一个全随机的刷装备小游戏
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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);
};