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script-universal_function.js 28 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:",_xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name,url) {
  32. if (!!(window.URL && window.URLSearchParams))
  33. { //浏览器原生支持的API
  34. const urlObj = new URL(url || document.location);
  35. return urlObj.searchParams.get(name);
  36. }else
  37. {
  38. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  39. const searchStr = url || location.search.substr(1);
  40. const r = searchStr.match(reg);
  41. if (r != null)
  42. {
  43. return decodeURIComponent(r[1]);
  44. }else
  45. {
  46. return null;
  47. }
  48. }
  49. }
  50. //数字补前导0
  51. Number.prototype.prefixInteger = function(length, useGrouping = false)
  52. {
  53. return this.toLocaleString(undefined,
  54. {
  55. useGrouping: useGrouping,
  56. minimumIntegerDigits: length
  57. });
  58. }
  59. //大数字缩短长度,默认返回本地定义字符串
  60. Number.prototype.bigNumberToString = function()
  61. {
  62. return this.toLocaleString();
  63. }
  64. //数组删除自己尾部的空元素
  65. Array.prototype.DeleteLatter = function(item = null)
  66. {
  67. let index = this.length - 1;
  68. for (; index>=0; index--)
  69. {
  70. if (this[index] !== item)
  71. {
  72. break;
  73. }
  74. }
  75. this.splice(index + 1);
  76. return this;
  77. }
  78. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  79. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  80. const pcmImportObj = {
  81. env: {
  82. abortStackOverflow: () => { throw new Error("overflow"); },
  83. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  84. tableBase: 0,
  85. memory: pcmMemory,
  86. memoryBase: 102400,
  87. STACKTOP: 0,
  88. STACK_MAX: pcmMemory.buffer.byteLength,
  89. }
  90. };
  91. let pcmPlayer = null;
  92. let adpcm_wasm = null;
  93. function decodeAudio(fileName, decodeCallback)
  94. {
  95. if(pcmPlayer != null)
  96. {
  97. pcmPlayer.close();
  98. }
  99. pcmPlayer = new PCMPlayer(1, 44100);
  100. fetch(fileName).then((response) => response.arrayBuffer())
  101. .then((bytes) => {
  102. let audioData = new Uint8Array(bytes);
  103. let step = 160;
  104. for(let i = 0; i < audioData.byteLength; i += step)
  105. {
  106. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  107. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  108. pcmPlayer.feed(pcmFloat32Data);
  109. }
  110. });
  111. }
  112. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  113. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  114. .then((wasm) => {
  115. adpcm_wasm = wasm;
  116. /*addButton("adpcm").onclick = function () {
  117. let decoder = new Adpcm(wasm, pcmImportObj);
  118. decoder.resetDecodeState(new Adpcm.State(0, 0));
  119. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  120. }*/
  121. });
  122. //▲ADPCM播放相关
  123. function latentUseHole(latentId)
  124. {
  125. switch (true)
  126. {
  127. case (latentId === 12):
  128. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  129. return 2;
  130. case (latentId >= 13 && latentId <= 15):
  131. case (latentId >= 37 && latentId <= 42):
  132. return 6;
  133. case (latentId < 12):
  134. default:
  135. return 1;
  136. }
  137. }
  138. //获取最大潜觉数量
  139. function getMaxLatentCount(id)
  140. { //转生2和超转生3为8个格子
  141. const card = Cards[id];
  142. return card && card.is8Latent ? 8 : 6;
  143. }
  144. //计算用了多少潜觉格子
  145. function usedHole(latents)
  146. {
  147. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  148. }
  149. //计算所有队伍中有多少个该觉醒
  150. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  151. {
  152. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  153. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  154. },0);
  155. return formationAwokenCount;
  156. }
  157. //计算单个队伍中有多少个该觉醒
  158. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  159. {
  160. const memberArray = team[0];
  161. const assistArray = team[1];
  162. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  163. if (mon.id<=0)
  164. { //如果是delay和null
  165. return previous;
  166. }
  167. const card = Cards[mon.id];
  168. if (!card || !card.enabled)
  169. { //如果卡片未启用
  170. return previous;
  171. }
  172. const assist = assistArray[idx];
  173. const assistCard = Cards[assist.id];
  174. //启用的觉醒数组片段
  175. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  176. //单人、3人时,大于等于100级时增加超觉醒
  177. if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
  178. {
  179. const sAwokenT = card.superAwakenings[mon.sawoken];
  180. if (sAwokenT >= 0)
  181. enableAwoken = enableAwoken.concat(sAwokenT);
  182. }
  183. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  184. { //如果卡片未启用
  185. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  186. }
  187. //相同的觉醒数
  188. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  189. return previous + hasAwoken;
  190. },0);
  191. return teamAwokenCount;
  192. }
  193. //返回可用的怪物名称
  194. function returnMonsterNameArr(card, lsList, defaultCode)
  195. {
  196. const monNameArr = lsList.map(lc=>{ //取出每种语言
  197. if (lc == defaultCode)
  198. return card.name;
  199. else if(card.otLangName)
  200. return card.otLangName[lc];
  201. }).filter(ln=> //去掉空值和问号
  202. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  203. );
  204. if (monNameArr.length < 1) //如果本来的列表里没有名字
  205. {
  206. monNameArr.push(card.name); //只添加默认名字
  207. }
  208. return monNameArr;
  209. }
  210. //Code From pad-rikuu
  211. function valueAt(level, maxLevel, curve) {
  212. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  213. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  214. }
  215. //Code From pad-rikuu
  216. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  217. let value = valueAt(level, maxLevel, {
  218. min: c.min,
  219. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  220. scale: c.scale || 1
  221. });
  222. if (level > maxLevel) {
  223. const exceed99 = Math.min(level - maxLevel, 11);
  224. const exceed110 = Math.max(0, level - 110);
  225. console.log(exceed99, level - 110)
  226. value += c.max!==undefined ?
  227. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  228. (c.min * exceed99 + c.min * exceed110);
  229. }
  230. return value;
  231. }
  232. //计算怪物的经验值
  233. function calculateExp(member)
  234. {
  235. if (!member) return null;
  236. const memberCard = Cards[member.id];
  237. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  238. const expArray = [
  239. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  240. ];
  241. if (member.level > 99)
  242. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  243. if (member.level > 110)
  244. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  245. return expArray;
  246. }
  247. //计算怪物的能力
  248. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  249. {
  250. if (!member) return null;
  251. const memberCard = Cards[member.id];
  252. const assistCard = assist ? Cards[assist.id] : null;
  253. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  254. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  255. const plusAdd = [10,5,3]; //加值的增加值
  256. const limitBreakIncr120 = [10,5,5]; //120三维增加比例
  257. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  258. [{index:1,value:500},{index:65,value:-2500}], //HP
  259. [{index:2,value:100},{index:66,value:-1000}], //ATK
  260. [{index:3,value:200},{index:67,value:-2000}] //RCV
  261. ];
  262. 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
  263. [{index:63,scale:1.1}], //HP
  264. [{index:63,scale:1.1}], //ATK
  265. [{index:63,scale:1.1}] //RCV
  266. ];
  267. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  268. [], //HP
  269. [], //ATK
  270. [] //RCV
  271. ];
  272. if (!solo)
  273. { //协力时计算协力觉醒
  274. latterAwokenScale.forEach(ab=>{
  275. ab.push({index:30,scale:1.5});
  276. });
  277. }
  278. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  279. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045},{index:43,scale:0.10}], //HP
  280. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03},{index:44,scale:0.05}], //ATK
  281. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3},{index:45,scale:0.35}] //RCV
  282. ];
  283. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  284. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  285. const abilitys = memberCurves.map((ab, idx)=>{
  286. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  287. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  288. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  289. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  290. //单人、3人时,大于等于100级时增加超觉醒
  291. if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
  292. {
  293. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  294. if (sAwokenT >= 0)
  295. awokenList = awokenList.concat(sAwokenT);
  296. }
  297. //如果有武器还要计算武器的觉醒
  298. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  299. {
  300. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  301. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  302. {
  303. awokenList = awokenList.concat(assistAwokenList);
  304. }
  305. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  306. {
  307. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  308. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  309. }
  310. }
  311. //用来计算倍率觉醒的最终倍率是多少,reduce用
  312. function calculateAwokenScale(previous,aw)
  313. {
  314. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
  315. return previous * Math.pow(aw.scale, awokenCount);
  316. }
  317. //倍率类觉醒的比例,直接从1开始乘
  318. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
  319. //觉醒增加的数值
  320. const n_awoken = awokenList.length>0 ?
  321. Math.round(awokenAdd[idx].reduce((previous,aw)=>{
  322. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  323. if (awokenCount>0)
  324. return previous + aw.value * awokenCount;
  325. else
  326. return previous;
  327. },0)) :
  328. 0;
  329. //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
  330. const n_latentScale = (member.latent && member.latent.length>0) ?
  331. latentScale[idx].reduce((previous,la)=>{
  332. const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
  333. return previous + la.scale * latentCount;
  334. },0) :
  335. 0;
  336. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  337. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  338. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  339. //觉醒生效时的协力、语音觉醒等的倍率
  340. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
  341. //都要做四舍五入
  342. reValue = Math.round(reValue);
  343. reValueNoAwoken = Math.round(reValueNoAwoken);
  344. if (idx<2) //idx顺序为HP、ATK、RCV
  345. { //HP和ATK最低为1
  346. reValue = Math.max(reValue,1);
  347. reValueNoAwoken = Math.max(reValueNoAwoken,1);
  348. }
  349. return [reValue,reValueNoAwoken];
  350. });
  351. return abilitys;
  352. }
  353. function calculateAbility_max(id, solo, teamsCount)
  354. {
  355. const card = Cards[id];
  356. const tempMon = {
  357. id: id,
  358. level: card.limitBreakIncr ? 110 : card.maxLevel,
  359. 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
  360. awoken: card.awakenings.length,
  361. };
  362. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  363. if (abilities)
  364. {
  365. return {
  366. noAwoken:{
  367. hp:abilities[0][1],
  368. atk:abilities[1][1],
  369. rcv:abilities[2][1],
  370. },
  371. withAwoken:{
  372. hp:abilities[0][0],
  373. atk:abilities[1][0],
  374. rcv:abilities[2][0],
  375. },
  376. };
  377. }else
  378. {
  379. return null;
  380. }
  381. }
  382. //搜索卡片用
  383. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken)
  384. {
  385. 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
  386. //属性
  387. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  388. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  389. { //当两个颜色相同时,主副一样颜色的只需判断一次
  390. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  391. }else if (fixMainColor) //如果固定了顺序
  392. {
  393. const a1null = attr1 === null, a2null = attr2 === null;
  394. cardsRange = cardsRange.filter(c=>
  395. (a1null ? true : c.attrs[0] === attr1) &&
  396. (a2null ? true : c.attrs[1] === attr2)
  397. );
  398. }else //不限定顺序时
  399. {
  400. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性
  401. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  402. cardsRange = cardsRange.filter(c=>
  403. search_attrs.every(a=>c.attrs.includes(a)) &&
  404. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  405. );
  406. }
  407. //类型
  408. if (types.length>0)
  409. {
  410. cardsRange = cardsRange.filter(c=>typeAndOr ?
  411. types.every(t=>c.types.includes(t)) : //所有type都满足
  412. types.some(t=>c.types.includes(t)) //只需要满足一个type
  413. );
  414. }
  415. //稀有度
  416. if (rares.length>1)
  417. {
  418. cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]);
  419. }
  420. //觉醒
  421. //等效觉醒时,事先去除大觉醒
  422. if (equalAk)
  423. {
  424. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  425. bigEqualAwokens.forEach(bak=>{
  426. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  427. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  428. if (!smallEqualAwoken)
  429. {
  430. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  431. awokens.push(smallEqualAwoken);
  432. }
  433. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  434. });
  435. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  436. }
  437. if (awokens.length>0)
  438. {
  439. cardsRange = cardsRange.filter(card => {
  440. let cardAwakeningsArray = [];
  441. if (incSawoken && card.superAwakenings.length > 0)
  442. { //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
  443. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  444. }else
  445. { //单个原始觉醒数组
  446. cardAwakeningsArray.push(card.awakenings);
  447. }
  448. 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
  449. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  450. if (equalAk) //如果开启等效觉醒
  451. {
  452. //搜索等效觉醒
  453. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  454. if (equivalentAwoken)
  455. {
  456. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  457. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  458. return totalNum >= ak.num;
  459. }
  460. }
  461. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  462. })
  463. );
  464. });
  465. }
  466. //超觉醒
  467. if (sawokens.length>0 && !incSawoken)
  468. {
  469. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  470. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  471. return card.superAwakenings.includes(sak) ||
  472. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  473. }) );
  474. }
  475. cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0]
  476. return cardsRange;
  477. }
  478. //产生一个怪物头像
  479. function createCardA()
  480. {
  481. const cdom = document.createElement("a");
  482. cdom.className = "monster";
  483. cdom.target = "_blank";
  484. const property = cdom.appendChild(document.createElement("div"));
  485. property.className = "property";
  486. const subproperty = cdom.appendChild(document.createElement("div"));
  487. subproperty.className = "subproperty";
  488. const cid = cdom.appendChild(document.createElement("div"));
  489. cid.className = "id";
  490. const cawoken = cdom.appendChild(document.createElement("div"));
  491. cawoken.className = "awoken-count-num";
  492. return cdom;
  493. }
  494. //返回文字说明内怪物Card的纯HTML
  495. function cardN(id){
  496. const monOuterDom = document.createElement("span");
  497. monOuterDom.className = "detail-mon";
  498. const monDom = createCardA(id);
  499. monOuterDom.appendChild(monDom);
  500. monOuterDom.monDom = monDom;
  501. changeid({id:id},monDom);
  502. return monOuterDom;
  503. }
  504. //将怪物的文字介绍解析为HTML
  505. function descriptionToHTML(str)
  506. {
  507. str = str.replace(/\n/ig,"<br>"); //换行
  508. //str = str.replace(/ /ig,"&nbsp;"); //换行
  509. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  510. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  511. return str;
  512. }
  513. //默认的技能解释的显示行为
  514. function parseSkillDescription(skill)
  515. {
  516. const span = document.createElement("span");
  517. span.innerHTML = descriptionToHTML(skill.description);
  518. return span;
  519. }
  520. //大数字缩短长度,默认返回本地定义字符串
  521. function parseBigNumber(number)
  522. {
  523. return number.toLocaleString();
  524. }
  525. //判断是否是转生和超转生
  526. function isReincarnated(card)
  527. {
  528. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  529. }
  530. //获取类型允许的潜觉
  531. function getAllowLatent(card)
  532. {
  533. const latentSet = new Set(common_allowable_latent);
  534. card.types.filter(i => i >= 0)
  535. .map(type => type_allowable_latent[type])
  536. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  537. if (card.limitBreakIncr)
  538. {
  539. v120_allowable_latent.forEach(t=>latentSet.add(t));
  540. }
  541. return Array.from(latentSet);
  542. }
  543. //计算队伍中有多少血量
  544. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  545. {
  546. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  547. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  548. const mHpArr = memberArr.map(m=>{
  549. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  550. let hp = ability ? ability[0] : 0;
  551. if (!hp) return 0;
  552. const card = Cards[m.id];
  553. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  554. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  555. /* 演示用代码
  556. let hp1,hp2;
  557. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  558. hp = Math.round(hp1);
  559. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  560. hp = Math.round(hp2);
  561. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  562. */
  563. return hp;
  564. });
  565. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  566. function memberHpMul(card,ls,memberArr,solo)
  567. {
  568. function flags(num){
  569. const arr = [];
  570. for (let i = 0; i<32;i++)
  571. {
  572. if (num & (1<<i))
  573. {
  574. arr.push(i);
  575. }
  576. }
  577. return arr;
  578. }
  579. function hpMul(parm,scale)
  580. {
  581. if (scale == undefined || scale == 0) return 1;
  582. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  583. {
  584. return scale / 100;
  585. }
  586. if (parm.types && card.types.some(t => parm.types.includes(t)))
  587. {
  588. return scale / 100;
  589. }
  590. return 1;
  591. }
  592. const sk = ls.params;
  593. let scale = 1;
  594. switch (ls.type)
  595. {
  596. case 23: case 30: case 62: case 77: case 63: case 65:
  597. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  598. break;
  599. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  600. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  601. break;
  602. case 73: case 76:
  603. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  604. break;
  605. case 106: case 107: case 108:
  606. scale = sk[0] / 100;
  607. break;
  608. case 121: case 129: case 163: case 186:
  609. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  610. break;
  611. case 125: //队伍中必须有指定队员
  612. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  613. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  614. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  615. break;
  616. case 136:
  617. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  618. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  619. break;
  620. case 137:
  621. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  622. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  623. break;
  624. case 155:
  625. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  626. break;
  627. case 158:
  628. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  629. break;
  630. case 175: //队伍组成全为合作
  631. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  632. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  633. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  634. break;
  635. case 178: case 185:
  636. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  637. break;
  638. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  639. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  640. switch (sk[0])
  641. {
  642. case 0: //全是像素进化
  643. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  644. break;
  645. case 2: //全是转生、超转生(8格潜觉)
  646. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  647. break;
  648. }
  649. break;
  650. case 138: //调用其他队长技
  651. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  652. break;
  653. default:
  654. }
  655. return scale || 1;
  656. }
  657. return mHpArr;
  658. }
  659. //计算队伍操作时间
  660. function countMoveTime(team, leader1id, leader2id, teamIdx)
  661. {
  662. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  663. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  664. const time1 = leaderSkillMoveTime(ls1);
  665. const time2 = leaderSkillMoveTime(ls2);
  666. let moveTime = {
  667. fixed:false,
  668. duration:{
  669. default:5,
  670. leader:0,
  671. badge:0,
  672. awoken:0,
  673. }
  674. }; //基础5秒
  675. //固定操作时间的直接返回
  676. if (time1.fixed || time2.fixed)
  677. {
  678. moveTime.fixed = true;
  679. moveTime.duration.leader = time1.fixed ?
  680. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  681. time2.duration;
  682. } else
  683. {
  684. moveTime.duration.leader = time1.duration + time2.duration;
  685. //1人、3人计算徽章
  686. if (solo || teamsCount === 3)
  687. {
  688. //徽章部分
  689. if (team[2] == 1) //小手指
  690. {
  691. moveTime.duration.badge = 1;
  692. } else if (team[2] == 13) //大手指
  693. {
  694. moveTime.duration.badge = 2;
  695. } else if (team[2] == 18) //月卡
  696. {
  697. moveTime.duration.badge = 3;
  698. }
  699. }
  700. else if (teamsCount === 2) //2人协力时的特殊处理
  701. {
  702. const teams = formation.teams;
  703. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  704. //复制队伍1,这里参数里的 team 换成了一个新的数组
  705. team = [
  706. team[0].concat(),
  707. team[1].concat()
  708. ];
  709. //把队伍2的队长和武器添加到复制的队伍1里面
  710. team[0].push(team2[0][0]);
  711. team[1].push(team2[1][0]);
  712. }
  713. //觉醒
  714. const awokenMoveTime = [
  715. {index:19,value:0.5}, //小手指
  716. {index:53,value:1}, //大手指
  717. ];
  718. moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=>
  719. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  720. ,0);
  721. //潜觉
  722. const latentMoveTime = [
  723. {index:4,value:0.05}, //小手指潜觉
  724. {index:31,value:0.12}, //大手指潜觉
  725. ];
  726. moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=>
  727. duration + team[0].reduce((count,menber)=>
  728. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  729. ,0) * la.value
  730. ,0);
  731. }
  732. function leaderSkillMoveTime(ls)
  733. {
  734. let moveTime = {fixed:false,duration:0};
  735. const sk = ls.params;
  736. switch (ls.type)
  737. {
  738. case 178: //固定操作时间
  739. moveTime.fixed = true;
  740. moveTime.duration = sk[0];
  741. break;
  742. case 15: case 185:
  743. moveTime.duration += sk[0]/100;
  744. break;
  745. case 138: //调用其他队长技
  746. return sk.reduce((pmul,skid)=>{
  747. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  748. if (subMoveTime.fixed)
  749. {
  750. pmul.fixed = true;
  751. pmul.duration = subMoveTime.duration
  752. }else
  753. {
  754. pmul.duration += subMoveTime.duration;
  755. }
  756. return pmul;
  757. },moveTime);
  758. default:
  759. }
  760. return moveTime;
  761. }
  762. return moveTime;
  763. }
  764. //获取盾减伤比例
  765. function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false)
  766. {
  767. const sk = ls.params;
  768. let scale = 0;
  769. switch (ls.type)
  770. {
  771. case 16: //无条件盾
  772. scale = sk[0]/100;
  773. break;
  774. case 17: //单属性盾
  775. scale = allAttr ? 0 : sk[1]/100;
  776. break;
  777. case 36: //2个属性盾
  778. scale = allAttr ? 0 : sk[2]/100;
  779. break;
  780. case 38: //血线下 + 可能几率
  781. case 43: //血线上 + 可能几率
  782. scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100;
  783. break;
  784. case 129: //无条件盾,属性个数不固定
  785. case 163: //无条件盾,属性个数不固定
  786. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  787. break;
  788. case 130: //血线下 + 属性个数不固定
  789. case 131: //血线上 + 属性个数不固定
  790. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  791. break;
  792. case 151: //十字心触发
  793. case 169: //C触发
  794. case 198: //回血触发
  795. scale = sk[2]/100;
  796. break;
  797. case 170: //多色触发
  798. case 182: //长串触发
  799. case 193: //L触发
  800. scale = sk[3]/100;
  801. break;
  802. case 171: //多串触发
  803. scale = sk[6]/100;
  804. break;
  805. case 183: //又是个有两段血线的队长技
  806. scale = noHPneed ? 0 : sk[4]/100;
  807. break;
  808. case 138: //调用其他队长技
  809. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  810. break;
  811. default:
  812. }
  813. return scale || 0;
  814. }

智龙迷城队伍图制作工具