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script-universal_function.js 55 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. // Create a class for the element
  117. class CardAvatar extends HTMLElement {
  118. // Specify observed attributes so that
  119. // attributeChangedCallback will work
  120. static get observedAttributes() {
  121. return ['id'];
  122. }
  123. /*#id = 0;
  124. get id() {
  125. return this.#id;
  126. }*/
  127. id = 0;
  128. /**
  129. * @param {string | number} x
  130. */
  131. set id(x) {
  132. this.setAttribute('id', x);
  133. //this.#id = x; //在属性改变的内容里已经写入了
  134. }
  135. //#member = new Member();
  136. /**
  137. * @param {Member} m
  138. */
  139. /*get member() {
  140. return this.#member;
  141. }*/
  142. /**
  143. * @param {Member} m
  144. */
  145. /*set member(m) {
  146. this.#member = m;
  147. console.log("设定新的Member",m);
  148. this.setAttribute('id', m.id);
  149. }*/
  150. constructor() {
  151. // Always call super first in constructor
  152. super();
  153. // Create a shadow root
  154. const shadow = this.attachShadow({mode: 'open'});
  155. // Create some CSS to apply to the shadow dom
  156. const linkElem = shadow.appendChild(document.createElement('link'));
  157. linkElem.setAttribute('rel', 'stylesheet');
  158. linkElem.setAttribute('href', 'style-card.css');
  159. // Create spans
  160. const wrapper = shadow.appendChild(document.createElement('a'));
  161. wrapper.className = 'wrapper';
  162. wrapper.target = '_blank';
  163. const dAttr1 = wrapper.appendChild(document.createElement('div'));
  164. dAttr1.className = 'attribute attribute-main';
  165. const dAttr2 = wrapper.appendChild(document.createElement('div'));
  166. dAttr2.className = 'attribute attribute-sub';
  167. const dLeftTop = wrapper.appendChild(document.createElement('div'));
  168. dLeftTop.className = "flex-box flex-left-top";
  169. const dLeftBottom = wrapper.appendChild(document.createElement('div'));
  170. dLeftBottom.className = "flex-box flex-left-bottom";
  171. const dRightTop = wrapper.appendChild(document.createElement('div'));
  172. dRightTop.className = "flex-box flex-right-top";
  173. const dRightBottom = wrapper.appendChild(document.createElement('div'));
  174. dRightBottom.className = "flex-box flex-right-bottom";
  175. const dId = dLeftBottom.appendChild(document.createElement('div'));
  176. dId.className = 'card-id';
  177. const dLevel = dLeftBottom.appendChild(document.createElement('div'));
  178. dLevel.className = 'level';
  179. dLevel.textContent = "110";
  180. const dEnhancement = dLeftTop.appendChild(document.createElement('div'));
  181. dEnhancement.className = 'enhancement';
  182. dEnhancement.textContent = "297";
  183. const dActiveSkillCD = dRightBottom.appendChild(document.createElement('div'));
  184. dActiveSkillCD.className = 'active-skill-cd';
  185. dActiveSkillCD.textContent = "99";
  186. }
  187. connectedCallback() {
  188. console.log('自定义标签添加到页面');
  189. this.update();
  190. }
  191. attributeChangedCallback(name, oldValue, newValue) {
  192. console.log('自定义标签属性改变', name, oldValue, newValue);
  193. //if (name == 'id') this.#id = parseInt(this.getAttribute('id'));
  194. if (name == 'id') this.id = parseInt(this.getAttribute('id'));
  195. this.update();
  196. }
  197. update() {
  198. //得到怪物ID
  199. //const id = this.#id || 0;
  200. const id = this.id || 0;
  201. const card = Cards[id] || Cards[0];
  202. const dataSource = this.getAttribute('source') || currentDataSource.code;
  203. const shadow = this.shadowRoot;
  204. const wrapper = shadow.querySelector('.wrapper');
  205. wrapper.href = currentLanguage.guideURL(id, card.name);
  206. wrapper.style.backgroundImage = `url(images/cards_${dataSource.toLowerCase()}/CARDS_${Math.ceil(id / 100).toString().padStart(3,"0")}.PNG)`;
  207. const idxInPage = (id - 1) % 100; //获取当前页面内的序号
  208. wrapper.setAttribute("data-cards-pic-x", idxInPage % 10); //添加X方向序号
  209. wrapper.setAttribute("data-cards-pic-y", Math.floor(idxInPage / 10)); //添加Y方向序号
  210. const dAttr1 = wrapper.querySelector('.attribute-main');
  211. dAttr1.setAttribute('data-attr', card.attrs[0]);
  212. const dAttr2 = wrapper.querySelector('.attribute-sub');
  213. dAttr2.setAttribute('data-attr', card.attrs[1]);
  214. const dId = wrapper.querySelector('.card-id');
  215. dId.setAttribute('data-id', id);
  216. }
  217. }
  218. // Define the new element
  219. customElements.define('card-avatar', CardAvatar);
  220. //将二进制flag转为数组
  221. function flags(num) {
  222. const arr = [];
  223. for (let i = 0; i < 32; i++) {
  224. if (num & (1 << i)) {
  225. arr.push(i);
  226. }
  227. }
  228. return arr;
  229. }
  230. //将二进制flag转为数组
  231. function reflags(arr) {
  232. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  233. }
  234. //带标签的模板字符串
  235. function tp(strings, ...keys) {
  236. return (function(...values) {
  237. let dict = values[values.length - 1] || {};
  238. let fragment = document.createDocumentFragment();
  239. fragment.appendChild(document.createTextNode(strings[0]));
  240. //let result = [strings[0]];
  241. keys.forEach(function(key, i, arr) {
  242. let value = Number.isInteger(key) ? values[key] : dict[key];
  243. if (value == undefined)
  244. {
  245. //console.debug("模板字符串中 %s 未找到输入数据",key);
  246. }else
  247. {
  248. if (!(value instanceof Node)) //这里需要用 Node 而不是 HTMLElement,因为 DocumentFragment 从属于 Node
  249. {
  250. value = document.createTextNode(value);
  251. }
  252. try{
  253. 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
  254. }catch(e)
  255. {
  256. console.log(value, e);
  257. console.log(keys, values);
  258. }
  259. }
  260. fragment.appendChild(document.createTextNode(strings[i + 1]));
  261. });
  262. return fragment;
  263. });
  264. }
  265. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  266. function deepMerge(obj1, obj2) {
  267. let key;
  268. for (key in obj2) {
  269. // 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
  270. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  271. obj1[key] =
  272. obj1[key] &&
  273. obj1[key].toString() === "[object Object]" &&
  274. (obj2[key] && obj2[key].toString() === "[object Object]")
  275. ? deepMerge(obj1[key], obj2[key])
  276. : (obj1[key] = obj2[key]);
  277. }
  278. return obj1;
  279. }
  280. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  281. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  282. const pcmImportObj = {
  283. env: {
  284. abortStackOverflow: () => { throw new Error("overflow"); },
  285. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  286. tableBase: 0,
  287. memory: pcmMemory,
  288. memoryBase: 102400,
  289. STACKTOP: 0,
  290. STACK_MAX: pcmMemory.buffer.byteLength,
  291. }
  292. };
  293. let pcmPlayer = null;
  294. let adpcm_wasm = null;
  295. function decodeAudio(fileName, decodeCallback) {
  296. if (pcmPlayer != null) {
  297. pcmPlayer.close();
  298. }
  299. pcmPlayer = new PCMPlayer(1, 44100);
  300. fetch(fileName).then((response) => response.arrayBuffer())
  301. .then((bytes) => {
  302. let audioData = new Uint8Array(bytes);
  303. let step = 160;
  304. for (let i = 0; i < audioData.byteLength; i += step) {
  305. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  306. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  307. pcmPlayer.feed(pcmFloat32Data);
  308. }
  309. });
  310. }
  311. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  312. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  313. .then((wasm) => {
  314. adpcm_wasm = wasm;
  315. /*addButton("adpcm").onclick = function () {
  316. let decoder = new Adpcm(wasm, pcmImportObj);
  317. decoder.resetDecodeState(new Adpcm.State(0, 0));
  318. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  319. }*/
  320. });
  321. //▲ADPCM播放相关
  322. // 加载 image
  323. function loadImage(url) {
  324. return new Promise(function(resolve, reject) {
  325. var image = new Image();
  326. image.src = url;
  327. image.type = "svg"
  328. image.crossOrigin = 'Anonymous';
  329. image.onload = function() {
  330. resolve(this);
  331. };
  332. image.onerror = function(err) {
  333. reject(err);
  334. };
  335. });
  336. }
  337. //代码来自 https://segmentfault.com/a/1190000004451095
  338. function fileReader (file, options = {}) {
  339. return new Promise(function (resolve, reject) {
  340. const reader = new FileReader();
  341. reader.onload = function () {
  342. resolve(reader);
  343. };
  344. reader.onerror = reject;
  345. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  346. reject({
  347. code: 1,
  348. msg: 'wrong file type'
  349. });
  350. }
  351. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  352. reader.readAsText(file);
  353. } else {
  354. reader.readAsDataURL(file);
  355. }
  356. });
  357. }
  358. function dbReadKey (db, tableName, keys) {
  359. return new Promise(function (resolve, reject) {
  360. const transaction = db.transaction([tableName]);
  361. const objectStore = transaction.objectStore(tableName);
  362. const request = objectStore.get(keys);
  363. request.onsuccess = function(event) {
  364. resolve(request.result);
  365. };
  366. request.onerror = reject;
  367. });
  368. }
  369. function dbCount (db, tableName, key) {
  370. return new Promise(function (resolve, reject) {
  371. const transaction = db.transaction([tableName]);
  372. const objectStore = transaction.objectStore(tableName);
  373. const request = objectStore.count(key);
  374. request.onsuccess = function() {
  375. resolve(request.result);
  376. }
  377. request.onerror = reject;
  378. });
  379. }
  380. function dbReadAll (db, tableName) {
  381. return new Promise(async function (resolve, reject) {
  382. let datas = [];
  383. const transaction = db.transaction([tableName]);
  384. const objectStore = transaction.objectStore(tableName);
  385. const request = objectStore.openCursor();
  386. request.onsuccess = function(event) {
  387. var cursor = event.target.result;
  388. if (cursor) {
  389. // cursor.value 包含正在被遍历的当前记录
  390. // 这里你可以对 result 做些什么
  391. datas.push(cursor.value);
  392. cursor.continue();
  393. } else {
  394. // 没有更多 results
  395. resolve(datas);
  396. }
  397. };
  398. request.onerror = reject;
  399. });
  400. }
  401. function dbWrite (db, tableName, data, keys) {
  402. return new Promise(function (resolve, reject) {
  403. const transaction = db.transaction([tableName], "readwrite");
  404. const objectStore = transaction.objectStore(tableName);
  405. const request = objectStore.put(data, keys);
  406. request.onsuccess = function(event) {
  407. resolve(event);
  408. };
  409. request.onerror = reject;
  410. });
  411. }
  412. function dbDelete (db, tableName, keys) {
  413. return new Promise(function (resolve, reject) {
  414. const transaction = db.transaction([tableName], "readwrite");
  415. const objectStore = transaction.objectStore(tableName);
  416. const request = objectStore.delete(keys);
  417. request.onsuccess = function(event) {
  418. resolve(event);
  419. };
  420. request.onerror = reject;
  421. });
  422. }
  423. function latentUseHole(latentId) {
  424. switch (true) {
  425. case (latentId === 12):
  426. case (latentId >= 16 && latentId <= 36):
  427. case (latentId >= 43 && latentId <= 45):
  428. {
  429. return 2;
  430. }
  431. case (latentId >= 13 && latentId <= 15):
  432. case (latentId >= 37 && latentId <= 42):
  433. case (latentId >= 46):
  434. {
  435. return 6;
  436. }
  437. case (latentId < 12):
  438. default:
  439. {
  440. return 1;
  441. }
  442. }
  443. }
  444. //获取最大潜觉数量
  445. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  446. const card = Cards[id];
  447. return card && card.is8Latent ? 8 : 6;
  448. }
  449. //计算用了多少潜觉格子
  450. function usedHole(latents) {
  451. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  452. }
  453. //计算所有队伍中有多少个该觉醒
  454. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  455. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  456. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  457. }, 0);
  458. return formationAwokenCount;
  459. }
  460. //计算单个队伍中有多少个该觉醒
  461. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  462. const memberArray = team[0];
  463. const assistArray = team[1];
  464. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  465. if (mon.id <= 0) { //如果是delay和null
  466. return previous;
  467. }
  468. const card = Cards[mon.id];
  469. if (!card || !card.enabled) { //如果卡片未启用
  470. return previous;
  471. }
  472. const assist = assistArray[idx];
  473. const assistCard = Cards[assist.id];
  474. //启用的觉醒数组片段
  475. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  476. //单人、3人时,大于等于100级且297时增加超觉醒
  477. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  478. const sAwokenT = card.superAwakenings[mon.sawoken];
  479. if (sAwokenT >= 0)
  480. enableAwoken = enableAwoken.concat(sAwokenT);
  481. }
  482. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  483. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  484. }
  485. //相同的觉醒数
  486. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  487. return previous + hasAwoken;
  488. }, 0);
  489. return teamAwokenCount;
  490. }
  491. //返回可用的怪物名称
  492. function returnMonsterNameArr(card, lsList, defaultCode) {
  493. const monNameArr = lsList.map(lc => { //取出每种语言
  494. if (lc == defaultCode)
  495. return card.name;
  496. else if (card.otLangName)
  497. return card.otLangName[lc];
  498. }).filter(ln => //去掉空值和问号
  499. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  500. );
  501. if (monNameArr.length < 1) //如果本来的列表里没有名字
  502. {
  503. monNameArr.push(card.name); //只添加默认名字
  504. }
  505. return monNameArr;
  506. }
  507. //Code From pad-rikuu
  508. function valueAt(level, maxLevel, curve) {
  509. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  510. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  511. }
  512. //Code From pad-rikuu
  513. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  514. let value = valueAt(level, maxLevel, {
  515. min: c.min,
  516. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  517. scale: c.scale || 1
  518. });
  519. if (level > maxLevel) {
  520. const exceed99 = Math.min(level - maxLevel, 11);
  521. const exceed110 = Math.max(0, level - 110);
  522. value += c.max !== undefined ?
  523. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  524. (c.min * exceed99 + c.min * exceed110);
  525. }
  526. return value;
  527. }
  528. //计算怪物的经验值
  529. function calculateExp(member) {
  530. if (!member) return null;
  531. const memberCard = Cards[member.id];
  532. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  533. const expArray = [
  534. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  535. ];
  536. if (member.level > 99)
  537. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  538. if (member.level > 110)
  539. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  540. return expArray;
  541. }
  542. //计算怪物的能力
  543. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  544. if (!member) return null;
  545. const memberCard = Cards[member.id];
  546. const assistCard = assist ? Cards[assist.id] : null;
  547. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  548. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  549. const plusAdd = [10, 5, 3]; //加值的增加值
  550. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  551. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  552. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  553. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  554. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  555. ];
  556. 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
  557. [{ index: 63, scale: 1.1 }], //HP
  558. [{ index: 63, scale: 1.1 }], //ATK
  559. [{ index: 63, scale: 1.1 }] //RCV
  560. ];
  561. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  562. [], //HP
  563. [], //ATK
  564. [] //RCV
  565. ];
  566. if (!solo) { //协力时计算协力觉醒
  567. latterAwokenScale.forEach(ab => {
  568. ab.push({ index: 30, scale: 1.5 });
  569. });
  570. }
  571. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  572. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  573. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  574. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  575. ];
  576. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  577. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  578. const dge = formation.dungeonEnchance;
  579. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  580. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  581. //储存点亮的觉醒
  582. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  583. //单人、3人时,大于等于100级且297时增加超觉醒
  584. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  585. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  586. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  587. }
  588. //如果有武器还要计算武器的觉醒
  589. let enableBouns = false;
  590. if (assistCard?.id > 0 && assistCard.enabled) {
  591. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  592. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  593. awokenList.push(...assistAwokenList);
  594. }
  595. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  596. }
  597. const abilitys = memberCurves.map((ab, idx) => {
  598. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  599. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  600. let n_assist_base = 0,
  601. n_assist_plus = 0; //辅助的bonus
  602. //计算辅助的额外血量
  603. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  604. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  605. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  606. }
  607. //用来计算倍率觉醒的最终倍率是多少,reduce用
  608. function calculateAwokenScale(previous, aw) {
  609. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  610. return previous * aw.scale ** awokenCount;
  611. }
  612. //倍率类觉醒的比例,直接从1开始乘
  613. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  614. //觉醒增加的数值
  615. const n_awoken = awokenList.length > 0 ?
  616. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  617. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  618. if (awokenCount > 0)
  619. return previous + aw.value * awokenCount;
  620. else
  621. return previous;
  622. }, 0)) :
  623. 0;
  624. //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
  625. const n_latentScale = (member.latent && member.latent.length > 0) ?
  626. latentScale[idx].reduce((previous, la) => {
  627. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  628. return previous + la.scale * latentCount;
  629. }, 0) :
  630. 0;
  631. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  632. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  633. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  634. //觉醒生效时的协力、语音觉醒等的倍率
  635. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  636. //都要做四舍五入
  637. if (isDge && dgeRate[idx] != 1)
  638. {
  639. let rate = dgeRate[idx];
  640. reValue = Math.round(reValue * rate);
  641. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  642. }else
  643. {
  644. reValue = Math.round(reValue);
  645. reValueNoAwoken = Math.round(reValueNoAwoken);
  646. }
  647. if (idx < 2) //idx顺序为HP、ATK、RCV
  648. { //HP和ATK最低为1
  649. reValue = Math.max(reValue, 1);
  650. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  651. }
  652. return [reValue, reValueNoAwoken];
  653. });
  654. return abilitys;
  655. }
  656. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  657. const card = Cards[id];
  658. const tempMon = {
  659. id: id,
  660. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  661. 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
  662. awoken: card.awakenings.length,
  663. };
  664. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  665. if (abilities) {
  666. return {
  667. noAwoken: {
  668. hp: abilities[0][1],
  669. atk: abilities[1][1],
  670. rcv: abilities[2][1],
  671. },
  672. withAwoken: {
  673. hp: abilities[0][0],
  674. atk: abilities[1][0],
  675. rcv: abilities[2][0],
  676. },
  677. };
  678. } else {
  679. return null;
  680. }
  681. }
  682. //搜索卡片用
  683. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  684. 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
  685. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  686. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  687. //属性
  688. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  689. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  690. { //当两个颜色相同时,主副一样颜色的只需判断一次
  691. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  692. }
  693. else if (fixMainColor) //如果固定了顺序
  694. {
  695. const a1IsNull = attr1 === null,
  696. a2IsNull = attr2 === null;
  697. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  698. cardsRange = cardsRange.filter(c =>
  699. (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
  700. (a1IsNull ? true : c.attrs[0] === attr1) &&
  701. (a2IsNull ? true : c.attrs[1] === attr2)
  702. );
  703. }
  704. }
  705. else //不限定顺序时
  706. {
  707. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  708. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  709. cardsRange = cardsRange.filter(c =>
  710. search_attrs.every(a => c.attrs.includes(a)) &&
  711. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  712. );
  713. }
  714. //类型
  715. if (types.length > 0) {
  716. cardsRange = cardsRange.filter(c => typeAndOr ?
  717. types.every(t => c.types.includes(t)) : //所有type都满足
  718. types.some(t => c.types.includes(t)) //只需要满足一个type
  719. );
  720. }
  721. //稀有度
  722. if (rares.length > 1) {
  723. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  724. }
  725. //觉醒
  726. //等效觉醒时,事先去除大觉醒
  727. if (equalAk) {
  728. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  729. bigEqualAwokens.forEach(bak => {
  730. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  731. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  732. if (!smallEqualAwoken) {
  733. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  734. awokens.push(smallEqualAwoken);
  735. }
  736. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  737. });
  738. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  739. }
  740. if (awokens.length > 0) {
  741. cardsRange = cardsRange.filter(card => {
  742. let cardAwakeningsArray = [];
  743. 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
  744. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  745. } else { //单个原始觉醒数组
  746. cardAwakeningsArray.push(card.awakenings);
  747. }
  748. 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
  749. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  750. if (equalAk) //如果开启等效觉醒
  751. {
  752. //搜索等效觉醒
  753. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  754. if (equivalentAwoken) {
  755. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  756. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  757. return totalNum >= ak.num;
  758. }
  759. }
  760. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  761. })
  762. );
  763. });
  764. }
  765. //超觉醒
  766. if (sawokens.length > 0 && !incSawoken) {
  767. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  768. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  769. return card.superAwakenings.includes(sak) ||
  770. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  771. }));
  772. }
  773. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  774. return cardsRange;
  775. }
  776. function searchByString(str)
  777. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  778. str = str.trim();
  779. if (str.length>0)
  780. {
  781. return Cards.filter(card =>
  782. {
  783. const names = [card.name];
  784. if (card.otLangName)
  785. {
  786. names.push(...Object.values(card.otLangName));
  787. }
  788. const tags = card.altName.concat();
  789. if (card.otTags)
  790. {
  791. tags.push(...card.otTags);
  792. }
  793. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  794. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  795. }
  796. );
  797. }else
  798. {
  799. return [];
  800. }
  801. }
  802. function copyString(input) {
  803. input.focus(); //设input为焦点
  804. input.select(); //选择全部
  805. navigator.clipboard.writeText(input.value).then(function() {
  806. /* clipboard successfully set */
  807. //复制成功
  808. }, function() {
  809. /* clipboard write failed */
  810. document.execCommand('copy'); //尝试废弃的老方法
  811. });
  812. //input.blur(); //取消焦点
  813. }
  814. //产生一个怪物头像
  815. function createCardA(option) {
  816. const t = document.body.querySelector('#template-card-a');
  817. const clone = document.importNode(t.content, true);
  818. const monster = clone.querySelector(".monster");
  819. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  820. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  821. return monster;
  822. }
  823. //返回文字说明内怪物Card的纯HTML
  824. function cardN(id) {
  825. const monOuterDom = document.createElement("span");
  826. monOuterDom.className = "detail-mon";
  827. const monDom = createCardA({noBoxCount: true});
  828. monOuterDom.appendChild(monDom);
  829. monOuterDom.monDom = monDom;
  830. changeid({ id: id }, monDom);
  831. return monOuterDom;
  832. }
  833. //返回文字说明内怪物Card的纯HTML
  834. function cardNClick() {
  835. const id = parseInt(this.getAttribute("data-cardid"), 10);
  836. editBox.show();
  837. editBox.mid = id;
  838. editBoxChangeMonId(id);
  839. //showSearch([id]);
  840. return false;
  841. }
  842. //技能介绍里的头像的切换
  843. function changeToIdInSkillDetail(event) {
  844. const settingBox = editBox.querySelector(".setting-box");
  845. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  846. const mid = this.getAttribute("data-cardid");
  847. monstersID.value = mid;
  848. monstersID.onchange();
  849. return false; //取消链接的默认操作
  850. }
  851. //搜索并显示合作
  852. function searchCollab(event) {
  853. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  854. showSearch(Cards.filter(card => card.collabId == collabId));
  855. return false;
  856. }
  857. //将怪物的文字介绍解析为HTML
  858. function descriptionToHTML(str)
  859. {
  860. function formatParse(arr, reg, subMatchCount, returnFunc){
  861. //const subMatchCount = returnFunc.length;
  862. return arr.flatMap(item=>{
  863. if (typeof item == "string") {
  864. const subArr = item.split(new RegExp(reg));
  865. const newArr = [];
  866. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  867. newArr.push(subArr[i]);
  868. if (subArr[i+subMatchCount] !== undefined) {
  869. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  870. }
  871. }
  872. return newArr;
  873. } else {
  874. return item;
  875. }
  876. });
  877. }
  878. let nodeArr = [str];
  879. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  880. (color, content)=>{
  881. const sp = document.createElement("span");
  882. sp.textContent = content;
  883. if (/^[a-fA-F0-9]+$/g.test(color)) {
  884. sp.style.color = `#${color}`;
  885. } else if (/qs/i.test(color)) {
  886. sp.style.color = `blue`;
  887. }
  888. return sp;
  889. });
  890. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  891. (id)=>{
  892. const avatar = cardN(parseInt(id,10));
  893. avatar.monDom.onclick = cardNClick;
  894. return avatar;
  895. });
  896. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  897. (id)=>{
  898. const awokenList = renderAwakenings(parseInt(id,10));
  899. return awokenList;
  900. });
  901. /* arr = arr.flatMap(item=>{
  902. if (typeof item == "string") {
  903. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  904. const newArr = [];
  905. for (let i = 0; i < subArr.length; i += 3) {
  906. newArr.push(subArr[i]);
  907. if (subArr[i+2] !== undefined) {
  908. const sp = document.createElement("span");
  909. sp.style.color = `#${subArr[i+1]}`;
  910. sp.textContent = subArr[i+2];
  911. newArr.push(sp);
  912. }
  913. }
  914. return newArr;
  915. } else {
  916. return item;
  917. }
  918. });
  919. arr = arr.flatMap(item=>{
  920. if (typeof item == "string") {
  921. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  922. const newArr = [];
  923. for (let i = 0; i < subArr.length; i += 2) {
  924. newArr.push(subArr[i]);
  925. if (subArr[i+1] !== undefined) {
  926. const avatar = cardN(parseInt(subArr[i+1],10));
  927. avatar.monDom.onclick = cardNClick;
  928. newArr.push(avatar);
  929. }
  930. }
  931. return newArr;
  932. } else {
  933. return item;
  934. }
  935. });*/
  936. //str = str.replace(/\n/ig,"<br>"); //换行
  937. //str = str.replace(/ /ig,"&nbsp;"); //换行
  938. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  939. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  940. return nodeArr.nodeJoin();
  941. }
  942. //默认的技能解释的显示行为
  943. function parseSkillDescription(skill) {
  944. //const span = document.createElement("span");
  945. //span.innerHTML = descriptionToHTML(skill.description);
  946. return descriptionToHTML(skill.description);
  947. }
  948. //大数字缩短长度,默认返回本地定义字符串
  949. function parseBigNumber(number) {
  950. return number.toLocaleString();
  951. }
  952. //判断是否是转生和超转生
  953. function isReincarnated(card) {
  954. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  955. }
  956. //获取类型允许的潜觉
  957. function getAllowLatent(card) {
  958. const latentSet = new Set(common_allowable_latent);
  959. card.types.filter(i => i >= 0)
  960. .map(type => type_allowable_latent[type])
  961. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  962. if (card.limitBreakIncr) {
  963. v120_allowable_latent.forEach(t => latentSet.add(t));
  964. }
  965. return Array.from(latentSet);
  966. }
  967. //计算队伍中有多少血量
  968. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  969. let memberArr = team[0], assistArr = team[1];
  970. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  971. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  972. const mHpArr = memberArr.map((member, idx) => {
  973. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  974. let hp = ability ? ability[0] : 0;
  975. if (!hp) return 0;
  976. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  977. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  978. //演示用代码
  979. //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);
  980. return hp;
  981. });
  982. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  983. function memberHpMul(member, assist, ls, memberArr, solo) {
  984. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  985. function hpMul(parm, scale) {
  986. if (scale == undefined || scale == 0) return 1;
  987. if (parm.attrs && memberAttrsTypes.attrs.some(a => parm.attrs.includes(a))) {
  988. return scale / 100;
  989. }
  990. if (parm.types && memberAttrsTypes.types.some(t => parm.types.includes(t))) {
  991. return scale / 100;
  992. }
  993. return 1;
  994. }
  995. const sk = ls.params;
  996. let scale = 1;
  997. switch (ls.type) {
  998. case 23:
  999. case 30:
  1000. case 62:
  1001. case 77:
  1002. case 63:
  1003. case 65:
  1004. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1005. break;
  1006. case 29:
  1007. case 114:
  1008. case 45:
  1009. case 111:
  1010. case 46:
  1011. case 48:
  1012. case 67:
  1013. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1014. break;
  1015. case 73:
  1016. case 76:
  1017. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1018. break;
  1019. case 106:
  1020. case 107:
  1021. case 108:
  1022. scale = sk[0] / 100;
  1023. break;
  1024. case 121:
  1025. case 129:
  1026. case 163:
  1027. case 177:
  1028. case 186:
  1029. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1030. break;
  1031. case 125: //队伍中必须有指定队员
  1032. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1033. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1034. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1035. break;
  1036. case 136:
  1037. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1038. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1039. break;
  1040. case 137:
  1041. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1042. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1043. break;
  1044. case 155:
  1045. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1046. break;
  1047. case 158:
  1048. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1049. break;
  1050. case 175: //队伍组成全为合作
  1051. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1052. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1053. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1054. break;
  1055. case 178:
  1056. case 185:
  1057. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1058. break;
  1059. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1060. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1061. switch (sk[0]) {
  1062. case 0: //全是像素进化
  1063. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1064. break;
  1065. case 2: //全是转生、超转生(8格潜觉)
  1066. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1067. break;
  1068. }
  1069. break;
  1070. }
  1071. case 217:{ //限定队伍星级,不包括好友队长
  1072. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1073. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1074. return pre + memberCard.rarity;
  1075. }, 0);
  1076. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1077. break;
  1078. }
  1079. case 229:{ //队员中存在每个属性或Type都算一次
  1080. const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
  1081. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1082. //符合的次数
  1083. let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
  1084. correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
  1085. scale = sk[2] * correTimes / 100 + 1;
  1086. 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);
  1087. break;
  1088. }
  1089. case 138: //调用其他队长技
  1090. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1091. break;
  1092. default:
  1093. }
  1094. return scale || 1;
  1095. }
  1096. return mHpArr;
  1097. }
  1098. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1099. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1100. let attrsCount = new Map();
  1101. let typesCount = new Map();
  1102. for (let idx = 0; idx < memberArr.length; idx++) {
  1103. const member = memberArr[idx], assist = assistArr[idx];
  1104. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1105. if (memberAttrsTypes) {
  1106. for (let attr of memberAttrsTypes.attrs) {
  1107. attrsCount.set(attr, (attrsCount.get(attr) || 0) + 1);
  1108. }
  1109. for (let type of memberAttrsTypes.types) {
  1110. typesCount.set(type, (typesCount.get(type) || 0) + 1);
  1111. }
  1112. }
  1113. }
  1114. return {attrs: attrsCount, types: typesCount};
  1115. }
  1116. //返回卡片的队长技能
  1117. function getCardLeaderSkills(card, skillTypes) {
  1118. if (!card) return [];
  1119. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1120. }
  1121. //返回卡片的主动技能
  1122. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1123. if (!card) return [];
  1124. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1125. }
  1126. //查找到真正起作用的那一个技能
  1127. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1128. if (skillTypes.includes(skill.type))
  1129. {
  1130. return [skill];
  1131. }
  1132. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1133. {
  1134. //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
  1135. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1136. subSkills = subSkills.filter(s=>s);
  1137. return subSkills;
  1138. }
  1139. else
  1140. {
  1141. return [];
  1142. }
  1143. }
  1144. //返回变身宠的初级
  1145. function henshinBase(cardid, firstId)
  1146. {
  1147. let member;
  1148. if (cardid instanceof Member) {
  1149. member = cardid;
  1150. cardid = member.id;
  1151. }
  1152. if (firstId == undefined) firstId = cardid;
  1153. let card = Cards[cardid];
  1154. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1155. && (member?.level ?? 1) <= card.maxLevel
  1156. )
  1157. {
  1158. card = henshinBase(card.henshinFrom[0], firstId);
  1159. }
  1160. return card;
  1161. }
  1162. //计算队伍是否为76
  1163. function tIf_Effect_76board(leader1id, leader2id) {
  1164. const searchTypeArray = [162, 186];
  1165. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1166. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1167. return Boolean(ls1 || ls2);
  1168. }
  1169. //计算队伍是否为无天降
  1170. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1171. const searchTypeArray = [163, 177];
  1172. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1173. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1174. return Boolean(ls1 || ls2);
  1175. }
  1176. //计算队伍是否为毒无效
  1177. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1178. const searchTypeArray = [197];
  1179. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1180. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1181. return Boolean(ls1 || ls2);
  1182. }
  1183. //计算队伍的+C
  1184. function tIf_Effect_addCombo(leader1id, leader2id) {
  1185. return [
  1186. getSkillAddCombo(Cards[leader1id]),
  1187. getSkillAddCombo(Cards[leader2id])
  1188. ];
  1189. }
  1190. function getSkillAddCombo(card) {
  1191. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1192. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1193. if (!skill) return 0;
  1194. switch (skill.type) {
  1195. case 192:
  1196. case 194:
  1197. return skill.params[3] ?? 0;
  1198. case 206:
  1199. return skill.params[6] ?? 0;
  1200. case 209:
  1201. return skill.params[0] ?? 0;
  1202. case 210:
  1203. case 219:
  1204. return skill.params[2] ?? 0;
  1205. case 220:
  1206. return skill.params[1] ?? 0;
  1207. case 235:
  1208. return skill.params[5] ?? 0;
  1209. default:
  1210. return 0;
  1211. }
  1212. }
  1213. //计算队伍的追打
  1214. function tIf_Effect_inflicts(leader1id, leader2id) {
  1215. return [
  1216. getSkillFixedDamage(Cards[leader1id]),
  1217. getSkillFixedDamage(Cards[leader2id])
  1218. ];
  1219. }
  1220. function getSkillFixedDamage(card) {
  1221. const searchTypeArray = [199, 200, 201, 223, 235];
  1222. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1223. if (!skill) return 0;
  1224. switch (skill.type) {
  1225. case 199:
  1226. case 200:
  1227. return skill.params[2] ?? 0;
  1228. case 201:
  1229. return skill.params[5] ?? 0;
  1230. case 223:
  1231. return skill.params[1] ?? 0;
  1232. case 235:
  1233. return skill.params[6] ?? 0;
  1234. default:
  1235. return 0;
  1236. }
  1237. }
  1238. //计算队伍SB
  1239. function countTeamSB(team, solo) {
  1240. let sbn = 0;
  1241. const badge = team[2];
  1242. for (let mi = 0; mi < team[0].length; mi++) {
  1243. const member = team[0][mi];
  1244. const assist = team[1][mi];
  1245. if (member.id < 0) continue;
  1246. const memberCard = henshinBase(member);
  1247. let enableAwoken = memberCard.awakenings.slice(0, member.awoken);
  1248. //单人、3人时,大于等于100级且297时增加超觉醒
  1249. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1250. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  1251. if (sAwokenT >= 0)
  1252. enableAwoken = enableAwoken.concat(sAwokenT);
  1253. }
  1254. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1255. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1256. }
  1257. //大SB 56,小SB 21
  1258. sbn += enableAwoken.filter(n=>n===21).length;
  1259. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1260. //心L 59,心L大SB潜觉 47
  1261. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1262. }
  1263. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1264. return sbn;
  1265. }
  1266. //计算队伍操作时间
  1267. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1268. const searchTypeArray = [178, 15, 185];
  1269. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1270. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1271. const time1 = leaderSkillMoveTime(ls1);
  1272. const time2 = leaderSkillMoveTime(ls2);
  1273. function leaderSkillMoveTime(ls) {
  1274. const moveTime = { fixed: false, duration: 0 };
  1275. if (!ls) return moveTime;
  1276. const sk = ls.params;
  1277. switch (ls.type) {
  1278. case 178: //固定操作时间
  1279. moveTime.fixed = true;
  1280. moveTime.duration = sk[0];
  1281. break;
  1282. case 15:
  1283. case 185:
  1284. moveTime.duration += sk[0] / 100;
  1285. break;
  1286. default:
  1287. }
  1288. return moveTime;
  1289. }
  1290. let moveTime = {
  1291. fixed: false,
  1292. duration: {
  1293. default: 5,
  1294. leader: 0,
  1295. badge: 0,
  1296. awoken: 0,
  1297. }
  1298. }; //基础5秒
  1299. //固定操作时间的直接返回
  1300. if (time1.fixed || time2.fixed) {
  1301. moveTime.fixed = true;
  1302. moveTime.duration.leader = time1.fixed ?
  1303. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1304. time2.duration;
  1305. } else {
  1306. moveTime.duration.leader = time1.duration + time2.duration;
  1307. //1人、3人计算徽章
  1308. if (solo || teamsCount === 3) {
  1309. switch (team[2]) {
  1310. case 2: //小手指
  1311. moveTime.duration.badge = 1;
  1312. break;
  1313. case 21: //大手指
  1314. moveTime.duration.badge = 2;
  1315. break;
  1316. case 50: //月卡
  1317. moveTime.duration.badge = 3;
  1318. break;
  1319. }
  1320. } else if (teamsCount === 2) //2人协力时的特殊处理
  1321. {
  1322. const teams = formation.teams;
  1323. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1324. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1325. team = [
  1326. team[0].concat(),
  1327. team[1].concat()
  1328. ];
  1329. //把队伍2的队长和武器添加到复制的队伍1里面
  1330. team[0].push(team2[0][team2[3]]);
  1331. team[1].push(team2[1][team2[3]]);
  1332. }
  1333. //觉醒
  1334. const awokenMoveTime = [
  1335. { index: 19, value: 0.5 }, //小手指
  1336. { index: 53, value: 1 }, //大手指
  1337. ];
  1338. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1339. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1340. //潜觉
  1341. const latentMoveTime = [
  1342. { index: 4, value: 0.05 }, //小手指潜觉
  1343. { index: 31, value: 0.12 }, //大手指潜觉
  1344. ];
  1345. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1346. duration + team[0].reduce((count, menber) =>
  1347. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1348. }
  1349. return moveTime;
  1350. }
  1351. //将盾减伤比例组叠加为一个减伤范围组
  1352. function getReduceRange(reduceScales)
  1353. {
  1354. class reduceRange{
  1355. constructor(obj)
  1356. {
  1357. this.min = 0;
  1358. this.max = 100;
  1359. this.scale = 0;
  1360. this.probability = 1;
  1361. if (typeof obj == "object") Object.assign(this, obj);
  1362. }
  1363. }
  1364. const ranges = [new reduceRange()];
  1365. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1366. function processingRanges(ranges, scale)
  1367. {
  1368. //先找scale.min在某个范围内的
  1369. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1370. //再找scale.max在某个范围内的
  1371. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1372. //先只拆分不乘比例
  1373. if (rgLessIdx >= 0)
  1374. {
  1375. const range = ranges[rgLessIdx];
  1376. ranges.splice(rgLessIdx, 1,
  1377. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1378. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1379. );
  1380. }
  1381. if (rgMoreIdx >= 0)
  1382. {
  1383. const range = ranges[rgMoreIdx];
  1384. ranges.splice(rgMoreIdx, 1,
  1385. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1386. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1387. );
  1388. }
  1389. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1390. needChangeScaleRanges.forEach(range=>{
  1391. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1392. range.probability *= scale.probability;
  1393. });
  1394. }
  1395. //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
  1396. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1397. reduceScales.forEach(scale=>{
  1398. if (scale.attrs == 0) //没有属性的
  1399. {
  1400. return;
  1401. }
  1402. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1403. {
  1404. const attrs = flags(scale.attrs); //得到属性数组
  1405. attrs.forEach(n=>{
  1406. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1407. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1408. });
  1409. }
  1410. else
  1411. { //只处理第一数组
  1412. processingRanges(ranges, scale);
  1413. }
  1414. });
  1415. return attrsRanges;
  1416. }
  1417. //获取盾减伤比例组
  1418. function getReduceScales(leaderid) {
  1419. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1420. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1421. function leaderReduceScale(ls) {
  1422. const reduce = {
  1423. scale: 0,
  1424. hp: {
  1425. max: 100,
  1426. min: 0
  1427. },
  1428. probability: 1,
  1429. attrs: 31, //5色是31
  1430. };
  1431. if (!ls) return reduce;
  1432. const sk = ls.params;
  1433. switch (ls.type) {
  1434. case 16: //无条件盾
  1435. reduce.scale = sk[0] / 100;
  1436. break;
  1437. case 17: //单属性盾
  1438. reduce.scale = sk[1] / 100;
  1439. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1440. break;
  1441. case 36: //2个属性盾
  1442. reduce.scale = sk[2] / 100;
  1443. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1444. break;
  1445. case 38: //血线下 + 可能几率
  1446. case 43: //血线上 + 可能几率
  1447. reduce.scale = (sk[2] || 0) / 100;
  1448. reduce.probability = sk[1] / 100;
  1449. if (sk[0] == 100)
  1450. {
  1451. reduce.hp.max = sk[0];
  1452. reduce.hp.min = 99;
  1453. }else
  1454. {
  1455. if(ls.type == 38)
  1456. {
  1457. reduce.hp.max = sk[0];
  1458. reduce.hp.min = 0;
  1459. }else
  1460. {
  1461. reduce.hp.max = 100;
  1462. reduce.hp.min = sk[0];
  1463. }
  1464. }
  1465. break;
  1466. case 129: //无条件盾,属性个数不固定
  1467. case 163: //无条件盾,属性个数不固定
  1468. case 130: //血线下 + 属性个数不固定
  1469. case 131: //血线上 + 属性个数不固定
  1470. reduce.scale = (sk[6] || 0) / 100;
  1471. reduce.attrs = 0 | sk[5];
  1472. if (ls.type == 130 || ls.type == 131)
  1473. {
  1474. if (sk[0] == 100)
  1475. {
  1476. reduce.hp.max = sk[0];
  1477. reduce.hp.min = 99;
  1478. }else
  1479. {
  1480. if(ls.type == 130)
  1481. {
  1482. reduce.hp.max = sk[0];
  1483. reduce.hp.min = 0;
  1484. }else
  1485. {
  1486. reduce.hp.max = 100;
  1487. reduce.hp.min = sk[0];
  1488. }
  1489. }
  1490. }
  1491. break;
  1492. case 178: //无条件盾,属性个数不固定
  1493. reduce.scale = (sk[7] || 0) / 100;
  1494. reduce.attrs = 0 | sk[6];
  1495. break;
  1496. case 151: //十字心触发
  1497. case 169: //C触发
  1498. case 198: //回血触发
  1499. reduce.scale = (sk[2] || 0) / 100;
  1500. break;
  1501. case 170: //多色触发
  1502. case 182: //长串触发
  1503. case 193: //L触发
  1504. reduce.scale = (sk[3] || 0) / 100;
  1505. break;
  1506. case 171: //多串触发
  1507. reduce.scale = (sk[6] || 0) / 100;
  1508. break;
  1509. case 183: //又是个有两段血线的队长技
  1510. reduce.scale = (sk[4] || 0) / 100;
  1511. if (sk[2] == 100)
  1512. {
  1513. reduce.hp.max = sk[2];
  1514. reduce.hp.min = 99;
  1515. }else
  1516. {
  1517. reduce.hp.max = 100;
  1518. reduce.hp.min = sk[2];
  1519. }
  1520. break;
  1521. case 210: //十字触发
  1522. reduce.scale = (sk[1] || 0) / 100;
  1523. break;
  1524. case 235: { //可多次触发
  1525. reduce.scale = (sk[4] || 0) / 100;
  1526. break;
  1527. }
  1528. default:
  1529. }
  1530. return reduce;
  1531. }
  1532. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1533. }

智龙迷城队伍图制作工具