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script-universal_function.js 38 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. 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. //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. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. //大数字缩短长度,默认返回本地定义字符串
  59. Number.prototype.bigNumberToString = function() {
  60. return this.toLocaleString();
  61. }
  62. //最多保留N位小数,不留0
  63. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  64. {
  65. let newNumber = Number(this.toFixed(decimalDigits));
  66. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  67. }
  68. //将二进制flag转为数组
  69. function flags(num) {
  70. const arr = [];
  71. for (let i = 0; i < 32; i++) {
  72. if (num & (1 << i)) {
  73. arr.push(i);
  74. }
  75. }
  76. return arr;
  77. }
  78. //数组删除自己尾部的空元素
  79. Array.prototype.DeleteLatter = function(item = null) {
  80. let index = this.length - 1;
  81. for (; index >= 0; index--) {
  82. if (this[index] !== item) {
  83. break;
  84. }
  85. }
  86. this.splice(index + 1);
  87. return this;
  88. }
  89. Math.randomInteger = function(max, min = 0) {
  90. return this.floor(this.random() * (max - min + 1) + min);
  91. }
  92. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  93. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  94. const pcmImportObj = {
  95. env: {
  96. abortStackOverflow: () => { throw new Error("overflow"); },
  97. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  98. tableBase: 0,
  99. memory: pcmMemory,
  100. memoryBase: 102400,
  101. STACKTOP: 0,
  102. STACK_MAX: pcmMemory.buffer.byteLength,
  103. }
  104. };
  105. let pcmPlayer = null;
  106. let adpcm_wasm = null;
  107. function decodeAudio(fileName, decodeCallback) {
  108. if (pcmPlayer != null) {
  109. pcmPlayer.close();
  110. }
  111. pcmPlayer = new PCMPlayer(1, 44100);
  112. fetch(fileName).then((response) => response.arrayBuffer())
  113. .then((bytes) => {
  114. let audioData = new Uint8Array(bytes);
  115. let step = 160;
  116. for (let i = 0; i < audioData.byteLength; i += step) {
  117. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  118. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  119. pcmPlayer.feed(pcmFloat32Data);
  120. }
  121. });
  122. }
  123. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  124. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  125. .then((wasm) => {
  126. adpcm_wasm = wasm;
  127. /*addButton("adpcm").onclick = function () {
  128. let decoder = new Adpcm(wasm, pcmImportObj);
  129. decoder.resetDecodeState(new Adpcm.State(0, 0));
  130. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  131. }*/
  132. });
  133. //▲ADPCM播放相关
  134. // 加载 image
  135. function loadImage(url) {
  136. return new Promise(function(resolve, reject) {
  137. var image = new Image();
  138. image.src = url;
  139. image.type = "svg"
  140. image.crossOrigin = 'Anonymous';
  141. image.onload = function() {
  142. resolve(this);
  143. };
  144. image.onerror = function(err) {
  145. reject(err);
  146. };
  147. });
  148. }
  149. function latentUseHole(latentId) {
  150. switch (true) {
  151. case (latentId === 12):
  152. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  153. return 2;
  154. case (latentId >= 13 && latentId <= 15):
  155. case (latentId >= 37 && latentId <= 42):
  156. return 6;
  157. case (latentId < 12):
  158. default:
  159. return 1;
  160. }
  161. }
  162. //获取最大潜觉数量
  163. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  164. const card = Cards[id];
  165. return card && card.is8Latent ? 8 : 6;
  166. }
  167. //计算用了多少潜觉格子
  168. function usedHole(latents) {
  169. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  170. }
  171. //计算所有队伍中有多少个该觉醒
  172. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  173. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  174. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  175. }, 0);
  176. return formationAwokenCount;
  177. }
  178. //计算单个队伍中有多少个该觉醒
  179. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  180. const memberArray = team[0];
  181. const assistArray = team[1];
  182. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  183. if (mon.id <= 0) { //如果是delay和null
  184. return previous;
  185. }
  186. const card = Cards[mon.id];
  187. if (!card || !card.enabled) { //如果卡片未启用
  188. return previous;
  189. }
  190. const assist = assistArray[idx];
  191. const assistCard = Cards[assist.id];
  192. //启用的觉醒数组片段
  193. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  194. //单人、3人时,大于等于100级时增加超觉醒
  195. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  196. const sAwokenT = card.superAwakenings[mon.sawoken];
  197. if (sAwokenT >= 0)
  198. enableAwoken = enableAwoken.concat(sAwokenT);
  199. }
  200. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  201. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  202. }
  203. //相同的觉醒数
  204. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  205. return previous + hasAwoken;
  206. }, 0);
  207. return teamAwokenCount;
  208. }
  209. //返回可用的怪物名称
  210. function returnMonsterNameArr(card, lsList, defaultCode) {
  211. const monNameArr = lsList.map(lc => { //取出每种语言
  212. if (lc == defaultCode)
  213. return card.name;
  214. else if (card.otLangName)
  215. return card.otLangName[lc];
  216. }).filter(ln => //去掉空值和问号
  217. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  218. );
  219. if (monNameArr.length < 1) //如果本来的列表里没有名字
  220. {
  221. monNameArr.push(card.name); //只添加默认名字
  222. }
  223. return monNameArr;
  224. }
  225. //Code From pad-rikuu
  226. function valueAt(level, maxLevel, curve) {
  227. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  228. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  229. }
  230. //Code From pad-rikuu
  231. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  232. let value = valueAt(level, maxLevel, {
  233. min: c.min,
  234. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  235. scale: c.scale || 1
  236. });
  237. if (level > maxLevel) {
  238. const exceed99 = Math.min(level - maxLevel, 11);
  239. const exceed110 = Math.max(0, level - 110);
  240. value += c.max !== undefined ?
  241. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  242. (c.min * exceed99 + c.min * exceed110);
  243. }
  244. return value;
  245. }
  246. //计算怪物的经验值
  247. function calculateExp(member) {
  248. if (!member) return null;
  249. const memberCard = Cards[member.id];
  250. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  251. const expArray = [
  252. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  253. ];
  254. if (member.level > 99)
  255. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  256. if (member.level > 110)
  257. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  258. return expArray;
  259. }
  260. //计算怪物的能力
  261. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  262. if (!member) return null;
  263. const memberCard = Cards[member.id];
  264. const assistCard = assist ? Cards[assist.id] : null;
  265. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  266. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  267. const plusAdd = [10, 5, 3]; //加值的增加值
  268. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  269. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  270. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  271. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  272. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  273. ];
  274. 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
  275. [{ index: 63, scale: 1.1 }], //HP
  276. [{ index: 63, scale: 1.1 }], //ATK
  277. [{ index: 63, scale: 1.1 }] //RCV
  278. ];
  279. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  280. [], //HP
  281. [], //ATK
  282. [] //RCV
  283. ];
  284. if (!solo) { //协力时计算协力觉醒
  285. latterAwokenScale.forEach(ab => {
  286. ab.push({ index: 30, scale: 1.5 });
  287. });
  288. }
  289. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  290. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  291. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  292. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  293. ];
  294. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  295. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  296. const abilitys = memberCurves.map((ab, idx) => {
  297. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  298. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  299. let n_assist_base = 0,
  300. n_assist_plus = 0; //辅助的bonus
  301. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  302. //单人、3人时,大于等于100级时增加超觉醒
  303. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  304. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  305. if (sAwokenT >= 0)
  306. awokenList = awokenList.concat(sAwokenT);
  307. }
  308. //如果有武器还要计算武器的觉醒
  309. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  310. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  311. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  312. {
  313. awokenList = awokenList.concat(assistAwokenList);
  314. }
  315. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  316. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  317. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  318. }
  319. }
  320. //用来计算倍率觉醒的最终倍率是多少,reduce用
  321. function calculateAwokenScale(previous, aw) {
  322. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  323. return previous * aw.scale ** awokenCount;
  324. }
  325. //倍率类觉醒的比例,直接从1开始乘
  326. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  327. //觉醒增加的数值
  328. const n_awoken = awokenList.length > 0 ?
  329. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  330. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  331. if (awokenCount > 0)
  332. return previous + aw.value * awokenCount;
  333. else
  334. return previous;
  335. }, 0)) :
  336. 0;
  337. //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
  338. const n_latentScale = (member.latent && member.latent.length > 0) ?
  339. latentScale[idx].reduce((previous, la) => {
  340. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  341. return previous + la.scale * latentCount;
  342. }, 0) :
  343. 0;
  344. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  345. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  346. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  347. //觉醒生效时的协力、语音觉醒等的倍率
  348. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  349. //都要做四舍五入
  350. reValue = Math.round(reValue);
  351. reValueNoAwoken = Math.round(reValueNoAwoken);
  352. if (idx < 2) //idx顺序为HP、ATK、RCV
  353. { //HP和ATK最低为1
  354. reValue = Math.max(reValue, 1);
  355. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  356. }
  357. return [reValue, reValueNoAwoken];
  358. });
  359. return abilitys;
  360. }
  361. function calculateAbility_max(id, solo, teamsCount) {
  362. const card = Cards[id];
  363. const tempMon = {
  364. id: id,
  365. level: card.limitBreakIncr ? 110 : card.maxLevel,
  366. 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
  367. awoken: card.awakenings.length,
  368. };
  369. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  370. if (abilities) {
  371. return {
  372. noAwoken: {
  373. hp: abilities[0][1],
  374. atk: abilities[1][1],
  375. rcv: abilities[2][1],
  376. },
  377. withAwoken: {
  378. hp: abilities[0][0],
  379. atk: abilities[1][0],
  380. rcv: abilities[2][0],
  381. },
  382. };
  383. } else {
  384. return null;
  385. }
  386. }
  387. //搜索卡片用
  388. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  389. 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
  390. //属性
  391. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  392. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  393. { //当两个颜色相同时,主副一样颜色的只需判断一次
  394. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  395. } else if (fixMainColor) //如果固定了顺序
  396. {
  397. const a1null = attr1 === null,
  398. a2null = attr2 === null;
  399. cardsRange = cardsRange.filter(c =>
  400. (a1null ? true : c.attrs[0] === attr1) &&
  401. (a2null ? true : c.attrs[1] === attr2)
  402. );
  403. } else //不限定顺序时
  404. {
  405. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  406. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  407. cardsRange = cardsRange.filter(c =>
  408. search_attrs.every(a => c.attrs.includes(a)) &&
  409. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  410. );
  411. }
  412. //类型
  413. if (types.length > 0) {
  414. cardsRange = cardsRange.filter(c => typeAndOr ?
  415. types.every(t => c.types.includes(t)) : //所有type都满足
  416. types.some(t => c.types.includes(t)) //只需要满足一个type
  417. );
  418. }
  419. //稀有度
  420. if (rares.length > 1) {
  421. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  422. }
  423. //觉醒
  424. //等效觉醒时,事先去除大觉醒
  425. if (equalAk) {
  426. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  427. bigEqualAwokens.forEach(bak => {
  428. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  429. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  430. if (!smallEqualAwoken) {
  431. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  432. awokens.push(smallEqualAwoken);
  433. }
  434. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  435. });
  436. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  437. }
  438. if (awokens.length > 0) {
  439. cardsRange = cardsRange.filter(card => {
  440. let cardAwakeningsArray = [];
  441. 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
  442. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  443. } else { //单个原始觉醒数组
  444. cardAwakeningsArray.push(card.awakenings);
  445. }
  446. 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
  447. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  448. if (equalAk) //如果开启等效觉醒
  449. {
  450. //搜索等效觉醒
  451. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  452. if (equivalentAwoken) {
  453. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  454. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  455. return totalNum >= ak.num;
  456. }
  457. }
  458. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  459. })
  460. );
  461. });
  462. }
  463. //超觉醒
  464. if (sawokens.length > 0 && !incSawoken) {
  465. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  466. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  467. return card.superAwakenings.includes(sak) ||
  468. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  469. }));
  470. }
  471. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  472. return cardsRange;
  473. }
  474. function searchByString(str)
  475. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  476. str = str.trim();
  477. if (str.length>0)
  478. {
  479. return Cards.filter(card =>
  480. {
  481. const names = [card.name];
  482. if (card.otLangName)
  483. {
  484. names.push(...Object.values(card.otLangName));
  485. }
  486. const tags = card.altName.concat();
  487. if (card.otTags)
  488. {
  489. tags.push(...card.otTags);
  490. }
  491. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  492. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  493. }
  494. );
  495. }else
  496. {
  497. return [];
  498. }
  499. }
  500. function copyString(input)
  501. {
  502. input.focus(); //设input为焦点
  503. input.select(); //选择全部
  504. if (document.execCommand('copy')) {
  505. document.execCommand('copy');
  506. }
  507. //input.blur(); //取消焦点
  508. }
  509. //产生一个怪物头像
  510. function createCardA() {
  511. const cdom = document.createElement("a");
  512. cdom.className = "monster";
  513. cdom.target = "_blank";
  514. const property = cdom.appendChild(document.createElement("div"));
  515. property.className = "property";
  516. const subproperty = cdom.appendChild(document.createElement("div"));
  517. subproperty.className = "subproperty";
  518. const cid = cdom.appendChild(document.createElement("div"));
  519. cid.className = "id";
  520. const cawoken = cdom.appendChild(document.createElement("div"));
  521. cawoken.className = "awoken-count-num";
  522. return cdom;
  523. }
  524. //返回文字说明内怪物Card的纯HTML
  525. function cardN(id) {
  526. const monOuterDom = document.createElement("span");
  527. monOuterDom.className = "detail-mon";
  528. const monDom = createCardA(id);
  529. monOuterDom.appendChild(monDom);
  530. monOuterDom.monDom = monDom;
  531. changeid({ id: id }, monDom);
  532. return monOuterDom;
  533. }
  534. //将怪物的文字介绍解析为HTML
  535. function descriptionToHTML(str)
  536. {
  537. //str = str.replace(/\n/ig,"<br>"); //换行
  538. //str = str.replace(/ /ig,"&nbsp;"); //换行
  539. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  540. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  541. return str;
  542. }
  543. //默认的技能解释的显示行为
  544. function parseSkillDescription(skill) {
  545. const span = document.createElement("span");
  546. span.innerHTML = descriptionToHTML(skill.description);
  547. return span;
  548. }
  549. //大数字缩短长度,默认返回本地定义字符串
  550. function parseBigNumber(number) {
  551. return number.toLocaleString();
  552. }
  553. //判断是否是转生和超转生
  554. function isReincarnated(card) {
  555. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  556. }
  557. //获取类型允许的潜觉
  558. function getAllowLatent(card) {
  559. const latentSet = new Set(common_allowable_latent);
  560. card.types.filter(i => i >= 0)
  561. .map(type => type_allowable_latent[type])
  562. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  563. if (card.limitBreakIncr) {
  564. v120_allowable_latent.forEach(t => latentSet.add(t));
  565. }
  566. return Array.from(latentSet);
  567. }
  568. //计算队伍中有多少血量
  569. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  570. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  571. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  572. const mHpArr = memberArr.map(m => {
  573. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  574. let hp = ability ? ability[0] : 0;
  575. if (!hp) return 0;
  576. const card = Cards[m.id] || Cards[0];
  577. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  578. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  579. /* 演示用代码
  580. let hp1,hp2;
  581. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  582. hp = Math.round(hp1);
  583. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  584. hp = Math.round(hp2);
  585. 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);
  586. */
  587. return hp;
  588. });
  589. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  590. function memberHpMul(card, ls, memberArr, solo) {
  591. function hpMul(parm, scale) {
  592. if (scale == undefined || scale == 0) return 1;
  593. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  594. return scale / 100;
  595. }
  596. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  597. return scale / 100;
  598. }
  599. return 1;
  600. }
  601. const sk = ls.params;
  602. let scale = 1;
  603. switch (ls.type) {
  604. case 23:
  605. case 30:
  606. case 62:
  607. case 77:
  608. case 63:
  609. case 65:
  610. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  611. break;
  612. case 29:
  613. case 114:
  614. case 45:
  615. case 111:
  616. case 46:
  617. case 48:
  618. case 67:
  619. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  620. break;
  621. case 73:
  622. case 76:
  623. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  624. break;
  625. case 106:
  626. case 107:
  627. case 108:
  628. scale = sk[0] / 100;
  629. break;
  630. case 121:
  631. case 129:
  632. case 163:
  633. case 186:
  634. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  635. break;
  636. case 125: //队伍中必须有指定队员
  637. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  638. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  639. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  640. break;
  641. case 136:
  642. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  643. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  644. break;
  645. case 137:
  646. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  647. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  648. break;
  649. case 155:
  650. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  651. break;
  652. case 158:
  653. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  654. break;
  655. case 175: //队伍组成全为合作
  656. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  657. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  658. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  659. break;
  660. case 178:
  661. case 185:
  662. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  663. break;
  664. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  665. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  666. switch (sk[0]) {
  667. case 0: //全是像素进化
  668. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  669. break;
  670. case 2: //全是转生、超转生(8格潜觉)
  671. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  672. break;
  673. }
  674. break;
  675. case 229:{ //队员中存在每个属性或Type都算一次
  676. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  677. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  678. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  679. let correspondingAttrs = flags(sk[0]); //符合的属性
  680. let correspondingTypes = flags(sk[1]); //符合的类型
  681. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  682. scale = sk[2] * correspondingTimes / 100 + 1;
  683. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  684. break;
  685. }
  686. case 138: //调用其他队长技
  687. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  688. break;
  689. default:
  690. }
  691. return scale || 1;
  692. }
  693. return mHpArr;
  694. }
  695. //返回卡片的队长技能
  696. function getCardLeaderSkills(card, skillTypes) {
  697. if (!card) return [];
  698. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  699. }
  700. //返回卡片的主动技能
  701. function getCardActiveSkills(card, skillTypes) {
  702. if (!card) return [];
  703. return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
  704. }
  705. //查找到真正起作用的那一个技能
  706. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  707. if (skillTypes.includes(skill.type))
  708. {
  709. return [skill];
  710. }
  711. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  712. {
  713. //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
  714. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  715. subSkills = subSkills.filter(s=>s);
  716. return subSkills;
  717. }
  718. else
  719. {
  720. return [];
  721. }
  722. }
  723. //计算队伍是否为76
  724. function tIf_Effect_76board(leader1id, leader2id) {
  725. const searchTypeArray = [162, 186];
  726. function henshinBase(cardid)
  727. {
  728. let card = Cards[cardid];
  729. if (card && card.henshinFrom)
  730. {
  731. card = Cards[card.henshinFrom];
  732. }
  733. return card;
  734. }
  735. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  736. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  737. return Boolean(ls1 || ls2);
  738. }
  739. //计算队伍是否为无天降
  740. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  741. const searchTypeArray = [163, 177];
  742. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  743. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  744. [0]
  745. return Boolean(ls1 || ls2);
  746. }
  747. //计算队伍是否为毒无效
  748. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  749. const searchTypeArray = [197];
  750. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  751. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  752. return Boolean(ls1 || ls2);
  753. }
  754. //计算队伍的+C
  755. function tIf_Effect_addCombo(leader1id, leader2id) {
  756. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  757. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  758. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  759. function getSkillAddCombo(skill) {
  760. if (!skill) return 0;
  761. switch (skill.type) {
  762. case 192:
  763. case 194:
  764. return skill.params[3];
  765. case 206:
  766. return skill.params[6];
  767. case 209:
  768. return skill.params[0];
  769. case 210:
  770. case 219:
  771. return skill.params[2];
  772. case 220:
  773. return skill.params[1];
  774. default:
  775. return 0;
  776. }
  777. }
  778. return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
  779. }
  780. //计算队伍的追打
  781. function tIf_Effect_inflicts(leader1id, leader2id) {
  782. const searchTypeArray = [199, 200, 201, 223];
  783. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  784. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  785. function getSkillFixedDamage(skill) {
  786. if (!skill) return 0;
  787. switch (skill.type) {
  788. case 199:
  789. case 200:
  790. return skill.params[2];
  791. case 201:
  792. return skill.params[5];
  793. case 223:
  794. return skill.params[1];
  795. default:
  796. return 0;
  797. }
  798. }
  799. return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
  800. }
  801. //计算队伍操作时间
  802. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  803. const searchTypeArray = [178, 15, 185];
  804. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  805. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  806. const time1 = leaderSkillMoveTime(ls1);
  807. const time2 = leaderSkillMoveTime(ls2);
  808. function leaderSkillMoveTime(ls) {
  809. const moveTime = { fixed: false, duration: 0 };
  810. if (!ls) return moveTime;
  811. const sk = ls.params;
  812. switch (ls.type) {
  813. case 178: //固定操作时间
  814. moveTime.fixed = true;
  815. moveTime.duration = sk[0];
  816. break;
  817. case 15:
  818. case 185:
  819. moveTime.duration += sk[0] / 100;
  820. break;
  821. default:
  822. }
  823. return moveTime;
  824. }
  825. let moveTime = {
  826. fixed: false,
  827. duration: {
  828. default: 5,
  829. leader: 0,
  830. badge: 0,
  831. awoken: 0,
  832. }
  833. }; //基础5秒
  834. //固定操作时间的直接返回
  835. if (time1.fixed || time2.fixed) {
  836. moveTime.fixed = true;
  837. moveTime.duration.leader = time1.fixed ?
  838. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  839. time2.duration;
  840. } else {
  841. moveTime.duration.leader = time1.duration + time2.duration;
  842. //1人、3人计算徽章
  843. if (solo || teamsCount === 3) {
  844. switch (team[2]) {
  845. case 1: //小手指
  846. moveTime.duration.badge = 1;
  847. break;
  848. case 13: //大手指
  849. moveTime.duration.badge = 2;
  850. break;
  851. case 18: //月卡
  852. moveTime.duration.badge = 3;
  853. break;
  854. }
  855. } else if (teamsCount === 2) //2人协力时的特殊处理
  856. {
  857. const teams = formation.teams;
  858. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  859. //复制队伍1,这里参数里的 team 换成了一个新的数组
  860. team = [
  861. team[0].concat(),
  862. team[1].concat()
  863. ];
  864. //把队伍2的队长和武器添加到复制的队伍1里面
  865. team[0].push(team2[0][team2[3]]);
  866. team[1].push(team2[1][team2[3]]);
  867. }
  868. //觉醒
  869. const awokenMoveTime = [
  870. { index: 19, value: 0.5 }, //小手指
  871. { index: 53, value: 1 }, //大手指
  872. ];
  873. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  874. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  875. //潜觉
  876. const latentMoveTime = [
  877. { index: 4, value: 0.05 }, //小手指潜觉
  878. { index: 31, value: 0.12 }, //大手指潜觉
  879. ];
  880. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  881. duration + team[0].reduce((count, menber) =>
  882. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  883. }
  884. return moveTime;
  885. }
  886. //将盾减伤比例组叠加为一个减伤范围组
  887. function getReduceRange(reduceScales)
  888. {
  889. class reduceRange{
  890. constructor(obj)
  891. {
  892. this.min = 0;
  893. this.max = 100;
  894. this.scale = 0;
  895. this.probability = 1;
  896. if (typeof obj == "object") Object.assign(this, obj);
  897. }
  898. }
  899. const ranges = [new reduceRange()];
  900. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  901. function processingRanges(ranges, scale)
  902. {
  903. //先找scale.min在某个范围内的
  904. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  905. //再找scale.max在某个范围内的
  906. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  907. //先只拆分不乘比例
  908. if (rgLessIdx >= 0)
  909. {
  910. const range = ranges[rgLessIdx];
  911. ranges.splice(rgLessIdx, 1,
  912. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  913. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  914. );
  915. }
  916. if (rgMoreIdx >= 0)
  917. {
  918. const range = ranges[rgMoreIdx];
  919. ranges.splice(rgMoreIdx, 1,
  920. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  921. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  922. );
  923. }
  924. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  925. needChangeScaleRanges.forEach(range=>{
  926. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  927. range.probability *= scale.probability;
  928. });
  929. }
  930. //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
  931. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  932. reduceScales.forEach(scale=>{
  933. if (scale.attrs == 0) //没有属性的
  934. {
  935. return;
  936. }
  937. else if ((scale.attrs & 31) != 31) //不符合全属性的
  938. {
  939. const attrs = flags(scale.attrs); //得到属性数组
  940. attrs.forEach(n=>{
  941. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  942. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  943. });
  944. }
  945. else
  946. { //只处理第一数组
  947. processingRanges(ranges, scale);
  948. }
  949. });
  950. return attrsRanges;
  951. }
  952. //获取盾减伤比例组
  953. function getReduceScales(leaderid) {
  954. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  955. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  956. function leaderReduceScale(ls) {
  957. const reduce = {
  958. scale: 0,
  959. hp: {
  960. max: 100,
  961. min: 0
  962. },
  963. probability: 1,
  964. attrs: 31, //5色是31
  965. };
  966. if (!ls) return reduce;
  967. const sk = ls.params;
  968. switch (ls.type) {
  969. case 16: //无条件盾
  970. reduce.scale = sk[0] / 100;
  971. break;
  972. case 17: //单属性盾
  973. reduce.scale = sk[1] / 100;
  974. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  975. break;
  976. case 36: //2个属性盾
  977. reduce.scale = sk[2] / 100;
  978. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  979. break;
  980. case 38: //血线下 + 可能几率
  981. case 43: //血线上 + 可能几率
  982. reduce.scale = (sk[2] || 0) / 100;
  983. reduce.probability = sk[1] / 100;
  984. if (sk[0] == 100)
  985. {
  986. reduce.hp.max = sk[0];
  987. reduce.hp.min = 99;
  988. }else
  989. {
  990. if(ls.type == 38)
  991. {
  992. reduce.hp.max = sk[0];
  993. reduce.hp.min = 0;
  994. }else
  995. {
  996. reduce.hp.max = 100;
  997. reduce.hp.min = sk[0];
  998. }
  999. }
  1000. break;
  1001. case 129: //无条件盾,属性个数不固定
  1002. case 163: //无条件盾,属性个数不固定
  1003. case 130: //血线下 + 属性个数不固定
  1004. case 131: //血线上 + 属性个数不固定
  1005. reduce.scale = (sk[6] || 0) / 100;
  1006. reduce.attrs = 0 | sk[5];
  1007. if (ls.type == 130 || ls.type == 131)
  1008. {
  1009. if (sk[0] == 100)
  1010. {
  1011. reduce.hp.max = sk[0];
  1012. reduce.hp.min = 99;
  1013. }else
  1014. {
  1015. if(ls.type == 130)
  1016. {
  1017. reduce.hp.max = sk[0];
  1018. reduce.hp.min = 0;
  1019. }else
  1020. {
  1021. reduce.hp.max = 100;
  1022. reduce.hp.min = sk[0];
  1023. }
  1024. }
  1025. }
  1026. break;
  1027. case 178: //无条件盾,属性个数不固定
  1028. reduce.scale = (sk[7] || 0) / 100;
  1029. reduce.attrs = 0 | sk[6];
  1030. break;
  1031. case 151: //十字心触发
  1032. case 169: //C触发
  1033. case 198: //回血触发
  1034. reduce.scale = (sk[2] || 0) / 100;
  1035. break;
  1036. case 170: //多色触发
  1037. case 182: //长串触发
  1038. case 193: //L触发
  1039. reduce.scale = (sk[3] || 0) / 100;
  1040. break;
  1041. case 171: //多串触发
  1042. reduce.scale = (sk[6] || 0) / 100;
  1043. break;
  1044. case 183: //又是个有两段血线的队长技
  1045. reduce.scale = (sk[4] || 0) / 100;
  1046. if (sk[2] == 100)
  1047. {
  1048. reduce.hp.max = sk[2];
  1049. reduce.hp.min = 99;
  1050. }else
  1051. {
  1052. reduce.hp.max = 100;
  1053. reduce.hp.min = sk[2];
  1054. }
  1055. break;
  1056. default:
  1057. }
  1058. return reduce;
  1059. }
  1060. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1061. }

智龙迷城队伍图制作工具