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script-universal_function.js 24 kB

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  1. //仿GM_xmlhttpRequest函数v1.4
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. if (_xhr.status === 200 && GM_param.onload) //正确加载时
  12. {
  13. GM_param.onload(_xhr);
  14. }
  15. if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name,url) {
  32. if (!!(window.URL && window.URLSearchParams))
  33. { //浏览器原生支持的API
  34. const urlObj = new URL(url || document.location);
  35. return urlObj.searchParams.get(name);
  36. }else
  37. {
  38. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  39. const searchStr = url || location.search.substr(1);
  40. const r = searchStr.match(reg);
  41. if (r != null)
  42. {
  43. return decodeURIComponent(r[1]);
  44. }else
  45. {
  46. return null;
  47. }
  48. }
  49. }
  50. //数字补前导0
  51. Number.prototype.PrefixInteger = function(length)
  52. {
  53. return (Array(length).join('0') + this).slice(-length);
  54. }
  55. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  56. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  57. const pcmImportObj = {
  58. env: {
  59. abortStackOverflow: () => { throw new Error("overflow"); },
  60. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  61. tableBase: 0,
  62. memory: pcmMemory,
  63. memoryBase: 102400,
  64. STACKTOP: 0,
  65. STACK_MAX: pcmMemory.buffer.byteLength,
  66. }
  67. };
  68. let pcmPlayer = null;
  69. let adpcm_wasm = null;
  70. function decodeAudio(fileName, decodeCallback)
  71. {
  72. if(pcmPlayer != null)
  73. {
  74. pcmPlayer.close();
  75. }
  76. pcmPlayer = new PCMPlayer(1, 44100);
  77. fetch(fileName).then((response) => response.arrayBuffer())
  78. .then((bytes) => {
  79. let audioData = new Uint8Array(bytes);
  80. let step = 160;
  81. for(let i = 0; i < audioData.byteLength; i += step)
  82. {
  83. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  84. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  85. pcmPlayer.feed(pcmFloat32Data);
  86. }
  87. });
  88. }
  89. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  90. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  91. .then((wasm) => {
  92. adpcm_wasm = wasm;
  93. /*addButton("adpcm").onclick = function () {
  94. let decoder = new Adpcm(wasm, pcmImportObj);
  95. decoder.resetDecodeState(new Adpcm.State(0, 0));
  96. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  97. }*/
  98. });
  99. //▲ADPCM播放相关
  100. function latentUseHole(latentId)
  101. {
  102. if (latentId < 12)
  103. {
  104. return 1;
  105. }else if (latentId === 12 || latentId >= 16 && latentId <= 36)
  106. {
  107. return 2;
  108. }else if (latentId >= 13 && latentId <= 15 || latentId >= 37 && latentId <= 38)
  109. {
  110. return 6;
  111. }else
  112. {
  113. return 1;
  114. }
  115. }
  116. //获取最大潜觉数量
  117. function getMaxLatentCount(id)
  118. { //转生2和超转生3为8个格子
  119. if (Cards[id])
  120. {
  121. return Cards[id].is8Latent ? 8 : 6;
  122. }else
  123. {
  124. return 6;
  125. }
  126. }
  127. //计算用了多少潜觉格子
  128. function usedHole(latents)
  129. {
  130. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  131. }
  132. //计算所有队伍中有多少个该觉醒
  133. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  134. {
  135. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  136. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  137. },0);
  138. return formationAwokenCount;
  139. }
  140. //计算单个队伍中有多少个该觉醒
  141. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  142. {
  143. const memberArray = team[0];
  144. const assistArray = team[1];
  145. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  146. if (mon.id<=0)
  147. { //如果是delay和null
  148. return previous;
  149. }
  150. const card = Cards[mon.id];
  151. if (!card || !card.enabled)
  152. { //如果卡片未启用
  153. return previous;
  154. }
  155. const assist = assistArray[idx];
  156. const assistCard = Cards[assist.id];
  157. //启用的觉醒数组片段
  158. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  159. if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
  160. {
  161. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  162. }
  163. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  164. { //如果卡片未启用
  165. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  166. }
  167. //相同的觉醒数
  168. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  169. return previous + hasAwoken;
  170. },0);
  171. return teamAwokenCount;
  172. }
  173. //返回可用的怪物名称
  174. function returnMonsterNameArr(card, lsList, defaultCode)
  175. {
  176. const monNameArr = lsList.map(lc=>{ //取出每种语言
  177. if (lc == defaultCode)
  178. return card.name;
  179. else if(card.otLangName)
  180. return card.otLangName[lc];
  181. }).filter(ln=> //去掉空值和问号
  182. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  183. );
  184. if (monNameArr.length < 1) //如果本来的列表里没有名字
  185. {
  186. monNameArr.push(card.name); //只添加默认名字
  187. }
  188. return monNameArr;
  189. }
  190. //Code From pad-rikuu
  191. function valueAt(level, maxLevel, curve) {
  192. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  193. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  194. }
  195. //Code From pad-rikuu
  196. function curve(c, level, maxLevel, limitBreakIncr) {
  197. let value = valueAt(level, maxLevel, {
  198. min: c.min,
  199. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  200. scale: c.scale || 1
  201. });
  202. if (level > maxLevel) {
  203. const exceed = level - maxLevel;
  204. value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  205. }
  206. return value;
  207. }
  208. //计算怪物的经验值
  209. function calculateExp(member)
  210. {
  211. if (!member) return null;
  212. const memberCard = Cards[member.id];
  213. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  214. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  215. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  216. return [Math.round(v99Exp),v110Exp];
  217. }
  218. //计算怪物的能力
  219. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  220. {
  221. if (!member) return null;
  222. const memberCard = Cards[member.id];
  223. const assistCard = assist ? Cards[assist.id] : null;
  224. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  225. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  226. const plusAdd = [10,5,3]; //加值的增加值
  227. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  228. [{index:1,value:500},{index:65,value:currentDataSource.code=="ja"?-2500:-5000}], //HP
  229. [{index:2,value:100},{index:66,value:-1000}], //ATK
  230. [{index:3,value:200},{index:67,value:-2000}] //RCV
  231. ];
  232. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  233. [], //HP
  234. [], //ATK
  235. [] //RCV
  236. ];
  237. /* //将来的语音觉醒
  238. awokenScale.forEach(ab=>{
  239. ab.push({index:63,scale:1.1});
  240. });*/
  241. if (!solo)
  242. { //协力时计算协力觉醒
  243. awokenScale.forEach(ab=>{
  244. ab.push({index:30,scale:1.5});
  245. });
  246. }
  247. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  248. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  249. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  250. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  251. ];
  252. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  253. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  254. const abilitys = memberCurves.map((ab, idx)=>{
  255. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  256. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  257. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  258. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  259. //单人、3人时增加超觉醒
  260. if ((solo || teamsCount === 3) && member.sawoken>=0)
  261. {
  262. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  263. }
  264. //如果有武器还要计算武器的觉醒
  265. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  266. {
  267. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  268. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  269. {
  270. awokenList = awokenList.concat(assistAwokenList);
  271. }
  272. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  273. {
  274. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  275. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  276. }
  277. }
  278. //觉醒增加的数值
  279. const n_awoken = awokenList.length>0 ?
  280. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  281. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  282. if (awokenCount>0)
  283. return previous + aw.value * awokenCount;
  284. else
  285. return previous;
  286. },0)) :
  287. 0;
  288. //潜觉增加的倍率
  289. const n_latent = (member.latent && member.latent.length>0) ?
  290. Math.round(latentScale[idx].reduce(function(previous,la){
  291. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  292. return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
  293. },0)) :
  294. 0;
  295. //console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
  296. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  297. let reValueNoAwoken = Math.round(n_base + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx]);
  298. //协力觉醒的倍率
  299. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  300. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  301. if (awokenCount>0)
  302. {
  303. return previous * Math.pow(aw.scale,awokenCount);
  304. }
  305. else
  306. {
  307. return previous;
  308. }
  309. },reValue));
  310. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  311. return [reValue,reValueNoAwoken];
  312. });
  313. return abilitys;
  314. }
  315. //搜索卡片用
  316. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  317. {
  318. let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  319. //属性
  320. if (attr1 != null && attr1 === attr2)
  321. { //当两个颜色相同时,主副一样颜色的只需判断一次
  322. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  323. }else if (fixMainColor || attr1 === 6 || attr2 === -1) //如果固定了顺序,或者主副属性选的是无
  324. {
  325. if (attr1 != null)
  326. {
  327. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  328. }
  329. if (attr2 != null)
  330. {
  331. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  332. }
  333. }else //不限定顺序时
  334. {
  335. if (attr1 != null)
  336. {
  337. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  338. }
  339. if (attr2 != null)
  340. {
  341. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  342. }
  343. }
  344. //类型
  345. if (types.length>0)
  346. {
  347. cardsRange = cardsRange.filter(c=>typeAndOr ?
  348. types.every(t=>c.types.includes(t)) : //所有type都满足
  349. types.some(t=>c.types.includes(t)) //只需要满足一个type
  350. );
  351. }
  352. //觉醒
  353. //等效觉醒时,事先去除大觉醒
  354. if (equalAk)
  355. {
  356. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  357. bigEqualAwokens.forEach(bak=>{
  358. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  359. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  360. if (!smallEqualAwoken)
  361. {
  362. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  363. awokens.push(smallEqualAwoken);
  364. }
  365. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  366. });
  367. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  368. }
  369. if (awokens.length>0)
  370. {
  371. cardsRange = cardsRange.filter(card => {
  372. let cardAwakeningsArray = [];
  373. if (incSawoken && card.superAwakenings.length > 0)
  374. { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
  375. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  376. }else
  377. { //单个原始觉醒数组
  378. cardAwakeningsArray.push(card.awakenings);
  379. }
  380. return cardAwakeningsArray.some(cardAwakening=> //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  381. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  382. if (equalAk) //如果开启等效觉醒
  383. {
  384. //搜索等效觉醒
  385. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  386. if (equivalentAwoken)
  387. {
  388. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  389. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  390. return totalNum >= ak.num;
  391. }
  392. }
  393. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  394. })
  395. );
  396. });
  397. }
  398. //超觉醒
  399. if (sawokens.length>0 && !incSawoken)
  400. {
  401. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  402. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  403. return card.superAwakenings.includes(sak) ||
  404. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  405. }) );
  406. }
  407. return cardsRange;
  408. }
  409. //产生一个怪物头像
  410. function createCardA()
  411. {
  412. const cdom = document.createElement("a");
  413. cdom.className = "monster";
  414. cdom.target = "_blank";
  415. const property = cdom.appendChild(document.createElement("div"));
  416. property.className = "property";
  417. const subproperty = cdom.appendChild(document.createElement("div"));
  418. subproperty.className = "subproperty";
  419. const cid = cdom.appendChild(document.createElement("div"));
  420. cid.className = "id";
  421. const cawoken = cdom.appendChild(document.createElement("div"));
  422. cawoken.className = "awoken-count full-awoken";
  423. return cdom;
  424. }
  425. //返回文字说明内怪物Card的纯HTML
  426. function cardN(id){
  427. const monOuterDom = document.createElement("span");
  428. monOuterDom.className = "detail-mon";
  429. const monDom = createCardA(id);
  430. monOuterDom.appendChild(monDom);
  431. changeid({id:id},monDom);
  432. return monOuterDom.outerHTML;
  433. }
  434. //将怪物的文字介绍解析为HTML
  435. function descriptionToHTML(str)
  436. {
  437. str = str.replace(/\n/ig,"<br>"); //换行
  438. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  439. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  440. return str;
  441. }
  442. //默认的技能解释的显示行为
  443. function parseSkillDescription(skill)
  444. {
  445. return descriptionToHTML(skill.description);
  446. }
  447. //大数字缩短长度,默认返回本地定义字符串
  448. function parseBigNumber(number)
  449. {
  450. return number.toLocaleString();
  451. }
  452. //判断是否是转生和超转生
  453. function isReincarnated(card)
  454. {
  455. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  456. }
  457. //计算队伍中有多少血量
  458. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  459. {
  460. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  461. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  462. const mHpArr = memberArr.map(m=>{
  463. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  464. let hp = ability ? ability[0] : 0;
  465. if (!hp) return 0;
  466. const card = Cards[m.id];
  467. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  468. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  469. /* 演示用代码
  470. let hp1,hp2;
  471. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  472. hp = Math.round(hp1);
  473. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  474. hp = Math.round(hp2);
  475. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  476. */
  477. return hp;
  478. });
  479. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  480. function memberHpMul(card,ls,memberArr,solo)
  481. {
  482. function flags(num){
  483. const arr = [];
  484. for (let i = 0; i<32;i++)
  485. {
  486. if (num & (1<<i))
  487. {
  488. arr.push(i);
  489. }
  490. }
  491. return arr;
  492. }
  493. function hpMul(parm,scale)
  494. {
  495. if (scale == undefined || scale == 0) return 1;
  496. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  497. {
  498. return scale / 100;
  499. }
  500. if (parm.types && card.types.some(t => parm.types.includes(t)))
  501. {
  502. return scale / 100;
  503. }
  504. return 1;
  505. }
  506. const sk = ls.params;
  507. let scale = 1;
  508. switch (ls.type)
  509. {
  510. case 23: case 30: case 62: case 77: case 63: case 65:
  511. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  512. break;
  513. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  514. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  515. break;
  516. case 73: case 76:
  517. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  518. break;
  519. case 106: case 107: case 108:
  520. scale = sk[0] / 100;
  521. break;
  522. case 121: case 129: case 163: case 186:
  523. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  524. break;
  525. case 125: //队伍中必须有指定队员
  526. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  527. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  528. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  529. break;
  530. case 136:
  531. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  532. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  533. break;
  534. case 137:
  535. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  536. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  537. break;
  538. case 155:
  539. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  540. break;
  541. case 158:
  542. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  543. break;
  544. case 175: //队伍组成全为合作
  545. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  546. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  547. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  548. break;
  549. case 178: case 185:
  550. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  551. break;
  552. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  553. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  554. switch (sk[0])
  555. {
  556. case 0: //全是像素进化
  557. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  558. break;
  559. case 2: //全是转生、超转生(8格潜觉)
  560. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  561. break;
  562. }
  563. break;
  564. case 138: //调用其他队长技
  565. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  566. break;
  567. default:
  568. }
  569. return scale || 1;
  570. }
  571. return mHpArr;
  572. }
  573. //计算队伍操作时间
  574. function countMoveTime(team, leader1id, leader2id, teamIdx)
  575. {
  576. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  577. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  578. const time1 = leaderSkillMoveTime(ls1);
  579. const time2 = leaderSkillMoveTime(ls2);
  580. let moveTime = {fixed:false,duration:5}; //基础5秒
  581. //固定操作时间的直接返回
  582. if (time1.fixed || time2.fixed)
  583. {
  584. moveTime.fixed = true;
  585. moveTime.duration = time1.fixed ?
  586. (time2.fixed && time2.duration < time1.duration ? time2.duration : time1.duration) :
  587. time2.duration;
  588. } else
  589. {
  590. moveTime.duration += time1.duration + time2.duration
  591. //2人协力时的特殊处理
  592. if (teamsCount === 2)
  593. {
  594. const teams = formation.teams;
  595. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  596. //复制队伍1
  597. team = [
  598. team[0].concat(),
  599. team[1].concat()
  600. ];
  601. //把队伍2的队长和武器添加到复制的队伍1里面
  602. team[0].push(team2[0][0]);
  603. team[1].push(team2[1][0]);
  604. }
  605. //徽章部分
  606. if (team[2] == 1 && (solo || teamsCount === 3)) {
  607. moveTime.duration += 1;
  608. } else if (team[2] == 13 && (solo || teamsCount === 3)) {
  609. moveTime.duration += 2;
  610. }
  611. //觉醒
  612. const awokenMoveTime = [
  613. {index:19,value:0.5}, //小手指
  614. {index:53,value:1}, //大手指
  615. ];
  616. moveTime.duration += awokenMoveTime.reduce((duration,aw)=>
  617. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  618. ,0);
  619. //潜觉
  620. const latentMoveTime = [
  621. {index:4,value:0.05}, //小手指潜觉
  622. {index:31,value:0.12}, //大手指潜觉
  623. ];
  624. moveTime.duration += latentMoveTime.reduce((duration,la)=>
  625. duration + team[0].reduce((count,menber)=>
  626. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  627. ,0) * la.value
  628. ,0);
  629. }
  630. function leaderSkillMoveTime(ls)
  631. {
  632. let moveTime = {fixed:false,duration:0};
  633. const sk = ls.params;
  634. switch (ls.type)
  635. {
  636. case 178: //固定操作时间
  637. moveTime.fixed = true;
  638. moveTime.duration = sk[0];
  639. break;
  640. case 15: case 185:
  641. moveTime.duration += sk[0]/100;
  642. break;
  643. case 138: //调用其他队长技
  644. return sk.reduce((pmul,skid)=>{
  645. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  646. if (subMoveTime.fixed)
  647. {
  648. pmul.fixed = true;
  649. pmul.duration = subMoveTime.duration
  650. }else
  651. {
  652. pmul.duration += subMoveTime.duration;
  653. }
  654. return pmul;
  655. },moveTime);
  656. default:
  657. }
  658. return moveTime;
  659. }
  660. return moveTime;
  661. }

智龙迷城队伍图制作工具