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script-universal_function.js 37 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)) { //浏览器原生支持的API
  33. const urlObj = new URL(url || document.location);
  34. return urlObj.searchParams.get(name);
  35. } else {
  36. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  37. const searchStr = url || location.search.substr(1);
  38. const r = searchStr.match(reg);
  39. if (r != null) {
  40. return decodeURIComponent(r[1]);
  41. } else {
  42. return null;
  43. }
  44. }
  45. }
  46. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //大数字缩短长度,默认返回本地定义字符串
  54. Number.prototype.bigNumberToString = function() {
  55. return this.toLocaleString();
  56. }
  57. //数组删除自己尾部的空元素
  58. Array.prototype.DeleteLatter = function(item = null) {
  59. let index = this.length - 1;
  60. for (; index >= 0; index--) {
  61. if (this[index] !== item) {
  62. break;
  63. }
  64. }
  65. this.splice(index + 1);
  66. return this;
  67. }
  68. Math.randomInteger = function(max, min = 0) {
  69. return this.floor(this.random() * (max - min + 1) + min);
  70. }
  71. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  72. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  73. const pcmImportObj = {
  74. env: {
  75. abortStackOverflow: () => { throw new Error("overflow"); },
  76. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  77. tableBase: 0,
  78. memory: pcmMemory,
  79. memoryBase: 102400,
  80. STACKTOP: 0,
  81. STACK_MAX: pcmMemory.buffer.byteLength,
  82. }
  83. };
  84. let pcmPlayer = null;
  85. let adpcm_wasm = null;
  86. function decodeAudio(fileName, decodeCallback) {
  87. if (pcmPlayer != null) {
  88. pcmPlayer.close();
  89. }
  90. pcmPlayer = new PCMPlayer(1, 44100);
  91. fetch(fileName).then((response) => response.arrayBuffer())
  92. .then((bytes) => {
  93. let audioData = new Uint8Array(bytes);
  94. let step = 160;
  95. for (let i = 0; i < audioData.byteLength; i += step) {
  96. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  97. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  98. pcmPlayer.feed(pcmFloat32Data);
  99. }
  100. });
  101. }
  102. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  103. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  104. .then((wasm) => {
  105. adpcm_wasm = wasm;
  106. /*addButton("adpcm").onclick = function () {
  107. let decoder = new Adpcm(wasm, pcmImportObj);
  108. decoder.resetDecodeState(new Adpcm.State(0, 0));
  109. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  110. }*/
  111. });
  112. //▲ADPCM播放相关
  113. function latentUseHole(latentId) {
  114. switch (true) {
  115. case (latentId === 12):
  116. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  117. return 2;
  118. case (latentId >= 13 && latentId <= 15):
  119. case (latentId >= 37 && latentId <= 42):
  120. return 6;
  121. case (latentId < 12):
  122. default:
  123. return 1;
  124. }
  125. }
  126. //获取最大潜觉数量
  127. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  128. const card = Cards[id];
  129. return card && card.is8Latent ? 8 : 6;
  130. }
  131. //计算用了多少潜觉格子
  132. function usedHole(latents) {
  133. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  134. }
  135. //计算所有队伍中有多少个该觉醒
  136. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  137. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  138. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  139. }, 0);
  140. return formationAwokenCount;
  141. }
  142. //计算单个队伍中有多少个该觉醒
  143. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  144. const memberArray = team[0];
  145. const assistArray = team[1];
  146. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  147. if (mon.id <= 0) { //如果是delay和null
  148. return previous;
  149. }
  150. const card = Cards[mon.id];
  151. if (!card || !card.enabled) { //如果卡片未启用
  152. return previous;
  153. }
  154. const assist = assistArray[idx];
  155. const assistCard = Cards[assist.id];
  156. //启用的觉醒数组片段
  157. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  158. //单人、3人时,大于等于100级时增加超觉醒
  159. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  160. const sAwokenT = card.superAwakenings[mon.sawoken];
  161. if (sAwokenT >= 0)
  162. enableAwoken = enableAwoken.concat(sAwokenT);
  163. }
  164. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  165. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  166. }
  167. //相同的觉醒数
  168. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  169. return previous + hasAwoken;
  170. }, 0);
  171. return teamAwokenCount;
  172. }
  173. //返回可用的怪物名称
  174. function returnMonsterNameArr(card, lsList, defaultCode) {
  175. const monNameArr = lsList.map(lc => { //取出每种语言
  176. if (lc == defaultCode)
  177. return card.name;
  178. else if (card.otLangName)
  179. return card.otLangName[lc];
  180. }).filter(ln => //去掉空值和问号
  181. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  182. );
  183. if (monNameArr.length < 1) //如果本来的列表里没有名字
  184. {
  185. monNameArr.push(card.name); //只添加默认名字
  186. }
  187. return monNameArr;
  188. }
  189. //Code From pad-rikuu
  190. function valueAt(level, maxLevel, curve) {
  191. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  192. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  193. }
  194. //Code From pad-rikuu
  195. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  196. let value = valueAt(level, maxLevel, {
  197. min: c.min,
  198. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  199. scale: c.scale || 1
  200. });
  201. if (level > maxLevel) {
  202. const exceed99 = Math.min(level - maxLevel, 11);
  203. const exceed110 = Math.max(0, level - 110);
  204. value += c.max !== undefined ?
  205. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  206. (c.min * exceed99 + c.min * exceed110);
  207. }
  208. return value;
  209. }
  210. //计算怪物的经验值
  211. function calculateExp(member) {
  212. if (!member) return null;
  213. const memberCard = Cards[member.id];
  214. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  215. const expArray = [
  216. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  217. ];
  218. if (member.level > 99)
  219. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  220. if (member.level > 110)
  221. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  222. return expArray;
  223. }
  224. //计算怪物的能力
  225. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  226. if (!member) return null;
  227. const memberCard = Cards[member.id];
  228. const assistCard = assist ? Cards[assist.id] : null;
  229. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  230. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  231. const plusAdd = [10, 5, 3]; //加值的增加值
  232. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  233. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  234. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  235. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  236. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  237. ];
  238. 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
  239. [{ index: 63, scale: 1.1 }], //HP
  240. [{ index: 63, scale: 1.1 }], //ATK
  241. [{ index: 63, scale: 1.1 }] //RCV
  242. ];
  243. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  244. [], //HP
  245. [], //ATK
  246. [] //RCV
  247. ];
  248. if (!solo) { //协力时计算协力觉醒
  249. latterAwokenScale.forEach(ab => {
  250. ab.push({ index: 30, scale: 1.5 });
  251. });
  252. }
  253. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  254. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  255. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  256. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  257. ];
  258. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  259. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  260. const abilitys = memberCurves.map((ab, idx) => {
  261. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  262. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  263. let n_assist_base = 0,
  264. n_assist_plus = 0; //辅助的bonus
  265. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  266. //单人、3人时,大于等于100级时增加超觉醒
  267. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  268. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  269. if (sAwokenT >= 0)
  270. awokenList = awokenList.concat(sAwokenT);
  271. }
  272. //如果有武器还要计算武器的觉醒
  273. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  274. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  275. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  276. {
  277. awokenList = awokenList.concat(assistAwokenList);
  278. }
  279. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  280. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  281. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  282. }
  283. }
  284. //用来计算倍率觉醒的最终倍率是多少,reduce用
  285. function calculateAwokenScale(previous, aw) {
  286. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  287. return previous * Math.pow(aw.scale, awokenCount);
  288. }
  289. //倍率类觉醒的比例,直接从1开始乘
  290. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  291. //觉醒增加的数值
  292. const n_awoken = awokenList.length > 0 ?
  293. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  294. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  295. if (awokenCount > 0)
  296. return previous + aw.value * awokenCount;
  297. else
  298. return previous;
  299. }, 0)) :
  300. 0;
  301. //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
  302. const n_latentScale = (member.latent && member.latent.length > 0) ?
  303. latentScale[idx].reduce((previous, la) => {
  304. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  305. return previous + la.scale * latentCount;
  306. }, 0) :
  307. 0;
  308. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  309. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  310. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  311. //觉醒生效时的协力、语音觉醒等的倍率
  312. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  313. //都要做四舍五入
  314. reValue = Math.round(reValue);
  315. reValueNoAwoken = Math.round(reValueNoAwoken);
  316. if (idx < 2) //idx顺序为HP、ATK、RCV
  317. { //HP和ATK最低为1
  318. reValue = Math.max(reValue, 1);
  319. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  320. }
  321. return [reValue, reValueNoAwoken];
  322. });
  323. return abilitys;
  324. }
  325. function calculateAbility_max(id, solo, teamsCount) {
  326. const card = Cards[id];
  327. const tempMon = {
  328. id: id,
  329. level: card.limitBreakIncr ? 110 : card.maxLevel,
  330. 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
  331. awoken: card.awakenings.length,
  332. };
  333. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  334. if (abilities) {
  335. return {
  336. noAwoken: {
  337. hp: abilities[0][1],
  338. atk: abilities[1][1],
  339. rcv: abilities[2][1],
  340. },
  341. withAwoken: {
  342. hp: abilities[0][0],
  343. atk: abilities[1][0],
  344. rcv: abilities[2][0],
  345. },
  346. };
  347. } else {
  348. return null;
  349. }
  350. }
  351. //搜索卡片用
  352. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  353. 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
  354. //属性
  355. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  356. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  357. { //当两个颜色相同时,主副一样颜色的只需判断一次
  358. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  359. } else if (fixMainColor) //如果固定了顺序
  360. {
  361. const a1null = attr1 === null,
  362. a2null = attr2 === null;
  363. cardsRange = cardsRange.filter(c =>
  364. (a1null ? true : c.attrs[0] === attr1) &&
  365. (a2null ? true : c.attrs[1] === attr2)
  366. );
  367. } else //不限定顺序时
  368. {
  369. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  370. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  371. cardsRange = cardsRange.filter(c =>
  372. search_attrs.every(a => c.attrs.includes(a)) &&
  373. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  374. );
  375. }
  376. //类型
  377. if (types.length > 0) {
  378. cardsRange = cardsRange.filter(c => typeAndOr ?
  379. types.every(t => c.types.includes(t)) : //所有type都满足
  380. types.some(t => c.types.includes(t)) //只需要满足一个type
  381. );
  382. }
  383. //稀有度
  384. if (rares.length > 1) {
  385. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  386. }
  387. //觉醒
  388. //等效觉醒时,事先去除大觉醒
  389. if (equalAk) {
  390. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  391. bigEqualAwokens.forEach(bak => {
  392. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  393. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  394. if (!smallEqualAwoken) {
  395. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  396. awokens.push(smallEqualAwoken);
  397. }
  398. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  399. });
  400. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  401. }
  402. if (awokens.length > 0) {
  403. cardsRange = cardsRange.filter(card => {
  404. let cardAwakeningsArray = [];
  405. 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
  406. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  407. } else { //单个原始觉醒数组
  408. cardAwakeningsArray.push(card.awakenings);
  409. }
  410. 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
  411. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  412. if (equalAk) //如果开启等效觉醒
  413. {
  414. //搜索等效觉醒
  415. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  416. if (equivalentAwoken) {
  417. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  418. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  419. return totalNum >= ak.num;
  420. }
  421. }
  422. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  423. })
  424. );
  425. });
  426. }
  427. //超觉醒
  428. if (sawokens.length > 0 && !incSawoken) {
  429. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  430. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  431. return card.superAwakenings.includes(sak) ||
  432. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  433. }));
  434. }
  435. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  436. return cardsRange;
  437. }
  438. //产生一个怪物头像
  439. function createCardA() {
  440. const cdom = document.createElement("a");
  441. cdom.className = "monster";
  442. cdom.target = "_blank";
  443. const property = cdom.appendChild(document.createElement("div"));
  444. property.className = "property";
  445. const subproperty = cdom.appendChild(document.createElement("div"));
  446. subproperty.className = "subproperty";
  447. const cid = cdom.appendChild(document.createElement("div"));
  448. cid.className = "id";
  449. const cawoken = cdom.appendChild(document.createElement("div"));
  450. cawoken.className = "awoken-count-num";
  451. return cdom;
  452. }
  453. //返回文字说明内怪物Card的纯HTML
  454. function cardN(id) {
  455. const monOuterDom = document.createElement("span");
  456. monOuterDom.className = "detail-mon";
  457. const monDom = createCardA(id);
  458. monOuterDom.appendChild(monDom);
  459. monOuterDom.monDom = monDom;
  460. changeid({ id: id }, monDom);
  461. return monOuterDom;
  462. }
  463. //将怪物的文字介绍解析为HTML
  464. function descriptionToHTML(str) {
  465. str = str.replace(/\n/ig, "<br>"); //换行
  466. //str = str.replace(/ /ig,"&nbsp;"); //换行
  467. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '<span style="color:#$1;">$2</span>'); //文字颜色
  468. str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像
  469. return str;
  470. }
  471. //默认的技能解释的显示行为
  472. function parseSkillDescription(skill) {
  473. const span = document.createElement("span");
  474. span.innerHTML = descriptionToHTML(skill.description);
  475. return span;
  476. }
  477. //大数字缩短长度,默认返回本地定义字符串
  478. function parseBigNumber(number) {
  479. return number.toLocaleString();
  480. }
  481. //判断是否是转生和超转生
  482. function isReincarnated(card) {
  483. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  484. }
  485. //获取类型允许的潜觉
  486. function getAllowLatent(card) {
  487. const latentSet = new Set(common_allowable_latent);
  488. card.types.filter(i => i >= 0)
  489. .map(type => type_allowable_latent[type])
  490. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  491. if (card.limitBreakIncr) {
  492. v120_allowable_latent.forEach(t => latentSet.add(t));
  493. }
  494. return Array.from(latentSet);
  495. }
  496. //计算队伍中有多少血量
  497. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  498. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  499. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  500. const mHpArr = memberArr.map(m => {
  501. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  502. let hp = ability ? ability[0] : 0;
  503. if (!hp) return 0;
  504. const card = Cards[m.id];
  505. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  506. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  507. /* 演示用代码
  508. let hp1,hp2;
  509. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  510. hp = Math.round(hp1);
  511. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  512. hp = Math.round(hp2);
  513. 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);
  514. */
  515. return hp;
  516. });
  517. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  518. function memberHpMul(card, ls, memberArr, solo) {
  519. function flags(num) {
  520. const arr = [];
  521. for (let i = 0; i < 32; i++) {
  522. if (num & (1 << i)) {
  523. arr.push(i);
  524. }
  525. }
  526. return arr;
  527. }
  528. function hpMul(parm, scale) {
  529. if (scale == undefined || scale == 0) return 1;
  530. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  531. return scale / 100;
  532. }
  533. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  534. return scale / 100;
  535. }
  536. return 1;
  537. }
  538. const sk = ls.params;
  539. let scale = 1;
  540. switch (ls.type) {
  541. case 23:
  542. case 30:
  543. case 62:
  544. case 77:
  545. case 63:
  546. case 65:
  547. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  548. break;
  549. case 29:
  550. case 114:
  551. case 45:
  552. case 111:
  553. case 46:
  554. case 48:
  555. case 67:
  556. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  557. break;
  558. case 73:
  559. case 76:
  560. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  561. break;
  562. case 106:
  563. case 107:
  564. case 108:
  565. scale = sk[0] / 100;
  566. break;
  567. case 121:
  568. case 129:
  569. case 163:
  570. case 186:
  571. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  572. break;
  573. case 125: //队伍中必须有指定队员
  574. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  575. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  576. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  577. break;
  578. case 136:
  579. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]) *
  580. sk[4] ? hpMul({ attrs: flags(sk[4]) }, sk[5]) : 1;
  581. break;
  582. case 137:
  583. scale = hpMul({ types: flags(sk[0]) }, sk[1]) *
  584. sk[4] ? hpMul({ types: flags(sk[4]) }, sk[5]) : 1;
  585. break;
  586. case 155:
  587. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  588. break;
  589. case 158:
  590. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  591. break;
  592. case 175: //队伍组成全为合作
  593. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  594. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  595. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  596. break;
  597. case 178:
  598. case 185:
  599. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  600. break;
  601. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  602. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  603. switch (sk[0]) {
  604. case 0: //全是像素进化
  605. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  606. break;
  607. case 2: //全是转生、超转生(8格潜觉)
  608. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  609. break;
  610. }
  611. break;
  612. case 138: //调用其他队长技
  613. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  614. break;
  615. default:
  616. }
  617. return scale || 1;
  618. }
  619. return mHpArr;
  620. }
  621. //返回卡片的队长技能
  622. function getCardLeaderSkills(card, skillTypes) {
  623. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  624. }
  625. //查找到真正起作用的那一个技能
  626. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  627. if (skillTypes.includes(skill.type))
  628. {
  629. return [skill];
  630. }
  631. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  632. {
  633. //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
  634. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  635. subSkills = subSkills.filter(s=>s.length);
  636. return subSkills;
  637. }
  638. else
  639. {
  640. return [];
  641. }
  642. }
  643. //计算队伍是否为76
  644. function tIf_Effect_76board(leader1id, leader2id) {
  645. const searchTypeArray = [162, 186];
  646. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  647. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  648. return Boolean(ls1 || ls2);
  649. }
  650. //计算队伍是否为无天降
  651. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  652. const searchTypeArray = [163, 177];
  653. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  654. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  655. [0]
  656. return Boolean(ls1 || ls2);
  657. }
  658. //计算队伍是否为毒无效
  659. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  660. const searchTypeArray = [197];
  661. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  662. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  663. return Boolean(ls1 || ls2);
  664. }
  665. //计算队伍的+C
  666. function tIf_Effect_addCombo(leader1id, leader2id) {
  667. const searchTypeArray = [192, 194, 206, 209, 210];
  668. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  669. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  670. function getSkillAddCombo(skill) {
  671. if (!skill) return 0;
  672. switch (skill.type) {
  673. case 192:
  674. case 194:
  675. return skill.params[3];
  676. case 206:
  677. return skill.params[6];
  678. case 209:
  679. return skill.params[0];
  680. case 210:
  681. return skill.params[2];
  682. default:
  683. return 0;
  684. }
  685. }
  686. return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
  687. }
  688. //计算队伍的追打
  689. function tIf_Effect_inflicts(leader1id, leader2id) {
  690. const searchTypeArray = [199, 200, 201];
  691. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  692. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  693. function getSkillFixedDamage(skill) {
  694. if (!skill) return 0;
  695. switch (skill.type) {
  696. case 199:
  697. case 200:
  698. return skill.params[2];
  699. case 201:
  700. return skill.params[5];
  701. default:
  702. return 0;
  703. }
  704. }
  705. return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
  706. }
  707. //计算队伍操作时间
  708. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  709. const searchTypeArray = [178, 15, 185];
  710. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  711. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  712. const time1 = leaderSkillMoveTime(ls1);
  713. const time2 = leaderSkillMoveTime(ls2);
  714. function leaderSkillMoveTime(ls) {
  715. const moveTime = { fixed: false, duration: 0 };
  716. if (!ls) return moveTime;
  717. const sk = ls.params;
  718. switch (ls.type) {
  719. case 178: //固定操作时间
  720. moveTime.fixed = true;
  721. moveTime.duration = sk[0];
  722. break;
  723. case 15:
  724. case 185:
  725. moveTime.duration += sk[0] / 100;
  726. break;
  727. default:
  728. }
  729. return moveTime;
  730. }
  731. let moveTime = {
  732. fixed: false,
  733. duration: {
  734. default: 5,
  735. leader: 0,
  736. badge: 0,
  737. awoken: 0,
  738. }
  739. }; //基础5秒
  740. //固定操作时间的直接返回
  741. if (time1.fixed || time2.fixed) {
  742. moveTime.fixed = true;
  743. moveTime.duration.leader = time1.fixed ?
  744. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  745. time2.duration;
  746. } else {
  747. moveTime.duration.leader = time1.duration + time2.duration;
  748. //1人、3人计算徽章
  749. if (solo || teamsCount === 3) {
  750. switch (team[2]) {
  751. case 1: //小手指
  752. moveTime.duration.badge = 1;
  753. break;
  754. case 13: //大手指
  755. moveTime.duration.badge = 2;
  756. break;
  757. case 18: //月卡
  758. moveTime.duration.badge = 3;
  759. break;
  760. }
  761. } else if (teamsCount === 2) //2人协力时的特殊处理
  762. {
  763. const teams = formation.teams;
  764. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  765. //复制队伍1,这里参数里的 team 换成了一个新的数组
  766. team = [
  767. team[0].concat(),
  768. team[1].concat()
  769. ];
  770. //把队伍2的队长和武器添加到复制的队伍1里面
  771. team[0].push(team2[0][0]);
  772. team[1].push(team2[1][0]);
  773. }
  774. //觉醒
  775. const awokenMoveTime = [
  776. { index: 19, value: 0.5 }, //小手指
  777. { index: 53, value: 1 }, //大手指
  778. ];
  779. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  780. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  781. //潜觉
  782. const latentMoveTime = [
  783. { index: 4, value: 0.05 }, //小手指潜觉
  784. { index: 31, value: 0.12 }, //大手指潜觉
  785. ];
  786. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  787. duration + team[0].reduce((count, menber) =>
  788. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  789. }
  790. return moveTime;
  791. }
  792. //获取盾减伤比例
  793. function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false) {
  794. const sk = ls.params;
  795. let scale = 0;
  796. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 151, 169, 198, 170, 182, 193, 171, 183];
  797. switch (ls.type) {
  798. case 16: //无条件盾
  799. scale = sk[0] / 100;
  800. break;
  801. case 17: //单属性盾
  802. scale = allAttr ? 0 : sk[1] / 100;
  803. break;
  804. case 36: //2个属性盾
  805. scale = allAttr ? 0 : sk[2] / 100;
  806. break;
  807. case 38: //血线下 + 可能几率
  808. case 43: //血线上 + 可能几率
  809. scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2] / 100;
  810. break;
  811. case 129: //无条件盾,属性个数不固定
  812. case 163: //无条件盾,属性个数不固定
  813. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6] / 100;
  814. break;
  815. case 130: //血线下 + 属性个数不固定
  816. case 131: //血线上 + 属性个数不固定
  817. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6] / 100;
  818. break;
  819. case 151: //十字心触发
  820. case 169: //C触发
  821. case 198: //回血触发
  822. scale = sk[2] / 100;
  823. break;
  824. case 170: //多色触发
  825. case 182: //长串触发
  826. case 193: //L触发
  827. scale = sk[3] / 100;
  828. break;
  829. case 171: //多串触发
  830. scale = sk[6] / 100;
  831. break;
  832. case 183: //又是个有两段血线的队长技
  833. scale = noHPneed ? 0 : sk[4] / 100;
  834. break;
  835. case 138: //调用其他队长技
  836. scale = sk.reduce((pmul, skid) => 1 - (1 - pmul) * (1 - getReduceScale(Skills[skid], allAttr, noHPneed)), 0);
  837. break;
  838. default:
  839. }
  840. return scale || 0;
  841. }

智龙迷城队伍图制作工具