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script-universal_function.js 51 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,改变自身
  94. Array.prototype.distinct = function() {
  95. const _set = new Set(this);
  96. this.length = 0;
  97. this.splice(this.length,0,..._set);
  98. return this.valueOf();
  99. }
  100. Array.prototype.randomShift = function() {
  101. return this.splice(Math.random() * this.length, 1)?.[0];
  102. }
  103. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  104. Array.prototype.groupBy = function(func) {
  105. const groups = this.reduce((pre,cur)=>{
  106. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  107. if (grp)
  108. grp.push(cur);
  109. else
  110. pre.push([cur]);
  111. return pre;
  112. }, []);
  113. return groups;
  114. }
  115. Math.randomInteger = function(max, min = 0) {
  116. return this.floor(this.random() * (max - min + 1) + min);
  117. }
  118. //将二进制flag转为数组
  119. function flags(num) {
  120. const arr = [];
  121. for (let i = 0; i < 32; i++) {
  122. if (num & (1 << i)) {
  123. arr.push(i);
  124. }
  125. }
  126. return arr;
  127. }
  128. //将二进制flag转为数组
  129. function reflags(arr) {
  130. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  131. }
  132. //带标签的模板字符串
  133. function tp(strings, ...keys) {
  134. return (function(...values) {
  135. let dict = values[values.length - 1] || {};
  136. let fragment = document.createDocumentFragment();
  137. fragment.append(strings[0]);
  138. keys.forEach(function(key, i, arr) {
  139. let value = Number.isInteger(key) ? values[key] : dict[key];
  140. if (value != undefined)
  141. {
  142. try{
  143. fragment.append(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
  144. }catch(e)
  145. {
  146. console.log("模板字符串错误: %o,", e, values, keys, value);
  147. }
  148. }
  149. fragment.append(strings[i + 1]);
  150. });
  151. return fragment;
  152. });
  153. }
  154. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  155. function deepMerge(obj1, obj2) {
  156. let key;
  157. for (key in obj2) {
  158. // 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
  159. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  160. obj1[key] =
  161. obj1[key] &&
  162. obj1[key].toString() === "[object Object]" &&
  163. (obj2[key] && obj2[key].toString() === "[object Object]")
  164. ? deepMerge(obj1[key], obj2[key])
  165. : (obj1[key] = obj2[key]);
  166. }
  167. return obj1;
  168. }
  169. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  170. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  171. const pcmImportObj = {
  172. env: {
  173. abortStackOverflow: () => { throw new Error("overflow"); },
  174. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  175. tableBase: 0,
  176. memory: pcmMemory,
  177. memoryBase: 102400,
  178. STACKTOP: 0,
  179. STACK_MAX: pcmMemory.buffer.byteLength,
  180. }
  181. };
  182. let pcmPlayer = null;
  183. let adpcm_wasm = null;
  184. function decodeAudio(fileName, decodeCallback) {
  185. if (pcmPlayer != null) {
  186. pcmPlayer.close();
  187. }
  188. pcmPlayer = new PCMPlayer(1, 44100);
  189. fetch(fileName).then((response) => response.arrayBuffer())
  190. .then((bytes) => {
  191. let audioData = new Uint8Array(bytes);
  192. let step = 160;
  193. for (let i = 0; i < audioData.byteLength; i += step) {
  194. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  195. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  196. pcmPlayer.feed(pcmFloat32Data);
  197. }
  198. });
  199. }
  200. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  201. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  202. .then((wasm) => {
  203. adpcm_wasm = wasm;
  204. /*addButton("adpcm").onclick = function () {
  205. let decoder = new Adpcm(wasm, pcmImportObj);
  206. decoder.resetDecodeState(new Adpcm.State(0, 0));
  207. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  208. }*/
  209. });
  210. //▲ADPCM播放相关
  211. // 加载 image
  212. function loadImage(url) {
  213. return new Promise(function(resolve, reject) {
  214. var image = new Image();
  215. image.src = url;
  216. image.type = "svg"
  217. image.crossOrigin = 'Anonymous';
  218. image.onload = function() {
  219. resolve(this);
  220. };
  221. image.onerror = function(err) {
  222. reject(err);
  223. };
  224. });
  225. }
  226. //代码来自 https://segmentfault.com/a/1190000004451095
  227. function fileReader (file, options = {}) {
  228. return new Promise(function (resolve, reject) {
  229. const reader = new FileReader();
  230. reader.onload = function () {
  231. resolve(reader);
  232. };
  233. reader.onerror = reject;
  234. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  235. reject({
  236. code: 1,
  237. msg: 'wrong file type'
  238. });
  239. }
  240. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  241. reader.readAsText(file);
  242. } else {
  243. reader.readAsDataURL(file);
  244. }
  245. });
  246. }
  247. function dbReadKey (db, tableName, keys) {
  248. return new Promise(function (resolve, reject) {
  249. const transaction = db.transaction([tableName]);
  250. const objectStore = transaction.objectStore(tableName);
  251. const request = objectStore.get(keys);
  252. request.onsuccess = function(event) {
  253. resolve(request.result);
  254. };
  255. request.onerror = reject;
  256. });
  257. }
  258. function dbCount (db, tableName, key) {
  259. return new Promise(function (resolve, reject) {
  260. const transaction = db.transaction([tableName]);
  261. const objectStore = transaction.objectStore(tableName);
  262. const request = objectStore.count(key);
  263. request.onsuccess = function() {
  264. resolve(request.result);
  265. }
  266. request.onerror = reject;
  267. });
  268. }
  269. function dbReadAll (db, tableName) {
  270. return new Promise(async function (resolve, reject) {
  271. let datas = [];
  272. const transaction = db.transaction([tableName]);
  273. const objectStore = transaction.objectStore(tableName);
  274. const request = objectStore.openCursor();
  275. request.onsuccess = function(event) {
  276. var cursor = event.target.result;
  277. if (cursor) {
  278. // cursor.value 包含正在被遍历的当前记录
  279. // 这里你可以对 result 做些什么
  280. datas.push(cursor.value);
  281. cursor.continue();
  282. } else {
  283. // 没有更多 results
  284. resolve(datas);
  285. }
  286. };
  287. request.onerror = reject;
  288. });
  289. }
  290. function dbWrite (db, tableName, data, keys) {
  291. return new Promise(function (resolve, reject) {
  292. const transaction = db.transaction([tableName], "readwrite");
  293. const objectStore = transaction.objectStore(tableName);
  294. const request = objectStore.put(data, keys);
  295. request.onsuccess = function(event) {
  296. resolve(event);
  297. };
  298. request.onerror = reject;
  299. });
  300. }
  301. function dbDelete (db, tableName, keys) {
  302. return new Promise(function (resolve, reject) {
  303. const transaction = db.transaction([tableName], "readwrite");
  304. const objectStore = transaction.objectStore(tableName);
  305. const request = objectStore.delete(keys);
  306. request.onsuccess = function(event) {
  307. resolve(event);
  308. };
  309. request.onerror = reject;
  310. });
  311. }
  312. function latentUseHole(latentId) {
  313. switch (true) {
  314. case (latentId === 12):
  315. case (latentId >= 16 && latentId <= 36):
  316. case (latentId >= 43 && latentId <= 45):
  317. {
  318. return 2;
  319. }
  320. case (latentId >= 13 && latentId <= 15):
  321. case (latentId >= 37 && latentId <= 42):
  322. case (latentId >= 46):
  323. {
  324. return 6;
  325. }
  326. case (latentId < 12):
  327. default:
  328. {
  329. return 1;
  330. }
  331. }
  332. }
  333. //获取最大潜觉数量
  334. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  335. const card = Cards[id];
  336. return card && card.is8Latent ? 8 : 6;
  337. }
  338. //计算用了多少潜觉格子
  339. function usedHole(latents) {
  340. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  341. }
  342. //计算所有队伍中有多少个该觉醒
  343. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  344. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  345. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  346. }, 0);
  347. return formationAwokenCount;
  348. }
  349. //计算单个队伍中有多少个该觉醒
  350. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  351. const memberArray = team[0];
  352. const assistArray = team[1];
  353. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  354. if (mon.id <= 0) { //如果是delay和null
  355. return previous;
  356. }
  357. const card = Cards[mon.id];
  358. if (!card || !card.enabled) { //如果卡片未启用
  359. return previous;
  360. }
  361. const assist = assistArray[idx];
  362. const assistCard = Cards[assist.id];
  363. //启用的觉醒数组片段
  364. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  365. //单人、3人时,大于等于100级且297时增加超觉醒
  366. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  367. const sAwokenT = card.superAwakenings[mon.sawoken];
  368. if (sAwokenT >= 0)
  369. enableAwoken = enableAwoken.concat(sAwokenT);
  370. }
  371. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  372. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  373. }
  374. //相同的觉醒数
  375. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  376. return previous + hasAwoken;
  377. }, 0);
  378. return teamAwokenCount;
  379. }
  380. //返回可用的怪物名称
  381. function returnMonsterNameArr(card, lsList, defaultCode) {
  382. const monNameArr = lsList.map(lc => { //取出每种语言
  383. if (lc == defaultCode)
  384. return card.name;
  385. else if (card.otLangName)
  386. return card.otLangName[lc];
  387. }).filter(ln => //去掉空值和问号
  388. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  389. );
  390. if (monNameArr.length < 1) //如果本来的列表里没有名字
  391. {
  392. monNameArr.push(card.name); //只添加默认名字
  393. }
  394. return monNameArr;
  395. }
  396. //Code From pad-rikuu
  397. function valueAt(level, maxLevel, curve) {
  398. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  399. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  400. }
  401. //Code From pad-rikuu
  402. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  403. let value = valueAt(level, maxLevel, {
  404. min: c.min,
  405. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  406. scale: c.scale || 1
  407. });
  408. if (level > maxLevel) {
  409. const exceed99 = Math.min(level - maxLevel, 11);
  410. const exceed110 = Math.max(0, level - 110);
  411. value += c.max !== undefined ?
  412. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  413. (c.min * exceed99 + c.min * exceed110);
  414. }
  415. return value;
  416. }
  417. //计算怪物的经验值
  418. function calculateExp(member) {
  419. if (!member) return null;
  420. const memberCard = Cards[member.id];
  421. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  422. const expArray = [
  423. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  424. ];
  425. if (member.level > 99)
  426. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  427. if (member.level > 110)
  428. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  429. return expArray;
  430. }
  431. //计算怪物的能力
  432. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  433. if (!member) return null;
  434. const memberCard = Cards[member.id];
  435. const assistCard = assist ? Cards[assist.id] : null;
  436. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  437. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  438. const plusAdd = [10, 5, 3]; //加值的增加值
  439. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  440. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  441. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  442. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  443. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  444. ];
  445. 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
  446. [{ index: 63, scale: 1.1 }], //HP
  447. [{ index: 63, scale: 1.1 }], //ATK
  448. [{ index: 63, scale: 1.1 }] //RCV
  449. ];
  450. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  451. [], //HP
  452. [], //ATK
  453. [] //RCV
  454. ];
  455. if (!solo) { //协力时计算协力觉醒
  456. latterAwokenScale.forEach(ab => {
  457. ab.push({ index: 30, scale: 1.5 });
  458. });
  459. }
  460. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  461. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  462. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  463. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  464. ];
  465. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  466. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  467. const dge = formation.dungeonEnchance;
  468. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  469. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  470. //储存点亮的觉醒
  471. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  472. //单人、3人时,大于等于100级且297时增加超觉醒
  473. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  474. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  475. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  476. }
  477. //如果有武器还要计算武器的觉醒
  478. let enableBouns = false;
  479. if (assistCard?.id > 0 && assistCard.enabled) {
  480. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  481. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  482. awokenList.push(...assistAwokenList);
  483. }
  484. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  485. }
  486. const abilitys = memberCurves.map((ab, idx) => {
  487. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  488. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  489. let n_assist_base = 0,
  490. n_assist_plus = 0; //辅助的bonus
  491. //计算辅助的额外血量
  492. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  493. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  494. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  495. }
  496. //用来计算倍率觉醒的最终倍率是多少,reduce用
  497. function calculateAwokenScale(previous, aw) {
  498. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  499. return previous * aw.scale ** awokenCount;
  500. }
  501. //倍率类觉醒的比例,直接从1开始乘
  502. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  503. //觉醒增加的数值
  504. const n_awoken = awokenList.length > 0 ?
  505. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  506. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  507. if (awokenCount > 0)
  508. return previous + aw.value * awokenCount;
  509. else
  510. return previous;
  511. }, 0)) :
  512. 0;
  513. //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
  514. const n_latentScale = (member.latent && member.latent.length > 0) ?
  515. latentScale[idx].reduce((previous, la) => {
  516. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  517. return previous + la.scale * latentCount;
  518. }, 0) :
  519. 0;
  520. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  521. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  522. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  523. //觉醒生效时的协力、语音觉醒等的倍率
  524. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  525. //都要做四舍五入
  526. if (isDge && dgeRate[idx] != 1)
  527. {
  528. let rate = dgeRate[idx];
  529. reValue = Math.round(reValue * rate);
  530. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  531. }else
  532. {
  533. reValue = Math.round(reValue);
  534. reValueNoAwoken = Math.round(reValueNoAwoken);
  535. }
  536. if (idx < 2) //idx顺序为HP、ATK、RCV
  537. { //HP和ATK最低为1
  538. reValue = Math.max(reValue, 1);
  539. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  540. }
  541. return [reValue, reValueNoAwoken];
  542. });
  543. return abilitys;
  544. }
  545. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  546. const card = Cards[id];
  547. const tempMon = {
  548. id: id,
  549. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  550. 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
  551. awoken: card.awakenings.length,
  552. };
  553. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  554. if (abilities) {
  555. return {
  556. noAwoken: {
  557. hp: abilities[0][1],
  558. atk: abilities[1][1],
  559. rcv: abilities[2][1],
  560. },
  561. withAwoken: {
  562. hp: abilities[0][0],
  563. atk: abilities[1][0],
  564. rcv: abilities[2][0],
  565. },
  566. };
  567. } else {
  568. return null;
  569. }
  570. }
  571. //搜索卡片用
  572. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  573. 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
  574. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  575. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  576. //属性
  577. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  578. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  579. { //当两个颜色相同时,主副一样颜色的只需判断一次
  580. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  581. }
  582. else if (fixMainColor) //如果固定了顺序
  583. {
  584. const a1IsNull = attr1 === null,
  585. a2IsNull = attr2 === null;
  586. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  587. cardsRange = cardsRange.filter(c =>
  588. (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
  589. (a1IsNull ? true : c.attrs[0] === attr1) &&
  590. (a2IsNull ? true : c.attrs[1] === attr2)
  591. );
  592. }
  593. }
  594. else //不限定顺序时
  595. {
  596. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  597. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  598. cardsRange = cardsRange.filter(c =>
  599. search_attrs.every(a => c.attrs.includes(a)) &&
  600. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  601. );
  602. }
  603. //类型
  604. if (types.length > 0) {
  605. cardsRange = cardsRange.filter(c => typeAndOr ?
  606. types.every(t => c.types.includes(t)) : //所有type都满足
  607. types.some(t => c.types.includes(t)) //只需要满足一个type
  608. );
  609. }
  610. //稀有度
  611. if (rares.length > 1) {
  612. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  613. }
  614. //觉醒
  615. //等效觉醒时,事先去除大觉醒
  616. if (equalAk) {
  617. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  618. bigEqualAwokens.forEach(bak => {
  619. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  620. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  621. if (!smallEqualAwoken) {
  622. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  623. awokens.push(smallEqualAwoken);
  624. }
  625. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  626. });
  627. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  628. }
  629. if (awokens.length > 0) {
  630. cardsRange = cardsRange.filter(card => {
  631. let cardAwakeningsArray = [];
  632. 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
  633. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  634. } else { //单个原始觉醒数组
  635. cardAwakeningsArray.push(card.awakenings);
  636. }
  637. 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
  638. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  639. if (equalAk) //如果开启等效觉醒
  640. {
  641. //搜索等效觉醒
  642. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  643. if (equivalentAwoken) {
  644. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  645. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  646. return totalNum >= ak.num;
  647. }
  648. }
  649. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  650. })
  651. );
  652. });
  653. }
  654. //超觉醒
  655. if (sawokens.length > 0 && !incSawoken) {
  656. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  657. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  658. return card.superAwakenings.includes(sak) ||
  659. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  660. }));
  661. }
  662. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  663. return cardsRange;
  664. }
  665. function searchByString(str)
  666. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  667. str = str.trim();
  668. if (str.length>0)
  669. {
  670. return Cards.filter(card =>
  671. {
  672. const names = [card.name];
  673. if (card.otLangName)
  674. {
  675. names.push(...Object.values(card.otLangName));
  676. }
  677. const tags = card.altName.concat();
  678. if (card.otTags)
  679. {
  680. tags.push(...card.otTags);
  681. }
  682. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  683. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  684. }
  685. );
  686. }else
  687. {
  688. return [];
  689. }
  690. }
  691. function copyString(input) {
  692. input.focus(); //设input为焦点
  693. input.select(); //选择全部
  694. navigator.clipboard.writeText(input.value).then(function() {
  695. /* clipboard successfully set */
  696. //复制成功
  697. }, function() {
  698. /* clipboard write failed */
  699. document.execCommand('copy'); //尝试废弃的老方法
  700. });
  701. //input.blur(); //取消焦点
  702. }
  703. //产生一个怪物头像
  704. function createCardA(option) {
  705. const t = document.body.querySelector('#template-card-a');
  706. const clone = document.importNode(t.content, true);
  707. const monster = clone.querySelector(".monster");
  708. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  709. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  710. return monster;
  711. }
  712. //返回文字说明内怪物Card的纯HTML
  713. function cardN(id) {
  714. const monOuterDom = document.createElement("span");
  715. monOuterDom.className = "detail-mon";
  716. const monDom = createCardA({noBoxCount: true});
  717. monOuterDom.appendChild(monDom);
  718. monOuterDom.monDom = monDom;
  719. changeid({ id: id }, monDom);
  720. return monOuterDom;
  721. }
  722. //返回文字说明内怪物Card的纯HTML
  723. function cardNClick() {
  724. const id = parseInt(this.getAttribute("data-cardid"), 10);
  725. editBox.show();
  726. editBox.mid = id;
  727. editBoxChangeMonId(id);
  728. //showSearch([id]);
  729. return false;
  730. }
  731. //技能介绍里的头像的切换
  732. function changeToIdInSkillDetail(event) {
  733. const settingBox = editBox.querySelector(".setting-box");
  734. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  735. const mid = this.getAttribute("data-cardid");
  736. monstersID.value = mid;
  737. monstersID.onchange();
  738. return false; //取消链接的默认操作
  739. }
  740. //搜索并显示合作
  741. function searchCollab(event) {
  742. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  743. showSearch(Cards.filter(card => card.collabId == collabId));
  744. return false;
  745. }
  746. //将怪物的文字介绍解析为HTML
  747. function descriptionToHTML(str)
  748. {
  749. function formatParse(arr, reg, subMatchCount, returnFunc){
  750. //const subMatchCount = returnFunc.length;
  751. return arr.flatMap(item=>{
  752. if (typeof item == "string") {
  753. const subArr = item.split(new RegExp(reg));
  754. const newArr = [];
  755. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  756. newArr.push(subArr[i]);
  757. if (subArr[i+subMatchCount] !== undefined) {
  758. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  759. }
  760. }
  761. return newArr;
  762. } else {
  763. return item;
  764. }
  765. });
  766. }
  767. let nodeArr = [str];
  768. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  769. (color, content)=>{
  770. const sp = document.createElement("span");
  771. sp.textContent = content;
  772. if (/^[a-fA-F0-9]+$/g.test(color)) {
  773. sp.style.color = `#${color}`;
  774. } else if (/qs/i.test(color)) {
  775. sp.style.color = `blue`;
  776. }
  777. return sp;
  778. });
  779. nodeArr = formatParse(nodeArr, /\%\{m(\d+)\}/g, 1,
  780. (id)=>{
  781. const avatar = cardN(parseInt(id,10));
  782. avatar.monDom.onclick = cardNClick;
  783. return avatar;
  784. });
  785. nodeArr = formatParse(nodeArr, /\%\{a(\d+)\}/g, 1,
  786. (id)=>{
  787. const awokenList = renderAwakenings(parseInt(id,10));
  788. return awokenList;
  789. });
  790. nodeArr = formatParse(nodeArr, /\%\{o(\d+)\}/g, 1,
  791. (id)=>{
  792. const orbsList = renderOrbs(parseInt(id,10));
  793. return orbsList;
  794. });
  795. nodeArr = formatParse(nodeArr, /\%\{l(\d+)\}/g, 1,
  796. (id)=>{
  797. const latent = document.createElement("icon");
  798. latent.className = `latent-icon`;
  799. latent.setAttribute("data-latent-icon", id);
  800. latent.setAttribute("data-latent-hole", 1);
  801. return latent;
  802. });
  803. /* arr = arr.flatMap(item=>{
  804. if (typeof item == "string") {
  805. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  806. const newArr = [];
  807. for (let i = 0; i < subArr.length; i += 3) {
  808. newArr.push(subArr[i]);
  809. if (subArr[i+2] !== undefined) {
  810. const sp = document.createElement("span");
  811. sp.style.color = `#${subArr[i+1]}`;
  812. sp.textContent = subArr[i+2];
  813. newArr.push(sp);
  814. }
  815. }
  816. return newArr;
  817. } else {
  818. return item;
  819. }
  820. });
  821. arr = arr.flatMap(item=>{
  822. if (typeof item == "string") {
  823. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  824. const newArr = [];
  825. for (let i = 0; i < subArr.length; i += 2) {
  826. newArr.push(subArr[i]);
  827. if (subArr[i+1] !== undefined) {
  828. const avatar = cardN(parseInt(subArr[i+1],10));
  829. avatar.monDom.onclick = cardNClick;
  830. newArr.push(avatar);
  831. }
  832. }
  833. return newArr;
  834. } else {
  835. return item;
  836. }
  837. });*/
  838. //str = str.replace(/\n/ig,"<br>"); //换行
  839. //str = str.replace(/ /ig,"&nbsp;"); //换行
  840. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  841. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  842. return nodeArr.nodeJoin();
  843. }
  844. //默认的技能解释的显示行为
  845. function parseSkillDescription(skill) {
  846. //const span = document.createElement("span");
  847. //span.innerHTML = descriptionToHTML(skill.description);
  848. return descriptionToHTML(skill?.description);
  849. }
  850. //大数字缩短长度,默认返回本地定义字符串
  851. function parseBigNumber(number) {
  852. return number.toLocaleString();
  853. }
  854. //判断是否是转生和超转生
  855. function isReincarnated(card) {
  856. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  857. }
  858. //获取类型允许的潜觉
  859. function getAllowLatent(card) {
  860. const latentSet = new Set(common_allowable_latent);
  861. card.types.filter(i => i >= 0)
  862. .map(type => type_allowable_latent[type])
  863. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  864. if (card.limitBreakIncr) {
  865. v120_allowable_latent.forEach(t => latentSet.add(t));
  866. }
  867. return Array.from(latentSet);
  868. }
  869. //计算队伍中有多少血量
  870. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  871. let memberArr = team[0], assistArr = team[1];
  872. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  873. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  874. const mHpArr = memberArr.map((member, idx) => {
  875. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  876. let hp = ability ? ability[0] : 0;
  877. if (!hp) return 0;
  878. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  879. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  880. //演示用代码
  881. //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);
  882. return hp;
  883. });
  884. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  885. function memberHpMul(member, assist, ls, memberArr, solo) {
  886. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  887. function hpMul(parm, scale) {
  888. if (scale == undefined || scale == 0) return 1;
  889. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  890. return scale / 100;
  891. }
  892. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  893. return scale / 100;
  894. }
  895. return 1;
  896. }
  897. const sk = ls?.params;
  898. let scale = 1;
  899. switch (ls?.type) {
  900. case 23:
  901. case 30:
  902. case 62:
  903. case 77:
  904. case 63:
  905. case 65:
  906. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  907. break;
  908. case 29:
  909. case 114:
  910. case 45:
  911. case 111:
  912. case 46:
  913. case 48:
  914. case 67:
  915. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  916. break;
  917. case 73:
  918. case 76:
  919. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  920. break;
  921. case 106:
  922. case 107:
  923. case 108:
  924. scale = sk[0] / 100;
  925. break;
  926. case 121:
  927. case 129:
  928. case 163:
  929. case 177:
  930. case 186:
  931. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  932. break;
  933. case 125: //队伍中必须有指定队员
  934. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  935. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  936. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  937. break;
  938. case 136:
  939. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  940. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  941. break;
  942. case 137:
  943. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  944. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  945. break;
  946. case 155:
  947. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  948. break;
  949. case 158:
  950. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  951. break;
  952. case 175: //队伍组成全为合作
  953. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  954. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  955. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  956. break;
  957. case 178:
  958. case 185:
  959. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  960. break;
  961. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  962. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  963. switch (sk[0]) {
  964. case 0: //全是像素进化
  965. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  966. break;
  967. case 2: //全是转生、超转生(8格潜觉)
  968. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  969. break;
  970. }
  971. break;
  972. }
  973. case 217:{ //限定队伍星级,不包括好友队长
  974. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  975. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  976. return pre + memberCard.rarity;
  977. }, 0);
  978. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  979. break;
  980. }
  981. case 229:{ //队员中存在每个属性或Type都算一次
  982. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  983. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  984. //符合的次数
  985. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  986. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  987. scale = sk[2] * correTimes / 100 + 1;
  988. 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);
  989. break;
  990. }
  991. case 138: //调用其他队长技
  992. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  993. break;
  994. default:
  995. }
  996. return scale || 1;
  997. }
  998. return mHpArr;
  999. }
  1000. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1001. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1002. //之前用的Map,现在为了性能改成数组
  1003. const attrsCount = [];
  1004. const typesCount = [];
  1005. for (let idx = 0; idx < memberArr.length; idx++) {
  1006. const member = memberArr[idx], assist = assistArr[idx];
  1007. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1008. if (memberAttrsTypes) {
  1009. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1010. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1011. }
  1012. }
  1013. return {attrs: attrsCount, types: typesCount};
  1014. }
  1015. //返回卡片的队长技能
  1016. function getCardLeaderSkills(card, skillTypes) {
  1017. if (!card) return [];
  1018. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1019. }
  1020. //返回卡片的主动技能
  1021. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1022. if (!card) return [];
  1023. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1024. }
  1025. //查找到真正起作用的那一个技能
  1026. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1027. if (!skill) return [];
  1028. if (skillTypes.includes(skill.type))
  1029. {
  1030. return [skill];
  1031. }
  1032. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1033. {
  1034. //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
  1035. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1036. return subSkills;
  1037. }
  1038. else
  1039. {
  1040. return [];
  1041. }
  1042. }
  1043. //返回变身宠的初级
  1044. function henshinBase(cardid, firstId)
  1045. {
  1046. let member;
  1047. if (cardid instanceof Member) {
  1048. member = cardid;
  1049. cardid = member.id;
  1050. }
  1051. if (firstId == undefined) firstId = cardid;
  1052. let card = Cards[cardid];
  1053. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1054. && (member?.level ?? 1) <= card.maxLevel
  1055. )
  1056. {
  1057. card = henshinBase(card.henshinFrom[0], firstId);
  1058. }
  1059. return card;
  1060. }
  1061. //计算队伍是否为76
  1062. function tIf_Effect_76board(leader1id, leader2id) {
  1063. const searchTypeArray = [162, 186];
  1064. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1065. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1066. return Boolean(ls1 || ls2);
  1067. }
  1068. //计算队伍是否为无天降
  1069. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1070. const searchTypeArray = [163, 177];
  1071. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1072. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1073. return Boolean(ls1 || ls2);
  1074. }
  1075. //计算队伍是否为毒无效
  1076. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1077. const searchTypeArray = [197];
  1078. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1079. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1080. return Boolean(ls1 || ls2);
  1081. }
  1082. //计算队伍的+C
  1083. function tIf_Effect_addCombo(leader1id, leader2id) {
  1084. return [
  1085. getSkillAddCombo(Cards[leader1id]),
  1086. getSkillAddCombo(Cards[leader2id])
  1087. ];
  1088. }
  1089. function getSkillAddCombo(card) {
  1090. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1091. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1092. if (!skill) return 0;
  1093. switch (skill.type) {
  1094. case 192:
  1095. case 194:
  1096. return skill.params[3] ?? 0;
  1097. case 206:
  1098. return skill.params[6] ?? 0;
  1099. case 209:
  1100. return skill.params[0] ?? 0;
  1101. case 210:
  1102. case 219:
  1103. return skill.params[2] ?? 0;
  1104. case 220:
  1105. return skill.params[1] ?? 0;
  1106. case 235:
  1107. return skill.params[5] ?? 0;
  1108. default:
  1109. return 0;
  1110. }
  1111. }
  1112. //计算队伍的追打
  1113. function tIf_Effect_inflicts(leader1id, leader2id) {
  1114. return [
  1115. getSkillFixedDamage(Cards[leader1id]),
  1116. getSkillFixedDamage(Cards[leader2id])
  1117. ];
  1118. }
  1119. function getSkillFixedDamage(card) {
  1120. const searchTypeArray = [199, 200, 201, 223, 235];
  1121. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1122. if (!skill) return 0;
  1123. switch (skill.type) {
  1124. case 199:
  1125. case 200:
  1126. return skill.params[2] ?? 0;
  1127. case 201:
  1128. return skill.params[5] ?? 0;
  1129. case 223:
  1130. return skill.params[1] ?? 0;
  1131. case 235:
  1132. return skill.params[6] ?? 0;
  1133. default:
  1134. return 0;
  1135. }
  1136. }
  1137. //计算队伍SB
  1138. function countTeamSB(team, solo) {
  1139. let sbn = 0;
  1140. const badge = team[2];
  1141. for (let mi = 0; mi < team[0].length; mi++) {
  1142. const member = team[0][mi];
  1143. const assist = team[1][mi];
  1144. if (member.id < 0) continue;
  1145. const memberCard = henshinBase(member);
  1146. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1147. //单人、3人时,大于等于100级且297时增加超觉醒
  1148. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1149. const sAwokenT = memberCard?.superAwakenings?.[member.sawoken];
  1150. if (sAwokenT >= 0)
  1151. enableAwoken = enableAwoken.concat(sAwokenT);
  1152. }
  1153. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1154. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1155. }
  1156. //大SB 56,小SB 21
  1157. sbn += enableAwoken.filter(n=>n===21).length;
  1158. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1159. //心L 59,心L大SB潜觉 47
  1160. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1161. }
  1162. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1163. return sbn;
  1164. }
  1165. //计算队伍操作时间
  1166. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1167. const searchTypeArray = [178, 15, 185];
  1168. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1169. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1170. const time1 = leaderSkillMoveTime(ls1);
  1171. const time2 = leaderSkillMoveTime(ls2);
  1172. function leaderSkillMoveTime(ls) {
  1173. const moveTime = { fixed: false, duration: 0 };
  1174. if (!ls) return moveTime;
  1175. const sk = ls.params;
  1176. switch (ls.type) {
  1177. case 178: //固定操作时间
  1178. moveTime.fixed = true;
  1179. moveTime.duration = sk[0];
  1180. break;
  1181. case 15:
  1182. case 185:
  1183. moveTime.duration += sk[0] / 100;
  1184. break;
  1185. default:
  1186. }
  1187. return moveTime;
  1188. }
  1189. let moveTime = {
  1190. fixed: false,
  1191. duration: {
  1192. default: 5,
  1193. leader: 0,
  1194. badge: 0,
  1195. awoken: 0,
  1196. }
  1197. }; //基础5秒
  1198. //固定操作时间的直接返回
  1199. if (time1.fixed || time2.fixed) {
  1200. moveTime.fixed = true;
  1201. moveTime.duration.leader = time1.fixed ?
  1202. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1203. time2.duration;
  1204. } else {
  1205. moveTime.duration.leader = time1.duration + time2.duration;
  1206. //1人、3人计算徽章
  1207. if (solo || teamsCount === 3) {
  1208. switch (team[2]) {
  1209. case 2: //小手指
  1210. moveTime.duration.badge = 1;
  1211. break;
  1212. case 21: //大手指
  1213. moveTime.duration.badge = 2;
  1214. break;
  1215. case 50: //月卡
  1216. moveTime.duration.badge = 3;
  1217. break;
  1218. }
  1219. } else if (teamsCount === 2) //2人协力时的特殊处理
  1220. {
  1221. const teams = formation.teams;
  1222. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1223. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1224. team = [
  1225. team[0].concat(),
  1226. team[1].concat()
  1227. ];
  1228. //把队伍2的队长和武器添加到复制的队伍1里面
  1229. team[0].push(team2[0][team2[3]]);
  1230. team[1].push(team2[1][team2[3]]);
  1231. }
  1232. //觉醒
  1233. const awokenMoveTime = [
  1234. { index: 19, value: 0.5 }, //小手指
  1235. { index: 53, value: 1 }, //大手指
  1236. ];
  1237. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1238. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1239. //潜觉
  1240. const latentMoveTime = [
  1241. { index: 4, value: 0.05 }, //小手指潜觉
  1242. { index: 31, value: 0.12 }, //大手指潜觉
  1243. ];
  1244. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1245. duration + team[0].reduce((count, menber) =>
  1246. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1247. }
  1248. return moveTime;
  1249. }
  1250. //将盾减伤比例组叠加为一个减伤范围组
  1251. function getReduceRange(reduceScales)
  1252. {
  1253. class reduceRange{
  1254. constructor(obj)
  1255. {
  1256. this.min = 0;
  1257. this.max = 100;
  1258. this.scale = 0;
  1259. this.probability = 1;
  1260. if (typeof obj == "object") Object.assign(this, obj);
  1261. }
  1262. }
  1263. const ranges = [new reduceRange()];
  1264. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1265. function processingRanges(ranges, scale)
  1266. {
  1267. //先找scale.min在某个范围内的
  1268. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1269. //再找scale.max在某个范围内的
  1270. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1271. //先只拆分不乘比例
  1272. if (rgLessIdx >= 0)
  1273. {
  1274. const range = ranges[rgLessIdx];
  1275. ranges.splice(rgLessIdx, 1,
  1276. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1277. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1278. );
  1279. }
  1280. if (rgMoreIdx >= 0)
  1281. {
  1282. const range = ranges[rgMoreIdx];
  1283. ranges.splice(rgMoreIdx, 1,
  1284. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1285. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1286. );
  1287. }
  1288. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1289. needChangeScaleRanges.forEach(range=>{
  1290. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1291. range.probability *= scale.probability;
  1292. });
  1293. }
  1294. //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
  1295. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1296. reduceScales.forEach(scale=>{
  1297. if (scale.attrs == 0) //没有属性的
  1298. {
  1299. return;
  1300. }
  1301. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1302. {
  1303. const attrs = flags(scale.attrs); //得到属性数组
  1304. attrs.forEach(n=>{
  1305. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1306. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1307. });
  1308. }
  1309. else
  1310. { //只处理第一数组
  1311. processingRanges(ranges, scale);
  1312. }
  1313. });
  1314. return attrsRanges;
  1315. }
  1316. //获取盾减伤比例组
  1317. function getReduceScales(leaderid) {
  1318. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1319. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1320. function leaderReduceScale(ls) {
  1321. const reduce = {
  1322. scale: 0,
  1323. hp: {
  1324. max: 100,
  1325. min: 0
  1326. },
  1327. probability: 1,
  1328. attrs: 31, //5色是31
  1329. };
  1330. if (!ls) return reduce;
  1331. const sk = ls.params;
  1332. switch (ls.type) {
  1333. case 16: //无条件盾
  1334. reduce.scale = sk[0] / 100;
  1335. break;
  1336. case 17: //单属性盾
  1337. reduce.scale = sk[1] / 100;
  1338. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1339. break;
  1340. case 36: //2个属性盾
  1341. reduce.scale = sk[2] / 100;
  1342. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1343. break;
  1344. case 38: //血线下 + 可能几率
  1345. case 43: //血线上 + 可能几率
  1346. reduce.scale = (sk[2] || 0) / 100;
  1347. reduce.probability = sk[1] / 100;
  1348. if (sk[0] == 100)
  1349. {
  1350. reduce.hp.max = sk[0];
  1351. reduce.hp.min = 99;
  1352. }else
  1353. {
  1354. if(ls.type == 38)
  1355. {
  1356. reduce.hp.max = sk[0];
  1357. reduce.hp.min = 0;
  1358. }else
  1359. {
  1360. reduce.hp.max = 100;
  1361. reduce.hp.min = sk[0];
  1362. }
  1363. }
  1364. break;
  1365. case 129: //无条件盾,属性个数不固定
  1366. case 163: //无条件盾,属性个数不固定
  1367. case 130: //血线下 + 属性个数不固定
  1368. case 131: //血线上 + 属性个数不固定
  1369. reduce.scale = (sk[6] || 0) / 100;
  1370. reduce.attrs = 0 | sk[5];
  1371. if (ls.type == 130 || ls.type == 131)
  1372. {
  1373. if (sk[0] == 100)
  1374. {
  1375. reduce.hp.max = sk[0];
  1376. reduce.hp.min = 99;
  1377. }else
  1378. {
  1379. if(ls.type == 130)
  1380. {
  1381. reduce.hp.max = sk[0];
  1382. reduce.hp.min = 0;
  1383. }else
  1384. {
  1385. reduce.hp.max = 100;
  1386. reduce.hp.min = sk[0];
  1387. }
  1388. }
  1389. }
  1390. break;
  1391. case 178: //无条件盾,属性个数不固定
  1392. reduce.scale = (sk[7] || 0) / 100;
  1393. reduce.attrs = 0 | sk[6];
  1394. break;
  1395. case 151: //十字心触发
  1396. case 169: //C触发
  1397. case 198: //回血触发
  1398. reduce.scale = (sk[2] || 0) / 100;
  1399. break;
  1400. case 170: //多色触发
  1401. case 182: //长串触发
  1402. case 193: //L触发
  1403. reduce.scale = (sk[3] || 0) / 100;
  1404. break;
  1405. case 171: //多串触发
  1406. reduce.scale = (sk[6] || 0) / 100;
  1407. break;
  1408. case 183: //又是个有两段血线的队长技
  1409. reduce.scale = (sk[4] || 0) / 100;
  1410. if (sk[2] == 100)
  1411. {
  1412. reduce.hp.max = sk[2];
  1413. reduce.hp.min = 99;
  1414. }else
  1415. {
  1416. reduce.hp.max = 100;
  1417. reduce.hp.min = sk[2];
  1418. }
  1419. break;
  1420. case 210: //十字触发
  1421. reduce.scale = (sk[1] || 0) / 100;
  1422. break;
  1423. case 235: { //可多次触发
  1424. reduce.scale = (sk[4] || 0) / 100;
  1425. break;
  1426. }
  1427. default:
  1428. }
  1429. return reduce;
  1430. }
  1431. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1432. }

智龙迷城队伍图制作工具