Files
ZYZ/shared/domain/roleField/attribute.ts
2021-08-03 14:26:27 +08:00

214 lines
7.0 KiB
TypeScript

import { prop } from '@typegoose/typegoose';
import { HERO_CE_RATIO, getAtrrNameById, CE_CONST, HERO_SUB_ATTR_RATIO, ABI_TYPE_MAIN } from '../../consts';
import { decodeArrayListStr, reduceCe } from '../../pubUtils/util';
// hero表内属性基础格式
export class CeAttrData {
@prop({ required: true })
id: number = 0;
@prop({ required: true })
base: number = 0;
@prop({ required: true })
ratioUp: number = 0;
@prop({ required: true })
fixUp: number = 0;
@prop({ required: true })
equipUp: number = 0;
constructor(id: number) {
this.id = id;
}
}
// role表属性格式
export class CeAttrDataRole {
@prop({ required: true })
id: number = 0;
@prop({ required: true })
ratioUp: number = 0;
@prop({ required: true })
fixUp: number = 0;
constructor(id: number) {
this.id = id;
}
}
export class AttributeCal {
attrs: Map<number, number> = new Map<number, number>();
ce?: number = 0;
public setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
for(let { id, fixUp: roleFix, ratioUp: roleRatio } of roleAttrs) {
let heroAttr = heroAttrs.find(heroAttr => heroAttr.id == id);
if(heroAttr) {
let { fixUp: heroFix, base: heroBase, ratioUp: heroRatio, equipUp: heroEquip } = heroAttr;
let value = this.calAttrValue(roleFix, roleRatio, heroBase, heroFix, heroRatio, heroEquip);
this.attrs.set(id, value);
} else {
let value = this.calAttrValue(roleFix, roleRatio, 0, 0, 0, 0);
this.attrs.set(id, value);
}
}
for(let { id, base: heroBase, fixUp: heroFix, ratioUp: heroRatio, equipUp: heroEquip } of heroAttrs) {
let roleAttr = roleAttrs.find(roleAttr => roleAttr.id == id);
if(!roleAttr) {
let value = this.calAttrValue(0, 0, heroBase, heroFix, heroRatio, heroEquip);
this.attrs.set(id, value);
}
}
}
public setByWarJson( attributes: {id: number, val: number}[], ratio: number = 1) {
for(let {id, val} of attributes) {
if(ABI_TYPE_MAIN.includes(id)) {
this.attrs.set(id, Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO));
} else {
this.attrs.set(id, Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO));
}
}
}
public setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
for(let [id, val] of attributes) {
if(ABI_TYPE_MAIN.includes(id)) {
this.attrs.set(id, Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO));
} else {
this.attrs.set(id, Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO));
}
}
}
private calAttrValue(roleFix: number = 0, roleRatio: number = 0, heroBase: number = 0, heroFix: number = 0, heroRatio: number = 0, heroEquip: number = 0) {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
}
private getRealAttrToMap() {
let newMap = new Map<number, number>();
for(let [id, val] of this.attrs) {
if(ABI_TYPE_MAIN.includes(id)) { // 主属性
newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO);
} else {
newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO);
}
}
return newMap;
}
private getReduceAttrMap() {
let newMap = new Map<number, number>();
for(let [id, val] of this.attrs) {
newMap.set(id, reduceCe(val));
}
return newMap
}
public getReduceAttributes() {
let attrs = new Attribute();
attrs.setByMap(this.getReduceAttrMap());
return attrs;
}
public getReduceAttributesToArr() {
let arr: {id: number, val: number}[] = [];
for(let [id, val] of this.getReduceAttrMap()) {
arr.push({ id, val });
}
return arr;
}
public getReduceAttributesToString() {
let arr = this.getReduceAttributesToArr();
return arr.map(cur => `${cur.id}&${cur.val}`).join('|');
}
public getReduceMainAttributes() {
let attribute = this.getReduceAttributes();
return attribute.getMainAttr();
}
// 战力计算
public calCe() {
let attrMap = this.getRealAttrToMap();
let attrs = new Attribute();
attrs.setByMap(attrMap);
let { hp, atk, def, mdef, cri, flee, damageIncrease, damageDecrease, damageCri } = attrs;
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() {
return Math.floor(this.calCe() / HERO_CE_RATIO / HERO_CE_RATIO);
}
}
export class Attribute {
hp: number = 0;
atk: number = 0;
def: number = 0;
mdef: number = 0;
speed: number = 0;
hit: number = 0;
cri: number = 0;
flee: number = 0;
antCri: number = 0;
damageIncrease: number = 0;
damageDecrease: number = 0;
defIngnore: number = 0;
bloodSuck: number = 0;
ap: number = 0;
damageCri: number = 0;
physicaldamageInc: number = 0;
magicdamageInc: number = 0;
physicaldamageDec: number = 0;
magicdamageDec: number = 0;
treatmentInc: number = 0;
treatmentDec: number = 0;
acceptTreatmentInc: number = 0;
acceptTreatmentDec: number = 0;
bloodRebound: number = 0;
strikeBack: number = 0;
setByMap( attributes: Map<number, number> ) {
for(let [id, val] of attributes) {
let attrName = getAtrrNameById(id);
if(attrName in this) this[attrName] = val;
}
}
setByStr(str: string) { // id&val|...
let arr = decodeArrayListStr(str);
for(let [id, val] of arr) {
let attrName = getAtrrNameById(parseInt(id));
if(attrName in this) this[attrName] = parseInt(val);
}
}
getMainAttr() {
return {
hp: this.hp,
atk: this.atk,
def: this.def,
mdef: this.mdef
}
}
}