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script-universal_function.js 38 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. //大数字缩短长度,默认返回本地定义字符串
  59. Number.prototype.bigNumberToString = function() {
  60. return this.toLocaleString();
  61. }
  62. //将二进制flag转为数组
  63. function flags(num) {
  64. const arr = [];
  65. for (let i = 0; i < 32; i++) {
  66. if (num & (1 << i)) {
  67. arr.push(i);
  68. }
  69. }
  70. return arr;
  71. }
  72. //数组删除自己尾部的空元素
  73. Array.prototype.DeleteLatter = function(item = null) {
  74. let index = this.length - 1;
  75. for (; index >= 0; index--) {
  76. if (this[index] !== item) {
  77. break;
  78. }
  79. }
  80. this.splice(index + 1);
  81. return this;
  82. }
  83. Math.randomInteger = function(max, min = 0) {
  84. return this.floor(this.random() * (max - min + 1) + min);
  85. }
  86. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  87. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  88. const pcmImportObj = {
  89. env: {
  90. abortStackOverflow: () => { throw new Error("overflow"); },
  91. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  92. tableBase: 0,
  93. memory: pcmMemory,
  94. memoryBase: 102400,
  95. STACKTOP: 0,
  96. STACK_MAX: pcmMemory.buffer.byteLength,
  97. }
  98. };
  99. let pcmPlayer = null;
  100. let adpcm_wasm = null;
  101. function decodeAudio(fileName, decodeCallback) {
  102. if (pcmPlayer != null) {
  103. pcmPlayer.close();
  104. }
  105. pcmPlayer = new PCMPlayer(1, 44100);
  106. fetch(fileName).then((response) => response.arrayBuffer())
  107. .then((bytes) => {
  108. let audioData = new Uint8Array(bytes);
  109. let step = 160;
  110. for (let i = 0; i < audioData.byteLength; i += step) {
  111. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  112. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  113. pcmPlayer.feed(pcmFloat32Data);
  114. }
  115. });
  116. }
  117. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  118. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  119. .then((wasm) => {
  120. adpcm_wasm = wasm;
  121. /*addButton("adpcm").onclick = function () {
  122. let decoder = new Adpcm(wasm, pcmImportObj);
  123. decoder.resetDecodeState(new Adpcm.State(0, 0));
  124. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  125. }*/
  126. });
  127. //▲ADPCM播放相关
  128. // 加载 image
  129. function loadImage(url) {
  130. return new Promise(function(resolve, reject) {
  131. var image = new Image();
  132. image.src = url;
  133. image.type = "svg"
  134. image.crossOrigin = 'Anonymous';
  135. image.onload = function() {
  136. resolve(this);
  137. };
  138. image.onerror = function(err) {
  139. reject(err);
  140. };
  141. });
  142. }
  143. function latentUseHole(latentId) {
  144. switch (true) {
  145. case (latentId === 12):
  146. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  147. return 2;
  148. case (latentId >= 13 && latentId <= 15):
  149. case (latentId >= 37 && latentId <= 42):
  150. return 6;
  151. case (latentId < 12):
  152. default:
  153. return 1;
  154. }
  155. }
  156. //获取最大潜觉数量
  157. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  158. const card = Cards[id];
  159. return card && card.is8Latent ? 8 : 6;
  160. }
  161. //计算用了多少潜觉格子
  162. function usedHole(latents) {
  163. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  164. }
  165. //计算所有队伍中有多少个该觉醒
  166. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  167. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  168. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  169. }, 0);
  170. return formationAwokenCount;
  171. }
  172. //计算单个队伍中有多少个该觉醒
  173. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  174. const memberArray = team[0];
  175. const assistArray = team[1];
  176. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  177. if (mon.id <= 0) { //如果是delay和null
  178. return previous;
  179. }
  180. const card = Cards[mon.id];
  181. if (!card || !card.enabled) { //如果卡片未启用
  182. return previous;
  183. }
  184. const assist = assistArray[idx];
  185. const assistCard = Cards[assist.id];
  186. //启用的觉醒数组片段
  187. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  188. //单人、3人时,大于等于100级时增加超觉醒
  189. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  190. const sAwokenT = card.superAwakenings[mon.sawoken];
  191. if (sAwokenT >= 0)
  192. enableAwoken = enableAwoken.concat(sAwokenT);
  193. }
  194. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  195. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  196. }
  197. //相同的觉醒数
  198. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  199. return previous + hasAwoken;
  200. }, 0);
  201. return teamAwokenCount;
  202. }
  203. //返回可用的怪物名称
  204. function returnMonsterNameArr(card, lsList, defaultCode) {
  205. const monNameArr = lsList.map(lc => { //取出每种语言
  206. if (lc == defaultCode)
  207. return card.name;
  208. else if (card.otLangName)
  209. return card.otLangName[lc];
  210. }).filter(ln => //去掉空值和问号
  211. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  212. );
  213. if (monNameArr.length < 1) //如果本来的列表里没有名字
  214. {
  215. monNameArr.push(card.name); //只添加默认名字
  216. }
  217. return monNameArr;
  218. }
  219. //Code From pad-rikuu
  220. function valueAt(level, maxLevel, curve) {
  221. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  222. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  223. }
  224. //Code From pad-rikuu
  225. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  226. let value = valueAt(level, maxLevel, {
  227. min: c.min,
  228. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  229. scale: c.scale || 1
  230. });
  231. if (level > maxLevel) {
  232. const exceed99 = Math.min(level - maxLevel, 11);
  233. const exceed110 = Math.max(0, level - 110);
  234. value += c.max !== undefined ?
  235. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  236. (c.min * exceed99 + c.min * exceed110);
  237. }
  238. return value;
  239. }
  240. //计算怪物的经验值
  241. function calculateExp(member) {
  242. if (!member) return null;
  243. const memberCard = Cards[member.id];
  244. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  245. const expArray = [
  246. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  247. ];
  248. if (member.level > 99)
  249. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  250. if (member.level > 110)
  251. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  252. return expArray;
  253. }
  254. //计算怪物的能力
  255. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  256. if (!member) return null;
  257. const memberCard = Cards[member.id];
  258. const assistCard = assist ? Cards[assist.id] : null;
  259. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  260. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  261. const plusAdd = [10, 5, 3]; //加值的增加值
  262. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  263. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  264. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  265. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  266. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  267. ];
  268. 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
  269. [{ index: 63, scale: 1.1 }], //HP
  270. [{ index: 63, scale: 1.1 }], //ATK
  271. [{ index: 63, scale: 1.1 }] //RCV
  272. ];
  273. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  274. [], //HP
  275. [], //ATK
  276. [] //RCV
  277. ];
  278. if (!solo) { //协力时计算协力觉醒
  279. latterAwokenScale.forEach(ab => {
  280. ab.push({ index: 30, scale: 1.5 });
  281. });
  282. }
  283. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  284. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  285. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  286. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  287. ];
  288. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  289. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  290. const abilitys = memberCurves.map((ab, idx) => {
  291. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  292. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  293. let n_assist_base = 0,
  294. n_assist_plus = 0; //辅助的bonus
  295. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  296. //单人、3人时,大于等于100级时增加超觉醒
  297. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  298. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  299. if (sAwokenT >= 0)
  300. awokenList = awokenList.concat(sAwokenT);
  301. }
  302. //如果有武器还要计算武器的觉醒
  303. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  304. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  305. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  306. {
  307. awokenList = awokenList.concat(assistAwokenList);
  308. }
  309. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  310. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  311. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  312. }
  313. }
  314. //用来计算倍率觉醒的最终倍率是多少,reduce用
  315. function calculateAwokenScale(previous, aw) {
  316. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  317. return previous * aw.scale ** awokenCount;
  318. }
  319. //倍率类觉醒的比例,直接从1开始乘
  320. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  321. //觉醒增加的数值
  322. const n_awoken = awokenList.length > 0 ?
  323. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  324. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  325. if (awokenCount > 0)
  326. return previous + aw.value * awokenCount;
  327. else
  328. return previous;
  329. }, 0)) :
  330. 0;
  331. //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
  332. const n_latentScale = (member.latent && member.latent.length > 0) ?
  333. latentScale[idx].reduce((previous, la) => {
  334. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  335. return previous + la.scale * latentCount;
  336. }, 0) :
  337. 0;
  338. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  339. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  340. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  341. //觉醒生效时的协力、语音觉醒等的倍率
  342. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  343. //都要做四舍五入
  344. reValue = Math.round(reValue);
  345. reValueNoAwoken = Math.round(reValueNoAwoken);
  346. if (idx < 2) //idx顺序为HP、ATK、RCV
  347. { //HP和ATK最低为1
  348. reValue = Math.max(reValue, 1);
  349. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  350. }
  351. return [reValue, reValueNoAwoken];
  352. });
  353. return abilitys;
  354. }
  355. function calculateAbility_max(id, solo, teamsCount) {
  356. const card = Cards[id];
  357. const tempMon = {
  358. id: id,
  359. level: card.limitBreakIncr ? 110 : card.maxLevel,
  360. 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
  361. awoken: card.awakenings.length,
  362. };
  363. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  364. if (abilities) {
  365. return {
  366. noAwoken: {
  367. hp: abilities[0][1],
  368. atk: abilities[1][1],
  369. rcv: abilities[2][1],
  370. },
  371. withAwoken: {
  372. hp: abilities[0][0],
  373. atk: abilities[1][0],
  374. rcv: abilities[2][0],
  375. },
  376. };
  377. } else {
  378. return null;
  379. }
  380. }
  381. //搜索卡片用
  382. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  383. 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
  384. //属性
  385. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  386. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  387. { //当两个颜色相同时,主副一样颜色的只需判断一次
  388. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  389. } else if (fixMainColor) //如果固定了顺序
  390. {
  391. const a1null = attr1 === null,
  392. a2null = attr2 === null;
  393. cardsRange = cardsRange.filter(c =>
  394. (a1null ? true : c.attrs[0] === attr1) &&
  395. (a2null ? true : c.attrs[1] === attr2)
  396. );
  397. } else //不限定顺序时
  398. {
  399. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  400. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  401. cardsRange = cardsRange.filter(c =>
  402. search_attrs.every(a => c.attrs.includes(a)) &&
  403. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  404. );
  405. }
  406. //类型
  407. if (types.length > 0) {
  408. cardsRange = cardsRange.filter(c => typeAndOr ?
  409. types.every(t => c.types.includes(t)) : //所有type都满足
  410. types.some(t => c.types.includes(t)) //只需要满足一个type
  411. );
  412. }
  413. //稀有度
  414. if (rares.length > 1) {
  415. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  416. }
  417. //觉醒
  418. //等效觉醒时,事先去除大觉醒
  419. if (equalAk) {
  420. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  421. bigEqualAwokens.forEach(bak => {
  422. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  423. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  424. if (!smallEqualAwoken) {
  425. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  426. awokens.push(smallEqualAwoken);
  427. }
  428. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  429. });
  430. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  431. }
  432. if (awokens.length > 0) {
  433. cardsRange = cardsRange.filter(card => {
  434. let cardAwakeningsArray = [];
  435. 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
  436. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  437. } else { //单个原始觉醒数组
  438. cardAwakeningsArray.push(card.awakenings);
  439. }
  440. 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
  441. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  442. if (equalAk) //如果开启等效觉醒
  443. {
  444. //搜索等效觉醒
  445. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  446. if (equivalentAwoken) {
  447. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  448. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  449. return totalNum >= ak.num;
  450. }
  451. }
  452. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  453. })
  454. );
  455. });
  456. }
  457. //超觉醒
  458. if (sawokens.length > 0 && !incSawoken) {
  459. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  460. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  461. return card.superAwakenings.includes(sak) ||
  462. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  463. }));
  464. }
  465. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  466. return cardsRange;
  467. }
  468. function searchByString(str)
  469. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  470. str = str.trim();
  471. if (str.length>0)
  472. {
  473. return Cards.filter(card =>
  474. {
  475. const names = [card.name];
  476. if (card.otLangName)
  477. {
  478. names.push(...Object.values(card.otLangName));
  479. }
  480. const tags = card.altName.concat();
  481. if (card.otTags)
  482. {
  483. tags.push(...card.otTags);
  484. }
  485. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  486. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  487. }
  488. );
  489. }else
  490. {
  491. return [];
  492. }
  493. }
  494. function copyString(input)
  495. {
  496. input.focus(); //设input为焦点
  497. input.select(); //选择全部
  498. if (document.execCommand('copy')) {
  499. document.execCommand('copy');
  500. }
  501. //input.blur(); //取消焦点
  502. }
  503. //产生一个怪物头像
  504. function createCardA() {
  505. const cdom = document.createElement("a");
  506. cdom.className = "monster";
  507. cdom.target = "_blank";
  508. const property = cdom.appendChild(document.createElement("div"));
  509. property.className = "property";
  510. const subproperty = cdom.appendChild(document.createElement("div"));
  511. subproperty.className = "subproperty";
  512. const cid = cdom.appendChild(document.createElement("div"));
  513. cid.className = "id";
  514. const cawoken = cdom.appendChild(document.createElement("div"));
  515. cawoken.className = "awoken-count-num";
  516. return cdom;
  517. }
  518. //返回文字说明内怪物Card的纯HTML
  519. function cardN(id) {
  520. const monOuterDom = document.createElement("span");
  521. monOuterDom.className = "detail-mon";
  522. const monDom = createCardA(id);
  523. monOuterDom.appendChild(monDom);
  524. monOuterDom.monDom = monDom;
  525. changeid({ id: id }, monDom);
  526. return monOuterDom;
  527. }
  528. //将怪物的文字介绍解析为HTML
  529. function descriptionToHTML(str) {
  530. str = str.replace(/\n/ig, "<br>"); //换行
  531. //str = str.replace(/ /ig,"&nbsp;"); //换行
  532. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '<span style="color:#$1;">$2</span>'); //文字颜色
  533. str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像
  534. return str;
  535. }
  536. //默认的技能解释的显示行为
  537. function parseSkillDescription(skill) {
  538. const span = document.createElement("span");
  539. span.innerHTML = descriptionToHTML(skill.description);
  540. return span;
  541. }
  542. //大数字缩短长度,默认返回本地定义字符串
  543. function parseBigNumber(number) {
  544. return number.toLocaleString();
  545. }
  546. //判断是否是转生和超转生
  547. function isReincarnated(card) {
  548. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  549. }
  550. //获取类型允许的潜觉
  551. function getAllowLatent(card) {
  552. const latentSet = new Set(common_allowable_latent);
  553. card.types.filter(i => i >= 0)
  554. .map(type => type_allowable_latent[type])
  555. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  556. if (card.limitBreakIncr) {
  557. v120_allowable_latent.forEach(t => latentSet.add(t));
  558. }
  559. return Array.from(latentSet);
  560. }
  561. //计算队伍中有多少血量
  562. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  563. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  564. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  565. const mHpArr = memberArr.map(m => {
  566. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  567. let hp = ability ? ability[0] : 0;
  568. if (!hp) return 0;
  569. const card = Cards[m.id] || Cards[0];
  570. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  571. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  572. /* 演示用代码
  573. let hp1,hp2;
  574. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  575. hp = Math.round(hp1);
  576. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  577. hp = Math.round(hp2);
  578. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  579. */
  580. return hp;
  581. });
  582. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  583. function memberHpMul(card, ls, memberArr, solo) {
  584. function hpMul(parm, scale) {
  585. if (scale == undefined || scale == 0) return 1;
  586. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  587. return scale / 100;
  588. }
  589. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  590. return scale / 100;
  591. }
  592. return 1;
  593. }
  594. const sk = ls.params;
  595. let scale = 1;
  596. switch (ls.type) {
  597. case 23:
  598. case 30:
  599. case 62:
  600. case 77:
  601. case 63:
  602. case 65:
  603. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  604. break;
  605. case 29:
  606. case 114:
  607. case 45:
  608. case 111:
  609. case 46:
  610. case 48:
  611. case 67:
  612. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  613. break;
  614. case 73:
  615. case 76:
  616. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  617. break;
  618. case 106:
  619. case 107:
  620. case 108:
  621. scale = sk[0] / 100;
  622. break;
  623. case 121:
  624. case 129:
  625. case 163:
  626. case 186:
  627. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  628. break;
  629. case 125: //队伍中必须有指定队员
  630. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  631. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  632. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  633. break;
  634. case 136:
  635. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  636. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  637. break;
  638. case 137:
  639. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  640. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  641. break;
  642. case 155:
  643. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  644. break;
  645. case 158:
  646. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  647. break;
  648. case 175: //队伍组成全为合作
  649. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  650. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  651. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  652. break;
  653. case 178:
  654. case 185:
  655. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  656. break;
  657. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  658. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  659. switch (sk[0]) {
  660. case 0: //全是像素进化
  661. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  662. break;
  663. case 2: //全是转生、超转生(8格潜觉)
  664. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  665. break;
  666. }
  667. break;
  668. case 229:{ //队员中存在每个属性或Type都算一次
  669. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  670. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  671. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  672. let correspondingAttrs = flags(sk[0]); //符合的属性
  673. let correspondingTypes = flags(sk[1]); //符合的类型
  674. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  675. scale = sk[2] * correspondingTimes / 100 + 1;
  676. console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  677. break;
  678. }
  679. case 138: //调用其他队长技
  680. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  681. break;
  682. default:
  683. }
  684. return scale || 1;
  685. }
  686. return mHpArr;
  687. }
  688. //返回卡片的队长技能
  689. function getCardLeaderSkills(card, skillTypes) {
  690. if (!card) return [];
  691. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  692. }
  693. //返回卡片的主动技能
  694. function getCardActiveSkills(card, skillTypes) {
  695. if (!card) return [];
  696. return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
  697. }
  698. //查找到真正起作用的那一个技能
  699. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  700. if (skillTypes.includes(skill.type))
  701. {
  702. return [skill];
  703. }
  704. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  705. {
  706. //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
  707. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  708. subSkills = subSkills.filter(s=>s);
  709. return subSkills;
  710. }
  711. else
  712. {
  713. return [];
  714. }
  715. }
  716. //计算队伍是否为76
  717. function tIf_Effect_76board(leader1id, leader2id) {
  718. const searchTypeArray = [162, 186];
  719. function henshinBase(cardid)
  720. {
  721. let card = Cards[cardid];
  722. if (card && card.henshinFrom)
  723. {
  724. card = Cards[card.henshinFrom];
  725. }
  726. return card;
  727. }
  728. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  729. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  730. return Boolean(ls1 || ls2);
  731. }
  732. //计算队伍是否为无天降
  733. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  734. const searchTypeArray = [163, 177];
  735. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  736. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  737. [0]
  738. return Boolean(ls1 || ls2);
  739. }
  740. //计算队伍是否为毒无效
  741. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  742. const searchTypeArray = [197];
  743. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  744. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  745. return Boolean(ls1 || ls2);
  746. }
  747. //计算队伍的+C
  748. function tIf_Effect_addCombo(leader1id, leader2id) {
  749. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  750. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  751. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  752. function getSkillAddCombo(skill) {
  753. if (!skill) return 0;
  754. switch (skill.type) {
  755. case 192:
  756. case 194:
  757. return skill.params[3];
  758. case 206:
  759. return skill.params[6];
  760. case 209:
  761. return skill.params[0];
  762. case 210:
  763. case 219:
  764. return skill.params[2];
  765. case 220:
  766. return skill.params[1];
  767. default:
  768. return 0;
  769. }
  770. }
  771. return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
  772. }
  773. //计算队伍的追打
  774. function tIf_Effect_inflicts(leader1id, leader2id) {
  775. const searchTypeArray = [199, 200, 201, 223];
  776. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  777. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  778. function getSkillFixedDamage(skill) {
  779. if (!skill) return 0;
  780. switch (skill.type) {
  781. case 199:
  782. case 200:
  783. return skill.params[2];
  784. case 201:
  785. return skill.params[5];
  786. case 223:
  787. return skill.params[1];
  788. default:
  789. return 0;
  790. }
  791. }
  792. return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
  793. }
  794. //计算队伍操作时间
  795. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  796. const searchTypeArray = [178, 15, 185];
  797. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  798. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  799. const time1 = leaderSkillMoveTime(ls1);
  800. const time2 = leaderSkillMoveTime(ls2);
  801. function leaderSkillMoveTime(ls) {
  802. const moveTime = { fixed: false, duration: 0 };
  803. if (!ls) return moveTime;
  804. const sk = ls.params;
  805. switch (ls.type) {
  806. case 178: //固定操作时间
  807. moveTime.fixed = true;
  808. moveTime.duration = sk[0];
  809. break;
  810. case 15:
  811. case 185:
  812. moveTime.duration += sk[0] / 100;
  813. break;
  814. default:
  815. }
  816. return moveTime;
  817. }
  818. let moveTime = {
  819. fixed: false,
  820. duration: {
  821. default: 5,
  822. leader: 0,
  823. badge: 0,
  824. awoken: 0,
  825. }
  826. }; //基础5秒
  827. //固定操作时间的直接返回
  828. if (time1.fixed || time2.fixed) {
  829. moveTime.fixed = true;
  830. moveTime.duration.leader = time1.fixed ?
  831. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  832. time2.duration;
  833. } else {
  834. moveTime.duration.leader = time1.duration + time2.duration;
  835. //1人、3人计算徽章
  836. if (solo || teamsCount === 3) {
  837. switch (team[2]) {
  838. case 1: //小手指
  839. moveTime.duration.badge = 1;
  840. break;
  841. case 13: //大手指
  842. moveTime.duration.badge = 2;
  843. break;
  844. case 18: //月卡
  845. moveTime.duration.badge = 3;
  846. break;
  847. }
  848. } else if (teamsCount === 2) //2人协力时的特殊处理
  849. {
  850. const teams = formation.teams;
  851. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  852. //复制队伍1,这里参数里的 team 换成了一个新的数组
  853. team = [
  854. team[0].concat(),
  855. team[1].concat()
  856. ];
  857. //把队伍2的队长和武器添加到复制的队伍1里面
  858. team[0].push(team2[0][team2[3]]);
  859. team[1].push(team2[1][team2[3]]);
  860. }
  861. //觉醒
  862. const awokenMoveTime = [
  863. { index: 19, value: 0.5 }, //小手指
  864. { index: 53, value: 1 }, //大手指
  865. ];
  866. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  867. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  868. //潜觉
  869. const latentMoveTime = [
  870. { index: 4, value: 0.05 }, //小手指潜觉
  871. { index: 31, value: 0.12 }, //大手指潜觉
  872. ];
  873. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  874. duration + team[0].reduce((count, menber) =>
  875. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  876. }
  877. return moveTime;
  878. }
  879. //将盾减伤比例组叠加为一个减伤范围组
  880. function getReduceRange(reduceScales)
  881. {
  882. class reduceRange{
  883. constructor(obj)
  884. {
  885. this.min = 0;
  886. this.max = 100;
  887. this.scale = 0;
  888. this.probability = 1;
  889. if (typeof obj == "object") Object.assign(this, obj);
  890. }
  891. }
  892. const ranges = [new reduceRange()];
  893. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  894. function processingRanges(ranges, scale)
  895. {
  896. //先找scale.min在某个范围内的
  897. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  898. //再找scale.max在某个范围内的
  899. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  900. //先只拆分不乘比例
  901. if (rgLessIdx >= 0)
  902. {
  903. const range = ranges[rgLessIdx];
  904. ranges.splice(rgLessIdx, 1,
  905. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  906. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  907. );
  908. }
  909. if (rgMoreIdx >= 0)
  910. {
  911. const range = ranges[rgMoreIdx];
  912. ranges.splice(rgMoreIdx, 1,
  913. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  914. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  915. );
  916. }
  917. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  918. needChangeScaleRanges.forEach(range=>{
  919. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  920. range.probability *= scale.probability;
  921. });
  922. }
  923. //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
  924. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  925. reduceScales.forEach(scale=>{
  926. if (scale.attrs == 0) //没有属性的
  927. {
  928. return;
  929. }
  930. else if ((scale.attrs & 31) != 31) //不符合全属性的
  931. {
  932. const attrs = flags(scale.attrs); //得到属性数组
  933. attrs.forEach(n=>{
  934. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  935. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  936. });
  937. }
  938. else
  939. { //只处理第一数组
  940. processingRanges(ranges, scale);
  941. }
  942. });
  943. return attrsRanges;
  944. }
  945. //获取盾减伤比例组
  946. function getReduceScales(leaderid) {
  947. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  948. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  949. function leaderReduceScale(ls) {
  950. const reduce = {
  951. scale: 0,
  952. hp: {
  953. max: 100,
  954. min: 0
  955. },
  956. probability: 1,
  957. attrs: 31, //5色是31
  958. };
  959. if (!ls) return reduce;
  960. const sk = ls.params;
  961. switch (ls.type) {
  962. case 16: //无条件盾
  963. reduce.scale = sk[0] / 100;
  964. break;
  965. case 17: //单属性盾
  966. reduce.scale = sk[1] / 100;
  967. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  968. break;
  969. case 36: //2个属性盾
  970. reduce.scale = sk[2] / 100;
  971. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  972. break;
  973. case 38: //血线下 + 可能几率
  974. case 43: //血线上 + 可能几率
  975. reduce.scale = (sk[2] || 0) / 100;
  976. reduce.probability = sk[1] / 100;
  977. if (sk[0] == 100)
  978. {
  979. reduce.hp.max = sk[0];
  980. reduce.hp.min = 99;
  981. }else
  982. {
  983. if(ls.type == 38)
  984. {
  985. reduce.hp.max = sk[0];
  986. reduce.hp.min = 0;
  987. }else
  988. {
  989. reduce.hp.max = 100;
  990. reduce.hp.min = sk[0];
  991. }
  992. }
  993. break;
  994. case 129: //无条件盾,属性个数不固定
  995. case 163: //无条件盾,属性个数不固定
  996. case 130: //血线下 + 属性个数不固定
  997. case 131: //血线上 + 属性个数不固定
  998. reduce.scale = (sk[6] || 0) / 100;
  999. reduce.attrs = 0 | sk[5];
  1000. if (ls.type == 130 || ls.type == 131)
  1001. {
  1002. if (sk[0] == 100)
  1003. {
  1004. reduce.hp.max = sk[0];
  1005. reduce.hp.min = 99;
  1006. }else
  1007. {
  1008. if(ls.type == 130)
  1009. {
  1010. reduce.hp.max = sk[0];
  1011. reduce.hp.min = 0;
  1012. }else
  1013. {
  1014. reduce.hp.max = 100;
  1015. reduce.hp.min = sk[0];
  1016. }
  1017. }
  1018. }
  1019. break;
  1020. case 178: //无条件盾,属性个数不固定
  1021. reduce.scale = (sk[7] || 0) / 100;
  1022. reduce.attrs = 0 | sk[6];
  1023. break;
  1024. case 151: //十字心触发
  1025. case 169: //C触发
  1026. case 198: //回血触发
  1027. reduce.scale = (sk[2] || 0) / 100;
  1028. break;
  1029. case 170: //多色触发
  1030. case 182: //长串触发
  1031. case 193: //L触发
  1032. reduce.scale = (sk[3] || 0) / 100;
  1033. break;
  1034. case 171: //多串触发
  1035. reduce.scale = (sk[6] || 0) / 100;
  1036. break;
  1037. case 183: //又是个有两段血线的队长技
  1038. reduce.scale = (sk[4] || 0) / 100;
  1039. if (sk[2] == 100)
  1040. {
  1041. reduce.hp.max = sk[2];
  1042. reduce.hp.min = 99;
  1043. }else
  1044. {
  1045. reduce.hp.max = 100;
  1046. reduce.hp.min = sk[2];
  1047. }
  1048. break;
  1049. default:
  1050. }
  1051. return reduce;
  1052. }
  1053. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1054. }

智龙迷城队伍图制作工具