template/packages-user/data-state/src/enemy/calculator.ts
2026-05-11 23:35:46 +08:00

170 lines
5.3 KiB
TypeScript

import {
CriticalableHeroStatus,
IDamageCalculator,
IEnemyDamageInfo,
IReadonlyEnemyHandler
} from '@user/data-base';
import { IEnemyAttr } from './types';
import { IVampireValue } from './special';
import { IHeroAttr } from '../hero';
import { state } from '../ins';
export class MainDamageCalculator implements IDamageCalculator<
IEnemyAttr,
IHeroAttr
> {
/** 当前是否正在计算支援怪的伤害 */
private inGuard: boolean = false;
calculate(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
): IEnemyDamageInfo {
const { enemy, locator, hero } = handler;
const hp = hero.getBaseAttribute('hp');
const atk = hero.getFinalAttribute('atk');
const def = hero.getFinalAttribute('def');
const mdef = this.inGuard ? 0 : hero.getFinalAttribute('mdef');
// 支援中魔防只会被计算一次,因此除了当前怪物,计算其他怪物伤害时魔防为 0
const monAtk = enemy.getAttribute('atk');
const monDef = enemy.getAttribute('def');
let monHp = enemy.getAttribute('hp');
// 无敌
if (enemy.hasSpecial(20) && core.itemCount('cross') < 1) {
return { damage: Infinity, turn: 0 };
}
/** 怪物会对勇士造成的总伤害 */
let damage = 0;
/** 勇士每轮造成的伤害 */
let heroPerDamage = 0;
/** 怪物每轮造成的伤害 */
let enemyPerDamage = 0;
// 勇士每轮伤害为勇士攻击减去怪物防御
heroPerDamage += atk - monDef;
if (heroPerDamage <= 0) {
return { damage: Infinity, turn: 0 };
}
// 吸血
const vampire = enemy.getSpecial<IVampireValue>(11);
if (vampire) {
const value = (vampire.value.vampire / 100) * hp;
damage += value;
// 如果吸血加到自身
if (vampire.value.add) {
monHp += value;
}
}
// 魔攻
if (enemy.hasSpecial(2)) {
enemyPerDamage = monAtk;
} else {
enemyPerDamage = monAtk - def;
}
// 连击
if (enemy.hasSpecial(4)) enemyPerDamage *= 2;
if (enemy.hasSpecial(5)) enemyPerDamage *= 3;
const multiHit = enemy.getSpecial<number>(6);
if (multiHit) {
enemyPerDamage *= multiHit.value;
}
if (enemyPerDamage < 0) enemyPerDamage = 0;
let turn = Math.ceil(monHp / heroPerDamage);
// 支援,当怪物被支援且不包含支援标记时执行,因为支援怪不能再被支援了
const guards = enemy.getAttribute('guard');
if (guards.size > 0 && !this.inGuard) {
this.inGuard = true;
// 计算支援怪的伤害,同时把打支援怪花费的回合数加到当前怪物上,因为打支援怪的时候当前怪物也会打你
// 因此回合数需要加上打支援怪的回合数
for (const guard of guards) {
// 直接把 enemy 传过去,因此支援的 enemy 会吃到其原本所在位置的光环加成
const extraInfo = this.calculate({
enemy: guard.getComputedEnemy(),
locator,
hero
});
turn += extraInfo.turn;
damage += extraInfo.damage;
}
this.inGuard = false;
}
// 先攻
if (enemy.hasSpecial(1)) {
damage += enemyPerDamage;
}
// 破甲
const breakArmor = enemy.getSpecial<number>(7);
if (breakArmor) {
damage += (breakArmor.value / 100) * def;
}
// 反击
const counterAttack = enemy.getSpecial<number>(8);
if (counterAttack) {
// 反击是每回合生效,因此加到 enemyPerDamage 上
enemyPerDamage += (counterAttack.value / 100) * atk;
}
// 净化
const purify = enemy.getSpecial<number>(9);
if (purify) {
damage += purify.value * mdef;
}
damage += (turn - 1) * enemyPerDamage;
// 魔防
damage -= mdef;
// 未开启负伤时,如果伤害为负,则设为 0
if (!core.flags.enableNegativeDamage && damage < 0) {
damage = 0;
}
// 固伤,无法被魔防减伤
const fixedDamage = enemy.getSpecial<number>(22);
if (fixedDamage) {
damage += fixedDamage.value;
}
// 仇恨,无法被魔防减伤
if (enemy.hasSpecial(17)) {
damage += state.flags.getFieldValueDefaults('hatred', 0);
}
return {
damage: Math.floor(damage),
turn
};
}
getCriticalLimit(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>,
attribute: CriticalableHeroStatus<IHeroAttr>
): number {
switch (attribute) {
case 'atk': {
if (handler.enemy.hasSpecial(3)) {
return Infinity;
}
return (
handler.enemy.getAttribute('def') +
handler.enemy.getAttribute('hp')
);
}
}
return handler.hero.getFinalAttribute(attribute);
}
}