mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
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354 lines
12 KiB
JavaScript
354 lines
12 KiB
JavaScript
import { baseValueData, formatScoreWeight } from '../../lib/score.js';
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import { idToName } from '../../lib/convert/property.js';
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import { aliasToID } from '../../lib/convert/char.js';
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import { getMapData } from '../../utils/file.js';
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import { scoreFnc } from './avatar.js';
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var rarity;
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(function (rarity) {
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rarity[rarity["S"] = 0] = "S";
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rarity[rarity["A"] = 1] = "A";
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rarity[rarity["B"] = 2] = "B";
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})(rarity || (rarity = {}));
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const equipScore = getMapData('EquipScore');
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for (const charName in equipScore) {
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const charID = +charName || aliasToID(charName);
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if (!charID) {
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logger.warn(`驱动盘评分:未找到角色${charName}的角色ID`);
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delete equipScore[charName];
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continue;
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}
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equipScore[charID] = equipScore[charName];
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delete equipScore[charName];
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}
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const mainStats = getMapData('EquipMainStats');
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const subStats = Object.keys(baseValueData).map(Number);
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export default class Score {
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equip;
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weight;
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partition;
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userMainStat;
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constructor(equip, weight) {
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this.equip = equip;
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this.weight = weight;
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this.partition = this.equip.equipment_type;
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this.userMainStat = this.equip.main_properties[0].property_id;
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}
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get_level_multiplier() {
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return (0.25 + +this.equip.level * 0.05) || 1;
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}
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get_rarity_multiplier() {
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switch (rarity[this.equip.rarity]) {
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case rarity.S:
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return 1;
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case rarity.A:
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return 2 / 3;
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case rarity.B:
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return 1 / 3;
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default:
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return 1;
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}
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}
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get_max_count() {
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const subMaxStats = subStats
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.filter(p => p !== this.userMainStat && this.weight[p])
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.sort((a, b) => this.weight[b] - this.weight[a]).slice(0, 4);
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if (!subMaxStats.length)
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return 0;
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logger.debug(`[${this.partition}号位]理论副词条:` + subMaxStats.map(idToName).reduce((a, p, i) => a + `${p}*${this.weight[subMaxStats[i]].toFixed(2)} `, ''));
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let count = this.weight[subMaxStats[0]] * 6;
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subMaxStats.slice(1).forEach(p => count += this.weight[p] || 0);
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logger.debug(`[${this.partition}号位]理论词条数:${logger.blue(count)}`);
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return count;
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}
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get_actual_count() {
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let count = 0;
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for (const prop of this.equip.properties) {
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const propID = prop.property_id;
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const weight = this.weight[propID];
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if (weight) {
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logger.debug(`[${this.partition}号位]实际副词条:${idToName(propID)} ${logger.green(prop.count + 1)}*${weight}`);
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count += weight * (prop.count + 1);
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}
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}
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logger.debug(`[${this.partition}号位]实际词条数:${logger.blue(count)}`);
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return count;
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}
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get_score() {
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const rarity_multiplier = this.get_rarity_multiplier();
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const actual_count = this.get_actual_count();
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if (actual_count === 0 && this.partition <= 3) {
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return 12 * this.get_level_multiplier() * rarity_multiplier;
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}
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const max_count = this.get_max_count();
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if (max_count === 0)
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return 0;
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if (this.partition <= 3) {
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const score = actual_count / max_count * rarity_multiplier * 55;
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logger.debug(`[${this.partition}号位] ${logger.magenta(`${actual_count} / ${max_count} * ${rarity_multiplier} * 55 = ${score}`)}`);
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return score;
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}
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const mainMaxStat = mainStats[this.partition]
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.filter(p => this.weight[p])
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.sort((a, b) => this.weight[b] - this.weight[a])[0];
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const mainScore = (mainMaxStat ? 12 * (this.weight[this.userMainStat] || 0) / this.weight[mainMaxStat] : 12) * this.get_level_multiplier();
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const subScore = actual_count / max_count * 43;
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const score = (mainScore + subScore) * rarity_multiplier;
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logger.debug(`[${this.partition}号位] ${logger.magenta(`(${mainScore} + ${subScore}) * ${rarity_multiplier} = ${score}`)}`);
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return score;
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}
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static main(equip, weight) {
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try {
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return new Score(equip, weight).get_score();
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}
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catch (err) {
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logger.error('角色驱动盘评分计算错误:', err);
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return 0;
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}
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}
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static getFinalWeight(avatar) {
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let def_weight = equipScore[avatar.id];
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if (!def_weight && !scoreFnc[avatar.id]) {
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switch (avatar.avatar_profession) {
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case 1:
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def_weight = ['主C·双爆'];
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break;
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case 2:
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def_weight = ['冲击·双爆', '冲击·攻击'];
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break;
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case 3:
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def_weight = ['主C·异常', '辅助·异常'];
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break;
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case 4:
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case 5:
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def_weight = ['辅助·双爆', '辅助·异常'];
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break;
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case 6:
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def_weight = ['命破·双爆'];
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break;
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}
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}
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const delRules = (rules) => {
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if (rules.length === 1) {
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rule_name = rules[0];
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final_weight = predefinedWeights[rules[0]]?.value;
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}
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else {
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for (const name of rules) {
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if (predefinedWeights[name]?.rule(avatar)) {
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rule_name = name;
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final_weight = predefinedWeights[name].value;
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break;
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}
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}
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if (!final_weight) {
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for (const name of rules) {
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if (predefinedWeights[name]) {
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rule_name = name;
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final_weight = predefinedWeights[name].value;
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break;
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}
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}
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}
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}
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final_weight = { ...final_weight };
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};
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let rule_name = '默认', final_weight;
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if (Array.isArray(def_weight)) {
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delRules(def_weight);
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}
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else if (def_weight.rules) {
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const { rules, ...rest } = def_weight;
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delRules(rules);
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if (Object.keys(rest).length) {
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rule_name += '·改';
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Object.assign(final_weight, rest);
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}
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}
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else {
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final_weight = def_weight;
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}
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final_weight = formatScoreWeight(final_weight, avatar.id);
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const calc_weight = scoreFnc[avatar.id] && scoreFnc[avatar.id](avatar);
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if (calc_weight) {
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rule_name = calc_weight[0];
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final_weight = { ...final_weight, ...formatScoreWeight(calc_weight[1], avatar.id) };
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}
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for (const [small, big, name] of [[11103, 11102, 'HP'], [12103, 12102, 'ATK'], [13103, 13102, 'DEF']]) {
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if (final_weight[big]) {
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final_weight[small] ??= +(baseValueData[small] * 100 / (baseValueData[big] * avatar.base_properties[name]) * final_weight[big]).toFixed(2);
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}
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}
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return [rule_name, final_weight];
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}
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}
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const predefinedWeights = {
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主C·双爆: {
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rule: (avatar) => {
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const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties;
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return ATK > 2400 && CRITRate * 2 + CRITDMG >= 2.2 && AnomalyMastery < 150 && AnomalyProficiency < 200;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 0.75,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 1,
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"暴击伤害": 1,
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"穿透率": 1,
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"穿透值": 0.25,
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"能量自动回复": 0,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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主C·异常: {
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rule: (avatar) => {
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const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties;
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if (CRITRate * 2 + CRITDMG >= 2)
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return false;
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if (ATK < 2400)
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return false;
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if (AnomalyMastery >= 180 && AnomalyProficiency >= 200)
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return true;
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if (AnomalyMastery >= 120 && AnomalyProficiency >= 300)
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return true;
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if (AnomalyMastery >= 150 && AnomalyProficiency >= 250)
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return true;
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return false;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 0.75,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 0,
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"暴击伤害": 0,
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"穿透率": 1,
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"穿透值": 0.25,
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"能量自动回复": 0,
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"异常精通": 1,
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"异常掌控": 1,
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"属性伤害加成": 1
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}
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},
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命破·双爆: {
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rule: (avatar) => {
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return true;
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},
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value: {
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"生命值百分比": 0.5,
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"攻击力百分比": 0.25,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 1,
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"暴击伤害": 1,
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"穿透率": 0,
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"穿透值": 0,
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"能量自动回复": 0,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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辅助·双爆: {
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rule: (avatar) => {
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const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties;
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return CRITRate * 2 + CRITDMG >= 1.5 && AnomalyProficiency < 200;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 0.75,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 1,
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"暴击伤害": 1,
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"穿透率": 0.75,
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"穿透值": 0.25,
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"能量自动回复": 1,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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辅助·攻击: {
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rule: (avatar) => {
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const { CRITRate, CRITDMG } = avatar.initial_properties;
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return CRITRate * 2 + CRITDMG >= 1.5;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 1,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 1,
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"暴击伤害": 0.75,
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"穿透率": 0.75,
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"穿透值": 0.25,
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"能量自动回复": 1,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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辅助·异常: {
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rule: (avatar) => {
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const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties;
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return CRITRate * 2 + CRITDMG < 2 && AnomalyProficiency >= 200;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 0.75,
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"防御力百分比": 0,
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"冲击力": 0,
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"暴击率": 0,
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"暴击伤害": 0,
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"穿透率": 0.75,
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"穿透值": 0.25,
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"能量自动回复": 1,
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"异常精通": 1,
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"异常掌控": 1,
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"属性伤害加成": 1
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}
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},
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冲击·双爆: {
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rule: (avatar) => {
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const { CRITRate, CRITDMG } = avatar.initial_properties;
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return CRITRate * 2 + CRITDMG >= 1.5;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 0.75,
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"防御力百分比": 0,
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"冲击力": 1,
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"暴击率": 1,
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"暴击伤害": 1,
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"穿透率": 0.75,
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"穿透值": 0.25,
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"能量自动回复": 0,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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冲击·攻击: {
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rule: (avatar) => {
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const { ATK, CRITRate, CRITDMG } = avatar.initial_properties;
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return ATK > 2000 && CRITRate * 2 + CRITDMG >= 1;
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},
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value: {
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"生命值百分比": 0,
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"攻击力百分比": 1,
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"防御力百分比": 0,
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"冲击力": 1,
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"暴击率": 1,
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"暴击伤害": 0.75,
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"穿透率": 0.75,
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"穿透值": 0.25,
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"能量自动回复": 0,
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"异常精通": 0,
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"异常掌控": 0,
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"属性伤害加成": 1
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}
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},
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};
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