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完成临界计算
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@ -490,7 +490,10 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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// 抱团
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if (special.includes(8)) {
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square5.push((e, enemy) => {
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if (e.special.includes(8) && e.x !== this.x && this.y !== e.y) {
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if (
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e.special.includes(8) &&
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(e.x !== this.x || this.y !== e.y)
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) {
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e.atkBuff += enemy.together ?? 0;
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e.defBuff += enemy.together ?? 0;
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}
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@ -657,38 +660,10 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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hero: Partial<HeroStatus> = core.status.hero,
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dir: DamageDir | DamageDir[]
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): DamageInfo[] {
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const damageCache: Record<string, number> = {};
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const dirs = ensureArray(dir);
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const enemy = this.getRealInfo();
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return dirs.map(dir => {
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const status = getHeroStatusOf(hero, realStatus);
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let damage = calDamageWith(enemy, status) ?? Infinity;
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let skill = -1;
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// 自动切换技能
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if (flags.autoSkill) {
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for (let i = 0; i < skills.length; i++) {
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const [unlock, condition] = skills[i];
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if (!flags[unlock]) continue;
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flags[condition] = true;
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const status = getHeroStatusOf(hero, realStatus);
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const id = `${status.atk},${status.def}`;
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const d =
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id in damageCache
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? damageCache[id]
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: calDamageWith(enemy, status) ?? Infinity;
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if (d < damage) {
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damage = d;
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skill = i;
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}
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flags[condition] = false;
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damageCache[id] = d;
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}
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}
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let x: number | undefined;
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let y: number | undefined;
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if (has(this.x) && has(this.y)) {
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@ -700,6 +675,8 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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}
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}
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const { damage, skill } = this.calEnemyDamageOf(hero, enemy, x, y);
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return {
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damage,
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dir,
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@ -710,6 +687,37 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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});
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}
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private calEnemyDamageOf(
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hero: Partial<HeroStatus>,
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enemy: EnemyInfo,
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x?: number,
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y?: number
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) {
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const status = getHeroStatusOf(hero, realStatus, x, y, this.floorId);
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let damage = calDamageWith(enemy, status) ?? Infinity;
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let skill = -1;
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// 自动切换技能
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if (flags.autoSkill) {
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for (let i = 0; i < skills.length; i++) {
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const [unlock, condition] = skills[i];
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if (!flags[unlock]) continue;
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flags[condition] = true;
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const status = getHeroStatusOf(hero, realStatus);
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const d = calDamageWith(enemy, status) ?? Infinity;
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if (d < damage) {
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damage = d;
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skill = i;
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}
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flags[condition] = false;
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}
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}
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return { damage, skill };
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}
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/**
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* 计算怪物临界,计算临界时,根据当前方向计算临界,但也会输出与当前最少伤害的伤害差值
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* @param num 要计算多少个临界
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@ -733,18 +741,10 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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!has(this.y) ||
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!has(this.floorId)
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) {
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const status = getHeroStatusOf(hero, realStatus);
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return this.calCriticalWith(num, min, seckill, v, status);
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return this.calCriticalWith(num, min, seckill, v, hero);
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} else {
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const [x, y] = ofDir(this.x, this.y, dir);
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const status = getHeroStatusOf(
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hero,
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realStatus,
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x,
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y,
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this.floorId
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);
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return this.calCriticalWith(num, min, seckill, v, status);
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return this.calCriticalWith(num, min, seckill, v, hero, x, y);
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}
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});
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}
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@ -761,65 +761,58 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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min: number,
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seckill: number,
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origin: DamageInfo,
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hero: Partial<HeroStatus>
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hero: Partial<HeroStatus>,
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x?: number,
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y?: number
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): CriticalDamageDelta[] {
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if (!isFinite(seckill)) return [];
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const damageCache: Record<number, number> = {};
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const res: CriticalDamageDelta[] = [];
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const def = hero.def!;
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const precision =
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seckill < Number.MAX_SAFE_INTEGER ? 1 : seckill / 1e15;
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(seckill < Number.MAX_SAFE_INTEGER ? 1 : seckill / 1e15) * 2;
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const enemy = this.getRealInfo();
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let curr = hero.atk!;
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let start = curr;
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let end = seckill;
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let ori = origin.damage;
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if (start >= end) return [];
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const calDam = () => {
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return this.calEnemyDamageOf({ atk: curr, def }, enemy, x, y)
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.damage;
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};
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let i = 0;
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while (1) {
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if (res.length >= num) break;
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if (end - start <= 2 * precision) {
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while (res.length < num) {
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if (end - start <= precision) {
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// 到达二分所需精度,计算临界准确值
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const damages: number[] = [];
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let cal = false;
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[start, (start + end) / 2, end].forEach((v, i) => {
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const damage = (damages[i] =
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calDamageWith(this.info, { atk: v, def }) ?? Infinity);
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if (i !== 0 && damages[i] < damages[i - 1]) {
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for (const v of [(start + end) / 2, end]) {
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curr = v;
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const dam = calDam();
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if (dam < ori) {
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res.push({
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damage: damages[i],
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damage: dam,
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atkDelta: Math.ceil(v - hero.atk!),
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dir: origin.dir,
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delta: damages[i] - min,
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dirDelta: damages[i] - origin.damage
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delta: dam - min,
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dirDelta: dam - origin.damage
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});
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// 计算下一个临界,借助于之前的计算,可以直接知道下一个临界在哪个范围内
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const d = Object.entries(damageCache)
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.filter(v => {
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return parseFloat(v[0]) < damage;
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})
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.map(v => [parseFloat(v[0]), v[1]])
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.sort((a, b) => a[0] - b[0]);
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for (let i = 0; i < d.length - 1; i++) {
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const [na, ndam] = d[i + 1];
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if (ndam < damage) {
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start = v;
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end = na;
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end = seckill;
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cal = true;
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}
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ori = damage;
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ori = dam;
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break;
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}
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}
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});
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if (!cal) break;
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}
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curr = Math.floor((start + end) / 2);
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const damage =
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calDamageWith(this.info, { atk: curr, def }) ?? Infinity;
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damageCache[curr] = damage;
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const damage = calDam();
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if (damage < ori) {
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end = curr;
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} else {
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@ -878,16 +871,26 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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return Infinity;
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}
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// 列方程求解
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// 饥渴,会偷取勇士攻击
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if (info.special.includes(7)) {
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if (info.damageDecline === 0) {
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return add / (1 - this.enemy.hungry! / 100);
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} else {
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return (
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(info.hp / (1 - info.damageDecline / 100) -
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core.status.hero.mana +
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info.def) /
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(1 - this.enemy.hungry! / 100)
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);
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}
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}
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// 霜冻
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if (info.special.includes(20) && !core.hasEquip('I589')) {
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return (
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info.def +
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info.hp / (1 - this.enemy.ice!) -
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info.hp / (1 - this.enemy.ice! / 100) -
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core.status.hero.mana
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);
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}
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@ -895,7 +898,7 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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if (info.damageDecline !== 0) {
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return (
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info.def +
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info.hp / (1 - info.damageDecline) -
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info.hp / (1 - info.damageDecline / 100) -
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core.status.hero.mana
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);
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} else {
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