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script-universal_function.js 51 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 || _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. function localStorage_getBoolean(name, defaultValue = false){
  47. let value = localStorage.getItem(name);
  48. if (value === "true") return true;
  49. else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
  50. }
  51. // 将字符串转为二进制字符串
  52. String.prototype.toUTF16BinaryString = function() {
  53. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字
  54. const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array
  55. const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中
  56. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  57. return result;
  58. }
  59. String.fromBinaryString = function(binary) {
  60. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  61. const charCodes = new Uint16Array(bytes.buffer);
  62. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  63. return result;
  64. }
  65. String.fromBase64 = function(base64) {
  66. return String.fromBinaryString(atob(base64));
  67. }
  68. //Buffer转16进制字符串
  69. Uint8Array.prototype.toHex = function() {
  70. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  71. }
  72. //大数字缩短长度,默认返回本地定义字符串
  73. Number.prototype.bigNumberToString = Number.prototype.toLocaleString;
  74. //最多保留N位小数,不留0
  75. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  76. {
  77. let newNumber = Number(this.toFixed(decimalDigits));
  78. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  79. }
  80. //数组删除自己尾部的空元素
  81. Array.prototype.deleteLatter = function(item = null) {
  82. let index = this.length - 1;
  83. for (; index >= 0; index--) {
  84. if (this[index] !== item) {
  85. break;
  86. }
  87. }
  88. this.splice(index + 1);
  89. return this;
  90. }
  91. //数组去重,改变自身
  92. Array.prototype.distinct = function() {
  93. const _set = new Set(this);
  94. this.length = 0;
  95. this.push(..._set);
  96. return this.valueOf();
  97. }
  98. //数组交换元素
  99. Array.prototype.switch = function(i1, i2) {
  100. if (Math.max(i1, i2) >= this.length) return false;
  101. let temp = this[i1];
  102. this[i1] = this[i2];
  103. this[i2] = temp;
  104. return true;
  105. }
  106. //数组随机排序
  107. Array.prototype.shuffle = function() {
  108. let length = this.length;
  109. while (length) {
  110. randomIndex = Math.floor(Math.random() * length--);
  111. this.switch(length, randomIndex);
  112. }
  113. return this;
  114. }
  115. Array.prototype.randomShift = function() {
  116. return this.splice(Math.random() * this.length, 1)?.[0];
  117. }
  118. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  119. Array.prototype.groupBy = function(func) {
  120. const groups = this.reduce((pre,cur)=>{
  121. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  122. if (grp)
  123. grp.push(cur);
  124. else
  125. pre.push([cur]);
  126. return pre;
  127. }, []);
  128. return groups;
  129. }
  130. Math.randomInteger = function(max, min = 0) {
  131. return this.floor(this.random() * (max - min + 1) + min);
  132. }
  133. //将二进制flag转为数组
  134. function flags(num) {
  135. const arr = [];
  136. for (let i = 0; i < 32; i++) {
  137. if (num & (1 << i)) {
  138. arr.push(i);
  139. }
  140. }
  141. return arr;
  142. }
  143. //将二进制flag转为数组
  144. function reflags(arr) {
  145. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  146. }
  147. //带标签的模板字符串
  148. function tp(strings, ...keys) {
  149. return (function(...values) {
  150. let dict = values[values.length - 1] || {};
  151. let fragment = document.createDocumentFragment();
  152. fragment.append(strings[0]);
  153. keys.forEach(function(key, i, arr) {
  154. let value = Number.isInteger(key) ? values[key] : dict[key];
  155. if (value != undefined)
  156. {
  157. try{
  158. fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  159. }catch(e)
  160. {
  161. console.log("模板字符串错误: %o,", e, values, keys, value);
  162. }
  163. }
  164. fragment.append(strings[i + 1]);
  165. });
  166. return fragment;
  167. });
  168. }
  169. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  170. function deepMerge(obj1, obj2) {
  171. let key;
  172. for (key in obj2) {
  173. // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并
  174. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  175. obj1[key] =
  176. obj1[key] &&
  177. obj1[key].toString() === "[object Object]" &&
  178. (obj2[key] && obj2[key].toString() === "[object Object]")
  179. ? deepMerge(obj1[key], obj2[key])
  180. : (obj1[key] = obj2[key]);
  181. }
  182. return obj1;
  183. }
  184. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  185. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  186. const pcmImportObj = {
  187. env: {
  188. abortStackOverflow: () => { throw new Error("overflow"); },
  189. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  190. tableBase: 0,
  191. memory: pcmMemory,
  192. memoryBase: 102400,
  193. STACKTOP: 0,
  194. STACK_MAX: pcmMemory.buffer.byteLength,
  195. }
  196. };
  197. let pcmPlayer = null;
  198. let adpcm_wasm = null;
  199. function decodeAudio(fileName, decodeCallback) {
  200. if (pcmPlayer != null) {
  201. pcmPlayer.close();
  202. }
  203. pcmPlayer = new PCMPlayer(1, 44100);
  204. fetch(fileName).then((response) => response.arrayBuffer())
  205. .then((bytes) => {
  206. let audioData = new Uint8Array(bytes);
  207. let step = 160;
  208. for (let i = 0; i < audioData.byteLength; i += step) {
  209. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  210. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  211. pcmPlayer.feed(pcmFloat32Data);
  212. }
  213. });
  214. }
  215. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  216. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  217. .then((wasm) => {
  218. adpcm_wasm = wasm;
  219. /*addButton("adpcm").onclick = function () {
  220. let decoder = new Adpcm(wasm, pcmImportObj);
  221. decoder.resetDecodeState(new Adpcm.State(0, 0));
  222. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  223. }*/
  224. });
  225. //▲ADPCM播放相关
  226. // 加载 image
  227. function loadImage(url) {
  228. return new Promise(function(resolve, reject) {
  229. var image = new Image();
  230. image.src = url;
  231. image.type = "svg"
  232. image.crossOrigin = 'Anonymous';
  233. image.onload = function() {
  234. resolve(this);
  235. };
  236. image.onerror = function(err) {
  237. reject(err);
  238. };
  239. });
  240. }
  241. //代码来自 https://segmentfault.com/a/1190000004451095
  242. function fileReader (file, options = {}) {
  243. return new Promise(function (resolve, reject) {
  244. const reader = new FileReader();
  245. reader.onload = function () {
  246. resolve(reader);
  247. };
  248. reader.onerror = reject;
  249. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  250. reject({
  251. code: 1,
  252. msg: 'wrong file type'
  253. });
  254. }
  255. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  256. reader.readAsText(file);
  257. } else {
  258. reader.readAsDataURL(file);
  259. }
  260. });
  261. }
  262. function dbReadKey (db, tableName, keys) {
  263. return new Promise(function (resolve, reject) {
  264. const transaction = db.transaction([tableName]);
  265. const objectStore = transaction.objectStore(tableName);
  266. const request = objectStore.get(keys);
  267. request.onsuccess = function(event) {
  268. resolve(request.result);
  269. };
  270. request.onerror = reject;
  271. });
  272. }
  273. function dbCount (db, tableName, key) {
  274. return new Promise(function (resolve, reject) {
  275. const transaction = db.transaction([tableName]);
  276. const objectStore = transaction.objectStore(tableName);
  277. const request = objectStore.count(key);
  278. request.onsuccess = function() {
  279. resolve(request.result);
  280. }
  281. request.onerror = reject;
  282. });
  283. }
  284. function dbReadAll (db, tableName) {
  285. return new Promise(async function (resolve, reject) {
  286. let datas = [];
  287. const transaction = db.transaction([tableName]);
  288. const objectStore = transaction.objectStore(tableName);
  289. const request = objectStore.openCursor();
  290. request.onsuccess = function(event) {
  291. var cursor = event.target.result;
  292. if (cursor) {
  293. // cursor.value 包含正在被遍历的当前记录
  294. // 这里你可以对 result 做些什么
  295. datas.push(cursor.value);
  296. cursor.continue();
  297. } else {
  298. // 没有更多 results
  299. resolve(datas);
  300. }
  301. };
  302. request.onerror = reject;
  303. });
  304. }
  305. function dbWrite (db, tableName, data, keys) {
  306. return new Promise(function (resolve, reject) {
  307. const transaction = db.transaction([tableName], "readwrite");
  308. const objectStore = transaction.objectStore(tableName);
  309. const request = objectStore.put(data, keys);
  310. request.onsuccess = function(event) {
  311. resolve(event);
  312. };
  313. request.onerror = reject;
  314. });
  315. }
  316. function dbDelete (db, tableName, keys) {
  317. return new Promise(function (resolve, reject) {
  318. const transaction = db.transaction([tableName], "readwrite");
  319. const objectStore = transaction.objectStore(tableName);
  320. const request = objectStore.delete(keys);
  321. request.onsuccess = function(event) {
  322. resolve(event);
  323. };
  324. request.onerror = reject;
  325. });
  326. }
  327. function latentUseHole(latentId) {
  328. switch (true) {
  329. case (latentId === 12):
  330. case (latentId >= 16 && latentId <= 36):
  331. case (latentId >= 43 && latentId <= 45):
  332. {
  333. return 2;
  334. }
  335. case (latentId >= 13 && latentId <= 15):
  336. case (latentId >= 37 && latentId <= 42):
  337. case (latentId >= 46):
  338. {
  339. return 6;
  340. }
  341. case (latentId < 12):
  342. default:
  343. {
  344. return 1;
  345. }
  346. }
  347. }
  348. //获取最大潜觉数量
  349. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  350. const card = Cards[id];
  351. return card && card.is8Latent ? 8 : 6;
  352. }
  353. //计算用了多少潜觉格子
  354. function usedHole(latents) {
  355. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  356. }
  357. //计算所有队伍中有多少个该觉醒
  358. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  359. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  360. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  361. }, 0);
  362. return formationAwokenCount;
  363. }
  364. //计算单个队伍中有多少个该觉醒
  365. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  366. const memberArray = team[0];
  367. const assistArray = team[1];
  368. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  369. if (mon.id <= 0) { //如果是delay和null
  370. return previous;
  371. }
  372. const card = Cards[mon.id];
  373. if (!card || !card.enabled) { //如果卡片未启用
  374. return previous;
  375. }
  376. const assist = assistArray[idx];
  377. const assistCard = Cards[assist.id];
  378. //启用的觉醒数组片段
  379. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  380. //单人、3人时,大于等于100级且297时增加超觉醒
  381. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  382. const sAwokenT = card.superAwakenings[mon.sawoken];
  383. if (sAwokenT >= 0)
  384. enableAwoken = enableAwoken.concat(sAwokenT);
  385. }
  386. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  387. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  388. }
  389. //相同的觉醒数
  390. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  391. return previous + hasAwoken;
  392. }, 0);
  393. return teamAwokenCount;
  394. }
  395. //返回可用的怪物名称
  396. function returnMonsterNameArr(card, lsList, defaultCode) {
  397. const monNameArr = lsList.map(lc => { //取出每种语言
  398. if (lc == defaultCode)
  399. return card.name;
  400. else if (card.otLangName)
  401. return card.otLangName[lc];
  402. }).filter(ln => //去掉空值和问号
  403. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  404. );
  405. if (monNameArr.length < 1) //如果本来的列表里没有名字
  406. {
  407. monNameArr.push(card.name); //只添加默认名字
  408. }
  409. return monNameArr;
  410. }
  411. //Code From pad-rikuu
  412. function valueAt(level, maxLevel, curve) {
  413. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  414. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  415. }
  416. //Code From pad-rikuu
  417. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  418. let value = valueAt(level, maxLevel, {
  419. min: c.min,
  420. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  421. scale: c.scale || 1
  422. });
  423. if (level > maxLevel) {
  424. const exceed99 = Math.min(level - maxLevel, 11);
  425. const exceed110 = Math.max(0, level - 110);
  426. value += c.max !== undefined ?
  427. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  428. (c.min * exceed99 + c.min * exceed110);
  429. }
  430. return value;
  431. }
  432. //计算怪物的经验值
  433. function calculateExp(member) {
  434. if (!member) return null;
  435. const memberCard = Cards[member.id];
  436. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  437. const expArray = [
  438. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  439. ];
  440. if (member.level > 99)
  441. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  442. if (member.level > 110)
  443. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  444. return expArray;
  445. }
  446. //计算怪物的能力
  447. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  448. if (!member) return null;
  449. const memberCard = Cards[member.id];
  450. const assistCard = assist ? Cards[assist.id] : null;
  451. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  452. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  453. const plusAdd = [10, 5, 3]; //加值的增加值
  454. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  455. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  456. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  457. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  458. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  459. ];
  460. 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
  461. [{ index: 63, scale: 1.1 }], //HP
  462. [{ index: 63, scale: 1.1 }], //ATK
  463. [{ index: 63, scale: 1.1 }] //RCV
  464. ];
  465. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  466. [], //HP
  467. [], //ATK
  468. [] //RCV
  469. ];
  470. if (!solo) { //协力时计算协力觉醒
  471. latterAwokenScale.forEach(ab => {
  472. ab.push({ index: 30, scale: 1.5 });
  473. });
  474. }
  475. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  476. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  477. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  478. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  479. ];
  480. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  481. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  482. const dge = formation.dungeonEnchance;
  483. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  484. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  485. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  486. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  487. dge.collabs.includes(memberCard.collabId); //符合合作
  488. //储存点亮的觉醒
  489. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  490. //单人、3人时,大于等于100级且297时增加超觉醒
  491. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  492. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  493. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  494. }
  495. //如果有武器还要计算武器的觉醒
  496. let enableBouns = false;
  497. if (assistCard?.id > 0 && assistCard.enabled) {
  498. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  499. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  500. awokenList.push(...assistAwokenList);
  501. }
  502. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  503. }
  504. const abilitys = memberCurves.map((ab, idx) => {
  505. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  506. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  507. let n_assist_base = 0,
  508. n_assist_plus = 0; //辅助的bonus
  509. //计算辅助的额外血量
  510. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  511. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  512. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  513. }
  514. //用来计算倍率觉醒的最终倍率是多少,reduce用
  515. function calculateAwokenScale(previous, aw) {
  516. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  517. return previous * aw.scale ** awokenCount;
  518. }
  519. //倍率类觉醒的比例,直接从1开始乘
  520. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  521. //觉醒增加的数值
  522. const n_awoken = awokenList.length > 0 ?
  523. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  524. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  525. if (awokenCount > 0)
  526. return previous + aw.value * awokenCount;
  527. else
  528. return previous;
  529. }, 0)) :
  530. 0;
  531. //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
  532. const n_latentScale = (member.latent && member.latent.length > 0) ?
  533. latentScale[idx].reduce((previous, la) => {
  534. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  535. return previous + la.scale * latentCount;
  536. }, 0) :
  537. 0;
  538. let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  539. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  540. let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  541. //觉醒生效时的协力、语音觉醒等的倍率
  542. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  543. //都要做四舍五入
  544. if (isDge && dgeRate[idx] != 1)
  545. {
  546. let rate = dgeRate[idx];
  547. reValue = Math.round(reValue * rate);
  548. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  549. }else
  550. {
  551. reValue = Math.round(reValue);
  552. reValueNoAwoken = Math.round(reValueNoAwoken);
  553. }
  554. if (idx < 2) //idx顺序为HP、ATK、RCV
  555. { //HP和ATK最低为1
  556. reValue = Math.max(reValue, 1);
  557. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  558. }
  559. return [reValue, reValueNoAwoken];
  560. });
  561. return abilitys;
  562. }
  563. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  564. const card = Cards[id];
  565. const tempMon = {
  566. id: id,
  567. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  568. 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
  569. awoken: card.awakenings.length,
  570. };
  571. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  572. if (abilities) {
  573. return {
  574. noAwoken: {
  575. hp: abilities[0][1],
  576. atk: abilities[1][1],
  577. rcv: abilities[2][1],
  578. },
  579. withAwoken: {
  580. hp: abilities[0][0],
  581. atk: abilities[1][0],
  582. rcv: abilities[2][0],
  583. },
  584. };
  585. } else {
  586. return null;
  587. }
  588. }
  589. //搜索卡片用
  590. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  591. 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
  592. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  593. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  594. //属性
  595. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  596. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  597. { //当两个颜色相同时,主副一样颜色的只需判断一次
  598. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  599. }
  600. else if (fixMainColor) //如果固定了顺序
  601. {
  602. const a1IsNull = attr1 === null,
  603. a2IsNull = attr2 === null;
  604. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  605. cardsRange = cardsRange.filter(c =>
  606. (a2IsNull ? c.attrs[0] === 6 && c.attrs[1] === attr1 : false) || //当2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
  607. (a1IsNull ? true : c.attrs[0] === attr1) &&
  608. (a2IsNull ? true : c.attrs[1] === attr2)
  609. );
  610. }
  611. }
  612. else //不限定顺序时
  613. {
  614. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  615. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  616. cardsRange = cardsRange.filter(c =>
  617. search_attrs.every(a => c.attrs.includes(a)) &&
  618. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  619. );
  620. }
  621. //类型
  622. if (types.length > 0) {
  623. cardsRange = cardsRange.filter(c => typeAndOr ?
  624. types.every(t => c.types.includes(t)) : //所有type都满足
  625. types.some(t => c.types.includes(t)) //只需要满足一个type
  626. );
  627. }
  628. //稀有度
  629. if (rares.length > 1) {
  630. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  631. }
  632. //觉醒
  633. //等效觉醒时,事先去除大觉醒
  634. if (equalAk) {
  635. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  636. bigEqualAwokens.forEach(bak => {
  637. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  638. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  639. if (!smallEqualAwoken) {
  640. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  641. awokens.push(smallEqualAwoken);
  642. }
  643. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  644. });
  645. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  646. }
  647. if (awokens.length > 0) {
  648. cardsRange = cardsRange.filter(card => {
  649. let cardAwakeningsArray = [];
  650. 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
  651. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  652. } else { //单个原始觉醒数组
  653. cardAwakeningsArray.push(card.awakenings);
  654. }
  655. 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
  656. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  657. if (equalAk) //如果开启等效觉醒
  658. {
  659. //搜索等效觉醒
  660. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  661. if (equivalentAwoken) {
  662. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  663. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  664. return totalNum >= ak.num;
  665. }
  666. }
  667. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  668. })
  669. );
  670. });
  671. }
  672. //超觉醒
  673. if (sawokens.length > 0 && !incSawoken) {
  674. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  675. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  676. return card.superAwakenings.includes(sak) ||
  677. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  678. }));
  679. }
  680. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  681. return cardsRange;
  682. }
  683. function searchByString(str)
  684. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  685. str = str.trim();
  686. if (str.length>0)
  687. {
  688. return Cards.filter(card =>
  689. {
  690. const names = [card.name];
  691. if (card.otLangName)
  692. {
  693. names.push(...Object.values(card.otLangName));
  694. }
  695. const tags = card.altName.concat();
  696. if (card.otTags)
  697. {
  698. tags.push(...card.otTags);
  699. }
  700. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  701. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  702. }
  703. );
  704. }else
  705. {
  706. return [];
  707. }
  708. }
  709. function copyString(input) {
  710. input.focus(); //设input为焦点
  711. input.select(); //选择全部
  712. navigator.clipboard.writeText(input.value).then(function() {
  713. /* clipboard successfully set */
  714. //复制成功
  715. }, function() {
  716. /* clipboard write failed */
  717. document.execCommand('copy'); //尝试废弃的老方法
  718. });
  719. //input.blur(); //取消焦点
  720. }
  721. //产生一个怪物头像
  722. function createCardA(option) {
  723. const t = document.body.querySelector('#template-card-a');
  724. const clone = document.importNode(t.content, true);
  725. const monster = clone.querySelector(".monster");
  726. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  727. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  728. return monster;
  729. }
  730. //返回文字说明内怪物Card的纯HTML
  731. function cardN(id) {
  732. const monOuterDom = document.createElement("span");
  733. monOuterDom.className = "detail-mon";
  734. const monDom = createCardA({noBoxCount: true});
  735. monOuterDom.appendChild(monDom);
  736. monOuterDom.monDom = monDom;
  737. changeid({ id: id }, monDom);
  738. return monOuterDom;
  739. }
  740. //返回文字说明内怪物Card的纯HTML
  741. function cardNClick() {
  742. const id = parseInt(this.getAttribute("data-cardid"), 10);
  743. editBox.show();
  744. editBox.mid = id;
  745. editBoxChangeMonId(id);
  746. //showSearch([id]);
  747. return false;
  748. }
  749. //技能介绍里的头像的切换
  750. function changeToIdInSkillDetail(event) {
  751. const settingBox = editBox.querySelector(".setting-box");
  752. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  753. const mid = this.getAttribute("data-cardid");
  754. monstersID.value = mid;
  755. monstersID.onchange();
  756. return false; //取消链接的默认操作
  757. }
  758. //搜索并显示合作
  759. function searchCollab(event) {
  760. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  761. showSearch(Cards.filter(card => card.collabId == collabId));
  762. return false;
  763. }
  764. //将怪物的文字介绍解析为HTML
  765. function descriptionToHTML(str)
  766. {
  767. function formatParse(arr, reg, subMatchCount, returnFunc){
  768. //const subMatchCount = returnFunc.length;
  769. return arr.flatMap(item=>{
  770. if (typeof item == "string") {
  771. const subArr = item.split(new RegExp(reg));
  772. const newArr = [];
  773. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  774. newArr.push(subArr[i]);
  775. if (subArr[i+subMatchCount] !== undefined) {
  776. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  777. }
  778. }
  779. return newArr;
  780. } else {
  781. return item;
  782. }
  783. });
  784. }
  785. let nodeArr = [str];
  786. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  787. (color, content)=>{
  788. const sp = document.createElement("span");
  789. sp.textContent = content;
  790. if (/^[a-fA-F0-9]+$/g.test(color)) {
  791. sp.style.color = `#${color}`;
  792. } else if (/qs/i.test(color)) {
  793. sp.style.color = `blue`;
  794. }
  795. return sp;
  796. });
  797. nodeArr = formatParse(nodeArr, /\%\{m(\d+)\}/g, 1,
  798. (id)=>{
  799. const avatar = cardN(parseInt(id,10));
  800. avatar.monDom.onclick = cardNClick;
  801. return avatar;
  802. });
  803. nodeArr = formatParse(nodeArr, /\%\{a(\d+)\}/g, 1,
  804. (id)=>{
  805. const awokenList = renderAwakenings(parseInt(id,10));
  806. return awokenList;
  807. });
  808. nodeArr = formatParse(nodeArr, /\%\{o(\d+)\}/g, 1,
  809. (id)=>{
  810. const orbsList = renderOrbs(parseInt(id,10));
  811. return orbsList;
  812. });
  813. nodeArr = formatParse(nodeArr, /\%\{l(\d+)\}/g, 1,
  814. (id)=>{
  815. const latent = document.createElement("icon");
  816. latent.className = `latent-icon`;
  817. latent.setAttribute("data-latent-icon", id);
  818. latent.setAttribute("data-latent-hole", 1);
  819. return latent;
  820. });
  821. return nodeArr.nodeJoin();
  822. }
  823. //默认的技能解释的显示行为
  824. function parseSkillDescription(skill) {
  825. return descriptionToHTML(skill?.description);
  826. }
  827. //大数字缩短长度,默认返回本地定义字符串
  828. function parseBigNumber(number) {
  829. return number.toLocaleString();
  830. }
  831. //判断是否是转生和超转生
  832. function isReincarnated(card) {
  833. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  834. }
  835. //获取类型允许的潜觉
  836. function getAllowLatent(card) {
  837. const latentSet = new Set(common_allowable_latent);
  838. card.types.filter(i => i >= 0)
  839. .map(type => type_allowable_latent[type])
  840. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  841. if (card.limitBreakIncr) {
  842. v120_allowable_latent.forEach(t => latentSet.add(t));
  843. }
  844. return Array.from(latentSet);
  845. }
  846. //计算队伍中有多少血量
  847. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  848. let memberArr = team[0], assistArr = team[1];
  849. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  850. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  851. const mHpArr = memberArr.map((member, idx) => {
  852. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  853. let hp = ability ? ability[0] : 0;
  854. if (!hp) return 0;
  855. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  856. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  857. //演示用代码
  858. //console.log("%s 第1次倍率血量:%s,第2次倍率血量:%s",Cards[m.id].otLangName["chs"],hp1,hp2);
  859. return hp;
  860. });
  861. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  862. function memberHpMul(member, assist, ls, memberArr, solo) {
  863. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  864. function hpMul(parm, scale) {
  865. if (scale == undefined || scale == 0) return 1;
  866. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  867. return scale / 100;
  868. }
  869. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  870. return scale / 100;
  871. }
  872. return 1;
  873. }
  874. const sk = ls?.params;
  875. let scale = 1;
  876. switch (ls?.type) {
  877. case 23:
  878. case 30:
  879. case 62:
  880. case 77:
  881. case 63:
  882. case 65:
  883. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  884. break;
  885. case 29:
  886. case 114:
  887. case 45:
  888. case 111:
  889. case 46:
  890. case 48:
  891. case 67:
  892. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  893. break;
  894. case 73:
  895. case 76:
  896. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  897. break;
  898. case 106:
  899. case 107:
  900. case 108:
  901. scale = sk[0] / 100;
  902. break;
  903. case 121:
  904. case 129:
  905. case 163:
  906. case 177:
  907. case 186:
  908. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  909. break;
  910. case 125: //队伍中必须有指定队员
  911. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  912. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  913. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  914. break;
  915. case 136:
  916. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  917. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  918. break;
  919. case 137:
  920. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  921. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  922. break;
  923. case 155:
  924. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  925. break;
  926. case 158:
  927. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  928. break;
  929. case 175: //队伍组成全为合作,不包括双方队长
  930. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  931. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  932. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  933. break;
  934. case 178:
  935. case 185:
  936. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  937. break;
  938. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  939. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  940. switch (sk[0]) {
  941. case 0: //全是像素进化
  942. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  943. break;
  944. case 2: //全是转生、超转生(8格潜觉)
  945. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  946. break;
  947. }
  948. break;
  949. }
  950. case 217:{ //限定队伍星级,不包括好友队长
  951. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  952. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  953. return pre + memberCard.rarity;
  954. }, 0);
  955. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  956. break;
  957. }
  958. case 229:{ //队员中存在每个属性或Type都算一次
  959. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  960. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  961. //符合的次数
  962. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  963. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  964. scale = sk[2] * correTimes / 100 + 1;
  965. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  966. break;
  967. }
  968. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  969. let cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card.rarity); //所有的卡片星级
  970. if (new Set(cardsRarity).size === cardsRarity.length) //如果星级去重后数量一致,即各不相同
  971. scale = sk[3] / 100;
  972. break;
  973. }
  974. case 138: //调用其他队长技
  975. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  976. break;
  977. default:
  978. }
  979. return scale || 1;
  980. }
  981. return mHpArr;
  982. }
  983. //由于有了更改属性和类型的武器,所以需要更改计算方法
  984. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  985. //之前用的Map,现在为了性能改成数组
  986. const attrsCount = [];
  987. const typesCount = [];
  988. for (let idx = 0; idx < memberArr.length; idx++) {
  989. const member = memberArr[idx], assist = assistArr[idx];
  990. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  991. if (memberAttrsTypes) {
  992. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  993. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  994. }
  995. }
  996. return {attrs: attrsCount, types: typesCount};
  997. }
  998. //返回卡片的队长技能
  999. function getCardLeaderSkills(card, skillTypes) {
  1000. if (!card) return [];
  1001. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1002. }
  1003. //返回卡片的主动技能
  1004. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1005. if (!card) return [];
  1006. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1007. }
  1008. //查找到真正起作用的那一个技能
  1009. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1010. if (!skill) return [];
  1011. if (skillTypes.includes(skill.type))
  1012. {
  1013. return [skill];
  1014. }
  1015. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1016. {
  1017. //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
  1018. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1019. return subSkills;
  1020. }
  1021. else
  1022. {
  1023. return [];
  1024. }
  1025. }
  1026. //返回变身宠的初级
  1027. function henshinBase(cardid, firstId)
  1028. {
  1029. let member;
  1030. if (cardid instanceof Member) {
  1031. member = cardid;
  1032. cardid = member.id;
  1033. }
  1034. if (firstId == undefined) firstId = cardid;
  1035. let card = Cards[cardid];
  1036. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1037. && (member?.level ?? 1) <= card.maxLevel
  1038. )
  1039. {
  1040. card = henshinBase(card.henshinFrom[0], firstId);
  1041. }
  1042. return card;
  1043. }
  1044. //计算队伍是否为76
  1045. function tIf_Effect_76board(leader1id, leader2id) {
  1046. const searchTypeArray = [162, 186];
  1047. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1048. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1049. return Boolean(ls1 || ls2);
  1050. }
  1051. //计算队伍是否为无天降
  1052. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1053. const searchTypeArray = [163, 177];
  1054. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1055. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1056. return Boolean(ls1 || ls2);
  1057. }
  1058. //计算队伍是否为毒无效
  1059. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1060. const searchTypeArray = [197];
  1061. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1062. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1063. return Boolean(ls1 || ls2);
  1064. }
  1065. //计算队伍的+C
  1066. function tIf_Effect_addCombo(leader1id, leader2id) {
  1067. return [
  1068. getSkillAddCombo(Cards[leader1id]),
  1069. getSkillAddCombo(Cards[leader2id])
  1070. ];
  1071. }
  1072. function getSkillAddCombo(card) {
  1073. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1074. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1075. if (!skill) return 0;
  1076. switch (skill.type) {
  1077. case 192:
  1078. case 194:
  1079. return skill.params[3] ?? 0;
  1080. case 206:
  1081. return skill.params[6] ?? 0;
  1082. case 209:
  1083. return skill.params[0] ?? 0;
  1084. case 210:
  1085. case 219:
  1086. return skill.params[2] ?? 0;
  1087. case 220:
  1088. return skill.params[1] ?? 0;
  1089. case 235:
  1090. return skill.params[5] ?? 0;
  1091. default:
  1092. return 0;
  1093. }
  1094. }
  1095. //计算队伍的追打
  1096. function tIf_Effect_inflicts(leader1id, leader2id) {
  1097. return [
  1098. getSkillFixedDamage(Cards[leader1id]),
  1099. getSkillFixedDamage(Cards[leader2id])
  1100. ];
  1101. }
  1102. function getSkillFixedDamage(card) {
  1103. const searchTypeArray = [199, 200, 201, 223, 235];
  1104. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1105. if (!skill) return 0;
  1106. switch (skill.type) {
  1107. case 199:
  1108. case 200:
  1109. return skill.params[2] ?? 0;
  1110. case 201:
  1111. return skill.params[5] ?? 0;
  1112. case 223:
  1113. return skill.params[1] ?? 0;
  1114. case 235:
  1115. return skill.params[6] ?? 0;
  1116. default:
  1117. return 0;
  1118. }
  1119. }
  1120. //计算队伍SB
  1121. function countTeamSB(team, solo) {
  1122. let sbn = 0;
  1123. const badge = team[2];
  1124. for (let mi = 0; mi < team[0].length; mi++) {
  1125. const member = team[0][mi];
  1126. const assist = team[1][mi];
  1127. if (member.id < 0) continue;
  1128. const memberCard = henshinBase(member);
  1129. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1130. //单人、3人时,大于等于100级且297时增加超觉醒
  1131. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1132. const sAwokenT = memberCard?.superAwakenings?.[member.sawoken];
  1133. if (sAwokenT >= 0)
  1134. enableAwoken = enableAwoken.concat(sAwokenT);
  1135. }
  1136. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1137. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1138. }
  1139. //大SB 56,小SB 21
  1140. sbn += enableAwoken.filter(n=>n===21).length;
  1141. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1142. //心L 59,心L大SB潜觉 47
  1143. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1144. }
  1145. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1146. return sbn;
  1147. }
  1148. //计算队伍操作时间
  1149. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1150. const searchTypeArray = [178, 15, 185];
  1151. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1152. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1153. const time1 = leaderSkillMoveTime(ls1);
  1154. const time2 = leaderSkillMoveTime(ls2);
  1155. function leaderSkillMoveTime(ls) {
  1156. const moveTime = { fixed: false, duration: 0 };
  1157. if (!ls) return moveTime;
  1158. const sk = ls.params;
  1159. switch (ls.type) {
  1160. case 178: //固定操作时间
  1161. moveTime.fixed = true;
  1162. moveTime.duration = sk[0];
  1163. break;
  1164. case 15:
  1165. case 185:
  1166. moveTime.duration += sk[0] / 100;
  1167. break;
  1168. default:
  1169. }
  1170. return moveTime;
  1171. }
  1172. let moveTime = {
  1173. fixed: false,
  1174. duration: {
  1175. default: 5,
  1176. leader: 0,
  1177. badge: 0,
  1178. awoken: 0,
  1179. }
  1180. }; //基础5秒
  1181. //固定操作时间的直接返回
  1182. if (time1.fixed || time2.fixed) {
  1183. moveTime.fixed = true;
  1184. moveTime.duration.leader = time1.fixed ?
  1185. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1186. time2.duration;
  1187. } else {
  1188. moveTime.duration.leader = time1.duration + time2.duration;
  1189. //1人、3人计算徽章
  1190. if (solo || teamsCount === 3) {
  1191. switch (team[2]) {
  1192. case 2: //小手指
  1193. moveTime.duration.badge = 1;
  1194. break;
  1195. case 21: //大手指
  1196. moveTime.duration.badge = 2;
  1197. break;
  1198. case 50: //月卡
  1199. moveTime.duration.badge = 3;
  1200. break;
  1201. }
  1202. } else if (teamsCount === 2) //2人协力时的特殊处理
  1203. {
  1204. const teams = formation.teams;
  1205. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1206. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1207. team = [
  1208. team[0].concat(),
  1209. team[1].concat()
  1210. ];
  1211. //把队伍2的队长和武器添加到复制的队伍1里面
  1212. team[0].push(team2[0][team2[3]]);
  1213. team[1].push(team2[1][team2[3]]);
  1214. }
  1215. //觉醒
  1216. const awokenMoveTime = [
  1217. { index: 19, value: 0.5 }, //小手指
  1218. { index: 53, value: 1 }, //大手指
  1219. ];
  1220. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1221. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1222. //潜觉
  1223. const latentMoveTime = [
  1224. { index: 4, value: 0.05 }, //小手指潜觉
  1225. { index: 31, value: 0.12 }, //大手指潜觉
  1226. ];
  1227. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1228. duration + team[0].reduce((count, member) =>
  1229. count + (member.latent ? member.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1230. }
  1231. return moveTime;
  1232. }
  1233. //将盾减伤比例组叠加为一个减伤范围组
  1234. function getReduceRange(reduceScales)
  1235. {
  1236. class reduceRange{
  1237. constructor(obj)
  1238. {
  1239. this.min = 0;
  1240. this.max = 100;
  1241. this.scale = 0;
  1242. this.probability = 1;
  1243. if (typeof obj == "object") Object.assign(this, obj);
  1244. }
  1245. }
  1246. const ranges = [new reduceRange()];
  1247. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1248. function processingRanges(ranges, scale)
  1249. {
  1250. //先找scale.min在某个范围内的
  1251. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1252. //再找scale.max在某个范围内的
  1253. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1254. //先只拆分不乘比例
  1255. if (rgLessIdx >= 0)
  1256. {
  1257. const range = ranges[rgLessIdx];
  1258. ranges.splice(rgLessIdx, 1,
  1259. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1260. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1261. );
  1262. }
  1263. if (rgMoreIdx >= 0)
  1264. {
  1265. const range = ranges[rgMoreIdx];
  1266. ranges.splice(rgMoreIdx, 1,
  1267. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1268. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1269. );
  1270. }
  1271. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1272. needChangeScaleRanges.forEach(range=>{
  1273. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1274. range.probability *= scale.probability;
  1275. });
  1276. }
  1277. //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
  1278. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1279. reduceScales.forEach(scale=>{
  1280. if (scale.attrs == 0) //没有属性的
  1281. {
  1282. return;
  1283. }
  1284. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1285. {
  1286. const attrs = flags(scale.attrs); //得到属性数组
  1287. attrs.forEach(n=>{
  1288. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1289. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1290. });
  1291. }
  1292. else
  1293. { //只处理第一数组
  1294. processingRanges(ranges, scale);
  1295. }
  1296. });
  1297. return attrsRanges;
  1298. }
  1299. //获取盾减伤比例组
  1300. function getReduceScales(leaderid) {
  1301. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1302. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1303. function leaderReduceScale(ls) {
  1304. const reduce = {
  1305. scale: 0,
  1306. hp: {
  1307. max: 100,
  1308. min: 0
  1309. },
  1310. probability: 1,
  1311. attrs: 31, //5色是31
  1312. };
  1313. if (!ls) return reduce;
  1314. const sk = ls.params;
  1315. switch (ls.type) {
  1316. case 16: //无条件盾
  1317. reduce.scale = sk[0] / 100;
  1318. break;
  1319. case 17: //单属性盾
  1320. reduce.scale = sk[1] / 100;
  1321. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1322. break;
  1323. case 36: //2个属性盾
  1324. reduce.scale = sk[2] / 100;
  1325. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1326. break;
  1327. case 38: //血线下 + 可能几率
  1328. case 43: //血线上 + 可能几率
  1329. reduce.scale = (sk[2] || 0) / 100;
  1330. reduce.probability = sk[1] / 100;
  1331. if (sk[0] == 100)
  1332. {
  1333. reduce.hp.max = sk[0];
  1334. reduce.hp.min = 99;
  1335. }else
  1336. {
  1337. if(ls.type == 38)
  1338. {
  1339. reduce.hp.max = sk[0];
  1340. reduce.hp.min = 0;
  1341. }else
  1342. {
  1343. reduce.hp.max = 100;
  1344. reduce.hp.min = sk[0];
  1345. }
  1346. }
  1347. break;
  1348. case 129: //无条件盾,属性个数不固定
  1349. case 163: //无条件盾,属性个数不固定
  1350. case 130: //血线下 + 属性个数不固定
  1351. case 131: //血线上 + 属性个数不固定
  1352. reduce.scale = (sk[6] || 0) / 100;
  1353. reduce.attrs = 0 | sk[5];
  1354. if (ls.type == 130 || ls.type == 131)
  1355. {
  1356. if (sk[0] == 100)
  1357. {
  1358. reduce.hp.max = sk[0];
  1359. reduce.hp.min = 99;
  1360. }else
  1361. {
  1362. if(ls.type == 130)
  1363. {
  1364. reduce.hp.max = sk[0];
  1365. reduce.hp.min = 0;
  1366. }else
  1367. {
  1368. reduce.hp.max = 100;
  1369. reduce.hp.min = sk[0];
  1370. }
  1371. }
  1372. }
  1373. break;
  1374. case 178: //无条件盾,属性个数不固定
  1375. reduce.scale = (sk[7] || 0) / 100;
  1376. reduce.attrs = 0 | sk[6];
  1377. break;
  1378. case 151: //十字心触发
  1379. case 169: //C触发
  1380. case 198: //回血触发
  1381. reduce.scale = (sk[2] || 0) / 100;
  1382. break;
  1383. case 170: //多色触发
  1384. case 182: //长串触发
  1385. case 193: //L触发
  1386. reduce.scale = (sk[3] || 0) / 100;
  1387. break;
  1388. case 171: //多串触发
  1389. reduce.scale = (sk[6] || 0) / 100;
  1390. break;
  1391. case 183: //又是个有两段血线的队长技
  1392. reduce.scale = (sk[4] || 0) / 100;
  1393. if (sk[2] == 100)
  1394. {
  1395. reduce.hp.max = sk[2];
  1396. reduce.hp.min = 99;
  1397. }else
  1398. {
  1399. reduce.hp.max = 100;
  1400. reduce.hp.min = sk[2];
  1401. }
  1402. break;
  1403. case 210: //十字触发
  1404. reduce.scale = (sk[1] || 0) / 100;
  1405. break;
  1406. case 235: { //可多次触发
  1407. reduce.scale = (sk[4] || 0) / 100;
  1408. break;
  1409. }
  1410. default:
  1411. }
  1412. return reduce;
  1413. }
  1414. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1415. }

智龙迷城队伍图制作工具