Files
ZYZ/shared/domain/roleField/attribute.ts
2021-03-10 15:34:38 +08:00

195 lines
7.2 KiB
TypeScript

import { prop } from '@typegoose/typegoose';
import { HERO_CE_RATIO, getAtrrNameById, CE_CONST, HERO_SUB_ATTR_RATIO, ABI_TYPE_MAIN } from '../../consts';
import { 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;
}
}
// 主属性
export class MainAttrNumber {
hp: number = 0;
atk: number = 0;
def: number = 0;
mdef: number = 0;
constructor(attr: Attribute) {
if(attr.hp) this.hp = attr.hp;
if(attr.atk) this.atk = attr.atk;
if(attr.def) this.def = attr.def;
if(attr.mdef) this.mdef = attr.mdef;
}
}
export class Attribute {
@prop({ required: false })
hp: number = 0;
@prop({ required: false })
atk: number = 0;
@prop({ required: false })
def: number = 0;
@prop({ required: false })
mdef: number = 0;
@prop({ required: false })
speed: number = 0;
@prop({ required: false })
hit: number = 0;
@prop({ required: false })
cri: number = 0;
@prop({ required: false })
flee: number = 0;
@prop({ required: false })
antCri: number = 0;
@prop({ required: false })
damageIncrease: number = 0;
@prop({ required: false })
damageDecrease: number = 0;
@prop({ required: false })
defIngnore: number = 0;
@prop({ required: false })
bloodSuck: number = 0;
@prop({ required: false })
ap: number = 0;
@prop({ required: false })
damageCri: number = 0;
@prop({ required: false })
ce?: number = 0;
setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
for(let { id, fixUp: roleFix, ratioUp: roleRatio } of roleAttrs) {
let attrName = getAtrrNameById(id);
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);
if(attrName in this) this[attrName] = value;
} else {
let value = this.calAttrValue(roleFix, roleRatio, 0, 0, 0, 0);
if(attrName in this) this[attrName] = value;
}
}
for(let { id, base: heroBase, fixUp: heroFix, ratioUp: heroRatio, equipUp: heroEquip } of heroAttrs) {
let attrName = getAtrrNameById(id);
let roleAttr = roleAttrs.find(roleAttr => roleAttr.id == id);
if(!roleAttr) {
let value = this.calAttrValue(0, 0, heroBase, heroFix, heroRatio, heroEquip);
if(attrName in this) this[attrName] = value;
}
}
}
setByWarJson( attributes: {id: number, val: number}[], ratio: number = 1) {
for(let {id, val} of attributes) {
let attrName = getAtrrNameById(id);
if(ABI_TYPE_MAIN.includes(id)) {
if(attrName in this) this[attrName] = Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO);
} else {
if(attrName in this) this[attrName] = 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 getRealSubAttr() {
return {
hit: this.hit / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
cri: this.cri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
flee: this.flee / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
antCri: this.antCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageIncrease: this.damageIncrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageDecrease: this.damageDecrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
defIngnore: this.defIngnore / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
}
}
private getRealMainAttr() {
return {
hp: this.hp / HERO_CE_RATIO / HERO_CE_RATIO,
atk: this.atk / HERO_CE_RATIO / HERO_CE_RATIO,
def: this.def / HERO_CE_RATIO / HERO_CE_RATIO,
mdef: this.mdef / HERO_CE_RATIO / HERO_CE_RATIO
}
}
public getReduceAttributes() {
let newAttr = new Attribute();
newAttr.hp = reduceCe(this.hp);
newAttr.atk = reduceCe(this.atk);
newAttr.def = reduceCe(this.def);
newAttr.mdef = reduceCe(this.mdef);
newAttr.speed = reduceCe(this.speed);
newAttr.hit = reduceCe(this.hit);
newAttr.cri = reduceCe(this.cri);
newAttr.flee = reduceCe(this.flee);
newAttr.antCri = reduceCe(this.antCri);
newAttr.damageIncrease = reduceCe(this.damageIncrease);
newAttr.damageDecrease = reduceCe(this.damageDecrease);
newAttr.defIngnore = reduceCe(this.defIngnore);
newAttr.bloodSuck = reduceCe(this.bloodSuck);
newAttr.ap = reduceCe(this.ap);
newAttr.damageCri = reduceCe(this.damageCri);
return newAttr;
}
// 战力计算
public calCe() {
let { hp, atk, def, mdef } = this.getRealMainAttr();
let { cri, flee, damageIncrease, damageDecrease, damageCri } = this.getRealSubAttr();
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);
}
}