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script-universal_function.js 50 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || _xhr.status === 0) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. function localStorage_getBoolean(name, defaultValue = false){
  47. let value = localStorage.getItem(name);
  48. if (value === "true") return true;
  49. else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
  50. }
  51. // 将字符串转为二进制字符串
  52. String.prototype.toUTF16BinaryString = function() {
  53. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字
  54. const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array
  55. const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中
  56. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  57. return result;
  58. }
  59. String.fromBinaryString = function(binary) {
  60. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  61. const charCodes = new Uint16Array(bytes.buffer);
  62. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  63. return result;
  64. }
  65. String.fromBase64 = function(base64) {
  66. return String.fromBinaryString(atob(base64));
  67. }
  68. //Buffer转16进制字符串
  69. Uint8Array.prototype.toHex = function() {
  70. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  71. }
  72. //大数字缩短长度,默认返回本地定义字符串
  73. Number.prototype.bigNumberToString = function() {
  74. return this.toLocaleString();
  75. }
  76. //最多保留N位小数,不留0
  77. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  78. {
  79. let newNumber = Number(this.toFixed(decimalDigits));
  80. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  81. }
  82. //数组删除自己尾部的空元素
  83. Array.prototype.deleteLatter = function(item = null) {
  84. let index = this.length - 1;
  85. for (; index >= 0; index--) {
  86. if (this[index] !== item) {
  87. break;
  88. }
  89. }
  90. this.splice(index + 1);
  91. return this;
  92. }
  93. //数组去重
  94. Array.prototype.distinct = function() {
  95. let _set = new Set(this);
  96. return Array.from(_set)
  97. }
  98. Array.prototype.randomShift = function() {
  99. return this.splice(Math.random() * this.length, 1)?.[0];
  100. }
  101. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  102. Array.prototype.groupBy = function(func) {
  103. const groups = this.reduce((pre,cur)=>{
  104. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  105. if (grp)
  106. grp.push(cur);
  107. else
  108. pre.push([cur]);
  109. return pre;
  110. }, []);
  111. return groups;
  112. }
  113. Math.randomInteger = function(max, min = 0) {
  114. return this.floor(this.random() * (max - min + 1) + min);
  115. }
  116. //将二进制flag转为数组
  117. function flags(num) {
  118. const arr = [];
  119. for (let i = 0; i < 32; i++) {
  120. if (num & (1 << i)) {
  121. arr.push(i);
  122. }
  123. }
  124. return arr;
  125. }
  126. //将二进制flag转为数组
  127. function reflags(arr) {
  128. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  129. }
  130. //带标签的模板字符串
  131. function tp(strings, ...keys) {
  132. return (function(...values) {
  133. let dict = values[values.length - 1] || {};
  134. let fragment = document.createDocumentFragment();
  135. fragment.appendChild(document.createTextNode(strings[0]));
  136. //let result = [strings[0]];
  137. keys.forEach(function(key, i, arr) {
  138. let value = Number.isInteger(key) ? values[key] : dict[key];
  139. if (value == undefined)
  140. {
  141. //console.debug("模板字符串中 %s 未找到输入数据",key);
  142. }else
  143. {
  144. if (!(value instanceof Node)) //这里需要用 Node 而不是 HTMLElement,因为 DocumentFragment 从属于 Node
  145. {
  146. value = document.createTextNode(value);
  147. }
  148. try{
  149. fragment.appendChild(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  150. }catch(e)
  151. {
  152. console.log(value, e);
  153. console.log(keys, values);
  154. }
  155. }
  156. fragment.appendChild(document.createTextNode(strings[i + 1]));
  157. });
  158. return fragment;
  159. });
  160. }
  161. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  162. function deepMerge(obj1, obj2) {
  163. let key;
  164. for (key in obj2) {
  165. // 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
  166. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  167. obj1[key] =
  168. obj1[key] &&
  169. obj1[key].toString() === "[object Object]" &&
  170. (obj2[key] && obj2[key].toString() === "[object Object]")
  171. ? deepMerge(obj1[key], obj2[key])
  172. : (obj1[key] = obj2[key]);
  173. }
  174. return obj1;
  175. }
  176. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  177. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  178. const pcmImportObj = {
  179. env: {
  180. abortStackOverflow: () => { throw new Error("overflow"); },
  181. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  182. tableBase: 0,
  183. memory: pcmMemory,
  184. memoryBase: 102400,
  185. STACKTOP: 0,
  186. STACK_MAX: pcmMemory.buffer.byteLength,
  187. }
  188. };
  189. let pcmPlayer = null;
  190. let adpcm_wasm = null;
  191. function decodeAudio(fileName, decodeCallback) {
  192. if (pcmPlayer != null) {
  193. pcmPlayer.close();
  194. }
  195. pcmPlayer = new PCMPlayer(1, 44100);
  196. fetch(fileName).then((response) => response.arrayBuffer())
  197. .then((bytes) => {
  198. let audioData = new Uint8Array(bytes);
  199. let step = 160;
  200. for (let i = 0; i < audioData.byteLength; i += step) {
  201. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  202. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  203. pcmPlayer.feed(pcmFloat32Data);
  204. }
  205. });
  206. }
  207. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  208. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  209. .then((wasm) => {
  210. adpcm_wasm = wasm;
  211. /*addButton("adpcm").onclick = function () {
  212. let decoder = new Adpcm(wasm, pcmImportObj);
  213. decoder.resetDecodeState(new Adpcm.State(0, 0));
  214. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  215. }*/
  216. });
  217. //▲ADPCM播放相关
  218. // 加载 image
  219. function loadImage(url) {
  220. return new Promise(function(resolve, reject) {
  221. var image = new Image();
  222. image.src = url;
  223. image.type = "svg"
  224. image.crossOrigin = 'Anonymous';
  225. image.onload = function() {
  226. resolve(this);
  227. };
  228. image.onerror = function(err) {
  229. reject(err);
  230. };
  231. });
  232. }
  233. //代码来自 https://segmentfault.com/a/1190000004451095
  234. function fileReader (file, options = {}) {
  235. return new Promise(function (resolve, reject) {
  236. const reader = new FileReader();
  237. reader.onload = function () {
  238. resolve(reader);
  239. };
  240. reader.onerror = reject;
  241. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  242. reject({
  243. code: 1,
  244. msg: 'wrong file type'
  245. });
  246. }
  247. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  248. reader.readAsText(file);
  249. } else {
  250. reader.readAsDataURL(file);
  251. }
  252. });
  253. }
  254. function dbReadKey (db, tableName, keys) {
  255. return new Promise(function (resolve, reject) {
  256. const transaction = db.transaction([tableName]);
  257. const objectStore = transaction.objectStore(tableName);
  258. const request = objectStore.get(keys);
  259. request.onsuccess = function(event) {
  260. resolve(request.result);
  261. };
  262. request.onerror = reject;
  263. });
  264. }
  265. function dbCount (db, tableName, key) {
  266. return new Promise(function (resolve, reject) {
  267. const transaction = db.transaction([tableName]);
  268. const objectStore = transaction.objectStore(tableName);
  269. const request = objectStore.count(key);
  270. request.onsuccess = function() {
  271. resolve(request.result);
  272. }
  273. request.onerror = reject;
  274. });
  275. }
  276. function dbReadAll (db, tableName) {
  277. return new Promise(async function (resolve, reject) {
  278. let datas = [];
  279. const transaction = db.transaction([tableName]);
  280. const objectStore = transaction.objectStore(tableName);
  281. const request = objectStore.openCursor();
  282. request.onsuccess = function(event) {
  283. var cursor = event.target.result;
  284. if (cursor) {
  285. // cursor.value 包含正在被遍历的当前记录
  286. // 这里你可以对 result 做些什么
  287. datas.push(cursor.value);
  288. cursor.continue();
  289. } else {
  290. // 没有更多 results
  291. resolve(datas);
  292. }
  293. };
  294. request.onerror = reject;
  295. });
  296. }
  297. function dbWrite (db, tableName, data, keys) {
  298. return new Promise(function (resolve, reject) {
  299. const transaction = db.transaction([tableName], "readwrite");
  300. const objectStore = transaction.objectStore(tableName);
  301. const request = objectStore.put(data, keys);
  302. request.onsuccess = function(event) {
  303. resolve(event);
  304. };
  305. request.onerror = reject;
  306. });
  307. }
  308. function dbDelete (db, tableName, keys) {
  309. return new Promise(function (resolve, reject) {
  310. const transaction = db.transaction([tableName], "readwrite");
  311. const objectStore = transaction.objectStore(tableName);
  312. const request = objectStore.delete(keys);
  313. request.onsuccess = function(event) {
  314. resolve(event);
  315. };
  316. request.onerror = reject;
  317. });
  318. }
  319. function latentUseHole(latentId) {
  320. switch (true) {
  321. case (latentId === 12):
  322. case (latentId >= 16 && latentId <= 36):
  323. case (latentId >= 43 && latentId <= 45):
  324. {
  325. return 2;
  326. }
  327. case (latentId >= 13 && latentId <= 15):
  328. case (latentId >= 37 && latentId <= 42):
  329. case (latentId == 46):
  330. {
  331. return 6;
  332. }
  333. case (latentId < 12):
  334. default:
  335. {
  336. return 1;
  337. }
  338. }
  339. }
  340. //获取最大潜觉数量
  341. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  342. const card = Cards[id];
  343. return card && card.is8Latent ? 8 : 6;
  344. }
  345. //计算用了多少潜觉格子
  346. function usedHole(latents) {
  347. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  348. }
  349. //计算所有队伍中有多少个该觉醒
  350. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  351. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  352. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  353. }, 0);
  354. return formationAwokenCount;
  355. }
  356. //计算单个队伍中有多少个该觉醒
  357. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  358. const memberArray = team[0];
  359. const assistArray = team[1];
  360. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  361. if (mon.id <= 0) { //如果是delay和null
  362. return previous;
  363. }
  364. const card = Cards[mon.id];
  365. if (!card || !card.enabled) { //如果卡片未启用
  366. return previous;
  367. }
  368. const assist = assistArray[idx];
  369. const assistCard = Cards[assist.id];
  370. //启用的觉醒数组片段
  371. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  372. //单人、3人时,大于等于100级且297时增加超觉醒
  373. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  374. const sAwokenT = card.superAwakenings[mon.sawoken];
  375. if (sAwokenT >= 0)
  376. enableAwoken = enableAwoken.concat(sAwokenT);
  377. }
  378. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  379. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  380. }
  381. //相同的觉醒数
  382. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  383. return previous + hasAwoken;
  384. }, 0);
  385. return teamAwokenCount;
  386. }
  387. //返回可用的怪物名称
  388. function returnMonsterNameArr(card, lsList, defaultCode) {
  389. const monNameArr = lsList.map(lc => { //取出每种语言
  390. if (lc == defaultCode)
  391. return card.name;
  392. else if (card.otLangName)
  393. return card.otLangName[lc];
  394. }).filter(ln => //去掉空值和问号
  395. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  396. );
  397. if (monNameArr.length < 1) //如果本来的列表里没有名字
  398. {
  399. monNameArr.push(card.name); //只添加默认名字
  400. }
  401. return monNameArr;
  402. }
  403. //Code From pad-rikuu
  404. function valueAt(level, maxLevel, curve) {
  405. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  406. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  407. }
  408. //Code From pad-rikuu
  409. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  410. let value = valueAt(level, maxLevel, {
  411. min: c.min,
  412. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  413. scale: c.scale || 1
  414. });
  415. if (level > maxLevel) {
  416. const exceed99 = Math.min(level - maxLevel, 11);
  417. const exceed110 = Math.max(0, level - 110);
  418. value += c.max !== undefined ?
  419. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  420. (c.min * exceed99 + c.min * exceed110);
  421. }
  422. return value;
  423. }
  424. //计算怪物的经验值
  425. function calculateExp(member) {
  426. if (!member) return null;
  427. const memberCard = Cards[member.id];
  428. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  429. const expArray = [
  430. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  431. ];
  432. if (member.level > 99)
  433. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  434. if (member.level > 110)
  435. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  436. return expArray;
  437. }
  438. //计算怪物的能力
  439. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  440. if (!member) return null;
  441. const memberCard = Cards[member.id];
  442. const assistCard = assist ? Cards[assist.id] : null;
  443. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  444. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  445. const plusAdd = [10, 5, 3]; //加值的增加值
  446. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  447. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  448. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  449. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  450. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  451. ];
  452. 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
  453. [{ index: 63, scale: 1.1 }], //HP
  454. [{ index: 63, scale: 1.1 }], //ATK
  455. [{ index: 63, scale: 1.1 }] //RCV
  456. ];
  457. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  458. [], //HP
  459. [], //ATK
  460. [] //RCV
  461. ];
  462. if (!solo) { //协力时计算协力觉醒
  463. latterAwokenScale.forEach(ab => {
  464. ab.push({ index: 30, scale: 1.5 });
  465. });
  466. }
  467. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  468. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  469. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  470. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  471. ];
  472. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  473. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  474. const dge = formation.dungeonEnchance;
  475. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  476. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  477. //储存点亮的觉醒
  478. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  479. //单人、3人时,大于等于100级且297时增加超觉醒
  480. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  481. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  482. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  483. }
  484. //如果有武器还要计算武器的觉醒
  485. let enableBouns = false;
  486. if (assistCard?.id > 0 && assistCard.enabled) {
  487. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  488. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  489. awokenList.push(...assistAwokenList);
  490. }
  491. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  492. }
  493. const abilitys = memberCurves.map((ab, idx) => {
  494. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  495. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  496. let n_assist_base = 0,
  497. n_assist_plus = 0; //辅助的bonus
  498. //计算辅助的额外血量
  499. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  500. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  501. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  502. }
  503. //用来计算倍率觉醒的最终倍率是多少,reduce用
  504. function calculateAwokenScale(previous, aw) {
  505. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  506. return previous * aw.scale ** awokenCount;
  507. }
  508. //倍率类觉醒的比例,直接从1开始乘
  509. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  510. //觉醒增加的数值
  511. const n_awoken = awokenList.length > 0 ?
  512. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  513. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  514. if (awokenCount > 0)
  515. return previous + aw.value * awokenCount;
  516. else
  517. return previous;
  518. }, 0)) :
  519. 0;
  520. //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
  521. const n_latentScale = (member.latent && member.latent.length > 0) ?
  522. latentScale[idx].reduce((previous, la) => {
  523. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  524. return previous + la.scale * latentCount;
  525. }, 0) :
  526. 0;
  527. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  528. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  529. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  530. //觉醒生效时的协力、语音觉醒等的倍率
  531. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  532. //都要做四舍五入
  533. if (isDge && dgeRate[idx] != 1)
  534. {
  535. let rate = dgeRate[idx];
  536. reValue = Math.round(reValue * rate);
  537. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  538. }else
  539. {
  540. reValue = Math.round(reValue);
  541. reValueNoAwoken = Math.round(reValueNoAwoken);
  542. }
  543. if (idx < 2) //idx顺序为HP、ATK、RCV
  544. { //HP和ATK最低为1
  545. reValue = Math.max(reValue, 1);
  546. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  547. }
  548. return [reValue, reValueNoAwoken];
  549. });
  550. return abilitys;
  551. }
  552. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  553. const card = Cards[id];
  554. const tempMon = {
  555. id: id,
  556. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  557. 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
  558. awoken: card.awakenings.length,
  559. };
  560. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  561. if (abilities) {
  562. return {
  563. noAwoken: {
  564. hp: abilities[0][1],
  565. atk: abilities[1][1],
  566. rcv: abilities[2][1],
  567. },
  568. withAwoken: {
  569. hp: abilities[0][0],
  570. atk: abilities[1][0],
  571. rcv: abilities[2][0],
  572. },
  573. };
  574. } else {
  575. return null;
  576. }
  577. }
  578. //搜索卡片用
  579. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  580. 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
  581. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  582. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  583. //属性
  584. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  585. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  586. { //当两个颜色相同时,主副一样颜色的只需判断一次
  587. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  588. }
  589. else if (fixMainColor) //如果固定了顺序
  590. {
  591. const a1IsNull = attr1 === null,
  592. a2IsNull = attr2 === null;
  593. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  594. cardsRange = cardsRange.filter(c =>
  595. (a2IsNull ? c.attrs[0] === 6 && c.attrs[1] === attr1 : false) || //当2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
  596. (a1IsNull ? true : c.attrs[0] === attr1) &&
  597. (a2IsNull ? true : c.attrs[1] === attr2)
  598. );
  599. }
  600. }
  601. else //不限定顺序时
  602. {
  603. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  604. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  605. cardsRange = cardsRange.filter(c =>
  606. search_attrs.every(a => c.attrs.includes(a)) &&
  607. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  608. );
  609. }
  610. //类型
  611. if (types.length > 0) {
  612. cardsRange = cardsRange.filter(c => typeAndOr ?
  613. types.every(t => c.types.includes(t)) : //所有type都满足
  614. types.some(t => c.types.includes(t)) //只需要满足一个type
  615. );
  616. }
  617. //稀有度
  618. if (rares.length > 1) {
  619. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  620. }
  621. //觉醒
  622. //等效觉醒时,事先去除大觉醒
  623. if (equalAk) {
  624. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  625. bigEqualAwokens.forEach(bak => {
  626. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  627. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  628. if (!smallEqualAwoken) {
  629. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  630. awokens.push(smallEqualAwoken);
  631. }
  632. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  633. });
  634. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  635. }
  636. if (awokens.length > 0) {
  637. cardsRange = cardsRange.filter(card => {
  638. let cardAwakeningsArray = [];
  639. 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
  640. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  641. } else { //单个原始觉醒数组
  642. cardAwakeningsArray.push(card.awakenings);
  643. }
  644. 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
  645. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  646. if (equalAk) //如果开启等效觉醒
  647. {
  648. //搜索等效觉醒
  649. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  650. if (equivalentAwoken) {
  651. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  652. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  653. return totalNum >= ak.num;
  654. }
  655. }
  656. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  657. })
  658. );
  659. });
  660. }
  661. //超觉醒
  662. if (sawokens.length > 0 && !incSawoken) {
  663. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  664. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  665. return card.superAwakenings.includes(sak) ||
  666. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  667. }));
  668. }
  669. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  670. return cardsRange;
  671. }
  672. function searchByString(str)
  673. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  674. str = str.trim();
  675. if (str.length>0)
  676. {
  677. return Cards.filter(card =>
  678. {
  679. const names = [card.name];
  680. if (card.otLangName)
  681. {
  682. names.push(...Object.values(card.otLangName));
  683. }
  684. const tags = card.altName.concat();
  685. if (card.otTags)
  686. {
  687. tags.push(...card.otTags);
  688. }
  689. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  690. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  691. }
  692. );
  693. }else
  694. {
  695. return [];
  696. }
  697. }
  698. function copyString(input) {
  699. input.focus(); //设input为焦点
  700. input.select(); //选择全部
  701. navigator.clipboard.writeText(input.value).then(function() {
  702. /* clipboard successfully set */
  703. //复制成功
  704. }, function() {
  705. /* clipboard write failed */
  706. document.execCommand('copy'); //尝试废弃的老方法
  707. });
  708. //input.blur(); //取消焦点
  709. }
  710. //产生一个怪物头像
  711. function createCardA(option) {
  712. const t = document.body.querySelector('#template-card-a');
  713. const clone = document.importNode(t.content, true);
  714. const monster = clone.querySelector(".monster");
  715. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  716. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  717. return monster;
  718. }
  719. //返回文字说明内怪物Card的纯HTML
  720. function cardN(id) {
  721. const monOuterDom = document.createElement("span");
  722. monOuterDom.className = "detail-mon";
  723. const monDom = createCardA({noBoxCount: true});
  724. monOuterDom.appendChild(monDom);
  725. monOuterDom.monDom = monDom;
  726. changeid({ id: id }, monDom);
  727. return monOuterDom;
  728. }
  729. //返回文字说明内怪物Card的纯HTML
  730. function cardNClick() {
  731. const id = parseInt(this.getAttribute("data-cardid"), 10);
  732. editBox.show();
  733. editBox.mid = id;
  734. editBoxChangeMonId(id);
  735. //showSearch([id]);
  736. return false;
  737. }
  738. //技能介绍里的头像的切换
  739. function changeToIdInSkillDetail(event) {
  740. const settingBox = editBox.querySelector(".setting-box");
  741. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  742. const mid = this.getAttribute("data-cardid");
  743. monstersID.value = mid;
  744. monstersID.onchange();
  745. return false; //取消链接的默认操作
  746. }
  747. //搜索并显示合作
  748. function searchCollab(event) {
  749. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  750. showSearch(Cards.filter(card => card.collabId == collabId));
  751. return false;
  752. }
  753. //将怪物的文字介绍解析为HTML
  754. function descriptionToHTML(str)
  755. {
  756. function formatParse(arr, reg, subMatchCount, returnFunc){
  757. //const subMatchCount = returnFunc.length;
  758. return arr.flatMap(item=>{
  759. if (typeof item == "string") {
  760. const subArr = item.split(new RegExp(reg));
  761. const newArr = [];
  762. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  763. newArr.push(subArr[i]);
  764. if (subArr[i+subMatchCount] !== undefined) {
  765. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  766. }
  767. }
  768. return newArr;
  769. } else {
  770. return item;
  771. }
  772. });
  773. }
  774. let nodeArr = [str];
  775. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  776. (color, content)=>{
  777. const sp = document.createElement("span");
  778. sp.textContent = content;
  779. if (/^[a-fA-F0-9]+$/g.test(color)) {
  780. sp.style.color = `#${color}`;
  781. } else if (/qs/i.test(color)) {
  782. sp.style.color = `blue`;
  783. }
  784. return sp;
  785. });
  786. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  787. (id)=>{
  788. const avatar = cardN(parseInt(id,10));
  789. avatar.monDom.onclick = cardNClick;
  790. return avatar;
  791. });
  792. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  793. (id)=>{
  794. const awokenList = renderAwakenings(parseInt(id,10));
  795. return awokenList;
  796. });
  797. /* arr = arr.flatMap(item=>{
  798. if (typeof item == "string") {
  799. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  800. const newArr = [];
  801. for (let i = 0; i < subArr.length; i += 3) {
  802. newArr.push(subArr[i]);
  803. if (subArr[i+2] !== undefined) {
  804. const sp = document.createElement("span");
  805. sp.style.color = `#${subArr[i+1]}`;
  806. sp.textContent = subArr[i+2];
  807. newArr.push(sp);
  808. }
  809. }
  810. return newArr;
  811. } else {
  812. return item;
  813. }
  814. });
  815. arr = arr.flatMap(item=>{
  816. if (typeof item == "string") {
  817. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  818. const newArr = [];
  819. for (let i = 0; i < subArr.length; i += 2) {
  820. newArr.push(subArr[i]);
  821. if (subArr[i+1] !== undefined) {
  822. const avatar = cardN(parseInt(subArr[i+1],10));
  823. avatar.monDom.onclick = cardNClick;
  824. newArr.push(avatar);
  825. }
  826. }
  827. return newArr;
  828. } else {
  829. return item;
  830. }
  831. });*/
  832. //str = str.replace(/\n/ig,"<br>"); //换行
  833. //str = str.replace(/ /ig,"&nbsp;"); //换行
  834. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  835. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  836. return nodeArr.nodeJoin();
  837. }
  838. //默认的技能解释的显示行为
  839. function parseSkillDescription(skill) {
  840. //const span = document.createElement("span");
  841. //span.innerHTML = descriptionToHTML(skill.description);
  842. return descriptionToHTML(skill.description);
  843. }
  844. //大数字缩短长度,默认返回本地定义字符串
  845. function parseBigNumber(number) {
  846. return number.toLocaleString();
  847. }
  848. //判断是否是转生和超转生
  849. function isReincarnated(card) {
  850. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  851. }
  852. //获取类型允许的潜觉
  853. function getAllowLatent(card) {
  854. const latentSet = new Set(common_allowable_latent);
  855. card.types.filter(i => i >= 0)
  856. .map(type => type_allowable_latent[type])
  857. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  858. if (card.limitBreakIncr) {
  859. v120_allowable_latent.forEach(t => latentSet.add(t));
  860. }
  861. return Array.from(latentSet);
  862. }
  863. //计算队伍中有多少血量
  864. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  865. let memberArr = team[0], assistArr = team[1];
  866. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  867. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  868. const mHpArr = memberArr.map((member, idx) => {
  869. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  870. let hp = ability ? ability[0] : 0;
  871. if (!hp) return 0;
  872. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  873. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  874. //演示用代码
  875. //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);
  876. return hp;
  877. });
  878. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  879. function memberHpMul(member, assist, ls, memberArr, solo) {
  880. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  881. function hpMul(parm, scale) {
  882. if (scale == undefined || scale == 0) return 1;
  883. if (parm.attrs && memberAttrsTypes.attrs.some(a => parm.attrs.includes(a))) {
  884. return scale / 100;
  885. }
  886. if (parm.types && memberAttrsTypes.types.some(t => parm.types.includes(t))) {
  887. return scale / 100;
  888. }
  889. return 1;
  890. }
  891. const sk = ls.params;
  892. let scale = 1;
  893. switch (ls.type) {
  894. case 23:
  895. case 30:
  896. case 62:
  897. case 77:
  898. case 63:
  899. case 65:
  900. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  901. break;
  902. case 29:
  903. case 114:
  904. case 45:
  905. case 111:
  906. case 46:
  907. case 48:
  908. case 67:
  909. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  910. break;
  911. case 73:
  912. case 76:
  913. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  914. break;
  915. case 106:
  916. case 107:
  917. case 108:
  918. scale = sk[0] / 100;
  919. break;
  920. case 121:
  921. case 129:
  922. case 163:
  923. case 177:
  924. case 186:
  925. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  926. break;
  927. case 125: //队伍中必须有指定队员
  928. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  929. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  930. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  931. break;
  932. case 136:
  933. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  934. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  935. break;
  936. case 137:
  937. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  938. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  939. break;
  940. case 155:
  941. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  942. break;
  943. case 158:
  944. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  945. break;
  946. case 175: //队伍组成全为合作
  947. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  948. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  949. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  950. break;
  951. case 178:
  952. case 185:
  953. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  954. break;
  955. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  956. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  957. switch (sk[0]) {
  958. case 0: //全是像素进化
  959. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  960. break;
  961. case 2: //全是转生、超转生(8格潜觉)
  962. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  963. break;
  964. }
  965. break;
  966. }
  967. case 217:{ //限定队伍星级,不包括好友队长
  968. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  969. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  970. return pre + memberCard.rarity;
  971. }, 0);
  972. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  973. break;
  974. }
  975. case 229:{ //队员中存在每个属性或Type都算一次
  976. const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
  977. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  978. //符合的次数
  979. let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
  980. correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
  981. scale = sk[2] * correTimes / 100 + 1;
  982. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  983. break;
  984. }
  985. case 138: //调用其他队长技
  986. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  987. break;
  988. default:
  989. }
  990. return scale || 1;
  991. }
  992. return mHpArr;
  993. }
  994. //由于有了更改属性和类型的武器,所以需要更改计算方法
  995. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  996. let attrsCount = new Map();
  997. let typesCount = new Map();
  998. for (let idx = 0; idx < memberArr.length; idx++) {
  999. const member = memberArr[idx], assist = assistArr[idx];
  1000. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1001. if (memberAttrsTypes) {
  1002. for (let attr of memberAttrsTypes.attrs) {
  1003. attrsCount.set(attr, (attrsCount.get(attr) || 0) + 1);
  1004. }
  1005. for (let type of memberAttrsTypes.types) {
  1006. typesCount.set(type, (typesCount.get(type) || 0) + 1);
  1007. }
  1008. }
  1009. }
  1010. return {attrs: attrsCount, types: typesCount};
  1011. }
  1012. //返回卡片的队长技能
  1013. function getCardLeaderSkills(card, skillTypes) {
  1014. if (!card) return [];
  1015. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1016. }
  1017. //返回卡片的主动技能
  1018. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1019. if (!card) return [];
  1020. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1021. }
  1022. //查找到真正起作用的那一个技能
  1023. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1024. if (skillTypes.includes(skill.type))
  1025. {
  1026. return [skill];
  1027. }
  1028. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1029. {
  1030. //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
  1031. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1032. subSkills = subSkills.filter(s=>s);
  1033. return subSkills;
  1034. }
  1035. else
  1036. {
  1037. return [];
  1038. }
  1039. }
  1040. //计算队伍是否为76
  1041. function tIf_Effect_76board(leader1id, leader2id) {
  1042. const searchTypeArray = [162, 186];
  1043. function henshinBase(cardid, firstId)
  1044. {
  1045. if (firstId == undefined) firstId = cardid;
  1046. let card = Cards[cardid];
  1047. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId)
  1048. {
  1049. card = henshinBase(card.henshinFrom[0], firstId);
  1050. }
  1051. return card;
  1052. }
  1053. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1054. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1055. return Boolean(ls1 || ls2);
  1056. }
  1057. //计算队伍是否为无天降
  1058. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1059. const searchTypeArray = [163, 177];
  1060. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1061. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1062. return Boolean(ls1 || ls2);
  1063. }
  1064. //计算队伍是否为毒无效
  1065. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1066. const searchTypeArray = [197];
  1067. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1068. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1069. return Boolean(ls1 || ls2);
  1070. }
  1071. //计算队伍的+C
  1072. function tIf_Effect_addCombo(leader1id, leader2id) {
  1073. return [
  1074. getSkillAddCombo(Cards[leader1id]),
  1075. getSkillAddCombo(Cards[leader2id])
  1076. ];
  1077. }
  1078. function getSkillAddCombo(card) {
  1079. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1080. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1081. if (!skill) return 0;
  1082. switch (skill.type) {
  1083. case 192:
  1084. case 194:
  1085. return skill.params[3] ?? 0;
  1086. case 206:
  1087. return skill.params[6] ?? 0;
  1088. case 209:
  1089. return skill.params[0] ?? 0;
  1090. case 210:
  1091. case 219:
  1092. return skill.params[2] ?? 0;
  1093. case 220:
  1094. return skill.params[1] ?? 0;
  1095. case 235:
  1096. return skill.params[5] ?? 0;
  1097. default:
  1098. return 0;
  1099. }
  1100. }
  1101. //计算队伍的追打
  1102. function tIf_Effect_inflicts(leader1id, leader2id) {
  1103. return [
  1104. getSkillFixedDamage(Cards[leader1id]),
  1105. getSkillFixedDamage(Cards[leader2id])
  1106. ];
  1107. }
  1108. function getSkillFixedDamage(card) {
  1109. const searchTypeArray = [199, 200, 201, 223, 235];
  1110. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1111. if (!skill) return 0;
  1112. switch (skill.type) {
  1113. case 199:
  1114. case 200:
  1115. return skill.params[2] ?? 0;
  1116. case 201:
  1117. return skill.params[5] ?? 0;
  1118. case 223:
  1119. return skill.params[1] ?? 0;
  1120. case 235:
  1121. return skill.params[6] ?? 0;
  1122. default:
  1123. return 0;
  1124. }
  1125. }
  1126. //计算队伍操作时间
  1127. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1128. const searchTypeArray = [178, 15, 185];
  1129. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1130. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1131. const time1 = leaderSkillMoveTime(ls1);
  1132. const time2 = leaderSkillMoveTime(ls2);
  1133. function leaderSkillMoveTime(ls) {
  1134. const moveTime = { fixed: false, duration: 0 };
  1135. if (!ls) return moveTime;
  1136. const sk = ls.params;
  1137. switch (ls.type) {
  1138. case 178: //固定操作时间
  1139. moveTime.fixed = true;
  1140. moveTime.duration = sk[0];
  1141. break;
  1142. case 15:
  1143. case 185:
  1144. moveTime.duration += sk[0] / 100;
  1145. break;
  1146. default:
  1147. }
  1148. return moveTime;
  1149. }
  1150. let moveTime = {
  1151. fixed: false,
  1152. duration: {
  1153. default: 5,
  1154. leader: 0,
  1155. badge: 0,
  1156. awoken: 0,
  1157. }
  1158. }; //基础5秒
  1159. //固定操作时间的直接返回
  1160. if (time1.fixed || time2.fixed) {
  1161. moveTime.fixed = true;
  1162. moveTime.duration.leader = time1.fixed ?
  1163. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1164. time2.duration;
  1165. } else {
  1166. moveTime.duration.leader = time1.duration + time2.duration;
  1167. //1人、3人计算徽章
  1168. if (solo || teamsCount === 3) {
  1169. switch (team[2]) {
  1170. case 2: //小手指
  1171. moveTime.duration.badge = 1;
  1172. break;
  1173. case 21: //大手指
  1174. moveTime.duration.badge = 2;
  1175. break;
  1176. case 50: //月卡
  1177. moveTime.duration.badge = 3;
  1178. break;
  1179. }
  1180. } else if (teamsCount === 2) //2人协力时的特殊处理
  1181. {
  1182. const teams = formation.teams;
  1183. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1184. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1185. team = [
  1186. team[0].concat(),
  1187. team[1].concat()
  1188. ];
  1189. //把队伍2的队长和武器添加到复制的队伍1里面
  1190. team[0].push(team2[0][team2[3]]);
  1191. team[1].push(team2[1][team2[3]]);
  1192. }
  1193. //觉醒
  1194. const awokenMoveTime = [
  1195. { index: 19, value: 0.5 }, //小手指
  1196. { index: 53, value: 1 }, //大手指
  1197. ];
  1198. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1199. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1200. //潜觉
  1201. const latentMoveTime = [
  1202. { index: 4, value: 0.05 }, //小手指潜觉
  1203. { index: 31, value: 0.12 }, //大手指潜觉
  1204. ];
  1205. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1206. duration + team[0].reduce((count, menber) =>
  1207. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1208. }
  1209. return moveTime;
  1210. }
  1211. //将盾减伤比例组叠加为一个减伤范围组
  1212. function getReduceRange(reduceScales)
  1213. {
  1214. class reduceRange{
  1215. constructor(obj)
  1216. {
  1217. this.min = 0;
  1218. this.max = 100;
  1219. this.scale = 0;
  1220. this.probability = 1;
  1221. if (typeof obj == "object") Object.assign(this, obj);
  1222. }
  1223. }
  1224. const ranges = [new reduceRange()];
  1225. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1226. function processingRanges(ranges, scale)
  1227. {
  1228. //先找scale.min在某个范围内的
  1229. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1230. //再找scale.max在某个范围内的
  1231. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1232. //先只拆分不乘比例
  1233. if (rgLessIdx >= 0)
  1234. {
  1235. const range = ranges[rgLessIdx];
  1236. ranges.splice(rgLessIdx, 1,
  1237. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1238. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1239. );
  1240. }
  1241. if (rgMoreIdx >= 0)
  1242. {
  1243. const range = ranges[rgMoreIdx];
  1244. ranges.splice(rgMoreIdx, 1,
  1245. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1246. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1247. );
  1248. }
  1249. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1250. needChangeScaleRanges.forEach(range=>{
  1251. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1252. range.probability *= scale.probability;
  1253. });
  1254. }
  1255. //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
  1256. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1257. reduceScales.forEach(scale=>{
  1258. if (scale.attrs == 0) //没有属性的
  1259. {
  1260. return;
  1261. }
  1262. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1263. {
  1264. const attrs = flags(scale.attrs); //得到属性数组
  1265. attrs.forEach(n=>{
  1266. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1267. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1268. });
  1269. }
  1270. else
  1271. { //只处理第一数组
  1272. processingRanges(ranges, scale);
  1273. }
  1274. });
  1275. return attrsRanges;
  1276. }
  1277. //获取盾减伤比例组
  1278. function getReduceScales(leaderid) {
  1279. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1280. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1281. function leaderReduceScale(ls) {
  1282. const reduce = {
  1283. scale: 0,
  1284. hp: {
  1285. max: 100,
  1286. min: 0
  1287. },
  1288. probability: 1,
  1289. attrs: 31, //5色是31
  1290. };
  1291. if (!ls) return reduce;
  1292. const sk = ls.params;
  1293. switch (ls.type) {
  1294. case 16: //无条件盾
  1295. reduce.scale = sk[0] / 100;
  1296. break;
  1297. case 17: //单属性盾
  1298. reduce.scale = sk[1] / 100;
  1299. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1300. break;
  1301. case 36: //2个属性盾
  1302. reduce.scale = sk[2] / 100;
  1303. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1304. break;
  1305. case 38: //血线下 + 可能几率
  1306. case 43: //血线上 + 可能几率
  1307. reduce.scale = (sk[2] || 0) / 100;
  1308. reduce.probability = sk[1] / 100;
  1309. if (sk[0] == 100)
  1310. {
  1311. reduce.hp.max = sk[0];
  1312. reduce.hp.min = 99;
  1313. }else
  1314. {
  1315. if(ls.type == 38)
  1316. {
  1317. reduce.hp.max = sk[0];
  1318. reduce.hp.min = 0;
  1319. }else
  1320. {
  1321. reduce.hp.max = 100;
  1322. reduce.hp.min = sk[0];
  1323. }
  1324. }
  1325. break;
  1326. case 129: //无条件盾,属性个数不固定
  1327. case 163: //无条件盾,属性个数不固定
  1328. case 130: //血线下 + 属性个数不固定
  1329. case 131: //血线上 + 属性个数不固定
  1330. reduce.scale = (sk[6] || 0) / 100;
  1331. reduce.attrs = 0 | sk[5];
  1332. if (ls.type == 130 || ls.type == 131)
  1333. {
  1334. if (sk[0] == 100)
  1335. {
  1336. reduce.hp.max = sk[0];
  1337. reduce.hp.min = 99;
  1338. }else
  1339. {
  1340. if(ls.type == 130)
  1341. {
  1342. reduce.hp.max = sk[0];
  1343. reduce.hp.min = 0;
  1344. }else
  1345. {
  1346. reduce.hp.max = 100;
  1347. reduce.hp.min = sk[0];
  1348. }
  1349. }
  1350. }
  1351. break;
  1352. case 178: //无条件盾,属性个数不固定
  1353. reduce.scale = (sk[7] || 0) / 100;
  1354. reduce.attrs = 0 | sk[6];
  1355. break;
  1356. case 151: //十字心触发
  1357. case 169: //C触发
  1358. case 198: //回血触发
  1359. reduce.scale = (sk[2] || 0) / 100;
  1360. break;
  1361. case 170: //多色触发
  1362. case 182: //长串触发
  1363. case 193: //L触发
  1364. reduce.scale = (sk[3] || 0) / 100;
  1365. break;
  1366. case 171: //多串触发
  1367. reduce.scale = (sk[6] || 0) / 100;
  1368. break;
  1369. case 183: //又是个有两段血线的队长技
  1370. reduce.scale = (sk[4] || 0) / 100;
  1371. if (sk[2] == 100)
  1372. {
  1373. reduce.hp.max = sk[2];
  1374. reduce.hp.min = 99;
  1375. }else
  1376. {
  1377. reduce.hp.max = 100;
  1378. reduce.hp.min = sk[2];
  1379. }
  1380. break;
  1381. case 210: //十字触发
  1382. reduce.scale = (sk[1] || 0) / 100;
  1383. break;
  1384. case 235: { //可多次触发
  1385. reduce.scale = (sk[4] || 0) / 100;
  1386. break;
  1387. }
  1388. default:
  1389. }
  1390. return reduce;
  1391. }
  1392. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1393. }

智龙迷城队伍图制作工具