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script-universal_function.js 48 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. 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. //数字补前导0
  52. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  53. return this.toLocaleString(undefined, {
  54. useGrouping: useGrouping,
  55. minimumIntegerDigits: length
  56. });
  57. }
  58. //数字补前导0
  59. String.prototype.prefix = function(length = 2, prefix = '0') {
  60. let needAddLength = Math.max(length - this.length, 0);
  61. return new Array(needAddLength).fill(prefix).join('') + this;
  62. }
  63. // 将字符串转为Base64
  64. String.prototype.toBinary = function() {
  65. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  66. const codeUnits = new Uint16Array(charCodes16Arr);
  67. const charCodes = new Uint8Array(codeUnits.buffer);
  68. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  69. return result;
  70. }
  71. String.prototype.toBase64 = function() {
  72. return btoa(this.toBinary());
  73. }
  74. String.fromBinary = function(binary) {
  75. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  76. const charCodes = new Uint16Array(bytes.buffer);
  77. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  78. return result;
  79. }
  80. String.fromBase64 = function(base64) {
  81. return String.fromBinary(atob(base64));
  82. }
  83. //大数字缩短长度,默认返回本地定义字符串
  84. Number.prototype.bigNumberToString = function() {
  85. return this.toLocaleString();
  86. }
  87. //最多保留N位小数,不留0
  88. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  89. {
  90. let newNumber = Number(this.toFixed(decimalDigits));
  91. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  92. }
  93. //数组删除自己尾部的空元素
  94. Array.prototype.deleteLatter = function(item = null) {
  95. let index = this.length - 1;
  96. for (; index >= 0; index--) {
  97. if (this[index] !== item) {
  98. break;
  99. }
  100. }
  101. this.splice(index + 1);
  102. return this;
  103. }
  104. Array.prototype.randomShift = function() {
  105. return this.splice(Math.random() * this.length, 1)?.[0];
  106. }
  107. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  108. Array.prototype.groupBy = function(func) {
  109. const groups = this.reduce((pre,cur)=>{
  110. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  111. if (grp)
  112. grp.push(cur);
  113. else
  114. pre.push([cur]);
  115. return pre;
  116. }, []);
  117. return groups;
  118. }
  119. Math.randomInteger = function(max, min = 0) {
  120. return this.floor(this.random() * (max - min + 1) + min);
  121. }
  122. //将二进制flag转为数组
  123. function flags(num) {
  124. const arr = [];
  125. for (let i = 0; i < 32; i++) {
  126. if (num & (1 << i)) {
  127. arr.push(i);
  128. }
  129. }
  130. return arr;
  131. }
  132. //将二进制flag转为数组
  133. function reflags(arr) {
  134. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  135. }
  136. //带标签的模板字符串
  137. function tp(strings, ...keys) {
  138. return (function(...values) {
  139. let dict = values[values.length - 1] || {};
  140. let fragment = document.createDocumentFragment();
  141. fragment.appendChild(document.createTextNode(strings[0]));
  142. //let result = [strings[0]];
  143. keys.forEach(function(key, i, arr) {
  144. let value = Number.isInteger(key) ? values[key] : dict[key];
  145. if (value == undefined)
  146. {
  147. //console.debug("模板字符串中 %s 未找到输入数据",key);
  148. }else
  149. {
  150. if (!(value instanceof Node))
  151. {
  152. value = document.createTextNode(value);
  153. }
  154. try{
  155. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  156. }catch(e)
  157. {
  158. console.log(value, e);
  159. console.log(keys, values);
  160. }
  161. }
  162. fragment.appendChild(document.createTextNode(strings[i + 1]));
  163. });
  164. return fragment;
  165. });
  166. }
  167. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  168. function deepMerge(obj1, obj2) {
  169. let key;
  170. for (key in obj2) {
  171. // 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
  172. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  173. obj1[key] =
  174. obj1[key] &&
  175. obj1[key].toString() === "[object Object]" &&
  176. (obj2[key] && obj2[key].toString() === "[object Object]")
  177. ? deepMerge(obj1[key], obj2[key])
  178. : (obj1[key] = obj2[key]);
  179. }
  180. return obj1;
  181. }
  182. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  183. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  184. const pcmImportObj = {
  185. env: {
  186. abortStackOverflow: () => { throw new Error("overflow"); },
  187. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  188. tableBase: 0,
  189. memory: pcmMemory,
  190. memoryBase: 102400,
  191. STACKTOP: 0,
  192. STACK_MAX: pcmMemory.buffer.byteLength,
  193. }
  194. };
  195. let pcmPlayer = null;
  196. let adpcm_wasm = null;
  197. function decodeAudio(fileName, decodeCallback) {
  198. if (pcmPlayer != null) {
  199. pcmPlayer.close();
  200. }
  201. pcmPlayer = new PCMPlayer(1, 44100);
  202. fetch(fileName).then((response) => response.arrayBuffer())
  203. .then((bytes) => {
  204. let audioData = new Uint8Array(bytes);
  205. let step = 160;
  206. for (let i = 0; i < audioData.byteLength; i += step) {
  207. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  208. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  209. pcmPlayer.feed(pcmFloat32Data);
  210. }
  211. });
  212. }
  213. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  214. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  215. .then((wasm) => {
  216. adpcm_wasm = wasm;
  217. /*addButton("adpcm").onclick = function () {
  218. let decoder = new Adpcm(wasm, pcmImportObj);
  219. decoder.resetDecodeState(new Adpcm.State(0, 0));
  220. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  221. }*/
  222. });
  223. //▲ADPCM播放相关
  224. // 加载 image
  225. function loadImage(url) {
  226. return new Promise(function(resolve, reject) {
  227. var image = new Image();
  228. image.src = url;
  229. image.type = "svg"
  230. image.crossOrigin = 'Anonymous';
  231. image.onload = function() {
  232. resolve(this);
  233. };
  234. image.onerror = function(err) {
  235. reject(err);
  236. };
  237. });
  238. }
  239. //代码来自 https://segmentfault.com/a/1190000004451095
  240. function fileReader (file, options = {}) {
  241. return new Promise(function (resolve, reject) {
  242. const reader = new FileReader();
  243. reader.onload = function () {
  244. resolve(reader);
  245. };
  246. reader.onerror = reject;
  247. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  248. reject({
  249. code: 1,
  250. msg: 'wrong file type'
  251. });
  252. }
  253. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  254. reader.readAsText(file);
  255. } else {
  256. reader.readAsDataURL(file);
  257. }
  258. });
  259. }
  260. function dbReadKey (db, tableName, keys) {
  261. return new Promise(function (resolve, reject) {
  262. const transaction = db.transaction([tableName]);
  263. const objectStore = transaction.objectStore(tableName);
  264. const request = objectStore.get(keys);
  265. request.onsuccess = function(event) {
  266. resolve(request.result);
  267. };
  268. request.onerror = reject;
  269. });
  270. }
  271. function dbCount (db, tableName, key) {
  272. return new Promise(function (resolve, reject) {
  273. const transaction = db.transaction([tableName]);
  274. const objectStore = transaction.objectStore(tableName);
  275. const request = objectStore.count(key);
  276. request.onsuccess = function() {
  277. resolve(request.result);
  278. }
  279. request.onerror = reject;
  280. });
  281. }
  282. function dbReadAll (db, tableName) {
  283. return new Promise(async function (resolve, reject) {
  284. let datas = [];
  285. const transaction = db.transaction([tableName]);
  286. const objectStore = transaction.objectStore(tableName);
  287. const request = objectStore.openCursor();
  288. request.onsuccess = function(event) {
  289. var cursor = event.target.result;
  290. if (cursor) {
  291. // cursor.value 包含正在被遍历的当前记录
  292. // 这里你可以对 result 做些什么
  293. datas.push(cursor.value);
  294. cursor.continue();
  295. } else {
  296. // 没有更多 results
  297. resolve(datas);
  298. }
  299. };
  300. request.onerror = reject;
  301. });
  302. }
  303. function dbWrite (db, tableName, data, keys) {
  304. return new Promise(function (resolve, reject) {
  305. const transaction = db.transaction([tableName], "readwrite");
  306. const objectStore = transaction.objectStore(tableName);
  307. const request = objectStore.put(data, keys);
  308. request.onsuccess = function(event) {
  309. resolve(event);
  310. };
  311. request.onerror = reject;
  312. });
  313. }
  314. function dbDelete (db, tableName, keys) {
  315. return new Promise(function (resolve, reject) {
  316. const transaction = db.transaction([tableName], "readwrite");
  317. const objectStore = transaction.objectStore(tableName);
  318. const request = objectStore.delete(keys);
  319. request.onsuccess = function(event) {
  320. resolve(event);
  321. };
  322. request.onerror = reject;
  323. });
  324. }
  325. function latentUseHole(latentId) {
  326. switch (true) {
  327. case (latentId === 12):
  328. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  329. return 2;
  330. case (latentId >= 13 && latentId <= 15):
  331. case (latentId >= 37 && latentId <= 42):
  332. return 6;
  333. case (latentId < 12):
  334. default:
  335. return 1;
  336. }
  337. }
  338. //获取最大潜觉数量
  339. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  340. const card = Cards[id];
  341. return card && card.is8Latent ? 8 : 6;
  342. }
  343. //计算用了多少潜觉格子
  344. function usedHole(latents) {
  345. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  346. }
  347. //计算所有队伍中有多少个该觉醒
  348. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  349. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  350. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  351. }, 0);
  352. return formationAwokenCount;
  353. }
  354. //计算单个队伍中有多少个该觉醒
  355. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  356. const memberArray = team[0];
  357. const assistArray = team[1];
  358. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  359. if (mon.id <= 0) { //如果是delay和null
  360. return previous;
  361. }
  362. const card = Cards[mon.id];
  363. if (!card || !card.enabled) { //如果卡片未启用
  364. return previous;
  365. }
  366. const assist = assistArray[idx];
  367. const assistCard = Cards[assist.id];
  368. //启用的觉醒数组片段
  369. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  370. //单人、3人时,大于等于100级且297时增加超觉醒
  371. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  372. const sAwokenT = card.superAwakenings[mon.sawoken];
  373. if (sAwokenT >= 0)
  374. enableAwoken = enableAwoken.concat(sAwokenT);
  375. }
  376. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  377. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  378. }
  379. //相同的觉醒数
  380. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  381. return previous + hasAwoken;
  382. }, 0);
  383. return teamAwokenCount;
  384. }
  385. //返回可用的怪物名称
  386. function returnMonsterNameArr(card, lsList, defaultCode) {
  387. const monNameArr = lsList.map(lc => { //取出每种语言
  388. if (lc == defaultCode)
  389. return card.name;
  390. else if (card.otLangName)
  391. return card.otLangName[lc];
  392. }).filter(ln => //去掉空值和问号
  393. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  394. );
  395. if (monNameArr.length < 1) //如果本来的列表里没有名字
  396. {
  397. monNameArr.push(card.name); //只添加默认名字
  398. }
  399. return monNameArr;
  400. }
  401. //Code From pad-rikuu
  402. function valueAt(level, maxLevel, curve) {
  403. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  404. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  405. }
  406. //Code From pad-rikuu
  407. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  408. let value = valueAt(level, maxLevel, {
  409. min: c.min,
  410. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  411. scale: c.scale || 1
  412. });
  413. if (level > maxLevel) {
  414. const exceed99 = Math.min(level - maxLevel, 11);
  415. const exceed110 = Math.max(0, level - 110);
  416. value += c.max !== undefined ?
  417. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  418. (c.min * exceed99 + c.min * exceed110);
  419. }
  420. return value;
  421. }
  422. //计算怪物的经验值
  423. function calculateExp(member) {
  424. if (!member) return null;
  425. const memberCard = Cards[member.id];
  426. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  427. const expArray = [
  428. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  429. ];
  430. if (member.level > 99)
  431. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  432. if (member.level > 110)
  433. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  434. return expArray;
  435. }
  436. //计算怪物的能力
  437. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  438. if (!member) return null;
  439. const memberCard = Cards[member.id];
  440. const assistCard = assist ? Cards[assist.id] : null;
  441. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  442. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  443. const plusAdd = [10, 5, 3]; //加值的增加值
  444. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  445. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  446. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  447. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  448. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  449. ];
  450. 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
  451. [{ index: 63, scale: 1.1 }], //HP
  452. [{ index: 63, scale: 1.1 }], //ATK
  453. [{ index: 63, scale: 1.1 }] //RCV
  454. ];
  455. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  456. [], //HP
  457. [], //ATK
  458. [] //RCV
  459. ];
  460. if (!solo) { //协力时计算协力觉醒
  461. latterAwokenScale.forEach(ab => {
  462. ab.push({ index: 30, scale: 1.5 });
  463. });
  464. }
  465. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  466. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  467. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  468. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  469. ];
  470. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  471. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  472. const dge = formation.dungeonEnchance;
  473. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  474. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  475. //储存点亮的觉醒
  476. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  477. //单人、3人时,大于等于100级且297时增加超觉醒
  478. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  479. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  480. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  481. }
  482. //如果有武器还要计算武器的觉醒
  483. let enableBouns = false;
  484. if (assistCard?.id > 0 && assistCard.enabled) {
  485. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  486. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  487. awokenList.push(...assistAwokenList);
  488. }
  489. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  490. }
  491. const abilitys = memberCurves.map((ab, idx) => {
  492. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  493. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  494. let n_assist_base = 0,
  495. n_assist_plus = 0; //辅助的bonus
  496. //计算辅助的额外血量
  497. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  498. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  499. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  500. }
  501. //用来计算倍率觉醒的最终倍率是多少,reduce用
  502. function calculateAwokenScale(previous, aw) {
  503. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  504. return previous * aw.scale ** awokenCount;
  505. }
  506. //倍率类觉醒的比例,直接从1开始乘
  507. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  508. //觉醒增加的数值
  509. const n_awoken = awokenList.length > 0 ?
  510. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  511. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  512. if (awokenCount > 0)
  513. return previous + aw.value * awokenCount;
  514. else
  515. return previous;
  516. }, 0)) :
  517. 0;
  518. //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
  519. const n_latentScale = (member.latent && member.latent.length > 0) ?
  520. latentScale[idx].reduce((previous, la) => {
  521. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  522. return previous + la.scale * latentCount;
  523. }, 0) :
  524. 0;
  525. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  526. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  527. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  528. //觉醒生效时的协力、语音觉醒等的倍率
  529. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  530. //都要做四舍五入
  531. if (isDge && dgeRate[idx] != 1)
  532. {
  533. let rate = dgeRate[idx];
  534. reValue = Math.round(reValue * rate);
  535. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  536. }else
  537. {
  538. reValue = Math.round(reValue);
  539. reValueNoAwoken = Math.round(reValueNoAwoken);
  540. }
  541. if (idx < 2) //idx顺序为HP、ATK、RCV
  542. { //HP和ATK最低为1
  543. reValue = Math.max(reValue, 1);
  544. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  545. }
  546. return [reValue, reValueNoAwoken];
  547. });
  548. return abilitys;
  549. }
  550. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  551. const card = Cards[id];
  552. const tempMon = {
  553. id: id,
  554. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  555. 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
  556. awoken: card.awakenings.length,
  557. };
  558. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  559. if (abilities) {
  560. return {
  561. noAwoken: {
  562. hp: abilities[0][1],
  563. atk: abilities[1][1],
  564. rcv: abilities[2][1],
  565. },
  566. withAwoken: {
  567. hp: abilities[0][0],
  568. atk: abilities[1][0],
  569. rcv: abilities[2][0],
  570. },
  571. };
  572. } else {
  573. return null;
  574. }
  575. }
  576. //搜索卡片用
  577. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  578. 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
  579. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  580. if (noHenshin) cardsRange = cardsRange.filter(card=>!card.henshinFrom || card.limitBreakIncr);
  581. //属性
  582. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  583. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  584. { //当两个颜色相同时,主副一样颜色的只需判断一次
  585. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  586. } else if (fixMainColor) //如果固定了顺序
  587. {
  588. const a1null = attr1 === null,
  589. a2null = attr2 === null;
  590. cardsRange = cardsRange.filter(c =>
  591. (a1null ? true : c.attrs[0] === attr1) &&
  592. (a2null ? true : c.attrs[1] === attr2)
  593. );
  594. } else //不限定顺序时
  595. {
  596. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  597. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  598. cardsRange = cardsRange.filter(c =>
  599. search_attrs.every(a => c.attrs.includes(a)) &&
  600. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  601. );
  602. }
  603. //类型
  604. if (types.length > 0) {
  605. cardsRange = cardsRange.filter(c => typeAndOr ?
  606. types.every(t => c.types.includes(t)) : //所有type都满足
  607. types.some(t => c.types.includes(t)) //只需要满足一个type
  608. );
  609. }
  610. //稀有度
  611. if (rares.length > 1) {
  612. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  613. }
  614. //觉醒
  615. //等效觉醒时,事先去除大觉醒
  616. if (equalAk) {
  617. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  618. bigEqualAwokens.forEach(bak => {
  619. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  620. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  621. if (!smallEqualAwoken) {
  622. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  623. awokens.push(smallEqualAwoken);
  624. }
  625. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  626. });
  627. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  628. }
  629. if (awokens.length > 0) {
  630. cardsRange = cardsRange.filter(card => {
  631. let cardAwakeningsArray = [];
  632. 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
  633. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  634. } else { //单个原始觉醒数组
  635. cardAwakeningsArray.push(card.awakenings);
  636. }
  637. 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
  638. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  639. if (equalAk) //如果开启等效觉醒
  640. {
  641. //搜索等效觉醒
  642. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  643. if (equivalentAwoken) {
  644. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  645. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  646. return totalNum >= ak.num;
  647. }
  648. }
  649. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  650. })
  651. );
  652. });
  653. }
  654. //超觉醒
  655. if (sawokens.length > 0 && !incSawoken) {
  656. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  657. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  658. return card.superAwakenings.includes(sak) ||
  659. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  660. }));
  661. }
  662. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  663. return cardsRange;
  664. }
  665. function searchByString(str)
  666. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  667. str = str.trim();
  668. if (str.length>0)
  669. {
  670. return Cards.filter(card =>
  671. {
  672. const names = [card.name];
  673. if (card.otLangName)
  674. {
  675. names.push(...Object.values(card.otLangName));
  676. }
  677. const tags = card.altName.concat();
  678. if (card.otTags)
  679. {
  680. tags.push(...card.otTags);
  681. }
  682. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  683. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  684. }
  685. );
  686. }else
  687. {
  688. return [];
  689. }
  690. }
  691. function copyString(input) {
  692. input.focus(); //设input为焦点
  693. input.select(); //选择全部
  694. navigator.clipboard.writeText(input.value).then(function() {
  695. /* clipboard successfully set */
  696. //复制成功
  697. }, function() {
  698. /* clipboard write failed */
  699. document.execCommand('copy'); //尝试废弃的老方法
  700. });
  701. //input.blur(); //取消焦点
  702. }
  703. //产生一个怪物头像
  704. function createCardA(option) {
  705. const t = document.body.querySelector('#template-card-a');
  706. const clone = document.importNode(t.content, true);
  707. const monster = clone.querySelector(".monster");
  708. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  709. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  710. return monster;
  711. }
  712. //返回文字说明内怪物Card的纯HTML
  713. function cardN(id) {
  714. const monOuterDom = document.createElement("span");
  715. monOuterDom.className = "detail-mon";
  716. const monDom = createCardA({noBoxCount: true});
  717. monOuterDom.appendChild(monDom);
  718. monOuterDom.monDom = monDom;
  719. changeid({ id: id }, monDom);
  720. return monOuterDom;
  721. }
  722. //返回文字说明内怪物Card的纯HTML
  723. function cardNClick() {
  724. const id = parseInt(this.getAttribute("data-cardid"), 10);
  725. editBox.show();
  726. editBox.mid = id;
  727. editBoxChangeMonId(id);
  728. //showSearch([id]);
  729. return false;
  730. }
  731. //技能介绍里的头像的切换
  732. function changeToIdInSkillDetail(event) {
  733. const settingBox = editBox.querySelector(".setting-box");
  734. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  735. const mid = this.getAttribute("data-cardid");
  736. monstersID.value = mid;
  737. monstersID.onchange();
  738. return false; //取消链接的默认操作
  739. }
  740. //搜索并显示合作
  741. function searchCollab(event) {
  742. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  743. showSearch(Cards.filter(card => card.collabId == collabId));
  744. return false;
  745. }
  746. //将怪物的文字介绍解析为HTML
  747. function descriptionToHTML(str)
  748. {
  749. function formatParse(arr, reg, subMatchCount, returnFunc){
  750. //const subMatchCount = returnFunc.length;
  751. return arr.flatMap(item=>{
  752. if (typeof item == "string") {
  753. const subArr = item.split(new RegExp(reg));
  754. const newArr = [];
  755. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  756. newArr.push(subArr[i]);
  757. if (subArr[i+subMatchCount] !== undefined) {
  758. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  759. }
  760. }
  761. return newArr;
  762. } else {
  763. return item;
  764. }
  765. });
  766. }
  767. let nodeArr = [str];
  768. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  769. (color, content)=>{
  770. const sp = document.createElement("span");
  771. sp.textContent = content;
  772. if (/^[a-fA-F0-9]+$/g.test(color)) {
  773. sp.style.color = `#${color}`;
  774. } else if (/qs/i.test(color)) {
  775. sp.style.color = `blue`;
  776. }
  777. return sp;
  778. });
  779. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  780. (id)=>{
  781. const avatar = cardN(parseInt(id,10));
  782. avatar.monDom.onclick = cardNClick;
  783. return avatar;
  784. });
  785. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  786. (id)=>{
  787. const awokenList = renderAwakenings(parseInt(id,10));
  788. return awokenList;
  789. });
  790. /* arr = arr.flatMap(item=>{
  791. if (typeof item == "string") {
  792. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  793. const newArr = [];
  794. for (let i = 0; i < subArr.length; i += 3) {
  795. newArr.push(subArr[i]);
  796. if (subArr[i+2] !== undefined) {
  797. const sp = document.createElement("span");
  798. sp.style.color = `#${subArr[i+1]}`;
  799. sp.textContent = subArr[i+2];
  800. newArr.push(sp);
  801. }
  802. }
  803. return newArr;
  804. } else {
  805. return item;
  806. }
  807. });
  808. arr = arr.flatMap(item=>{
  809. if (typeof item == "string") {
  810. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  811. const newArr = [];
  812. for (let i = 0; i < subArr.length; i += 2) {
  813. newArr.push(subArr[i]);
  814. if (subArr[i+1] !== undefined) {
  815. const avatar = cardN(parseInt(subArr[i+1],10));
  816. avatar.monDom.onclick = cardNClick;
  817. newArr.push(avatar);
  818. }
  819. }
  820. return newArr;
  821. } else {
  822. return item;
  823. }
  824. });*/
  825. //str = str.replace(/\n/ig,"<br>"); //换行
  826. //str = str.replace(/ /ig,"&nbsp;"); //换行
  827. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  828. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  829. return nodeArr.nodeJoin();
  830. }
  831. //默认的技能解释的显示行为
  832. function parseSkillDescription(skill) {
  833. //const span = document.createElement("span");
  834. //span.innerHTML = descriptionToHTML(skill.description);
  835. return descriptionToHTML(skill.description);
  836. }
  837. //大数字缩短长度,默认返回本地定义字符串
  838. function parseBigNumber(number) {
  839. return number.toLocaleString();
  840. }
  841. //判断是否是转生和超转生
  842. function isReincarnated(card) {
  843. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  844. }
  845. //获取类型允许的潜觉
  846. function getAllowLatent(card) {
  847. const latentSet = new Set(common_allowable_latent);
  848. card.types.filter(i => i >= 0)
  849. .map(type => type_allowable_latent[type])
  850. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  851. if (card.limitBreakIncr) {
  852. v120_allowable_latent.forEach(t => latentSet.add(t));
  853. }
  854. return Array.from(latentSet);
  855. }
  856. //计算队伍中有多少血量
  857. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  858. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  859. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  860. const mHpArr = memberArr.map(m => {
  861. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  862. let hp = ability ? ability[0] : 0;
  863. if (!hp) return 0;
  864. const card = Cards[m.id] || Cards[0];
  865. let hp1 = hp = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  866. let hp2 = hp = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  867. //演示用代码
  868. //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);
  869. return hp;
  870. });
  871. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  872. function memberHpMul(card, ls, memberArr, solo) {
  873. function hpMul(parm, scale) {
  874. if (scale == undefined || scale == 0) return 1;
  875. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  876. return scale / 100;
  877. }
  878. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  879. return scale / 100;
  880. }
  881. return 1;
  882. }
  883. const sk = ls.params;
  884. let scale = 1;
  885. switch (ls.type) {
  886. case 23:
  887. case 30:
  888. case 62:
  889. case 77:
  890. case 63:
  891. case 65:
  892. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  893. break;
  894. case 29:
  895. case 114:
  896. case 45:
  897. case 111:
  898. case 46:
  899. case 48:
  900. case 67:
  901. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  902. break;
  903. case 73:
  904. case 76:
  905. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  906. break;
  907. case 106:
  908. case 107:
  909. case 108:
  910. scale = sk[0] / 100;
  911. break;
  912. case 121:
  913. case 129:
  914. case 163:
  915. case 177:
  916. case 186:
  917. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  918. break;
  919. case 125: //队伍中必须有指定队员
  920. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  921. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  922. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  923. break;
  924. case 136:
  925. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  926. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  927. break;
  928. case 137:
  929. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  930. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  931. break;
  932. case 155:
  933. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  934. break;
  935. case 158:
  936. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  937. break;
  938. case 175: //队伍组成全为合作
  939. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  940. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  941. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  942. break;
  943. case 178:
  944. case 185:
  945. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  946. break;
  947. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  948. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  949. switch (sk[0]) {
  950. case 0: //全是像素进化
  951. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  952. break;
  953. case 2: //全是转生、超转生(8格潜觉)
  954. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  955. break;
  956. }
  957. break;
  958. }
  959. case 217:{ //队员为指定类型,不包括双方队长,且队员数大于0
  960. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  961. const rarityCount = cardsArr.reduce((pre,member)=>{
  962. const card = Cards[member.id] || Cards[0];
  963. return pre + card.rarity;
  964. },0);
  965. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  966. break;
  967. }
  968. case 229:{ //队员中存在每个属性或Type都算一次
  969. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  970. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  971. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  972. let correspondingAttrs = flags(sk[0]); //符合的属性
  973. let correspondingTypes = flags(sk[1]); //符合的类型
  974. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  975. scale = sk[2] * correspondingTimes / 100 + 1;
  976. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  977. break;
  978. }
  979. case 138: //调用其他队长技
  980. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  981. break;
  982. default:
  983. }
  984. return scale || 1;
  985. }
  986. return mHpArr;
  987. }
  988. //返回卡片的队长技能
  989. function getCardLeaderSkills(card, skillTypes) {
  990. if (!card) return [];
  991. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  992. }
  993. //返回卡片的主动技能
  994. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  995. if (!card) return [];
  996. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  997. }
  998. //查找到真正起作用的那一个技能
  999. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1000. if (skillTypes.includes(skill.type))
  1001. {
  1002. return [skill];
  1003. }
  1004. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1005. {
  1006. //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
  1007. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1008. subSkills = subSkills.filter(s=>s);
  1009. return subSkills;
  1010. }
  1011. else
  1012. {
  1013. return [];
  1014. }
  1015. }
  1016. //计算队伍是否为76
  1017. function tIf_Effect_76board(leader1id, leader2id) {
  1018. const searchTypeArray = [162, 186];
  1019. function henshinBase(cardid, firstId)
  1020. {
  1021. if (firstId == undefined) firstId = cardid;
  1022. let card = Cards[cardid];
  1023. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  1024. {
  1025. card = henshinBase(card.henshinFrom, firstId);
  1026. }
  1027. return card;
  1028. }
  1029. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1030. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1031. return Boolean(ls1 || ls2);
  1032. }
  1033. //计算队伍是否为无天降
  1034. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1035. const searchTypeArray = [163, 177];
  1036. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1037. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1038. return Boolean(ls1 || ls2);
  1039. }
  1040. //计算队伍是否为毒无效
  1041. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1042. const searchTypeArray = [197];
  1043. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1044. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1045. return Boolean(ls1 || ls2);
  1046. }
  1047. //计算队伍的+C
  1048. function tIf_Effect_addCombo(leader1id, leader2id) {
  1049. return [
  1050. getSkillAddCombo(Cards[leader1id]),
  1051. getSkillAddCombo(Cards[leader2id])
  1052. ];
  1053. }
  1054. function getSkillAddCombo(card) {
  1055. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  1056. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1057. if (!skill) return 0;
  1058. switch (skill.type) {
  1059. case 192:
  1060. case 194:
  1061. return skill.params[3];
  1062. case 206:
  1063. return skill.params[6];
  1064. case 209:
  1065. return skill.params[0];
  1066. case 210:
  1067. case 219:
  1068. return skill.params[2];
  1069. case 220:
  1070. return skill.params[1];
  1071. default:
  1072. return 0;
  1073. }
  1074. }
  1075. //计算队伍的追打
  1076. function tIf_Effect_inflicts(leader1id, leader2id) {
  1077. const searchTypeArray = [199, 200, 201, 223];
  1078. return [
  1079. getSkillFixedDamage(Cards[leader1id]),
  1080. getSkillFixedDamage(Cards[leader2id])
  1081. ];
  1082. }
  1083. function getSkillFixedDamage(card) {
  1084. const searchTypeArray = [199, 200, 201, 223];
  1085. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1086. if (!skill) return 0;
  1087. switch (skill.type) {
  1088. case 199:
  1089. case 200:
  1090. return skill.params[2];
  1091. case 201:
  1092. return skill.params[5];
  1093. case 223:
  1094. return skill.params[1];
  1095. default:
  1096. return 0;
  1097. }
  1098. }
  1099. //计算队伍操作时间
  1100. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1101. const searchTypeArray = [178, 15, 185];
  1102. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1103. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1104. const time1 = leaderSkillMoveTime(ls1);
  1105. const time2 = leaderSkillMoveTime(ls2);
  1106. function leaderSkillMoveTime(ls) {
  1107. const moveTime = { fixed: false, duration: 0 };
  1108. if (!ls) return moveTime;
  1109. const sk = ls.params;
  1110. switch (ls.type) {
  1111. case 178: //固定操作时间
  1112. moveTime.fixed = true;
  1113. moveTime.duration = sk[0];
  1114. break;
  1115. case 15:
  1116. case 185:
  1117. moveTime.duration += sk[0] / 100;
  1118. break;
  1119. default:
  1120. }
  1121. return moveTime;
  1122. }
  1123. let moveTime = {
  1124. fixed: false,
  1125. duration: {
  1126. default: 5,
  1127. leader: 0,
  1128. badge: 0,
  1129. awoken: 0,
  1130. }
  1131. }; //基础5秒
  1132. //固定操作时间的直接返回
  1133. if (time1.fixed || time2.fixed) {
  1134. moveTime.fixed = true;
  1135. moveTime.duration.leader = time1.fixed ?
  1136. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1137. time2.duration;
  1138. } else {
  1139. moveTime.duration.leader = time1.duration + time2.duration;
  1140. //1人、3人计算徽章
  1141. if (solo || teamsCount === 3) {
  1142. switch (team[2]) {
  1143. case 2: //小手指
  1144. moveTime.duration.badge = 1;
  1145. break;
  1146. case 21: //大手指
  1147. moveTime.duration.badge = 2;
  1148. break;
  1149. case 50: //月卡
  1150. moveTime.duration.badge = 3;
  1151. break;
  1152. }
  1153. } else if (teamsCount === 2) //2人协力时的特殊处理
  1154. {
  1155. const teams = formation.teams;
  1156. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1157. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1158. team = [
  1159. team[0].concat(),
  1160. team[1].concat()
  1161. ];
  1162. //把队伍2的队长和武器添加到复制的队伍1里面
  1163. team[0].push(team2[0][team2[3]]);
  1164. team[1].push(team2[1][team2[3]]);
  1165. }
  1166. //觉醒
  1167. const awokenMoveTime = [
  1168. { index: 19, value: 0.5 }, //小手指
  1169. { index: 53, value: 1 }, //大手指
  1170. ];
  1171. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1172. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1173. //潜觉
  1174. const latentMoveTime = [
  1175. { index: 4, value: 0.05 }, //小手指潜觉
  1176. { index: 31, value: 0.12 }, //大手指潜觉
  1177. ];
  1178. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1179. duration + team[0].reduce((count, menber) =>
  1180. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1181. }
  1182. return moveTime;
  1183. }
  1184. //将盾减伤比例组叠加为一个减伤范围组
  1185. function getReduceRange(reduceScales)
  1186. {
  1187. class reduceRange{
  1188. constructor(obj)
  1189. {
  1190. this.min = 0;
  1191. this.max = 100;
  1192. this.scale = 0;
  1193. this.probability = 1;
  1194. if (typeof obj == "object") Object.assign(this, obj);
  1195. }
  1196. }
  1197. const ranges = [new reduceRange()];
  1198. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1199. function processingRanges(ranges, scale)
  1200. {
  1201. //先找scale.min在某个范围内的
  1202. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1203. //再找scale.max在某个范围内的
  1204. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1205. //先只拆分不乘比例
  1206. if (rgLessIdx >= 0)
  1207. {
  1208. const range = ranges[rgLessIdx];
  1209. ranges.splice(rgLessIdx, 1,
  1210. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1211. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1212. );
  1213. }
  1214. if (rgMoreIdx >= 0)
  1215. {
  1216. const range = ranges[rgMoreIdx];
  1217. ranges.splice(rgMoreIdx, 1,
  1218. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1219. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1220. );
  1221. }
  1222. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1223. needChangeScaleRanges.forEach(range=>{
  1224. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1225. range.probability *= scale.probability;
  1226. });
  1227. }
  1228. //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
  1229. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1230. reduceScales.forEach(scale=>{
  1231. if (scale.attrs == 0) //没有属性的
  1232. {
  1233. return;
  1234. }
  1235. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1236. {
  1237. const attrs = flags(scale.attrs); //得到属性数组
  1238. attrs.forEach(n=>{
  1239. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1240. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1241. });
  1242. }
  1243. else
  1244. { //只处理第一数组
  1245. processingRanges(ranges, scale);
  1246. }
  1247. });
  1248. return attrsRanges;
  1249. }
  1250. //获取盾减伤比例组
  1251. function getReduceScales(leaderid) {
  1252. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1253. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1254. function leaderReduceScale(ls) {
  1255. const reduce = {
  1256. scale: 0,
  1257. hp: {
  1258. max: 100,
  1259. min: 0
  1260. },
  1261. probability: 1,
  1262. attrs: 31, //5色是31
  1263. };
  1264. if (!ls) return reduce;
  1265. const sk = ls.params;
  1266. switch (ls.type) {
  1267. case 16: //无条件盾
  1268. reduce.scale = sk[0] / 100;
  1269. break;
  1270. case 17: //单属性盾
  1271. reduce.scale = sk[1] / 100;
  1272. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1273. break;
  1274. case 36: //2个属性盾
  1275. reduce.scale = sk[2] / 100;
  1276. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1277. break;
  1278. case 38: //血线下 + 可能几率
  1279. case 43: //血线上 + 可能几率
  1280. reduce.scale = (sk[2] || 0) / 100;
  1281. reduce.probability = sk[1] / 100;
  1282. if (sk[0] == 100)
  1283. {
  1284. reduce.hp.max = sk[0];
  1285. reduce.hp.min = 99;
  1286. }else
  1287. {
  1288. if(ls.type == 38)
  1289. {
  1290. reduce.hp.max = sk[0];
  1291. reduce.hp.min = 0;
  1292. }else
  1293. {
  1294. reduce.hp.max = 100;
  1295. reduce.hp.min = sk[0];
  1296. }
  1297. }
  1298. break;
  1299. case 129: //无条件盾,属性个数不固定
  1300. case 163: //无条件盾,属性个数不固定
  1301. case 130: //血线下 + 属性个数不固定
  1302. case 131: //血线上 + 属性个数不固定
  1303. reduce.scale = (sk[6] || 0) / 100;
  1304. reduce.attrs = 0 | sk[5];
  1305. if (ls.type == 130 || ls.type == 131)
  1306. {
  1307. if (sk[0] == 100)
  1308. {
  1309. reduce.hp.max = sk[0];
  1310. reduce.hp.min = 99;
  1311. }else
  1312. {
  1313. if(ls.type == 130)
  1314. {
  1315. reduce.hp.max = sk[0];
  1316. reduce.hp.min = 0;
  1317. }else
  1318. {
  1319. reduce.hp.max = 100;
  1320. reduce.hp.min = sk[0];
  1321. }
  1322. }
  1323. }
  1324. break;
  1325. case 178: //无条件盾,属性个数不固定
  1326. reduce.scale = (sk[7] || 0) / 100;
  1327. reduce.attrs = 0 | sk[6];
  1328. break;
  1329. case 151: //十字心触发
  1330. case 169: //C触发
  1331. case 198: //回血触发
  1332. reduce.scale = (sk[2] || 0) / 100;
  1333. break;
  1334. case 170: //多色触发
  1335. case 182: //长串触发
  1336. case 193: //L触发
  1337. reduce.scale = (sk[3] || 0) / 100;
  1338. break;
  1339. case 171: //多串触发
  1340. reduce.scale = (sk[6] || 0) / 100;
  1341. break;
  1342. case 183: //又是个有两段血线的队长技
  1343. reduce.scale = (sk[4] || 0) / 100;
  1344. if (sk[2] == 100)
  1345. {
  1346. reduce.hp.max = sk[2];
  1347. reduce.hp.min = 99;
  1348. }else
  1349. {
  1350. reduce.hp.max = 100;
  1351. reduce.hp.min = sk[2];
  1352. }
  1353. break;
  1354. case 210: //十字触发
  1355. reduce.scale = (sk[1] || 0) / 100;
  1356. break;
  1357. default:
  1358. }
  1359. return reduce;
  1360. }
  1361. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1362. }

智龙迷城队伍图制作工具