ZZZ-Plugin/model/damage/role.js
UCPr e73c0178c3 新增星见雅伤害计算等
1、新增星见雅面板伤害计算
2、补充星见雅技能倍率、专属音擎属性参数
3、补充折枝剑歌套装效果计算
4、补充霞落星殿音擎效果计算
5、补充伤害计算抗性区计算缺失
6、完善伤害计算防御区针对技能生效减抗
7、修改伤害计算失衡易伤区为1.0
8、删除无用重复计算
9、修正艾莲连携技倍率参数错误
10、补充角色属性map
2025-01-01 21:50:46 +08:00

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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);
logger.debug(logger.green(skill_type + `${add_skill_type})伤害乘区计算:`));
const attack = merged_attr.attack;
logger.debug('攻击区', attack);
logger.debug('技能倍率', skill_multiplier);
const defence_multiplier = get_defence_multiplier(
merged_attr,
level,
skill_type,
add_skill_type,
);
logger.debug('防御区', defence_multiplier);
const resistance_area = get_resistance_area(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('抗性区', resistance_area);
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 *
resistance_area *
injury_area *
damage_ratio *
critical_damage_base *
1.0; // 失衡易伤不计
const damage_qw =
attack *
skill_multiplier *
defence_multiplier *
resistance_area *
injury_area *
damage_ratio *
qiwang_damage *
1.0;
const damagelist = {
cd: damage_cd,
qw: damage_qw,
};
logger.debug('最终伤害', damagelist);
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_resistance_area = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let resistance_area = 1.2
for (const attr in merged_attr) {
if (attr.search('_ResistancePenetration') != -1) {
const attr_name = attr.split('_ResistancePenetration')[0]
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '减抗')
resistance_area += merged_attr[attr]
}
}
}
return resistance_area
}
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,
skill_type,
add_skill_type
) => {
/** 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;
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_IgnoreDefence') != -1) {
const attr_name = attr.split('_IgnoreDefence')[0];
if (
[skill_type, add_skill_type, 'All'].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '无视防御'
);
ignore_defence -= merged_attr[attr];
}
}
}
if (merged_attr.ignore_defence) {
ignore_defence -= 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('IgnoreDefence') === -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;
};