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script-universal_function.js 45 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. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //数组删除自己尾部的空元素
  89. Array.prototype.deleteLatter = function(item = null) {
  90. let index = this.length - 1;
  91. for (; index >= 0; index--) {
  92. if (this[index] !== item) {
  93. break;
  94. }
  95. }
  96. this.splice(index + 1);
  97. return this;
  98. }
  99. Array.prototype.randomShift = function() {
  100. return this.splice(Math.random() * this.length, 1)?.[0];
  101. }
  102. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  103. Array.prototype.groupBy = function(func) {
  104. const groups = this.reduce((pre,cur)=>{
  105. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  106. if (grp)
  107. grp.push(cur);
  108. else
  109. pre.push([cur]);
  110. return pre;
  111. }, []);
  112. return groups;
  113. }
  114. Math.randomInteger = function(max, min = 0) {
  115. return this.floor(this.random() * (max - min + 1) + min);
  116. }
  117. //将二进制flag转为数组
  118. function flags(num) {
  119. const arr = [];
  120. for (let i = 0; i < 32; i++) {
  121. if (num & (1 << i)) {
  122. arr.push(i);
  123. }
  124. }
  125. return arr;
  126. }
  127. //将二进制flag转为数组
  128. function reflags(arr) {
  129. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  130. }
  131. //带标签的模板字符串
  132. function tp(strings, ...keys) {
  133. return (function(...values) {
  134. let dict = values[values.length - 1] || {};
  135. let fragment = document.createDocumentFragment();
  136. fragment.appendChild(document.createTextNode(strings[0]));
  137. //let result = [strings[0]];
  138. keys.forEach(function(key, i, arr) {
  139. let value = Number.isInteger(key) ? values[key] : dict[key];
  140. if (value == undefined)
  141. {
  142. //console.debug("模板字符串中 %s 未找到输入数据",key);
  143. }else
  144. {
  145. if (!(value instanceof Node))
  146. {
  147. value = document.createTextNode(value);
  148. }
  149. try{
  150. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  151. }catch(e)
  152. {
  153. console.log(value, e);
  154. console.log(keys, values);
  155. }
  156. }
  157. fragment.appendChild(document.createTextNode(strings[i + 1]));
  158. });
  159. return fragment;
  160. });
  161. }
  162. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  163. function deepMerge(obj1, obj2) {
  164. let key;
  165. for (key in obj2) {
  166. // 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
  167. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  168. obj1[key] =
  169. obj1[key] &&
  170. obj1[key].toString() === "[object Object]" &&
  171. (obj2[key] && obj2[key].toString() === "[object Object]")
  172. ? deepMerge(obj1[key], obj2[key])
  173. : (obj1[key] = obj2[key]);
  174. }
  175. return obj1;
  176. }
  177. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  178. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  179. const pcmImportObj = {
  180. env: {
  181. abortStackOverflow: () => { throw new Error("overflow"); },
  182. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  183. tableBase: 0,
  184. memory: pcmMemory,
  185. memoryBase: 102400,
  186. STACKTOP: 0,
  187. STACK_MAX: pcmMemory.buffer.byteLength,
  188. }
  189. };
  190. let pcmPlayer = null;
  191. let adpcm_wasm = null;
  192. function decodeAudio(fileName, decodeCallback) {
  193. if (pcmPlayer != null) {
  194. pcmPlayer.close();
  195. }
  196. pcmPlayer = new PCMPlayer(1, 44100);
  197. fetch(fileName).then((response) => response.arrayBuffer())
  198. .then((bytes) => {
  199. let audioData = new Uint8Array(bytes);
  200. let step = 160;
  201. for (let i = 0; i < audioData.byteLength; i += step) {
  202. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  203. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  204. pcmPlayer.feed(pcmFloat32Data);
  205. }
  206. });
  207. }
  208. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  209. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  210. .then((wasm) => {
  211. adpcm_wasm = wasm;
  212. /*addButton("adpcm").onclick = function () {
  213. let decoder = new Adpcm(wasm, pcmImportObj);
  214. decoder.resetDecodeState(new Adpcm.State(0, 0));
  215. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  216. }*/
  217. });
  218. //▲ADPCM播放相关
  219. // 加载 image
  220. function loadImage(url) {
  221. return new Promise(function(resolve, reject) {
  222. var image = new Image();
  223. image.src = url;
  224. image.type = "svg"
  225. image.crossOrigin = 'Anonymous';
  226. image.onload = function() {
  227. resolve(this);
  228. };
  229. image.onerror = function(err) {
  230. reject(err);
  231. };
  232. });
  233. }
  234. //代码来自 https://segmentfault.com/a/1190000004451095
  235. function fileReader (file, options = {}) {
  236. return new Promise(function (resolve, reject) {
  237. const reader = new FileReader();
  238. reader.onload = function () {
  239. resolve(reader);
  240. };
  241. reader.onerror = reject;
  242. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  243. reject({
  244. code: 1,
  245. msg: 'wrong file type'
  246. });
  247. }
  248. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  249. reader.readAsText(file);
  250. } else {
  251. reader.readAsDataURL(file);
  252. }
  253. });
  254. }
  255. function dbReadKey (db, tableName, keys) {
  256. return new Promise(function (resolve, reject) {
  257. const transaction = db.transaction([tableName]);
  258. const objectStore = transaction.objectStore(tableName);
  259. const request = objectStore.get(keys);
  260. request.onsuccess = function(event) {
  261. resolve(request.result);
  262. };
  263. request.onerror = reject;
  264. });
  265. }
  266. function dbCount (db, tableName, key) {
  267. return new Promise(function (resolve, reject) {
  268. const transaction = db.transaction([tableName]);
  269. const objectStore = transaction.objectStore(tableName);
  270. const request = objectStore.count(key);
  271. request.onsuccess = function() {
  272. resolve(request.result);
  273. }
  274. request.onerror = reject;
  275. });
  276. }
  277. function dbReadAll (db, tableName) {
  278. return new Promise(async function (resolve, reject) {
  279. let datas = [];
  280. const transaction = db.transaction([tableName]);
  281. const objectStore = transaction.objectStore(tableName);
  282. const request = objectStore.openCursor();
  283. request.onsuccess = function(event) {
  284. var cursor = event.target.result;
  285. if (cursor) {
  286. // cursor.value 包含正在被遍历的当前记录
  287. // 这里你可以对 result 做些什么
  288. datas.push(cursor.value);
  289. cursor.continue();
  290. } else {
  291. // 没有更多 results
  292. resolve(datas);
  293. }
  294. };
  295. request.onerror = reject;
  296. });
  297. }
  298. function dbWrite (db, tableName, data, keys) {
  299. return new Promise(function (resolve, reject) {
  300. const transaction = db.transaction([tableName], "readwrite");
  301. const objectStore = transaction.objectStore(tableName);
  302. const request = objectStore.put(data, keys);
  303. request.onsuccess = function(event) {
  304. resolve(event);
  305. };
  306. request.onerror = reject;
  307. });
  308. }
  309. function dbDelete (db, tableName, keys) {
  310. return new Promise(function (resolve, reject) {
  311. const transaction = db.transaction([tableName], "readwrite");
  312. const objectStore = transaction.objectStore(tableName);
  313. const request = objectStore.delete(keys);
  314. request.onsuccess = function(event) {
  315. resolve(event);
  316. };
  317. request.onerror = reject;
  318. });
  319. }
  320. function latentUseHole(latentId) {
  321. switch (true) {
  322. case (latentId === 12):
  323. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  324. return 2;
  325. case (latentId >= 13 && latentId <= 15):
  326. case (latentId >= 37 && latentId <= 42):
  327. return 6;
  328. case (latentId < 12):
  329. default:
  330. return 1;
  331. }
  332. }
  333. //获取最大潜觉数量
  334. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  335. const card = Cards[id];
  336. return card && card.is8Latent ? 8 : 6;
  337. }
  338. //计算用了多少潜觉格子
  339. function usedHole(latents) {
  340. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  341. }
  342. //计算所有队伍中有多少个该觉醒
  343. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  344. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  345. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  346. }, 0);
  347. return formationAwokenCount;
  348. }
  349. //计算单个队伍中有多少个该觉醒
  350. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  351. const memberArray = team[0];
  352. const assistArray = team[1];
  353. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  354. if (mon.id <= 0) { //如果是delay和null
  355. return previous;
  356. }
  357. const card = Cards[mon.id];
  358. if (!card || !card.enabled) { //如果卡片未启用
  359. return previous;
  360. }
  361. const assist = assistArray[idx];
  362. const assistCard = Cards[assist.id];
  363. //启用的觉醒数组片段
  364. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  365. //单人、3人时,大于等于100级时增加超觉醒
  366. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  367. const sAwokenT = card.superAwakenings[mon.sawoken];
  368. if (sAwokenT >= 0)
  369. enableAwoken = enableAwoken.concat(sAwokenT);
  370. }
  371. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  372. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  373. }
  374. //相同的觉醒数
  375. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  376. return previous + hasAwoken;
  377. }, 0);
  378. return teamAwokenCount;
  379. }
  380. //返回可用的怪物名称
  381. function returnMonsterNameArr(card, lsList, defaultCode) {
  382. const monNameArr = lsList.map(lc => { //取出每种语言
  383. if (lc == defaultCode)
  384. return card.name;
  385. else if (card.otLangName)
  386. return card.otLangName[lc];
  387. }).filter(ln => //去掉空值和问号
  388. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  389. );
  390. if (monNameArr.length < 1) //如果本来的列表里没有名字
  391. {
  392. monNameArr.push(card.name); //只添加默认名字
  393. }
  394. return monNameArr;
  395. }
  396. //Code From pad-rikuu
  397. function valueAt(level, maxLevel, curve) {
  398. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  399. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  400. }
  401. //Code From pad-rikuu
  402. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  403. let value = valueAt(level, maxLevel, {
  404. min: c.min,
  405. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  406. scale: c.scale || 1
  407. });
  408. if (level > maxLevel) {
  409. const exceed99 = Math.min(level - maxLevel, 11);
  410. const exceed110 = Math.max(0, level - 110);
  411. value += c.max !== undefined ?
  412. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  413. (c.min * exceed99 + c.min * exceed110);
  414. }
  415. return value;
  416. }
  417. //计算怪物的经验值
  418. function calculateExp(member) {
  419. if (!member) return null;
  420. const memberCard = Cards[member.id];
  421. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  422. const expArray = [
  423. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  424. ];
  425. if (member.level > 99)
  426. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  427. if (member.level > 110)
  428. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  429. return expArray;
  430. }
  431. //计算怪物的能力
  432. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  433. if (!member) return null;
  434. const memberCard = Cards[member.id];
  435. const assistCard = assist ? Cards[assist.id] : null;
  436. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  437. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  438. const plusAdd = [10, 5, 3]; //加值的增加值
  439. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  440. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  441. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  442. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  443. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  444. ];
  445. 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
  446. [{ index: 63, scale: 1.1 }], //HP
  447. [{ index: 63, scale: 1.1 }], //ATK
  448. [{ index: 63, scale: 1.1 }] //RCV
  449. ];
  450. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  451. [], //HP
  452. [], //ATK
  453. [] //RCV
  454. ];
  455. if (!solo) { //协力时计算协力觉醒
  456. latterAwokenScale.forEach(ab => {
  457. ab.push({ index: 30, scale: 1.5 });
  458. });
  459. }
  460. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  461. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  462. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  463. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  464. ];
  465. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  466. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  467. const dge = formation.dungeonEnchance;
  468. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  469. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  470. const abilitys = memberCurves.map((ab, idx) => {
  471. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  472. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  473. let n_assist_base = 0,
  474. n_assist_plus = 0; //辅助的bonus
  475. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  476. //单人、3人时,大于等于100级时增加超觉醒
  477. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  478. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  479. if (sAwokenT >= 0)
  480. awokenList = awokenList.concat(sAwokenT);
  481. }
  482. //如果有武器还要计算武器的觉醒
  483. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  484. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  485. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  486. {
  487. awokenList = awokenList.concat(assistAwokenList);
  488. }
  489. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  490. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  491. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  492. }
  493. }
  494. //用来计算倍率觉醒的最终倍率是多少,reduce用
  495. function calculateAwokenScale(previous, aw) {
  496. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  497. return previous * aw.scale ** awokenCount;
  498. }
  499. //倍率类觉醒的比例,直接从1开始乘
  500. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  501. //觉醒增加的数值
  502. const n_awoken = awokenList.length > 0 ?
  503. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  504. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  505. if (awokenCount > 0)
  506. return previous + aw.value * awokenCount;
  507. else
  508. return previous;
  509. }, 0)) :
  510. 0;
  511. //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
  512. const n_latentScale = (member.latent && member.latent.length > 0) ?
  513. latentScale[idx].reduce((previous, la) => {
  514. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  515. return previous + la.scale * latentCount;
  516. }, 0) :
  517. 0;
  518. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  519. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  520. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  521. //觉醒生效时的协力、语音觉醒等的倍率
  522. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  523. //都要做四舍五入
  524. if (isDge && dgeRate[idx] != 1)
  525. {
  526. let rate = dgeRate[idx];
  527. reValue = Math.round(reValue * rate);
  528. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  529. }else
  530. {
  531. reValue = Math.round(reValue);
  532. reValueNoAwoken = Math.round(reValueNoAwoken);
  533. }
  534. if (idx < 2) //idx顺序为HP、ATK、RCV
  535. { //HP和ATK最低为1
  536. reValue = Math.max(reValue, 1);
  537. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  538. }
  539. return [reValue, reValueNoAwoken];
  540. });
  541. return abilitys;
  542. }
  543. function calculateAbility_max(id, solo, teamsCount) {
  544. const card = Cards[id];
  545. const tempMon = {
  546. id: id,
  547. level: card.limitBreakIncr ? 110 : card.maxLevel,
  548. 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
  549. awoken: card.awakenings.length,
  550. };
  551. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  552. if (abilities) {
  553. return {
  554. noAwoken: {
  555. hp: abilities[0][1],
  556. atk: abilities[1][1],
  557. rcv: abilities[2][1],
  558. },
  559. withAwoken: {
  560. hp: abilities[0][0],
  561. atk: abilities[1][0],
  562. rcv: abilities[2][0],
  563. },
  564. };
  565. } else {
  566. return null;
  567. }
  568. }
  569. //搜索卡片用
  570. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  571. 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
  572. //属性
  573. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  574. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  575. { //当两个颜色相同时,主副一样颜色的只需判断一次
  576. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  577. } else if (fixMainColor) //如果固定了顺序
  578. {
  579. const a1null = attr1 === null,
  580. a2null = attr2 === null;
  581. cardsRange = cardsRange.filter(c =>
  582. (a1null ? true : c.attrs[0] === attr1) &&
  583. (a2null ? true : c.attrs[1] === attr2)
  584. );
  585. } else //不限定顺序时
  586. {
  587. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  588. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  589. cardsRange = cardsRange.filter(c =>
  590. search_attrs.every(a => c.attrs.includes(a)) &&
  591. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  592. );
  593. }
  594. //类型
  595. if (types.length > 0) {
  596. cardsRange = cardsRange.filter(c => typeAndOr ?
  597. types.every(t => c.types.includes(t)) : //所有type都满足
  598. types.some(t => c.types.includes(t)) //只需要满足一个type
  599. );
  600. }
  601. //稀有度
  602. if (rares.length > 1) {
  603. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  604. }
  605. //觉醒
  606. //等效觉醒时,事先去除大觉醒
  607. if (equalAk) {
  608. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  609. bigEqualAwokens.forEach(bak => {
  610. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  611. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  612. if (!smallEqualAwoken) {
  613. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  614. awokens.push(smallEqualAwoken);
  615. }
  616. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  617. });
  618. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  619. }
  620. if (awokens.length > 0) {
  621. cardsRange = cardsRange.filter(card => {
  622. let cardAwakeningsArray = [];
  623. 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
  624. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  625. } else { //单个原始觉醒数组
  626. cardAwakeningsArray.push(card.awakenings);
  627. }
  628. 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
  629. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  630. if (equalAk) //如果开启等效觉醒
  631. {
  632. //搜索等效觉醒
  633. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  634. if (equivalentAwoken) {
  635. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  636. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  637. return totalNum >= ak.num;
  638. }
  639. }
  640. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  641. })
  642. );
  643. });
  644. }
  645. //超觉醒
  646. if (sawokens.length > 0 && !incSawoken) {
  647. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  648. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  649. return card.superAwakenings.includes(sak) ||
  650. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  651. }));
  652. }
  653. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  654. return cardsRange;
  655. }
  656. function searchByString(str)
  657. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  658. str = str.trim();
  659. if (str.length>0)
  660. {
  661. return Cards.filter(card =>
  662. {
  663. const names = [card.name];
  664. if (card.otLangName)
  665. {
  666. names.push(...Object.values(card.otLangName));
  667. }
  668. const tags = card.altName.concat();
  669. if (card.otTags)
  670. {
  671. tags.push(...card.otTags);
  672. }
  673. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  674. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  675. }
  676. );
  677. }else
  678. {
  679. return [];
  680. }
  681. }
  682. function copyString(input)
  683. {
  684. input.focus(); //设input为焦点
  685. input.select(); //选择全部
  686. if (document.execCommand('copy')) {
  687. document.execCommand('copy');
  688. }
  689. //input.blur(); //取消焦点
  690. }
  691. //产生一个怪物头像
  692. function createCardA() {
  693. const cdom = document.createElement("a");
  694. cdom.className = "monster";
  695. cdom.target = "_blank";
  696. const property = cdom.appendChild(document.createElement("div"));
  697. property.className = "property";
  698. const subproperty = cdom.appendChild(document.createElement("div"));
  699. subproperty.className = "subproperty";
  700. const cid = cdom.appendChild(document.createElement("div"));
  701. cid.className = "id";
  702. const cawoken = cdom.appendChild(document.createElement("div"));
  703. cawoken.className = "awoken-count-num";
  704. return cdom;
  705. }
  706. //返回文字说明内怪物Card的纯HTML
  707. function cardN(id) {
  708. const monOuterDom = document.createElement("span");
  709. monOuterDom.className = "detail-mon";
  710. const monDom = createCardA(id);
  711. monOuterDom.appendChild(monDom);
  712. monOuterDom.monDom = monDom;
  713. changeid({ id: id }, monDom);
  714. return monOuterDom;
  715. }
  716. //技能介绍里的头像的切换
  717. function changeToIdInSkillDetail(event) {
  718. const settingBox = editBox.querySelector(".setting-box");
  719. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  720. const mid = this.getAttribute("data-cardid");
  721. monstersID.value = mid;
  722. monstersID.onchange();
  723. return false; //取消链接的默认操作
  724. }
  725. //搜索并显示合作
  726. function searchCollab(event) {
  727. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  728. showSearch(Cards.filter(card => card.collabId == collabId));
  729. return false;
  730. }
  731. //将怪物的文字介绍解析为HTML
  732. function descriptionToHTML(str)
  733. {
  734. //str = str.replace(/\n/ig,"<br>"); //换行
  735. //str = str.replace(/ /ig,"&nbsp;"); //换行
  736. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  737. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  738. return str;
  739. }
  740. //默认的技能解释的显示行为
  741. function parseSkillDescription(skill) {
  742. const span = document.createElement("span");
  743. span.innerHTML = descriptionToHTML(skill.description);
  744. return span;
  745. }
  746. //大数字缩短长度,默认返回本地定义字符串
  747. function parseBigNumber(number) {
  748. return number.toLocaleString();
  749. }
  750. //判断是否是转生和超转生
  751. function isReincarnated(card) {
  752. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  753. }
  754. //获取类型允许的潜觉
  755. function getAllowLatent(card) {
  756. const latentSet = new Set(common_allowable_latent);
  757. card.types.filter(i => i >= 0)
  758. .map(type => type_allowable_latent[type])
  759. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  760. if (card.limitBreakIncr) {
  761. v120_allowable_latent.forEach(t => latentSet.add(t));
  762. }
  763. return Array.from(latentSet);
  764. }
  765. //计算队伍中有多少血量
  766. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  767. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  768. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  769. const mHpArr = memberArr.map(m => {
  770. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  771. let hp = ability ? ability[0] : 0;
  772. if (!hp) return 0;
  773. const card = Cards[m.id] || Cards[0];
  774. let hp1 = hp = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  775. let hp2 = hp = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  776. //演示用代码
  777. //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);
  778. return hp;
  779. });
  780. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  781. function memberHpMul(card, ls, memberArr, solo) {
  782. function hpMul(parm, scale) {
  783. if (scale == undefined || scale == 0) return 1;
  784. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  785. return scale / 100;
  786. }
  787. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  788. return scale / 100;
  789. }
  790. return 1;
  791. }
  792. const sk = ls.params;
  793. let scale = 1;
  794. switch (ls.type) {
  795. case 23:
  796. case 30:
  797. case 62:
  798. case 77:
  799. case 63:
  800. case 65:
  801. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  802. break;
  803. case 29:
  804. case 114:
  805. case 45:
  806. case 111:
  807. case 46:
  808. case 48:
  809. case 67:
  810. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  811. break;
  812. case 73:
  813. case 76:
  814. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  815. break;
  816. case 106:
  817. case 107:
  818. case 108:
  819. scale = sk[0] / 100;
  820. break;
  821. case 121:
  822. case 129:
  823. case 163:
  824. case 186:
  825. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  826. break;
  827. case 125: //队伍中必须有指定队员
  828. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  829. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  830. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  831. break;
  832. case 136:
  833. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  834. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  835. break;
  836. case 137:
  837. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  838. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  839. break;
  840. case 155:
  841. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  842. break;
  843. case 158:
  844. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  845. break;
  846. case 175: //队伍组成全为合作
  847. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  848. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  849. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  850. break;
  851. case 178:
  852. case 185:
  853. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  854. break;
  855. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  856. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  857. switch (sk[0]) {
  858. case 0: //全是像素进化
  859. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  860. break;
  861. case 2: //全是转生、超转生(8格潜觉)
  862. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  863. break;
  864. }
  865. break;
  866. case 229:{ //队员中存在每个属性或Type都算一次
  867. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  868. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  869. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  870. let correspondingAttrs = flags(sk[0]); //符合的属性
  871. let correspondingTypes = flags(sk[1]); //符合的类型
  872. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  873. scale = sk[2] * correspondingTimes / 100 + 1;
  874. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  875. break;
  876. }
  877. case 138: //调用其他队长技
  878. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  879. break;
  880. default:
  881. }
  882. return scale || 1;
  883. }
  884. return mHpArr;
  885. }
  886. //返回卡片的队长技能
  887. function getCardLeaderSkills(card, skillTypes) {
  888. if (!card) return [];
  889. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  890. }
  891. //返回卡片的主动技能
  892. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  893. if (!card) return [];
  894. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  895. }
  896. //查找到真正起作用的那一个技能
  897. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  898. if (skillTypes.includes(skill.type))
  899. {
  900. return [skill];
  901. }
  902. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  903. {
  904. //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
  905. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  906. subSkills = subSkills.filter(s=>s);
  907. return subSkills;
  908. }
  909. else
  910. {
  911. return [];
  912. }
  913. }
  914. //计算队伍是否为76
  915. function tIf_Effect_76board(leader1id, leader2id) {
  916. const searchTypeArray = [162, 186];
  917. function henshinBase(cardid, firstId)
  918. {
  919. if (firstId == undefined) firstId = cardid;
  920. let card = Cards[cardid];
  921. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  922. {
  923. card = henshinBase(card.henshinFrom, firstId);
  924. }
  925. return card;
  926. }
  927. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  928. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  929. return Boolean(ls1 || ls2);
  930. }
  931. //计算队伍是否为无天降
  932. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  933. const searchTypeArray = [163, 177];
  934. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  935. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  936. return Boolean(ls1 || ls2);
  937. }
  938. //计算队伍是否为毒无效
  939. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  940. const searchTypeArray = [197];
  941. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  942. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  943. return Boolean(ls1 || ls2);
  944. }
  945. //计算队伍的+C
  946. function tIf_Effect_addCombo(leader1id, leader2id) {
  947. return [
  948. getSkillAddCombo(Cards[leader1id]),
  949. getSkillAddCombo(Cards[leader2id])
  950. ];
  951. }
  952. function getSkillAddCombo(card) {
  953. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  954. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  955. if (!skill) return 0;
  956. switch (skill.type) {
  957. case 192:
  958. case 194:
  959. return skill.params[3];
  960. case 206:
  961. return skill.params[6];
  962. case 209:
  963. return skill.params[0];
  964. case 210:
  965. case 219:
  966. return skill.params[2];
  967. case 220:
  968. return skill.params[1];
  969. default:
  970. return 0;
  971. }
  972. }
  973. //计算队伍的追打
  974. function tIf_Effect_inflicts(leader1id, leader2id) {
  975. const searchTypeArray = [199, 200, 201, 223];
  976. return [
  977. getSkillFixedDamage(Cards[leader1id]),
  978. getSkillFixedDamage(Cards[leader2id])
  979. ];
  980. }
  981. function getSkillFixedDamage(card) {
  982. const searchTypeArray = [199, 200, 201, 223];
  983. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  984. if (!skill) return 0;
  985. switch (skill.type) {
  986. case 199:
  987. case 200:
  988. return skill.params[2];
  989. case 201:
  990. return skill.params[5];
  991. case 223:
  992. return skill.params[1];
  993. default:
  994. return 0;
  995. }
  996. }
  997. //计算队伍操作时间
  998. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  999. const searchTypeArray = [178, 15, 185];
  1000. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1001. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1002. const time1 = leaderSkillMoveTime(ls1);
  1003. const time2 = leaderSkillMoveTime(ls2);
  1004. function leaderSkillMoveTime(ls) {
  1005. const moveTime = { fixed: false, duration: 0 };
  1006. if (!ls) return moveTime;
  1007. const sk = ls.params;
  1008. switch (ls.type) {
  1009. case 178: //固定操作时间
  1010. moveTime.fixed = true;
  1011. moveTime.duration = sk[0];
  1012. break;
  1013. case 15:
  1014. case 185:
  1015. moveTime.duration += sk[0] / 100;
  1016. break;
  1017. default:
  1018. }
  1019. return moveTime;
  1020. }
  1021. let moveTime = {
  1022. fixed: false,
  1023. duration: {
  1024. default: 5,
  1025. leader: 0,
  1026. badge: 0,
  1027. awoken: 0,
  1028. }
  1029. }; //基础5秒
  1030. //固定操作时间的直接返回
  1031. if (time1.fixed || time2.fixed) {
  1032. moveTime.fixed = true;
  1033. moveTime.duration.leader = time1.fixed ?
  1034. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1035. time2.duration;
  1036. } else {
  1037. moveTime.duration.leader = time1.duration + time2.duration;
  1038. //1人、3人计算徽章
  1039. if (solo || teamsCount === 3) {
  1040. switch (team[2]) {
  1041. case 2: //小手指
  1042. moveTime.duration.badge = 1;
  1043. break;
  1044. case 21: //大手指
  1045. moveTime.duration.badge = 2;
  1046. break;
  1047. case 50: //月卡
  1048. moveTime.duration.badge = 3;
  1049. break;
  1050. }
  1051. } else if (teamsCount === 2) //2人协力时的特殊处理
  1052. {
  1053. const teams = formation.teams;
  1054. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1055. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1056. team = [
  1057. team[0].concat(),
  1058. team[1].concat()
  1059. ];
  1060. //把队伍2的队长和武器添加到复制的队伍1里面
  1061. team[0].push(team2[0][team2[3]]);
  1062. team[1].push(team2[1][team2[3]]);
  1063. }
  1064. //觉醒
  1065. const awokenMoveTime = [
  1066. { index: 19, value: 0.5 }, //小手指
  1067. { index: 53, value: 1 }, //大手指
  1068. ];
  1069. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1070. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1071. //潜觉
  1072. const latentMoveTime = [
  1073. { index: 4, value: 0.05 }, //小手指潜觉
  1074. { index: 31, value: 0.12 }, //大手指潜觉
  1075. ];
  1076. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1077. duration + team[0].reduce((count, menber) =>
  1078. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1079. }
  1080. return moveTime;
  1081. }
  1082. //将盾减伤比例组叠加为一个减伤范围组
  1083. function getReduceRange(reduceScales)
  1084. {
  1085. class reduceRange{
  1086. constructor(obj)
  1087. {
  1088. this.min = 0;
  1089. this.max = 100;
  1090. this.scale = 0;
  1091. this.probability = 1;
  1092. if (typeof obj == "object") Object.assign(this, obj);
  1093. }
  1094. }
  1095. const ranges = [new reduceRange()];
  1096. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1097. function processingRanges(ranges, scale)
  1098. {
  1099. //先找scale.min在某个范围内的
  1100. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1101. //再找scale.max在某个范围内的
  1102. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1103. //先只拆分不乘比例
  1104. if (rgLessIdx >= 0)
  1105. {
  1106. const range = ranges[rgLessIdx];
  1107. ranges.splice(rgLessIdx, 1,
  1108. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1109. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1110. );
  1111. }
  1112. if (rgMoreIdx >= 0)
  1113. {
  1114. const range = ranges[rgMoreIdx];
  1115. ranges.splice(rgMoreIdx, 1,
  1116. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1117. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1118. );
  1119. }
  1120. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1121. needChangeScaleRanges.forEach(range=>{
  1122. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1123. range.probability *= scale.probability;
  1124. });
  1125. }
  1126. //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
  1127. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1128. reduceScales.forEach(scale=>{
  1129. if (scale.attrs == 0) //没有属性的
  1130. {
  1131. return;
  1132. }
  1133. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1134. {
  1135. const attrs = flags(scale.attrs); //得到属性数组
  1136. attrs.forEach(n=>{
  1137. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1138. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1139. });
  1140. }
  1141. else
  1142. { //只处理第一数组
  1143. processingRanges(ranges, scale);
  1144. }
  1145. });
  1146. return attrsRanges;
  1147. }
  1148. //获取盾减伤比例组
  1149. function getReduceScales(leaderid) {
  1150. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1151. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1152. function leaderReduceScale(ls) {
  1153. const reduce = {
  1154. scale: 0,
  1155. hp: {
  1156. max: 100,
  1157. min: 0
  1158. },
  1159. probability: 1,
  1160. attrs: 31, //5色是31
  1161. };
  1162. if (!ls) return reduce;
  1163. const sk = ls.params;
  1164. switch (ls.type) {
  1165. case 16: //无条件盾
  1166. reduce.scale = sk[0] / 100;
  1167. break;
  1168. case 17: //单属性盾
  1169. reduce.scale = sk[1] / 100;
  1170. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1171. break;
  1172. case 36: //2个属性盾
  1173. reduce.scale = sk[2] / 100;
  1174. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1175. break;
  1176. case 38: //血线下 + 可能几率
  1177. case 43: //血线上 + 可能几率
  1178. reduce.scale = (sk[2] || 0) / 100;
  1179. reduce.probability = sk[1] / 100;
  1180. if (sk[0] == 100)
  1181. {
  1182. reduce.hp.max = sk[0];
  1183. reduce.hp.min = 99;
  1184. }else
  1185. {
  1186. if(ls.type == 38)
  1187. {
  1188. reduce.hp.max = sk[0];
  1189. reduce.hp.min = 0;
  1190. }else
  1191. {
  1192. reduce.hp.max = 100;
  1193. reduce.hp.min = sk[0];
  1194. }
  1195. }
  1196. break;
  1197. case 129: //无条件盾,属性个数不固定
  1198. case 163: //无条件盾,属性个数不固定
  1199. case 130: //血线下 + 属性个数不固定
  1200. case 131: //血线上 + 属性个数不固定
  1201. reduce.scale = (sk[6] || 0) / 100;
  1202. reduce.attrs = 0 | sk[5];
  1203. if (ls.type == 130 || ls.type == 131)
  1204. {
  1205. if (sk[0] == 100)
  1206. {
  1207. reduce.hp.max = sk[0];
  1208. reduce.hp.min = 99;
  1209. }else
  1210. {
  1211. if(ls.type == 130)
  1212. {
  1213. reduce.hp.max = sk[0];
  1214. reduce.hp.min = 0;
  1215. }else
  1216. {
  1217. reduce.hp.max = 100;
  1218. reduce.hp.min = sk[0];
  1219. }
  1220. }
  1221. }
  1222. break;
  1223. case 178: //无条件盾,属性个数不固定
  1224. reduce.scale = (sk[7] || 0) / 100;
  1225. reduce.attrs = 0 | sk[6];
  1226. break;
  1227. case 151: //十字心触发
  1228. case 169: //C触发
  1229. case 198: //回血触发
  1230. reduce.scale = (sk[2] || 0) / 100;
  1231. break;
  1232. case 170: //多色触发
  1233. case 182: //长串触发
  1234. case 193: //L触发
  1235. reduce.scale = (sk[3] || 0) / 100;
  1236. break;
  1237. case 171: //多串触发
  1238. reduce.scale = (sk[6] || 0) / 100;
  1239. break;
  1240. case 183: //又是个有两段血线的队长技
  1241. reduce.scale = (sk[4] || 0) / 100;
  1242. if (sk[2] == 100)
  1243. {
  1244. reduce.hp.max = sk[2];
  1245. reduce.hp.min = 99;
  1246. }else
  1247. {
  1248. reduce.hp.max = 100;
  1249. reduce.hp.min = sk[2];
  1250. }
  1251. break;
  1252. default:
  1253. }
  1254. return reduce;
  1255. }
  1256. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1257. }

智龙迷城队伍图制作工具