calc-h 0.0.0-stage → 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 H-Pluto
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md CHANGED
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- # Temporary Holding Version
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-
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ # OCalc
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+ 一个伤害计算库
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+ export * from './o/index.js';
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+ export * from './o/index.js';
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+ import { Resistance } from './resistance.js';
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+ interface Enemy {
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+ name: string;
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+ hp: number;
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+ resistances: Resistance;
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+ level: number;
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+ }
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+ export declare const enemies: Enemy[];
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+ export {};
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+ import { Resistance } from './resistance.js';
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+ export const enemies = [
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+ { name: '木桩', hp: 100000, resistances: new Resistance(0.1), level: 100 },
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+ ];
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+ import { Resistance } from './resistance.js';
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+ import { RoleDamageRes } from './model/RoleDamageRes.js';
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+ /**
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+ * 攻击力计算
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+ * @author huaju
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+ * @param baseAttack 基础攻击(白值)
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+ * @param atkPercent 加成百分比
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+ * @returns 面板攻击力
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+ */
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+ export declare function attackCalc(baseAttack: number, atkPercent: number): number;
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+ /**
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+ * 基础伤害计算
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+ * @author huaju
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+ * @param attribute 计算属性
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+ * @param multiplier 计算倍率
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+ * @returns 基础伤害
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+ */
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+ export declare function baseDamageCalc(attribute: number, multiplier: number): number;
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+ /**
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+ * 羽毛加成计算
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+ * @author huaju
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+ * @param attribute 计算属性
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+ * @param multiplier 计算倍率
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+ * @description 只计算出羽毛的增加的值
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+ * @returns 羽毛加成值
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+ */
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+ export declare function featherCalc(attribute: number, multiplier: number): number;
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+ /**
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+ * 敌对单位防御计算
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+ * @author huaju
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @returns 防御值
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+ */
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+ export declare function defenseCalc(roleLevel: number, enemyLevel: number): number;
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+ /**
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+ * 抗性计算
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+ * @author huaju
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+ * @description 减抗后的负抗性相当于增伤,但是效果减半
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+ * @param resistance 原始抗性
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+ * @param reduce 削抗值
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+ * @returns 最终抗性
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+ */
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+ export declare function resistanceCalc(resistance: Resistance, reduce: Resistance): Resistance;
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+ /**
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+ * 基本伤害计算
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+ * @author huaju
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+ * @description 公式: 攻击力 * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @param attack 攻击力
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+ * @param multiplier 技能/伤害倍率
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @param enemyResistance 敌人抗性
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+ * @param reduce 减伤
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+ * @param dmgPercentBonus 伤害加成
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+ * @param critDamage 暴击伤害
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+ * @param damageType 伤害类型
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+ * @returns 计算后的伤害值
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+ */
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+ export declare function calcDamage(attack: number, multiplier: number, roleLevel: number, enemyLevel: number, enemyResistance: Resistance, reduce: Resistance, dmgPercentBonus: number, critDamage: number, damageType: number): number;
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+ /**
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+ * 基本伤害计算
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+ * @author huaju
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+ * @description 公式: 攻击力 * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @param attack 攻击力
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+ * @param multiplier 技能/伤害倍率
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @param enemyResistance 敌人抗性
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+ * @param reduce 减伤
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+ * @param dmgPercentBonus 伤害加成
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+ * @param critDamage 暴击伤害
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+ * @param damageType 伤害类型
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+ * @returns 计算后的伤害值
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+ */
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+ export declare function calcBaseDamage(attack: number, multiplier: number, roleLevel: number, enemyLevel: number, enemyResistance: number, reduce: number, dmgPercentBonus: number, critDamage: number, damageType: number): number;
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+ /**
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+ * 角色伤害计算
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+ * @description 公式: 基础攻击力 * (1 + 百分比攻击力加成) * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @author huaju
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+ */
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+ export declare function calcRoleDamage(roleName: string, weaponName: string, enemyName: string, roleLevel: number, enemyLevel: number, atkPercent: number, reduce: number, dmgPercentBonus: number, critDamage: number, damageType: number): RoleDamageRes;
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+ import { Resistance } from './resistance.js';
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+ import { roundTo } from './utils/calc.js';
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+ import { roles } from './role.js';
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+ import { enemies } from './enemy.js';
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+ import { weapons } from './weapon.js';
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+ /**
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+ * 攻击力计算
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+ * @author huaju
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+ * @param baseAttack 基础攻击(白值)
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+ * @param atkPercent 加成百分比
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+ * @returns 面板攻击力
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+ */
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+ export function attackCalc(baseAttack, atkPercent) {
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+ return roundTo(baseAttack * (1 + atkPercent));
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+ }
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+ /**
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+ * 基础伤害计算
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+ * @author huaju
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+ * @param attribute 计算属性
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+ * @param multiplier 计算倍率
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+ * @returns 基础伤害
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+ */
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+ export function baseDamageCalc(attribute, multiplier) {
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+ return roundTo(attribute * multiplier);
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+ }
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+ /**
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+ * 羽毛加成计算
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+ * @author huaju
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+ * @param attribute 计算属性
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+ * @param multiplier 计算倍率
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+ * @description 只计算出羽毛的增加的值
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+ * @returns 羽毛加成值
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+ */
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+ export function featherCalc(attribute, multiplier) {
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+ return roundTo(attribute * multiplier);
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+ }
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+ /**
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+ * 敌对单位防御计算
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+ * @author huaju
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @returns 防御值
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+ */
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+ export function defenseCalc(roleLevel, enemyLevel) {
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+ return roundTo((roleLevel + 100) / (roleLevel + 100 + enemyLevel + 100));
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+ }
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+ /**
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+ * 抗性计算
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+ * @author huaju
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+ * @description 减抗后的负抗性相当于增伤,但是效果减半
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+ * @param resistance 原始抗性
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+ * @param reduce 削抗值
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+ * @returns 最终抗性
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+ */
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+ export function resistanceCalc(resistance, reduce) {
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+ let resultFire = resistance.fire - reduce.fire;
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+ let result = new Resistance(roundTo(resultFire < 0 ? resultFire / 2 : resultFire));
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+ return result;
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+ }
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+ /**
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+ * 基本伤害计算
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+ * @author huaju
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+ * @description 公式: 攻击力 * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @param attack 攻击力
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+ * @param multiplier 技能/伤害倍率
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @param enemyResistance 敌人抗性
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+ * @param reduce 减伤
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+ * @param dmgPercentBonus 伤害加成
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+ * @param critDamage 暴击伤害
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+ * @param damageType 伤害类型
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+ * @returns 计算后的伤害值
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+ */
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+ export function calcDamage(attack, multiplier, roleLevel, enemyLevel, enemyResistance, reduce, dmgPercentBonus, critDamage, damageType) {
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+ console.debug(`属性参数:${attack}, ${multiplier}, ${roleLevel}, ${enemyLevel}, ${enemyResistance}, ${reduce}, ${dmgPercentBonus}, ${critDamage}`);
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+ const resultResistance = resistanceCalc(enemyResistance, reduce).getResistanceType(damageType);
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+ if (resultResistance === undefined)
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+ throw new Error('传入的伤害类型有误');
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+ return roundTo(attack *
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+ multiplier *
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+ (1 + dmgPercentBonus) *
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+ (1 + critDamage) *
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+ defenseCalc(roleLevel, enemyLevel) *
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+ (1 - resultResistance));
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+ }
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+ /**
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+ * 基本伤害计算
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+ * @author huaju
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+ * @description 公式: 攻击力 * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @param attack 攻击力
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+ * @param multiplier 技能/伤害倍率
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+ * @param roleLevel 角色等级
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+ * @param enemyLevel 敌人等级
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+ * @param enemyResistance 敌人抗性
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+ * @param reduce 减伤
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+ * @param dmgPercentBonus 伤害加成
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+ * @param critDamage 暴击伤害
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+ * @param damageType 伤害类型
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+ * @returns 计算后的伤害值
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+ */
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+ export function calcBaseDamage(attack, multiplier, roleLevel, enemyLevel, enemyResistance, reduce, dmgPercentBonus, critDamage, damageType) {
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+ return calcDamage(attack, multiplier, roleLevel, enemyLevel, new Resistance(enemyResistance), new Resistance(reduce), dmgPercentBonus, critDamage, damageType);
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+ }
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+ /**
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+ * 角色伤害计算
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+ * @description 公式: 基础攻击力 * (1 + 百分比攻击力加成) * 倍率 * (1 + 增伤) * (1 + 暴击伤害) * 防御系数 * (1 - 抗性系数)
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+ * @author huaju
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+ */
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+ export function calcRoleDamage(roleName, weaponName, enemyName, roleLevel, enemyLevel, atkPercent, reduce, dmgPercentBonus, critDamage, damageType) {
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+ const role = roles.find((x) => x.name === roleName);
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+ const weapon = weapons.find((x) => x.name === weaponName);
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+ const enemy = enemies.find((x) => x.name === enemyName);
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+ if (!role || !weapon || !enemy) {
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+ throw new Error('角色/武器/敌人 名称未找到');
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+ }
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+ let baseAttack = role.baseAttack + weapon.baseAttack;
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+ let roleDamageRes = {
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+ normalDamage: [],
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+ eDamage: [],
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+ qDamahe: [],
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+ passiveDamage: [],
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+ };
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+ role.normalAtkDamageBreakdown.forEach((multiplier) => {
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+ roleDamageRes.normalDamage.push(calcDamage(baseAttack * (1 + atkPercent + weapon.atkPercent), multiplier, roleLevel, enemyLevel, enemy.resistances, new Resistance(reduce), dmgPercentBonus + weapon.dmgPercentBonus, critDamage + weapon.critDamage + role.critDamage, damageType));
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+ });
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+ role.eAtkDamageBreakdown.forEach((multiplier) => {
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+ roleDamageRes.eDamage.push(calcDamage(baseAttack * (1 + atkPercent + weapon.atkPercent), multiplier, roleLevel, enemyLevel, enemy.resistances, new Resistance(reduce), dmgPercentBonus + weapon.dmgPercentBonus, critDamage + weapon.critDamage + role.critDamage, damageType));
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+ });
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+ role.qAtkDamageBreakdown.forEach((multiplier) => {
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+ roleDamageRes.qDamahe.push(calcDamage(baseAttack * (1 + atkPercent + weapon.atkPercent), multiplier, roleLevel, enemyLevel, enemy.resistances, new Resistance(reduce), dmgPercentBonus + weapon.dmgPercentBonus, critDamage + weapon.critDamage + role.critDamage, damageType));
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+ });
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+ role.passiveDamageBreakdown.forEach((multiplier) => {
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+ roleDamageRes.passiveDamage.push(calcDamage(baseAttack * (1 + atkPercent + weapon.atkPercent), multiplier, roleLevel, enemyLevel, enemy.resistances, new Resistance(reduce), dmgPercentBonus + weapon.dmgPercentBonus, critDamage + weapon.critDamage + role.critDamage, damageType));
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+ });
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+ return roleDamageRes;
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+ }
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+ export interface RoleDamageRes {
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+ normalDamage: number[];
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+ eDamage: number[];
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+ qDamahe: number[];
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+ passiveDamage: number[];
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+ }
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+ export {};
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+ export declare class Resistance {
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+ fire: number;
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+ constructor(fire: number);
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+ getResistanceType(type: number): number | undefined;
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+ }
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+ export class Resistance {
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+ constructor(fire) {
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+ this.fire = fire;
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+ }
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+ getResistanceType(type) {
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+ switch (type) {
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+ case 1:
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+ return this.fire;
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+ default:
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+ return undefined;
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+ }
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+ }
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+ }
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+ interface Role {
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+ name: string;
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+ hp: number;
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+ baseAttack: number;
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+ defense: number;
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+ critRate: number;
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+ critDamage: number;
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+ level: number;
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+ normalAtkDamageBreakdown: number[];
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+ eAtkDamageBreakdown: number[];
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+ qAtkDamageBreakdown: number[];
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+ passiveDamageBreakdown: number[];
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+ }
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+ export declare const roles: Role[];
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+ export {};
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+ export const roles = [
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+ {
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+ name: '测试角色',
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+ hp: 7000,
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+ baseAttack: 750,
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+ defense: 490,
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+ critRate: 0.05,
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+ critDamage: 1,
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+ level: 100,
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+ normalAtkDamageBreakdown: [1.2],
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+ eAtkDamageBreakdown: [2.9],
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+ qAtkDamageBreakdown: [10],
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+ passiveDamageBreakdown: [],
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+ },
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+ ];
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+ export declare function roundTo(value: number, decimals?: number): number;
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+ export function roundTo(value, decimals = 5) {
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+ const factor = 10 ** decimals;
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+ return Math.round(value * factor) / factor;
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+ }
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+ interface Weapon {
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+ name: string;
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+ baseAttack: number;
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+ atkPercent: number;
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+ hpPercentBonus: number;
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+ defPercentBonus: number;
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+ dmgPercentBonus: number;
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+ critRate: number;
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+ critDamage: number;
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+ }
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+ export declare const weapons: Weapon[];
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+ export {};
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+ export const weapons = [
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+ {
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+ name: '测试武器',
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+ baseAttack: 600,
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+ atkPercent: 0.5,
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+ hpPercentBonus: 0.5,
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+ defPercentBonus: 0.8,
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+ dmgPercentBonus: 0.4,
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+ critRate: 0.2,
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+ critDamage: 1.2,
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+ },
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+ ];
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+ export * from './core/index.js';
package/dist/index.js ADDED
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+ export * from './core/index.js';
package/package.json CHANGED
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  {
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  "name": "calc-h",
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- "version": "0.0.0-stage",
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- "stub": true,
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- "description": "Temporary package placeholder for staged publishing"
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- }
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+ "version": "0.1.0",
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+ "description": "伤害计算公式集",
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+ "license": "MIT",
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+ "author": "huaju",
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+ "type": "module",
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+ "types": "dist/index.d.ts",
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+ "files": [
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+ "dist"
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+ ],
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+ "main": "dist/index.js",
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+ "scripts": {
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+ "build": "tsc && tsc-alias",
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+ "prepublishOnly": "npm run build",
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+ "test": "vitest run",
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+ "test:watch": "vitest",
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+ "lint": "oxlint",
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+ "lint:fix": "oxlint --fix",
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+ "format": "prettier --write .",
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+ "format:check": "prettier --check ."
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+ },
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+ "devDependencies": {
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+ "oxlint": "^1.90.0",
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+ "prettier": "^3.9.10",
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+ "tsc-alias": "^1.9.10",
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+ "typescript": "^7.0.2",
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+ "vite-tsconfig-paths": "^6.1.1",
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+ "vitest": "^5.0.5"
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+ }
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+ }