mh3-data
Version:
Monster Hunter Tri data for monsters, quests, and weapons
67 lines • 2.98 kB
JavaScript
import { Weapons } from '../../model';
import { WeaponClass } from '../../model/weapons';
import { applyDefenseMultiplier, calculateElementalDamage, getRawMultiplier, getSharpnessRawMultiplier, getWeaponClassMultiplier, validateWeaponSharpness } from './damage-util';
/**
* @returns Attack properties for a {@link HammerTypes.HammerAttack}
*/
function getHammerAttack(attackName) {
const hammerAttacks = Weapons.getWeaponDamageProperties(WeaponClass.HAMMER)
.attackModes[0];
const result = hammerAttacks.attacks.find(atk => atk.name === attackName);
if (!result) {
throw new Error(`${attackName} is not a valid ${WeaponClass.HAMMER} attack`);
}
return result;
}
function validateHammer(weapon) {
if (weapon.type !== WeaponClass.HAMMER) {
throw new Error(`${weapon.name} is not a ${WeaponClass.HAMMER}`);
}
}
/**
* Calculates damage for a {@link HammerTypes.Hammer}
*/
export function calculateHammerDamage(weaponArgs, monsterMultipliers, damageBuffArgs) {
const { weaponId, attackName, sharpness } = weaponArgs;
const { hitzoneValues, levelMultipliers } = monsterMultipliers;
const { rawArgs, elementArgs, weaponClassArgs } = damageBuffArgs;
const hammer = Weapons.getWeapon(Weapons.WeaponClass.HAMMER, weaponId);
validateHammer(hammer);
validateWeaponSharpness(hammer, sharpness);
const { classModifier } = Weapons.getWeaponDamageProperties(WeaponClass.HAMMER);
const attack = getHammerAttack(attackName);
const sharpnessMultiplier = getSharpnessRawMultiplier(sharpness);
const rawMultiplier = getRawMultiplier(rawArgs);
const attackBuffMultiplier = getWeaponClassMultiplier(weaponClassArgs);
const attackWithBuffs = hammer.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 *
1) / // Hammer does not have a [SpecialVar], but this is here for consistency
classModifier;
const elementalDamage = calculateElementalDamage({
weapon: hammer,
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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