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export const strengthenValue = (value, strengthenLv) => {
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if (strengthenLv <= 0) {
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return value;
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}
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const factor = 1.055 ** (strengthenLv ** 1.1);
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return Math.round(factor * value);
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};
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/**
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* 计算角色最终属性
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* @param playerAttribute 装备属性
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* @param rA 转生属性
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*/
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export const callPlayerAttribute = (playerAttribute: any, rA: any) => {
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const equips = [playerAttribute.weapon, playerAttribute.armor, playerAttribute.neck, playerAttribute.ring];
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const curHp = playerAttribute.attribute.curHp,
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hp = playerAttribute.attribute.hp;
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const hpP = hp > 0 ? curHp / hp : 1;
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const attribute = {
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curHp: 0,
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hp: 200 + rA.hp,
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hpPercent: 0,
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atk: rA.atk,
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atkPercent: 0,
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def: rA.def,
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defPercent: 0,
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reducPercent: 0,
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bloc: rA.bloc,
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blocPercent: 0,
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eva: 0,
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crit: rA.crit,
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critDmg: 150 + rA.critDmg, // 初始暴击伤害150%
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dps: 0,
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};
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const entry = new Array();
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equips.forEach((equip) => {
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equip && Array.prototype.push.apply(entry, equip.extraEntry);
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equip && Array.prototype.push.apply(entry, strengthenEntry(equip));
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});
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entry.forEach((item) => {
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const key = item.type;
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attribute[key] += item.value;
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});
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// 暴击率最多100%
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if (attribute.crit > 100) {
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attribute.crit = 100;
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}
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//计算最终属性
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attribute.hp = Math.ceil(attribute.hp * (1 + attribute.hpPercent / 100));
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attribute.curHp = Math.ceil(attribute.hp * hpP);
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attribute.atk = Math.ceil(attribute.atk * (1 + attribute.atkPercent / 100));
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attribute.def = Math.ceil(attribute.def * (1 + attribute.defPercent / 100));
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attribute.bloc = Math.ceil(attribute.bloc * (1 + attribute.blocPercent / 100));
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const arr = ['hp', 'curHp', 'atk', 'def', 'bloc', 'eva'];
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arr.forEach((key) => {
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attribute[key] = Math.round(attribute[key]);
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});
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//计算秒伤
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const atk = attribute.atk,
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crit = attribute.crit / 100,
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critdmg = attribute.critDmg / 100;
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attribute.dps = Math.ceil((1 - crit + crit * critdmg) * atk);
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//计算减伤比例
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// attribute.def = 500;
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attribute.reducPercent = (0.5 * attribute.def) / (35 + 0.55 * attribute.def) + (0.09 * attribute.def) / (attribute.def + 200);
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// attribute.reducPercent = (0.5 * attribute.def) / (200 + 0.502 * attribute.def);
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return attribute;
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};
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const strengthenEntry = (equip) => {
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const temp = deepCopy(equip.base.entry);
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temp.forEach((item) => {
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item.value = strengthenValue(item.value, equip.strengthenLv);
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});
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return temp;
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};
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export const deepCopy = (src) => {
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if (!src) {
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return null;
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}
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return JSON.parse(JSON.stringify(src));
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};
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/**
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* 计算装备购买价格
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* @param equip 装备
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* @returns
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*/
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export const conisOfBuy = (equip) => {
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if (!equip) {
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return 0;
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}
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return Math.round(equip.lv * equip.quality.qualityCoefficient * (250 + 20 * equip.lv));
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};
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/**
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* 计算装备出售价格
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* @param equip 装备
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* @returns
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*/
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export const conisOfsell = (equip) => {
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if (!equip) {
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return 0;
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}
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return Math.round(equip.lv * equip.quality.qualityCoefficient * 30);
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};
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export const getPointsOfReborn = (playerAttribute) => {
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const lv = playerAttribute.lv;
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let points = lv >= 20 ? Math.floor((lv - 20) ** 1.1 / 2.1) : 0;
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const euqips = [playerAttribute.weapon, playerAttribute.armor, playerAttribute.neck, playerAttribute.ring];
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euqips.forEach((equip) => {
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if (!equip) {
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return;
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}
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const wlv = equip.lv;
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const elv = equip.enchantlvl || 0;
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const q = equip.quality.qualityCoefficient;
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if (wlv >= 20) {
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points += Math.floor((((wlv - 20) / 10) ** 1.1 * (0.1 * elv ** 1.5 + 1) * q) / 3.5);
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}
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});
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return Math.round(points * 1.2);
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};
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export const callBattleResult = (player, monster) => {
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const tmp = player.curHp,
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crit = player.crit / 100,
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critdmg = player.critDmg / 100,
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atk = player.atk;
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let monsterDmg = Math.ceil(monster.atk * (1 - player.reducPercent) - player.bloc);
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monsterDmg < 1 && (monsterDmg = 1);
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let curHp = player.curHp,
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mHp = monster.hp;
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const bouts: any = [];
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while (true) {
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const bout: any = {};
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bouts.push(bout);
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if (Math.random() < crit) {
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bout.crit = true;
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bout.dmg = Math.ceil(atk * critdmg);
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} else {
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bout.dmg = atk;
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}
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mHp -= bout.dmg;
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if (mHp < 0) break;
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|
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bout.takeDmg = monsterDmg;
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|
|
curHp -= monsterDmg;
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|
if (curHp < 0) break;
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}
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return { win: curHp > 0, bouts: bouts, takeDmg: tmp - curHp };
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};
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export const callEuqipTipsLocation = (e, mobile) => {
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|
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const x = e.pageX,
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y = e.pageY,
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|
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maxH = window.innerHeight,
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|
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maxW = window.innerWidth,
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tipsStyle: any = {},
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tipsStyle2: any = {};
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if (mobile) {
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tipsStyle.left = '0.3rem';
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|
|
tipsStyle2.left = '13.9rem';
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const num = 10;
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if (y < maxH / 2) {
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tipsStyle.top = y + num + 'px';
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tipsStyle2.top = y + num + 'px';
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} else {
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tipsStyle.bottom = maxH - y - num + 'px';
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tipsStyle2.bottom = maxH - y - num + 'px';
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}
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} else {
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if (x < maxW / 2) {
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tipsStyle.left = x + 'px';
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tipsStyle2.left = 'calc(' + x + 'px + 21rem)';
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} else {
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tipsStyle.right = maxW - x + 'px';
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tipsStyle.right2 = 'calc(' + tipsStyle.righ + ' - 21rem)';
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}
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if (y < maxH / 2) {
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tipsStyle.top = y + 'px';
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tipsStyle2.top = y + 'px';
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} else {
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tipsStyle.bottom = maxH - y + 'px';
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tipsStyle2.bottom = maxH - y + 'px';
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}
|
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}
|
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|
|
return [tipsStyle, tipsStyle2];
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|
|
};
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