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script-universal_function.js 25 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:",_xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name,url) {
  32. if (!!(window.URL && window.URLSearchParams))
  33. { //浏览器原生支持的API
  34. const urlObj = new URL(url || document.location);
  35. return urlObj.searchParams.get(name);
  36. }else
  37. {
  38. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  39. const searchStr = url || location.search.substr(1);
  40. const r = searchStr.match(reg);
  41. if (r != null)
  42. {
  43. return decodeURIComponent(r[1]);
  44. }else
  45. {
  46. return null;
  47. }
  48. }
  49. }
  50. //数字补前导0
  51. Number.prototype.PrefixInteger = function(length)
  52. {
  53. return (Array(length).join('0') + this).slice(-length);
  54. }
  55. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  56. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  57. const pcmImportObj = {
  58. env: {
  59. abortStackOverflow: () => { throw new Error("overflow"); },
  60. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  61. tableBase: 0,
  62. memory: pcmMemory,
  63. memoryBase: 102400,
  64. STACKTOP: 0,
  65. STACK_MAX: pcmMemory.buffer.byteLength,
  66. }
  67. };
  68. let pcmPlayer = null;
  69. let adpcm_wasm = null;
  70. function decodeAudio(fileName, decodeCallback)
  71. {
  72. if(pcmPlayer != null)
  73. {
  74. pcmPlayer.close();
  75. }
  76. pcmPlayer = new PCMPlayer(1, 44100);
  77. fetch(fileName).then((response) => response.arrayBuffer())
  78. .then((bytes) => {
  79. let audioData = new Uint8Array(bytes);
  80. let step = 160;
  81. for(let i = 0; i < audioData.byteLength; i += step)
  82. {
  83. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  84. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  85. pcmPlayer.feed(pcmFloat32Data);
  86. }
  87. });
  88. }
  89. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  90. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  91. .then((wasm) => {
  92. adpcm_wasm = wasm;
  93. /*addButton("adpcm").onclick = function () {
  94. let decoder = new Adpcm(wasm, pcmImportObj);
  95. decoder.resetDecodeState(new Adpcm.State(0, 0));
  96. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  97. }*/
  98. });
  99. //▲ADPCM播放相关
  100. function latentUseHole(latentId)
  101. {
  102. if (latentId < 12)
  103. {
  104. return 1;
  105. }else if (latentId === 12 || latentId >= 16 && latentId <= 36)
  106. {
  107. return 2;
  108. }else if (latentId >= 13 && latentId <= 15 || latentId >= 37 && latentId <= 38)
  109. {
  110. return 6;
  111. }else
  112. {
  113. return 1;
  114. }
  115. }
  116. //获取最大潜觉数量
  117. function getMaxLatentCount(id)
  118. { //转生2和超转生3为8个格子
  119. if (Cards[id])
  120. {
  121. return Cards[id].is8Latent ? 8 : 6;
  122. }else
  123. {
  124. return 6;
  125. }
  126. }
  127. //计算用了多少潜觉格子
  128. function usedHole(latents)
  129. {
  130. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  131. }
  132. //计算所有队伍中有多少个该觉醒
  133. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  134. {
  135. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  136. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  137. },0);
  138. return formationAwokenCount;
  139. }
  140. //计算单个队伍中有多少个该觉醒
  141. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  142. {
  143. const memberArray = team[0];
  144. const assistArray = team[1];
  145. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  146. if (mon.id<=0)
  147. { //如果是delay和null
  148. return previous;
  149. }
  150. const card = Cards[mon.id];
  151. if (!card || !card.enabled)
  152. { //如果卡片未启用
  153. return previous;
  154. }
  155. const assist = assistArray[idx];
  156. const assistCard = Cards[assist.id];
  157. //启用的觉醒数组片段
  158. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  159. if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
  160. {
  161. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  162. }
  163. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  164. { //如果卡片未启用
  165. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  166. }
  167. //相同的觉醒数
  168. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  169. return previous + hasAwoken;
  170. },0);
  171. return teamAwokenCount;
  172. }
  173. //返回可用的怪物名称
  174. function returnMonsterNameArr(card, lsList, defaultCode)
  175. {
  176. const monNameArr = lsList.map(lc=>{ //取出每种语言
  177. if (lc == defaultCode)
  178. return card.name;
  179. else if(card.otLangName)
  180. return card.otLangName[lc];
  181. }).filter(ln=> //去掉空值和问号
  182. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  183. );
  184. if (monNameArr.length < 1) //如果本来的列表里没有名字
  185. {
  186. monNameArr.push(card.name); //只添加默认名字
  187. }
  188. return monNameArr;
  189. }
  190. //Code From pad-rikuu
  191. function valueAt(level, maxLevel, curve) {
  192. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  193. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  194. }
  195. //Code From pad-rikuu
  196. function curve(c, level, maxLevel, limitBreakIncr) {
  197. let value = valueAt(level, maxLevel, {
  198. min: c.min,
  199. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  200. scale: c.scale || 1
  201. });
  202. if (level > maxLevel) {
  203. const exceed = level - maxLevel;
  204. value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  205. }
  206. return value;
  207. }
  208. //计算怪物的经验值
  209. function calculateExp(member)
  210. {
  211. if (!member) return null;
  212. const memberCard = Cards[member.id];
  213. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  214. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  215. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  216. return [Math.round(v99Exp),v110Exp];
  217. }
  218. //计算怪物的能力
  219. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  220. {
  221. if (!member) return null;
  222. const memberCard = Cards[member.id];
  223. const assistCard = assist ? Cards[assist.id] : null;
  224. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  225. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  226. const plusAdd = [10,5,3]; //加值的增加值
  227. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  228. [{index:1,value:500},{index:65,value:currentDataSource.code=="ja"?-2500:-5000}], //HP
  229. [{index:2,value:100},{index:66,value:-1000}], //ATK
  230. [{index:3,value:200},{index:67,value:-2000}] //RCV
  231. ];
  232. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  233. [], //HP
  234. [], //ATK
  235. [] //RCV
  236. ];
  237. /* //将来的语音觉醒
  238. awokenScale.forEach(ab=>{
  239. ab.push({index:63,scale:1.1});
  240. });*/
  241. if (!solo)
  242. { //协力时计算协力觉醒
  243. awokenScale.forEach(ab=>{
  244. ab.push({index:30,scale:1.5});
  245. });
  246. }
  247. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  248. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  249. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  250. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  251. ];
  252. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  253. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  254. const abilitys = memberCurves.map((ab, idx)=>{
  255. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  256. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  257. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  258. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  259. //单人、3人时增加超觉醒
  260. if ((solo || teamsCount === 3) && member.sawoken>=0)
  261. {
  262. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  263. }
  264. //如果有武器还要计算武器的觉醒
  265. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  266. {
  267. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  268. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  269. {
  270. awokenList = awokenList.concat(assistAwokenList);
  271. }
  272. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  273. {
  274. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  275. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  276. }
  277. }
  278. //觉醒增加的数值
  279. const n_awoken = awokenList.length>0 ?
  280. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  281. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  282. if (awokenCount>0)
  283. return previous + aw.value * awokenCount;
  284. else
  285. return previous;
  286. },0)) :
  287. 0;
  288. //潜觉增加的倍率
  289. const n_latent = (member.latent && member.latent.length>0) ?
  290. Math.round(latentScale[idx].reduce(function(previous,la){
  291. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  292. return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
  293. },0)) :
  294. 0;
  295. //console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
  296. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  297. let reValueNoAwoken = Math.round(n_base + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx]);
  298. //协力觉醒的倍率
  299. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  300. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  301. if (awokenCount>0)
  302. {
  303. return previous * Math.pow(aw.scale,awokenCount);
  304. }
  305. else
  306. {
  307. return previous;
  308. }
  309. },reValue));
  310. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  311. return [reValue,reValueNoAwoken];
  312. });
  313. return abilitys;
  314. }
  315. function calculateAbility_max(id,solo, teamsCount)
  316. {
  317. const card = Cards[id];
  318. const tempMon = {
  319. id: id,
  320. level: card.maxLevel + (card.limitBreakIncr ? 11 : 0),
  321. plus: [99,99,99],
  322. awoken: card.awakenings.length,
  323. };
  324. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  325. if (abilities)
  326. {
  327. return {
  328. noAwoken:{
  329. hp:abilities[0][1],
  330. atk:abilities[1][1],
  331. rcv:abilities[2][1],
  332. },
  333. withAwoken:{
  334. hp:abilities[0][0],
  335. atk:abilities[1][0],
  336. rcv:abilities[2][0],
  337. },
  338. };
  339. }else
  340. {
  341. return null;
  342. }
  343. }
  344. //搜索卡片用
  345. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  346. {
  347. 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
  348. //属性
  349. if (attr1 != null && attr1 === attr2)
  350. { //当两个颜色相同时,主副一样颜色的只需判断一次
  351. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  352. }else if (fixMainColor || attr1 === 6 || attr2 === -1) //如果固定了顺序,或者主副属性选的是无
  353. {
  354. if (attr1 != null)
  355. {
  356. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  357. }
  358. if (attr2 != null)
  359. {
  360. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  361. }
  362. }else //不限定顺序时
  363. {
  364. if (attr1 != null)
  365. {
  366. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  367. }
  368. if (attr2 != null)
  369. {
  370. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  371. }
  372. }
  373. //类型
  374. if (types.length>0)
  375. {
  376. cardsRange = cardsRange.filter(c=>typeAndOr ?
  377. types.every(t=>c.types.includes(t)) : //所有type都满足
  378. types.some(t=>c.types.includes(t)) //只需要满足一个type
  379. );
  380. }
  381. //觉醒
  382. //等效觉醒时,事先去除大觉醒
  383. if (equalAk)
  384. {
  385. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  386. bigEqualAwokens.forEach(bak=>{
  387. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  388. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  389. if (!smallEqualAwoken)
  390. {
  391. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  392. awokens.push(smallEqualAwoken);
  393. }
  394. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  395. });
  396. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  397. }
  398. if (awokens.length>0)
  399. {
  400. cardsRange = cardsRange.filter(card => {
  401. let cardAwakeningsArray = [];
  402. if (incSawoken && card.superAwakenings.length > 0)
  403. { //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
  404. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  405. }else
  406. { //单个原始觉醒数组
  407. cardAwakeningsArray.push(card.awakenings);
  408. }
  409. 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
  410. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  411. if (equalAk) //如果开启等效觉醒
  412. {
  413. //搜索等效觉醒
  414. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  415. if (equivalentAwoken)
  416. {
  417. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  418. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  419. return totalNum >= ak.num;
  420. }
  421. }
  422. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  423. })
  424. );
  425. });
  426. }
  427. //超觉醒
  428. if (sawokens.length>0 && !incSawoken)
  429. {
  430. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  431. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  432. return card.superAwakenings.includes(sak) ||
  433. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  434. }) );
  435. }
  436. return cardsRange;
  437. }
  438. //产生一个怪物头像
  439. function createCardA()
  440. {
  441. const cdom = document.createElement("a");
  442. cdom.className = "monster";
  443. cdom.target = "_blank";
  444. const property = cdom.appendChild(document.createElement("div"));
  445. property.className = "property";
  446. const subproperty = cdom.appendChild(document.createElement("div"));
  447. subproperty.className = "subproperty";
  448. const cid = cdom.appendChild(document.createElement("div"));
  449. cid.className = "id";
  450. const cawoken = cdom.appendChild(document.createElement("div"));
  451. cawoken.className = "awoken-count full-awoken";
  452. return cdom;
  453. }
  454. //返回文字说明内怪物Card的纯HTML
  455. function cardN(id){
  456. const monOuterDom = document.createElement("span");
  457. monOuterDom.className = "detail-mon";
  458. const monDom = createCardA(id);
  459. monOuterDom.appendChild(monDom);
  460. monOuterDom.monDom = monDom;
  461. changeid({id:id},monDom);
  462. return monOuterDom;
  463. }
  464. //将怪物的文字介绍解析为HTML
  465. function descriptionToHTML(str)
  466. {
  467. str = str.replace(/\n/ig,"<br>"); //换行
  468. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  469. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  470. return str;
  471. }
  472. //默认的技能解释的显示行为
  473. function parseSkillDescription(skill)
  474. {
  475. const span = document.createElement("span");
  476. span.innerHTML = descriptionToHTML(skill.description);
  477. return span;
  478. }
  479. //大数字缩短长度,默认返回本地定义字符串
  480. function parseBigNumber(number)
  481. {
  482. return number.toLocaleString();
  483. }
  484. //判断是否是转生和超转生
  485. function isReincarnated(card)
  486. {
  487. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  488. }
  489. //获取类型允许的潜觉
  490. function getAllowLatent(types)
  491. {
  492. const latentSet = new Set();
  493. types.filter(i => i >= 0)
  494. .map(type => type_allowable_latent[type])
  495. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  496. return Array.from(latentSet);
  497. }
  498. //筛选出允许的潜觉
  499. function filterAllowLatent(latent, allowLatent)
  500. {
  501. const allKillerLatent = typekiller_for_type.map(type => type.latent);
  502. return latent.filter(lat =>
  503. !allKillerLatent.includes(lat) || //保留不属于杀的潜觉
  504. allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
  505. }
  506. //计算队伍中有多少血量
  507. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  508. {
  509. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  510. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  511. const mHpArr = memberArr.map(m=>{
  512. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  513. let hp = ability ? ability[0] : 0;
  514. if (!hp) return 0;
  515. const card = Cards[m.id];
  516. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  517. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  518. /* 演示用代码
  519. let hp1,hp2;
  520. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  521. hp = Math.round(hp1);
  522. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  523. hp = Math.round(hp2);
  524. 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);
  525. */
  526. return hp;
  527. });
  528. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  529. function memberHpMul(card,ls,memberArr,solo)
  530. {
  531. function flags(num){
  532. const arr = [];
  533. for (let i = 0; i<32;i++)
  534. {
  535. if (num & (1<<i))
  536. {
  537. arr.push(i);
  538. }
  539. }
  540. return arr;
  541. }
  542. function hpMul(parm,scale)
  543. {
  544. if (scale == undefined || scale == 0) return 1;
  545. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  546. {
  547. return scale / 100;
  548. }
  549. if (parm.types && card.types.some(t => parm.types.includes(t)))
  550. {
  551. return scale / 100;
  552. }
  553. return 1;
  554. }
  555. const sk = ls.params;
  556. let scale = 1;
  557. switch (ls.type)
  558. {
  559. case 23: case 30: case 62: case 77: case 63: case 65:
  560. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  561. break;
  562. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  563. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  564. break;
  565. case 73: case 76:
  566. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  567. break;
  568. case 106: case 107: case 108:
  569. scale = sk[0] / 100;
  570. break;
  571. case 121: case 129: case 163: case 186:
  572. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  573. break;
  574. case 125: //队伍中必须有指定队员
  575. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  576. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  577. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  578. break;
  579. case 136:
  580. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  581. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  582. break;
  583. case 137:
  584. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  585. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  586. break;
  587. case 155:
  588. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  589. break;
  590. case 158:
  591. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  592. break;
  593. case 175: //队伍组成全为合作
  594. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  595. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  596. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  597. break;
  598. case 178: case 185:
  599. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  600. break;
  601. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  602. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  603. switch (sk[0])
  604. {
  605. case 0: //全是像素进化
  606. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  607. break;
  608. case 2: //全是转生、超转生(8格潜觉)
  609. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  610. break;
  611. }
  612. break;
  613. case 138: //调用其他队长技
  614. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  615. break;
  616. default:
  617. }
  618. return scale || 1;
  619. }
  620. return mHpArr;
  621. }
  622. //计算队伍操作时间
  623. function countMoveTime(team, leader1id, leader2id, teamIdx)
  624. {
  625. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  626. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  627. const time1 = leaderSkillMoveTime(ls1);
  628. const time2 = leaderSkillMoveTime(ls2);
  629. let moveTime = {fixed:false,duration:5}; //基础5秒
  630. //固定操作时间的直接返回
  631. if (time1.fixed || time2.fixed)
  632. {
  633. moveTime.fixed = true;
  634. moveTime.duration = time1.fixed ?
  635. (time2.fixed && time2.duration < time1.duration ? time2.duration : time1.duration) :
  636. time2.duration;
  637. } else
  638. {
  639. moveTime.duration += time1.duration + time2.duration
  640. //2人协力时的特殊处理
  641. if (teamsCount === 2)
  642. {
  643. const teams = formation.teams;
  644. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  645. //复制队伍1
  646. team = [
  647. team[0].concat(),
  648. team[1].concat()
  649. ];
  650. //把队伍2的队长和武器添加到复制的队伍1里面
  651. team[0].push(team2[0][0]);
  652. team[1].push(team2[1][0]);
  653. }
  654. //徽章部分
  655. if (team[2] == 1 && (solo || teamsCount === 3)) {
  656. moveTime.duration += 1;
  657. } else if (team[2] == 13 && (solo || teamsCount === 3)) {
  658. moveTime.duration += 2;
  659. }
  660. //觉醒
  661. const awokenMoveTime = [
  662. {index:19,value:0.5}, //小手指
  663. {index:53,value:1}, //大手指
  664. ];
  665. moveTime.duration += awokenMoveTime.reduce((duration,aw)=>
  666. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  667. ,0);
  668. //潜觉
  669. const latentMoveTime = [
  670. {index:4,value:0.05}, //小手指潜觉
  671. {index:31,value:0.12}, //大手指潜觉
  672. ];
  673. moveTime.duration += latentMoveTime.reduce((duration,la)=>
  674. duration + team[0].reduce((count,menber)=>
  675. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  676. ,0) * la.value
  677. ,0);
  678. }
  679. function leaderSkillMoveTime(ls)
  680. {
  681. let moveTime = {fixed:false,duration:0};
  682. const sk = ls.params;
  683. switch (ls.type)
  684. {
  685. case 178: //固定操作时间
  686. moveTime.fixed = true;
  687. moveTime.duration = sk[0];
  688. break;
  689. case 15: case 185:
  690. moveTime.duration += sk[0]/100;
  691. break;
  692. case 138: //调用其他队长技
  693. return sk.reduce((pmul,skid)=>{
  694. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  695. if (subMoveTime.fixed)
  696. {
  697. pmul.fixed = true;
  698. pmul.duration = subMoveTime.duration
  699. }else
  700. {
  701. pmul.duration += subMoveTime.duration;
  702. }
  703. return pmul;
  704. },moveTime);
  705. default:
  706. }
  707. return moveTime;
  708. }
  709. return moveTime;
  710. }

智龙迷城队伍图制作工具