mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-19 20:59:37 +08:00
临界与1防减伤计算
This commit is contained in:
parent
a02d1885e1
commit
847dce5c80
@ -52,7 +52,23 @@ interface HaloData<T extends keyof HaloType = keyof HaloType> {
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from: DamageEnemy;
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}
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interface DamageDelta {
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dir: DamageDir;
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/** 跟最小伤害值的减伤 */
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delta: number;
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damage: number;
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/** 跟当前方向的减伤 */
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dirDelta: number;
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info: DamageInfo;
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}
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interface CriticalDamageDelta extends Omit<DamageDelta, 'info'> {
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/** 勇士的攻击增量 */
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atkDelta: number;
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}
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type HaloFn = (info: EnemyInfo, enemy: Enemy) => void;
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type DamageDir = Dir | 'none';
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export const haloSpecials: number[] = [21, 25, 26, 27];
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@ -294,6 +310,12 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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/** 向其他怪提供过的光环 */
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providedHalo: number[] = [];
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/**
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* 伤害计算进度,0 -> 预平衡光环 -> 1 -> 计算没有光环的属性 -> 2 -> provide inject 光环
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* -> 3 -> 计算光环加成 -> 4 -> 计算完毕
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*/
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private progress: number = 0;
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constructor(
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enemy: Enemy<T>,
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x?: number,
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@ -336,7 +358,8 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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hero: Partial<HeroStatus> = core.status.hero,
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getReal: boolean = true
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) {
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if (!this.needCalculate) return;
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if (this.progress !== 1) return this.info;
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this.progress = 2;
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const special = this.info.special;
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const info = this.info;
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const enemy = this.enemy;
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@ -382,7 +405,9 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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* 获取怪物的真实属性信息,在inject光环后执行
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*/
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getRealInfo() {
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if (!this.needCalculate) return this.info;
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if (this.progress === 4) return this.info;
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if (this.progress <= 3) this.ensureCaled(3);
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this.progress = 4;
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// 此时已经inject光环,因此直接计算真实属性
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const info = this.info;
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@ -405,6 +430,17 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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this.getRealInfo();
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}
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/**
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* 确保怪物属性计算已经到达某个进度
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* @param progress 期望进度
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*/
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ensureCaled(progress: number) {
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if (progress <= 1) this.preProvideHalo();
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if (progress <= 2) this.calAttribute();
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if (progress <= 3) this.provideHalo();
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if (progress <= 4) this.getRealInfo();
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}
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getHaloSpecials(): number[] {
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if (!this.floorId) return [];
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if (!core.has(this.x) || !core.has(this.y)) return [];
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@ -425,12 +461,17 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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/**
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* 光环预提供,用于平衡所有怪的光环属性,避免出现不同情况下光环效果不一致的现象
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*/
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preProvideHalo() {}
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preProvideHalo() {
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if (this.progress !== 0) return;
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this.progress = 1;
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}
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/**
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* 向其他怪提供光环
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*/
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provideHalo() {
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if (this.progress !== 2) return;
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this.progress = 3;
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if (!this.floorId) return;
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if (!core.has(this.x) || !core.has(this.y)) return;
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const col = this.col ?? core.status.maps[this.floorId].enemy;
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@ -498,54 +539,9 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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const info = this.getRealInfo();
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const dirs = getNeedCalDir(this.x, this.y, this.floorId, hero);
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const damageCache: Record<string, number> = {};
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this.needCalDamage = false;
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return (this.damage = dirs.map(dir => {
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const status = getHeroStatusOf(hero, realStatus);
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let damage = calDamageWith(info, 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(info, 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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if (dir !== 'none') {
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[x, y] = ofDir(this.x, this.y, dir);
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} else {
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x = hero.x ?? this.x;
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y = hero.y ?? this.y;
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}
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}
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return {
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damage,
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dir,
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skill,
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x,
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y
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};
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}));
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return (this.damage = this.calEnemyDamage(info, hero, dirs));
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}
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/**
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@ -652,6 +648,254 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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damage[loc].damage += dam;
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damage[loc].type.add(type);
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}
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private calEnemyDamage(
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enemy: EnemyInfo = this.getRealInfo(),
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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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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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if (dir !== 'none') {
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[x, y] = ofDir(this.x, this.y, dir);
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} else {
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x = hero.x ?? this.x;
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y = hero.y ?? this.y;
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}
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}
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return {
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damage,
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dir,
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skill,
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x,
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y
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};
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});
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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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* @param dir 从勇士位置指向怪物的方向
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* @param hero 勇士属性,最终结果将会与由此属性计算出的伤害相减计算减伤
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*/
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calCritical(
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num: number = 1,
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dir: DamageDir | DamageDir[] = 'none',
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hero: Partial<HeroStatus> = core.status.hero
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): CriticalDamageDelta[][] {
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const origin = this.calEnemyDamage(void 0, hero, dir);
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const min = Math.min(...origin.map(v => v.damage));
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const seckill = this.getSeckillAtk();
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return origin.map(v => {
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const dir = v.dir;
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if (
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dir === 'none' ||
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!has(this.x) ||
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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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} 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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}
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});
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}
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/**
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* 二分计算怪物临界
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* @param num 计算的临界数量
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* @param min 当前怪物伤害最小值
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* @param seckill 秒杀怪物时的攻击
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* @param hero 勇士真实属性
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*/
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private calCriticalWith(
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num: number,
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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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): 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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let curr = hero.atk!;
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let start = curr;
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let end = seckill;
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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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// 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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res.push({
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damage: damages[i],
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atkDelta: 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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});
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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 [a, dam] = d[i];
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const [na, ndam] = d[i + 1];
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if (na < damage) {
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start = a;
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end = na;
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cal = true;
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}
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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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if (damage < origin.damage) {
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end = curr;
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} else {
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start = curr;
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}
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if (i++ >= 10000) {
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throw new Error(
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`Unexpected endless loop in calculating critical.` +
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`Enemy loc: ${this.x},${this.y}. Floor: ${this.floorId}`
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);
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}
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}
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return res;
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}
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/**
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* 计算n防减伤
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* @param num 要加多少防御
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* @param dir 从勇士位置指向怪物的方向
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* @param hero 勇士属性,最终结果将会与由此属性计算出的伤害相减计算减伤
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*/
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calDefDamage(
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num: number = 1,
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dir: DamageDir | DamageDir[] = 'none',
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hero: Partial<HeroStatus> = core.status.hero
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): DamageDelta[] {
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const damage = this.calEnemyDamage(
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void 0,
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{ def: (hero.def ?? core.status.hero.def) + num },
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dir
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);
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const origin = this.calEnemyDamage(void 0, hero, dir);
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const min = Math.min(...origin.map(v => v.damage));
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return damage.map((v, i) => {
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const finite = isFinite(v.damage);
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return {
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dir: v.dir,
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damage: v.damage,
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info: v,
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delta: finite ? v.damage - min : Infinity,
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dirDelta: finite ? v.damage - origin[i].damage : Infinity
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};
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});
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}
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/**
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* 获取怪物秒杀时所需的攻击
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*/
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getSeckillAtk(): number {
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const info = this.getRealInfo();
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const add = info.def + info.hp - core.status.hero.mana;
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// 坚固,不可能通过攻击秒杀
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if (info.special.includes(3)) {
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return Infinity;
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}
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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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return add / (1 - this.enemy.hungry! / 100);
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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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core.status.hero.mana
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);
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}
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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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core.status.hero.mana
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);
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} else {
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return add;
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}
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}
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}
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/**
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@ -261,5 +261,5 @@ export function ensureArray<T>(arr: T): T extends any[] ? T : T[] {
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export function pColor(color: string) {
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const arr = parseColor(color);
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arr[3] ??= 1;
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return `rgba(${arr.join(',')})`;
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return `rgba(${arr.join(',')})` as Color;
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}
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4
src/types/status.d.ts
vendored
4
src/types/status.d.ts
vendored
@ -859,7 +859,7 @@ interface HeroStatus {
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hp: number;
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/**
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* 勇士生命上限
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* 勇士生命回复
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*/
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hpmax: number;
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@ -894,7 +894,7 @@ interface HeroStatus {
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money: number;
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/**
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* 勇士的魔法
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* 勇士的额外攻击
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*/
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mana: number;
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