战力:计算

This commit is contained in:
luying
2021-08-19 12:01:06 +08:00
parent c17afa200e
commit 90da4e3af2
2 changed files with 28 additions and 37 deletions
+18 -36
View File
@@ -1,5 +1,6 @@
import { prop } from '@typegoose/typegoose'; import { prop } from '@typegoose/typegoose';
import { HERO_CE_RATIO, getAtrrNameById, CE_CONST, HERO_SUB_ATTR_RATIO, ABI_TYPE_MAIN } from '../../consts'; import { HERO_CE_RATIO, getAtrrNameById, ABI_TYPE_MAIN } from '../../consts';
import { gameData } from '../../pubUtils/data';
import { decodeArrayListStr, reduceCe } from '../../pubUtils/util'; import { decodeArrayListStr, reduceCe } from '../../pubUtils/util';
// hero表内属性基础格式 // hero表内属性基础格式
@@ -84,17 +85,17 @@ export class AttributeCal {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio ); return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
} }
private getRealAttrToMap() { // private getRealAttrToMap() {
let newMap = new Map<number, number>(); // let newMap = new Map<number, number>();
for(let [id, val] of this.attrs) { // for(let [id, val] of this.attrs) {
if(ABI_TYPE_MAIN.includes(id)) { // 主属性 // if(ABI_TYPE_MAIN.includes(id)) { // 主属性
newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO); // newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO);
} else { // } else {
newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO); // newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO);
} // }
} // }
return newMap; // return newMap;
} // }
private getReduceAttrMap() { private getReduceAttrMap() {
let newMap = new Map<number, number>(); let newMap = new Map<number, number>();
@@ -130,30 +131,11 @@ export class AttributeCal {
// 战力计算 // 战力计算
public calCe() { public calCe() {
let attrMap = this.getRealAttrToMap(); let ce = gameData.ceRatio.reduce((pre, cur) => {
let attrs = new Attribute(); let { type, val } = cur;
attrs.setByMap(attrMap); return pre + val * (this.attrs.get(type)|| 0)
}, 0);
let { hp, atk, def, mdef, cri, flee, damageIncrease, damageDecrease, damageCri } = attrs; return Math.floor(ce);
let putHit = CE_CONST.PUT_HIT / HERO_SUB_ATTR_RATIO;
let putAntCri = CE_CONST.PUT_ANT_CRI / HERO_SUB_ATTR_RATIO;
let hitRate = CE_CONST.HIT_RATE_BASE + putHit/2 - flee; // 命中率
if(hitRate > CE_CONST.HIT_RATE_MAX) hitRate = CE_CONST.HIT_RATE_MAX;
if(hitRate < CE_CONST.HIT_RATE_MIN) hitRate = CE_CONST.HIT_RATE_MIN;
let fleeRate = 1 - hitRate; // 格挡率
let criRate = CE_CONST.CRI_RATE_BASE + cri - putAntCri/2;
if(criRate > CE_CONST.CRI_RATE_MAX) criRate = CE_CONST.CRI_RATE_MAX;
if(criRate < CE_CONST.CRI_RATE_MIN) criRate = CE_CONST.CRI_RATE_MIN;
let criValue = CE_CONST.CRI_VALUE_BASE + damageCri;
let validHp = hp + (def + mdef) * 0.5 / ((1 - fleeRate * CE_CONST.FLEE_VALUE) * (1 - damageDecrease)); // 有效生命
let validAtk = atk * hitRate * ( 1 + criRate * criValue) * ( 1 + damageIncrease); // 有效输出
let ce = Math.floor(validHp * validAtk * HERO_CE_RATIO * HERO_CE_RATIO / 1000);
return ce > 0? ce: 1;
} }
public calCelAndReduce() { public calCelAndReduce() {
+10 -1
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@@ -223,7 +223,8 @@ export const gameData = {
quenchRangeByQualityAndGrade: dicQuenchRangeByQualityAndGrade, quenchRangeByQualityAndGrade: dicQuenchRangeByQualityAndGrade,
quenchConsume: dicQuenchConsume, quenchConsume: dicQuenchConsume,
quenchByQuality: dicQuenchByQuality, quenchByQuality: dicQuenchByQuality,
equipAttributeRatio: new Map<number, number>() equipAttributeRatio: new Map<number, number>(),
ceRatio: new Array<{type: number, val: number}>()
}; };
// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据 // 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
@@ -673,6 +674,13 @@ function getHeroTransPiece() {
gameData.heroTransPiece = newMap gameData.heroTransPiece = newMap
} }
function getCeRatio() {
let arr = decodeArrayListStr(param.ATTRIBUTE.ATTRIBUTE_POWER);
gameData.ceRatio = arr.map(cur => {
return { type: parseInt(cur[0]), val: parseInt(cur[1]) }
});
}
// 根据groupId获得当前大区名 // 根据groupId获得当前大区名
export function getServerGroupName(groupId: number) { export function getServerGroupName(groupId: number) {
@@ -768,6 +776,7 @@ function parseDicParam() {
getGachaTurntablePercent(); getGachaTurntablePercent();
getHeroTransPiece(); getHeroTransPiece();
parseComBtlLvRange(); parseComBtlLvRange();
getCeRatio();
} }
// 加载json // 加载json