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script-universal_function.js 25 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. if (latentId < 12)
  117. {
  118. return 1;
  119. }else if (latentId === 12 || latentId >= 16 && latentId <= 36)
  120. {
  121. return 2;
  122. }else if (latentId >= 13 && latentId <= 15 || latentId >= 37 && latentId <= 38)
  123. {
  124. return 6;
  125. }else
  126. {
  127. return 1;
  128. }
  129. }
  130. //获取最大潜觉数量
  131. function getMaxLatentCount(id)
  132. { //转生2和超转生3为8个格子
  133. if (Cards[id])
  134. {
  135. return Cards[id].is8Latent ? 8 : 6;
  136. }else
  137. {
  138. return 6;
  139. }
  140. }
  141. //计算用了多少潜觉格子
  142. function usedHole(latents)
  143. {
  144. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  145. }
  146. //计算所有队伍中有多少个该觉醒
  147. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  148. {
  149. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  150. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  151. },0);
  152. return formationAwokenCount;
  153. }
  154. //计算单个队伍中有多少个该觉醒
  155. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  156. {
  157. const memberArray = team[0];
  158. const assistArray = team[1];
  159. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  160. if (mon.id<=0)
  161. { //如果是delay和null
  162. return previous;
  163. }
  164. const card = Cards[mon.id];
  165. if (!card || !card.enabled)
  166. { //如果卡片未启用
  167. return previous;
  168. }
  169. const assist = assistArray[idx];
  170. const assistCard = Cards[assist.id];
  171. //启用的觉醒数组片段
  172. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  173. if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
  174. {
  175. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  176. }
  177. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  178. { //如果卡片未启用
  179. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  180. }
  181. //相同的觉醒数
  182. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  183. return previous + hasAwoken;
  184. },0);
  185. return teamAwokenCount;
  186. }
  187. //返回可用的怪物名称
  188. function returnMonsterNameArr(card, lsList, defaultCode)
  189. {
  190. const monNameArr = lsList.map(lc=>{ //取出每种语言
  191. if (lc == defaultCode)
  192. return card.name;
  193. else if(card.otLangName)
  194. return card.otLangName[lc];
  195. }).filter(ln=> //去掉空值和问号
  196. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  197. );
  198. if (monNameArr.length < 1) //如果本来的列表里没有名字
  199. {
  200. monNameArr.push(card.name); //只添加默认名字
  201. }
  202. return monNameArr;
  203. }
  204. //Code From pad-rikuu
  205. function valueAt(level, maxLevel, curve) {
  206. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  207. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  208. }
  209. //Code From pad-rikuu
  210. function curve(c, level, maxLevel, limitBreakIncr) {
  211. let value = valueAt(level, maxLevel, {
  212. min: c.min,
  213. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  214. scale: c.scale || 1
  215. });
  216. if (level > maxLevel) {
  217. const exceed = level - maxLevel;
  218. value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  219. }
  220. return value;
  221. }
  222. //计算怪物的经验值
  223. function calculateExp(member)
  224. {
  225. if (!member) return null;
  226. const memberCard = Cards[member.id];
  227. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  228. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  229. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  230. return [Math.round(v99Exp),v110Exp];
  231. }
  232. //计算怪物的能力
  233. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  234. {
  235. if (!member) return null;
  236. const memberCard = Cards[member.id];
  237. const assistCard = assist ? Cards[assist.id] : null;
  238. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  239. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  240. const plusAdd = [10,5,3]; //加值的增加值
  241. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  242. [{index:1,value:500},{index:65,value:currentDataSource.code=="ja"?-2500:-5000}], //HP
  243. [{index:2,value:100},{index:66,value:-1000}], //ATK
  244. [{index:3,value:200},{index:67,value:-2000}] //RCV
  245. ];
  246. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  247. [], //HP
  248. [], //ATK
  249. [] //RCV
  250. ];
  251. /* //将来的语音觉醒
  252. awokenScale.forEach(ab=>{
  253. ab.push({index:63,scale:1.1});
  254. });*/
  255. if (!solo)
  256. { //协力时计算协力觉醒
  257. awokenScale.forEach(ab=>{
  258. ab.push({index:30,scale:1.5});
  259. });
  260. }
  261. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  262. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  263. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  264. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  265. ];
  266. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  267. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  268. const abilitys = memberCurves.map((ab, idx)=>{
  269. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  270. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  271. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  272. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  273. //单人、3人时增加超觉醒
  274. if ((solo || teamsCount === 3) && member.sawoken>=0)
  275. {
  276. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  277. }
  278. //如果有武器还要计算武器的觉醒
  279. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  280. {
  281. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  282. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  283. {
  284. awokenList = awokenList.concat(assistAwokenList);
  285. }
  286. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  287. {
  288. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  289. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  290. }
  291. }
  292. //觉醒增加的数值
  293. const n_awoken = awokenList.length>0 ?
  294. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  295. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  296. if (awokenCount>0)
  297. return previous + aw.value * awokenCount;
  298. else
  299. return previous;
  300. },0)) :
  301. 0;
  302. //潜觉增加的倍率
  303. const n_latent = (member.latent && member.latent.length>0) ?
  304. Math.round(latentScale[idx].reduce(function(previous,la){
  305. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  306. 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
  307. },0)) :
  308. 0;
  309. //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);
  310. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  311. let reValueNoAwoken = Math.round(n_base + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx]);
  312. //协力觉醒的倍率
  313. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  314. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  315. if (awokenCount>0)
  316. {
  317. return previous * Math.pow(aw.scale,awokenCount);
  318. }
  319. else
  320. {
  321. return previous;
  322. }
  323. },reValue));
  324. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  325. return [reValue,reValueNoAwoken];
  326. });
  327. return abilitys;
  328. }
  329. function calculateAbility_max(id,solo, teamsCount)
  330. {
  331. const card = Cards[id];
  332. const tempMon = {
  333. id: id,
  334. level: card.maxLevel + (card.limitBreakIncr ? 11 : 0),
  335. plus: [99,99,99],
  336. awoken: card.awakenings.length,
  337. };
  338. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  339. if (abilities)
  340. {
  341. return {
  342. noAwoken:{
  343. hp:abilities[0][1],
  344. atk:abilities[1][1],
  345. rcv:abilities[2][1],
  346. },
  347. withAwoken:{
  348. hp:abilities[0][0],
  349. atk:abilities[1][0],
  350. rcv:abilities[2][0],
  351. },
  352. };
  353. }else
  354. {
  355. return null;
  356. }
  357. }
  358. //搜索卡片用
  359. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  360. {
  361. 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
  362. //属性
  363. if (attr1 != null && attr1 === attr2)
  364. { //当两个颜色相同时,主副一样颜色的只需判断一次
  365. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  366. }else if (fixMainColor || attr1 === 6 || attr2 === -1) //如果固定了顺序,或者主副属性选的是无
  367. {
  368. if (attr1 != null)
  369. {
  370. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  371. }
  372. if (attr2 != null)
  373. {
  374. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  375. }
  376. }else //不限定顺序时
  377. {
  378. if (attr1 != null)
  379. {
  380. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  381. }
  382. if (attr2 != null)
  383. {
  384. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  385. }
  386. }
  387. //类型
  388. if (types.length>0)
  389. {
  390. cardsRange = cardsRange.filter(c=>typeAndOr ?
  391. types.every(t=>c.types.includes(t)) : //所有type都满足
  392. types.some(t=>c.types.includes(t)) //只需要满足一个type
  393. );
  394. }
  395. //觉醒
  396. //等效觉醒时,事先去除大觉醒
  397. if (equalAk)
  398. {
  399. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  400. bigEqualAwokens.forEach(bak=>{
  401. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  402. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  403. if (!smallEqualAwoken)
  404. {
  405. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  406. awokens.push(smallEqualAwoken);
  407. }
  408. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  409. });
  410. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  411. }
  412. if (awokens.length>0)
  413. {
  414. cardsRange = cardsRange.filter(card => {
  415. let cardAwakeningsArray = [];
  416. if (incSawoken && card.superAwakenings.length > 0)
  417. { //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
  418. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  419. }else
  420. { //单个原始觉醒数组
  421. cardAwakeningsArray.push(card.awakenings);
  422. }
  423. 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
  424. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  425. if (equalAk) //如果开启等效觉醒
  426. {
  427. //搜索等效觉醒
  428. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  429. if (equivalentAwoken)
  430. {
  431. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  432. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  433. return totalNum >= ak.num;
  434. }
  435. }
  436. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  437. })
  438. );
  439. });
  440. }
  441. //超觉醒
  442. if (sawokens.length>0 && !incSawoken)
  443. {
  444. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  445. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  446. return card.superAwakenings.includes(sak) ||
  447. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  448. }) );
  449. }
  450. return cardsRange;
  451. }
  452. //产生一个怪物头像
  453. function createCardA()
  454. {
  455. const cdom = document.createElement("a");
  456. cdom.className = "monster";
  457. cdom.target = "_blank";
  458. const property = cdom.appendChild(document.createElement("div"));
  459. property.className = "property";
  460. const subproperty = cdom.appendChild(document.createElement("div"));
  461. subproperty.className = "subproperty";
  462. const cid = cdom.appendChild(document.createElement("div"));
  463. cid.className = "id";
  464. const cawoken = cdom.appendChild(document.createElement("div"));
  465. cawoken.className = "awoken-count full-awoken";
  466. return cdom;
  467. }
  468. //返回文字说明内怪物Card的纯HTML
  469. function cardN(id){
  470. const monOuterDom = document.createElement("span");
  471. monOuterDom.className = "detail-mon";
  472. const monDom = createCardA(id);
  473. monOuterDom.appendChild(monDom);
  474. monOuterDom.monDom = monDom;
  475. changeid({id:id},monDom);
  476. return monOuterDom;
  477. }
  478. //将怪物的文字介绍解析为HTML
  479. function descriptionToHTML(str)
  480. {
  481. str = str.replace(/\n/ig,"<br>"); //换行
  482. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  483. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  484. return str;
  485. }
  486. //默认的技能解释的显示行为
  487. function parseSkillDescription(skill)
  488. {
  489. const span = document.createElement("span");
  490. span.innerHTML = descriptionToHTML(skill.description);
  491. return span;
  492. }
  493. //大数字缩短长度,默认返回本地定义字符串
  494. function parseBigNumber(number)
  495. {
  496. return number.toLocaleString();
  497. }
  498. //判断是否是转生和超转生
  499. function isReincarnated(card)
  500. {
  501. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  502. }
  503. //获取类型允许的潜觉
  504. function getAllowLatent(types)
  505. {
  506. const latentSet = new Set();
  507. types.filter(i => i >= 0)
  508. .map(type => type_allowable_latent[type])
  509. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  510. return Array.from(latentSet);
  511. }
  512. //筛选出允许的潜觉
  513. function filterAllowLatent(latent, allowLatent)
  514. {
  515. const allKillerLatent = typekiller_for_type.map(type => type.latent);
  516. return latent.filter(lat =>
  517. !allKillerLatent.includes(lat) || //保留不属于杀的潜觉
  518. allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
  519. }
  520. //计算队伍中有多少血量
  521. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  522. {
  523. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  524. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  525. const mHpArr = memberArr.map(m=>{
  526. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  527. let hp = ability ? ability[0] : 0;
  528. if (!hp) return 0;
  529. const card = Cards[m.id];
  530. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  531. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  532. /* 演示用代码
  533. let hp1,hp2;
  534. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  535. hp = Math.round(hp1);
  536. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  537. hp = Math.round(hp2);
  538. 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);
  539. */
  540. return hp;
  541. });
  542. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  543. function memberHpMul(card,ls,memberArr,solo)
  544. {
  545. function flags(num){
  546. const arr = [];
  547. for (let i = 0; i<32;i++)
  548. {
  549. if (num & (1<<i))
  550. {
  551. arr.push(i);
  552. }
  553. }
  554. return arr;
  555. }
  556. function hpMul(parm,scale)
  557. {
  558. if (scale == undefined || scale == 0) return 1;
  559. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  560. {
  561. return scale / 100;
  562. }
  563. if (parm.types && card.types.some(t => parm.types.includes(t)))
  564. {
  565. return scale / 100;
  566. }
  567. return 1;
  568. }
  569. const sk = ls.params;
  570. let scale = 1;
  571. switch (ls.type)
  572. {
  573. case 23: case 30: case 62: case 77: case 63: case 65:
  574. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  575. break;
  576. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  577. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  578. break;
  579. case 73: case 76:
  580. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  581. break;
  582. case 106: case 107: case 108:
  583. scale = sk[0] / 100;
  584. break;
  585. case 121: case 129: case 163: case 186:
  586. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  587. break;
  588. case 125: //队伍中必须有指定队员
  589. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  590. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  591. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  592. break;
  593. case 136:
  594. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  595. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  596. break;
  597. case 137:
  598. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  599. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  600. break;
  601. case 155:
  602. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  603. break;
  604. case 158:
  605. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  606. break;
  607. case 175: //队伍组成全为合作
  608. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  609. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  610. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  611. break;
  612. case 178: case 185:
  613. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  614. break;
  615. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  616. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  617. switch (sk[0])
  618. {
  619. case 0: //全是像素进化
  620. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  621. break;
  622. case 2: //全是转生、超转生(8格潜觉)
  623. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  624. break;
  625. }
  626. break;
  627. case 138: //调用其他队长技
  628. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  629. break;
  630. default:
  631. }
  632. return scale || 1;
  633. }
  634. return mHpArr;
  635. }
  636. //计算队伍操作时间
  637. function countMoveTime(team, leader1id, leader2id, teamIdx)
  638. {
  639. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  640. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  641. const time1 = leaderSkillMoveTime(ls1);
  642. const time2 = leaderSkillMoveTime(ls2);
  643. let moveTime = {fixed:false,duration:5}; //基础5秒
  644. //固定操作时间的直接返回
  645. if (time1.fixed || time2.fixed)
  646. {
  647. moveTime.fixed = true;
  648. moveTime.duration = time1.fixed ?
  649. (time2.fixed && time2.duration < time1.duration ? time2.duration : time1.duration) :
  650. time2.duration;
  651. } else
  652. {
  653. moveTime.duration += time1.duration + time2.duration
  654. //2人协力时的特殊处理
  655. if (teamsCount === 2)
  656. {
  657. const teams = formation.teams;
  658. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  659. //复制队伍1
  660. team = [
  661. team[0].concat(),
  662. team[1].concat()
  663. ];
  664. //把队伍2的队长和武器添加到复制的队伍1里面
  665. team[0].push(team2[0][0]);
  666. team[1].push(team2[1][0]);
  667. }
  668. //徽章部分
  669. if (team[2] == 1 && (solo || teamsCount === 3)) {
  670. moveTime.duration += 1;
  671. } else if (team[2] == 13 && (solo || teamsCount === 3)) {
  672. moveTime.duration += 2;
  673. }
  674. //觉醒
  675. const awokenMoveTime = [
  676. {index:19,value:0.5}, //小手指
  677. {index:53,value:1}, //大手指
  678. ];
  679. moveTime.duration += awokenMoveTime.reduce((duration,aw)=>
  680. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  681. ,0);
  682. //潜觉
  683. const latentMoveTime = [
  684. {index:4,value:0.05}, //小手指潜觉
  685. {index:31,value:0.12}, //大手指潜觉
  686. ];
  687. moveTime.duration += latentMoveTime.reduce((duration,la)=>
  688. duration + team[0].reduce((count,menber)=>
  689. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  690. ,0) * la.value
  691. ,0);
  692. }
  693. function leaderSkillMoveTime(ls)
  694. {
  695. let moveTime = {fixed:false,duration:0};
  696. const sk = ls.params;
  697. switch (ls.type)
  698. {
  699. case 178: //固定操作时间
  700. moveTime.fixed = true;
  701. moveTime.duration = sk[0];
  702. break;
  703. case 15: case 185:
  704. moveTime.duration += sk[0]/100;
  705. break;
  706. case 138: //调用其他队长技
  707. return sk.reduce((pmul,skid)=>{
  708. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  709. if (subMoveTime.fixed)
  710. {
  711. pmul.fixed = true;
  712. pmul.duration = subMoveTime.duration
  713. }else
  714. {
  715. pmul.duration += subMoveTime.duration;
  716. }
  717. return pmul;
  718. },moveTime);
  719. default:
  720. }
  721. return moveTime;
  722. }
  723. return moveTime;
  724. }

智龙迷城队伍图制作工具