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script-skill-parser.js 56 kB

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  1. //带标签的模板字符串
  2. function tp(strings, ...keys) {
  3. return (function(...values) {
  4. let dict = values[values.length - 1] || {};
  5. let fragment = document.createDocumentFragment();
  6. fragment.appendChild(document.createTextNode(strings[0]));
  7. //let result = [strings[0]];
  8. keys.forEach(function(key, i) {
  9. let value = Number.isInteger(key) ? values[key] : dict[key];
  10. if (typeof value == "string" || typeof value == "number")
  11. {
  12. value = document.createTextNode(value);
  13. }
  14. try{
  15. console.log(value);
  16. fragment.appendChild(value);
  17. }catch(e)
  18. {
  19. console.log(value, e);
  20. console.log(keys, values);
  21. }
  22. fragment.appendChild(document.createTextNode(strings[i + 1]));
  23. });
  24. return fragment;
  25. });
  26. }
  27. const Attributes = {
  28. /*0: "Fire",
  29. 1: "Water",
  30. 2: "Wood",
  31. 3: "Light",
  32. 4: "Dark",
  33. 5: "Heart",
  34. 6: "Jammer",
  35. 7: "Poison",
  36. 8: "MPoison",
  37. 9: "Bomb",*/
  38. Fire: 0,
  39. Water: 1,
  40. Wood: 2,
  41. Light: 3,
  42. Dark: 4,
  43. Heart: 5,
  44. Jammer: 6,
  45. Poison: 7,
  46. MPoison: 8,
  47. Bomb: 9,
  48. }
  49. for (let name in Attributes)
  50. {
  51. Attributes[Attributes[name]] = name;
  52. }
  53. Attributes.all = function () {
  54. return [
  55. this.Fire,
  56. this.Water,
  57. this.Wood,
  58. this.Light,
  59. this.Dark
  60. ];
  61. }
  62. Attributes.orbs = function () {
  63. return [
  64. this.Fire,
  65. this.Water,
  66. this.Wood,
  67. this.Light,
  68. this.Dark,
  69. this.Heart,
  70. this.Jammer,
  71. this.Poison,
  72. this.MPoison,
  73. this.Bomb,
  74. ];
  75. }
  76. const SkillValue = {
  77. isLess: function (value) {
  78. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  79. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  80. return false;
  81. }
  82. };
  83. const SkillValueKind = {
  84. Percent: 'mul',
  85. Constant: 'const',
  86. xMaxHP: 'mul-maxhp',
  87. xHP: 'mul-hp',
  88. xATK: 'mul-atk',
  89. xRCV: 'mul-rcv',
  90. RandomATK: 'random-atk',
  91. HPScale: 'hp-scale',
  92. xTeamATK: 'mul-team-atk',
  93. xTeamRCV: 'mul-team-rcv',
  94. xAwakenings: 'mul-awakenings',
  95. };
  96. const SkillPowerUpKind = {
  97. Multiplier: 'mul',
  98. ScaleAttributes: 'scale-attrs',
  99. ScaleCombos: 'scale-combos',
  100. ScaleMatchLength: 'scale-match-len',
  101. ScaleMatchAttrs: 'scale-match-attrs',
  102. ScaleCross: 'scale-cross',
  103. ScaleAwakenings: 'scale-awakenings',
  104. };
  105. const SkillKinds = {
  106. Unknown: "unknown",
  107. ActiveTurns: "active-turns",
  108. DamageEnemy: "damage-enemy",
  109. Vampire: "vampire",
  110. ReduceDamage: "reduce-damage",
  111. Heal: "heal",
  112. ChangeOrbs: "change-orbs",
  113. PowerUp: "power-up",
  114. CounterAttack: "counter-attack",
  115. SetOrbState: "set-orb-state",
  116. RateMultiply: "rate-mul",
  117. OrbDropIncrease: "orb-drop-incr",
  118. Resolve: "resolve",
  119. Delay: "delay",
  120. DefenseBreak: "def-break",
  121. MassAttack: "mass-attack",
  122. BoardChange: "board-change",
  123. Unbind: "unbind",
  124. RandomSkills: "random-skills",
  125. ChangeAttribute: "change-attr",
  126. SkillBoost: "skill-boost",
  127. AddCombo: "add-combo",
  128. VoidEnemyBuff: "void-enemy-buff",
  129. Poison: "poison",
  130. CTW: "ctw",
  131. Gravity: "gravity",
  132. FollowAttack: "follow-attack",
  133. AutoHeal: "auto-heal",
  134. TimeExtend: "time-extend",
  135. DropRefresh: "drop-refresh",
  136. LeaderChange: "leader-change",
  137. MinMatchLength: "min-match-len",
  138. FixedTime: "fixed-time",
  139. Drum: "drum",
  140. Board7x6: "7x6-board",
  141. NoSkyfall: "no-skyfall",
  142. }
  143. function skillParser(skillId)
  144. {
  145. const skill = Skills[skillId];
  146. if (!skill) return [];
  147. if (!parsers[skill.type]) {
  148. return [{ kind: SkillKinds.Unknown }];
  149. }
  150. //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析
  151. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  152. const skills = (Array.isArray(result) ? result : [result])
  153. .filter(s => Boolean(s))
  154. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  155. return skills;
  156. }
  157. //返回flag里值为true的数组,如[1,4,7]
  158. function flags(num){
  159. /*
  160. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  161. return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
  162. */
  163. const arr = [];
  164. for (let i = 0; i<32;i++)
  165. {
  166. if (num & (1<<i))
  167. {
  168. arr.push(i);
  169. }
  170. }
  171. return arr;
  172. }
  173. const v = {
  174. percent: function(value) {
  175. return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
  176. },
  177. constant: function(value) {
  178. return { kind: SkillValueKind.Constant, value: value || 0 };
  179. },
  180. xMaxHP: function(value) {
  181. return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
  182. },
  183. xHP: function(value) {
  184. return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
  185. },
  186. xATK: function(value) {
  187. return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
  188. },
  189. xRCV: function(value) {
  190. return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
  191. },
  192. randomATK: function(min, max) {
  193. return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
  194. },
  195. hpScale: function(min, max, scale) {
  196. return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
  197. },
  198. xTeamATK: function(attrs, value) {
  199. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
  200. },
  201. xTeamRCV: function(value) {
  202. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
  203. },
  204. percentAwakenings: function(awakenings, value) {
  205. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
  206. },
  207. };
  208. const c = {
  209. hp: function (min, max) {
  210. return { hp: { min: min / 100, max: max / 100 } };
  211. },
  212. exact: function (type, value, attrs) {
  213. if (attrs === void 0) { attrs = Attributes.all(); }
  214. return { exact: { type: type, value: value, attrs: attrs } };
  215. },
  216. compo: function (type, ids) {
  217. return { compo: { type: type, ids: ids } };
  218. },
  219. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  220. useSkill: function () { return { useSkill: true }; },
  221. multiplayer: function () { return { multiplayer: true }; },
  222. probability: function (percent) { return { probability: percent }; },
  223. }
  224. const p = {
  225. mul: function (values) {
  226. if (Array.isArray(values)) {
  227. return {
  228. kind: SkillPowerUpKind.Multiplier,
  229. hp: 1,
  230. atk: values[0] / 100,
  231. rcv: values[1] / 100
  232. };
  233. }
  234. else {
  235. return {
  236. kind: SkillPowerUpKind.Multiplier,
  237. hp: (values.hp || 100) / 100,
  238. atk: (values.atk || 100) / 100,
  239. rcv: (values.rcv || 100) / 100
  240. };
  241. }
  242. },
  243. stats: function (value) {
  244. let statTypes = Array.from(arguments).slice(1);
  245. return [
  246. statTypes.indexOf(1) >= 0 ? value : 100,
  247. statTypes.indexOf(2) >= 0 ? value : 100
  248. ];
  249. },
  250. scale: function (min, max, baseMul, bonusMul) {
  251. return {
  252. min: min,
  253. max: max || min,
  254. baseAtk: (baseMul[0] / 100) || 1,
  255. baseRcv: (baseMul[1] / 100) || 1,
  256. bonusAtk: (bonusMul[0] / 100) || 0,
  257. bonusRcv: (bonusMul[1] / 100) || 0
  258. };
  259. },
  260. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  261. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  262. },
  263. scaleCombos: function (min, max, baseMul, bonusMul) {
  264. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  265. },
  266. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
  267. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  268. },
  269. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  270. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  271. },
  272. scaleCross: function (crosses) {
  273. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, mul: (cross.mul / 100) || 1 })) };
  274. },
  275. scaleAwakenings: function (awakenings, value) {
  276. return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
  277. },
  278. }
  279. function activeTurns(turns, skill) {
  280. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  281. }
  282. function damageEnemy(target, attr, damage, selfHP) {
  283. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
  284. }
  285. function vampire(attr, damageValue, healValue) {
  286. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  287. }
  288. function reduceDamage(attrs, percent, condition) {
  289. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  290. }
  291. function heal(value) {
  292. return { kind: SkillKinds.Heal, value: value };
  293. }
  294. function changeOrbs() {
  295. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  296. }
  297. function powerUp(attrs, types, value, condition, reduceDamageValue) {
  298. if (value.kind === SkillPowerUpKind.Multiplier) {
  299. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  300. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  301. return null;
  302. }
  303. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
  304. }
  305. function counterAttack(attr, prob, value) {
  306. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  307. }
  308. function setOrbState(orbs, state) {
  309. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
  310. }
  311. function rateMultiply(value, rate) {
  312. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  313. }
  314. function orbDropIncrease(value, attrs) {
  315. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
  316. }
  317. function resolve(min, condition) {
  318. return { kind: SkillKinds.Resolve, min: min, max: 1, condition: condition };
  319. }
  320. function unbind(normal, awakenings) {
  321. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
  322. }
  323. function boardChange(attrs) {
  324. return { kind: SkillKinds.BoardChange, attrs: attrs };
  325. }
  326. function randomSkills(skills) {
  327. return { kind: SkillKinds.RandomSkills, skills: skills };
  328. }
  329. function changeAttr(target, attr) {
  330. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
  331. }
  332. function gravity(value) {
  333. return { kind: SkillKinds.Gravity, value: value };
  334. }
  335. function voidEnemyBuff(buffs) {
  336. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  337. }
  338. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  339. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  340. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
  341. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  342. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  343. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  344. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  345. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  346. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  347. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  348. function delay() { return { kind: SkillKinds.Delay }; }
  349. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  350. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  351. function drum() { return { kind: SkillKinds.Drum }; }
  352. function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
  353. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  354. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  355. const parsers = {
  356. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  357. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  358. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  359. [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
  360. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  361. [4](mul) { return poison(v.xATK(mul)); },
  362. [5](time) { return CTW(v.constant(time)); },
  363. [6](percent) { return gravity(v.xHP(percent)); },
  364. [7](mul) { return heal(v.xRCV(mul)); },
  365. [8](value) { return heal(v.constant(value)); },
  366. [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
  367. [10]() { return dropRefresh(); },
  368. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  369. [12](mul) { return followAttack(v.xATK(mul)); },
  370. [13](mul) { return autoHeal(v.xRCV(mul)); },
  371. [14](min, percent) { return resolve(v.percent(min), c.probability(percent)); },
  372. [15](time) { return timeExtend(v.constant(time / 100)); },
  373. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  374. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  375. [18](turns) { return activeTurns(turns, delay()); },
  376. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  377. [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
  378. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  379. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  380. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  381. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  382. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  383. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  384. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  385. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  386. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  387. [33]() { return drum(); },
  388. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  389. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  390. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  391. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  392. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  393. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  394. [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
  395. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  396. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  397. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  398. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  399. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  400. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  401. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  402. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
  403. [51](turns) { return activeTurns(turns, massAttack()); },
  404. [52](attr) { return setOrbState([attr], 'enhanced'); },
  405. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  406. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  407. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  408. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  409. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  410. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  411. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  412. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
  413. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  414. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  415. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  416. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  417. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  418. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  419. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  420. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  421. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  422. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  423. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  424. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  425. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  426. [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  427. [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  428. [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  429. [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  430. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  431. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  432. [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
  433. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  434. [93]() { return leaderChange(); },
  435. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  436. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  437. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  438. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  439. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  440. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  441. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  442. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  443. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  444. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  445. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  446. [107](hp) { return powerUp(null, null, p.mul({ hp })); },
  447. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  448. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  449. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  450. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  451. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  452. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  453. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  454. [117](bind, rcv, constant, hp, awokenBind) {
  455. return [
  456. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  457. (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
  458. ].filter(Boolean);
  459. },
  460. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  461. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  462. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
  463. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
  464. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
  465. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  466. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  467. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  468. },
  469. [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
  470. [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
  471. [127](cols1, attrs1, cols2, attrs2) {
  472. return changeOrbs(
  473. { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
  474. { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
  475. );
  476. },
  477. [128](rows1, attrs1, rows2, attrs2) {
  478. return changeOrbs(
  479. { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
  480. { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
  481. );
  482. },
  483. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  484. return [
  485. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  486. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  487. ];
  488. },
  489. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  490. return [
  491. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
  492. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  493. ];
  494. },
  495. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  496. return [
  497. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
  498. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  499. ];
  500. },
  501. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  502. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
  503. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  504. return [
  505. powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  506. powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  507. ];
  508. },
  509. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  510. return [
  511. powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  512. powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  513. ];
  514. },
  515. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  516. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  517. return [
  518. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  519. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
  520. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  521. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  522. ),
  523. ];
  524. },
  525. [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
  526. [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
  527. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  528. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  529. [145](mul) { return heal(v.xTeamRCV(mul)); },
  530. [146](turns) { return skillBoost(turns); },
  531. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  532. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  533. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  534. [151](mul, _, percent) {
  535. return [
  536. powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
  537. ];
  538. },
  539. [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
  540. [153](attr) { return changeAttr('opponent', attr); },
  541. [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
  542. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
  543. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  544. return activeTurns(turns, type === 2 ?
  545. powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
  546. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
  547. );
  548. },
  549. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  550. return powerUp(null, null, p.scaleCross([
  551. { single: false, attr: attr1, mul: mul1 },
  552. { single: false, attr: attr2, mul: mul2 },
  553. { single: false, attr: attr3, mul: mul3 }
  554. ].filter(cross => cross.mul)));
  555. },
  556. [158](len, attrs, types, atk, hp, rcv) {
  557. return [
  558. minMatch(len),
  559. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  560. ];
  561. },
  562. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  563. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  564. [161](percent) { return gravity(v.xMaxHP(percent)); },
  565. [162]() { return board7x6(); },
  566. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  567. return [
  568. noSkyfall(),
  569. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  570. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  571. ];
  572. },
  573. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  574. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  575. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  576. },
  577. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  578. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  579. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  580. [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  581. [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  582. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  583. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  584. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
  585. },
  586. [172]() { return setOrbState(null, 'unlocked'); },
  587. [173](turns, attrAbsorb, _, damageAbsorb) {
  588. return activeTurns(turns, voidEnemyBuff(
  589. [
  590. attrAbsorb && 'attr-absorb',
  591. damageAbsorb && 'damage-absorb'
  592. ].filter((buff) => typeof buff === 'string')
  593. ));
  594. },
  595. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  596. [177](_0, _1, _2, _3, _4, remains, mul) {
  597. return [
  598. noSkyfall(),
  599. powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
  600. ];
  601. },
  602. [178](time, attrs, types, hp, atk, rcv) {
  603. return [
  604. fixedTime(time),
  605. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  606. ];
  607. },
  608. [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
  609. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
  610. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  611. [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
  612. return [
  613. powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
  614. powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
  615. ];
  616. },
  617. [184](turns) { return activeTurns(turns, noSkyfall()); },
  618. [185](time, attrs, types, hp, atk, rcv) {
  619. return [
  620. timeExtend(v.constant(time / 100)),
  621. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  622. ];
  623. },
  624. [186](attrs, types, hp, atk, rcv) {
  625. return [
  626. board7x6(),
  627. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  628. ];
  629. },
  630. [188](value) {
  631. return damageEnemy('single', 'fixed', v.constant(value));
  632. },
  633. };
  634. function _appendToFragment(fragment, arg){
  635. if (Array.isArray(arg))
  636. {
  637. arg.forEach(element=>_appendToFragment(fragment, element));
  638. }
  639. else if (typeof arg == "string" || typeof arg == "number")
  640. {
  641. return fragment.appendChild(document.createTextNode(arg));
  642. }
  643. else
  644. {
  645. return fragment.appendChild(arg);
  646. }
  647. }
  648. function renderSkills(skills)
  649. {
  650. const ul = document.createElement("ul");
  651. ul.className = "card-skill-list";
  652. skills.forEach(skill=>{
  653. const li = ul.appendChild(document.createElement("li"));
  654. li.className = skill.kind;
  655. li.appendChild(renderSkill(skill));
  656. });
  657. return ul;
  658. }
  659. function renderSkill(skill, option = {})
  660. {
  661. function appendToFragment(arg){
  662. return _appendToFragment(fragment, arg);
  663. }
  664. function createIcon(iconType, className){
  665. const idoc = document.createElement("icon");
  666. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  667. idoc.setAttribute("data-icon-type", iconType);
  668. return idoc;
  669. }
  670. const fragment = document.createDocumentFragment();
  671. if (typeof localTranslating == "undefined") return fragment;
  672. const tsp = localTranslating.skill_parse;
  673. const tsps = localTranslating.skill_parse.skill;
  674. const tspu = localTranslating.skill_parse.unit;
  675. const tspt = localTranslating.skill_parse.stats;
  676. switch (skill.kind) {
  677. case SkillKinds.Unknown: {
  678. appendToFragment(tsps.unknown());
  679. break;
  680. }
  681. case SkillKinds.ActiveTurns: { //有回合的行动
  682. appendToFragment(tsps.active_turns({
  683. turns: skill.turns,
  684. active: renderSkill(skill.skill, { forTurns: true }),
  685. }));
  686. break;
  687. }
  688. case SkillKinds.RandomSkills: { //随机技能
  689. const ul = document.createElement("ul");
  690. ul.className = "random-active-skill";
  691. skill.skills.forEach(subSkills=>{
  692. const li = ul.appendChild(document.createElement("li"));
  693. li.appendChild(renderSkills(subSkills));
  694. });
  695. appendToFragment(tsps.random_skills(ul));
  696. break;
  697. }
  698. case SkillKinds.Delay: { //威吓
  699. //appendToFragment(createIcon("delay"));
  700. appendToFragment(tsps.delay({icon:createIcon("delay")}));
  701. break;
  702. }
  703. case SkillKinds.MassAttack: { //全体攻击
  704. appendToFragment(createIcon("mass-attack"));
  705. appendToFragment(tsps.mass_attack());
  706. break;
  707. }
  708. case SkillKinds.LeaderChange: { //切换队长
  709. appendToFragment(createIcon("leader-change"));
  710. appendToFragment(tsps.leader_change());
  711. break;
  712. }
  713. case SkillKinds.NoSkyfall: { //无天降
  714. appendToFragment(createIcon("no-skyfall"));
  715. appendToFragment(tsps.no_skyfall());
  716. break;
  717. }
  718. case SkillKinds.Heal: { //回血主动
  719. option.forTurns ?
  720. appendToFragment(createIcon("auto-heal")) :
  721. appendToFragment(createIcon("heal", "hp-incr"))
  722. ;
  723. appendToFragment(tsps.heal(renderValue(skill.value)));
  724. break;
  725. }
  726. case SkillKinds.DefenseBreak: { //破防
  727. appendToFragment(createIcon("defense-break"));
  728. appendToFragment(tsps.defense_break(renderValue(skill.value)));
  729. break;
  730. }
  731. case SkillKinds.Poison: { //毒
  732. appendToFragment(createIcon("poison"));
  733. appendToFragment(tsps.poison(renderValue(skill.value)));
  734. break;
  735. }
  736. case SkillKinds.TimeExtend: { //时间变化buff
  737. appendToFragment(createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"));
  738. appendToFragment(tsps.time_extend(renderValue(skill.value, { unit: tspu.seconds, showsPlusSign:true, showPercent:true })));
  739. break;
  740. }
  741. case SkillKinds.FollowAttack: { //队长技追打
  742. appendToFragment(tsps.follow_attack(renderValue(skill.value)));
  743. break;
  744. }
  745. case SkillKinds.AutoHeal: { //队长技自动回血
  746. appendToFragment(createIcon("auto-heal"));
  747. appendToFragment(tsps.auto_heal(renderValue(skill.value)));
  748. break;
  749. }
  750. case SkillKinds.CTW: { //时间暂停
  751. appendToFragment(createIcon("ctw"));
  752. appendToFragment(tsps.ctw(renderValue(skill.value, { unit: tspu.seconds })));
  753. break;
  754. }
  755. case SkillKinds.Gravity: { //重力
  756. console.log(skill.value)
  757. appendToFragment(tsps.gravity({
  758. icon: createIcon("gravity"),
  759. target: tsp.target.enemy(),
  760. value: renderValue(skill.value, { showPercent:true }),
  761. }));
  762. break;
  763. }
  764. case SkillKinds.Resolve: { //根性
  765. appendToFragment(createIcon("resolve"));
  766. appendToFragment(tsps.resolve(renderStat('hp'), renderValue(skill.min, { showPercent:true }), skill.condition.probability));
  767. break;
  768. }
  769. /*
  770. case SkillKinds.BoardChange: {
  771. const { attrs } = skill as Skill.BoardChange;
  772. return (
  773. <span className="CardSkill-skill">
  774. <AssetBox className="CardSkill-icon-box" title="Board change">
  775. <Asset assetId="status-combo" className="CardSkill-icon" />
  776. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  777. </AssetBox>
  778. {renderOrbs(attrs)}
  779. </span>
  780. );
  781. }
  782. case SkillKinds.SkillBoost: {
  783. const { value } = skill as Skill.WithValue<number>;
  784. return (
  785. <span className="CardSkill-skill">
  786. <Asset assetId="skill-boost" className="CardSkill-icon" title="Skill boost" />
  787. {value} turns
  788. </span>
  789. );
  790. }
  791. case SkillKinds.AddCombo: {
  792. const { value } = skill as Skill.WithValue<number>;
  793. return (
  794. <span className="CardSkill-skill">
  795. <Asset assetId={`status-combo-p${value}`} className="CardSkill-icon" title={`Add ${value} combo`} />
  796. </span>
  797. );
  798. }
  799. case SkillKinds.FixedTime: {
  800. const { value } = skill as Skill.WithValue<number>;
  801. return (
  802. <span className="CardSkill-skill">
  803. <AssetBox className="CardSkill-icon-box" title="Fixed movement time">
  804. <Asset assetId="status-time-incr" className="CardSkill-icon" />
  805. <Asset assetId="orb-locked" className="CardSkill-icon" />
  806. </AssetBox>
  807. {value} seconds
  808. </span>
  809. );
  810. }
  811. case SkillKinds.MinMatchLength: {
  812. const { value } = skill as Skill.WithValue<number>;
  813. return <span className="CardSkill-skill">minimum match length {value}</span>;
  814. }
  815. case SkillKinds.DropRefresh: {
  816. return <span className="CardSkill-skill">drop refresh</span>;
  817. }
  818. case SkillKinds.Drum: {
  819. return <span className="CardSkill-skill">drum sound</span>;
  820. }
  821. case SkillKinds.Board7x6: {
  822. return <span className="CardSkill-skill">7x6 board</span>;
  823. }
  824. case SkillKinds.DamageEnemy: {
  825. const { attr, target, selfHP, damage } = skill as Skill.DamageEnemy;
  826. return (
  827. <span className="CardSkill-skill">
  828. {!!selfHP && <>HP = {renderValue(selfHP)} &rArr;</>}
  829. <Asset assetId="skill-attack" className="CardSkill-icon" />
  830. {target === 'all' && <Asset assetId="status-mass-attack" className="CardSkill-icon" title="All enemies" />}
  831. {target === 'single' && <>single enemy </>}
  832. {typeof target === 'number' && <>{renderAttrs(target)} enemies </>}
  833. &rArr; {renderValue(damage)}
  834. {attr === 'fixed' && <Asset assetId="status-def-break" className="CardSkill-icon" title="Fixed damage" />}
  835. {typeof attr === 'number' && renderAttrs(attr)}
  836. </span>
  837. );
  838. }
  839. case SkillKinds.Vampire: {
  840. const { attr, damage, heal } = skill as Skill.Vampire;
  841. return (
  842. <span className="CardSkill-skill">
  843. <Asset assetId="skill-attack" className="CardSkill-icon" />
  844. single enemy &rArr; {renderValue(damage)}
  845. {typeof attr === 'number' && renderAttrs(attr)}
  846. &nbsp;&rArr;
  847. <Asset assetId="status-heal" className="CardSkill-icon" />
  848. {renderValue(heal)} damage
  849. </span>
  850. );
  851. }
  852. case SkillKinds.CounterAttack: {
  853. const { attr, prob, value } = skill as Skill.CounterAttack;
  854. return (
  855. <span className="CardSkill-skill">
  856. <Asset assetId="status-counter" className="CardSkill-icon" />
  857. {renderValue(prob)} &rArr; {renderValue(value)} damage
  858. {typeof attr === 'number' && renderAttrs(attr)}
  859. </span>
  860. );
  861. }
  862. case SkillKinds.ChangeOrbs: {
  863. const { changes } = skill as Skill.ChangeOrbs;
  864. return (
  865. <span className="CardSkill-skill">
  866. <AssetBox className="CardSkill-icon-box" title="Change orbs">
  867. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  868. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  869. </AssetBox>
  870. <span className="CardSkill-item-list">
  871. {changes.map((change, i) => {
  872. switch (change.kind) {
  873. case 'from':
  874. return (
  875. <span key={i}>
  876. {renderOrbs(change.from)} &rArr; {renderOrbs(change.to)}
  877. </span>
  878. );
  879. case 'gen':
  880. return (
  881. <span key={i}>
  882. {renderOrbs(change.exclude).map((orb, j) => (
  883. <AssetBox className="CardSkill-icon-box" key={j}>
  884. {orb}
  885. <Asset assetId="overlay-cross" className="CardSkill-icon" />
  886. </AssetBox>
  887. ))} &rArr; {renderOrbs(change.to)} &times; {change.count}
  888. </span>
  889. );
  890. case 'fixed':
  891. return (change.positions.length > 0 &&
  892. <span key={i}>
  893. {change.type === 'col' ? 'column' : 'row'}&nbsp;
  894. {change.positions.map(p => p + 1).join(', ')}
  895. &nbsp;&rArr; {renderOrbs(change.to)}
  896. </span>
  897. );
  898. }
  899. })}
  900. </span>
  901. </span>
  902. );
  903. }
  904. case SkillKinds.Unbind: {
  905. const { normal, awakenings } = skill as Skill.Unbind;
  906. return (
  907. <span className="CardSkill-skill CardSkill-item-list">
  908. {!!normal && <span>
  909. <Asset assetId="skill-unbind" className="CardSkill-icon" />
  910. {normal} turns
  911. </span>}
  912. {!!awakenings && <span>
  913. <AssetBox className="CardSkill-icon-box">
  914. <Asset assetId="status-bind-awakenings" className="CardSkill-icon" />
  915. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  916. </AssetBox>
  917. {awakenings} turns
  918. </span>}
  919. </span>
  920. );
  921. }
  922. case SkillKinds.OrbDropIncrease: {
  923. const { attrs, value } = skill as Skill.OrbDropIncrease;
  924. let attrElems: React.ReactNode[];
  925. if (attrs === 'enhanced')
  926. attrElems = [<Asset assetId="status-orb-enhanced" className="CardSkill-icon" key="enhanced" />];
  927. else
  928. attrElems = renderOrbs(attrs);
  929. attrElems = attrElems.map((elem, i) => (
  930. <AssetBox className="CardSkill-icon-box" key={i}>
  931. {elem}
  932. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  933. </AssetBox>
  934. ));
  935. return (
  936. <span className="CardSkill-skill">
  937. {attrElems}
  938. {renderValue(value)}
  939. </span>
  940. );
  941. }
  942. case SkillKinds.VoidEnemyBuff: {
  943. const { buffs } = skill as Skill.VoidEnemyBuff;
  944. return (
  945. <span className="CardSkill-skill">{
  946. buffs.map(buff => {
  947. switch (buff) {
  948. case 'attr-absorb': return (
  949. <AssetBox className="CardSkill-icon-box" key={buff}>
  950. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  951. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  952. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  953. </AssetBox>
  954. );
  955. case 'damage-absorb': return (
  956. <AssetBox className="CardSkill-icon-box" key={buff}>
  957. <Asset assetId="status-damage-absorb" className="CardSkill-icon" />
  958. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  959. </AssetBox>
  960. );
  961. }
  962. })
  963. } </span>
  964. );
  965. }
  966. case SkillKinds.ChangeAttribute: {
  967. const { attr, target } = skill as Skill.ChangeAttribute;
  968. return (
  969. <span className="CardSkill-skill">
  970. {target === 'self' && 'Self'}
  971. {target === 'opponent' && 'enemy'}
  972. &nbsp;&rArr; {renderAttrs(attr)}
  973. </span>
  974. );
  975. }
  976. case SkillKinds.SetOrbState: {
  977. const { orbs, state } = skill as Skill.SetOrbState;
  978. let orbElems: React.ReactNode[];
  979. if (!orbs) {
  980. orbElems = [<Asset assetId="orb-blind" className="CardSkill-icon" key="all" />];
  981. } else {
  982. orbElems = renderOrbs(orbs);
  983. }
  984. return (
  985. <span className="CardSkill-skill">
  986. {(state === 'enhanced' || state === 'locked') && orbElems}
  987. {state === 'unlocked' && orbElems.map((elem, i) => (
  988. <AssetBox className="CardSkill-icon-box" key={i}>
  989. {elem}
  990. <Asset assetId="orb-locked" className="CardSkill-icon" />
  991. </AssetBox>
  992. ))}
  993. &rArr;
  994. {state === 'enhanced' && orbElems.map((elem, i) => (
  995. <AssetBox className="CardSkill-icon-box" key={i}>
  996. {elem}
  997. <Asset assetId="orb-enhanced" className="CardSkill-icon" />
  998. </AssetBox>
  999. ))}
  1000. {state === 'locked' && orbElems.map((elem, i) => (
  1001. <AssetBox className="CardSkill-icon-box" key={i}>
  1002. {elem}
  1003. <Asset assetId="orb-locked" className="CardSkill-icon" />
  1004. </AssetBox>
  1005. ))}
  1006. {state === 'unlocked' && orbElems}
  1007. </span>
  1008. );
  1009. }
  1010. case SkillKinds.RateMultiply: {
  1011. const { rate, value } = skill as Skill.RateMultiply;
  1012. return (
  1013. <span className="CardSkill-skill">
  1014. {rate === 'drop' && 'drop rate'}
  1015. {rate === 'coin' && 'coins'}
  1016. {rate === 'exp' && 'EXP'}
  1017. &nbsp;&times;&nbsp;
  1018. {renderValue(value)}
  1019. </span>
  1020. );
  1021. }
  1022. case SkillKinds.ReduceDamage: {
  1023. const { attrs, percent, condition } = skill as Skill.ReduceDamage;
  1024. return (
  1025. <span className="CardSkill-skill">
  1026. {!!condition && <>{renderCondition(condition)} &rArr; </>}
  1027. <Asset assetId="status-def" className="CardSkill-icon" />
  1028. {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)}
  1029. {renderValue(percent)}
  1030. </span>
  1031. );
  1032. }
  1033. case SkillKinds.PowerUp: {
  1034. const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp;
  1035. const targets: React.ReactNode[] = [];
  1036. if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || []));
  1037. if (types) targets.push(...renderTypes(types || []));
  1038. return (
  1039. <span className="CardSkill-skill">
  1040. {condition && <>{renderCondition(condition)} &rArr; </>}
  1041. {targets.length > 0 && <>{targets}</>}
  1042. {!!value && renderPowerUp(value)}
  1043. {!!reduceDamage && <>
  1044. <Asset assetId="status-def" className="CardSkill-icon" />
  1045. {renderValue(reduceDamage)}
  1046. </>}
  1047. </span>
  1048. );
  1049. }
  1050. */
  1051. default: {
  1052. console.log("未处理的技能类型",skill.kind, skill);
  1053. appendToFragment(skill.kind);
  1054. }
  1055. }
  1056. return fragment;
  1057. };
  1058. function renderStat(stat) {
  1059. function appendToFragment(arg){
  1060. return _appendToFragment(fragment, arg);
  1061. }
  1062. const fragment = document.createDocumentFragment();
  1063. if (typeof localTranslating == "undefined") return fragment;
  1064. const tspt = localTranslating.skill_parse.stats;
  1065. if (tspt[stat])
  1066. appendToFragment(tspt[stat]());
  1067. else
  1068. {
  1069. console.log("未知状态类型",stat);
  1070. appendToFragment(tspt.unknown({ type: stat }));
  1071. }
  1072. return fragment;
  1073. }
  1074. /*
  1075. function renderAttrs(attrs: Attributes | Attributes[]) {
  1076. if (!Array.isArray(attrs))
  1077. attrs = [attrs];
  1078. return attrs.map(attr => {
  1079. if (attr >= Attributes.Heart)
  1080. return <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />;
  1081. return <Asset assetId={`attr-${attr}`} key={attr} className="CardSkill-icon" />;
  1082. });
  1083. }
  1084. function renderOrbs(attrs: Attributes | Attributes[]) {
  1085. if (!Array.isArray(attrs))
  1086. attrs = [attrs];
  1087. return attrs.map(attr => <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />);
  1088. }
  1089. function renderTypes(types: Types | Types[]) {
  1090. if (!Array.isArray(types))
  1091. types = [types];
  1092. return types.map(type => <Asset assetId={`type-${type}`} key={type} className="CardSkill-icon" />);
  1093. }
  1094. function renderCondition(cond: SkillCondition) {
  1095. if (cond.hp) {
  1096. if (cond.hp.min === cond.hp.max)
  1097. return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%</>;
  1098. else if (cond.hp.min === 0)
  1099. return <>{renderStat('hp')} &le; {formatNumber(cond.hp.max * 100)}%</>;
  1100. else if (cond.hp.max === 1)
  1101. return <>{renderStat('hp')} &ge; {formatNumber(cond.hp.min * 100)}%</>;
  1102. else
  1103. return <>{renderStat('hp')} &in; [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]</>;
  1104. } else if (cond.useSkill) {
  1105. return <>use skill</>;
  1106. } else if (cond.multiplayer) {
  1107. return <>in multiplayer</>;
  1108. } else if (cond.remainOrbs) {
  1109. return <>&le; {cond.remainOrbs.count} orbs remain</>;
  1110. } else if (cond.exact) {
  1111. if (cond.exact.type === 'combo') {
  1112. return <>= {cond.exact.value} combos</>;
  1113. } else if (cond.exact.type === 'match-length') {
  1114. return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs</>;
  1115. }
  1116. } else if (cond.compo) {
  1117. return <>{cond.compo.type} [{cond.compo.ids.join()}] in team</>;
  1118. }
  1119. return <>[ unknown condition ]</>;
  1120. }
  1121. function renderPowerUp(powerUp: SkillPowerUp) {
  1122. function renderStats(hp: number, atk: number, rcv: number, mul = true) {
  1123. const operator = mul ? <>&times;</> : <>+</>;
  1124. let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  1125. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  1126. if (list.length === 0) return null;
  1127. if (list.every(([, value]) => value === list[0][1])) {
  1128. return <>
  1129. {list.map(([name], i) => <React.Fragment key={name}>{i !== 0 && ', '}{renderStat(name)}</React.Fragment>)}
  1130. &nbsp;{operator} {formatNumber(list[0][1])}
  1131. </>;
  1132. } else {
  1133. return <>
  1134. {list.map(([name, value], i) => (
  1135. <React.Fragment key={name}>
  1136. {i !== 0 ? '; ' : ''}
  1137. {renderStat(name)}
  1138. &nbsp;{operator} {formatNumber(value)}
  1139. </React.Fragment>
  1140. ))}
  1141. </>;
  1142. }
  1143. }
  1144. switch (powerUp.kind) {
  1145. case SkillPowerUpKind.Multiplier: {
  1146. const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul;
  1147. return renderStats(hp, atk, rcv);
  1148. }
  1149. case SkillPowerUpKind.ScaleAttributes: {
  1150. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1151. return <>
  1152. &ge; {min} of [{renderAttrs(attrs)}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1153. {max !== min && <> for each &le; {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1154. </>;
  1155. }
  1156. case SkillPowerUpKind.ScaleCombos: {
  1157. const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale;
  1158. return <>
  1159. &ge; {min} combos &rArr; {renderStats(1, baseAtk, baseRcv)}
  1160. {max !== min && <> for each &le; {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1161. </>;
  1162. }
  1163. case SkillPowerUpKind.ScaleMatchAttrs: {
  1164. const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs;
  1165. return <>
  1166. &ge; {min} matches of [{matches.map((attrs, i) =>
  1167. <React.Fragment key={i}>{i !== 0 && ', '}{renderAttrs(attrs)}</React.Fragment>
  1168. )}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1169. {max !== min && <> for each &le; {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1170. </>;
  1171. }
  1172. case SkillPowerUpKind.ScaleMatchLength: {
  1173. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1174. return <>
  1175. &ge; {min} &times; {renderAttrs(attrs)} &rArr; {renderStats(1, baseAtk, baseRcv)}
  1176. {max !== min && <> for each &le; {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1177. </>;
  1178. }
  1179. case SkillPowerUpKind.ScaleCross: {
  1180. const { crosses } = powerUp as SkillPowerUp.ScaleCross;
  1181. return crosses.map(({ single, attr, mul }, i) => <React.Fragment key={i}>
  1182. {i !== 0 && ', '}
  1183. {mul !== 1 && <>{renderStat('atk')} &times; {formatNumber(mul)} </>}
  1184. {single ? 'when' : 'for each'} cross of {renderAttrs(attr)}
  1185. </React.Fragment>);
  1186. }
  1187. case SkillPowerUpKind.ScaleAwakenings: {
  1188. const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings;
  1189. return <>
  1190. {renderStat('atk')} &times; {formatNumber(value - 1)} for each {awakenings.map(id =>
  1191. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1192. )}
  1193. </>;
  1194. }
  1195. default:
  1196. return <>[ unknown power up ]</>;
  1197. }
  1198. }
  1199. */
  1200. function renderValue(_value, option = {}) {
  1201. function appendToFragment(arg){
  1202. return _appendToFragment(fragment, arg);
  1203. }
  1204. const fragment = document.createDocumentFragment();
  1205. if (typeof localTranslating == "undefined") return fragment;
  1206. const tspv = localTranslating.skill_parse.value;
  1207. const od = option.decimalDigits, os = option.showsPlusSign;
  1208. switch (_value.kind) {
  1209. case SkillValueKind.Percent: {
  1210. appendToFragment(
  1211. option.showPercent ?
  1212. tspv.mul_percent({value: (_value.value * 100).keepCounts(od,os)}) :
  1213. tspv.mul_times({value: _value.value.keepCounts(od,os)})
  1214. );
  1215. break;
  1216. }
  1217. case SkillValueKind.Constant: {
  1218. appendToFragment(
  1219. tspv.const({
  1220. value: _value.value.keepCounts(od,os),
  1221. unit: option.unit ? option.unit() : undefined,
  1222. })
  1223. );
  1224. break;
  1225. }
  1226. case SkillValueKind.xMaxHP: {
  1227. console.log(renderStat('maxhp'))
  1228. appendToFragment(
  1229. option.showPercent ?
  1230. tspv.mul_of_percent({
  1231. value: (_value.value * 100).keepCounts(od,os),
  1232. stats: renderStat('maxhp'),
  1233. }) :
  1234. tspv.mul_of_times({
  1235. value: _value.value.keepCounts(od,os),
  1236. stats: renderStat('maxhp'),
  1237. })
  1238. );
  1239. break;
  1240. }
  1241. case SkillValueKind.xHP: {
  1242. appendToFragment(
  1243. option.showPercent ?
  1244. tspv.mul_of_percent({
  1245. value: (_value.value * 100).keepCounts(od,os),
  1246. stats: renderStat('hp'),
  1247. }) :
  1248. tspv.mul_of_times({
  1249. value: _value.value.keepCounts(od,os),
  1250. stats: renderStat('hp'),
  1251. })
  1252. );
  1253. break;
  1254. }
  1255. case SkillValueKind.xATK: {
  1256. appendToFragment(
  1257. option.showPercent ?
  1258. tspv.mul_of_percent({
  1259. value: (_value.value * 100).keepCounts(od,os),
  1260. stats: renderStat('atk'),
  1261. }) :
  1262. tspv.mul_of_times({
  1263. value: _value.value.keepCounts(od,os),
  1264. stats: renderStat('atk'),
  1265. })
  1266. );
  1267. break;
  1268. }
  1269. case SkillValueKind.xRCV: {
  1270. appendToFragment(
  1271. option.showPercent ?
  1272. tspv.mul_of_percent({
  1273. value: (_value.value * 100).keepCounts(od,os),
  1274. stats: renderStat('rcv'),
  1275. }) :
  1276. tspv.mul_of_times({
  1277. value: _value.value.keepCounts(od,os),
  1278. stats: renderStat('rcv'),
  1279. })
  1280. );
  1281. break;
  1282. }
  1283. case SkillValueKind.xTeamRCV: {
  1284. appendToFragment(
  1285. option.showPercent ?
  1286. tspv.mul_of_percent({
  1287. value: (_value.value * 100).keepCounts(od,os),
  1288. stats: renderStat('teamrcv'),
  1289. }) :
  1290. tspv.mul_of_times({
  1291. value: _value.value.keepCounts(od,os),
  1292. stats: renderStat('teamrcv'),
  1293. })
  1294. );
  1295. break;
  1296. }
  1297. case SkillValueKind.xTeamATK: {
  1298. appendToFragment(
  1299. option.showPercent ?
  1300. tspv.mul_of_percent({
  1301. value: (_value.value * 100).keepCounts(od,os),
  1302. stats: renderStat('teamatk'),
  1303. }) :
  1304. tspv.mul_of_times({
  1305. value: _value.value.keepCounts(od,os),
  1306. stats: renderStat('teamatk'),
  1307. })
  1308. );
  1309. break;
  1310. }
  1311. /*
  1312. case SkillValueKind.Percent: {
  1313. const { value } = _value as SkillValue.Simple;
  1314. return <span>{formatNumber(value * 100)}%</span>;
  1315. }
  1316. case SkillValueKind.Constant: {
  1317. const { value } = _value as SkillValue.Simple;
  1318. return <span>{formatNumber(value)}{unit ? ` ${unit}` : ''}</span>;
  1319. }
  1320. case SkillValueKind.xMaxHP: {
  1321. const { value } = _value as SkillValue.Simple;
  1322. return <span>{formatNumber(value * 100)}% of {renderStat('maxhp')}</span>;
  1323. }
  1324. case SkillValueKind.xHP: {
  1325. const { value } = _value as SkillValue.Simple;
  1326. return <span>{formatNumber(value * 100)}% of {renderStat('hp')}</span>;
  1327. }
  1328. case SkillValueKind.xATK: {
  1329. const { value } = _value as SkillValue.Simple;
  1330. return <span>{formatNumber(value)} &times; {renderStat('atk')}</span>;
  1331. }
  1332. case SkillValueKind.xRCV: {
  1333. const { value } = _value as SkillValue.Simple;
  1334. return <span>{formatNumber(value)} &times; {renderStat('rcv')}</span>;
  1335. }
  1336. case SkillValueKind.xTeamRCV: {
  1337. const { value } = _value as SkillValue.Simple;
  1338. return <span>{formatNumber(value)} &times; {renderStat('teamrcv')}</span>;
  1339. }
  1340. case SkillValueKind.xTeamATK: {
  1341. const { value, attrs } = _value as SkillValue.WithAttributes;
  1342. return <span>{formatNumber(value)} &times; {renderAttrs(attrs)} {renderStat('teamatk')}</span>;
  1343. }
  1344. case SkillValueKind.HPScale: {
  1345. const { min, max } = _value as SkillValue.Scale;
  1346. return <span>({formatNumber(min)} &hArr; {formatNumber(max)} &prop; {renderStat('hp')}) &times; {renderStat('atk')}</span>;
  1347. }
  1348. case SkillValueKind.RandomATK: {
  1349. const { min, max } = _value as SkillValue.Scale;
  1350. if (min === max) {
  1351. return <span>{formatNumber(min)} &times; {renderStat('atk')}</span>;
  1352. } else {
  1353. return <span>(random &times; {formatNumber(min)} &hArr; {formatNumber(max)}) &times; {renderStat('atk')}</span>;
  1354. }
  1355. }
  1356. case SkillValueKind.xAwakenings: {
  1357. const { value, awakenings } = _value as SkillValue.WithAwakenings;
  1358. return <span>{formatNumber(value * 100)}% &times; each of {awakenings.map(id =>
  1359. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1360. )}</span>;
  1361. }
  1362. */
  1363. default: {
  1364. console.log("未知数值类型",_value.kind, _value);
  1365. appendToFragment(tspv.unknown({ type: _value.kind }));
  1366. }
  1367. }
  1368. return fragment;
  1369. }

智龙迷城队伍图制作工具