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script-universal_function.js 26 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  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. console.debug("http状态码:",_xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. }else 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. //数组删除自己尾部的空元素
  56. Array.prototype.DeleteLatter = function(item = null)
  57. {
  58. let index = this.length - 1;
  59. for (; index>=0; index--)
  60. {
  61. if (this[index] !== item)
  62. {
  63. break;
  64. }
  65. }
  66. this.splice(index + 1);
  67. return this;
  68. }
  69. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  70. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  71. const pcmImportObj = {
  72. env: {
  73. abortStackOverflow: () => { throw new Error("overflow"); },
  74. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  75. tableBase: 0,
  76. memory: pcmMemory,
  77. memoryBase: 102400,
  78. STACKTOP: 0,
  79. STACK_MAX: pcmMemory.buffer.byteLength,
  80. }
  81. };
  82. let pcmPlayer = null;
  83. let adpcm_wasm = null;
  84. function decodeAudio(fileName, decodeCallback)
  85. {
  86. if(pcmPlayer != null)
  87. {
  88. pcmPlayer.close();
  89. }
  90. pcmPlayer = new PCMPlayer(1, 44100);
  91. fetch(fileName).then((response) => response.arrayBuffer())
  92. .then((bytes) => {
  93. let audioData = new Uint8Array(bytes);
  94. let step = 160;
  95. for(let i = 0; i < audioData.byteLength; i += step)
  96. {
  97. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  98. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  99. pcmPlayer.feed(pcmFloat32Data);
  100. }
  101. });
  102. }
  103. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  104. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  105. .then((wasm) => {
  106. adpcm_wasm = wasm;
  107. /*addButton("adpcm").onclick = function () {
  108. let decoder = new Adpcm(wasm, pcmImportObj);
  109. decoder.resetDecodeState(new Adpcm.State(0, 0));
  110. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  111. }*/
  112. });
  113. //▲ADPCM播放相关
  114. function latentUseHole(latentId)
  115. {
  116. switch (true)
  117. {
  118. case (latentId === 12):
  119. case (latentId >= 16 && latentId <= 36):
  120. return 2;
  121. case (latentId >= 13 && latentId <= 15):
  122. case (latentId >= 37):
  123. return 6;
  124. case (latentId < 12):
  125. default:
  126. return 1;
  127. }
  128. }
  129. //获取最大潜觉数量
  130. function getMaxLatentCount(id)
  131. { //转生2和超转生3为8个格子
  132. const card = Cards[id];
  133. return card && card.is8Latent ? 8 : 6;
  134. }
  135. //计算用了多少潜觉格子
  136. function usedHole(latents)
  137. {
  138. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  139. }
  140. //计算所有队伍中有多少个该觉醒
  141. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  142. {
  143. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  144. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  145. },0);
  146. return formationAwokenCount;
  147. }
  148. //计算单个队伍中有多少个该觉醒
  149. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  150. {
  151. const memberArray = team[0];
  152. const assistArray = team[1];
  153. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  154. if (mon.id<=0)
  155. { //如果是delay和null
  156. return previous;
  157. }
  158. const card = Cards[mon.id];
  159. if (!card || !card.enabled)
  160. { //如果卡片未启用
  161. return previous;
  162. }
  163. const assist = assistArray[idx];
  164. const assistCard = Cards[assist.id];
  165. //启用的觉醒数组片段
  166. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  167. if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
  168. {
  169. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  170. }
  171. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  172. { //如果卡片未启用
  173. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  174. }
  175. //相同的觉醒数
  176. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  177. return previous + hasAwoken;
  178. },0);
  179. return teamAwokenCount;
  180. }
  181. //返回可用的怪物名称
  182. function returnMonsterNameArr(card, lsList, defaultCode)
  183. {
  184. const monNameArr = lsList.map(lc=>{ //取出每种语言
  185. if (lc == defaultCode)
  186. return card.name;
  187. else if(card.otLangName)
  188. return card.otLangName[lc];
  189. }).filter(ln=> //去掉空值和问号
  190. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  191. );
  192. if (monNameArr.length < 1) //如果本来的列表里没有名字
  193. {
  194. monNameArr.push(card.name); //只添加默认名字
  195. }
  196. return monNameArr;
  197. }
  198. //Code From pad-rikuu
  199. function valueAt(level, maxLevel, curve) {
  200. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  201. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  202. }
  203. //Code From pad-rikuu
  204. function curve(c, level, maxLevel, limitBreakIncr) {
  205. let value = valueAt(level, maxLevel, {
  206. min: c.min,
  207. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  208. scale: c.scale || 1
  209. });
  210. if (level > maxLevel) {
  211. const exceed = level - maxLevel;
  212. value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  213. }
  214. return value;
  215. }
  216. //计算怪物的经验值
  217. function calculateExp(member)
  218. {
  219. if (!member) return null;
  220. const memberCard = Cards[member.id];
  221. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  222. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  223. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  224. return [Math.round(v99Exp),v110Exp];
  225. }
  226. //计算怪物的能力
  227. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  228. {
  229. if (!member) return null;
  230. const memberCard = Cards[member.id];
  231. const assistCard = assist ? Cards[assist.id] : null;
  232. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  233. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  234. const plusAdd = [10,5,3]; //加值的增加值
  235. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  236. [{index:1,value:500},{index:65,value:currentDataSource.code=="ja"?-2500:-5000}], //HP
  237. [{index:2,value:100},{index:66,value:-1000}], //ATK
  238. [{index:3,value:200},{index:67,value:-2000}] //RCV
  239. ];
  240. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  241. [], //HP
  242. [], //ATK
  243. [] //RCV
  244. ];
  245. if (currentDataSource.code=="ja")
  246. {
  247. //63 语音觉醒
  248. awokenScale.forEach(ab=>{
  249. ab.push({index:63,scale:1.1});
  250. });
  251. }
  252. if (!solo)
  253. { //协力时计算协力觉醒
  254. awokenScale.forEach(ab=>{
  255. ab.push({index:30,scale:1.5});
  256. });
  257. }
  258. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  259. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  260. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  261. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  262. ];
  263. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  264. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  265. const abilitys = memberCurves.map((ab, idx)=>{
  266. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  267. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  268. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  269. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  270. //单人、3人时增加超觉醒
  271. if ((solo || teamsCount === 3) && member.sawoken>=0)
  272. {
  273. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  274. }
  275. //如果有武器还要计算武器的觉醒
  276. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  277. {
  278. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  279. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  280. {
  281. awokenList = awokenList.concat(assistAwokenList);
  282. }
  283. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  284. {
  285. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  286. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  287. }
  288. }
  289. //觉醒增加的数值
  290. const n_awoken = awokenList.length>0 ?
  291. Math.round(awokenAdd[idx].reduce((previous,aw)=>{
  292. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  293. if (awokenCount>0)
  294. return previous + aw.value * awokenCount;
  295. else
  296. return previous;
  297. },0)) :
  298. 0;
  299. //潜觉增加的倍率
  300. const n_latent = (member.latent && member.latent.length>0) ?
  301. Math.round(latentScale[idx].reduce((previous,la)=>{
  302. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  303. 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
  304. },0)) :
  305. 0;
  306. //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);
  307. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  308. let reValueNoAwoken = n_base + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  309. function calculateAwokenScale(previous,aw)
  310. {
  311. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
  312. return previous * Math.pow(aw.scale,awokenCount);
  313. }
  314. //觉醒生效时的协力、语音觉醒等的倍率
  315. reValue = Math.round(awokenScale[idx].reduce(calculateAwokenScale,reValue));
  316. //觉醒无效时的倍率 —— 语音觉醒的计算顺序可能不对,这里只作为初步设置
  317. const awokenScale_noAwoken = awokenScale.map(arr=>arr.filter(obj=>obj.index == 63)); //筛选出在无觉醒情况下依然生效的倍率觉醒,目前只有63语音觉醒
  318. reValueNoAwoken = Math.round(awokenScale_noAwoken[idx].reduce(calculateAwokenScale,reValueNoAwoken));
  319. if (idx<2) //idx顺序为HP、ATK、RCV
  320. { //HP和ATK最低为1
  321. reValue = Math.max(reValue,1);
  322. reValueNoAwoken = Math.max(reValueNoAwoken,1);
  323. }
  324. return [reValue,reValueNoAwoken];
  325. });
  326. return abilitys;
  327. }
  328. function calculateAbility_max(id,solo, teamsCount)
  329. {
  330. const card = Cards[id];
  331. const tempMon = {
  332. id: id,
  333. level: card.maxLevel + (card.limitBreakIncr ? 11 : 0),
  334. plus: [99,99,99],
  335. awoken: card.awakenings.length,
  336. };
  337. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  338. if (abilities)
  339. {
  340. return {
  341. noAwoken:{
  342. hp:abilities[0][1],
  343. atk:abilities[1][1],
  344. rcv:abilities[2][1],
  345. },
  346. withAwoken:{
  347. hp:abilities[0][0],
  348. atk:abilities[1][0],
  349. rcv:abilities[2][0],
  350. },
  351. };
  352. }else
  353. {
  354. return null;
  355. }
  356. }
  357. //搜索卡片用
  358. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  359. {
  360. 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
  361. //属性
  362. if (attr1 != null && attr1 === attr2)
  363. { //当两个颜色相同时,主副一样颜色的只需判断一次
  364. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  365. }else if (fixMainColor || attr1 === 6 || attr2 === -1) //如果固定了顺序,或者主副属性选的是无
  366. {
  367. if (attr1 != null)
  368. {
  369. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  370. }
  371. if (attr2 != null)
  372. {
  373. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  374. }
  375. }else //不限定顺序时
  376. {
  377. if (attr1 != null)
  378. {
  379. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  380. }
  381. if (attr2 != null)
  382. {
  383. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  384. }
  385. }
  386. //类型
  387. if (types.length>0)
  388. {
  389. cardsRange = cardsRange.filter(c=>typeAndOr ?
  390. types.every(t=>c.types.includes(t)) : //所有type都满足
  391. types.some(t=>c.types.includes(t)) //只需要满足一个type
  392. );
  393. }
  394. //觉醒
  395. //等效觉醒时,事先去除大觉醒
  396. if (equalAk)
  397. {
  398. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  399. bigEqualAwokens.forEach(bak=>{
  400. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  401. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  402. if (!smallEqualAwoken)
  403. {
  404. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  405. awokens.push(smallEqualAwoken);
  406. }
  407. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  408. });
  409. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  410. }
  411. if (awokens.length>0)
  412. {
  413. cardsRange = cardsRange.filter(card => {
  414. let cardAwakeningsArray = [];
  415. if (incSawoken && card.superAwakenings.length > 0)
  416. { //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
  417. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  418. }else
  419. { //单个原始觉醒数组
  420. cardAwakeningsArray.push(card.awakenings);
  421. }
  422. 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
  423. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  424. if (equalAk) //如果开启等效觉醒
  425. {
  426. //搜索等效觉醒
  427. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  428. if (equivalentAwoken)
  429. {
  430. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  431. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  432. return totalNum >= ak.num;
  433. }
  434. }
  435. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  436. })
  437. );
  438. });
  439. }
  440. //超觉醒
  441. if (sawokens.length>0 && !incSawoken)
  442. {
  443. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  444. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  445. return card.superAwakenings.includes(sak) ||
  446. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  447. }) );
  448. }
  449. return cardsRange;
  450. }
  451. //产生一个怪物头像
  452. function createCardA()
  453. {
  454. const cdom = document.createElement("a");
  455. cdom.className = "monster";
  456. cdom.target = "_blank";
  457. const property = cdom.appendChild(document.createElement("div"));
  458. property.className = "property";
  459. const subproperty = cdom.appendChild(document.createElement("div"));
  460. subproperty.className = "subproperty";
  461. const cid = cdom.appendChild(document.createElement("div"));
  462. cid.className = "id";
  463. const cawoken = cdom.appendChild(document.createElement("div"));
  464. cawoken.className = "awoken-count full-awoken";
  465. return cdom;
  466. }
  467. //返回文字说明内怪物Card的纯HTML
  468. function cardN(id){
  469. const monOuterDom = document.createElement("span");
  470. monOuterDom.className = "detail-mon";
  471. const monDom = createCardA(id);
  472. monOuterDom.appendChild(monDom);
  473. monOuterDom.monDom = monDom;
  474. changeid({id:id},monDom);
  475. return monOuterDom;
  476. }
  477. //将怪物的文字介绍解析为HTML
  478. function descriptionToHTML(str)
  479. {
  480. str = str.replace(/\n/ig,"<br>"); //换行
  481. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  482. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  483. return str;
  484. }
  485. //默认的技能解释的显示行为
  486. function parseSkillDescription(skill)
  487. {
  488. const span = document.createElement("span");
  489. span.innerHTML = descriptionToHTML(skill.description);
  490. return span;
  491. }
  492. //大数字缩短长度,默认返回本地定义字符串
  493. function parseBigNumber(number)
  494. {
  495. return number.toLocaleString();
  496. }
  497. //判断是否是转生和超转生
  498. function isReincarnated(card)
  499. {
  500. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  501. }
  502. //获取类型允许的潜觉
  503. function getAllowLatent(types)
  504. {
  505. const latentSet = new Set();
  506. types.filter(i => i >= 0)
  507. .map(type => type_allowable_latent[type])
  508. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  509. return Array.from(latentSet);
  510. }
  511. //筛选出允许的潜觉
  512. function filterAllowLatent(latent, allowLatent)
  513. {
  514. const allKillerLatent = typekiller_for_type.map(type => type.latent);
  515. return latent.filter(lat =>
  516. !allKillerLatent.includes(lat) || //保留不属于杀的潜觉
  517. allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
  518. }
  519. //计算队伍中有多少血量
  520. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  521. {
  522. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  523. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  524. const mHpArr = memberArr.map(m=>{
  525. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  526. let hp = ability ? ability[0] : 0;
  527. if (!hp) return 0;
  528. const card = Cards[m.id];
  529. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  530. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  531. /* 演示用代码
  532. let hp1,hp2;
  533. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  534. hp = Math.round(hp1);
  535. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  536. hp = Math.round(hp2);
  537. 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);
  538. */
  539. return hp;
  540. });
  541. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  542. function memberHpMul(card,ls,memberArr,solo)
  543. {
  544. function flags(num){
  545. const arr = [];
  546. for (let i = 0; i<32;i++)
  547. {
  548. if (num & (1<<i))
  549. {
  550. arr.push(i);
  551. }
  552. }
  553. return arr;
  554. }
  555. function hpMul(parm,scale)
  556. {
  557. if (scale == undefined || scale == 0) return 1;
  558. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  559. {
  560. return scale / 100;
  561. }
  562. if (parm.types && card.types.some(t => parm.types.includes(t)))
  563. {
  564. return scale / 100;
  565. }
  566. return 1;
  567. }
  568. const sk = ls.params;
  569. let scale = 1;
  570. switch (ls.type)
  571. {
  572. case 23: case 30: case 62: case 77: case 63: case 65:
  573. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  574. break;
  575. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  576. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  577. break;
  578. case 73: case 76:
  579. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  580. break;
  581. case 106: case 107: case 108:
  582. scale = sk[0] / 100;
  583. break;
  584. case 121: case 129: case 163: case 186:
  585. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  586. break;
  587. case 125: //队伍中必须有指定队员
  588. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  589. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  590. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  591. break;
  592. case 136:
  593. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  594. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  595. break;
  596. case 137:
  597. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  598. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  599. break;
  600. case 155:
  601. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  602. break;
  603. case 158:
  604. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  605. break;
  606. case 175: //队伍组成全为合作
  607. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  608. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  609. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  610. break;
  611. case 178: case 185:
  612. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  613. break;
  614. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  615. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  616. switch (sk[0])
  617. {
  618. case 0: //全是像素进化
  619. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  620. break;
  621. case 2: //全是转生、超转生(8格潜觉)
  622. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  623. break;
  624. }
  625. break;
  626. case 138: //调用其他队长技
  627. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  628. break;
  629. default:
  630. }
  631. return scale || 1;
  632. }
  633. return mHpArr;
  634. }
  635. //计算队伍操作时间
  636. function countMoveTime(team, leader1id, leader2id, teamIdx)
  637. {
  638. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  639. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  640. const time1 = leaderSkillMoveTime(ls1);
  641. const time2 = leaderSkillMoveTime(ls2);
  642. let moveTime = {fixed:false,duration:5}; //基础5秒
  643. //固定操作时间的直接返回
  644. if (time1.fixed || time2.fixed)
  645. {
  646. moveTime.fixed = true;
  647. moveTime.duration = time1.fixed ?
  648. (time2.fixed && time2.duration < time1.duration ? time2.duration : time1.duration) :
  649. time2.duration;
  650. } else
  651. {
  652. moveTime.duration += time1.duration + time2.duration
  653. //2人协力时的特殊处理
  654. if (teamsCount === 2)
  655. {
  656. const teams = formation.teams;
  657. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  658. //复制队伍1
  659. team = [
  660. team[0].concat(),
  661. team[1].concat()
  662. ];
  663. //把队伍2的队长和武器添加到复制的队伍1里面
  664. team[0].push(team2[0][0]);
  665. team[1].push(team2[1][0]);
  666. }
  667. //徽章部分
  668. if (team[2] == 1 && (solo || teamsCount === 3)) {
  669. moveTime.duration += 1;
  670. } else if (team[2] == 13 && (solo || teamsCount === 3)) {
  671. moveTime.duration += 2;
  672. }
  673. //觉醒
  674. const awokenMoveTime = [
  675. {index:19,value:0.5}, //小手指
  676. {index:53,value:1}, //大手指
  677. ];
  678. moveTime.duration += awokenMoveTime.reduce((duration,aw)=>
  679. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  680. ,0);
  681. //潜觉
  682. const latentMoveTime = [
  683. {index:4,value:0.05}, //小手指潜觉
  684. {index:31,value:0.12}, //大手指潜觉
  685. ];
  686. moveTime.duration += latentMoveTime.reduce((duration,la)=>
  687. duration + team[0].reduce((count,menber)=>
  688. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  689. ,0) * la.value
  690. ,0);
  691. }
  692. function leaderSkillMoveTime(ls)
  693. {
  694. let moveTime = {fixed:false,duration:0};
  695. const sk = ls.params;
  696. switch (ls.type)
  697. {
  698. case 178: //固定操作时间
  699. moveTime.fixed = true;
  700. moveTime.duration = sk[0];
  701. break;
  702. case 15: case 185:
  703. moveTime.duration += sk[0]/100;
  704. break;
  705. case 138: //调用其他队长技
  706. return sk.reduce((pmul,skid)=>{
  707. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  708. if (subMoveTime.fixed)
  709. {
  710. pmul.fixed = true;
  711. pmul.duration = subMoveTime.duration
  712. }else
  713. {
  714. pmul.duration += subMoveTime.duration;
  715. }
  716. return pmul;
  717. },moveTime);
  718. default:
  719. }
  720. return moveTime;
  721. }
  722. return moveTime;
  723. }

智龙迷城队伍图制作工具