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script-universal_function.js 50 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. //数组去重
  105. Array.prototype.distinct = function() {
  106. let _set = new Set(this);
  107. return Array.from(_set)
  108. }
  109. Array.prototype.randomShift = function() {
  110. return this.splice(Math.random() * this.length, 1)?.[0];
  111. }
  112. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  113. Array.prototype.groupBy = function(func) {
  114. const groups = this.reduce((pre,cur)=>{
  115. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  116. if (grp)
  117. grp.push(cur);
  118. else
  119. pre.push([cur]);
  120. return pre;
  121. }, []);
  122. return groups;
  123. }
  124. Math.randomInteger = function(max, min = 0) {
  125. return this.floor(this.random() * (max - min + 1) + min);
  126. }
  127. //将二进制flag转为数组
  128. function flags(num) {
  129. const arr = [];
  130. for (let i = 0; i < 32; i++) {
  131. if (num & (1 << i)) {
  132. arr.push(i);
  133. }
  134. }
  135. return arr;
  136. }
  137. //将二进制flag转为数组
  138. function reflags(arr) {
  139. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  140. }
  141. //带标签的模板字符串
  142. function tp(strings, ...keys) {
  143. return (function(...values) {
  144. let dict = values[values.length - 1] || {};
  145. let fragment = document.createDocumentFragment();
  146. fragment.appendChild(document.createTextNode(strings[0]));
  147. //let result = [strings[0]];
  148. keys.forEach(function(key, i, arr) {
  149. let value = Number.isInteger(key) ? values[key] : dict[key];
  150. if (value == undefined)
  151. {
  152. //console.debug("模板字符串中 %s 未找到输入数据",key);
  153. }else
  154. {
  155. if (!(value instanceof Node))
  156. {
  157. value = document.createTextNode(value);
  158. }
  159. try{
  160. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  161. }catch(e)
  162. {
  163. console.log(value, e);
  164. console.log(keys, values);
  165. }
  166. }
  167. fragment.appendChild(document.createTextNode(strings[i + 1]));
  168. });
  169. return fragment;
  170. });
  171. }
  172. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  173. function deepMerge(obj1, obj2) {
  174. let key;
  175. for (key in obj2) {
  176. // 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
  177. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  178. obj1[key] =
  179. obj1[key] &&
  180. obj1[key].toString() === "[object Object]" &&
  181. (obj2[key] && obj2[key].toString() === "[object Object]")
  182. ? deepMerge(obj1[key], obj2[key])
  183. : (obj1[key] = obj2[key]);
  184. }
  185. return obj1;
  186. }
  187. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  188. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  189. const pcmImportObj = {
  190. env: {
  191. abortStackOverflow: () => { throw new Error("overflow"); },
  192. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  193. tableBase: 0,
  194. memory: pcmMemory,
  195. memoryBase: 102400,
  196. STACKTOP: 0,
  197. STACK_MAX: pcmMemory.buffer.byteLength,
  198. }
  199. };
  200. let pcmPlayer = null;
  201. let adpcm_wasm = null;
  202. function decodeAudio(fileName, decodeCallback) {
  203. if (pcmPlayer != null) {
  204. pcmPlayer.close();
  205. }
  206. pcmPlayer = new PCMPlayer(1, 44100);
  207. fetch(fileName).then((response) => response.arrayBuffer())
  208. .then((bytes) => {
  209. let audioData = new Uint8Array(bytes);
  210. let step = 160;
  211. for (let i = 0; i < audioData.byteLength; i += step) {
  212. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  213. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  214. pcmPlayer.feed(pcmFloat32Data);
  215. }
  216. });
  217. }
  218. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  219. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  220. .then((wasm) => {
  221. adpcm_wasm = wasm;
  222. /*addButton("adpcm").onclick = function () {
  223. let decoder = new Adpcm(wasm, pcmImportObj);
  224. decoder.resetDecodeState(new Adpcm.State(0, 0));
  225. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  226. }*/
  227. });
  228. //▲ADPCM播放相关
  229. // 加载 image
  230. function loadImage(url) {
  231. return new Promise(function(resolve, reject) {
  232. var image = new Image();
  233. image.src = url;
  234. image.type = "svg"
  235. image.crossOrigin = 'Anonymous';
  236. image.onload = function() {
  237. resolve(this);
  238. };
  239. image.onerror = function(err) {
  240. reject(err);
  241. };
  242. });
  243. }
  244. //代码来自 https://segmentfault.com/a/1190000004451095
  245. function fileReader (file, options = {}) {
  246. return new Promise(function (resolve, reject) {
  247. const reader = new FileReader();
  248. reader.onload = function () {
  249. resolve(reader);
  250. };
  251. reader.onerror = reject;
  252. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  253. reject({
  254. code: 1,
  255. msg: 'wrong file type'
  256. });
  257. }
  258. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  259. reader.readAsText(file);
  260. } else {
  261. reader.readAsDataURL(file);
  262. }
  263. });
  264. }
  265. function dbReadKey (db, tableName, keys) {
  266. return new Promise(function (resolve, reject) {
  267. const transaction = db.transaction([tableName]);
  268. const objectStore = transaction.objectStore(tableName);
  269. const request = objectStore.get(keys);
  270. request.onsuccess = function(event) {
  271. resolve(request.result);
  272. };
  273. request.onerror = reject;
  274. });
  275. }
  276. function dbCount (db, tableName, key) {
  277. return new Promise(function (resolve, reject) {
  278. const transaction = db.transaction([tableName]);
  279. const objectStore = transaction.objectStore(tableName);
  280. const request = objectStore.count(key);
  281. request.onsuccess = function() {
  282. resolve(request.result);
  283. }
  284. request.onerror = reject;
  285. });
  286. }
  287. function dbReadAll (db, tableName) {
  288. return new Promise(async function (resolve, reject) {
  289. let datas = [];
  290. const transaction = db.transaction([tableName]);
  291. const objectStore = transaction.objectStore(tableName);
  292. const request = objectStore.openCursor();
  293. request.onsuccess = function(event) {
  294. var cursor = event.target.result;
  295. if (cursor) {
  296. // cursor.value 包含正在被遍历的当前记录
  297. // 这里你可以对 result 做些什么
  298. datas.push(cursor.value);
  299. cursor.continue();
  300. } else {
  301. // 没有更多 results
  302. resolve(datas);
  303. }
  304. };
  305. request.onerror = reject;
  306. });
  307. }
  308. function dbWrite (db, tableName, data, keys) {
  309. return new Promise(function (resolve, reject) {
  310. const transaction = db.transaction([tableName], "readwrite");
  311. const objectStore = transaction.objectStore(tableName);
  312. const request = objectStore.put(data, keys);
  313. request.onsuccess = function(event) {
  314. resolve(event);
  315. };
  316. request.onerror = reject;
  317. });
  318. }
  319. function dbDelete (db, tableName, keys) {
  320. return new Promise(function (resolve, reject) {
  321. const transaction = db.transaction([tableName], "readwrite");
  322. const objectStore = transaction.objectStore(tableName);
  323. const request = objectStore.delete(keys);
  324. request.onsuccess = function(event) {
  325. resolve(event);
  326. };
  327. request.onerror = reject;
  328. });
  329. }
  330. function latentUseHole(latentId) {
  331. switch (true) {
  332. case (latentId === 12):
  333. case (latentId >= 16 && latentId <= 36):
  334. case (latentId >= 43 && latentId <= 45):
  335. {
  336. return 2;
  337. }
  338. case (latentId >= 13 && latentId <= 15):
  339. case (latentId >= 37 && latentId <= 42):
  340. case (latentId == 46):
  341. {
  342. return 6;
  343. }
  344. case (latentId < 12):
  345. default:
  346. {
  347. return 1;
  348. }
  349. }
  350. }
  351. //获取最大潜觉数量
  352. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  353. const card = Cards[id];
  354. return card && card.is8Latent ? 8 : 6;
  355. }
  356. //计算用了多少潜觉格子
  357. function usedHole(latents) {
  358. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  359. }
  360. //计算所有队伍中有多少个该觉醒
  361. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  362. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  363. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  364. }, 0);
  365. return formationAwokenCount;
  366. }
  367. //计算单个队伍中有多少个该觉醒
  368. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  369. const memberArray = team[0];
  370. const assistArray = team[1];
  371. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  372. if (mon.id <= 0) { //如果是delay和null
  373. return previous;
  374. }
  375. const card = Cards[mon.id];
  376. if (!card || !card.enabled) { //如果卡片未启用
  377. return previous;
  378. }
  379. const assist = assistArray[idx];
  380. const assistCard = Cards[assist.id];
  381. //启用的觉醒数组片段
  382. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  383. //单人、3人时,大于等于100级且297时增加超觉醒
  384. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  385. const sAwokenT = card.superAwakenings[mon.sawoken];
  386. if (sAwokenT >= 0)
  387. enableAwoken = enableAwoken.concat(sAwokenT);
  388. }
  389. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  390. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  391. }
  392. //相同的觉醒数
  393. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  394. return previous + hasAwoken;
  395. }, 0);
  396. return teamAwokenCount;
  397. }
  398. //返回可用的怪物名称
  399. function returnMonsterNameArr(card, lsList, defaultCode) {
  400. const monNameArr = lsList.map(lc => { //取出每种语言
  401. if (lc == defaultCode)
  402. return card.name;
  403. else if (card.otLangName)
  404. return card.otLangName[lc];
  405. }).filter(ln => //去掉空值和问号
  406. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  407. );
  408. if (monNameArr.length < 1) //如果本来的列表里没有名字
  409. {
  410. monNameArr.push(card.name); //只添加默认名字
  411. }
  412. return monNameArr;
  413. }
  414. //Code From pad-rikuu
  415. function valueAt(level, maxLevel, curve) {
  416. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  417. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  418. }
  419. //Code From pad-rikuu
  420. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  421. let value = valueAt(level, maxLevel, {
  422. min: c.min,
  423. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  424. scale: c.scale || 1
  425. });
  426. if (level > maxLevel) {
  427. const exceed99 = Math.min(level - maxLevel, 11);
  428. const exceed110 = Math.max(0, level - 110);
  429. value += c.max !== undefined ?
  430. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  431. (c.min * exceed99 + c.min * exceed110);
  432. }
  433. return value;
  434. }
  435. //计算怪物的经验值
  436. function calculateExp(member) {
  437. if (!member) return null;
  438. const memberCard = Cards[member.id];
  439. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  440. const expArray = [
  441. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  442. ];
  443. if (member.level > 99)
  444. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  445. if (member.level > 110)
  446. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  447. return expArray;
  448. }
  449. //计算怪物的能力
  450. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  451. if (!member) return null;
  452. const memberCard = Cards[member.id];
  453. const assistCard = assist ? Cards[assist.id] : null;
  454. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  455. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  456. const plusAdd = [10, 5, 3]; //加值的增加值
  457. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  458. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  459. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  460. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  461. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  462. ];
  463. 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
  464. [{ index: 63, scale: 1.1 }], //HP
  465. [{ index: 63, scale: 1.1 }], //ATK
  466. [{ index: 63, scale: 1.1 }] //RCV
  467. ];
  468. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  469. [], //HP
  470. [], //ATK
  471. [] //RCV
  472. ];
  473. if (!solo) { //协力时计算协力觉醒
  474. latterAwokenScale.forEach(ab => {
  475. ab.push({ index: 30, scale: 1.5 });
  476. });
  477. }
  478. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  479. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  480. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  481. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  482. ];
  483. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  484. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  485. const dge = formation.dungeonEnchance;
  486. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  487. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  488. //储存点亮的觉醒
  489. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  490. //单人、3人时,大于等于100级且297时增加超觉醒
  491. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  492. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  493. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  494. }
  495. //如果有武器还要计算武器的觉醒
  496. let enableBouns = false;
  497. if (assistCard?.id > 0 && assistCard.enabled) {
  498. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  499. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  500. awokenList.push(...assistAwokenList);
  501. }
  502. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  503. }
  504. const abilitys = memberCurves.map((ab, idx) => {
  505. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  506. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  507. let n_assist_base = 0,
  508. n_assist_plus = 0; //辅助的bonus
  509. //计算辅助的额外血量
  510. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  511. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  512. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  513. }
  514. //用来计算倍率觉醒的最终倍率是多少,reduce用
  515. function calculateAwokenScale(previous, aw) {
  516. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  517. return previous * aw.scale ** awokenCount;
  518. }
  519. //倍率类觉醒的比例,直接从1开始乘
  520. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  521. //觉醒增加的数值
  522. const n_awoken = awokenList.length > 0 ?
  523. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  524. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  525. if (awokenCount > 0)
  526. return previous + aw.value * awokenCount;
  527. else
  528. return previous;
  529. }, 0)) :
  530. 0;
  531. //潜觉增加的倍率,从0开始,增加比例小于1,是加法不是乘法
  532. const n_latentScale = (member.latent && member.latent.length > 0) ?
  533. latentScale[idx].reduce((previous, la) => {
  534. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  535. return previous + la.scale * latentCount;
  536. }, 0) :
  537. 0;
  538. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  539. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  540. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  541. //觉醒生效时的协力、语音觉醒等的倍率
  542. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  543. //都要做四舍五入
  544. if (isDge && dgeRate[idx] != 1)
  545. {
  546. let rate = dgeRate[idx];
  547. reValue = Math.round(reValue * rate);
  548. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  549. }else
  550. {
  551. reValue = Math.round(reValue);
  552. reValueNoAwoken = Math.round(reValueNoAwoken);
  553. }
  554. if (idx < 2) //idx顺序为HP、ATK、RCV
  555. { //HP和ATK最低为1
  556. reValue = Math.max(reValue, 1);
  557. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  558. }
  559. return [reValue, reValueNoAwoken];
  560. });
  561. return abilitys;
  562. }
  563. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  564. const card = Cards[id];
  565. const tempMon = {
  566. id: id,
  567. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  568. plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  569. awoken: card.awakenings.length,
  570. };
  571. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  572. if (abilities) {
  573. return {
  574. noAwoken: {
  575. hp: abilities[0][1],
  576. atk: abilities[1][1],
  577. rcv: abilities[2][1],
  578. },
  579. withAwoken: {
  580. hp: abilities[0][0],
  581. atk: abilities[1][0],
  582. rcv: abilities[2][0],
  583. },
  584. };
  585. } else {
  586. return null;
  587. }
  588. }
  589. //搜索卡片用
  590. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  591. let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  592. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  593. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  594. //属性
  595. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  596. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  597. { //当两个颜色相同时,主副一样颜色的只需判断一次
  598. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  599. }
  600. else if (fixMainColor) //如果固定了顺序
  601. {
  602. const a1IsNull = attr1 === null,
  603. a2IsNull = attr2 === null;
  604. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  605. cardsRange = cardsRange.filter(c =>
  606. (a2IsNull ? c.attrs[0] === 6 && c.attrs[1] === attr1 : false) || //当2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
  607. (a1IsNull ? true : c.attrs[0] === attr1) &&
  608. (a2IsNull ? true : c.attrs[1] === attr2)
  609. );
  610. }
  611. }
  612. else //不限定顺序时
  613. {
  614. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  615. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  616. cardsRange = cardsRange.filter(c =>
  617. search_attrs.every(a => c.attrs.includes(a)) &&
  618. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  619. );
  620. }
  621. //类型
  622. if (types.length > 0) {
  623. cardsRange = cardsRange.filter(c => typeAndOr ?
  624. types.every(t => c.types.includes(t)) : //所有type都满足
  625. types.some(t => c.types.includes(t)) //只需要满足一个type
  626. );
  627. }
  628. //稀有度
  629. if (rares.length > 1) {
  630. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  631. }
  632. //觉醒
  633. //等效觉醒时,事先去除大觉醒
  634. if (equalAk) {
  635. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  636. bigEqualAwokens.forEach(bak => {
  637. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  638. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  639. if (!smallEqualAwoken) {
  640. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  641. awokens.push(smallEqualAwoken);
  642. }
  643. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  644. });
  645. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  646. }
  647. if (awokens.length > 0) {
  648. cardsRange = cardsRange.filter(card => {
  649. let cardAwakeningsArray = [];
  650. if (incSawoken && card.superAwakenings.length > 0) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
  651. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  652. } else { //单个原始觉醒数组
  653. cardAwakeningsArray.push(card.awakenings);
  654. }
  655. return cardAwakeningsArray.some(cardAwakening => //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  656. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  657. if (equalAk) //如果开启等效觉醒
  658. {
  659. //搜索等效觉醒
  660. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  661. if (equivalentAwoken) {
  662. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  663. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  664. return totalNum >= ak.num;
  665. }
  666. }
  667. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  668. })
  669. );
  670. });
  671. }
  672. //超觉醒
  673. if (sawokens.length > 0 && !incSawoken) {
  674. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  675. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  676. return card.superAwakenings.includes(sak) ||
  677. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  678. }));
  679. }
  680. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  681. return cardsRange;
  682. }
  683. function searchByString(str)
  684. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  685. str = str.trim();
  686. if (str.length>0)
  687. {
  688. return Cards.filter(card =>
  689. {
  690. const names = [card.name];
  691. if (card.otLangName)
  692. {
  693. names.push(...Object.values(card.otLangName));
  694. }
  695. const tags = card.altName.concat();
  696. if (card.otTags)
  697. {
  698. tags.push(...card.otTags);
  699. }
  700. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  701. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  702. }
  703. );
  704. }else
  705. {
  706. return [];
  707. }
  708. }
  709. function copyString(input) {
  710. input.focus(); //设input为焦点
  711. input.select(); //选择全部
  712. navigator.clipboard.writeText(input.value).then(function() {
  713. /* clipboard successfully set */
  714. //复制成功
  715. }, function() {
  716. /* clipboard write failed */
  717. document.execCommand('copy'); //尝试废弃的老方法
  718. });
  719. //input.blur(); //取消焦点
  720. }
  721. //产生一个怪物头像
  722. function createCardA(option) {
  723. const t = document.body.querySelector('#template-card-a');
  724. const clone = document.importNode(t.content, true);
  725. const monster = clone.querySelector(".monster");
  726. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  727. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  728. return monster;
  729. }
  730. //返回文字说明内怪物Card的纯HTML
  731. function cardN(id) {
  732. const monOuterDom = document.createElement("span");
  733. monOuterDom.className = "detail-mon";
  734. const monDom = createCardA({noBoxCount: true});
  735. monOuterDom.appendChild(monDom);
  736. monOuterDom.monDom = monDom;
  737. changeid({ id: id }, monDom);
  738. return monOuterDom;
  739. }
  740. //返回文字说明内怪物Card的纯HTML
  741. function cardNClick() {
  742. const id = parseInt(this.getAttribute("data-cardid"), 10);
  743. editBox.show();
  744. editBox.mid = id;
  745. editBoxChangeMonId(id);
  746. //showSearch([id]);
  747. return false;
  748. }
  749. //技能介绍里的头像的切换
  750. function changeToIdInSkillDetail(event) {
  751. const settingBox = editBox.querySelector(".setting-box");
  752. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  753. const mid = this.getAttribute("data-cardid");
  754. monstersID.value = mid;
  755. monstersID.onchange();
  756. return false; //取消链接的默认操作
  757. }
  758. //搜索并显示合作
  759. function searchCollab(event) {
  760. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  761. showSearch(Cards.filter(card => card.collabId == collabId));
  762. return false;
  763. }
  764. //将怪物的文字介绍解析为HTML
  765. function descriptionToHTML(str)
  766. {
  767. function formatParse(arr, reg, subMatchCount, returnFunc){
  768. //const subMatchCount = returnFunc.length;
  769. return arr.flatMap(item=>{
  770. if (typeof item == "string") {
  771. const subArr = item.split(new RegExp(reg));
  772. const newArr = [];
  773. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  774. newArr.push(subArr[i]);
  775. if (subArr[i+subMatchCount] !== undefined) {
  776. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  777. }
  778. }
  779. return newArr;
  780. } else {
  781. return item;
  782. }
  783. });
  784. }
  785. let nodeArr = [str];
  786. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  787. (color, content)=>{
  788. const sp = document.createElement("span");
  789. sp.textContent = content;
  790. if (/^[a-fA-F0-9]+$/g.test(color)) {
  791. sp.style.color = `#${color}`;
  792. } else if (/qs/i.test(color)) {
  793. sp.style.color = `blue`;
  794. }
  795. return sp;
  796. });
  797. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  798. (id)=>{
  799. const avatar = cardN(parseInt(id,10));
  800. avatar.monDom.onclick = cardNClick;
  801. return avatar;
  802. });
  803. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  804. (id)=>{
  805. const awokenList = renderAwakenings(parseInt(id,10));
  806. return awokenList;
  807. });
  808. /* arr = arr.flatMap(item=>{
  809. if (typeof item == "string") {
  810. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  811. const newArr = [];
  812. for (let i = 0; i < subArr.length; i += 3) {
  813. newArr.push(subArr[i]);
  814. if (subArr[i+2] !== undefined) {
  815. const sp = document.createElement("span");
  816. sp.style.color = `#${subArr[i+1]}`;
  817. sp.textContent = subArr[i+2];
  818. newArr.push(sp);
  819. }
  820. }
  821. return newArr;
  822. } else {
  823. return item;
  824. }
  825. });
  826. arr = arr.flatMap(item=>{
  827. if (typeof item == "string") {
  828. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  829. const newArr = [];
  830. for (let i = 0; i < subArr.length; i += 2) {
  831. newArr.push(subArr[i]);
  832. if (subArr[i+1] !== undefined) {
  833. const avatar = cardN(parseInt(subArr[i+1],10));
  834. avatar.monDom.onclick = cardNClick;
  835. newArr.push(avatar);
  836. }
  837. }
  838. return newArr;
  839. } else {
  840. return item;
  841. }
  842. });*/
  843. //str = str.replace(/\n/ig,"<br>"); //换行
  844. //str = str.replace(/ /ig,"&nbsp;"); //换行
  845. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  846. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  847. return nodeArr.nodeJoin();
  848. }
  849. //默认的技能解释的显示行为
  850. function parseSkillDescription(skill) {
  851. //const span = document.createElement("span");
  852. //span.innerHTML = descriptionToHTML(skill.description);
  853. return descriptionToHTML(skill.description);
  854. }
  855. //大数字缩短长度,默认返回本地定义字符串
  856. function parseBigNumber(number) {
  857. return number.toLocaleString();
  858. }
  859. //判断是否是转生和超转生
  860. function isReincarnated(card) {
  861. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  862. }
  863. //获取类型允许的潜觉
  864. function getAllowLatent(card) {
  865. const latentSet = new Set(common_allowable_latent);
  866. card.types.filter(i => i >= 0)
  867. .map(type => type_allowable_latent[type])
  868. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  869. if (card.limitBreakIncr) {
  870. v120_allowable_latent.forEach(t => latentSet.add(t));
  871. }
  872. return Array.from(latentSet);
  873. }
  874. //计算队伍中有多少血量
  875. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  876. let memberArr = team[0], assistArr = team[1];
  877. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  878. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  879. const mHpArr = memberArr.map((member, idx) => {
  880. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  881. let hp = ability ? ability[0] : 0;
  882. if (!hp) return 0;
  883. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  884. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  885. //演示用代码
  886. //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);
  887. return hp;
  888. });
  889. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  890. function memberHpMul(member, assist, ls, memberArr, solo) {
  891. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  892. function hpMul(parm, scale) {
  893. if (scale == undefined || scale == 0) return 1;
  894. if (parm.attrs && memberAttrsTypes.attrs.some(a => parm.attrs.includes(a))) {
  895. return scale / 100;
  896. }
  897. if (parm.types && memberAttrsTypes.types.some(t => parm.types.includes(t))) {
  898. return scale / 100;
  899. }
  900. return 1;
  901. }
  902. const sk = ls.params;
  903. let scale = 1;
  904. switch (ls.type) {
  905. case 23:
  906. case 30:
  907. case 62:
  908. case 77:
  909. case 63:
  910. case 65:
  911. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  912. break;
  913. case 29:
  914. case 114:
  915. case 45:
  916. case 111:
  917. case 46:
  918. case 48:
  919. case 67:
  920. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  921. break;
  922. case 73:
  923. case 76:
  924. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  925. break;
  926. case 106:
  927. case 107:
  928. case 108:
  929. scale = sk[0] / 100;
  930. break;
  931. case 121:
  932. case 129:
  933. case 163:
  934. case 177:
  935. case 186:
  936. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  937. break;
  938. case 125: //队伍中必须有指定队员
  939. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  940. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  941. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  942. break;
  943. case 136:
  944. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  945. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  946. break;
  947. case 137:
  948. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  949. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  950. break;
  951. case 155:
  952. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  953. break;
  954. case 158:
  955. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  956. break;
  957. case 175: //队伍组成全为合作
  958. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  959. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  960. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  961. break;
  962. case 178:
  963. case 185:
  964. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  965. break;
  966. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  967. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  968. switch (sk[0]) {
  969. case 0: //全是像素进化
  970. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  971. break;
  972. case 2: //全是转生、超转生(8格潜觉)
  973. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  974. break;
  975. }
  976. break;
  977. }
  978. case 217:{ //限定队伍星级,不包括好友队长
  979. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  980. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  981. return pre + memberCard.rarity;
  982. }, 0);
  983. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  984. break;
  985. }
  986. case 229:{ //队员中存在每个属性或Type都算一次
  987. const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
  988. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  989. //符合的次数
  990. let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
  991. correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
  992. scale = sk[2] * correTimes / 100 + 1;
  993. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  994. break;
  995. }
  996. case 138: //调用其他队长技
  997. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  998. break;
  999. default:
  1000. }
  1001. return scale || 1;
  1002. }
  1003. return mHpArr;
  1004. }
  1005. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1006. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1007. let attrsCount = new Map();
  1008. let typesCount = new Map();
  1009. for (let idx = 0; idx < memberArr.length; idx++) {
  1010. const member = memberArr[idx], assist = assistArr[idx];
  1011. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1012. if (memberAttrsTypes) {
  1013. for (let attr of memberAttrsTypes.attrs) {
  1014. attrsCount.set(attr, (attrsCount.get(attr) || 0) + 1);
  1015. }
  1016. for (let type of memberAttrsTypes.types) {
  1017. typesCount.set(type, (typesCount.get(type) || 0) + 1);
  1018. }
  1019. }
  1020. }
  1021. return {attrs: attrsCount, types: typesCount};
  1022. }
  1023. //返回卡片的队长技能
  1024. function getCardLeaderSkills(card, skillTypes) {
  1025. if (!card) return [];
  1026. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1027. }
  1028. //返回卡片的主动技能
  1029. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1030. if (!card) return [];
  1031. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1032. }
  1033. //查找到真正起作用的那一个技能
  1034. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1035. if (skillTypes.includes(skill.type))
  1036. {
  1037. return [skill];
  1038. }
  1039. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1040. {
  1041. //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
  1042. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1043. subSkills = subSkills.filter(s=>s);
  1044. return subSkills;
  1045. }
  1046. else
  1047. {
  1048. return [];
  1049. }
  1050. }
  1051. //计算队伍是否为76
  1052. function tIf_Effect_76board(leader1id, leader2id) {
  1053. const searchTypeArray = [162, 186];
  1054. function henshinBase(cardid, firstId)
  1055. {
  1056. if (firstId == undefined) firstId = cardid;
  1057. let card = Cards[cardid];
  1058. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId)
  1059. {
  1060. card = henshinBase(card.henshinFrom[0], firstId);
  1061. }
  1062. return card;
  1063. }
  1064. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1065. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1066. return Boolean(ls1 || ls2);
  1067. }
  1068. //计算队伍是否为无天降
  1069. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1070. const searchTypeArray = [163, 177];
  1071. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1072. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1073. return Boolean(ls1 || ls2);
  1074. }
  1075. //计算队伍是否为毒无效
  1076. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1077. const searchTypeArray = [197];
  1078. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1079. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1080. return Boolean(ls1 || ls2);
  1081. }
  1082. //计算队伍的+C
  1083. function tIf_Effect_addCombo(leader1id, leader2id) {
  1084. return [
  1085. getSkillAddCombo(Cards[leader1id]),
  1086. getSkillAddCombo(Cards[leader2id])
  1087. ];
  1088. }
  1089. function getSkillAddCombo(card) {
  1090. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1091. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1092. if (!skill) return 0;
  1093. switch (skill.type) {
  1094. case 192:
  1095. case 194:
  1096. return skill.params[3] ?? 0;
  1097. case 206:
  1098. return skill.params[6] ?? 0;
  1099. case 209:
  1100. return skill.params[0] ?? 0;
  1101. case 210:
  1102. case 219:
  1103. return skill.params[2] ?? 0;
  1104. case 220:
  1105. return skill.params[1] ?? 0;
  1106. case 235:
  1107. return skill.params[5] ?? 0;
  1108. default:
  1109. return 0;
  1110. }
  1111. }
  1112. //计算队伍的追打
  1113. function tIf_Effect_inflicts(leader1id, leader2id) {
  1114. return [
  1115. getSkillFixedDamage(Cards[leader1id]),
  1116. getSkillFixedDamage(Cards[leader2id])
  1117. ];
  1118. }
  1119. function getSkillFixedDamage(card) {
  1120. const searchTypeArray = [199, 200, 201, 223, 235];
  1121. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1122. if (!skill) return 0;
  1123. switch (skill.type) {
  1124. case 199:
  1125. case 200:
  1126. return skill.params[2] ?? 0;
  1127. case 201:
  1128. return skill.params[5] ?? 0;
  1129. case 223:
  1130. return skill.params[1] ?? 0;
  1131. case 235:
  1132. return skill.params[6] ?? 0;
  1133. default:
  1134. return 0;
  1135. }
  1136. }
  1137. //计算队伍操作时间
  1138. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1139. const searchTypeArray = [178, 15, 185];
  1140. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1141. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1142. const time1 = leaderSkillMoveTime(ls1);
  1143. const time2 = leaderSkillMoveTime(ls2);
  1144. function leaderSkillMoveTime(ls) {
  1145. const moveTime = { fixed: false, duration: 0 };
  1146. if (!ls) return moveTime;
  1147. const sk = ls.params;
  1148. switch (ls.type) {
  1149. case 178: //固定操作时间
  1150. moveTime.fixed = true;
  1151. moveTime.duration = sk[0];
  1152. break;
  1153. case 15:
  1154. case 185:
  1155. moveTime.duration += sk[0] / 100;
  1156. break;
  1157. default:
  1158. }
  1159. return moveTime;
  1160. }
  1161. let moveTime = {
  1162. fixed: false,
  1163. duration: {
  1164. default: 5,
  1165. leader: 0,
  1166. badge: 0,
  1167. awoken: 0,
  1168. }
  1169. }; //基础5秒
  1170. //固定操作时间的直接返回
  1171. if (time1.fixed || time2.fixed) {
  1172. moveTime.fixed = true;
  1173. moveTime.duration.leader = time1.fixed ?
  1174. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1175. time2.duration;
  1176. } else {
  1177. moveTime.duration.leader = time1.duration + time2.duration;
  1178. //1人、3人计算徽章
  1179. if (solo || teamsCount === 3) {
  1180. switch (team[2]) {
  1181. case 2: //小手指
  1182. moveTime.duration.badge = 1;
  1183. break;
  1184. case 21: //大手指
  1185. moveTime.duration.badge = 2;
  1186. break;
  1187. case 50: //月卡
  1188. moveTime.duration.badge = 3;
  1189. break;
  1190. }
  1191. } else if (teamsCount === 2) //2人协力时的特殊处理
  1192. {
  1193. const teams = formation.teams;
  1194. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1195. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1196. team = [
  1197. team[0].concat(),
  1198. team[1].concat()
  1199. ];
  1200. //把队伍2的队长和武器添加到复制的队伍1里面
  1201. team[0].push(team2[0][team2[3]]);
  1202. team[1].push(team2[1][team2[3]]);
  1203. }
  1204. //觉醒
  1205. const awokenMoveTime = [
  1206. { index: 19, value: 0.5 }, //小手指
  1207. { index: 53, value: 1 }, //大手指
  1208. ];
  1209. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1210. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1211. //潜觉
  1212. const latentMoveTime = [
  1213. { index: 4, value: 0.05 }, //小手指潜觉
  1214. { index: 31, value: 0.12 }, //大手指潜觉
  1215. ];
  1216. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1217. duration + team[0].reduce((count, menber) =>
  1218. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1219. }
  1220. return moveTime;
  1221. }
  1222. //将盾减伤比例组叠加为一个减伤范围组
  1223. function getReduceRange(reduceScales)
  1224. {
  1225. class reduceRange{
  1226. constructor(obj)
  1227. {
  1228. this.min = 0;
  1229. this.max = 100;
  1230. this.scale = 0;
  1231. this.probability = 1;
  1232. if (typeof obj == "object") Object.assign(this, obj);
  1233. }
  1234. }
  1235. const ranges = [new reduceRange()];
  1236. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1237. function processingRanges(ranges, scale)
  1238. {
  1239. //先找scale.min在某个范围内的
  1240. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1241. //再找scale.max在某个范围内的
  1242. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1243. //先只拆分不乘比例
  1244. if (rgLessIdx >= 0)
  1245. {
  1246. const range = ranges[rgLessIdx];
  1247. ranges.splice(rgLessIdx, 1,
  1248. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1249. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1250. );
  1251. }
  1252. if (rgMoreIdx >= 0)
  1253. {
  1254. const range = ranges[rgMoreIdx];
  1255. ranges.splice(rgMoreIdx, 1,
  1256. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1257. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1258. );
  1259. }
  1260. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1261. needChangeScaleRanges.forEach(range=>{
  1262. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1263. range.probability *= scale.probability;
  1264. });
  1265. }
  1266. //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
  1267. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1268. reduceScales.forEach(scale=>{
  1269. if (scale.attrs == 0) //没有属性的
  1270. {
  1271. return;
  1272. }
  1273. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1274. {
  1275. const attrs = flags(scale.attrs); //得到属性数组
  1276. attrs.forEach(n=>{
  1277. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1278. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1279. });
  1280. }
  1281. else
  1282. { //只处理第一数组
  1283. processingRanges(ranges, scale);
  1284. }
  1285. });
  1286. return attrsRanges;
  1287. }
  1288. //获取盾减伤比例组
  1289. function getReduceScales(leaderid) {
  1290. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1291. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1292. function leaderReduceScale(ls) {
  1293. const reduce = {
  1294. scale: 0,
  1295. hp: {
  1296. max: 100,
  1297. min: 0
  1298. },
  1299. probability: 1,
  1300. attrs: 31, //5色是31
  1301. };
  1302. if (!ls) return reduce;
  1303. const sk = ls.params;
  1304. switch (ls.type) {
  1305. case 16: //无条件盾
  1306. reduce.scale = sk[0] / 100;
  1307. break;
  1308. case 17: //单属性盾
  1309. reduce.scale = sk[1] / 100;
  1310. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1311. break;
  1312. case 36: //2个属性盾
  1313. reduce.scale = sk[2] / 100;
  1314. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1315. break;
  1316. case 38: //血线下 + 可能几率
  1317. case 43: //血线上 + 可能几率
  1318. reduce.scale = (sk[2] || 0) / 100;
  1319. reduce.probability = sk[1] / 100;
  1320. if (sk[0] == 100)
  1321. {
  1322. reduce.hp.max = sk[0];
  1323. reduce.hp.min = 99;
  1324. }else
  1325. {
  1326. if(ls.type == 38)
  1327. {
  1328. reduce.hp.max = sk[0];
  1329. reduce.hp.min = 0;
  1330. }else
  1331. {
  1332. reduce.hp.max = 100;
  1333. reduce.hp.min = sk[0];
  1334. }
  1335. }
  1336. break;
  1337. case 129: //无条件盾,属性个数不固定
  1338. case 163: //无条件盾,属性个数不固定
  1339. case 130: //血线下 + 属性个数不固定
  1340. case 131: //血线上 + 属性个数不固定
  1341. reduce.scale = (sk[6] || 0) / 100;
  1342. reduce.attrs = 0 | sk[5];
  1343. if (ls.type == 130 || ls.type == 131)
  1344. {
  1345. if (sk[0] == 100)
  1346. {
  1347. reduce.hp.max = sk[0];
  1348. reduce.hp.min = 99;
  1349. }else
  1350. {
  1351. if(ls.type == 130)
  1352. {
  1353. reduce.hp.max = sk[0];
  1354. reduce.hp.min = 0;
  1355. }else
  1356. {
  1357. reduce.hp.max = 100;
  1358. reduce.hp.min = sk[0];
  1359. }
  1360. }
  1361. }
  1362. break;
  1363. case 178: //无条件盾,属性个数不固定
  1364. reduce.scale = (sk[7] || 0) / 100;
  1365. reduce.attrs = 0 | sk[6];
  1366. break;
  1367. case 151: //十字心触发
  1368. case 169: //C触发
  1369. case 198: //回血触发
  1370. reduce.scale = (sk[2] || 0) / 100;
  1371. break;
  1372. case 170: //多色触发
  1373. case 182: //长串触发
  1374. case 193: //L触发
  1375. reduce.scale = (sk[3] || 0) / 100;
  1376. break;
  1377. case 171: //多串触发
  1378. reduce.scale = (sk[6] || 0) / 100;
  1379. break;
  1380. case 183: //又是个有两段血线的队长技
  1381. reduce.scale = (sk[4] || 0) / 100;
  1382. if (sk[2] == 100)
  1383. {
  1384. reduce.hp.max = sk[2];
  1385. reduce.hp.min = 99;
  1386. }else
  1387. {
  1388. reduce.hp.max = 100;
  1389. reduce.hp.min = sk[2];
  1390. }
  1391. break;
  1392. case 210: //十字触发
  1393. reduce.scale = (sk[1] || 0) / 100;
  1394. break;
  1395. case 235: { //可多次触发
  1396. reduce.scale = (sk[4] || 0) / 100;
  1397. break;
  1398. }
  1399. default:
  1400. }
  1401. return reduce;
  1402. }
  1403. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1404. }

智龙迷城队伍图制作工具