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- //仿GM_xmlhttpRequest函数v1.5
- const GM_xmlhttpRequest = function(GM_param) {
- const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
- xhr.open(GM_param.method, GM_param.url, true);
- if (GM_param.responseType) xhr.responseType = GM_param.responseType;
- if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
- xhr.onreadystatechange = function(e) //设置回调函数
- {
- const _xhr = e.target;
- if (_xhr.readyState === _xhr.DONE) { //请求完成时
- console.debug("http状态码:", _xhr.status);
- if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
- {
- GM_param.onload(_xhr);
- } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
- {
- GM_param.onerror(_xhr);
- }
- }
- };
- if (GM_param.onprogress)
- xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
- //添加header
- for (let header in GM_param.headers) {
- xhr.setRequestHeader(header, GM_param.headers[header]);
- }
- //发送数据
- xhr.send(GM_param.data ? GM_param.data : null);
- };
-
- //获取URL参数
- function getQueryString(name, url) {
- if (!!(window.URL && window.URLSearchParams)) { //浏览器原生支持的API
- const urlObj = new URL(url || document.location);
- return urlObj.searchParams.get(name);
- } else {
- const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
- const searchStr = url || location.search.substr(1);
- const r = searchStr.match(reg);
- if (r != null) {
- return decodeURIComponent(r[1]);
- } else {
- return null;
- }
- }
- }
-
- //数字补前导0
- Number.prototype.prefixInteger = function(length, useGrouping = false) {
- return this.toLocaleString(undefined, {
- useGrouping: useGrouping,
- minimumIntegerDigits: length
- });
- }
- //大数字缩短长度,默认返回本地定义字符串
- Number.prototype.bigNumberToString = function() {
- return this.toLocaleString();
- }
- //将二进制flag转为数组
- function flags(num) {
- const arr = [];
- for (let i = 0; i < 32; i++) {
- if (num & (1 << i)) {
- arr.push(i);
- }
- }
- return arr;
- }
-
- //数组删除自己尾部的空元素
- Array.prototype.DeleteLatter = function(item = null) {
- let index = this.length - 1;
- for (; index >= 0; index--) {
- if (this[index] !== item) {
- break;
- }
- }
- this.splice(index + 1);
- return this;
- }
-
- Math.randomInteger = function(max, min = 0) {
- return this.floor(this.random() * (max - min + 1) + min);
- }
-
- //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
- const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
-
- const pcmImportObj = {
- env: {
- abortStackOverflow: () => { throw new Error("overflow"); },
- table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
- tableBase: 0,
- memory: pcmMemory,
- memoryBase: 102400,
- STACKTOP: 0,
- STACK_MAX: pcmMemory.buffer.byteLength,
- }
- };
-
- let pcmPlayer = null;
- let adpcm_wasm = null;
-
- function decodeAudio(fileName, decodeCallback) {
- if (pcmPlayer != null) {
- pcmPlayer.close();
- }
- pcmPlayer = new PCMPlayer(1, 44100);
- fetch(fileName).then((response) => response.arrayBuffer())
- .then((bytes) => {
- let audioData = new Uint8Array(bytes);
- let step = 160;
- for (let i = 0; i < audioData.byteLength; i += step) {
- let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
- let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
- pcmPlayer.feed(pcmFloat32Data);
- }
- });
- }
-
- fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
- .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
- .then((wasm) => {
- adpcm_wasm = wasm;
- /*addButton("adpcm").onclick = function () {
- let decoder = new Adpcm(wasm, pcmImportObj);
- decoder.resetDecodeState(new Adpcm.State(0, 0));
- decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
- }*/
- });
- //▲ADPCM播放相关
- function latentUseHole(latentId) {
- switch (true) {
- case (latentId === 12):
- case (latentId >= 16 && latentId <= 36 || latentId >= 43):
- return 2;
- case (latentId >= 13 && latentId <= 15):
- case (latentId >= 37 && latentId <= 42):
- return 6;
- case (latentId < 12):
- default:
- return 1;
- }
- }
- //获取最大潜觉数量
- function getMaxLatentCount(id) { //转生2和超转生3为8个格子
- const card = Cards[id];
- return card && card.is8Latent ? 8 : 6;
- }
- //计算用了多少潜觉格子
- function usedHole(latents) {
- return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
- }
- //计算所有队伍中有多少个该觉醒
- function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
- const formationAwokenCount = formationTeams.reduce(function(previous, team) {
- return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
- }, 0);
- return formationAwokenCount;
- }
- //计算单个队伍中有多少个该觉醒
- function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
- const memberArray = team[0];
- const assistArray = team[1];
-
- const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
- if (mon.id <= 0) { //如果是delay和null
- return previous;
- }
- const card = Cards[mon.id];
- if (!card || !card.enabled) { //如果卡片未启用
- return previous;
- }
-
- const assist = assistArray[idx];
- const assistCard = Cards[assist.id];
- //启用的觉醒数组片段
- let enableAwoken = card.awakenings.slice(0, mon.awoken);
- //单人、3人时,大于等于100级时增加超觉醒
- if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
- const sAwokenT = card.superAwakenings[mon.sawoken];
- if (sAwokenT >= 0)
- enableAwoken = enableAwoken.concat(sAwokenT);
- }
- if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
- enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
- }
-
- //相同的觉醒数
- const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
- return previous + hasAwoken;
- }, 0);
- return teamAwokenCount;
- }
- //返回可用的怪物名称
- function returnMonsterNameArr(card, lsList, defaultCode) {
- const monNameArr = lsList.map(lc => { //取出每种语言
- if (lc == defaultCode)
- return card.name;
- else if (card.otLangName)
- return card.otLangName[lc];
- }).filter(ln => //去掉空值和问号
- typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
- );
-
- if (monNameArr.length < 1) //如果本来的列表里没有名字
- {
- monNameArr.push(card.name); //只添加默认名字
- }
- return monNameArr;
- }
- //Code From pad-rikuu
- function valueAt(level, maxLevel, curve) {
- const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
- return curve.min + (curve.max - curve.min) * f ** curve.scale;
- }
- //Code From pad-rikuu
- function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
- let value = valueAt(level, maxLevel, {
- min: c.min,
- max: c.max !== undefined ? c.max : (c.min * maxLevel),
- scale: c.scale || 1
- });
-
- if (level > maxLevel) {
- const exceed99 = Math.min(level - maxLevel, 11);
- const exceed110 = Math.max(0, level - 110);
- value += c.max !== undefined ?
- ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
- (c.min * exceed99 + c.min * exceed110);
- }
- return value;
- }
- //计算怪物的经验值
- function calculateExp(member) {
- if (!member) return null;
- const memberCard = Cards[member.id];
- if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
- const expArray = [
- Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
- ];
- if (member.level > 99)
- expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
- if (member.level > 110)
- expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
- return expArray;
- }
- //计算怪物的能力
- function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
- if (!member) return null;
-
- const memberCard = Cards[member.id];
- const assistCard = assist ? Cards[assist.id] : null;
- if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
-
- const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
- const plusAdd = [10, 5, 3]; //加值的增加值
- const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
-
- const awokenAdd = [ //对应加三维觉醒的序号与增加值
- [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
- [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
- [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
- ];
- 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
- [{ index: 63, scale: 1.1 }], //HP
- [{ index: 63, scale: 1.1 }], //ATK
- [{ index: 63, scale: 1.1 }] //RCV
- ];
- const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
- [], //HP
- [], //ATK
- [] //RCV
- ];
-
- if (!solo) { //协力时计算协力觉醒
- latterAwokenScale.forEach(ab => {
- ab.push({ index: 30, scale: 1.5 });
- });
- }
- const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
- [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
- [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
- [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
- ];
- const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
- const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
-
-
- const abilitys = memberCurves.map((ab, idx) => {
- const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
- const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
- let n_assist_base = 0,
- n_assist_plus = 0; //辅助的bonus
- let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
- //单人、3人时,大于等于100级时增加超觉醒
- if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
- const sAwokenT = memberCard.superAwakenings[member.sawoken];
- if (sAwokenT >= 0)
- awokenList = awokenList.concat(sAwokenT);
- }
- //如果有武器还要计算武器的觉醒
- if (assistCard && assistCard.id > 0 && assistCard.enabled) {
- const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
- if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
- {
- awokenList = awokenList.concat(assistAwokenList);
- }
- if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
-
- n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
- n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
- }
- }
-
- //用来计算倍率觉醒的最终倍率是多少,reduce用
- function calculateAwokenScale(previous, aw) {
- const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
- return previous * aw.scale ** awokenCount;
- }
-
- //倍率类觉醒的比例,直接从1开始乘
- const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
-
- //觉醒增加的数值
- const n_awoken = awokenList.length > 0 ?
- Math.round(awokenAdd[idx].reduce((previous, aw) => {
- const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
- if (awokenCount > 0)
- return previous + aw.value * awokenCount;
- else
- return previous;
- }, 0)) :
- 0;
-
- //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
- const n_latentScale = (member.latent && member.latent.length > 0) ?
- latentScale[idx].reduce((previous, la) => {
- const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
- return previous + la.scale * latentCount;
- }, 0) :
- 0;
-
- let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
- //因为语音觉醒觉醒无效也生效,所以这里需要计算
- let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
-
- //觉醒生效时的协力、语音觉醒等的倍率
- reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
-
- //都要做四舍五入
- reValue = Math.round(reValue);
- reValueNoAwoken = Math.round(reValueNoAwoken);
- if (idx < 2) //idx顺序为HP、ATK、RCV
- { //HP和ATK最低为1
- reValue = Math.max(reValue, 1);
- reValueNoAwoken = Math.max(reValueNoAwoken, 1);
- }
- return [reValue, reValueNoAwoken];
- });
- return abilitys;
- }
-
- function calculateAbility_max(id, solo, teamsCount) {
- const card = Cards[id];
- const tempMon = {
- id: id,
- level: card.limitBreakIncr ? 110 : card.maxLevel,
- 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
- awoken: card.awakenings.length,
- };
- const abilities = calculateAbility(tempMon, null, solo, teamsCount);
- if (abilities) {
- return {
- noAwoken: {
- hp: abilities[0][1],
- atk: abilities[1][1],
- rcv: abilities[2][1],
- },
- withAwoken: {
- hp: abilities[0][0],
- atk: abilities[1][0],
- rcv: abilities[2][0],
- },
- };
- } else {
- return null;
- }
- }
- //搜索卡片用
- function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
- 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
- //属性
- if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
- (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
- { //当两个颜色相同时,主副一样颜色的只需判断一次
- cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
- } else if (fixMainColor) //如果固定了顺序
- {
- const a1null = attr1 === null,
- a2null = attr2 === null;
- cardsRange = cardsRange.filter(c =>
- (a1null ? true : c.attrs[0] === attr1) &&
- (a2null ? true : c.attrs[1] === attr2)
- );
- } else //不限定顺序时
- {
- const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
- const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
- cardsRange = cardsRange.filter(c =>
- search_attrs.every(a => c.attrs.includes(a)) &&
- (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
- );
- }
- //类型
- if (types.length > 0) {
- cardsRange = cardsRange.filter(c => typeAndOr ?
- types.every(t => c.types.includes(t)) : //所有type都满足
- types.some(t => c.types.includes(t)) //只需要满足一个type
- );
- }
- //稀有度
- if (rares.length > 1) {
- cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
- }
- //觉醒
- //等效觉醒时,事先去除大觉醒
- if (equalAk) {
- const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
- bigEqualAwokens.forEach(bak => {
- const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
- let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
- if (!smallEqualAwoken) {
- smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
- awokens.push(smallEqualAwoken);
- }
- smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
- });
- awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
- }
-
- if (awokens.length > 0) {
- cardsRange = cardsRange.filter(card => {
- let cardAwakeningsArray = [];
- 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
- cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
- } else { //单个原始觉醒数组
- cardAwakeningsArray.push(card.awakenings);
- }
-
- 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
- awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
- if (equalAk) //如果开启等效觉醒
- {
- //搜索等效觉醒
- const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
- if (equivalentAwoken) {
- const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
- cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
- return totalNum >= ak.num;
- }
- }
- return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
- })
- );
- });
- }
-
- //超觉醒
- if (sawokens.length > 0 && !incSawoken) {
- cardsRange = cardsRange.filter(card => sawokens.some(sak => {
- const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
- return card.superAwakenings.includes(sak) ||
- equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
- }));
- }
-
- cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
- return cardsRange;
- }
- function searchByString(str)
- { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
- str = str.trim();
- if (str.length>0)
- {
- return Cards.filter(card =>
- {
- const names = [card.name];
- if (card.otLangName)
- {
- names.push(...Object.values(card.otLangName));
- }
- const tags = card.altName.concat();
- if (card.otTags)
- {
- tags.push(...card.otTags);
- }
- return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
- names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
- }
- );
- }else
- {
- return [];
- }
- }
- function copyString(input)
- {
- input.focus(); //设input为焦点
- input.select(); //选择全部
- if (document.execCommand('copy')) {
- document.execCommand('copy');
- }
- //input.blur(); //取消焦点
- }
- //产生一个怪物头像
- function createCardA() {
- const cdom = document.createElement("a");
- cdom.className = "monster";
- cdom.target = "_blank";
- const property = cdom.appendChild(document.createElement("div"));
- property.className = "property";
- const subproperty = cdom.appendChild(document.createElement("div"));
- subproperty.className = "subproperty";
- const cid = cdom.appendChild(document.createElement("div"));
- cid.className = "id";
- const cawoken = cdom.appendChild(document.createElement("div"));
- cawoken.className = "awoken-count-num";
- return cdom;
- }
- //返回文字说明内怪物Card的纯HTML
- function cardN(id) {
- const monOuterDom = document.createElement("span");
- monOuterDom.className = "detail-mon";
- const monDom = createCardA(id);
- monOuterDom.appendChild(monDom);
- monOuterDom.monDom = monDom;
- changeid({ id: id }, monDom);
- return monOuterDom;
- }
- //将怪物的文字介绍解析为HTML
- function descriptionToHTML(str) {
- str = str.replace(/\n/ig, "<br>"); //换行
- //str = str.replace(/ /ig," "); //换行
- str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '<span style="color:#$1;">$2</span>'); //文字颜色
- str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像
- return str;
- }
- //默认的技能解释的显示行为
- function parseSkillDescription(skill) {
- const span = document.createElement("span");
- span.innerHTML = descriptionToHTML(skill.description);
- return span;
- }
- //大数字缩短长度,默认返回本地定义字符串
- function parseBigNumber(number) {
- return number.toLocaleString();
- }
- //判断是否是转生和超转生
- function isReincarnated(card) {
- return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
- }
- //获取类型允许的潜觉
- function getAllowLatent(card) {
- const latentSet = new Set(common_allowable_latent);
- card.types.filter(i => i >= 0)
- .map(type => type_allowable_latent[type])
- .forEach(tA => tA.forEach(t => latentSet.add(t)));
- if (card.limitBreakIncr) {
- v120_allowable_latent.forEach(t => latentSet.add(t));
- }
- return Array.from(latentSet);
- }
- //计算队伍中有多少血量
- function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
- const ls1 = Skills[Cards[leader1id].leaderSkillId];
- const ls2 = Skills[Cards[leader2id].leaderSkillId];
- const mHpArr = memberArr.map(m => {
- const ability = noAwoken ? m.abilityNoAwoken : m.ability;
- let hp = ability ? ability[0] : 0;
- if (!hp) return 0;
- const card = Cards[m.id];
- hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
- hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
-
- /* 演示用代码
- let hp1,hp2;
- hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
- hp = Math.round(hp1);
- hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
- hp = Math.round(hp2);
- 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);
- */
- return hp;
-
- });
-
- //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
-
- function memberHpMul(card, ls, memberArr, solo) {
-
- function hpMul(parm, scale) {
- if (scale == undefined || scale == 0) return 1;
- if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
- return scale / 100;
- }
- if (parm.types && card.types.some(t => parm.types.includes(t))) {
- return scale / 100;
- }
- return 1;
- }
- const sk = ls.params;
- let scale = 1;
- switch (ls.type) {
- case 23:
- case 30:
- case 62:
- case 77:
- case 63:
- case 65:
- scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
- break;
- case 29:
- case 114:
- case 45:
- case 111:
- case 46:
- case 48:
- case 67:
- scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
- break;
- case 73:
- case 76:
- scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
- break;
- case 106:
- case 107:
- case 108:
- scale = sk[0] / 100;
- break;
- case 121:
- case 129:
- case 163:
- case 186:
- scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
- break;
- case 125: //队伍中必须有指定队员
- const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
- const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
- scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
- break;
- case 136:
- scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
- if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
- break;
- case 137:
- scale = hpMul({ types: flags(sk[0]) }, sk[1]);
- if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
- break;
- case 155:
- scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
- break;
- case 158:
- scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
- break;
- case 175: //队伍组成全为合作
- const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
- const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
- scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
- break;
- case 178:
- case 185:
- scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
- break;
- case 203: //队员为指定类型,不包括双方队长,且队员数大于0
- let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
- switch (sk[0]) {
- case 0: //全是像素进化
- scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
- break;
- case 2: //全是转生、超转生(8格潜觉)
- scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
- break;
- }
- break;
- case 138: //调用其他队长技
- scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
- break;
- default:
- }
- return scale || 1;
- }
- return mHpArr;
- }
-
- //返回卡片的队长技能
- function getCardLeaderSkills(card, skillTypes) {
- return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
- }
- //返回卡片的主动技能
- function getCardActiveSkills(card, skillTypes) {
- return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
- }
- //查找到真正起作用的那一个技能
- function getActuallySkills(skill, skillTypes, searchRandom = true) {
- if (skillTypes.includes(skill.type))
- {
- return [skill];
- }
- else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
- {
- //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
- let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
- subSkills = subSkills.filter(s=>s);
- return subSkills;
- }
- else
- {
- return [];
- }
- }
-
- //计算队伍是否为76
- function tIf_Effect_76board(leader1id, leader2id) {
- const searchTypeArray = [162, 186];
- function henshinBase(cardid)
- {
- let card = Cards[cardid];
- if (card.henshinFrom)
- {
- card = Cards[card.henshinFrom];
- }
- return card;
- }
- const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
-
- return Boolean(ls1 || ls2);
- }
- //计算队伍是否为无天降
- function tIf_Effect_noSkyfall(leader1id, leader2id) {
- const searchTypeArray = [163, 177];
- const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
- [0]
- return Boolean(ls1 || ls2);
- }
- //计算队伍是否为毒无效
- function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
- const searchTypeArray = [197];
- const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
-
- return Boolean(ls1 || ls2);
- }
- //计算队伍的+C
- function tIf_Effect_addCombo(leader1id, leader2id) {
- const searchTypeArray = [192, 194, 206, 209, 210, 219];
- const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
-
- function getSkillAddCombo(skill) {
- if (!skill) return 0;
- switch (skill.type) {
- case 192:
- case 194:
- return skill.params[3];
- case 206:
- return skill.params[6];
- case 209:
- return skill.params[0];
- case 210:
- case 219:
- return skill.params[2];
- default:
- return 0;
- }
- }
-
- return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
- }
- //计算队伍的追打
- function tIf_Effect_inflicts(leader1id, leader2id) {
- const searchTypeArray = [199, 200, 201];
- const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
-
- function getSkillFixedDamage(skill) {
- if (!skill) return 0;
- switch (skill.type) {
- case 199:
- case 200:
- return skill.params[2];
- case 201:
- return skill.params[5];
- default:
- return 0;
- }
- }
-
- return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
- }
- //计算队伍操作时间
- function countMoveTime(team, leader1id, leader2id, teamIdx) {
- const searchTypeArray = [178, 15, 185];
- const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
- const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
- const time1 = leaderSkillMoveTime(ls1);
- const time2 = leaderSkillMoveTime(ls2);
-
- function leaderSkillMoveTime(ls) {
- const moveTime = { fixed: false, duration: 0 };
- if (!ls) return moveTime;
- const sk = ls.params;
- switch (ls.type) {
- case 178: //固定操作时间
- moveTime.fixed = true;
- moveTime.duration = sk[0];
- break;
- case 15:
- case 185:
- moveTime.duration += sk[0] / 100;
- break;
- default:
- }
- return moveTime;
- }
-
- let moveTime = {
- fixed: false,
- duration: {
- default: 5,
- leader: 0,
- badge: 0,
- awoken: 0,
- }
- }; //基础5秒
- //固定操作时间的直接返回
- if (time1.fixed || time2.fixed) {
- moveTime.fixed = true;
- moveTime.duration.leader = time1.fixed ?
- (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
- time2.duration;
- } else {
- moveTime.duration.leader = time1.duration + time2.duration;
-
- //1人、3人计算徽章
- if (solo || teamsCount === 3) {
- switch (team[2]) {
- case 1: //小手指
- moveTime.duration.badge = 1;
- break;
- case 13: //大手指
- moveTime.duration.badge = 2;
- break;
- case 18: //月卡
- moveTime.duration.badge = 3;
- break;
- }
- } else if (teamsCount === 2) //2人协力时的特殊处理
- {
- const teams = formation.teams;
- const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
- //复制队伍1,这里参数里的 team 换成了一个新的数组
- team = [
- team[0].concat(),
- team[1].concat()
- ];
- //把队伍2的队长和武器添加到复制的队伍1里面
- team[0].push(team2[0][0]);
- team[1].push(team2[1][0]);
- }
-
- //觉醒
- const awokenMoveTime = [
- { index: 19, value: 0.5 }, //小手指
- { index: 53, value: 1 }, //大手指
- ];
- moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
- duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
- //潜觉
- const latentMoveTime = [
- { index: 4, value: 0.05 }, //小手指潜觉
- { index: 31, value: 0.12 }, //大手指潜觉
- ];
-
- moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
- duration + team[0].reduce((count, menber) =>
- count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
-
- }
-
- return moveTime;
- }
- //将盾减伤比例组叠加为一个减伤范围组
- function getReduceRange(reduceScales)
- {
- class reduceRange{
- constructor(obj)
- {
- this.min = 0;
- this.max = 100;
- this.scale = 0;
- this.probability = 1;
- if (typeof obj == "object") Object.assign(this, obj);
- }
- }
- const ranges = [new reduceRange()];
- const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
- function processingRanges(ranges, scale)
- {
- //先找scale.min在某个范围内的
- const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
- //再找scale.max在某个范围内的
- rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
- //先只拆分不乘比例
- if (rgLessIdx >= 0)
- {
- const range = ranges[rgLessIdx];
- ranges.splice(rgLessIdx, 1,
- new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
- new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
- );
- }
- if (rgMoreIdx >= 0)
- {
- const range = ranges[rgMoreIdx];
- ranges.splice(rgMoreIdx, 1,
- new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
- new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
- );
- }
- const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
- needChangeScaleRanges.forEach(range=>{
- range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
- range.probability *= scale.probability;
- });
- }
- //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
- reduceScales.sort((a,b)=>b.attrs - a.attrs);
-
- reduceScales.forEach(scale=>{
- if (scale.attrs == 0) //没有属性的
- {
- return;
- }
- else if ((scale.attrs & 31) != 31) //不符合全属性的
- {
- const attrs = flags(scale.attrs); //得到属性数组
- attrs.forEach(n=>{
- attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
- processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
- });
- }
- else
- { //只处理第一数组
- processingRanges(ranges, scale);
- }
- });
- return attrsRanges;
- }
- //获取盾减伤比例组
- function getReduceScales(leaderid) {
- const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
- const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
-
- function leaderReduceScale(ls) {
- const reduce = {
- scale: 0,
- hp: {
- max: 100,
- min: 0
- },
- probability: 1,
- attrs: 31, //5色是31
- };
- if (!ls) return reduce;
- const sk = ls.params;
- switch (ls.type) {
- case 16: //无条件盾
- reduce.scale = sk[0] / 100;
- break;
- case 17: //单属性盾
- reduce.scale = sk[1] / 100;
- reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
- break;
- case 36: //2个属性盾
- reduce.scale = sk[2] / 100;
- reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
- break;
- case 38: //血线下 + 可能几率
- case 43: //血线上 + 可能几率
- reduce.scale = (sk[2] || 0) / 100;
- reduce.probability = sk[1] / 100;
- if (sk[0] == 100)
- {
- reduce.hp.max = sk[0];
- reduce.hp.min = 99;
- }else
- {
- if(ls.type == 38)
- {
- reduce.hp.max = sk[0];
- reduce.hp.min = 0;
- }else
- {
- reduce.hp.max = 100;
- reduce.hp.min = sk[0];
- }
- }
- break;
- case 129: //无条件盾,属性个数不固定
- case 163: //无条件盾,属性个数不固定
- case 130: //血线下 + 属性个数不固定
- case 131: //血线上 + 属性个数不固定
- reduce.scale = (sk[6] || 0) / 100;
- reduce.attrs = 0 | sk[5];
- if (ls.type == 130 || ls.type == 131)
- {
- if (sk[0] == 100)
- {
- reduce.hp.max = sk[0];
- reduce.hp.min = 99;
- }else
- {
- if(ls.type == 130)
- {
- reduce.hp.max = sk[0];
- reduce.hp.min = 0;
- }else
- {
- reduce.hp.max = 100;
- reduce.hp.min = sk[0];
- }
- }
- }
- break;
- case 178: //无条件盾,属性个数不固定
- reduce.scale = (sk[7] || 0) / 100;
- reduce.attrs = 0 | sk[6];
- break;
- case 151: //十字心触发
- case 169: //C触发
- case 198: //回血触发
- reduce.scale = (sk[2] || 0) / 100;
- break;
- case 170: //多色触发
- case 182: //长串触发
- case 193: //L触发
- reduce.scale = (sk[3] || 0) / 100;
- break;
- case 171: //多串触发
- reduce.scale = (sk[6] || 0) / 100;
- break;
- case 183: //又是个有两段血线的队长技
- reduce.scale = (sk[4] || 0) / 100;
- if (sk[2] == 100)
- {
- reduce.hp.max = sk[2];
- reduce.hp.min = 99;
- }else
- {
- reduce.hp.max = 100;
- reduce.hp.min = sk[2];
- }
- break;
- default:
- }
- return reduce;
- }
- return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
- }
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