战力:计算
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@@ -1,5 +1,6 @@
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import { prop } from '@typegoose/typegoose';
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import { HERO_CE_RATIO, getAtrrNameById, CE_CONST, HERO_SUB_ATTR_RATIO, ABI_TYPE_MAIN } from '../../consts';
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import { HERO_CE_RATIO, getAtrrNameById, ABI_TYPE_MAIN } from '../../consts';
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import { gameData } from '../../pubUtils/data';
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import { decodeArrayListStr, reduceCe } from '../../pubUtils/util';
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// hero表内属性基础格式
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@@ -84,17 +85,17 @@ export class AttributeCal {
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return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
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}
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private getRealAttrToMap() {
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let newMap = new Map<number, number>();
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for(let [id, val] of this.attrs) {
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if(ABI_TYPE_MAIN.includes(id)) { // 主属性
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newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO);
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} else {
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newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO);
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}
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}
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return newMap;
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}
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// private getRealAttrToMap() {
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// let newMap = new Map<number, number>();
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// for(let [id, val] of this.attrs) {
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// if(ABI_TYPE_MAIN.includes(id)) { // 主属性
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// newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO);
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// } else {
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// newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO);
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// }
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// }
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// return newMap;
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// }
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private getReduceAttrMap() {
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let newMap = new Map<number, number>();
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@@ -130,30 +131,11 @@ export class AttributeCal {
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// 战力计算
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public calCe() {
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let attrMap = this.getRealAttrToMap();
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let attrs = new Attribute();
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attrs.setByMap(attrMap);
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let { hp, atk, def, mdef, cri, flee, damageIncrease, damageDecrease, damageCri } = attrs;
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let putHit = CE_CONST.PUT_HIT / HERO_SUB_ATTR_RATIO;
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let putAntCri = CE_CONST.PUT_ANT_CRI / HERO_SUB_ATTR_RATIO;
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let hitRate = CE_CONST.HIT_RATE_BASE + putHit/2 - flee; // 命中率
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if(hitRate > CE_CONST.HIT_RATE_MAX) hitRate = CE_CONST.HIT_RATE_MAX;
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if(hitRate < CE_CONST.HIT_RATE_MIN) hitRate = CE_CONST.HIT_RATE_MIN;
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let fleeRate = 1 - hitRate; // 格挡率
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let criRate = CE_CONST.CRI_RATE_BASE + cri - putAntCri/2;
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if(criRate > CE_CONST.CRI_RATE_MAX) criRate = CE_CONST.CRI_RATE_MAX;
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if(criRate < CE_CONST.CRI_RATE_MIN) criRate = CE_CONST.CRI_RATE_MIN;
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let criValue = CE_CONST.CRI_VALUE_BASE + damageCri;
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let validHp = hp + (def + mdef) * 0.5 / ((1 - fleeRate * CE_CONST.FLEE_VALUE) * (1 - damageDecrease)); // 有效生命
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let validAtk = atk * hitRate * ( 1 + criRate * criValue) * ( 1 + damageIncrease); // 有效输出
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let ce = Math.floor(validHp * validAtk * HERO_CE_RATIO * HERO_CE_RATIO / 1000);
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return ce > 0? ce: 1;
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let ce = gameData.ceRatio.reduce((pre, cur) => {
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let { type, val } = cur;
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return pre + val * (this.attrs.get(type)|| 0)
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}, 0);
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return Math.floor(ce);
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}
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public calCelAndReduce() {
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