refactor(heroConfig): 重构英雄强度评分计算逻辑
1. 重构英雄强度评分权重配置,新增时间窗相关参数并拆分DPS权重 2. 新增多个辅助计算函数,统一普攻/受击/波次/触发技次数计算逻辑 3. 重构buff与技能价值计算,支持自定义评估时间窗 4. 新增详细评分返回接口,拆分强度构成与各技能价值 5. 兼容旧版默认评分接口,保留向下兼容性
This commit is contained in:
@@ -730,10 +730,17 @@ export const HeroList: number[] = [
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// ==================== 英雄强度评分公式 ====================
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/** 英雄强度公式调参权重(可在编辑器或运行时热调) */
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/** 英雄强度公式调参权重(可在编辑器或运行时热调)
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* 说明:
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* - W_HP: 每 1 点生命值折算 1 分(生命值不随时间变化)
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* - W_DPS_PER_SEC: 每 1 点 DPS 持续 1 秒折算 0.5 分
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* (默认 60 秒评估窗下,1 DPS ≈ 30 分,与旧版 W_DPS=30 等效)
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* - WAVE_DURATION / HITS_PER_WAVE: 波次参数,用于估算 atked/fstart/fend/dead 触发次数
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* - DEFAULT_EVAL_SECONDS: calcHeroPower 默认使用的评估时间窗
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*/
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export const HERO_POWER_WEIGHTS = {
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W_HP: 1.0,
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W_DPS: 30.0,
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W_DPS_PER_SEC: 0.5,
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W_atking: 1.0,
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W_atked: 0.8,
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W_fstart: 1.0,
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@@ -745,6 +752,9 @@ export const HERO_POWER_WEIGHTS = {
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W_shield: 1.0,
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W_control: 0.5,
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expectedEnemyDmg: 20,
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WAVE_DURATION: 30,
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HITS_PER_WAVE: 10,
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DEFAULT_EVAL_SECONDS: 60,
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};
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/** 计算目标等级下 evolve 提供的累计属性加成 */
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@@ -788,8 +798,45 @@ function calcScopeMul(group: TGroup): number {
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return (group === TGroup.Ally || group === TGroup.Team) ? FightSet.HERO_MAX_NUM : 1;
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}
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/** 将计时 buff 折算为永久等效价值 */
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function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, buffValueOverride?: number): number {
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/** 计算目标时间窗内的普攻次数 */
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function getAttackCount(hero: heroInfo, seconds: number): number {
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return seconds / getAttackCd(hero);
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}
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/** 计算目标时间窗内的受击次数 */
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function getHitCount(seconds: number): number {
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const weights = HERO_POWER_WEIGHTS;
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return (seconds / weights.WAVE_DURATION) * weights.HITS_PER_WAVE;
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}
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/** 计算目标时间窗内的波次数 */
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function getWaveCount(seconds: number): number {
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return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION;
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}
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/** 计算触发技在目标时间窗内的触发次数 */
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function getTriggerCount(
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type: SkillTriggerType,
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t_num: number,
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hero: heroInfo,
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seconds: number
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): number {
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switch (type) {
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case SkillTriggerType.Atking:
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return getAttackCount(hero, seconds) / t_num;
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case SkillTriggerType.Atked:
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return getHitCount(seconds) / t_num;
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case SkillTriggerType.FStart:
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case SkillTriggerType.FEnd:
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return getWaveCount(seconds);
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case SkillTriggerType.Dead:
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return getWaveCount(seconds) * (1 + (hero.revive?.r_num || 0));
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}
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return 1;
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}
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/** 将计时 buff 折算为“在整个时间窗内持续生效”的等效价值 */
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function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, seconds: number, buffValueOverride?: number): number {
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const weights = HERO_POWER_WEIGHTS;
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let value = 0;
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if (buff.modifiers) {
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@@ -799,9 +846,9 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
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switch (mod.attr) {
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case Attrs.ap:
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if (mod.op === ModOp.Flat) {
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value += (modValue / cd) * weights.W_DPS;
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value += (modValue / cd) * weights.W_DPS_PER_SEC * seconds;
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} else if (mod.op === ModOp.PercentAdd) {
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value += (modValue / 100) * dps * weights.W_DPS;
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value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
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}
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break;
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case Attrs.hp:
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@@ -809,13 +856,13 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
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value += modValue * weights.W_HP;
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break;
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case Attrs.critical:
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value += (modValue / 100) * dps * 0.5 * weights.W_DPS;
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value += (modValue / 100) * dps * 0.5 * weights.W_DPS_PER_SEC * seconds;
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break;
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case Attrs.critical_damage:
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value += (modValue / 100) * dps * 0.05 * weights.W_DPS;
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value += (modValue / 100) * dps * 0.05 * weights.W_DPS_PER_SEC * seconds;
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break;
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case Attrs.speed:
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value += (modValue / 100) * dps * weights.W_DPS;
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value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
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break;
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}
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}
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@@ -828,45 +875,45 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
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return value;
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}
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/** 计算 Support 类技能的效果价值 */
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function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number): number {
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/** 计算 Support 类技能单次触发的效果价值 */
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function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number, seconds: number): number {
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const weights = HERO_POWER_WEIGHTS;
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const value = config.ap || 0;
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// 计时 buff:先算永久等效,再按战斗时长覆盖率折算
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// 计时 buff:先算整个时间窗的永久等效,再按覆盖率折算
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if (config.timed_buff_id) {
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const buff = BuffList[config.timed_buff_id];
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if (buff) {
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const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, config.buff_value);
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const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, seconds, config.buff_value);
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const duration = config.buff_duration ?? buff.duration;
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const uptime = Math.min(duration / FightSet.FiIGHT_TIME, 1);
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const uptime = seconds > 0 ? Math.min(duration / seconds, 1) : 0;
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return permanentEquivalent * uptime;
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}
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}
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switch (config.buff_type) {
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case Attrs.ap:
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return (value / cd) * weights.W_DPS;
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return (value / cd) * weights.W_DPS_PER_SEC * seconds;
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case Attrs.hp_max:
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case Attrs.hp:
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return value * weights.W_HP;
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case Attrs.critical:
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return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS;
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return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS_PER_SEC * seconds;
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case Attrs.critical_damage:
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return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS;
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return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
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case Attrs.stun_chance:
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case Attrs.freeze_chance:
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case Attrs.knockback_chance:
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return value * weights.W_control;
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case Attrs.speed:
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return (value / 100) * (apEff / cd) * weights.W_DPS;
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return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
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default:
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return value * weights.W_control;
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}
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}
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/** 计算单条技能配置的效果价值 */
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function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number): number {
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/** 计算单条技能配置单次触发的效果价值 */
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function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number, seconds: number): number {
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const { ap: apEff } = getEffectiveStats(hero, targetLv);
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const cd = getAttackCd(hero);
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const config = overrides ? mergeSkillParams(skill, overrides) : skill;
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@@ -874,49 +921,86 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
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switch (config.kind) {
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case SkillKind.Damage:
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return ((config.ap || 0) / 100) * apEff;
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return ((config.ap || 0) / 100) * apEff * weights.W_DPS_PER_SEC;
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case SkillKind.Heal:
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return ((config.ap || 0) / 100) * apEff * weights.W_heal;
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case SkillKind.Shield:
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return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
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case SkillKind.Support:
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return calcSupportEffectValue(config, apEff, cd);
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return calcSupportEffectValue(config, apEff, cd, seconds);
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default:
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return 0;
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}
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}
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/** 计算普通触发类技能(atking/atked/fstart/fend/dead)的价值 */
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function calcTriggerPower(
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/** 触发技评估项 */
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export interface TriggerSkillEval {
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type: SkillTriggerType;
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s_uuid: number;
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name: string;
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t_num: number;
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value: number;
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}
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/** 驻场光环评估项 */
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export interface FieldSkillEval {
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uuid: number;
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name: string;
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value: number;
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}
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/** 英雄强度分数构成 */
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export interface HeroPowerBreakdown {
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hp: number;
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dps: number;
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atking: number;
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atked: number;
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fstart: number;
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fend: number;
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dead: number;
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field: number;
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revive: number;
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}
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/** 英雄强度详细评估结果 */
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export interface HeroPowerDetailed {
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total: number;
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breakdown: HeroPowerBreakdown;
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triggerSkills: TriggerSkillEval[];
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fieldSkills: FieldSkillEval[];
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normalAttack: { s_uuid: number, name: string, cd: number, dps: number, value: number };
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}
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/** 计算普通触发类技能(atking/atked/fstart/fend/dead)的详细价值 */
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function calcTriggerPowerDetailed(
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triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
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hero: heroInfo,
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targetLv: number,
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type: SkillTriggerType
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): number {
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if (!triggerConfigs || triggerConfigs.length === 0) return 0;
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type: SkillTriggerType,
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seconds: number
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): { total: number, items: TriggerSkillEval[] } {
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if (!triggerConfigs || triggerConfigs.length === 0) return { total: 0, items: [] };
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const weights = HERO_POWER_WEIGHTS;
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let total = 0;
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const items: TriggerSkillEval[] = [];
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for (const trig of triggerConfigs) {
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const skill = SkillSet[trig.s_uuid];
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if (!skill) continue;
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const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv);
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const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv, seconds);
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const overrides = trig.overrides || {};
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const group = overrides.TGroup ?? skill.TGroup;
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const scopeMul = calcScopeMul(group);
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const tNum = trig.t_num || 1;
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let weight = 1;
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let frequency = 1;
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switch (type) {
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case SkillTriggerType.Atking:
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weight = weights.W_atking;
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frequency = 1 / tNum;
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break;
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case SkillTriggerType.Atked:
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weight = weights.W_atked;
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frequency = 1 / tNum;
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break;
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case SkillTriggerType.FStart:
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weight = weights.W_fstart;
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@@ -929,27 +1013,30 @@ function calcTriggerPower(
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break;
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}
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total += effectValue * frequency * scopeMul * weight;
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const triggerCount = getTriggerCount(type, tNum, hero, seconds);
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const value = effectValue * triggerCount * scopeMul * weight;
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total += value;
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items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value });
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}
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return total;
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return { total, items };
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}
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/** 计算驻场光环技能的单位价值 */
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function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: number, cd: number, scopeMul: number): number {
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/** 计算驻场光环技能在时间窗内的总价值 */
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function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: number, cd: number, scopeMul: number, seconds: number): number {
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const weights = HERO_POWER_WEIGHTS;
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const dps = apEff / cd;
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switch (field.type) {
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case FieldSkillType.HeroAtk:
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return field.value * dps * scopeMul * weights.W_DPS;
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return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
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case FieldSkillType.HeroHp:
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return field.value * hpEff * scopeMul * weights.W_HP;
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case FieldSkillType.HeroSpeed:
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return field.value * dps * scopeMul * weights.W_DPS;
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return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
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case FieldSkillType.HeroCrit:
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return field.value * dps * scopeMul * 0.5 * weights.W_DPS;
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return field.value * dps * scopeMul * 0.5 * weights.W_DPS_PER_SEC * seconds;
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case FieldSkillType.HeroCritDamage:
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return field.value * dps * scopeMul * 0.05 * weights.W_DPS;
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return field.value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds;
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case FieldSkillType.HeroStun:
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case FieldSkillType.HeroWindFury:
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case FieldSkillType.HeroPuncture:
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@@ -959,48 +1046,112 @@ function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: numb
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}
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}
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/** 计算驻场光环总价值 */
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function calcFieldPower(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number): number {
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if (!fieldUuids || fieldUuids.length === 0) return 0;
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/** 计算驻场光环的详细价值 */
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function calcFieldPowerDetailed(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number, seconds: number): { total: number, items: FieldSkillEval[] } {
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if (!fieldUuids || fieldUuids.length === 0) return { total: 0, items: [] };
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const weights = HERO_POWER_WEIGHTS;
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const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
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const cd = getAttackCd(hero);
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const scopeMul = FightSet.HERO_MAX_NUM;
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let total = 0;
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const items: FieldSkillEval[] = [];
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for (const uuid of fieldUuids) {
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const field = FieldSkillSet[uuid];
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if (!field) continue;
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total += calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul);
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const value = calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul, seconds) * weights.W_field_alive;
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total += value;
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items.push({ uuid, name: field.name, value });
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}
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return total * weights.W_field_alive;
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return { total, items };
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}
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/** 获取普通攻击信息 */
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function getNormalAttackInfo(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): { s_uuid: number, name: string, cd: number, dps: number, value: number } {
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const weights = HERO_POWER_WEIGHTS;
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const { ap: apEff } = getEffectiveStats(hero, targetLv);
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const cd = getAttackCd(hero);
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const skillIds = Object.keys(hero.skills);
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const firstKey = skillIds.length > 0 ? Number(skillIds[0]) : 0;
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const skill = firstKey ? SkillSet[firstKey] : undefined;
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const dps = apEff / cd;
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return {
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s_uuid: firstKey,
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name: skill?.name ?? '普攻',
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cd,
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dps,
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value: dps * weights.W_DPS_PER_SEC * seconds,
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};
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}
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/**
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* 计算英雄强度评分(power score)。
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* 计算英雄强度详细评估(含分数构成与每个技能价值)。
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* @param hero 英雄/怪物配置
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* @param targetLv 目标等级,默认 1
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* @param seconds 评估时间窗(秒),默认 HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS
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* @returns 详细强度评估结果
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*/
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export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): HeroPowerDetailed {
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const weights = HERO_POWER_WEIGHTS;
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const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
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const cd = getAttackCd(hero);
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const hpValue = hpEff * weights.W_HP;
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const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
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const normalAttack = getNormalAttackInfo(hero, targetLv, seconds);
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const atking = hero.atking ? calcTriggerPowerDetailed(hero.atking, hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||||
const atked = hero.atked ? calcTriggerPowerDetailed(hero.atked, hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||||
const fstart = hero.fstart ? calcTriggerPowerDetailed(hero.fstart, hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||||
const fend = hero.fend ? calcTriggerPowerDetailed(hero.fend, hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||||
const dead = hero.dead ? calcTriggerPowerDetailed(hero.dead, hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||||
const field = hero.field ? calcFieldPowerDetailed(hero.field, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
|
||||
|
||||
let reviveValue = 0;
|
||||
if (hero.revive) {
|
||||
reviveValue = hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive * getWaveCount(seconds);
|
||||
}
|
||||
|
||||
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;
|
||||
|
||||
return {
|
||||
total,
|
||||
breakdown: {
|
||||
hp: hpValue,
|
||||
dps: dpsValue,
|
||||
atking: atking.total,
|
||||
atked: atked.total,
|
||||
fstart: fstart.total,
|
||||
fend: fend.total,
|
||||
dead: dead.total,
|
||||
field: field.total,
|
||||
revive: reviveValue,
|
||||
},
|
||||
triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...fend.items, ...dead.items],
|
||||
fieldSkills: field.items,
|
||||
normalAttack,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算指定时间窗内的英雄强度评分。
|
||||
* @param hero 英雄/怪物配置
|
||||
* @param targetLv 目标等级,默认 1
|
||||
* @param seconds 评估时间窗(秒)
|
||||
* @returns 无量纲强度分,数值越大越强
|
||||
*/
|
||||
export function calcHeroPowerOverTime(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): number {
|
||||
return calcHeroPowerDetailed(hero, targetLv, seconds).total;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算英雄强度评分(默认时间窗)。
|
||||
* @param hero 英雄/怪物配置
|
||||
* @param targetLv 目标等级,默认 1
|
||||
* @returns 无量纲强度分,数值越大越强
|
||||
*/
|
||||
export function calcHeroPower(hero: heroInfo, targetLv: number = 1): number {
|
||||
const weights = HERO_POWER_WEIGHTS;
|
||||
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
|
||||
const cd = getAttackCd(hero);
|
||||
|
||||
const basePower = hpEff * weights.W_HP + (apEff / cd) * weights.W_DPS;
|
||||
let triggerPower = 0;
|
||||
|
||||
if (hero.atking) triggerPower += calcTriggerPower(hero.atking, hero, targetLv, SkillTriggerType.Atking);
|
||||
if (hero.atked) triggerPower += calcTriggerPower(hero.atked, hero, targetLv, SkillTriggerType.Atked);
|
||||
if (hero.fstart) triggerPower += calcTriggerPower(hero.fstart, hero, targetLv, SkillTriggerType.FStart);
|
||||
if (hero.fend) triggerPower += calcTriggerPower(hero.fend, hero, targetLv, SkillTriggerType.FEnd);
|
||||
if (hero.dead) triggerPower += calcTriggerPower(hero.dead, hero, targetLv, SkillTriggerType.Dead);
|
||||
if (hero.field) triggerPower += calcFieldPower(hero.field, hero, targetLv);
|
||||
if (hero.revive) {
|
||||
triggerPower += hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive;
|
||||
}
|
||||
|
||||
return basePower + triggerPower;
|
||||
return calcHeroPowerOverTime(hero, targetLv);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user