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script-universal_function.js 42 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //数组删除自己尾部的空元素
  89. Array.prototype.deleteLatter = function(item = null) {
  90. let index = this.length - 1;
  91. for (; index >= 0; index--) {
  92. if (this[index] !== item) {
  93. break;
  94. }
  95. }
  96. this.splice(index + 1);
  97. return this;
  98. }
  99. Array.prototype.randomShift = function() {
  100. return this.splice(Math.random() * this.length, 1)?.[0];
  101. }
  102. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  103. Array.prototype.groupBy = function(func) {
  104. const groups = this.reduce((pre,cur)=>{
  105. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  106. if (grp)
  107. grp.push(cur);
  108. else
  109. pre.push([cur]);
  110. return pre;
  111. }, []);
  112. return groups;
  113. }
  114. Math.randomInteger = function(max, min = 0) {
  115. return this.floor(this.random() * (max - min + 1) + min);
  116. }
  117. //将二进制flag转为数组
  118. function flags(num) {
  119. const arr = [];
  120. for (let i = 0; i < 32; i++) {
  121. if (num & (1 << i)) {
  122. arr.push(i);
  123. }
  124. }
  125. return arr;
  126. }
  127. //将二进制flag转为数组
  128. function reflags(arr) {
  129. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  130. }
  131. //带标签的模板字符串
  132. function tp(strings, ...keys) {
  133. return (function(...values) {
  134. let dict = values[values.length - 1] || {};
  135. let fragment = document.createDocumentFragment();
  136. fragment.appendChild(document.createTextNode(strings[0]));
  137. //let result = [strings[0]];
  138. keys.forEach(function(key, i, arr) {
  139. let value = Number.isInteger(key) ? values[key] : dict[key];
  140. if (value == undefined)
  141. {
  142. //console.debug("模板字符串中 %s 未找到输入数据",key);
  143. }else
  144. {
  145. if (!(value instanceof Node))
  146. {
  147. value = document.createTextNode(value);
  148. }
  149. try{
  150. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  151. }catch(e)
  152. {
  153. console.log(value, e);
  154. console.log(keys, values);
  155. }
  156. }
  157. fragment.appendChild(document.createTextNode(strings[i + 1]));
  158. });
  159. return fragment;
  160. });
  161. }
  162. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  163. function deepMerge(obj1, obj2) {
  164. let key;
  165. for (key in obj2) {
  166. // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并
  167. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  168. obj1[key] =
  169. obj1[key] &&
  170. obj1[key].toString() === "[object Object]" &&
  171. (obj2[key] && obj2[key].toString() === "[object Object]")
  172. ? deepMerge(obj1[key], obj2[key])
  173. : (obj1[key] = obj2[key]);
  174. }
  175. return obj1;
  176. }
  177. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  178. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  179. const pcmImportObj = {
  180. env: {
  181. abortStackOverflow: () => { throw new Error("overflow"); },
  182. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  183. tableBase: 0,
  184. memory: pcmMemory,
  185. memoryBase: 102400,
  186. STACKTOP: 0,
  187. STACK_MAX: pcmMemory.buffer.byteLength,
  188. }
  189. };
  190. let pcmPlayer = null;
  191. let adpcm_wasm = null;
  192. function decodeAudio(fileName, decodeCallback) {
  193. if (pcmPlayer != null) {
  194. pcmPlayer.close();
  195. }
  196. pcmPlayer = new PCMPlayer(1, 44100);
  197. fetch(fileName).then((response) => response.arrayBuffer())
  198. .then((bytes) => {
  199. let audioData = new Uint8Array(bytes);
  200. let step = 160;
  201. for (let i = 0; i < audioData.byteLength; i += step) {
  202. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  203. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  204. pcmPlayer.feed(pcmFloat32Data);
  205. }
  206. });
  207. }
  208. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  209. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  210. .then((wasm) => {
  211. adpcm_wasm = wasm;
  212. /*addButton("adpcm").onclick = function () {
  213. let decoder = new Adpcm(wasm, pcmImportObj);
  214. decoder.resetDecodeState(new Adpcm.State(0, 0));
  215. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  216. }*/
  217. });
  218. //▲ADPCM播放相关
  219. // 加载 image
  220. function loadImage(url) {
  221. return new Promise(function(resolve, reject) {
  222. var image = new Image();
  223. image.src = url;
  224. image.type = "svg"
  225. image.crossOrigin = 'Anonymous';
  226. image.onload = function() {
  227. resolve(this);
  228. };
  229. image.onerror = function(err) {
  230. reject(err);
  231. };
  232. });
  233. }
  234. //代码来自 https://segmentfault.com/a/1190000004451095
  235. function fileReader (file, options = {}) {
  236. return new Promise(function (resolve, reject) {
  237. const reader = new FileReader();
  238. reader.onload = function () {
  239. resolve(reader);
  240. };
  241. reader.onerror = reject;
  242. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  243. reject({
  244. code: 1,
  245. msg: 'wrong file type'
  246. });
  247. }
  248. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  249. reader.readAsText(file);
  250. } else {
  251. reader.readAsDataURL(file);
  252. }
  253. });
  254. }
  255. function latentUseHole(latentId) {
  256. switch (true) {
  257. case (latentId === 12):
  258. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  259. return 2;
  260. case (latentId >= 13 && latentId <= 15):
  261. case (latentId >= 37 && latentId <= 42):
  262. return 6;
  263. case (latentId < 12):
  264. default:
  265. return 1;
  266. }
  267. }
  268. //获取最大潜觉数量
  269. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  270. const card = Cards[id];
  271. return card && card.is8Latent ? 8 : 6;
  272. }
  273. //计算用了多少潜觉格子
  274. function usedHole(latents) {
  275. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  276. }
  277. //计算所有队伍中有多少个该觉醒
  278. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  279. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  280. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  281. }, 0);
  282. return formationAwokenCount;
  283. }
  284. //计算单个队伍中有多少个该觉醒
  285. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  286. const memberArray = team[0];
  287. const assistArray = team[1];
  288. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  289. if (mon.id <= 0) { //如果是delay和null
  290. return previous;
  291. }
  292. const card = Cards[mon.id];
  293. if (!card || !card.enabled) { //如果卡片未启用
  294. return previous;
  295. }
  296. const assist = assistArray[idx];
  297. const assistCard = Cards[assist.id];
  298. //启用的觉醒数组片段
  299. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  300. //单人、3人时,大于等于100级时增加超觉醒
  301. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  302. const sAwokenT = card.superAwakenings[mon.sawoken];
  303. if (sAwokenT >= 0)
  304. enableAwoken = enableAwoken.concat(sAwokenT);
  305. }
  306. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  307. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  308. }
  309. //相同的觉醒数
  310. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  311. return previous + hasAwoken;
  312. }, 0);
  313. return teamAwokenCount;
  314. }
  315. //返回可用的怪物名称
  316. function returnMonsterNameArr(card, lsList, defaultCode) {
  317. const monNameArr = lsList.map(lc => { //取出每种语言
  318. if (lc == defaultCode)
  319. return card.name;
  320. else if (card.otLangName)
  321. return card.otLangName[lc];
  322. }).filter(ln => //去掉空值和问号
  323. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  324. );
  325. if (monNameArr.length < 1) //如果本来的列表里没有名字
  326. {
  327. monNameArr.push(card.name); //只添加默认名字
  328. }
  329. return monNameArr;
  330. }
  331. //Code From pad-rikuu
  332. function valueAt(level, maxLevel, curve) {
  333. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  334. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  335. }
  336. //Code From pad-rikuu
  337. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  338. let value = valueAt(level, maxLevel, {
  339. min: c.min,
  340. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  341. scale: c.scale || 1
  342. });
  343. if (level > maxLevel) {
  344. const exceed99 = Math.min(level - maxLevel, 11);
  345. const exceed110 = Math.max(0, level - 110);
  346. value += c.max !== undefined ?
  347. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  348. (c.min * exceed99 + c.min * exceed110);
  349. }
  350. return value;
  351. }
  352. //计算怪物的经验值
  353. function calculateExp(member) {
  354. if (!member) return null;
  355. const memberCard = Cards[member.id];
  356. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  357. const expArray = [
  358. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  359. ];
  360. if (member.level > 99)
  361. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  362. if (member.level > 110)
  363. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  364. return expArray;
  365. }
  366. //计算怪物的能力
  367. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  368. if (!member) return null;
  369. const memberCard = Cards[member.id];
  370. const assistCard = assist ? Cards[assist.id] : null;
  371. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  372. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  373. const plusAdd = [10, 5, 3]; //加值的增加值
  374. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  375. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  376. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  377. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  378. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  379. ];
  380. 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
  381. [{ index: 63, scale: 1.1 }], //HP
  382. [{ index: 63, scale: 1.1 }], //ATK
  383. [{ index: 63, scale: 1.1 }] //RCV
  384. ];
  385. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  386. [], //HP
  387. [], //ATK
  388. [] //RCV
  389. ];
  390. if (!solo) { //协力时计算协力觉醒
  391. latterAwokenScale.forEach(ab => {
  392. ab.push({ index: 30, scale: 1.5 });
  393. });
  394. }
  395. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  396. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  397. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  398. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  399. ];
  400. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  401. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  402. const dge = formation.dungeonEnchance;
  403. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  404. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  405. const abilitys = memberCurves.map((ab, idx) => {
  406. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  407. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  408. let n_assist_base = 0,
  409. n_assist_plus = 0; //辅助的bonus
  410. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  411. //单人、3人时,大于等于100级时增加超觉醒
  412. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  413. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  414. if (sAwokenT >= 0)
  415. awokenList = awokenList.concat(sAwokenT);
  416. }
  417. //如果有武器还要计算武器的觉醒
  418. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  419. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  420. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  421. {
  422. awokenList = awokenList.concat(assistAwokenList);
  423. }
  424. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  425. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  426. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  427. }
  428. }
  429. //用来计算倍率觉醒的最终倍率是多少,reduce用
  430. function calculateAwokenScale(previous, aw) {
  431. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  432. return previous * aw.scale ** awokenCount;
  433. }
  434. //倍率类觉醒的比例,直接从1开始乘
  435. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  436. //觉醒增加的数值
  437. const n_awoken = awokenList.length > 0 ?
  438. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  439. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  440. if (awokenCount > 0)
  441. return previous + aw.value * awokenCount;
  442. else
  443. return previous;
  444. }, 0)) :
  445. 0;
  446. //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
  447. const n_latentScale = (member.latent && member.latent.length > 0) ?
  448. latentScale[idx].reduce((previous, la) => {
  449. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  450. return previous + la.scale * latentCount;
  451. }, 0) :
  452. 0;
  453. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  454. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  455. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  456. //觉醒生效时的协力、语音觉醒等的倍率
  457. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  458. //都要做四舍五入
  459. if (isDge && dgeRate[idx] != 1)
  460. {
  461. let rate = dgeRate[idx];
  462. reValue = Math.round(reValue * rate);
  463. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  464. }else
  465. {
  466. reValue = Math.round(reValue);
  467. reValueNoAwoken = Math.round(reValueNoAwoken);
  468. }
  469. if (idx < 2) //idx顺序为HP、ATK、RCV
  470. { //HP和ATK最低为1
  471. reValue = Math.max(reValue, 1);
  472. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  473. }
  474. return [reValue, reValueNoAwoken];
  475. });
  476. return abilitys;
  477. }
  478. function calculateAbility_max(id, solo, teamsCount) {
  479. const card = Cards[id];
  480. const tempMon = {
  481. id: id,
  482. level: card.limitBreakIncr ? 110 : card.maxLevel,
  483. 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
  484. awoken: card.awakenings.length,
  485. };
  486. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  487. if (abilities) {
  488. return {
  489. noAwoken: {
  490. hp: abilities[0][1],
  491. atk: abilities[1][1],
  492. rcv: abilities[2][1],
  493. },
  494. withAwoken: {
  495. hp: abilities[0][0],
  496. atk: abilities[1][0],
  497. rcv: abilities[2][0],
  498. },
  499. };
  500. } else {
  501. return null;
  502. }
  503. }
  504. //搜索卡片用
  505. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  506. 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
  507. //属性
  508. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  509. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  510. { //当两个颜色相同时,主副一样颜色的只需判断一次
  511. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  512. } else if (fixMainColor) //如果固定了顺序
  513. {
  514. const a1null = attr1 === null,
  515. a2null = attr2 === null;
  516. cardsRange = cardsRange.filter(c =>
  517. (a1null ? true : c.attrs[0] === attr1) &&
  518. (a2null ? true : c.attrs[1] === attr2)
  519. );
  520. } else //不限定顺序时
  521. {
  522. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  523. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  524. cardsRange = cardsRange.filter(c =>
  525. search_attrs.every(a => c.attrs.includes(a)) &&
  526. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  527. );
  528. }
  529. //类型
  530. if (types.length > 0) {
  531. cardsRange = cardsRange.filter(c => typeAndOr ?
  532. types.every(t => c.types.includes(t)) : //所有type都满足
  533. types.some(t => c.types.includes(t)) //只需要满足一个type
  534. );
  535. }
  536. //稀有度
  537. if (rares.length > 1) {
  538. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  539. }
  540. //觉醒
  541. //等效觉醒时,事先去除大觉醒
  542. if (equalAk) {
  543. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  544. bigEqualAwokens.forEach(bak => {
  545. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  546. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  547. if (!smallEqualAwoken) {
  548. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  549. awokens.push(smallEqualAwoken);
  550. }
  551. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  552. });
  553. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  554. }
  555. if (awokens.length > 0) {
  556. cardsRange = cardsRange.filter(card => {
  557. let cardAwakeningsArray = [];
  558. 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
  559. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  560. } else { //单个原始觉醒数组
  561. cardAwakeningsArray.push(card.awakenings);
  562. }
  563. 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
  564. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  565. if (equalAk) //如果开启等效觉醒
  566. {
  567. //搜索等效觉醒
  568. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  569. if (equivalentAwoken) {
  570. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  571. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  572. return totalNum >= ak.num;
  573. }
  574. }
  575. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  576. })
  577. );
  578. });
  579. }
  580. //超觉醒
  581. if (sawokens.length > 0 && !incSawoken) {
  582. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  583. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  584. return card.superAwakenings.includes(sak) ||
  585. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  586. }));
  587. }
  588. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  589. return cardsRange;
  590. }
  591. function searchByString(str)
  592. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  593. str = str.trim();
  594. if (str.length>0)
  595. {
  596. return Cards.filter(card =>
  597. {
  598. const names = [card.name];
  599. if (card.otLangName)
  600. {
  601. names.push(...Object.values(card.otLangName));
  602. }
  603. const tags = card.altName.concat();
  604. if (card.otTags)
  605. {
  606. tags.push(...card.otTags);
  607. }
  608. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  609. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  610. }
  611. );
  612. }else
  613. {
  614. return [];
  615. }
  616. }
  617. function copyString(input)
  618. {
  619. input.focus(); //设input为焦点
  620. input.select(); //选择全部
  621. if (document.execCommand('copy')) {
  622. document.execCommand('copy');
  623. }
  624. //input.blur(); //取消焦点
  625. }
  626. //产生一个怪物头像
  627. function createCardA() {
  628. const cdom = document.createElement("a");
  629. cdom.className = "monster";
  630. cdom.target = "_blank";
  631. const property = cdom.appendChild(document.createElement("div"));
  632. property.className = "property";
  633. const subproperty = cdom.appendChild(document.createElement("div"));
  634. subproperty.className = "subproperty";
  635. const cid = cdom.appendChild(document.createElement("div"));
  636. cid.className = "id";
  637. const cawoken = cdom.appendChild(document.createElement("div"));
  638. cawoken.className = "awoken-count-num";
  639. return cdom;
  640. }
  641. //返回文字说明内怪物Card的纯HTML
  642. function cardN(id) {
  643. const monOuterDom = document.createElement("span");
  644. monOuterDom.className = "detail-mon";
  645. const monDom = createCardA(id);
  646. monOuterDom.appendChild(monDom);
  647. monOuterDom.monDom = monDom;
  648. changeid({ id: id }, monDom);
  649. return monOuterDom;
  650. }
  651. //技能介绍里的头像的切换
  652. function changeToIdInSkillDetail(event) {
  653. const settingBox = editBox.querySelector(".setting-box");
  654. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  655. const mid = this.getAttribute("data-cardid");
  656. monstersID.value = mid;
  657. monstersID.onchange();
  658. return false; //取消链接的默认操作
  659. }
  660. //搜索并显示合作
  661. function searchCollab(event) {
  662. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  663. showSearch(Cards.filter(card => card.collabId == collabId));
  664. return false;
  665. }
  666. //将怪物的文字介绍解析为HTML
  667. function descriptionToHTML(str)
  668. {
  669. //str = str.replace(/\n/ig,"<br>"); //换行
  670. //str = str.replace(/ /ig,"&nbsp;"); //换行
  671. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  672. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  673. return str;
  674. }
  675. //默认的技能解释的显示行为
  676. function parseSkillDescription(skill) {
  677. const span = document.createElement("span");
  678. span.innerHTML = descriptionToHTML(skill.description);
  679. return span;
  680. }
  681. //大数字缩短长度,默认返回本地定义字符串
  682. function parseBigNumber(number) {
  683. return number.toLocaleString();
  684. }
  685. //判断是否是转生和超转生
  686. function isReincarnated(card) {
  687. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  688. }
  689. //获取类型允许的潜觉
  690. function getAllowLatent(card) {
  691. const latentSet = new Set(common_allowable_latent);
  692. card.types.filter(i => i >= 0)
  693. .map(type => type_allowable_latent[type])
  694. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  695. if (card.limitBreakIncr) {
  696. v120_allowable_latent.forEach(t => latentSet.add(t));
  697. }
  698. return Array.from(latentSet);
  699. }
  700. //计算队伍中有多少血量
  701. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  702. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  703. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  704. const mHpArr = memberArr.map(m => {
  705. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  706. let hp = ability ? ability[0] : 0;
  707. if (!hp) return 0;
  708. const card = Cards[m.id] || Cards[0];
  709. let hp1 = hp = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  710. let hp2 = hp = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  711. //演示用代码
  712. //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);
  713. return hp;
  714. });
  715. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  716. function memberHpMul(card, ls, memberArr, solo) {
  717. function hpMul(parm, scale) {
  718. if (scale == undefined || scale == 0) return 1;
  719. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  720. return scale / 100;
  721. }
  722. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  723. return scale / 100;
  724. }
  725. return 1;
  726. }
  727. const sk = ls.params;
  728. let scale = 1;
  729. switch (ls.type) {
  730. case 23:
  731. case 30:
  732. case 62:
  733. case 77:
  734. case 63:
  735. case 65:
  736. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  737. break;
  738. case 29:
  739. case 114:
  740. case 45:
  741. case 111:
  742. case 46:
  743. case 48:
  744. case 67:
  745. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  746. break;
  747. case 73:
  748. case 76:
  749. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  750. break;
  751. case 106:
  752. case 107:
  753. case 108:
  754. scale = sk[0] / 100;
  755. break;
  756. case 121:
  757. case 129:
  758. case 163:
  759. case 186:
  760. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  761. break;
  762. case 125: //队伍中必须有指定队员
  763. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  764. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  765. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  766. break;
  767. case 136:
  768. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  769. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  770. break;
  771. case 137:
  772. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  773. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  774. break;
  775. case 155:
  776. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  777. break;
  778. case 158:
  779. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  780. break;
  781. case 175: //队伍组成全为合作
  782. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  783. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  784. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  785. break;
  786. case 178:
  787. case 185:
  788. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  789. break;
  790. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  791. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  792. switch (sk[0]) {
  793. case 0: //全是像素进化
  794. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  795. break;
  796. case 2: //全是转生、超转生(8格潜觉)
  797. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  798. break;
  799. }
  800. break;
  801. case 229:{ //队员中存在每个属性或Type都算一次
  802. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  803. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  804. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  805. let correspondingAttrs = flags(sk[0]); //符合的属性
  806. let correspondingTypes = flags(sk[1]); //符合的类型
  807. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  808. scale = sk[2] * correspondingTimes / 100 + 1;
  809. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  810. break;
  811. }
  812. case 138: //调用其他队长技
  813. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  814. break;
  815. default:
  816. }
  817. return scale || 1;
  818. }
  819. return mHpArr;
  820. }
  821. //返回卡片的队长技能
  822. function getCardLeaderSkills(card, skillTypes) {
  823. if (!card) return [];
  824. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  825. }
  826. //返回卡片的主动技能
  827. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  828. if (!card) return [];
  829. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  830. }
  831. //查找到真正起作用的那一个技能
  832. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  833. if (skillTypes.includes(skill.type))
  834. {
  835. return [skill];
  836. }
  837. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  838. {
  839. //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
  840. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  841. subSkills = subSkills.filter(s=>s);
  842. return subSkills;
  843. }
  844. else
  845. {
  846. return [];
  847. }
  848. }
  849. //计算队伍是否为76
  850. function tIf_Effect_76board(leader1id, leader2id) {
  851. const searchTypeArray = [162, 186];
  852. function henshinBase(cardid, firstId)
  853. {
  854. if (firstId == undefined) firstId = cardid;
  855. let card = Cards[cardid];
  856. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  857. {
  858. card = henshinBase(card.henshinFrom, firstId);
  859. }
  860. return card;
  861. }
  862. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  863. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  864. return Boolean(ls1 || ls2);
  865. }
  866. //计算队伍是否为无天降
  867. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  868. const searchTypeArray = [163, 177];
  869. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  870. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  871. return Boolean(ls1 || ls2);
  872. }
  873. //计算队伍是否为毒无效
  874. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  875. const searchTypeArray = [197];
  876. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  877. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  878. return Boolean(ls1 || ls2);
  879. }
  880. //计算队伍的+C
  881. function tIf_Effect_addCombo(leader1id, leader2id) {
  882. return [
  883. getSkillAddCombo(Cards[leader1id]),
  884. getSkillAddCombo(Cards[leader2id])
  885. ];
  886. }
  887. function getSkillAddCombo(card) {
  888. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  889. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  890. if (!skill) return 0;
  891. switch (skill.type) {
  892. case 192:
  893. case 194:
  894. return skill.params[3];
  895. case 206:
  896. return skill.params[6];
  897. case 209:
  898. return skill.params[0];
  899. case 210:
  900. case 219:
  901. return skill.params[2];
  902. case 220:
  903. return skill.params[1];
  904. default:
  905. return 0;
  906. }
  907. }
  908. //计算队伍的追打
  909. function tIf_Effect_inflicts(leader1id, leader2id) {
  910. const searchTypeArray = [199, 200, 201, 223];
  911. return [
  912. getSkillFixedDamage(Cards[leader1id]),
  913. getSkillFixedDamage(Cards[leader2id])
  914. ];
  915. }
  916. function getSkillFixedDamage(card) {
  917. const searchTypeArray = [199, 200, 201, 223];
  918. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  919. if (!skill) return 0;
  920. switch (skill.type) {
  921. case 199:
  922. case 200:
  923. return skill.params[2];
  924. case 201:
  925. return skill.params[5];
  926. case 223:
  927. return skill.params[1];
  928. default:
  929. return 0;
  930. }
  931. }
  932. //计算队伍操作时间
  933. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  934. const searchTypeArray = [178, 15, 185];
  935. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  936. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  937. const time1 = leaderSkillMoveTime(ls1);
  938. const time2 = leaderSkillMoveTime(ls2);
  939. function leaderSkillMoveTime(ls) {
  940. const moveTime = { fixed: false, duration: 0 };
  941. if (!ls) return moveTime;
  942. const sk = ls.params;
  943. switch (ls.type) {
  944. case 178: //固定操作时间
  945. moveTime.fixed = true;
  946. moveTime.duration = sk[0];
  947. break;
  948. case 15:
  949. case 185:
  950. moveTime.duration += sk[0] / 100;
  951. break;
  952. default:
  953. }
  954. return moveTime;
  955. }
  956. let moveTime = {
  957. fixed: false,
  958. duration: {
  959. default: 5,
  960. leader: 0,
  961. badge: 0,
  962. awoken: 0,
  963. }
  964. }; //基础5秒
  965. //固定操作时间的直接返回
  966. if (time1.fixed || time2.fixed) {
  967. moveTime.fixed = true;
  968. moveTime.duration.leader = time1.fixed ?
  969. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  970. time2.duration;
  971. } else {
  972. moveTime.duration.leader = time1.duration + time2.duration;
  973. //1人、3人计算徽章
  974. if (solo || teamsCount === 3) {
  975. switch (team[2]) {
  976. case 1: //小手指
  977. moveTime.duration.badge = 1;
  978. break;
  979. case 13: //大手指
  980. moveTime.duration.badge = 2;
  981. break;
  982. case 18: //月卡
  983. moveTime.duration.badge = 3;
  984. break;
  985. }
  986. } else if (teamsCount === 2) //2人协力时的特殊处理
  987. {
  988. const teams = formation.teams;
  989. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  990. //复制队伍1,这里参数里的 team 换成了一个新的数组
  991. team = [
  992. team[0].concat(),
  993. team[1].concat()
  994. ];
  995. //把队伍2的队长和武器添加到复制的队伍1里面
  996. team[0].push(team2[0][team2[3]]);
  997. team[1].push(team2[1][team2[3]]);
  998. }
  999. //觉醒
  1000. const awokenMoveTime = [
  1001. { index: 19, value: 0.5 }, //小手指
  1002. { index: 53, value: 1 }, //大手指
  1003. ];
  1004. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1005. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1006. //潜觉
  1007. const latentMoveTime = [
  1008. { index: 4, value: 0.05 }, //小手指潜觉
  1009. { index: 31, value: 0.12 }, //大手指潜觉
  1010. ];
  1011. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1012. duration + team[0].reduce((count, menber) =>
  1013. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1014. }
  1015. return moveTime;
  1016. }
  1017. //将盾减伤比例组叠加为一个减伤范围组
  1018. function getReduceRange(reduceScales)
  1019. {
  1020. class reduceRange{
  1021. constructor(obj)
  1022. {
  1023. this.min = 0;
  1024. this.max = 100;
  1025. this.scale = 0;
  1026. this.probability = 1;
  1027. if (typeof obj == "object") Object.assign(this, obj);
  1028. }
  1029. }
  1030. const ranges = [new reduceRange()];
  1031. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1032. function processingRanges(ranges, scale)
  1033. {
  1034. //先找scale.min在某个范围内的
  1035. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1036. //再找scale.max在某个范围内的
  1037. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1038. //先只拆分不乘比例
  1039. if (rgLessIdx >= 0)
  1040. {
  1041. const range = ranges[rgLessIdx];
  1042. ranges.splice(rgLessIdx, 1,
  1043. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1044. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1045. );
  1046. }
  1047. if (rgMoreIdx >= 0)
  1048. {
  1049. const range = ranges[rgMoreIdx];
  1050. ranges.splice(rgMoreIdx, 1,
  1051. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1052. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1053. );
  1054. }
  1055. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1056. needChangeScaleRanges.forEach(range=>{
  1057. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1058. range.probability *= scale.probability;
  1059. });
  1060. }
  1061. //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
  1062. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1063. reduceScales.forEach(scale=>{
  1064. if (scale.attrs == 0) //没有属性的
  1065. {
  1066. return;
  1067. }
  1068. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1069. {
  1070. const attrs = flags(scale.attrs); //得到属性数组
  1071. attrs.forEach(n=>{
  1072. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1073. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1074. });
  1075. }
  1076. else
  1077. { //只处理第一数组
  1078. processingRanges(ranges, scale);
  1079. }
  1080. });
  1081. return attrsRanges;
  1082. }
  1083. //获取盾减伤比例组
  1084. function getReduceScales(leaderid) {
  1085. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1086. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1087. function leaderReduceScale(ls) {
  1088. const reduce = {
  1089. scale: 0,
  1090. hp: {
  1091. max: 100,
  1092. min: 0
  1093. },
  1094. probability: 1,
  1095. attrs: 31, //5色是31
  1096. };
  1097. if (!ls) return reduce;
  1098. const sk = ls.params;
  1099. switch (ls.type) {
  1100. case 16: //无条件盾
  1101. reduce.scale = sk[0] / 100;
  1102. break;
  1103. case 17: //单属性盾
  1104. reduce.scale = sk[1] / 100;
  1105. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1106. break;
  1107. case 36: //2个属性盾
  1108. reduce.scale = sk[2] / 100;
  1109. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1110. break;
  1111. case 38: //血线下 + 可能几率
  1112. case 43: //血线上 + 可能几率
  1113. reduce.scale = (sk[2] || 0) / 100;
  1114. reduce.probability = sk[1] / 100;
  1115. if (sk[0] == 100)
  1116. {
  1117. reduce.hp.max = sk[0];
  1118. reduce.hp.min = 99;
  1119. }else
  1120. {
  1121. if(ls.type == 38)
  1122. {
  1123. reduce.hp.max = sk[0];
  1124. reduce.hp.min = 0;
  1125. }else
  1126. {
  1127. reduce.hp.max = 100;
  1128. reduce.hp.min = sk[0];
  1129. }
  1130. }
  1131. break;
  1132. case 129: //无条件盾,属性个数不固定
  1133. case 163: //无条件盾,属性个数不固定
  1134. case 130: //血线下 + 属性个数不固定
  1135. case 131: //血线上 + 属性个数不固定
  1136. reduce.scale = (sk[6] || 0) / 100;
  1137. reduce.attrs = 0 | sk[5];
  1138. if (ls.type == 130 || ls.type == 131)
  1139. {
  1140. if (sk[0] == 100)
  1141. {
  1142. reduce.hp.max = sk[0];
  1143. reduce.hp.min = 99;
  1144. }else
  1145. {
  1146. if(ls.type == 130)
  1147. {
  1148. reduce.hp.max = sk[0];
  1149. reduce.hp.min = 0;
  1150. }else
  1151. {
  1152. reduce.hp.max = 100;
  1153. reduce.hp.min = sk[0];
  1154. }
  1155. }
  1156. }
  1157. break;
  1158. case 178: //无条件盾,属性个数不固定
  1159. reduce.scale = (sk[7] || 0) / 100;
  1160. reduce.attrs = 0 | sk[6];
  1161. break;
  1162. case 151: //十字心触发
  1163. case 169: //C触发
  1164. case 198: //回血触发
  1165. reduce.scale = (sk[2] || 0) / 100;
  1166. break;
  1167. case 170: //多色触发
  1168. case 182: //长串触发
  1169. case 193: //L触发
  1170. reduce.scale = (sk[3] || 0) / 100;
  1171. break;
  1172. case 171: //多串触发
  1173. reduce.scale = (sk[6] || 0) / 100;
  1174. break;
  1175. case 183: //又是个有两段血线的队长技
  1176. reduce.scale = (sk[4] || 0) / 100;
  1177. if (sk[2] == 100)
  1178. {
  1179. reduce.hp.max = sk[2];
  1180. reduce.hp.min = 99;
  1181. }else
  1182. {
  1183. reduce.hp.max = 100;
  1184. reduce.hp.min = sk[2];
  1185. }
  1186. break;
  1187. default:
  1188. }
  1189. return reduce;
  1190. }
  1191. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1192. }

智龙迷城队伍图制作工具