buffM.buffs, isRatio = false) {
|
||
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 = this.calc_value(value, buff);
|
||
if (isRatio && Math.abs(add) < 1 && (typeof value === 'number' || typeof value === 'string' || Array.isArray(value)))
|
||
add *= initial;
|
||
if (!this.usefulBuffResults.has(buff))
|
||
this.usefulBuffResults.set(buff, { ...buff, value: add });
|
||
logger.debug(`\tBuff:${buff.name}对${(buff.include ? (buff.range ? [buff.range, buff.include] : buff.include) : buff.range) || '全类型'}增加${add}${buff.element || ''}${type}`);
|
||
return previousValue + add;
|
||
}, initial);
|
||
}
|
||
get_ATK(skill, usefulBuffs) {
|
||
let ATK = this.get('攻击力', this.initial_properties.ATK, skill, usefulBuffs, true);
|
||
ATK = min_max(0, 10000, ATK);
|
||
logger.debug(`攻击力:${ATK}`);
|
||
return ATK;
|
||
}
|
||
get_ExtraMultiplier(skill, usefulBuffs) {
|
||
const ExtraMultiplier = this.get('倍率', 0, skill, usefulBuffs);
|
||
ExtraMultiplier && logger.debug(`额外倍率:${ExtraMultiplier}`);
|
||
return ExtraMultiplier;
|
||
}
|
||
get_CRITRate(skill, usefulBuffs) {
|
||
let CRITRate = this.get('暴击率', this.initial_properties.CRITRate, skill, usefulBuffs);
|
||
CRITRate = min_max(0, 1, CRITRate);
|
||
logger.debug(`暴击率:${CRITRate}`);
|
||
return CRITRate;
|
||
}
|
||
get_CRITDMG(skill, usefulBuffs) {
|
||
let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG, skill, usefulBuffs);
|
||
CRITDMG = min_max(0, 5, CRITDMG);
|
||
logger.debug(`暴击伤害:${CRITDMG}`);
|
||
return CRITDMG;
|
||
}
|
||
get_BoostArea(skill, usefulBuffs) {
|
||
let BoostArea = this.get('增伤', 1, skill, usefulBuffs);
|
||
BoostArea = min_max(0, 6, BoostArea);
|
||
logger.debug(`增伤区:${BoostArea}`);
|
||
return BoostArea;
|
||
}
|
||
get_VulnerabilityArea(skill, usefulBuffs) {
|
||
let VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs);
|
||
VulnerabilityArea = min_max(0.2, 2, VulnerabilityArea);
|
||
logger.debug(`易伤区:${VulnerabilityArea}`);
|
||
return VulnerabilityArea;
|
||
}
|
||
get_StunVulnerabilityArea(skill, usefulBuffs) {
|
||
let StunVulnerabilityArea = this.get('失衡易伤', 1, skill, usefulBuffs);
|
||
StunVulnerabilityArea = min_max(0.2, 5, StunVulnerabilityArea);
|
||
StunVulnerabilityArea !== 1 && logger.debug(`失衡易伤区:${StunVulnerabilityArea}`);
|
||
return StunVulnerabilityArea;
|
||
}
|
||
get_ResistanceArea(skill, usefulBuffs) {
|
||
let ResistanceArea = this.get('无视抗性', 1 - this.enemy.resistance, skill, usefulBuffs);
|
||
ResistanceArea = min_max(0, 2, ResistanceArea);
|
||
logger.debug(`抗性区:${ResistanceArea}`);
|
||
return ResistanceArea;
|
||
}
|
||
get_IgnoreDEF(skill, usefulBuffs) {
|
||
const IgnoreDEF = this.get('无视防御', 0, skill, usefulBuffs);
|
||
IgnoreDEF && logger.debug(`无视防御:${IgnoreDEF}`);
|
||
return IgnoreDEF;
|
||
}
|
||
get_Pen(skill, usefulBuffs) {
|
||
let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs);
|
||
Pen = Math.min(Pen, 1000);
|
||
Pen && logger.debug(`穿透值:${Pen}`);
|
||
return Pen;
|
||
}
|
||
get_PenRatio(skill, usefulBuffs) {
|
||
let PenRatio = this.get('穿透率', this.initial_properties.PenRatio, skill, usefulBuffs);
|
||
PenRatio = Math.min(PenRatio, 2);
|
||
PenRatio && logger.debug(`穿透率:${PenRatio}`);
|
||
return PenRatio;
|
||
}
|
||
get_DefenceArea(skill, usefulBuffs) {
|
||
const get_base = (level) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039);
|
||
const base = get_base(this.avatar.level);
|
||
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);
|
||
const defence = DEF * (1 - IgnoreDEF);
|
||
const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen);
|
||
const DefenceArea = min_max(0, 1, base / (effective_defence + base));
|
||
logger.debug(`防御区:${DefenceArea}`);
|
||
return DefenceArea;
|
||
}
|
||
get_LevelArea(level = this.avatar.level) {
|
||
const LevelArea = +(1 + 1 / 59 * (level - 1)).toFixed(4);
|
||
logger.debug(`等级区:${LevelArea}`);
|
||
return LevelArea;
|
||
}
|
||
get_AnomalyProficiency(skill, usefulBuffs) {
|
||
const AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs);
|
||
logger.debug(`异常精通:${AnomalyProficiency}`);
|
||
return AnomalyProficiency;
|
||
}
|
||
get_AnomalyMastery(skill, usefulBuffs) {
|
||
let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true);
|
||
AnomalyMastery = min_max(0, 1000, AnomalyMastery);
|
||
logger.debug(`异常掌控:${AnomalyMastery}`);
|
||
return AnomalyMastery;
|
||
}
|
||
get_AnomalyProficiencyArea(skill, usefulBuffs) {
|
||
const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs);
|
||
const AnomalyProficiencyArea = min_max(0, 10, AnomalyProficiency / 100);
|
||
logger.debug(`异常精通区:${AnomalyProficiencyArea}`);
|
||
return AnomalyProficiencyArea;
|
||
}
|
||
get_AnomalyBoostArea(skill, usefulBuffs) {
|
||
let AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs);
|
||
AnomalyBoostArea = min_max(0, 3, AnomalyBoostArea);
|
||
AnomalyBoostArea !== 1 && logger.debug(`异常增伤区:${AnomalyBoostArea}`);
|
||
return AnomalyBoostArea;
|
||
}
|
||
get_AnomalyCRITRate(skill, usefulBuffs) {
|
||
let AnomalyCRITRate = this.get('异常暴击率', 0, skill, usefulBuffs);
|
||
AnomalyCRITRate = min_max(0, 1, AnomalyCRITRate);
|
||
AnomalyCRITRate && logger.debug(`异常暴击率:${AnomalyCRITRate}`);
|
||
return AnomalyCRITRate;
|
||
}
|
||
get_AnomalyCRITDMG(skill, usefulBuffs) {
|
||
let AnomalyCRITDMG = this.get('异常暴击伤害', 0, skill, usefulBuffs);
|
||
AnomalyCRITDMG = min_max(0, 5, AnomalyCRITDMG);
|
||
AnomalyCRITDMG && logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`);
|
||
return AnomalyCRITDMG;
|
||
}
|
||
get_AnomalyDuration(skill, usefulBuffs, duration = 0) {
|
||
const AnomalyDuration = +this.get('异常持续时间', duration, skill, usefulBuffs).toFixed(1);
|
||
logger.debug(`异常持续时间:${AnomalyDuration}`);
|
||
return AnomalyDuration;
|
||
}
|
||
get_HP(skill, usefulBuffs) {
|
||
let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true);
|
||
HP = min_max(0, 100000, HP);
|
||
logger.debug(`生命值:${HP}`);
|
||
return HP;
|
||
}
|
||
get_DEF(skill, usefulBuffs) {
|
||
let DEF = this.get('防御力', this.initial_properties.DEF, skill, usefulBuffs, true);
|
||
DEF = min_max(0, 1000, DEF);
|
||
logger.debug(`防御力:${DEF}`);
|
||
return DEF;
|
||
}
|
||
get_Impact(skill, usefulBuffs) {
|
||
let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true);
|
||
Impact = min_max(0, 1000, Impact);
|
||
logger.debug(`冲击力:${Impact}`);
|
||
return Impact;
|
||
}
|
||
get_SheerForce(skill, usefulBuffs) {
|
||
let SheerForce = Math.trunc(this.get_ATK(skill, usefulBuffs) * 0.3);
|
||
SheerForce = this.get('贯穿力', SheerForce, skill, usefulBuffs, true);
|
||
SheerForce = min_max(0, 10000, SheerForce);
|
||
logger.debug(`贯穿力:${SheerForce}`);
|
||
return SheerForce;
|
||
}
|
||
get_SheerBoostArea(skill, usefulBuffs) {
|
||
let SheerBoostArea = this.get('贯穿增伤', 1, skill, usefulBuffs);
|
||
SheerBoostArea = min_max(0.2, 9, SheerBoostArea);
|
||
SheerBoostArea !== 1 && logger.debug(`贯穿增伤区:${SheerBoostArea}`);
|
||
return SheerBoostArea;
|
||
}
|
||
}
|
||
function min_max(min, max, value) {
|
||
return Math.min(Math.max(value, min), max);
|
||
}
|