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using System;
using System.Collections.Generic;
using System.Linq;
namespace MaximumDamage
{
internal class Program
{
private static void Main(string[] args)
{
var skill = new Skill()
{
Name = "地狱摇篮",
DamagePerStrike = 7783,
LastStrike = 28536,
NumOfStrikes = 5
};
var gears = new List<List<Gear>>()
{
new List<Gear>()
{
new Gear(){ Location = "胸甲", Mode = 0, DamageIncrement = 0.09},
new Gear(){ Location = "胸甲",Mode = 1,DamageDecrement = 0.03, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "护腿", Mode = 0, DamageIncrement = 0.09},
new Gear(){ Location = "护腿",Mode = 1,DamageDecrement = 0.03, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "护肩", Mode = 0, DamageIncrement = 0.08},
new Gear(){ Location = "护肩",Mode = 1,DamageDecrement = 0.04, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "腰带", Mode = 0, DamageIncrement = 0.08},
new Gear() { Location = "腰带",Mode = 1,DamageDecrement = 0.04, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "护腿", Mode = 0, DamageIncrement = 0.09},
new Gear(){ Location = "护腿",Mode = 1,DamageDecrement = 0.05, StrikeIncrement = 2 }
},
new List<Gear>()
{
new Gear(){ Location = "鞋", Mode = 0, DamageIncrement = 0.08},
new Gear(){ Location = "鞋",Mode = 1,DamageDecrement = 0.04, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "项链", Mode = 0, DamageIncrement = 0.06},
new Gear(){ Location = "项链",Mode = 1,DamageDecrement = 0.05, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "手镯", Mode = 0, DamageIncrement = 0.05},
new Gear(){ Location = "手镯",Mode = 1,DamageDecrement = 0.06, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "戒指", Mode = 0, DamageIncrement = 0.05},
new Gear(){ Location = "戒指",Mode = 1,DamageDecrement = 0.06, StrikeIncrement = 1}
},
new List<Gear>()
{
new Gear(){ Location = "武器", Mode = 0, DamageIncrement = 0.18},
new Gear(){ Location = "武器",Mode = 1,DamageDecrement = 0.03, StrikeIncrement = 2}
},
};
var calc = new Calculator(skill, gears);
var g = calc.Maximum();
int strikes = 0;
double modifier = 1d;
Console.WriteLine(skill);
foreach (var item in g)
{
if (item.Mode == 0)
{
modifier *= (1 + item.DamageIncrement);
}
else
{
strikes += item.StrikeIncrement;
modifier *= (1 - item.DamageIncrement);
}
}
foreach (var item in g)
{
Console.WriteLine(item);
}
Console.WriteLine($"最终伤害:({strikes}*{skill.NumOfStrikes + strikes}+{skill.LastStrike})*{modifier}={calc.maxDmg}");
Console.ReadLine();
}
}
public class Calculator
{
public Skill Skill { get; private set; }
public List<List<Gear>> Gears { get; private set; }
private List<int> Indexes;
private bool flag = false;
private List<Gear> NextCombination()
{
if (flag)
{
flag = false;
}
else
{
int carry = 0;
for (int i = Indexes.Count - 1; i >= 0; i--)
{
int bound = Gears[i].Count;
Indexes[i] = (carry + 1) + Indexes[i];
carry = Indexes[i] / bound;
Indexes[i] %= bound;
}
}
return Gears.Select((s, i) => s[Indexes[i]]).ToList();
}
public double maxDmg { get; private set; } = Double.MinValue;
public List<Gear> Maximum()
{
List<Gear> gears = new List<Gear>();
int size = Gears.Aggregate(1, (i, j) => i * j.Count);
for (int i = 0; i < size; i++)
{
var combination = NextCombination();
int strikes = 0;
double modifier = 1;
foreach (var g in combination)
{
if (g.Mode == 0)
{
modifier *= (1 + g.DamageIncrement);
}
else
{
strikes += g.StrikeIncrement;
modifier *= (1 - g.DamageIncrement);
}
}
var dmg = (Skill.LastStrike + (Skill.NumOfStrikes + strikes) * Skill.DamagePerStrike) * modifier;
if (dmg > maxDmg)
{
maxDmg = dmg;
gears = combination;
}
}
return gears;
}
public Calculator(Skill skill, List<List<Gear>> gears)
{
Skill = skill;
Gears = gears;
Indexes = gears.Select(i => 0).ToList();
}
}
public class Gear
{
public string Location { get; set; }
public int Mode { get; set; }// 0=神怒,1=秘技
public double DamageIncrement { get; set; }
public int StrikeIncrement { get; set; }
public double DamageDecrement { get; set; }
public override string ToString()
{
var prefix = $"{(Mode == 0 ? "神怒" : "秘技")}{Location}";
string prop = string.Empty;
if (Mode == 0)
{
prop = $"伤害增加:{DamageIncrement.ToString("P")}";
}
else
{
prop = $"增加攻击次数:{StrikeIncrement},伤害减少:{DamageDecrement.ToString("P")}";
}
return prefix + prop;
}
}
public class Skill
{
public override string ToString()
{
var str = $"{DamagePerStrike}*{NumOfStrikes }+{LastStrike}={DamagePerStrike * NumOfStrikes + LastStrike}";
return $"技能名:{Name},多段攻击次数:{NumOfStrikes},多段攻击伤害:{DamagePerStrike},最终攻击伤害:{LastStrike},总伤害{str}";
}
public string Name { get; set; }
public int LastStrike { get; set; }
public int NumOfStrikes { get; set; }
public int DamagePerStrike { get; set; }
}
}
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