mh3-data
Version:
Monster Hunter Tri data for monsters, quests, and weapons
94 lines • 4.13 kB
JavaScript
import { Weapons } from '../../model';
import { WeaponClass } from '../../model/weapons';
import { applyDefenseMultiplier, calculateElementalDamage, getRawMultiplier, getSharpnessRawMultiplier, getWeaponClassMultiplier, validateWeaponSharpness } from './damage-util';
const MIDDLE_OF_BLADE_MULTIPLIER = 1.05;
const LEVEL_ONE_CHARGE_MULTIPLIER = 1.1;
const LEVEL_TWO_CHARGE_MULTIPLIER = 1.2;
const LEVEL_THREE_CHARGE_MULTIPLIER = 1.3;
/**
* @returns Attack properties for a {@link GreatSwordTypes.GreatSwordAttack}
*/
function getGreatSwordAttack(attackName) {
const gsAttacks = Weapons.getWeaponDamageProperties(WeaponClass.GREAT_SWORD)
.attackModes[0];
const result = gsAttacks.attacks.find(atk => atk.name === attackName);
if (!result) {
throw new Error(`${attackName} is not a valid ${WeaponClass.GREAT_SWORD} attack`);
}
return result;
}
/**
* Determines special var multipliers for Great Sword.
*
* Middle of blade receives a bonus of 1.05
* Charge levels 1, 2, and 3 receive a bonus 1.1, 1.2, and 1.3
*/
function getGreatSwordSpecialVarMultiplier(middleOfBlade, attackName) {
const middleBladeMultiplier = middleOfBlade ? MIDDLE_OF_BLADE_MULTIPLIER : 1;
switch (attackName) {
case 'L1 Charge':
case 'L1 Smash Charge':
return middleBladeMultiplier * LEVEL_ONE_CHARGE_MULTIPLIER;
case 'L2 Charge':
case 'L2 Smash Charge':
return middleBladeMultiplier * LEVEL_TWO_CHARGE_MULTIPLIER;
case 'L3 Charge':
case 'L3 Smash Charge':
return middleBladeMultiplier * LEVEL_THREE_CHARGE_MULTIPLIER;
default:
return middleBladeMultiplier;
}
}
function validateGreatSword(weapon) {
if (weapon.type !== WeaponClass.GREAT_SWORD) {
throw new Error(`${weapon.name} is not a ${WeaponClass.GREAT_SWORD}`);
}
}
/**
* Calculates damage for a {@link GreatSwordTypes.GreatSword}
*/
export function calculateGreatSwordDamage(weaponArgs, monsterMultipliers, damageBuffArgs) {
const { weaponId, attackName, sharpness, weaponMultipliers } = weaponArgs;
const { hitzoneValues, levelMultipliers } = monsterMultipliers;
const { rawArgs, elementArgs, weaponClassArgs } = damageBuffArgs;
const greatSword = Weapons.getWeapon(Weapons.WeaponClass.GREAT_SWORD, weaponId);
validateGreatSword(greatSword);
validateWeaponSharpness(greatSword, sharpness);
const { classModifier } = Weapons.getWeaponDamageProperties(WeaponClass.GREAT_SWORD);
const sharpnessMultiplier = getSharpnessRawMultiplier(sharpness);
const attack = getGreatSwordAttack(attackName);
const specialVarMultiplier = getGreatSwordSpecialVarMultiplier(!!weaponMultipliers.middleOfBlade, attack.name);
const rawMultiplier = getRawMultiplier(rawArgs);
const attackBuffMultiplier = getWeaponClassMultiplier(weaponClassArgs);
const attackWithBuffs = greatSword.attack + attackBuffMultiplier * classModifier;
return attack.hits.map(hit => {
const isCut = Weapons.isCutHit(hit);
const hitzoneMultiplier = isCut ? hitzoneValues.cut : hitzoneValues.impact;
const rawDamage = (attackWithBuffs *
hit.power *
rawMultiplier *
sharpnessMultiplier *
hitzoneMultiplier *
specialVarMultiplier) /
classModifier;
const elementalDamage = calculateElementalDamage({
weapon: greatSword,
sharpness,
hitzoneValues,
elementArgs
});
// Decimal is dropped
const totalDamage = applyDefenseMultiplier(rawDamage + elementalDamage, levelMultipliers.defense);
// KO is always rounded down
const koDamage = !isCut
? Math.floor(hit.ko * sharpnessMultiplier)
: undefined;
return {
rawDamage: applyDefenseMultiplier(rawDamage, levelMultipliers.defense),
elementalDamage: applyDefenseMultiplier(elementalDamage, levelMultipliers.defense),
totalDamage,
koDamage
};
});
}
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