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- import Main from "../../main/Main";
- import { __EquipData,__GodCardLevel,__GodReborn } from "./sdata/SManage";
- import { EquipAttr, GodCardAttr, PetAttr } from "./udata/Player";
- //属性
- export interface FFAttr{
- id:number,
- post:number,//职业
- type:number,//1:小怪,2:boss,3:伙伴
- path:string,
- atk:number,
- def:number,
- hp:number,
- sp:number,
- // bjgl:number,//暴击概率
- // js:number,//减伤
- // shjc:number,//伤害加成
- // jnsh:number,//技能伤害
- water:number
- fire:number
- wind:number
- thunder:number
- earth:number
- sd:number,//射程
- weaponSkill//武器技能
- suitId:number//套装属性
- suitCount:number//套装凑齐数量
- attrs:Array<any>//装备携带的副属性{K:id,V:value}
-
- zdl:number,
- skin:string,//皮肤
- weapon:string,//武器
- bullet:string,//使用的子弹
- }
- /**
- * 属性计算
- */
- export default class FFCalAttr {
- public static getAttr(main:Main,petAttr:PetAttr):FFAttr{
- let roleData = main.sManage.getRoleById(petAttr.id);
- let data = {
- id:petAttr.id,
- type:3,
- post:roleData.post,
- path:'prefab/role/'+roleData.act,
- atk:roleData.atk,
- def:roleData.def,
- hp:roleData.hp,
- sp:roleData.sp,
- water:0,
- fire:0,
- wind:0,
- thunder:0,
- earth:0,
- sd:0,
- weaponSkill:0,
- suitId:0,
- suitCount:0,
- attrs:[],
- zdl:0,
- skin:'30000',//皮肤
- weapon:'',//武器
- bullet:null,
- };
- for (let i = 0; i < petAttr.equips.length; i++) {
- const element = petAttr.equips[i];
- //基础属性
- let equipData = main.sManage.getEquipById(element.id);
- if(equipData.type == 1){//武器
- data.weapon = ''+equipData.id
- data.bullet = equipData.bulletEffect
- }else if(equipData.type == 5){//皮肤
- data.skin = ''+equipData.id
- }
- data.atk += equipData.atk;
- data.def += equipData.def;
- data.hp += equipData.hp;
- data.sp += equipData.sp;
- data.sd += equipData.sd;
- if(equipData.skill > 0){
- data.weaponSkill = equipData.skill
- }
- //计算附加属性
- if(element.attr){
- for (let i = 0; i < element.attr.length; i++) {
- const attr = element.attr[i];
- let addAttr = true;
- for (let j = 0; j < data.attrs.length; j++) {
- const tmp = data.attrs[j];
- if(tmp.K == attr.K){
- tmp.V += attr.V
- addAttr = false
- break
- }
- }
- if(addAttr){
- data.attrs.push({
- K:attr.K,
- V:attr.V
- })
- }
- }
- }
-
- //计算强化属性
- let qhLevel = FFCalAttr.getEquipQH(main,element,equipData)
- if(qhLevel > 0){
- let __qhList = main.sManage.getEquipQHByType(equipData)
- let _qhAttr1 = __qhList[qhLevel - 1]
- data.atk += _qhAttr1.atk
- data.def += _qhAttr1.def
- data.hp += _qhAttr1.hp
- data.sp += _qhAttr1.sp
- }
- if(element.star > 0){
- data.atk += Math.floor(data.atk*element.star/10)
- data.def += Math.floor(data.def*element.star/10)
- data.hp += Math.floor(data.hp*element.star/10)
- data.sp += Math.floor(data.sp*element.star/10)
- }
-
- }
- //计算附加属性
- for (let i = 0; i < data.attrs.length; i++) {
- const element = data.attrs[i];
- if(element.K == 1){//攻
- data.atk += Math.floor(data.atk*element.V/100)
- }else if(element.K == 2){//防
- data.def += Math.floor(data.def*element.V/100)
- }else if(element.K == 3){//血
- data.hp += Math.floor(data.hp*element.V/100)
- }else if(element.K == 4){//速
- data.sp += Math.floor(data.sp*element.V/100)
- }else if(element.K == 5){//攻
- data.atk += Math.floor(data.atk*element.V/100)
- }else if(element.K == 6){//防
- data.def += Math.floor(data.def*element.V/100)
- }else if(element.K == 7){//血
- data.hp += Math.floor(data.hp*element.V/100)
- }else if(element.K == 8){//速
- data.sp += Math.floor(data.sp*element.V/100)
- }
- }
- //神卡增加属性
- let godCard = main.player.godCard
- for (const id in godCard) {
- let godCardAttr:GodCardAttr = godCard[id]
- let __godCard = main.sManage.getGodCardById(godCardAttr.id)
- FFCalAttr.addCardAttr(data,__godCard)
- if(godCardAttr.level > 0){
- let tmp = __godCard.list[godCardAttr.level-1]
- FFCalAttr.addCardAttr(data,tmp)
- }
- if(godCardAttr.reborn > 0){
- FFCalAttr.addCardAttr(data,__godCard.godReborn)
- }
- }
- //头像增加属性
- let roleIcons = main.player.roleIcon.open
- for (let i = 0; i < roleIcons.length; i++) {
- const element = roleIcons[i];
- let temp = main.sManage.getRoleIconById(element)
- data.atk += temp.atk
- data.def += temp.def
- data.hp += temp.hp
- data.sp += temp.sp
- }
- data.zdl = FFCalAttr.getZdl(data)
- if(!data.bullet){
- if(roleData.post == 1){
- data.bullet = main.sManage.getEquipById(1001).bulletEffect
- }else if(roleData.post == 2){
- data.bullet = main.sManage.getEquipById(1102).bulletEffect
- }else if(roleData.post == 3){
- data.bullet = main.sManage.getEquipById(1202).bulletEffect
- }
- }
- return data;
- }
- private static addCardAttr(data:FFAttr,attr){
- data.atk += attr.atk
- data.def += attr.def
- data.hp += attr.hp
- data.sp += attr.sp
- data.atk += attr.water
- data.def += attr.fire
- data.hp += attr.wind
- data.sp += attr.thunder
- data.sp += attr.earth
- }
- public static getEquipAttr(main:Main,equip:EquipAttr,equipData:__EquipData):FFAttr{
- let data = {
- id:0,
- type:3,
- post:0,
- path:null,
- atk:equipData.atk,
- def:equipData.def,
- hp:equipData.hp,
- sp:equipData.sp,
- water:0,
- fire:0,
- wind:0,
- thunder:0,
- earth:0,
- sd:0,
- weaponSkill:0,
- suitId:0,
- suitCount:0,
- attrs:[],
- zdl:0,
- skin:'30000',//皮肤
- weapon:'',//武器
- bullet:null
- };
- let qhLevel = FFCalAttr.getEquipQH(main,equip,equipData)
- if(qhLevel > 0){
- let __qhList = main.sManage.getEquipQHByType(equipData)
- let _qhAttr1 = __qhList[qhLevel - 1]
- data.atk += _qhAttr1.atk
- data.def += _qhAttr1.def
- data.hp += _qhAttr1.hp
- data.sp += _qhAttr1.sp
- }
- if(equip.star > 0){
- data.atk += Math.floor(data.atk*equip.star/10)
- data.def += Math.floor(data.def*equip.star/10)
- data.hp += Math.floor(data.hp*equip.star/10)
- data.sp += Math.floor(data.sp*equip.star/10)
- }
- //计算附加属性
- // if(equip.attr){
- // for (let i = 0; i < equip.attr.length; i++) {
- // const element = equip.attr[i];
- // if(element.K == 1){//攻
- // data.atk += Math.floor(data.atk*element.V/100)
- // }else if(element.K == 2){//防
- // data.def += Math.floor(data.def*element.V/100)
- // }else if(element.K == 3){//血
- // data.hp += Math.floor(data.hp*element.V/100)
- // }else if(element.K == 4){//速
- // data.sp += Math.floor(data.sp*element.V/100)
- // }else if(element.K == 5){//攻
- // data.atk += Math.floor(data.atk*element.V/100)
- // }else if(element.K == 6){//防
- // data.def += Math.floor(data.def*element.V/100)
- // }else if(element.K == 7){//血
- // data.hp += Math.floor(data.hp*element.V/100)
- // }else if(element.K == 8){//速
- // data.sp += Math.floor(data.sp*element.V/100)
- // }
- // }
- // }
- data.zdl = FFCalAttr.getZdl(data)
- return data
- }
-
- public static getZdl(data):number{
- return data.atk + data.def + Math.floor(data.hp/10) + data.sp
- }
- /**
- * 计算装备强化等级
- */
- public static getEquipQH(main:Main,equip:EquipAttr,equipData:__EquipData):number{
- if(equipData.type > 4){
- return 0
- }
- let qhList = main.sManage.getEquipQHByType(equipData)
- let qhLevel = -1
- for (let i = 0; i < qhList.length; i++) {
- const element = qhList[i];
- if(element.exp > equip.PI){
- qhLevel = i
- break
- }
- }
- if(qhLevel == -1){
- qhLevel = qhList.length
- }
- let max = equipData.level + equip.qhMax*5
- if(qhLevel > max){
- qhLevel = max
- }
-
- return qhLevel
- }
- /**
- * 计算装备强化等级
- */
- public static getEquipQHLevel(main:Main,PI:number,equipData:__EquipData):number{
- if(equipData.type > 4){
- return 0
- }
- let qhList = main.sManage.getEquipQHByType(equipData)
- for (let i = 0; i < qhList.length; i++) {
- const element = qhList[i];
- if(element.exp > PI){
- return i
- }
- }
- return qhList.length
- }
- /**
- * 获取神卡属性
- * @param godCardAttr
- */
- public static getGodCardAttr(main:Main,godCardAttr:GodCardAttr):FFAttr{
- let _godCard = main.sManage.getGodCardById(godCardAttr.id)
-
- let data = {
- id:0,
- type:3,
- post:0,
- path:null,
- atk:_godCard.atk,
- def:_godCard.def,
- hp:_godCard.hp,
- sp:_godCard.sp,
- bjgl:0,
- water:_godCard.water,
- fire:_godCard.fire,
- wind:_godCard.wind,
- thunder:_godCard.thunder,
- earth:_godCard.earth,
- sd:0,
- weaponSkill:0,
- suitId:0,
- suitCount:0,
- attrs:[],
- zdl:0,
- skin:'30000',//皮肤
- weapon:'',//武器
- bullet:null
- };
- if(godCardAttr.level > 0){
- let _godCardLevel = _godCard.list[godCardAttr.level - 1]
- data.atk += _godCardLevel.atk
- data.def += _godCardLevel.def
- data.hp += _godCardLevel.hp
- data.sp += _godCardLevel.sp
-
- data.water += _godCardLevel.water
- data.fire += _godCardLevel.fire
- data.wind += _godCardLevel.wind
- data.thunder += _godCardLevel.thunder
- data.earth += _godCardLevel.earth
- }
- if(godCardAttr.reborn > 0){
- let rebornData:__GodReborn = _godCard.godReborn
-
- data.atk += rebornData.atk
- data.def += rebornData.def
- data.hp += rebornData.hp
- data.sp += rebornData.sp
- data.water += rebornData.water
- data.fire += rebornData.fire
- data.wind += rebornData.wind
- data.thunder += rebornData.thunder
- data.earth += rebornData.earth
- }
- return data
- }
- }
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