import { Player, Attribute } from '@/config'; import { deepCopy } from '.'; /** * 计算角色最终属性于技能 * @param player 角色 * @param rA 转生属性 */ export const callPlayerAttribute = (player: Player, rA: any) => { const equips = [player.weapon, player.armor, player.neck, player.ring, player.jewelry, player.pants, player.shoes, player.bracers]; const curHp = player.attribute.curHp, hp = player.attribute.hp; const hpP = hp > 0 ? curHp / hp : 1; const attribute: Attribute = new Attribute(rA); const entry = new Array(); equips.forEach((equip) => { equip && Array.prototype.push.apply(entry, equip.extraEntry); equip && Array.prototype.push.apply(entry, strengthenEntry(equip)); }); entry.forEach((item) => { const key = item.type; if (key == 'dmgPercent') { attribute[key] = Math.round(callDmgPercent(attribute[key], item.value)); } else if (key == 'dmgReduc') { attribute[key] = callDmgReduc(attribute[key], item.value); } else { attribute[key] += item.value; } }); attribute.dmgReduc = Math.floor(attribute.dmgReduc * 100) / 100; //伤害减免保留两位小数 attribute.hp = Math.ceil(attribute.hp * (1 + attribute.hpPercent / 100)); attribute.curHp = Math.ceil(attribute.hp * hpP); attribute.baseAtk = attribute.atk; attribute.atk = Math.ceil(attribute.baseAtk * (1 + attribute.atkPercent / 100)); attribute.def = Math.ceil(attribute.def * (1 + attribute.defPercent / 100)); attribute.bloc = Math.ceil(attribute.bloc * (1 + attribute.blocPercent / 100)); const arr = ['hp', 'curHp', 'atk', 'def', 'bloc', 'eva']; arr.forEach((key) => { attribute[key] = Math.round(attribute[key]); }); //计算秒伤 const atk = attribute.atk, crit = (attribute.crit > 100 ? 100 : attribute.crit) / 100, // 暴击率最多100% critdmg = attribute.critDmg / 100, dmgPercent = attribute.dmgPercent / 100; attribute.dps = Math.ceil((1 - crit + crit * critdmg) * atk * (1 + dmgPercent)); //计算减伤比例 attribute.reducPercent = callReducPercent(attribute.def, player.lv); player.attribute = attribute; }; /** * 计算防御提供的减伤比例 * @param def 防御 * @returns 减伤比例 */ export const callReducPercent = (def: number, lv: number): number => { // return def / (200 + 1.1 * def) + (0.09 * def) / (def + 200); return def / (300 + 1.05263 * def) + lv * 0.0003; }; /** * 计算新增伤害减免后的伤害减免 * @param source 已有伤害减免 * @param add 新增伤害减免 * @returns 最终伤害减免 */ export const callDmgReduc = (has, addition) => { if (has > 100 || addition > 100) { return 100; } return 100 - (100 - has) * (1 - addition / 100); }; /** * 计算新增伤害加成后的伤害加成 * @param source 已有伤害加成 * @param add 新增伤害加成 * @returns 最终伤害加成 */ export const callDmgPercent = (has, addition) => { return (100 + has) * (1 + addition / 100) - 100; }; /** * 计算装备强化后的基础属性 * @param equip 装备 * @returns */ const strengthenEntry = (equip) => { const temp = deepCopy(equip.base.entry); temp.forEach((item) => { item.value = strengthenValue(item.value, equip.strengthenLv); }); return temp; }; /** * 计算基础属性强化后的值 * @param value 基础值 * @param strengthenLv 强化等级 * @returns */ export const strengthenValue = (value, strengthenLv) => { if (strengthenLv <= 0) { return value; } const factor = 1.055 ** (strengthenLv ** 1.1); return Math.round(factor * value); }; /** * 计算角色转生可获得的转生点数 * @param playerAttribute 角色属性 * @returns */ export const getPointsOfReborn = (playerAttribute) => { const lv = playerAttribute.lv; let points = lv >= 20 ? Math.floor((lv - 20) ** 1.1 / 2.1) : 0; const euqips = [playerAttribute.weapon, playerAttribute.armor, playerAttribute.neck, playerAttribute.ring]; euqips.forEach((equip) => { if (!equip) { return; } const wlv = equip.lv; const elv = equip.enchantlvl || 0; const q = equip.quality.qualityCoefficient; if (wlv >= 20) { points += Math.floor((((wlv - 20) / 10) ** 1.1 * (0.1 * elv ** 1.5 + 1) * q) / 3.5); } }); return Math.round(points * 1.2); };