오윤석

Merge branch 'refactor/1-model' into develop

const analyzeStats = function(characterInfo, analysisEquipment) {
const jobModel = require('./job');
const job = jobModel[characterInfo.character.job];
const jobDefault = jobModel.default;
const weaponConst = require('./weapon')[analysisEquipment.weapon] || 1;
let rebootDamage = 0;
if (characterInfo.character.server.name.indexOf("리부트") == 0) {
// 리부트, 리부트2 월드 반영
rebootDamage = parseInt(characterInfo.character.level / 2);
}
const stats = {
major: {
pure: 0,
percent: analysisEquipment.majorPercent +
job.stats.passive.major.percent +
jobDefault.stats.passive.major.percent,
added: 0
},
minor: characterInfo.stats.minor,
damage: {
all: characterInfo.stats.damageHyper +
analysisEquipment.damagePercent +
job.stats.passive.damage.all +
jobDefault.stats.passive.damage.all +
rebootDamage,
boss: characterInfo.stats.bossAttackDamage
},
finalDamage: job.stats.passive.finalDamage,
criticalDamage: characterInfo.stats.criticalDamage + jobDefault.stats.passive.criticalDamage,
attackPower: {
pure: 0,
percent: analysisEquipment.attackPowerPercent +
job.stats.passive.attackPower.percent
},
ignoreGuard: characterInfo.stats.ignoreGuard
};
stats.major.added = characterInfo.stats.majorHyper +
analysisEquipment.majorArcane +
jobDefault.stats.passive.major.added;
stats.major.pure = (characterInfo.stats.major - stats.major.added) / (1 + stats.major.percent / 100);
stats.attackPower.pure = characterInfo.stats.statAttackPower * 100 / (characterInfo.stats.major * 4 + stats.minor) / job.jobConst / weaponConst / (1 + stats.attackPower.percent / 100) / (1 + stats.damage.all / 100) / (1 + stats.finalDamage / 100);
return stats;
}
const calculateEfficiency = function(stats, job, weapon) {
const efficiency = {
major: {
pure: 1,
percent: 0
},
attackPower: {
pure: 0,
percent: 0,
},
damage: 0,
criticalDamage: 0,
ignoreGuard: 0
};
const defaultPower = calculatePower(stats, job, weapon);
stats.major.pure += 1;
const majorPure = calculatePower(stats, job, weapon) - defaultPower;
stats.major.pure -= 1;
if (majorPure == 0)
return efficiency;
stats.major.percent += 1;
efficiency.major.percent = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.major.percent -= 1;
stats.attackPower.pure += 1;
efficiency.attackPower.pure = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.attackPower.pure -= 1;
stats.attackPower.percent += 1;
efficiency.attackPower.percent = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.attackPower.percent -= 1;
stats.damage.all += 1;
efficiency.damage = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.damage.all -= 1;
stats.criticalDamage += 1;
efficiency.criticalDamage = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.criticalDamage -= 1;
// 곱연산
const ignoreGuardSaved = stats.ignoreGuard;
stats.ignoreGuard = (1 - (1 - stats.ignoreGuard / 100) * 0.99) * 100;
efficiency.ignoreGuard = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.ignoreGuard = ignoreGuardSaved;
return efficiency;
}
// 버프 적용 스탯 구하기
const getBuffStats = function(stats, job) {
const jobModel = require('./job');
const buff = jobModel[job].stats.active;
const defaultBuff = jobModel.default.stats.active;
return {
major: {
pure: stats.major.pure + buff.major.pure,
percent: stats.major.percent + buff.major.percent,
added: stats.major.added
},
minor: stats.minor,
damage: {
all: stats.damage.all + buff.damage.all + defaultBuff.damage.all,
boss: stats.damage.boss + buff.damage.boss + defaultBuff.damage.boss
},
finalDamage: stats.finalDamage,
criticalDamage: stats.criticalDamage + buff.criticalDamage + defaultBuff.criticalDamage,
attackPower: {
pure: stats.attackPower.pure + buff.attackPower.pure,
percent: stats.attackPower.percent + buff.attackPower.percent + defaultBuff.attackPower.percent
},
ignoreGuard: (1 - (1 - (stats.ignoreGuard / 100)) * (1 - (buff.ignoreGuard / 100)) * (1 - (defaultBuff.ignoreGuard / 100))) * 100
};
}
// 크리티컬 데미지, 보스 공격력, 방어율 무시를 반영하여 방어율 300% 몬스터 공격시 데미지 산출 값
const calculatePower = function(stats, job, weapon) {
const jobConst = require('./job')[job].jobConst;
const weaponConst = require('./weapon')[weapon];
return Math.max(
(
(stats.major.pure * (1 + stats.major.percent / 100) + stats.major.added) * 4 +
stats.minor
) *
0.01 *
(stats.attackPower.pure * (1 + stats.attackPower.percent / 100)) *
jobConst *
weaponConst *
(1 + stats.damage.all / 100 + stats.damage.boss / 100) *
(1 + stats.finalDamage / 100) *
(1.35 + stats.criticalDamage / 100) *
(1 - 3 * (1 - stats.ignoreGuard / 100)),
1);
}
module.exports = {
analyzeStats: analyzeStats,
calculateEfficiency: calculateEfficiency,
getBuffStats: getBuffStats,
calculatePower: calculatePower,
}
\ No newline at end of file
axios = require('axios');
const crwalCharacterCode = async function(nickname, isReboot = false) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Ranking/World/Total?c=" + encodeURI(nickname) + "&w=" + (isReboot ? "0" : "254"));
const regex = new RegExp(`<dt><a href=\\"\\/Common\\/Character\\/Detail\\/[^\\?]+?\\?p=(.+?)\\"\\s+target=.+?\\/>${nickname}<\\/a><\\/dt>`);
const regexResult = regex.exec(resp.data);
if (!regexResult) {
if (isReboot)
return -2;
else
return await crwalCharacterCode(nickname, true);
}
return regexResult[1];
} catch (error) {
console.log(error);
return -1;
}
};
const getCharacterInfo = async function(nickname, characterCode) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Common/Character/Detail/" + encodeURI(nickname) + "?p=" + characterCode);
if (resp.data.indexOf("공개하지 않은 정보입니다.") >= 0) {
throw new Error("private_character");
}
if (resp.data.indexOf("메이플스토리 게임 점검 중에는 이용하실 수 없습니다.") >= 0) {
throw new Error("game_checking");
}
const character = {
nickname: nickname,
characterCode: characterCode,
job: null,
level: null,
avatar: null,
server: {
icon: null,
name: null
},
majorName: null,
attackPowerName: null
};
const stats = {
major: 0,
minor: 0,
majorHyper: 0,
damageHyper: 0,
criticalDamage: 0,
bossAttackDamage: 0,
ignoreGuard: 0,
statAttackPower: 0
};
const { JSDOM } = require('jsdom');
const dom = new JSDOM(resp.data);
const $ = (require('jquery'))(dom.window);
const jobModel = require('./job');
const statModel = require('./stat');
character.job = $(".tab01_con_wrap .table_style01:eq(0) tbody tr:eq(0) td:eq(1) span").text();
character.level = parseInt($(".char_info dl:eq(0) dd").text().substring(3));
character.avatar = $(".char_img img").attr("src");
character.server = {
name: $(".char_info dl:eq(2) dd").text(),
icon: $(".char_info dl:eq(2) dd img").attr("src")
};
character.majorName = jobModel[character.job].major;
character.attackPowerName = character.majorName == "INT" ? "마력" : "공격력";
const $statInfo = $(".tab01_con_wrap .table_style01:eq(1)");
$("tbody tr", $statInfo).each(function() {
if ($("th", this).length == 1) {
if ($("th span", this).text() == "하이퍼스탯") {
const values = $("td span", this).html().split("<br>");
const regexMajor = new RegExp(`${statModel[character.majorName].korean} (\\d+) 증가`);
const regexDamage = new RegExp(`^데미지 (\\d+)% 증가`);
let regexResult;
for (let i = 0; i < values.length; i++) {
if (regexResult = regexMajor.exec(values[i]))
stats['majorHyper'] = parseInt(regexResult[1]);
else if (regexResult = regexDamage.exec(values[i]))
stats['damageHyper'] = parseInt(regexResult[1]);
}
}
} else {
for (let i = 0; i < 2; i++) {
const statName = $(`th:eq(${i}) span`, this).text();
const value = $(`td:eq(${i}) span`, this).text().replace(/\,/g, "");
switch (statName) {
case character.majorName:
stats['major'] = parseInt(value);
break;
case jobModel[character.job].minor:
stats['minor'] = parseInt(value);
break;
case "크리티컬 데미지":
stats['criticalDamage'] = parseInt(value);
break;
case "보스공격력":
stats['bossAttackDamage'] = parseInt(value);
break;
case "방어율무시":
stats['ignoreGuard'] = parseInt(value);
break;
case "스탯공격력":
stats['statAttackPower'] = parseInt(value.split(' ~ ')[1]);
}
}
}
});
return {
character: character,
stats: stats
};
} catch (error) {
console.log(error);
if (error.message == "private_character")
return -1;
else if (error.message == "game_checking")
return -2;
else
return -999;
}
}
const analyzeEquipment = async function(nickname, characterCode, job) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Common/Character/Detail/" + encodeURI(nickname) + "/Equipment?p=" + characterCode);
if (resp.data.indexOf("공개하지 않은 정보입니다.") >= 0) {
throw new Error("private_character");
}
if (resp.data.indexOf("메이플스토리 게임 점검 중에는 이용하실 수 없습니다.") >= 0) {
throw new Error("game_checking");
}
const { JSDOM } = require('jsdom');
const dom = new JSDOM(resp.data);
const $ = (require('jquery'))(dom.window);
// 아케인심볼 분석
let majorArcane = 0;
const arcaneURLs = [];
$(".tab03_con_wrap .arcane_weapon_wrap .item_pot li span a").each(async function() {
if (!!$(this).attr("href"))
arcaneURLs.push("https://maplestory.nexon.com" + $(this).attr("href"));
});
for (let i = 0; i < arcaneURLs.length; i++) {
const equipmentResp = await axios.get(arcaneURLs[i], {
headers: {
'X-Requested-With': 'XMLHttpRequest'
}
});
const equipmentDom = new JSDOM(equipmentResp.data.view);
const $equipment = (require('jquery'))(equipmentDom.window);
majorArcane += parseInt($equipment(".stet_info ul li:eq(2) .point_td font:eq(0)").text().substring(1));
}
// 장비 분석
const jobModel = require('./job');
let damagePercent = 0;
let majorPercent = 0;
let attackPowerPercent = 0;
let weapon = undefined;
const equipmentURLs = [];
$(".tab01_con_wrap .weapon_wrap .item_pot li span a").each(async function() {
equipmentURLs.push("https://maplestory.nexon.com" + $(this).attr("href"));
});
for (let i = 0; i < equipmentURLs.length; i++) {
const equipmentResp = await axios.get(equipmentURLs[i], {
headers: {
'X-Requested-With': 'XMLHttpRequest'
}
});
const equipmentDom = new JSDOM(equipmentResp.data.view);
const $equipment = (require('jquery'))(equipmentDom.window);
const equipmentType = $equipment(".item_ability .ablilty02:eq(1) .job_name em").text();
if (equipmentType.indexOf("손무기") >= 0 && equipmentType.indexOf("블레이드") < 0 && equipmentType.indexOf("대검") < 0) {
weapon = equipmentType.split(" (")[0];
}
$equipment(".stet_info ul li").each(function() {
const regexMajor1 = new RegExp(`${jobModel[job].major} : \\+(\\d+)%`);
const regexMajor2 = new RegExp(`올스탯 : \\+(\\d+)%`);
const regexAttackPower = (jobModel[job].major == "INT") ?
new RegExp(`마력 : \\+(\\d+)%`) :
new RegExp(`공격력 : \\+(\\d+)%`);
const regexDamage = new RegExp(`^데미지 : \\+(\\d+)%`);
if ($(this).find(".stet_th span").text() == "올스탯") {
majorPercent += parseInt($(this).find(".point_td font:eq(0)").text().substring(1));
} else if ($(this).find(".stet_th span").text().indexOf("잠재옵션") >= 0) {
const values = $(this).find(".point_td").html().split("<br>");
for (let j = 0; j < values.length; j++) {
const value = values[j].trim();
let regexResult;
if (regexResult = (regexMajor1.exec(value) || regexMajor2.exec(value))) {
majorPercent += parseInt(regexResult[1]);
} else if (regexResult = regexAttackPower.exec(value)) {
attackPowerPercent += parseInt(regexResult[1]);
} else if (regexResult = regexDamage.exec(value)) {
damagePercent += parseInt(regexResult[1]);
}
}
}
})
}
return {
majorArcane: majorArcane,
majorPercent: majorPercent,
attackPowerPercent: attackPowerPercent,
damagePercent: damagePercent,
weapon: weapon
};
} catch (error) {
console.log(error);
if (error.message == "private_character")
return -1;
else if (error.message == "game_checking")
return -2;
else
return -999;
}
}
module.exports = {
crwalCharacterCode: crwalCharacterCode,
getCharacterInfo: getCharacterInfo,
analyzeEquipment: analyzeEquipment,
}
\ No newline at end of file
axios = require('axios');
const crwalCharacterCode = async function(nickname, isReboot = false) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Ranking/World/Total?c=" + encodeURI(nickname) + "&w=" + (isReboot ? "0" : "254"));
const regex = new RegExp(`<dt><a href=\\"\\/Common\\/Character\\/Detail\\/[^\\?]+?\\?p=(.+?)\\"\\s+target=.+?\\/>${nickname}<\\/a><\\/dt>`);
const regexResult = regex.exec(resp.data);
if (!regexResult) {
if (isReboot)
return -2;
else
return await crwalCharacterCode(nickname, true);
}
return regexResult[1];
} catch (error) {
console.log(error);
return -1;
}
}
const getCharacterInfo = async function(nickname, characterCode) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Common/Character/Detail/" + encodeURI(nickname) + "?p=" + characterCode);
if (resp.data.indexOf("공개하지 않은 정보입니다.") >= 0) {
throw new Error("private_character");
}
if (resp.data.indexOf("메이플스토리 게임 점검 중에는 이용하실 수 없습니다.") >= 0) {
throw new Error("game_checking");
}
const character = {
nickname: nickname,
characterCode: characterCode,
job: null,
level: null,
avatar: null,
server: {
icon: null,
name: null
},
majorName: null,
attackPowerName: null
};
const stats = {
major: 0,
minor: 0,
majorHyper: 0,
damageHyper: 0,
criticalDamage: 0,
bossAttackDamage: 0,
ignoreGuard: 0,
statAttackPower: 0
};
const { JSDOM } = require('jsdom');
const dom = new JSDOM(resp.data);
const $ = (require('jquery'))(dom.window);
const jobModel = require('../model/job');
const statModel = require('../model/stat');
character.job = $(".tab01_con_wrap .table_style01:eq(0) tbody tr:eq(0) td:eq(1) span").text();
character.level = parseInt($(".char_info dl:eq(0) dd").text().substring(3));
character.avatar = $(".char_img img").attr("src");
character.server = {
name: $(".char_info dl:eq(2) dd").text(),
icon: $(".char_info dl:eq(2) dd img").attr("src")
};
character.majorName = jobModel[character.job].major;
character.attackPowerName = character.majorName == "INT" ? "마력" : "공격력";
const $statInfo = $(".tab01_con_wrap .table_style01:eq(1)");
$("tbody tr", $statInfo).each(function() {
if ($("th", this).length == 1) {
if ($("th span", this).text() == "하이퍼스탯") {
const values = $("td span", this).html().split("<br>");
const regexMajor = new RegExp(`${statModel[character.majorName].korean} (\\d+) 증가`);
const regexDamage = new RegExp(`^데미지 (\\d+)% 증가`);
let regexResult;
for (let i = 0; i < values.length; i++) {
if (regexResult = regexMajor.exec(values[i]))
stats['majorHyper'] = parseInt(regexResult[1]);
else if (regexResult = regexDamage.exec(values[i]))
stats['damageHyper'] = parseInt(regexResult[1]);
}
}
} else {
for (let i = 0; i < 2; i++) {
const statName = $(`th:eq(${i}) span`, this).text();
const value = $(`td:eq(${i}) span`, this).text().replace(/\,/g, "");
switch (statName) {
case character.majorName:
stats['major'] = parseInt(value);
break;
case jobModel[character.job].minor:
stats['minor'] = parseInt(value);
break;
case "크리티컬 데미지":
stats['criticalDamage'] = parseInt(value);
break;
case "보스공격력":
stats['bossAttackDamage'] = parseInt(value);
break;
case "방어율무시":
stats['ignoreGuard'] = parseInt(value);
break;
case "스탯공격력":
stats['statAttackPower'] = parseInt(value.split(' ~ ')[1]);
}
}
}
});
return {
character: character,
stats: stats
};
} catch (error) {
console.log(error);
if (error.message == "private_character")
return -1;
else if (error.message == "game_checking")
return -2;
else
return -999;
}
}
const analyzeEquipment = async function(nickname, characterCode, job) {
try {
const resp = await axios.get("https://maplestory.nexon.com/Common/Character/Detail/" + encodeURI(nickname) + "/Equipment?p=" + characterCode);
if (resp.data.indexOf("공개하지 않은 정보입니다.") >= 0) {
throw new Error("private_character");
}
if (resp.data.indexOf("메이플스토리 게임 점검 중에는 이용하실 수 없습니다.") >= 0) {
throw new Error("game_checking");
}
const { JSDOM } = require('jsdom');
const dom = new JSDOM(resp.data);
const $ = (require('jquery'))(dom.window);
// 아케인심볼 분석
let majorArcane = 0;
const arcaneURLs = [];
$(".tab03_con_wrap .arcane_weapon_wrap .item_pot li span a").each(async function() {
if (!!$(this).attr("href"))
arcaneURLs.push("https://maplestory.nexon.com" + $(this).attr("href"));
});
for (let i = 0; i < arcaneURLs.length; i++) {
const equipmentResp = await axios.get(arcaneURLs[i], {
headers: {
'X-Requested-With': 'XMLHttpRequest'
}
});
const equipmentDom = new JSDOM(equipmentResp.data.view);
const $equipment = (require('jquery'))(equipmentDom.window);
majorArcane += parseInt($equipment(".stet_info ul li:eq(2) .point_td font:eq(0)").text().substring(1));
}
// 장비 분석
const jobModel = require('../model/job');
let damagePercent = 0;
let majorPercent = 0;
let attackPowerPercent = 0;
let weapon = undefined;
const equipmentURLs = [];
$(".tab01_con_wrap .weapon_wrap .item_pot li span a").each(async function() {
equipmentURLs.push("https://maplestory.nexon.com" + $(this).attr("href"));
});
for (let i = 0; i < equipmentURLs.length; i++) {
const equipmentResp = await axios.get(equipmentURLs[i], {
headers: {
'X-Requested-With': 'XMLHttpRequest'
}
});
const equipmentDom = new JSDOM(equipmentResp.data.view);
const $equipment = (require('jquery'))(equipmentDom.window);
const equipmentType = $equipment(".item_ability .ablilty02:eq(1) .job_name em").text();
if (equipmentType.indexOf("손무기") >= 0 && equipmentType.indexOf("블레이드") < 0 && equipmentType.indexOf("대검") < 0) {
weapon = equipmentType.split(" (")[0];
}
$equipment(".stet_info ul li").each(function() {
const regexMajor1 = new RegExp(`${jobModel[job].major} : \\+(\\d+)%`);
const regexMajor2 = new RegExp(`올스탯 : \\+(\\d+)%`);
const regexAttackPower = (jobModel[job].major == "INT") ?
new RegExp(`마력 : \\+(\\d+)%`) :
new RegExp(`공격력 : \\+(\\d+)%`);
const regexDamage = new RegExp(`^데미지 : \\+(\\d+)%`);
if ($(this).find(".stet_th span").text() == "올스탯") {
majorPercent += parseInt($(this).find(".point_td font:eq(0)").text().substring(1));
} else if ($(this).find(".stet_th span").text().indexOf("잠재옵션") >= 0) {
const values = $(this).find(".point_td").html().split("<br>");
for (let j = 0; j < values.length; j++) {
const value = values[j].trim();
let regexResult;
if (regexResult = (regexMajor1.exec(value) || regexMajor2.exec(value))) {
majorPercent += parseInt(regexResult[1]);
} else if (regexResult = regexAttackPower.exec(value)) {
attackPowerPercent += parseInt(regexResult[1]);
} else if (regexResult = regexDamage.exec(value)) {
damagePercent += parseInt(regexResult[1]);
}
}
}
})
}
return {
majorArcane: majorArcane,
majorPercent: majorPercent,
attackPowerPercent: attackPowerPercent,
damagePercent: damagePercent,
weapon: weapon
};
} catch (error) {
console.log(error);
if (error.message == "private_character")
return -1;
else if (error.message == "game_checking")
return -2;
else
return -999;
}
}
const analyzeStats = function(characterInfo, analysisEquipment) {
const jobModel = require('../model/job');
const job = jobModel[characterInfo.character.job];
const jobDefault = jobModel.default;
const weaponConst = require('../model/weapon')[analysisEquipment.weapon] || 1;
let rebootDamage = 0;
if (characterInfo.character.server.name.indexOf("리부트") == 0) {
// 리부트, 리부트2 월드 반영
rebootDamage = parseInt(characterInfo.character.level / 2);
}
const stats = {
major: {
pure: 0,
percent: analysisEquipment.majorPercent +
job.stats.passive.major.percent +
jobDefault.stats.passive.major.percent,
added: 0
},
minor: characterInfo.stats.minor,
damage: {
all: characterInfo.stats.damageHyper +
analysisEquipment.damagePercent +
job.stats.passive.damage.all +
jobDefault.stats.passive.damage.all +
rebootDamage,
boss: characterInfo.stats.bossAttackDamage
},
finalDamage: job.stats.passive.finalDamage,
criticalDamage: characterInfo.stats.criticalDamage + jobDefault.stats.passive.criticalDamage,
attackPower: {
pure: 0,
percent: analysisEquipment.attackPowerPercent +
job.stats.passive.attackPower.percent
},
ignoreGuard: characterInfo.stats.ignoreGuard
};
stats.major.added = characterInfo.stats.majorHyper +
analysisEquipment.majorArcane +
jobDefault.stats.passive.major.added;
stats.major.pure = (characterInfo.stats.major - stats.major.added) / (1 + stats.major.percent / 100);
stats.attackPower.pure = characterInfo.stats.statAttackPower * 100 / (characterInfo.stats.major * 4 + stats.minor) / job.jobConst / weaponConst / (1 + stats.attackPower.percent / 100) / (1 + stats.damage.all / 100) / (1 + stats.finalDamage / 100);
return stats;
}
const calculateEfficiency = function(stats, job, weapon) {
const efficiency = {
major: {
pure: 1,
percent: 0
},
attackPower: {
pure: 0,
percent: 0,
},
damage: 0,
criticalDamage: 0,
ignoreGuard: 0
};
const defaultPower = calculatePower(stats, job, weapon);
stats.major.pure += 1;
const majorPure = calculatePower(stats, job, weapon) - defaultPower;
stats.major.pure -= 1;
if (majorPure == 0)
return efficiency;
stats.major.percent += 1;
efficiency.major.percent = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.major.percent -= 1;
stats.attackPower.pure += 1;
efficiency.attackPower.pure = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.attackPower.pure -= 1;
stats.attackPower.percent += 1;
efficiency.attackPower.percent = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.attackPower.percent -= 1;
stats.damage.all += 1;
efficiency.damage = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.damage.all -= 1;
stats.criticalDamage += 1;
efficiency.criticalDamage = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.criticalDamage -= 1;
// 곱연산
const ignoreGuardSaved = stats.ignoreGuard;
stats.ignoreGuard = (1 - (1 - stats.ignoreGuard / 100) * 0.99) * 100;
efficiency.ignoreGuard = (calculatePower(stats, job, weapon) - defaultPower) / majorPure;
stats.ignoreGuard = ignoreGuardSaved;
return efficiency;
}
// 버프 적용 스탯 구하기
const getBuffStats = function(stats, job) {
const jobModel = require('../model/job');
const buff = jobModel[job].stats.active;
const defaultBuff = jobModel.default.stats.active;
return {
major: {
pure: stats.major.pure + buff.major.pure,
percent: stats.major.percent + buff.major.percent,
added: stats.major.added
},
minor: stats.minor,
damage: {
all: stats.damage.all + buff.damage.all + defaultBuff.damage.all,
boss: stats.damage.boss + buff.damage.boss + defaultBuff.damage.boss
},
finalDamage: stats.finalDamage,
criticalDamage: stats.criticalDamage + buff.criticalDamage + defaultBuff.criticalDamage,
attackPower: {
pure: stats.attackPower.pure + buff.attackPower.pure,
percent: stats.attackPower.percent + buff.attackPower.percent + defaultBuff.attackPower.percent
},
ignoreGuard: (1 - (1 - (stats.ignoreGuard / 100)) * (1 - (buff.ignoreGuard / 100)) * (1 - (defaultBuff.ignoreGuard / 100))) * 100
};
}
// 크리티컬 데미지, 보스 공격력, 방어율 무시를 반영하여 방어율 300% 몬스터 공격시 데미지 산출 값
const calculatePower = function(stats, job, weapon) {
const jobConst = require('../model/job')[job].jobConst;
const weaponConst = require('../model/weapon')[weapon];
return Math.max(
(
(stats.major.pure * (1 + stats.major.percent / 100) + stats.major.added) * 4 +
stats.minor
) *
0.01 *
(stats.attackPower.pure * (1 + stats.attackPower.percent / 100)) *
jobConst *
weaponConst *
(1 + stats.damage.all / 100 + stats.damage.boss / 100) *
(1 + stats.finalDamage / 100) *
(1.35 + stats.criticalDamage / 100) *
(1 - 3 * (1 - stats.ignoreGuard / 100)),
1);
}
const characterModel = require('../model/character');
const analysisModel = require('../model/analysis');
module.exports = {
getCharacter: async function(req, res) {
......@@ -401,7 +9,7 @@ module.exports = {
}
const nickname = req.query.nickname;
const characterCode = await crwalCharacterCode(req.query.nickname);
const characterCode = await characterModel.crwalCharacterCode(req.query.nickname);
if (characterCode == -1) {
res.status(500).send();
......@@ -411,7 +19,7 @@ module.exports = {
return;
}
const characterInfo = await getCharacterInfo(nickname, characterCode);
const characterInfo = await characterModel.getCharacterInfo(nickname, characterCode);
if (characterInfo == -1) {
// 접근 권한 설정 필요
res.status(403).send();
......@@ -425,7 +33,7 @@ module.exports = {
return;
}
const analysisEquipment = await analyzeEquipment(nickname, characterCode, characterInfo.character.job);
const analysisEquipment = await characterModel.analyzeEquipment(nickname, characterCode, characterInfo.character.job);
if (analysisEquipment == -1) {
// 접근 권한 설정 필요
res.status(403).send();
......@@ -439,21 +47,19 @@ module.exports = {
return;
}
const stats = analyzeStats(characterInfo, analysisEquipment);
const buffStats = getBuffStats(stats, characterInfo.character.job);
const efficiency = calculateEfficiency(stats, characterInfo.character.job, analysisEquipment.weapon);
const buffEfficiency = calculateEfficiency(buffStats, characterInfo.character.job, analysisEquipment.weapon);
const stats = analysisModel.analyzeStats(characterInfo, analysisEquipment);
const buffStats = analysisModel.getBuffStats(stats, characterInfo.character.job);
const result = {
info: characterInfo.character,
analysis: {
default: {
stats: stats,
efficiency: efficiency
efficiency: analysisModel.calculateEfficiency(stats, characterInfo.character.job, analysisEquipment.weapon)
},
buff: {
stats: buffStats,
efficiency: buffEfficiency
efficiency: analysisModel.calculateEfficiency(buffStats, characterInfo.character.job, analysisEquipment.weapon)
}
}
};
......