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script-universal_function.js 39 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. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //将二进制flag转为数组
  89. function flags(num) {
  90. const arr = [];
  91. for (let i = 0; i < 32; i++) {
  92. if (num & (1 << i)) {
  93. arr.push(i);
  94. }
  95. }
  96. return arr;
  97. }
  98. //数组删除自己尾部的空元素
  99. Array.prototype.DeleteLatter = function(item = null) {
  100. let index = this.length - 1;
  101. for (; index >= 0; index--) {
  102. if (this[index] !== item) {
  103. break;
  104. }
  105. }
  106. this.splice(index + 1);
  107. return this;
  108. }
  109. Math.randomInteger = function(max, min = 0) {
  110. return this.floor(this.random() * (max - min + 1) + min);
  111. }
  112. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  113. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  114. const pcmImportObj = {
  115. env: {
  116. abortStackOverflow: () => { throw new Error("overflow"); },
  117. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  118. tableBase: 0,
  119. memory: pcmMemory,
  120. memoryBase: 102400,
  121. STACKTOP: 0,
  122. STACK_MAX: pcmMemory.buffer.byteLength,
  123. }
  124. };
  125. let pcmPlayer = null;
  126. let adpcm_wasm = null;
  127. function decodeAudio(fileName, decodeCallback) {
  128. if (pcmPlayer != null) {
  129. pcmPlayer.close();
  130. }
  131. pcmPlayer = new PCMPlayer(1, 44100);
  132. fetch(fileName).then((response) => response.arrayBuffer())
  133. .then((bytes) => {
  134. let audioData = new Uint8Array(bytes);
  135. let step = 160;
  136. for (let i = 0; i < audioData.byteLength; i += step) {
  137. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  138. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  139. pcmPlayer.feed(pcmFloat32Data);
  140. }
  141. });
  142. }
  143. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  144. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  145. .then((wasm) => {
  146. adpcm_wasm = wasm;
  147. /*addButton("adpcm").onclick = function () {
  148. let decoder = new Adpcm(wasm, pcmImportObj);
  149. decoder.resetDecodeState(new Adpcm.State(0, 0));
  150. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  151. }*/
  152. });
  153. //▲ADPCM播放相关
  154. // 加载 image
  155. function loadImage(url) {
  156. return new Promise(function(resolve, reject) {
  157. var image = new Image();
  158. image.src = url;
  159. image.type = "svg"
  160. image.crossOrigin = 'Anonymous';
  161. image.onload = function() {
  162. resolve(this);
  163. };
  164. image.onerror = function(err) {
  165. reject(err);
  166. };
  167. });
  168. }
  169. function latentUseHole(latentId) {
  170. switch (true) {
  171. case (latentId === 12):
  172. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  173. return 2;
  174. case (latentId >= 13 && latentId <= 15):
  175. case (latentId >= 37 && latentId <= 42):
  176. return 6;
  177. case (latentId < 12):
  178. default:
  179. return 1;
  180. }
  181. }
  182. //获取最大潜觉数量
  183. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  184. const card = Cards[id];
  185. return card && card.is8Latent ? 8 : 6;
  186. }
  187. //计算用了多少潜觉格子
  188. function usedHole(latents) {
  189. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  190. }
  191. //计算所有队伍中有多少个该觉醒
  192. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  193. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  194. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  195. }, 0);
  196. return formationAwokenCount;
  197. }
  198. //计算单个队伍中有多少个该觉醒
  199. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  200. const memberArray = team[0];
  201. const assistArray = team[1];
  202. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  203. if (mon.id <= 0) { //如果是delay和null
  204. return previous;
  205. }
  206. const card = Cards[mon.id];
  207. if (!card || !card.enabled) { //如果卡片未启用
  208. return previous;
  209. }
  210. const assist = assistArray[idx];
  211. const assistCard = Cards[assist.id];
  212. //启用的觉醒数组片段
  213. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  214. //单人、3人时,大于等于100级时增加超觉醒
  215. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  216. const sAwokenT = card.superAwakenings[mon.sawoken];
  217. if (sAwokenT >= 0)
  218. enableAwoken = enableAwoken.concat(sAwokenT);
  219. }
  220. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  221. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  222. }
  223. //相同的觉醒数
  224. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  225. return previous + hasAwoken;
  226. }, 0);
  227. return teamAwokenCount;
  228. }
  229. //返回可用的怪物名称
  230. function returnMonsterNameArr(card, lsList, defaultCode) {
  231. const monNameArr = lsList.map(lc => { //取出每种语言
  232. if (lc == defaultCode)
  233. return card.name;
  234. else if (card.otLangName)
  235. return card.otLangName[lc];
  236. }).filter(ln => //去掉空值和问号
  237. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  238. );
  239. if (monNameArr.length < 1) //如果本来的列表里没有名字
  240. {
  241. monNameArr.push(card.name); //只添加默认名字
  242. }
  243. return monNameArr;
  244. }
  245. //Code From pad-rikuu
  246. function valueAt(level, maxLevel, curve) {
  247. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  248. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  249. }
  250. //Code From pad-rikuu
  251. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  252. let value = valueAt(level, maxLevel, {
  253. min: c.min,
  254. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  255. scale: c.scale || 1
  256. });
  257. if (level > maxLevel) {
  258. const exceed99 = Math.min(level - maxLevel, 11);
  259. const exceed110 = Math.max(0, level - 110);
  260. value += c.max !== undefined ?
  261. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  262. (c.min * exceed99 + c.min * exceed110);
  263. }
  264. return value;
  265. }
  266. //计算怪物的经验值
  267. function calculateExp(member) {
  268. if (!member) return null;
  269. const memberCard = Cards[member.id];
  270. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  271. const expArray = [
  272. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  273. ];
  274. if (member.level > 99)
  275. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  276. if (member.level > 110)
  277. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  278. return expArray;
  279. }
  280. //计算怪物的能力
  281. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  282. if (!member) return null;
  283. const memberCard = Cards[member.id];
  284. const assistCard = assist ? Cards[assist.id] : null;
  285. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  286. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  287. const plusAdd = [10, 5, 3]; //加值的增加值
  288. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  289. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  290. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  291. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  292. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  293. ];
  294. 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
  295. [{ index: 63, scale: 1.1 }], //HP
  296. [{ index: 63, scale: 1.1 }], //ATK
  297. [{ index: 63, scale: 1.1 }] //RCV
  298. ];
  299. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  300. [], //HP
  301. [], //ATK
  302. [] //RCV
  303. ];
  304. if (!solo) { //协力时计算协力觉醒
  305. latterAwokenScale.forEach(ab => {
  306. ab.push({ index: 30, scale: 1.5 });
  307. });
  308. }
  309. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  310. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  311. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  312. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  313. ];
  314. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  315. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  316. const abilitys = memberCurves.map((ab, idx) => {
  317. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  318. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  319. let n_assist_base = 0,
  320. n_assist_plus = 0; //辅助的bonus
  321. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  322. //单人、3人时,大于等于100级时增加超觉醒
  323. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  324. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  325. if (sAwokenT >= 0)
  326. awokenList = awokenList.concat(sAwokenT);
  327. }
  328. //如果有武器还要计算武器的觉醒
  329. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  330. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  331. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  332. {
  333. awokenList = awokenList.concat(assistAwokenList);
  334. }
  335. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  336. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  337. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  338. }
  339. }
  340. //用来计算倍率觉醒的最终倍率是多少,reduce用
  341. function calculateAwokenScale(previous, aw) {
  342. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  343. return previous * aw.scale ** awokenCount;
  344. }
  345. //倍率类觉醒的比例,直接从1开始乘
  346. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  347. //觉醒增加的数值
  348. const n_awoken = awokenList.length > 0 ?
  349. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  350. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  351. if (awokenCount > 0)
  352. return previous + aw.value * awokenCount;
  353. else
  354. return previous;
  355. }, 0)) :
  356. 0;
  357. //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
  358. const n_latentScale = (member.latent && member.latent.length > 0) ?
  359. latentScale[idx].reduce((previous, la) => {
  360. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  361. return previous + la.scale * latentCount;
  362. }, 0) :
  363. 0;
  364. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  365. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  366. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  367. //觉醒生效时的协力、语音觉醒等的倍率
  368. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  369. //都要做四舍五入
  370. reValue = Math.round(reValue);
  371. reValueNoAwoken = Math.round(reValueNoAwoken);
  372. if (idx < 2) //idx顺序为HP、ATK、RCV
  373. { //HP和ATK最低为1
  374. reValue = Math.max(reValue, 1);
  375. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  376. }
  377. return [reValue, reValueNoAwoken];
  378. });
  379. return abilitys;
  380. }
  381. function calculateAbility_max(id, solo, teamsCount) {
  382. const card = Cards[id];
  383. const tempMon = {
  384. id: id,
  385. level: card.limitBreakIncr ? 110 : card.maxLevel,
  386. 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
  387. awoken: card.awakenings.length,
  388. };
  389. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  390. if (abilities) {
  391. return {
  392. noAwoken: {
  393. hp: abilities[0][1],
  394. atk: abilities[1][1],
  395. rcv: abilities[2][1],
  396. },
  397. withAwoken: {
  398. hp: abilities[0][0],
  399. atk: abilities[1][0],
  400. rcv: abilities[2][0],
  401. },
  402. };
  403. } else {
  404. return null;
  405. }
  406. }
  407. //搜索卡片用
  408. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  409. 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
  410. //属性
  411. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  412. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  413. { //当两个颜色相同时,主副一样颜色的只需判断一次
  414. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  415. } else if (fixMainColor) //如果固定了顺序
  416. {
  417. const a1null = attr1 === null,
  418. a2null = attr2 === null;
  419. cardsRange = cardsRange.filter(c =>
  420. (a1null ? true : c.attrs[0] === attr1) &&
  421. (a2null ? true : c.attrs[1] === attr2)
  422. );
  423. } else //不限定顺序时
  424. {
  425. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  426. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  427. cardsRange = cardsRange.filter(c =>
  428. search_attrs.every(a => c.attrs.includes(a)) &&
  429. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  430. );
  431. }
  432. //类型
  433. if (types.length > 0) {
  434. cardsRange = cardsRange.filter(c => typeAndOr ?
  435. types.every(t => c.types.includes(t)) : //所有type都满足
  436. types.some(t => c.types.includes(t)) //只需要满足一个type
  437. );
  438. }
  439. //稀有度
  440. if (rares.length > 1) {
  441. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  442. }
  443. //觉醒
  444. //等效觉醒时,事先去除大觉醒
  445. if (equalAk) {
  446. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  447. bigEqualAwokens.forEach(bak => {
  448. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  449. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  450. if (!smallEqualAwoken) {
  451. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  452. awokens.push(smallEqualAwoken);
  453. }
  454. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  455. });
  456. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  457. }
  458. if (awokens.length > 0) {
  459. cardsRange = cardsRange.filter(card => {
  460. let cardAwakeningsArray = [];
  461. if (incSawoken && card.superAwakenings.length > 0) { //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
  462. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  463. } else { //单个原始觉醒数组
  464. cardAwakeningsArray.push(card.awakenings);
  465. }
  466. 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
  467. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  468. if (equalAk) //如果开启等效觉醒
  469. {
  470. //搜索等效觉醒
  471. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  472. if (equivalentAwoken) {
  473. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  474. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  475. return totalNum >= ak.num;
  476. }
  477. }
  478. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  479. })
  480. );
  481. });
  482. }
  483. //超觉醒
  484. if (sawokens.length > 0 && !incSawoken) {
  485. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  486. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  487. return card.superAwakenings.includes(sak) ||
  488. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  489. }));
  490. }
  491. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  492. return cardsRange;
  493. }
  494. function searchByString(str)
  495. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  496. str = str.trim();
  497. if (str.length>0)
  498. {
  499. return Cards.filter(card =>
  500. {
  501. const names = [card.name];
  502. if (card.otLangName)
  503. {
  504. names.push(...Object.values(card.otLangName));
  505. }
  506. const tags = card.altName.concat();
  507. if (card.otTags)
  508. {
  509. tags.push(...card.otTags);
  510. }
  511. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  512. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  513. }
  514. );
  515. }else
  516. {
  517. return [];
  518. }
  519. }
  520. function copyString(input)
  521. {
  522. input.focus(); //设input为焦点
  523. input.select(); //选择全部
  524. if (document.execCommand('copy')) {
  525. document.execCommand('copy');
  526. }
  527. //input.blur(); //取消焦点
  528. }
  529. //产生一个怪物头像
  530. function createCardA() {
  531. const cdom = document.createElement("a");
  532. cdom.className = "monster";
  533. cdom.target = "_blank";
  534. const property = cdom.appendChild(document.createElement("div"));
  535. property.className = "property";
  536. const subproperty = cdom.appendChild(document.createElement("div"));
  537. subproperty.className = "subproperty";
  538. const cid = cdom.appendChild(document.createElement("div"));
  539. cid.className = "id";
  540. const cawoken = cdom.appendChild(document.createElement("div"));
  541. cawoken.className = "awoken-count-num";
  542. return cdom;
  543. }
  544. //返回文字说明内怪物Card的纯HTML
  545. function cardN(id) {
  546. const monOuterDom = document.createElement("span");
  547. monOuterDom.className = "detail-mon";
  548. const monDom = createCardA(id);
  549. monOuterDom.appendChild(monDom);
  550. monOuterDom.monDom = monDom;
  551. changeid({ id: id }, monDom);
  552. return monOuterDom;
  553. }
  554. //将怪物的文字介绍解析为HTML
  555. function descriptionToHTML(str)
  556. {
  557. //str = str.replace(/\n/ig,"<br>"); //换行
  558. //str = str.replace(/ /ig,"&nbsp;"); //换行
  559. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  560. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  561. return str;
  562. }
  563. //默认的技能解释的显示行为
  564. function parseSkillDescription(skill) {
  565. const span = document.createElement("span");
  566. span.innerHTML = descriptionToHTML(skill.description);
  567. return span;
  568. }
  569. //大数字缩短长度,默认返回本地定义字符串
  570. function parseBigNumber(number) {
  571. return number.toLocaleString();
  572. }
  573. //判断是否是转生和超转生
  574. function isReincarnated(card) {
  575. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  576. }
  577. //获取类型允许的潜觉
  578. function getAllowLatent(card) {
  579. const latentSet = new Set(common_allowable_latent);
  580. card.types.filter(i => i >= 0)
  581. .map(type => type_allowable_latent[type])
  582. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  583. if (card.limitBreakIncr) {
  584. v120_allowable_latent.forEach(t => latentSet.add(t));
  585. }
  586. return Array.from(latentSet);
  587. }
  588. //计算队伍中有多少血量
  589. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  590. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  591. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  592. const mHpArr = memberArr.map(m => {
  593. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  594. let hp = ability ? ability[0] : 0;
  595. if (!hp) return 0;
  596. const card = Cards[m.id] || Cards[0];
  597. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  598. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  599. /* 演示用代码
  600. let hp1,hp2;
  601. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  602. hp = Math.round(hp1);
  603. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  604. hp = Math.round(hp2);
  605. 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);
  606. */
  607. return hp;
  608. });
  609. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  610. function memberHpMul(card, ls, memberArr, solo) {
  611. function hpMul(parm, scale) {
  612. if (scale == undefined || scale == 0) return 1;
  613. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  614. return scale / 100;
  615. }
  616. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  617. return scale / 100;
  618. }
  619. return 1;
  620. }
  621. const sk = ls.params;
  622. let scale = 1;
  623. switch (ls.type) {
  624. case 23:
  625. case 30:
  626. case 62:
  627. case 77:
  628. case 63:
  629. case 65:
  630. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  631. break;
  632. case 29:
  633. case 114:
  634. case 45:
  635. case 111:
  636. case 46:
  637. case 48:
  638. case 67:
  639. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  640. break;
  641. case 73:
  642. case 76:
  643. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  644. break;
  645. case 106:
  646. case 107:
  647. case 108:
  648. scale = sk[0] / 100;
  649. break;
  650. case 121:
  651. case 129:
  652. case 163:
  653. case 186:
  654. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  655. break;
  656. case 125: //队伍中必须有指定队员
  657. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  658. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  659. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  660. break;
  661. case 136:
  662. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  663. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  664. break;
  665. case 137:
  666. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  667. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  668. break;
  669. case 155:
  670. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  671. break;
  672. case 158:
  673. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  674. break;
  675. case 175: //队伍组成全为合作
  676. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  677. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  678. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  679. break;
  680. case 178:
  681. case 185:
  682. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  683. break;
  684. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  685. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  686. switch (sk[0]) {
  687. case 0: //全是像素进化
  688. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  689. break;
  690. case 2: //全是转生、超转生(8格潜觉)
  691. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  692. break;
  693. }
  694. break;
  695. case 229:{ //队员中存在每个属性或Type都算一次
  696. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  697. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  698. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  699. let correspondingAttrs = flags(sk[0]); //符合的属性
  700. let correspondingTypes = flags(sk[1]); //符合的类型
  701. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  702. scale = sk[2] * correspondingTimes / 100 + 1;
  703. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  704. break;
  705. }
  706. case 138: //调用其他队长技
  707. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  708. break;
  709. default:
  710. }
  711. return scale || 1;
  712. }
  713. return mHpArr;
  714. }
  715. //返回卡片的队长技能
  716. function getCardLeaderSkills(card, skillTypes) {
  717. if (!card) return [];
  718. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  719. }
  720. //返回卡片的主动技能
  721. function getCardActiveSkills(card, skillTypes) {
  722. if (!card) return [];
  723. return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
  724. }
  725. //查找到真正起作用的那一个技能
  726. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  727. if (skillTypes.includes(skill.type))
  728. {
  729. return [skill];
  730. }
  731. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  732. {
  733. //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  734. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  735. subSkills = subSkills.filter(s=>s);
  736. return subSkills;
  737. }
  738. else
  739. {
  740. return [];
  741. }
  742. }
  743. //计算队伍是否为76
  744. function tIf_Effect_76board(leader1id, leader2id) {
  745. const searchTypeArray = [162, 186];
  746. function henshinBase(cardid)
  747. {
  748. let card = Cards[cardid];
  749. if (card && card.henshinFrom)
  750. {
  751. card = Cards[card.henshinFrom];
  752. }
  753. return card;
  754. }
  755. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  756. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  757. return Boolean(ls1 || ls2);
  758. }
  759. //计算队伍是否为无天降
  760. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  761. const searchTypeArray = [163, 177];
  762. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  763. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  764. [0]
  765. return Boolean(ls1 || ls2);
  766. }
  767. //计算队伍是否为毒无效
  768. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  769. const searchTypeArray = [197];
  770. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  771. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  772. return Boolean(ls1 || ls2);
  773. }
  774. //计算队伍的+C
  775. function tIf_Effect_addCombo(leader1id, leader2id) {
  776. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  777. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  778. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  779. function getSkillAddCombo(skill) {
  780. if (!skill) return 0;
  781. switch (skill.type) {
  782. case 192:
  783. case 194:
  784. return skill.params[3];
  785. case 206:
  786. return skill.params[6];
  787. case 209:
  788. return skill.params[0];
  789. case 210:
  790. case 219:
  791. return skill.params[2];
  792. case 220:
  793. return skill.params[1];
  794. default:
  795. return 0;
  796. }
  797. }
  798. return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
  799. }
  800. //计算队伍的追打
  801. function tIf_Effect_inflicts(leader1id, leader2id) {
  802. const searchTypeArray = [199, 200, 201, 223];
  803. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  804. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  805. function getSkillFixedDamage(skill) {
  806. if (!skill) return 0;
  807. switch (skill.type) {
  808. case 199:
  809. case 200:
  810. return skill.params[2];
  811. case 201:
  812. return skill.params[5];
  813. case 223:
  814. return skill.params[1];
  815. default:
  816. return 0;
  817. }
  818. }
  819. return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
  820. }
  821. //计算队伍操作时间
  822. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  823. const searchTypeArray = [178, 15, 185];
  824. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  825. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  826. const time1 = leaderSkillMoveTime(ls1);
  827. const time2 = leaderSkillMoveTime(ls2);
  828. function leaderSkillMoveTime(ls) {
  829. const moveTime = { fixed: false, duration: 0 };
  830. if (!ls) return moveTime;
  831. const sk = ls.params;
  832. switch (ls.type) {
  833. case 178: //固定操作时间
  834. moveTime.fixed = true;
  835. moveTime.duration = sk[0];
  836. break;
  837. case 15:
  838. case 185:
  839. moveTime.duration += sk[0] / 100;
  840. break;
  841. default:
  842. }
  843. return moveTime;
  844. }
  845. let moveTime = {
  846. fixed: false,
  847. duration: {
  848. default: 5,
  849. leader: 0,
  850. badge: 0,
  851. awoken: 0,
  852. }
  853. }; //基础5秒
  854. //固定操作时间的直接返回
  855. if (time1.fixed || time2.fixed) {
  856. moveTime.fixed = true;
  857. moveTime.duration.leader = time1.fixed ?
  858. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  859. time2.duration;
  860. } else {
  861. moveTime.duration.leader = time1.duration + time2.duration;
  862. //1人、3人计算徽章
  863. if (solo || teamsCount === 3) {
  864. switch (team[2]) {
  865. case 1: //小手指
  866. moveTime.duration.badge = 1;
  867. break;
  868. case 13: //大手指
  869. moveTime.duration.badge = 2;
  870. break;
  871. case 18: //月卡
  872. moveTime.duration.badge = 3;
  873. break;
  874. }
  875. } else if (teamsCount === 2) //2人协力时的特殊处理
  876. {
  877. const teams = formation.teams;
  878. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  879. //复制队伍1,这里参数里的 team 换成了一个新的数组
  880. team = [
  881. team[0].concat(),
  882. team[1].concat()
  883. ];
  884. //把队伍2的队长和武器添加到复制的队伍1里面
  885. team[0].push(team2[0][team2[3]]);
  886. team[1].push(team2[1][team2[3]]);
  887. }
  888. //觉醒
  889. const awokenMoveTime = [
  890. { index: 19, value: 0.5 }, //小手指
  891. { index: 53, value: 1 }, //大手指
  892. ];
  893. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  894. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  895. //潜觉
  896. const latentMoveTime = [
  897. { index: 4, value: 0.05 }, //小手指潜觉
  898. { index: 31, value: 0.12 }, //大手指潜觉
  899. ];
  900. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  901. duration + team[0].reduce((count, menber) =>
  902. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  903. }
  904. return moveTime;
  905. }
  906. //将盾减伤比例组叠加为一个减伤范围组
  907. function getReduceRange(reduceScales)
  908. {
  909. class reduceRange{
  910. constructor(obj)
  911. {
  912. this.min = 0;
  913. this.max = 100;
  914. this.scale = 0;
  915. this.probability = 1;
  916. if (typeof obj == "object") Object.assign(this, obj);
  917. }
  918. }
  919. const ranges = [new reduceRange()];
  920. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  921. function processingRanges(ranges, scale)
  922. {
  923. //先找scale.min在某个范围内的
  924. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  925. //再找scale.max在某个范围内的
  926. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  927. //先只拆分不乘比例
  928. if (rgLessIdx >= 0)
  929. {
  930. const range = ranges[rgLessIdx];
  931. ranges.splice(rgLessIdx, 1,
  932. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  933. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  934. );
  935. }
  936. if (rgMoreIdx >= 0)
  937. {
  938. const range = ranges[rgMoreIdx];
  939. ranges.splice(rgMoreIdx, 1,
  940. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  941. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  942. );
  943. }
  944. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  945. needChangeScaleRanges.forEach(range=>{
  946. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  947. range.probability *= scale.probability;
  948. });
  949. }
  950. //对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次
  951. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  952. reduceScales.forEach(scale=>{
  953. if (scale.attrs == 0) //没有属性的
  954. {
  955. return;
  956. }
  957. else if ((scale.attrs & 31) != 31) //不符合全属性的
  958. {
  959. const attrs = flags(scale.attrs); //得到属性数组
  960. attrs.forEach(n=>{
  961. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  962. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  963. });
  964. }
  965. else
  966. { //只处理第一数组
  967. processingRanges(ranges, scale);
  968. }
  969. });
  970. return attrsRanges;
  971. }
  972. //获取盾减伤比例组
  973. function getReduceScales(leaderid) {
  974. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  975. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  976. function leaderReduceScale(ls) {
  977. const reduce = {
  978. scale: 0,
  979. hp: {
  980. max: 100,
  981. min: 0
  982. },
  983. probability: 1,
  984. attrs: 31, //5色是31
  985. };
  986. if (!ls) return reduce;
  987. const sk = ls.params;
  988. switch (ls.type) {
  989. case 16: //无条件盾
  990. reduce.scale = sk[0] / 100;
  991. break;
  992. case 17: //单属性盾
  993. reduce.scale = sk[1] / 100;
  994. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  995. break;
  996. case 36: //2个属性盾
  997. reduce.scale = sk[2] / 100;
  998. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  999. break;
  1000. case 38: //血线下 + 可能几率
  1001. case 43: //血线上 + 可能几率
  1002. reduce.scale = (sk[2] || 0) / 100;
  1003. reduce.probability = sk[1] / 100;
  1004. if (sk[0] == 100)
  1005. {
  1006. reduce.hp.max = sk[0];
  1007. reduce.hp.min = 99;
  1008. }else
  1009. {
  1010. if(ls.type == 38)
  1011. {
  1012. reduce.hp.max = sk[0];
  1013. reduce.hp.min = 0;
  1014. }else
  1015. {
  1016. reduce.hp.max = 100;
  1017. reduce.hp.min = sk[0];
  1018. }
  1019. }
  1020. break;
  1021. case 129: //无条件盾,属性个数不固定
  1022. case 163: //无条件盾,属性个数不固定
  1023. case 130: //血线下 + 属性个数不固定
  1024. case 131: //血线上 + 属性个数不固定
  1025. reduce.scale = (sk[6] || 0) / 100;
  1026. reduce.attrs = 0 | sk[5];
  1027. if (ls.type == 130 || ls.type == 131)
  1028. {
  1029. if (sk[0] == 100)
  1030. {
  1031. reduce.hp.max = sk[0];
  1032. reduce.hp.min = 99;
  1033. }else
  1034. {
  1035. if(ls.type == 130)
  1036. {
  1037. reduce.hp.max = sk[0];
  1038. reduce.hp.min = 0;
  1039. }else
  1040. {
  1041. reduce.hp.max = 100;
  1042. reduce.hp.min = sk[0];
  1043. }
  1044. }
  1045. }
  1046. break;
  1047. case 178: //无条件盾,属性个数不固定
  1048. reduce.scale = (sk[7] || 0) / 100;
  1049. reduce.attrs = 0 | sk[6];
  1050. break;
  1051. case 151: //十字心触发
  1052. case 169: //C触发
  1053. case 198: //回血触发
  1054. reduce.scale = (sk[2] || 0) / 100;
  1055. break;
  1056. case 170: //多色触发
  1057. case 182: //长串触发
  1058. case 193: //L触发
  1059. reduce.scale = (sk[3] || 0) / 100;
  1060. break;
  1061. case 171: //多串触发
  1062. reduce.scale = (sk[6] || 0) / 100;
  1063. break;
  1064. case 183: //又是个有两段血线的队长技
  1065. reduce.scale = (sk[4] || 0) / 100;
  1066. if (sk[2] == 100)
  1067. {
  1068. reduce.hp.max = sk[2];
  1069. reduce.hp.min = 99;
  1070. }else
  1071. {
  1072. reduce.hp.max = 100;
  1073. reduce.hp.min = sk[2];
  1074. }
  1075. break;
  1076. default:
  1077. }
  1078. return reduce;
  1079. }
  1080. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1081. }

智龙迷城队伍图制作工具