尝试加个盾的计算

This commit is contained in:
枫谷剑仙 2020-12-21 17:13:16 +08:00
parent 7aa1dfc139
commit b7ffce9807
2 changed files with 75 additions and 5 deletions

View File

@ -778,4 +778,56 @@ function countMoveTime(team, leader1id, leader2id, teamIdx)
return moveTime;
}
return moveTime;
}
//获取盾减伤比例
function getReduceScale(ls, allAttr = false, noHPneed = false)
{
const sk = ls.params;
let scale = 0;
switch (ls.type)
{
case 16: //无条件盾
scale = sk[0]/100;
break;
case 17: //单属性盾
scale = allAttr ? 0 : sk[1]/100;
break;
case 36: //2个属性盾
scale = allAttr ? 0 : sk[2]/100;
break;
case 38: //血线下 + 几率
case 43: //血线上 + 几率
scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
break;
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 130: //血线下 + 属性个数不固定
case 131: //血线上 + 属性个数不固定
scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 151: //十字心触发
case 169: //C触发
case 198: //回血触发
scale = sk[2]/100;
break;
case 170: //多色触发
case 182: //长串触发
case 193: //L触发
scale = sk[3]/100;
break;
case 171: //多串触发
scale = sk[6]/100;
break;
case 183: //又是个有两段血线的队长技
scale = noHPneed ? 0 : sk[4]/100;
break;
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
break;
default:
}
return scale || 0;
}

View File

@ -2924,12 +2924,17 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
const leader2id = teamsCount===2 ? (teamIdx === 1 ? teams[0][0][0].id : teams[1][0][0].id) : team[0][5].id;
if (tHpDom) {
const reduceScale1 = getReduceScale(Skills[Cards[leader1id].leaderSkillId],true);
const reduceScale2 = getReduceScale(Skills[Cards[leader2id].leaderSkillId],true);
const totalReduce = 1 - (1 - reduceScale1) * (1 - reduceScale2);
const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo);
const teamHPNoAwokenArr = countTeamHp(team[0], leader1id, leader2id, solo, true);
const tHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
const tHPNoAwoken = teamHPNoAwokenArr.reduce((pv, v) => pv + v); //队伍计算的总HP无觉醒
let tHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
let tHPNoAwoken = teamHPNoAwokenArr.reduce((pv, v) => pv + v); //队伍计算的总HP无觉醒
const teamHPAwoken = awokenCountInTeam(team, 46, solo, teamsCount); //全队大血包个数
@ -2940,8 +2945,13 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
badgeHPScale = 1.15;
}
tHpDom.textContent = Math.round(Math.round(tHP * (1 + 0.05 * teamHPAwoken)) * badgeHPScale) +
` (${Math.round(Math.round(tHPNoAwoken) * badgeHPScale)})`;
tHP = Math.round(Math.round(tHP * (1 + 0.05 * teamHPAwoken)) * badgeHPScale);
tHPNoAwoken = Math.round(Math.round(tHPNoAwoken) * badgeHPScale);
const tReduceHP = tHP / (1 - reduceScale1) / (1 - reduceScale2); //队伍正常满血加上盾能承受的最大伤害
tHpDom.textContent = tHP +
` (${tHPNoAwoken}) >> Max ${Math.round(tReduceHP)}(-${(totalReduce * 100).toFixed(2)}%)`;
}
if (tMoveDom) {
@ -2964,9 +2974,15 @@ function refreshFormationTotalHP(totalDom, teams) {
//因为目前仅用于2P所以直接在外面固定写了
const leader1id = teams[0][0][0].id;
const leader2id = teams[1][0][0].id;
const reduceScale1 = getReduceScale(Skills[Cards[leader1id].leaderSkillId],true);
const reduceScale2 = getReduceScale(Skills[Cards[leader2id].leaderSkillId],true);
const totalReduce = 1 - (1 - reduceScale1) * (1 - reduceScale2);
const tHPArr = teams.map(function(team) {
const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo);
const teamTHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
const teamHPAwoken = awokenCountInTeam(team, 46, solo, teamsCount); //全队大血包个数
@ -2981,8 +2997,10 @@ function refreshFormationTotalHP(totalDom, teams) {
const tHP = tHPArr.reduce((pv, v) => pv + v);
const tHPNoAwoken = tHPNoAwokenArr.reduce((pv, v) => pv + v);
const tReduceHP = tHP / (1 - reduceScale1) / (1 - reduceScale2); //队伍正常满血加上盾能承受的最大伤害
tHpDom.textContent = tHP.toString() +
` (${tHPNoAwoken})`;
` (${tHPNoAwoken}) >> Max ${Math.round(tReduceHP)}(-${(totalReduce * 100).toFixed(2)}%)`;
}
}
//刷新单人技能CD