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script-universal_function.js 52 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 || _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. // 将字符串转为二进制字符串
  52. String.prototype.toUTF16BinaryString = function() {
  53. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字
  54. const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array
  55. const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中
  56. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  57. return result;
  58. }
  59. String.fromBinaryString = function(binary) {
  60. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  61. const charCodes = new Uint16Array(bytes.buffer);
  62. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  63. return result;
  64. }
  65. String.fromBase64 = function(base64) {
  66. return String.fromBinaryString(atob(base64));
  67. }
  68. //Buffer转16进制字符串
  69. Uint8Array.prototype.toHex = function() {
  70. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  71. }
  72. //大数字缩短长度,默认返回本地定义字符串
  73. Number.prototype.bigNumberToString = function() {
  74. return this.toLocaleString();
  75. }
  76. //最多保留N位小数,不留0
  77. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  78. {
  79. let newNumber = Number(this.toFixed(decimalDigits));
  80. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  81. }
  82. //数组删除自己尾部的空元素
  83. Array.prototype.deleteLatter = function(item = null) {
  84. let index = this.length - 1;
  85. for (; index >= 0; index--) {
  86. if (this[index] !== item) {
  87. break;
  88. }
  89. }
  90. this.splice(index + 1);
  91. return this;
  92. }
  93. //数组去重
  94. Array.prototype.distinct = function() {
  95. let _set = new Set(this);
  96. return Array.from(_set)
  97. }
  98. Array.prototype.randomShift = function() {
  99. return this.splice(Math.random() * this.length, 1)?.[0];
  100. }
  101. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  102. Array.prototype.groupBy = function(func) {
  103. const groups = this.reduce((pre,cur)=>{
  104. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  105. if (grp)
  106. grp.push(cur);
  107. else
  108. pre.push([cur]);
  109. return pre;
  110. }, []);
  111. return groups;
  112. }
  113. Math.randomInteger = function(max, min = 0) {
  114. return this.floor(this.random() * (max - min + 1) + min);
  115. }
  116. // Create a class for the element
  117. class CardAvatar extends HTMLElement {
  118. // Specify observed attributes so that
  119. // attributeChangedCallback will work
  120. static get observedAttributes() {
  121. return ['id'];
  122. }
  123. #id = 0;
  124. get id() {
  125. return this.#id;
  126. }
  127. set id(x) {
  128. this.setAttribute('id', x);
  129. //this.#id = x; //在属性改变的内容里已经写入了
  130. }
  131. constructor() {
  132. // Always call super first in constructor
  133. super();
  134. // Create a shadow root
  135. const shadow = this.attachShadow({mode: 'open'});
  136. // Create some CSS to apply to the shadow dom
  137. const linkElem = shadow.appendChild(document.createElement('link'));
  138. linkElem.setAttribute('rel', 'stylesheet');
  139. linkElem.setAttribute('href', 'style-card.css');
  140. // Create spans
  141. const wrapper = shadow.appendChild(document.createElement('a'));
  142. wrapper.className = 'wrapper';
  143. wrapper.target = '_blank';
  144. const dAttr1 = wrapper.appendChild(document.createElement('div'));
  145. dAttr1.className = 'attribute attribute-main';
  146. const dAttr2 = wrapper.appendChild(document.createElement('div'));
  147. dAttr2.className = 'attribute attribute-sub';
  148. const dId = wrapper.appendChild(document.createElement('div'));
  149. dId.className = 'card-id';
  150. }
  151. connectedCallback() {
  152. console.log('自定义标签添加到页面');
  153. this.update();
  154. }
  155. attributeChangedCallback(name, oldValue, newValue) {
  156. console.log('自定义标签属性改变', name, oldValue, newValue);
  157. if (name == 'id') this.#id = parseInt(this.getAttribute('id'));
  158. this.update();
  159. }
  160. update() {
  161. //得到怪物ID
  162. const id = this.#id || 0;
  163. const card = Cards[id] || Cards[0];
  164. const dataSource = this.getAttribute('source') || currentDataSource.code;
  165. const shadow = this.shadowRoot;
  166. const wrapper = shadow.querySelector('.wrapper');
  167. wrapper.href = currentLanguage.guideURL(id, card.name);
  168. wrapper.style.backgroundImage = `url(images/cards_${dataSource.toLowerCase()}/CARDS_${Math.ceil(id / 100).toString().padStart(3,"0")}.PNG)`;
  169. const idxInPage = (id - 1) % 100; //获取当前页面内的序号
  170. wrapper.setAttribute("data-cards-pic-x", idxInPage % 10); //添加X方向序号
  171. wrapper.setAttribute("data-cards-pic-y", Math.floor(idxInPage / 10)); //添加Y方向序号
  172. const dAttr1 = wrapper.querySelector('.attribute-main');
  173. dAttr1.setAttribute('data-attr', card.attrs[0]);
  174. const dAttr2 = wrapper.querySelector('.attribute-sub');
  175. dAttr2.setAttribute('data-attr', card.attrs[1]);
  176. const dId = wrapper.querySelector('.card-id');
  177. dId.setAttribute('data-id', id);
  178. }
  179. }
  180. // Define the new element
  181. customElements.define('card-avatar', CardAvatar);
  182. //将二进制flag转为数组
  183. function flags(num) {
  184. const arr = [];
  185. for (let i = 0; i < 32; i++) {
  186. if (num & (1 << i)) {
  187. arr.push(i);
  188. }
  189. }
  190. return arr;
  191. }
  192. //将二进制flag转为数组
  193. function reflags(arr) {
  194. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  195. }
  196. //带标签的模板字符串
  197. function tp(strings, ...keys) {
  198. return (function(...values) {
  199. let dict = values[values.length - 1] || {};
  200. let fragment = document.createDocumentFragment();
  201. fragment.appendChild(document.createTextNode(strings[0]));
  202. //let result = [strings[0]];
  203. keys.forEach(function(key, i, arr) {
  204. let value = Number.isInteger(key) ? values[key] : dict[key];
  205. if (value == undefined)
  206. {
  207. //console.debug("模板字符串中 %s 未找到输入数据",key);
  208. }else
  209. {
  210. if (!(value instanceof Node)) //这里需要用 Node 而不是 HTMLElement,因为 DocumentFragment 从属于 Node
  211. {
  212. value = document.createTextNode(value);
  213. }
  214. try{
  215. fragment.appendChild(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  216. }catch(e)
  217. {
  218. console.log(value, e);
  219. console.log(keys, values);
  220. }
  221. }
  222. fragment.appendChild(document.createTextNode(strings[i + 1]));
  223. });
  224. return fragment;
  225. });
  226. }
  227. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  228. function deepMerge(obj1, obj2) {
  229. let key;
  230. for (key in obj2) {
  231. // 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
  232. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  233. obj1[key] =
  234. obj1[key] &&
  235. obj1[key].toString() === "[object Object]" &&
  236. (obj2[key] && obj2[key].toString() === "[object Object]")
  237. ? deepMerge(obj1[key], obj2[key])
  238. : (obj1[key] = obj2[key]);
  239. }
  240. return obj1;
  241. }
  242. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  243. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  244. const pcmImportObj = {
  245. env: {
  246. abortStackOverflow: () => { throw new Error("overflow"); },
  247. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  248. tableBase: 0,
  249. memory: pcmMemory,
  250. memoryBase: 102400,
  251. STACKTOP: 0,
  252. STACK_MAX: pcmMemory.buffer.byteLength,
  253. }
  254. };
  255. let pcmPlayer = null;
  256. let adpcm_wasm = null;
  257. function decodeAudio(fileName, decodeCallback) {
  258. if (pcmPlayer != null) {
  259. pcmPlayer.close();
  260. }
  261. pcmPlayer = new PCMPlayer(1, 44100);
  262. fetch(fileName).then((response) => response.arrayBuffer())
  263. .then((bytes) => {
  264. let audioData = new Uint8Array(bytes);
  265. let step = 160;
  266. for (let i = 0; i < audioData.byteLength; i += step) {
  267. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  268. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  269. pcmPlayer.feed(pcmFloat32Data);
  270. }
  271. });
  272. }
  273. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  274. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  275. .then((wasm) => {
  276. adpcm_wasm = wasm;
  277. /*addButton("adpcm").onclick = function () {
  278. let decoder = new Adpcm(wasm, pcmImportObj);
  279. decoder.resetDecodeState(new Adpcm.State(0, 0));
  280. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  281. }*/
  282. });
  283. //▲ADPCM播放相关
  284. // 加载 image
  285. function loadImage(url) {
  286. return new Promise(function(resolve, reject) {
  287. var image = new Image();
  288. image.src = url;
  289. image.type = "svg"
  290. image.crossOrigin = 'Anonymous';
  291. image.onload = function() {
  292. resolve(this);
  293. };
  294. image.onerror = function(err) {
  295. reject(err);
  296. };
  297. });
  298. }
  299. //代码来自 https://segmentfault.com/a/1190000004451095
  300. function fileReader (file, options = {}) {
  301. return new Promise(function (resolve, reject) {
  302. const reader = new FileReader();
  303. reader.onload = function () {
  304. resolve(reader);
  305. };
  306. reader.onerror = reject;
  307. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  308. reject({
  309. code: 1,
  310. msg: 'wrong file type'
  311. });
  312. }
  313. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  314. reader.readAsText(file);
  315. } else {
  316. reader.readAsDataURL(file);
  317. }
  318. });
  319. }
  320. function dbReadKey (db, tableName, keys) {
  321. return new Promise(function (resolve, reject) {
  322. const transaction = db.transaction([tableName]);
  323. const objectStore = transaction.objectStore(tableName);
  324. const request = objectStore.get(keys);
  325. request.onsuccess = function(event) {
  326. resolve(request.result);
  327. };
  328. request.onerror = reject;
  329. });
  330. }
  331. function dbCount (db, tableName, key) {
  332. return new Promise(function (resolve, reject) {
  333. const transaction = db.transaction([tableName]);
  334. const objectStore = transaction.objectStore(tableName);
  335. const request = objectStore.count(key);
  336. request.onsuccess = function() {
  337. resolve(request.result);
  338. }
  339. request.onerror = reject;
  340. });
  341. }
  342. function dbReadAll (db, tableName) {
  343. return new Promise(async function (resolve, reject) {
  344. let datas = [];
  345. const transaction = db.transaction([tableName]);
  346. const objectStore = transaction.objectStore(tableName);
  347. const request = objectStore.openCursor();
  348. request.onsuccess = function(event) {
  349. var cursor = event.target.result;
  350. if (cursor) {
  351. // cursor.value 包含正在被遍历的当前记录
  352. // 这里你可以对 result 做些什么
  353. datas.push(cursor.value);
  354. cursor.continue();
  355. } else {
  356. // 没有更多 results
  357. resolve(datas);
  358. }
  359. };
  360. request.onerror = reject;
  361. });
  362. }
  363. function dbWrite (db, tableName, data, keys) {
  364. return new Promise(function (resolve, reject) {
  365. const transaction = db.transaction([tableName], "readwrite");
  366. const objectStore = transaction.objectStore(tableName);
  367. const request = objectStore.put(data, keys);
  368. request.onsuccess = function(event) {
  369. resolve(event);
  370. };
  371. request.onerror = reject;
  372. });
  373. }
  374. function dbDelete (db, tableName, keys) {
  375. return new Promise(function (resolve, reject) {
  376. const transaction = db.transaction([tableName], "readwrite");
  377. const objectStore = transaction.objectStore(tableName);
  378. const request = objectStore.delete(keys);
  379. request.onsuccess = function(event) {
  380. resolve(event);
  381. };
  382. request.onerror = reject;
  383. });
  384. }
  385. function latentUseHole(latentId) {
  386. switch (true) {
  387. case (latentId === 12):
  388. case (latentId >= 16 && latentId <= 36):
  389. case (latentId >= 43 && latentId <= 45):
  390. {
  391. return 2;
  392. }
  393. case (latentId >= 13 && latentId <= 15):
  394. case (latentId >= 37 && latentId <= 42):
  395. case (latentId == 46):
  396. {
  397. return 6;
  398. }
  399. case (latentId < 12):
  400. default:
  401. {
  402. return 1;
  403. }
  404. }
  405. }
  406. //获取最大潜觉数量
  407. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  408. const card = Cards[id];
  409. return card && card.is8Latent ? 8 : 6;
  410. }
  411. //计算用了多少潜觉格子
  412. function usedHole(latents) {
  413. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  414. }
  415. //计算所有队伍中有多少个该觉醒
  416. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  417. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  418. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  419. }, 0);
  420. return formationAwokenCount;
  421. }
  422. //计算单个队伍中有多少个该觉醒
  423. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  424. const memberArray = team[0];
  425. const assistArray = team[1];
  426. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  427. if (mon.id <= 0) { //如果是delay和null
  428. return previous;
  429. }
  430. const card = Cards[mon.id];
  431. if (!card || !card.enabled) { //如果卡片未启用
  432. return previous;
  433. }
  434. const assist = assistArray[idx];
  435. const assistCard = Cards[assist.id];
  436. //启用的觉醒数组片段
  437. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  438. //单人、3人时,大于等于100级且297时增加超觉醒
  439. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  440. const sAwokenT = card.superAwakenings[mon.sawoken];
  441. if (sAwokenT >= 0)
  442. enableAwoken = enableAwoken.concat(sAwokenT);
  443. }
  444. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  445. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  446. }
  447. //相同的觉醒数
  448. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  449. return previous + hasAwoken;
  450. }, 0);
  451. return teamAwokenCount;
  452. }
  453. //返回可用的怪物名称
  454. function returnMonsterNameArr(card, lsList, defaultCode) {
  455. const monNameArr = lsList.map(lc => { //取出每种语言
  456. if (lc == defaultCode)
  457. return card.name;
  458. else if (card.otLangName)
  459. return card.otLangName[lc];
  460. }).filter(ln => //去掉空值和问号
  461. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  462. );
  463. if (monNameArr.length < 1) //如果本来的列表里没有名字
  464. {
  465. monNameArr.push(card.name); //只添加默认名字
  466. }
  467. return monNameArr;
  468. }
  469. //Code From pad-rikuu
  470. function valueAt(level, maxLevel, curve) {
  471. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  472. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  473. }
  474. //Code From pad-rikuu
  475. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  476. let value = valueAt(level, maxLevel, {
  477. min: c.min,
  478. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  479. scale: c.scale || 1
  480. });
  481. if (level > maxLevel) {
  482. const exceed99 = Math.min(level - maxLevel, 11);
  483. const exceed110 = Math.max(0, level - 110);
  484. value += c.max !== undefined ?
  485. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  486. (c.min * exceed99 + c.min * exceed110);
  487. }
  488. return value;
  489. }
  490. //计算怪物的经验值
  491. function calculateExp(member) {
  492. if (!member) return null;
  493. const memberCard = Cards[member.id];
  494. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  495. const expArray = [
  496. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  497. ];
  498. if (member.level > 99)
  499. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  500. if (member.level > 110)
  501. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  502. return expArray;
  503. }
  504. //计算怪物的能力
  505. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  506. if (!member) return null;
  507. const memberCard = Cards[member.id];
  508. const assistCard = assist ? Cards[assist.id] : null;
  509. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  510. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  511. const plusAdd = [10, 5, 3]; //加值的增加值
  512. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  513. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  514. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  515. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  516. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  517. ];
  518. 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
  519. [{ index: 63, scale: 1.1 }], //HP
  520. [{ index: 63, scale: 1.1 }], //ATK
  521. [{ index: 63, scale: 1.1 }] //RCV
  522. ];
  523. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  524. [], //HP
  525. [], //ATK
  526. [] //RCV
  527. ];
  528. if (!solo) { //协力时计算协力觉醒
  529. latterAwokenScale.forEach(ab => {
  530. ab.push({ index: 30, scale: 1.5 });
  531. });
  532. }
  533. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  534. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  535. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  536. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  537. ];
  538. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  539. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  540. const dge = formation.dungeonEnchance;
  541. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  542. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  543. //储存点亮的觉醒
  544. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  545. //单人、3人时,大于等于100级且297时增加超觉醒
  546. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  547. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  548. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  549. }
  550. //如果有武器还要计算武器的觉醒
  551. let enableBouns = false;
  552. if (assistCard?.id > 0 && assistCard.enabled) {
  553. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  554. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  555. awokenList.push(...assistAwokenList);
  556. }
  557. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  558. }
  559. const abilitys = memberCurves.map((ab, idx) => {
  560. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  561. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  562. let n_assist_base = 0,
  563. n_assist_plus = 0; //辅助的bonus
  564. //计算辅助的额外血量
  565. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  566. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  567. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  568. }
  569. //用来计算倍率觉醒的最终倍率是多少,reduce用
  570. function calculateAwokenScale(previous, aw) {
  571. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  572. return previous * aw.scale ** awokenCount;
  573. }
  574. //倍率类觉醒的比例,直接从1开始乘
  575. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  576. //觉醒增加的数值
  577. const n_awoken = awokenList.length > 0 ?
  578. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  579. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  580. if (awokenCount > 0)
  581. return previous + aw.value * awokenCount;
  582. else
  583. return previous;
  584. }, 0)) :
  585. 0;
  586. //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
  587. const n_latentScale = (member.latent && member.latent.length > 0) ?
  588. latentScale[idx].reduce((previous, la) => {
  589. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  590. return previous + la.scale * latentCount;
  591. }, 0) :
  592. 0;
  593. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  594. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  595. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  596. //觉醒生效时的协力、语音觉醒等的倍率
  597. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  598. //都要做四舍五入
  599. if (isDge && dgeRate[idx] != 1)
  600. {
  601. let rate = dgeRate[idx];
  602. reValue = Math.round(reValue * rate);
  603. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  604. }else
  605. {
  606. reValue = Math.round(reValue);
  607. reValueNoAwoken = Math.round(reValueNoAwoken);
  608. }
  609. if (idx < 2) //idx顺序为HP、ATK、RCV
  610. { //HP和ATK最低为1
  611. reValue = Math.max(reValue, 1);
  612. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  613. }
  614. return [reValue, reValueNoAwoken];
  615. });
  616. return abilitys;
  617. }
  618. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  619. const card = Cards[id];
  620. const tempMon = {
  621. id: id,
  622. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  623. 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
  624. awoken: card.awakenings.length,
  625. };
  626. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  627. if (abilities) {
  628. return {
  629. noAwoken: {
  630. hp: abilities[0][1],
  631. atk: abilities[1][1],
  632. rcv: abilities[2][1],
  633. },
  634. withAwoken: {
  635. hp: abilities[0][0],
  636. atk: abilities[1][0],
  637. rcv: abilities[2][0],
  638. },
  639. };
  640. } else {
  641. return null;
  642. }
  643. }
  644. //搜索卡片用
  645. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  646. 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
  647. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  648. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  649. //属性
  650. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  651. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  652. { //当两个颜色相同时,主副一样颜色的只需判断一次
  653. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  654. }
  655. else if (fixMainColor) //如果固定了顺序
  656. {
  657. const a1IsNull = attr1 === null,
  658. a2IsNull = attr2 === null;
  659. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  660. cardsRange = cardsRange.filter(c =>
  661. (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
  662. (a1IsNull ? true : c.attrs[0] === attr1) &&
  663. (a2IsNull ? true : c.attrs[1] === attr2)
  664. );
  665. }
  666. }
  667. else //不限定顺序时
  668. {
  669. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  670. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  671. cardsRange = cardsRange.filter(c =>
  672. search_attrs.every(a => c.attrs.includes(a)) &&
  673. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  674. );
  675. }
  676. //类型
  677. if (types.length > 0) {
  678. cardsRange = cardsRange.filter(c => typeAndOr ?
  679. types.every(t => c.types.includes(t)) : //所有type都满足
  680. types.some(t => c.types.includes(t)) //只需要满足一个type
  681. );
  682. }
  683. //稀有度
  684. if (rares.length > 1) {
  685. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  686. }
  687. //觉醒
  688. //等效觉醒时,事先去除大觉醒
  689. if (equalAk) {
  690. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  691. bigEqualAwokens.forEach(bak => {
  692. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  693. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  694. if (!smallEqualAwoken) {
  695. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  696. awokens.push(smallEqualAwoken);
  697. }
  698. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  699. });
  700. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  701. }
  702. if (awokens.length > 0) {
  703. cardsRange = cardsRange.filter(card => {
  704. let cardAwakeningsArray = [];
  705. 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
  706. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  707. } else { //单个原始觉醒数组
  708. cardAwakeningsArray.push(card.awakenings);
  709. }
  710. 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
  711. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  712. if (equalAk) //如果开启等效觉醒
  713. {
  714. //搜索等效觉醒
  715. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  716. if (equivalentAwoken) {
  717. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  718. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  719. return totalNum >= ak.num;
  720. }
  721. }
  722. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  723. })
  724. );
  725. });
  726. }
  727. //超觉醒
  728. if (sawokens.length > 0 && !incSawoken) {
  729. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  730. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  731. return card.superAwakenings.includes(sak) ||
  732. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  733. }));
  734. }
  735. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  736. return cardsRange;
  737. }
  738. function searchByString(str)
  739. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  740. str = str.trim();
  741. if (str.length>0)
  742. {
  743. return Cards.filter(card =>
  744. {
  745. const names = [card.name];
  746. if (card.otLangName)
  747. {
  748. names.push(...Object.values(card.otLangName));
  749. }
  750. const tags = card.altName.concat();
  751. if (card.otTags)
  752. {
  753. tags.push(...card.otTags);
  754. }
  755. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  756. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  757. }
  758. );
  759. }else
  760. {
  761. return [];
  762. }
  763. }
  764. function copyString(input) {
  765. input.focus(); //设input为焦点
  766. input.select(); //选择全部
  767. navigator.clipboard.writeText(input.value).then(function() {
  768. /* clipboard successfully set */
  769. //复制成功
  770. }, function() {
  771. /* clipboard write failed */
  772. document.execCommand('copy'); //尝试废弃的老方法
  773. });
  774. //input.blur(); //取消焦点
  775. }
  776. //产生一个怪物头像
  777. function createCardA(option) {
  778. const t = document.body.querySelector('#template-card-a');
  779. const clone = document.importNode(t.content, true);
  780. const monster = clone.querySelector(".monster");
  781. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  782. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  783. return monster;
  784. }
  785. //返回文字说明内怪物Card的纯HTML
  786. function cardN(id) {
  787. const monOuterDom = document.createElement("span");
  788. monOuterDom.className = "detail-mon";
  789. const monDom = createCardA({noBoxCount: true});
  790. monOuterDom.appendChild(monDom);
  791. monOuterDom.monDom = monDom;
  792. changeid({ id: id }, monDom);
  793. return monOuterDom;
  794. }
  795. //返回文字说明内怪物Card的纯HTML
  796. function cardNClick() {
  797. const id = parseInt(this.getAttribute("data-cardid"), 10);
  798. editBox.show();
  799. editBox.mid = id;
  800. editBoxChangeMonId(id);
  801. //showSearch([id]);
  802. return false;
  803. }
  804. //技能介绍里的头像的切换
  805. function changeToIdInSkillDetail(event) {
  806. const settingBox = editBox.querySelector(".setting-box");
  807. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  808. const mid = this.getAttribute("data-cardid");
  809. monstersID.value = mid;
  810. monstersID.onchange();
  811. return false; //取消链接的默认操作
  812. }
  813. //搜索并显示合作
  814. function searchCollab(event) {
  815. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  816. showSearch(Cards.filter(card => card.collabId == collabId));
  817. return false;
  818. }
  819. //将怪物的文字介绍解析为HTML
  820. function descriptionToHTML(str)
  821. {
  822. function formatParse(arr, reg, subMatchCount, returnFunc){
  823. //const subMatchCount = returnFunc.length;
  824. return arr.flatMap(item=>{
  825. if (typeof item == "string") {
  826. const subArr = item.split(new RegExp(reg));
  827. const newArr = [];
  828. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  829. newArr.push(subArr[i]);
  830. if (subArr[i+subMatchCount] !== undefined) {
  831. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  832. }
  833. }
  834. return newArr;
  835. } else {
  836. return item;
  837. }
  838. });
  839. }
  840. let nodeArr = [str];
  841. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  842. (color, content)=>{
  843. const sp = document.createElement("span");
  844. sp.textContent = content;
  845. if (/^[a-fA-F0-9]+$/g.test(color)) {
  846. sp.style.color = `#${color}`;
  847. } else if (/qs/i.test(color)) {
  848. sp.style.color = `blue`;
  849. }
  850. return sp;
  851. });
  852. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  853. (id)=>{
  854. const avatar = cardN(parseInt(id,10));
  855. avatar.monDom.onclick = cardNClick;
  856. return avatar;
  857. });
  858. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  859. (id)=>{
  860. const awokenList = renderAwakenings(parseInt(id,10));
  861. return awokenList;
  862. });
  863. /* arr = arr.flatMap(item=>{
  864. if (typeof item == "string") {
  865. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  866. const newArr = [];
  867. for (let i = 0; i < subArr.length; i += 3) {
  868. newArr.push(subArr[i]);
  869. if (subArr[i+2] !== undefined) {
  870. const sp = document.createElement("span");
  871. sp.style.color = `#${subArr[i+1]}`;
  872. sp.textContent = subArr[i+2];
  873. newArr.push(sp);
  874. }
  875. }
  876. return newArr;
  877. } else {
  878. return item;
  879. }
  880. });
  881. arr = arr.flatMap(item=>{
  882. if (typeof item == "string") {
  883. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  884. const newArr = [];
  885. for (let i = 0; i < subArr.length; i += 2) {
  886. newArr.push(subArr[i]);
  887. if (subArr[i+1] !== undefined) {
  888. const avatar = cardN(parseInt(subArr[i+1],10));
  889. avatar.monDom.onclick = cardNClick;
  890. newArr.push(avatar);
  891. }
  892. }
  893. return newArr;
  894. } else {
  895. return item;
  896. }
  897. });*/
  898. //str = str.replace(/\n/ig,"<br>"); //换行
  899. //str = str.replace(/ /ig,"&nbsp;"); //换行
  900. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  901. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  902. return nodeArr.nodeJoin();
  903. }
  904. //默认的技能解释的显示行为
  905. function parseSkillDescription(skill) {
  906. //const span = document.createElement("span");
  907. //span.innerHTML = descriptionToHTML(skill.description);
  908. return descriptionToHTML(skill.description);
  909. }
  910. //大数字缩短长度,默认返回本地定义字符串
  911. function parseBigNumber(number) {
  912. return number.toLocaleString();
  913. }
  914. //判断是否是转生和超转生
  915. function isReincarnated(card) {
  916. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  917. }
  918. //获取类型允许的潜觉
  919. function getAllowLatent(card) {
  920. const latentSet = new Set(common_allowable_latent);
  921. card.types.filter(i => i >= 0)
  922. .map(type => type_allowable_latent[type])
  923. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  924. if (card.limitBreakIncr) {
  925. v120_allowable_latent.forEach(t => latentSet.add(t));
  926. }
  927. return Array.from(latentSet);
  928. }
  929. //计算队伍中有多少血量
  930. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  931. let memberArr = team[0], assistArr = team[1];
  932. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  933. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  934. const mHpArr = memberArr.map((member, idx) => {
  935. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  936. let hp = ability ? ability[0] : 0;
  937. if (!hp) return 0;
  938. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  939. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  940. //演示用代码
  941. //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);
  942. return hp;
  943. });
  944. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  945. function memberHpMul(member, assist, ls, memberArr, solo) {
  946. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  947. function hpMul(parm, scale) {
  948. if (scale == undefined || scale == 0) return 1;
  949. if (parm.attrs && memberAttrsTypes.attrs.some(a => parm.attrs.includes(a))) {
  950. return scale / 100;
  951. }
  952. if (parm.types && memberAttrsTypes.types.some(t => parm.types.includes(t))) {
  953. return scale / 100;
  954. }
  955. return 1;
  956. }
  957. const sk = ls.params;
  958. let scale = 1;
  959. switch (ls.type) {
  960. case 23:
  961. case 30:
  962. case 62:
  963. case 77:
  964. case 63:
  965. case 65:
  966. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  967. break;
  968. case 29:
  969. case 114:
  970. case 45:
  971. case 111:
  972. case 46:
  973. case 48:
  974. case 67:
  975. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  976. break;
  977. case 73:
  978. case 76:
  979. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  980. break;
  981. case 106:
  982. case 107:
  983. case 108:
  984. scale = sk[0] / 100;
  985. break;
  986. case 121:
  987. case 129:
  988. case 163:
  989. case 177:
  990. case 186:
  991. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  992. break;
  993. case 125: //队伍中必须有指定队员
  994. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  995. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  996. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  997. break;
  998. case 136:
  999. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1000. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1001. break;
  1002. case 137:
  1003. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1004. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1005. break;
  1006. case 155:
  1007. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1008. break;
  1009. case 158:
  1010. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1011. break;
  1012. case 175: //队伍组成全为合作
  1013. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1014. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1015. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1016. break;
  1017. case 178:
  1018. case 185:
  1019. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1020. break;
  1021. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1022. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1023. switch (sk[0]) {
  1024. case 0: //全是像素进化
  1025. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1026. break;
  1027. case 2: //全是转生、超转生(8格潜觉)
  1028. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1029. break;
  1030. }
  1031. break;
  1032. }
  1033. case 217:{ //限定队伍星级,不包括好友队长
  1034. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1035. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1036. return pre + memberCard.rarity;
  1037. }, 0);
  1038. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1039. break;
  1040. }
  1041. case 229:{ //队员中存在每个属性或Type都算一次
  1042. const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
  1043. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1044. //符合的次数
  1045. let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
  1046. correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
  1047. scale = sk[2] * correTimes / 100 + 1;
  1048. 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);
  1049. break;
  1050. }
  1051. case 138: //调用其他队长技
  1052. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1053. break;
  1054. default:
  1055. }
  1056. return scale || 1;
  1057. }
  1058. return mHpArr;
  1059. }
  1060. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1061. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1062. let attrsCount = new Map();
  1063. let typesCount = new Map();
  1064. for (let idx = 0; idx < memberArr.length; idx++) {
  1065. const member = memberArr[idx], assist = assistArr[idx];
  1066. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1067. if (memberAttrsTypes) {
  1068. for (let attr of memberAttrsTypes.attrs) {
  1069. attrsCount.set(attr, (attrsCount.get(attr) || 0) + 1);
  1070. }
  1071. for (let type of memberAttrsTypes.types) {
  1072. typesCount.set(type, (typesCount.get(type) || 0) + 1);
  1073. }
  1074. }
  1075. }
  1076. return {attrs: attrsCount, types: typesCount};
  1077. }
  1078. //返回卡片的队长技能
  1079. function getCardLeaderSkills(card, skillTypes) {
  1080. if (!card) return [];
  1081. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1082. }
  1083. //返回卡片的主动技能
  1084. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1085. if (!card) return [];
  1086. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1087. }
  1088. //查找到真正起作用的那一个技能
  1089. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1090. if (skillTypes.includes(skill.type))
  1091. {
  1092. return [skill];
  1093. }
  1094. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1095. {
  1096. //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
  1097. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1098. subSkills = subSkills.filter(s=>s);
  1099. return subSkills;
  1100. }
  1101. else
  1102. {
  1103. return [];
  1104. }
  1105. }
  1106. //计算队伍是否为76
  1107. function tIf_Effect_76board(leader1id, leader2id) {
  1108. const searchTypeArray = [162, 186];
  1109. function henshinBase(cardid, firstId)
  1110. {
  1111. if (firstId == undefined) firstId = cardid;
  1112. let card = Cards[cardid];
  1113. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId)
  1114. {
  1115. card = henshinBase(card.henshinFrom[0], firstId);
  1116. }
  1117. return card;
  1118. }
  1119. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1120. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1121. return Boolean(ls1 || ls2);
  1122. }
  1123. //计算队伍是否为无天降
  1124. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1125. const searchTypeArray = [163, 177];
  1126. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1127. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1128. return Boolean(ls1 || ls2);
  1129. }
  1130. //计算队伍是否为毒无效
  1131. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1132. const searchTypeArray = [197];
  1133. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1134. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1135. return Boolean(ls1 || ls2);
  1136. }
  1137. //计算队伍的+C
  1138. function tIf_Effect_addCombo(leader1id, leader2id) {
  1139. return [
  1140. getSkillAddCombo(Cards[leader1id]),
  1141. getSkillAddCombo(Cards[leader2id])
  1142. ];
  1143. }
  1144. function getSkillAddCombo(card) {
  1145. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1146. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1147. if (!skill) return 0;
  1148. switch (skill.type) {
  1149. case 192:
  1150. case 194:
  1151. return skill.params[3] ?? 0;
  1152. case 206:
  1153. return skill.params[6] ?? 0;
  1154. case 209:
  1155. return skill.params[0] ?? 0;
  1156. case 210:
  1157. case 219:
  1158. return skill.params[2] ?? 0;
  1159. case 220:
  1160. return skill.params[1] ?? 0;
  1161. case 235:
  1162. return skill.params[5] ?? 0;
  1163. default:
  1164. return 0;
  1165. }
  1166. }
  1167. //计算队伍的追打
  1168. function tIf_Effect_inflicts(leader1id, leader2id) {
  1169. return [
  1170. getSkillFixedDamage(Cards[leader1id]),
  1171. getSkillFixedDamage(Cards[leader2id])
  1172. ];
  1173. }
  1174. function getSkillFixedDamage(card) {
  1175. const searchTypeArray = [199, 200, 201, 223, 235];
  1176. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1177. if (!skill) return 0;
  1178. switch (skill.type) {
  1179. case 199:
  1180. case 200:
  1181. return skill.params[2] ?? 0;
  1182. case 201:
  1183. return skill.params[5] ?? 0;
  1184. case 223:
  1185. return skill.params[1] ?? 0;
  1186. case 235:
  1187. return skill.params[6] ?? 0;
  1188. default:
  1189. return 0;
  1190. }
  1191. }
  1192. //计算队伍操作时间
  1193. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1194. const searchTypeArray = [178, 15, 185];
  1195. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1196. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1197. const time1 = leaderSkillMoveTime(ls1);
  1198. const time2 = leaderSkillMoveTime(ls2);
  1199. function leaderSkillMoveTime(ls) {
  1200. const moveTime = { fixed: false, duration: 0 };
  1201. if (!ls) return moveTime;
  1202. const sk = ls.params;
  1203. switch (ls.type) {
  1204. case 178: //固定操作时间
  1205. moveTime.fixed = true;
  1206. moveTime.duration = sk[0];
  1207. break;
  1208. case 15:
  1209. case 185:
  1210. moveTime.duration += sk[0] / 100;
  1211. break;
  1212. default:
  1213. }
  1214. return moveTime;
  1215. }
  1216. let moveTime = {
  1217. fixed: false,
  1218. duration: {
  1219. default: 5,
  1220. leader: 0,
  1221. badge: 0,
  1222. awoken: 0,
  1223. }
  1224. }; //基础5秒
  1225. //固定操作时间的直接返回
  1226. if (time1.fixed || time2.fixed) {
  1227. moveTime.fixed = true;
  1228. moveTime.duration.leader = time1.fixed ?
  1229. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1230. time2.duration;
  1231. } else {
  1232. moveTime.duration.leader = time1.duration + time2.duration;
  1233. //1人、3人计算徽章
  1234. if (solo || teamsCount === 3) {
  1235. switch (team[2]) {
  1236. case 2: //小手指
  1237. moveTime.duration.badge = 1;
  1238. break;
  1239. case 21: //大手指
  1240. moveTime.duration.badge = 2;
  1241. break;
  1242. case 50: //月卡
  1243. moveTime.duration.badge = 3;
  1244. break;
  1245. }
  1246. } else if (teamsCount === 2) //2人协力时的特殊处理
  1247. {
  1248. const teams = formation.teams;
  1249. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1250. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1251. team = [
  1252. team[0].concat(),
  1253. team[1].concat()
  1254. ];
  1255. //把队伍2的队长和武器添加到复制的队伍1里面
  1256. team[0].push(team2[0][team2[3]]);
  1257. team[1].push(team2[1][team2[3]]);
  1258. }
  1259. //觉醒
  1260. const awokenMoveTime = [
  1261. { index: 19, value: 0.5 }, //小手指
  1262. { index: 53, value: 1 }, //大手指
  1263. ];
  1264. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1265. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1266. //潜觉
  1267. const latentMoveTime = [
  1268. { index: 4, value: 0.05 }, //小手指潜觉
  1269. { index: 31, value: 0.12 }, //大手指潜觉
  1270. ];
  1271. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1272. duration + team[0].reduce((count, menber) =>
  1273. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1274. }
  1275. return moveTime;
  1276. }
  1277. //将盾减伤比例组叠加为一个减伤范围组
  1278. function getReduceRange(reduceScales)
  1279. {
  1280. class reduceRange{
  1281. constructor(obj)
  1282. {
  1283. this.min = 0;
  1284. this.max = 100;
  1285. this.scale = 0;
  1286. this.probability = 1;
  1287. if (typeof obj == "object") Object.assign(this, obj);
  1288. }
  1289. }
  1290. const ranges = [new reduceRange()];
  1291. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1292. function processingRanges(ranges, scale)
  1293. {
  1294. //先找scale.min在某个范围内的
  1295. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1296. //再找scale.max在某个范围内的
  1297. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1298. //先只拆分不乘比例
  1299. if (rgLessIdx >= 0)
  1300. {
  1301. const range = ranges[rgLessIdx];
  1302. ranges.splice(rgLessIdx, 1,
  1303. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1304. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1305. );
  1306. }
  1307. if (rgMoreIdx >= 0)
  1308. {
  1309. const range = ranges[rgMoreIdx];
  1310. ranges.splice(rgMoreIdx, 1,
  1311. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1312. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1313. );
  1314. }
  1315. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1316. needChangeScaleRanges.forEach(range=>{
  1317. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1318. range.probability *= scale.probability;
  1319. });
  1320. }
  1321. //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
  1322. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1323. reduceScales.forEach(scale=>{
  1324. if (scale.attrs == 0) //没有属性的
  1325. {
  1326. return;
  1327. }
  1328. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1329. {
  1330. const attrs = flags(scale.attrs); //得到属性数组
  1331. attrs.forEach(n=>{
  1332. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1333. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1334. });
  1335. }
  1336. else
  1337. { //只处理第一数组
  1338. processingRanges(ranges, scale);
  1339. }
  1340. });
  1341. return attrsRanges;
  1342. }
  1343. //获取盾减伤比例组
  1344. function getReduceScales(leaderid) {
  1345. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1346. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1347. function leaderReduceScale(ls) {
  1348. const reduce = {
  1349. scale: 0,
  1350. hp: {
  1351. max: 100,
  1352. min: 0
  1353. },
  1354. probability: 1,
  1355. attrs: 31, //5色是31
  1356. };
  1357. if (!ls) return reduce;
  1358. const sk = ls.params;
  1359. switch (ls.type) {
  1360. case 16: //无条件盾
  1361. reduce.scale = sk[0] / 100;
  1362. break;
  1363. case 17: //单属性盾
  1364. reduce.scale = sk[1] / 100;
  1365. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1366. break;
  1367. case 36: //2个属性盾
  1368. reduce.scale = sk[2] / 100;
  1369. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1370. break;
  1371. case 38: //血线下 + 可能几率
  1372. case 43: //血线上 + 可能几率
  1373. reduce.scale = (sk[2] || 0) / 100;
  1374. reduce.probability = sk[1] / 100;
  1375. if (sk[0] == 100)
  1376. {
  1377. reduce.hp.max = sk[0];
  1378. reduce.hp.min = 99;
  1379. }else
  1380. {
  1381. if(ls.type == 38)
  1382. {
  1383. reduce.hp.max = sk[0];
  1384. reduce.hp.min = 0;
  1385. }else
  1386. {
  1387. reduce.hp.max = 100;
  1388. reduce.hp.min = sk[0];
  1389. }
  1390. }
  1391. break;
  1392. case 129: //无条件盾,属性个数不固定
  1393. case 163: //无条件盾,属性个数不固定
  1394. case 130: //血线下 + 属性个数不固定
  1395. case 131: //血线上 + 属性个数不固定
  1396. reduce.scale = (sk[6] || 0) / 100;
  1397. reduce.attrs = 0 | sk[5];
  1398. if (ls.type == 130 || ls.type == 131)
  1399. {
  1400. if (sk[0] == 100)
  1401. {
  1402. reduce.hp.max = sk[0];
  1403. reduce.hp.min = 99;
  1404. }else
  1405. {
  1406. if(ls.type == 130)
  1407. {
  1408. reduce.hp.max = sk[0];
  1409. reduce.hp.min = 0;
  1410. }else
  1411. {
  1412. reduce.hp.max = 100;
  1413. reduce.hp.min = sk[0];
  1414. }
  1415. }
  1416. }
  1417. break;
  1418. case 178: //无条件盾,属性个数不固定
  1419. reduce.scale = (sk[7] || 0) / 100;
  1420. reduce.attrs = 0 | sk[6];
  1421. break;
  1422. case 151: //十字心触发
  1423. case 169: //C触发
  1424. case 198: //回血触发
  1425. reduce.scale = (sk[2] || 0) / 100;
  1426. break;
  1427. case 170: //多色触发
  1428. case 182: //长串触发
  1429. case 193: //L触发
  1430. reduce.scale = (sk[3] || 0) / 100;
  1431. break;
  1432. case 171: //多串触发
  1433. reduce.scale = (sk[6] || 0) / 100;
  1434. break;
  1435. case 183: //又是个有两段血线的队长技
  1436. reduce.scale = (sk[4] || 0) / 100;
  1437. if (sk[2] == 100)
  1438. {
  1439. reduce.hp.max = sk[2];
  1440. reduce.hp.min = 99;
  1441. }else
  1442. {
  1443. reduce.hp.max = 100;
  1444. reduce.hp.min = sk[2];
  1445. }
  1446. break;
  1447. case 210: //十字触发
  1448. reduce.scale = (sk[1] || 0) / 100;
  1449. break;
  1450. case 235: { //可多次触发
  1451. reduce.scale = (sk[4] || 0) / 100;
  1452. break;
  1453. }
  1454. default:
  1455. }
  1456. return reduce;
  1457. }
  1458. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1459. }

智龙迷城队伍图制作工具