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script-universal_function.js 28 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, useGrouping = false)
  52. {
  53. return this.toLocaleString(undefined,
  54. {
  55. useGrouping: useGrouping,
  56. minimumIntegerDigits: length
  57. });
  58. }
  59. //大数字缩短长度,默认返回本地定义字符串
  60. Number.prototype.bigNumberToString = function()
  61. {
  62. return this.toLocaleString();
  63. }
  64. //数组删除自己尾部的空元素
  65. Array.prototype.DeleteLatter = function(item = null)
  66. {
  67. let index = this.length - 1;
  68. for (; index>=0; index--)
  69. {
  70. if (this[index] !== item)
  71. {
  72. break;
  73. }
  74. }
  75. this.splice(index + 1);
  76. return this;
  77. }
  78. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  79. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  80. const pcmImportObj = {
  81. env: {
  82. abortStackOverflow: () => { throw new Error("overflow"); },
  83. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  84. tableBase: 0,
  85. memory: pcmMemory,
  86. memoryBase: 102400,
  87. STACKTOP: 0,
  88. STACK_MAX: pcmMemory.buffer.byteLength,
  89. }
  90. };
  91. let pcmPlayer = null;
  92. let adpcm_wasm = null;
  93. function decodeAudio(fileName, decodeCallback)
  94. {
  95. if(pcmPlayer != null)
  96. {
  97. pcmPlayer.close();
  98. }
  99. pcmPlayer = new PCMPlayer(1, 44100);
  100. fetch(fileName).then((response) => response.arrayBuffer())
  101. .then((bytes) => {
  102. let audioData = new Uint8Array(bytes);
  103. let step = 160;
  104. for(let i = 0; i < audioData.byteLength; i += step)
  105. {
  106. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  107. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  108. pcmPlayer.feed(pcmFloat32Data);
  109. }
  110. });
  111. }
  112. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  113. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  114. .then((wasm) => {
  115. adpcm_wasm = wasm;
  116. /*addButton("adpcm").onclick = function () {
  117. let decoder = new Adpcm(wasm, pcmImportObj);
  118. decoder.resetDecodeState(new Adpcm.State(0, 0));
  119. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  120. }*/
  121. });
  122. //▲ADPCM播放相关
  123. function latentUseHole(latentId)
  124. {
  125. switch (true)
  126. {
  127. case (latentId === 12):
  128. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  129. return 2;
  130. case (latentId >= 13 && latentId <= 15):
  131. case (latentId >= 37 && latentId <= 42):
  132. return 6;
  133. case (latentId < 12):
  134. default:
  135. return 1;
  136. }
  137. }
  138. //获取最大潜觉数量
  139. function getMaxLatentCount(id)
  140. { //转生2和超转生3为8个格子
  141. const card = Cards[id];
  142. return card && card.is8Latent ? 8 : 6;
  143. }
  144. //计算用了多少潜觉格子
  145. function usedHole(latents)
  146. {
  147. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  148. }
  149. //计算所有队伍中有多少个该觉醒
  150. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  151. {
  152. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  153. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  154. },0);
  155. return formationAwokenCount;
  156. }
  157. //计算单个队伍中有多少个该觉醒
  158. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  159. {
  160. const memberArray = team[0];
  161. const assistArray = team[1];
  162. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  163. if (mon.id<=0)
  164. { //如果是delay和null
  165. return previous;
  166. }
  167. const card = Cards[mon.id];
  168. if (!card || !card.enabled)
  169. { //如果卡片未启用
  170. return previous;
  171. }
  172. const assist = assistArray[idx];
  173. const assistCard = Cards[assist.id];
  174. //启用的觉醒数组片段
  175. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  176. //单人、3人时,大于等于100级时增加超觉醒
  177. if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
  178. {
  179. const sAwokenT = card.superAwakenings[mon.sawoken];
  180. if (sAwokenT >= 0)
  181. enableAwoken = enableAwoken.concat(sAwokenT);
  182. }
  183. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  184. { //如果卡片未启用
  185. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  186. }
  187. //相同的觉醒数
  188. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  189. return previous + hasAwoken;
  190. },0);
  191. return teamAwokenCount;
  192. }
  193. //返回可用的怪物名称
  194. function returnMonsterNameArr(card, lsList, defaultCode)
  195. {
  196. const monNameArr = lsList.map(lc=>{ //取出每种语言
  197. if (lc == defaultCode)
  198. return card.name;
  199. else if(card.otLangName)
  200. return card.otLangName[lc];
  201. }).filter(ln=> //去掉空值和问号
  202. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  203. );
  204. if (monNameArr.length < 1) //如果本来的列表里没有名字
  205. {
  206. monNameArr.push(card.name); //只添加默认名字
  207. }
  208. return monNameArr;
  209. }
  210. //Code From pad-rikuu
  211. function valueAt(level, maxLevel, curve) {
  212. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  213. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  214. }
  215. //Code From pad-rikuu
  216. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  217. let value = valueAt(level, maxLevel, {
  218. min: c.min,
  219. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  220. scale: c.scale || 1
  221. });
  222. if (level > maxLevel) {
  223. const exceed99 = Math.min(level - maxLevel, 11);
  224. const exceed110 = Math.max(0, level - 110);
  225. value += c.max!==undefined ?
  226. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  227. (c.min * exceed99 + c.min * exceed110);
  228. }
  229. return value;
  230. }
  231. //计算怪物的经验值
  232. function calculateExp(member)
  233. {
  234. if (!member) return null;
  235. const memberCard = Cards[member.id];
  236. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  237. const expArray = [
  238. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  239. ];
  240. if (member.level > 99)
  241. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  242. if (member.level > 110)
  243. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  244. return expArray;
  245. }
  246. //计算怪物的能力
  247. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  248. {
  249. if (!member) return null;
  250. const memberCard = Cards[member.id];
  251. const assistCard = assist ? Cards[assist.id] : null;
  252. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  253. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  254. const plusAdd = [10,5,3]; //加值的增加值
  255. const limitBreakIncr120 = [10,5,5]; //120三维增加比例
  256. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  257. [{index:1,value:500},{index:65,value:-2500}], //HP
  258. [{index:2,value:100},{index:66,value:-1000}], //ATK
  259. [{index:3,value:200},{index:67,value:-2000}] //RCV
  260. ];
  261. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒
  262. [{index:63,scale:1.1}], //HP
  263. [{index:63,scale:1.1}], //ATK
  264. [{index:63,scale:1.1}] //RCV
  265. ];
  266. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  267. [], //HP
  268. [], //ATK
  269. [] //RCV
  270. ];
  271. if (!solo)
  272. { //协力时计算协力觉醒
  273. latterAwokenScale.forEach(ab=>{
  274. ab.push({index:30,scale:1.5});
  275. });
  276. }
  277. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  278. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045},{index:43,scale:0.10}], //HP
  279. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03},{index:44,scale:0.05}], //ATK
  280. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3},{index:45,scale:0.35}] //RCV
  281. ];
  282. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  283. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  284. const abilitys = memberCurves.map((ab, idx)=>{
  285. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  286. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  287. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  288. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  289. //单人、3人时,大于等于100级时增加超觉醒
  290. if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
  291. {
  292. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  293. if (sAwokenT >= 0)
  294. awokenList = awokenList.concat(sAwokenT);
  295. }
  296. //如果有武器还要计算武器的觉醒
  297. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  298. {
  299. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  300. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  301. {
  302. awokenList = awokenList.concat(assistAwokenList);
  303. }
  304. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  305. {
  306. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  307. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  308. }
  309. }
  310. //用来计算倍率觉醒的最终倍率是多少,reduce用
  311. function calculateAwokenScale(previous,aw)
  312. {
  313. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
  314. return previous * Math.pow(aw.scale, awokenCount);
  315. }
  316. //倍率类觉醒的比例,直接从1开始乘
  317. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
  318. //觉醒增加的数值
  319. const n_awoken = awokenList.length>0 ?
  320. Math.round(awokenAdd[idx].reduce((previous,aw)=>{
  321. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  322. if (awokenCount>0)
  323. return previous + aw.value * awokenCount;
  324. else
  325. return previous;
  326. },0)) :
  327. 0;
  328. //潜觉增加的倍率,从0开始,增加比例小于1,是加法不是乘法
  329. const n_latentScale = (member.latent && member.latent.length>0) ?
  330. latentScale[idx].reduce((previous,la)=>{
  331. const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
  332. return previous + la.scale * latentCount;
  333. },0) :
  334. 0;
  335. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  336. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  337. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  338. //觉醒生效时的协力、语音觉醒等的倍率
  339. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
  340. //都要做四舍五入
  341. reValue = Math.round(reValue);
  342. reValueNoAwoken = Math.round(reValueNoAwoken);
  343. if (idx<2) //idx顺序为HP、ATK、RCV
  344. { //HP和ATK最低为1
  345. reValue = Math.max(reValue,1);
  346. reValueNoAwoken = Math.max(reValueNoAwoken,1);
  347. }
  348. return [reValue,reValueNoAwoken];
  349. });
  350. return abilitys;
  351. }
  352. function calculateAbility_max(id, solo, teamsCount)
  353. {
  354. const card = Cards[id];
  355. const tempMon = {
  356. id: id,
  357. level: card.limitBreakIncr ? 110 : card.maxLevel,
  358. plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0,0,0] : [99,99,99], //当可以叠加时,不能打297
  359. awoken: card.awakenings.length,
  360. };
  361. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  362. if (abilities)
  363. {
  364. return {
  365. noAwoken:{
  366. hp:abilities[0][1],
  367. atk:abilities[1][1],
  368. rcv:abilities[2][1],
  369. },
  370. withAwoken:{
  371. hp:abilities[0][0],
  372. atk:abilities[1][0],
  373. rcv:abilities[2][0],
  374. },
  375. };
  376. }else
  377. {
  378. return null;
  379. }
  380. }
  381. //搜索卡片用
  382. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken)
  383. {
  384. 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
  385. //属性
  386. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  387. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  388. { //当两个颜色相同时,主副一样颜色的只需判断一次
  389. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  390. }else if (fixMainColor) //如果固定了顺序
  391. {
  392. const a1null = attr1 === null, a2null = attr2 === null;
  393. cardsRange = cardsRange.filter(c=>
  394. (a1null ? true : c.attrs[0] === attr1) &&
  395. (a2null ? true : c.attrs[1] === attr2)
  396. );
  397. }else //不限定顺序时
  398. {
  399. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性
  400. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  401. cardsRange = cardsRange.filter(c=>
  402. search_attrs.every(a=>c.attrs.includes(a)) &&
  403. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  404. );
  405. }
  406. //类型
  407. if (types.length>0)
  408. {
  409. cardsRange = cardsRange.filter(c=>typeAndOr ?
  410. types.every(t=>c.types.includes(t)) : //所有type都满足
  411. types.some(t=>c.types.includes(t)) //只需要满足一个type
  412. );
  413. }
  414. //稀有度
  415. if (rares.length>1)
  416. {
  417. cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]);
  418. }
  419. //觉醒
  420. //等效觉醒时,事先去除大觉醒
  421. if (equalAk)
  422. {
  423. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  424. bigEqualAwokens.forEach(bak=>{
  425. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  426. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  427. if (!smallEqualAwoken)
  428. {
  429. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  430. awokens.push(smallEqualAwoken);
  431. }
  432. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  433. });
  434. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  435. }
  436. if (awokens.length>0)
  437. {
  438. cardsRange = cardsRange.filter(card => {
  439. let cardAwakeningsArray = [];
  440. if (incSawoken && card.superAwakenings.length > 0)
  441. { //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
  442. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  443. }else
  444. { //单个原始觉醒数组
  445. cardAwakeningsArray.push(card.awakenings);
  446. }
  447. 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
  448. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  449. if (equalAk) //如果开启等效觉醒
  450. {
  451. //搜索等效觉醒
  452. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  453. if (equivalentAwoken)
  454. {
  455. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  456. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  457. return totalNum >= ak.num;
  458. }
  459. }
  460. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  461. })
  462. );
  463. });
  464. }
  465. //超觉醒
  466. if (sawokens.length>0 && !incSawoken)
  467. {
  468. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  469. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  470. return card.superAwakenings.includes(sak) ||
  471. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  472. }) );
  473. }
  474. cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0]
  475. return cardsRange;
  476. }
  477. //产生一个怪物头像
  478. function createCardA()
  479. {
  480. const cdom = document.createElement("a");
  481. cdom.className = "monster";
  482. cdom.target = "_blank";
  483. const property = cdom.appendChild(document.createElement("div"));
  484. property.className = "property";
  485. const subproperty = cdom.appendChild(document.createElement("div"));
  486. subproperty.className = "subproperty";
  487. const cid = cdom.appendChild(document.createElement("div"));
  488. cid.className = "id";
  489. const cawoken = cdom.appendChild(document.createElement("div"));
  490. cawoken.className = "awoken-count-num";
  491. return cdom;
  492. }
  493. //返回文字说明内怪物Card的纯HTML
  494. function cardN(id){
  495. const monOuterDom = document.createElement("span");
  496. monOuterDom.className = "detail-mon";
  497. const monDom = createCardA(id);
  498. monOuterDom.appendChild(monDom);
  499. monOuterDom.monDom = monDom;
  500. changeid({id:id},monDom);
  501. return monOuterDom;
  502. }
  503. //将怪物的文字介绍解析为HTML
  504. function descriptionToHTML(str)
  505. {
  506. str = str.replace(/\n/ig,"<br>"); //换行
  507. //str = str.replace(/ /ig,"&nbsp;"); //换行
  508. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  509. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  510. return str;
  511. }
  512. //默认的技能解释的显示行为
  513. function parseSkillDescription(skill)
  514. {
  515. const span = document.createElement("span");
  516. span.innerHTML = descriptionToHTML(skill.description);
  517. return span;
  518. }
  519. //大数字缩短长度,默认返回本地定义字符串
  520. function parseBigNumber(number)
  521. {
  522. return number.toLocaleString();
  523. }
  524. //判断是否是转生和超转生
  525. function isReincarnated(card)
  526. {
  527. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  528. }
  529. //获取类型允许的潜觉
  530. function getAllowLatent(card)
  531. {
  532. const latentSet = new Set(common_allowable_latent);
  533. card.types.filter(i => i >= 0)
  534. .map(type => type_allowable_latent[type])
  535. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  536. if (card.limitBreakIncr)
  537. {
  538. v120_allowable_latent.forEach(t=>latentSet.add(t));
  539. }
  540. return Array.from(latentSet);
  541. }
  542. //计算队伍中有多少血量
  543. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  544. {
  545. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  546. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  547. const mHpArr = memberArr.map(m=>{
  548. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  549. let hp = ability ? ability[0] : 0;
  550. if (!hp) return 0;
  551. const card = Cards[m.id];
  552. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  553. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  554. /* 演示用代码
  555. let hp1,hp2;
  556. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  557. hp = Math.round(hp1);
  558. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  559. hp = Math.round(hp2);
  560. 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);
  561. */
  562. return hp;
  563. });
  564. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  565. function memberHpMul(card,ls,memberArr,solo)
  566. {
  567. function flags(num){
  568. const arr = [];
  569. for (let i = 0; i<32;i++)
  570. {
  571. if (num & (1<<i))
  572. {
  573. arr.push(i);
  574. }
  575. }
  576. return arr;
  577. }
  578. function hpMul(parm,scale)
  579. {
  580. if (scale == undefined || scale == 0) return 1;
  581. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  582. {
  583. return scale / 100;
  584. }
  585. if (parm.types && card.types.some(t => parm.types.includes(t)))
  586. {
  587. return scale / 100;
  588. }
  589. return 1;
  590. }
  591. const sk = ls.params;
  592. let scale = 1;
  593. switch (ls.type)
  594. {
  595. case 23: case 30: case 62: case 77: case 63: case 65:
  596. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  597. break;
  598. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  599. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  600. break;
  601. case 73: case 76:
  602. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  603. break;
  604. case 106: case 107: case 108:
  605. scale = sk[0] / 100;
  606. break;
  607. case 121: case 129: case 163: case 186:
  608. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  609. break;
  610. case 125: //队伍中必须有指定队员
  611. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  612. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  613. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  614. break;
  615. case 136:
  616. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  617. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  618. break;
  619. case 137:
  620. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  621. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  622. break;
  623. case 155:
  624. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  625. break;
  626. case 158:
  627. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  628. break;
  629. case 175: //队伍组成全为合作
  630. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  631. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  632. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  633. break;
  634. case 178: case 185:
  635. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  636. break;
  637. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  638. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  639. switch (sk[0])
  640. {
  641. case 0: //全是像素进化
  642. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  643. break;
  644. case 2: //全是转生、超转生(8格潜觉)
  645. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  646. break;
  647. }
  648. break;
  649. case 138: //调用其他队长技
  650. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  651. break;
  652. default:
  653. }
  654. return scale || 1;
  655. }
  656. return mHpArr;
  657. }
  658. //计算队伍操作时间
  659. function countMoveTime(team, leader1id, leader2id, teamIdx)
  660. {
  661. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  662. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  663. const time1 = leaderSkillMoveTime(ls1);
  664. const time2 = leaderSkillMoveTime(ls2);
  665. let moveTime = {
  666. fixed:false,
  667. duration:{
  668. default:5,
  669. leader:0,
  670. badge:0,
  671. awoken:0,
  672. }
  673. }; //基础5秒
  674. //固定操作时间的直接返回
  675. if (time1.fixed || time2.fixed)
  676. {
  677. moveTime.fixed = true;
  678. moveTime.duration.leader = time1.fixed ?
  679. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  680. time2.duration;
  681. } else
  682. {
  683. moveTime.duration.leader = time1.duration + time2.duration;
  684. //1人、3人计算徽章
  685. if (solo || teamsCount === 3)
  686. {
  687. //徽章部分
  688. if (team[2] == 1) //小手指
  689. {
  690. moveTime.duration.badge = 1;
  691. } else if (team[2] == 13) //大手指
  692. {
  693. moveTime.duration.badge = 2;
  694. } else if (team[2] == 18) //月卡
  695. {
  696. moveTime.duration.badge = 3;
  697. }
  698. }
  699. else if (teamsCount === 2) //2人协力时的特殊处理
  700. {
  701. const teams = formation.teams;
  702. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  703. //复制队伍1,这里参数里的 team 换成了一个新的数组
  704. team = [
  705. team[0].concat(),
  706. team[1].concat()
  707. ];
  708. //把队伍2的队长和武器添加到复制的队伍1里面
  709. team[0].push(team2[0][0]);
  710. team[1].push(team2[1][0]);
  711. }
  712. //觉醒
  713. const awokenMoveTime = [
  714. {index:19,value:0.5}, //小手指
  715. {index:53,value:1}, //大手指
  716. ];
  717. moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=>
  718. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  719. ,0);
  720. //潜觉
  721. const latentMoveTime = [
  722. {index:4,value:0.05}, //小手指潜觉
  723. {index:31,value:0.12}, //大手指潜觉
  724. ];
  725. moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=>
  726. duration + team[0].reduce((count,menber)=>
  727. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  728. ,0) * la.value
  729. ,0);
  730. }
  731. function leaderSkillMoveTime(ls)
  732. {
  733. let moveTime = {fixed:false,duration:0};
  734. const sk = ls.params;
  735. switch (ls.type)
  736. {
  737. case 178: //固定操作时间
  738. moveTime.fixed = true;
  739. moveTime.duration = sk[0];
  740. break;
  741. case 15: case 185:
  742. moveTime.duration += sk[0]/100;
  743. break;
  744. case 138: //调用其他队长技
  745. return sk.reduce((pmul,skid)=>{
  746. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  747. if (subMoveTime.fixed)
  748. {
  749. pmul.fixed = true;
  750. pmul.duration = subMoveTime.duration
  751. }else
  752. {
  753. pmul.duration += subMoveTime.duration;
  754. }
  755. return pmul;
  756. },moveTime);
  757. default:
  758. }
  759. return moveTime;
  760. }
  761. return moveTime;
  762. }
  763. //获取盾减伤比例
  764. function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false)
  765. {
  766. const sk = ls.params;
  767. let scale = 0;
  768. switch (ls.type)
  769. {
  770. case 16: //无条件盾
  771. scale = sk[0]/100;
  772. break;
  773. case 17: //单属性盾
  774. scale = allAttr ? 0 : sk[1]/100;
  775. break;
  776. case 36: //2个属性盾
  777. scale = allAttr ? 0 : sk[2]/100;
  778. break;
  779. case 38: //血线下 + 可能几率
  780. case 43: //血线上 + 可能几率
  781. scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100;
  782. break;
  783. case 129: //无条件盾,属性个数不固定
  784. case 163: //无条件盾,属性个数不固定
  785. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  786. break;
  787. case 130: //血线下 + 属性个数不固定
  788. case 131: //血线上 + 属性个数不固定
  789. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  790. break;
  791. case 151: //十字心触发
  792. case 169: //C触发
  793. case 198: //回血触发
  794. scale = sk[2]/100;
  795. break;
  796. case 170: //多色触发
  797. case 182: //长串触发
  798. case 193: //L触发
  799. scale = sk[3]/100;
  800. break;
  801. case 171: //多串触发
  802. scale = sk[6]/100;
  803. break;
  804. case 183: //又是个有两段血线的队长技
  805. scale = noHPneed ? 0 : sk[4]/100;
  806. break;
  807. case 138: //调用其他队长技
  808. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  809. break;
  810. default:
  811. }
  812. return scale || 0;
  813. }

智龙迷城队伍图制作工具