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script-universal_function.js 39 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. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //将二进制flag转为数组
  83. function flags(num) {
  84. const arr = [];
  85. for (let i = 0; i < 32; i++) {
  86. if (num & (1 << i)) {
  87. arr.push(i);
  88. }
  89. }
  90. return arr;
  91. }
  92. //数组删除自己尾部的空元素
  93. Array.prototype.DeleteLatter = function(item = null) {
  94. let index = this.length - 1;
  95. for (; index >= 0; index--) {
  96. if (this[index] !== item) {
  97. break;
  98. }
  99. }
  100. this.splice(index + 1);
  101. return this;
  102. }
  103. Math.randomInteger = function(max, min = 0) {
  104. return this.floor(this.random() * (max - min + 1) + min);
  105. }
  106. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  107. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  108. const pcmImportObj = {
  109. env: {
  110. abortStackOverflow: () => { throw new Error("overflow"); },
  111. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  112. tableBase: 0,
  113. memory: pcmMemory,
  114. memoryBase: 102400,
  115. STACKTOP: 0,
  116. STACK_MAX: pcmMemory.buffer.byteLength,
  117. }
  118. };
  119. let pcmPlayer = null;
  120. let adpcm_wasm = null;
  121. function decodeAudio(fileName, decodeCallback) {
  122. if (pcmPlayer != null) {
  123. pcmPlayer.close();
  124. }
  125. pcmPlayer = new PCMPlayer(1, 44100);
  126. fetch(fileName).then((response) => response.arrayBuffer())
  127. .then((bytes) => {
  128. let audioData = new Uint8Array(bytes);
  129. let step = 160;
  130. for (let i = 0; i < audioData.byteLength; i += step) {
  131. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  132. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  133. pcmPlayer.feed(pcmFloat32Data);
  134. }
  135. });
  136. }
  137. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  138. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  139. .then((wasm) => {
  140. adpcm_wasm = wasm;
  141. /*addButton("adpcm").onclick = function () {
  142. let decoder = new Adpcm(wasm, pcmImportObj);
  143. decoder.resetDecodeState(new Adpcm.State(0, 0));
  144. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  145. }*/
  146. });
  147. //▲ADPCM播放相关
  148. // 加载 image
  149. function loadImage(url) {
  150. return new Promise(function(resolve, reject) {
  151. var image = new Image();
  152. image.src = url;
  153. image.type = "svg"
  154. image.crossOrigin = 'Anonymous';
  155. image.onload = function() {
  156. resolve(this);
  157. };
  158. image.onerror = function(err) {
  159. reject(err);
  160. };
  161. });
  162. }
  163. function latentUseHole(latentId) {
  164. switch (true) {
  165. case (latentId === 12):
  166. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  167. return 2;
  168. case (latentId >= 13 && latentId <= 15):
  169. case (latentId >= 37 && latentId <= 42):
  170. return 6;
  171. case (latentId < 12):
  172. default:
  173. return 1;
  174. }
  175. }
  176. //获取最大潜觉数量
  177. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  178. const card = Cards[id];
  179. return card && card.is8Latent ? 8 : 6;
  180. }
  181. //计算用了多少潜觉格子
  182. function usedHole(latents) {
  183. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  184. }
  185. //计算所有队伍中有多少个该觉醒
  186. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  187. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  188. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  189. }, 0);
  190. return formationAwokenCount;
  191. }
  192. //计算单个队伍中有多少个该觉醒
  193. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  194. const memberArray = team[0];
  195. const assistArray = team[1];
  196. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  197. if (mon.id <= 0) { //如果是delay和null
  198. return previous;
  199. }
  200. const card = Cards[mon.id];
  201. if (!card || !card.enabled) { //如果卡片未启用
  202. return previous;
  203. }
  204. const assist = assistArray[idx];
  205. const assistCard = Cards[assist.id];
  206. //启用的觉醒数组片段
  207. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  208. //单人、3人时,大于等于100级时增加超觉醒
  209. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  210. const sAwokenT = card.superAwakenings[mon.sawoken];
  211. if (sAwokenT >= 0)
  212. enableAwoken = enableAwoken.concat(sAwokenT);
  213. }
  214. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  215. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  216. }
  217. //相同的觉醒数
  218. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  219. return previous + hasAwoken;
  220. }, 0);
  221. return teamAwokenCount;
  222. }
  223. //返回可用的怪物名称
  224. function returnMonsterNameArr(card, lsList, defaultCode) {
  225. const monNameArr = lsList.map(lc => { //取出每种语言
  226. if (lc == defaultCode)
  227. return card.name;
  228. else if (card.otLangName)
  229. return card.otLangName[lc];
  230. }).filter(ln => //去掉空值和问号
  231. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  232. );
  233. if (monNameArr.length < 1) //如果本来的列表里没有名字
  234. {
  235. monNameArr.push(card.name); //只添加默认名字
  236. }
  237. return monNameArr;
  238. }
  239. //Code From pad-rikuu
  240. function valueAt(level, maxLevel, curve) {
  241. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  242. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  243. }
  244. //Code From pad-rikuu
  245. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  246. let value = valueAt(level, maxLevel, {
  247. min: c.min,
  248. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  249. scale: c.scale || 1
  250. });
  251. if (level > maxLevel) {
  252. const exceed99 = Math.min(level - maxLevel, 11);
  253. const exceed110 = Math.max(0, level - 110);
  254. value += c.max !== undefined ?
  255. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  256. (c.min * exceed99 + c.min * exceed110);
  257. }
  258. return value;
  259. }
  260. //计算怪物的经验值
  261. function calculateExp(member) {
  262. if (!member) return null;
  263. const memberCard = Cards[member.id];
  264. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  265. const expArray = [
  266. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  267. ];
  268. if (member.level > 99)
  269. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  270. if (member.level > 110)
  271. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  272. return expArray;
  273. }
  274. //计算怪物的能力
  275. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  276. if (!member) return null;
  277. const memberCard = Cards[member.id];
  278. const assistCard = assist ? Cards[assist.id] : null;
  279. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  280. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  281. const plusAdd = [10, 5, 3]; //加值的增加值
  282. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  283. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  284. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  285. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  286. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  287. ];
  288. 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
  289. [{ index: 63, scale: 1.1 }], //HP
  290. [{ index: 63, scale: 1.1 }], //ATK
  291. [{ index: 63, scale: 1.1 }] //RCV
  292. ];
  293. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  294. [], //HP
  295. [], //ATK
  296. [] //RCV
  297. ];
  298. if (!solo) { //协力时计算协力觉醒
  299. latterAwokenScale.forEach(ab => {
  300. ab.push({ index: 30, scale: 1.5 });
  301. });
  302. }
  303. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  304. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  305. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  306. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  307. ];
  308. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  309. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  310. const abilitys = memberCurves.map((ab, idx) => {
  311. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  312. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  313. let n_assist_base = 0,
  314. n_assist_plus = 0; //辅助的bonus
  315. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  316. //单人、3人时,大于等于100级时增加超觉醒
  317. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  318. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  319. if (sAwokenT >= 0)
  320. awokenList = awokenList.concat(sAwokenT);
  321. }
  322. //如果有武器还要计算武器的觉醒
  323. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  324. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  325. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  326. {
  327. awokenList = awokenList.concat(assistAwokenList);
  328. }
  329. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  330. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  331. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  332. }
  333. }
  334. //用来计算倍率觉醒的最终倍率是多少,reduce用
  335. function calculateAwokenScale(previous, aw) {
  336. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  337. return previous * aw.scale ** awokenCount;
  338. }
  339. //倍率类觉醒的比例,直接从1开始乘
  340. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  341. //觉醒增加的数值
  342. const n_awoken = awokenList.length > 0 ?
  343. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  344. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  345. if (awokenCount > 0)
  346. return previous + aw.value * awokenCount;
  347. else
  348. return previous;
  349. }, 0)) :
  350. 0;
  351. //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
  352. const n_latentScale = (member.latent && member.latent.length > 0) ?
  353. latentScale[idx].reduce((previous, la) => {
  354. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  355. return previous + la.scale * latentCount;
  356. }, 0) :
  357. 0;
  358. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  359. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  360. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  361. //觉醒生效时的协力、语音觉醒等的倍率
  362. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  363. //都要做四舍五入
  364. reValue = Math.round(reValue);
  365. reValueNoAwoken = Math.round(reValueNoAwoken);
  366. if (idx < 2) //idx顺序为HP、ATK、RCV
  367. { //HP和ATK最低为1
  368. reValue = Math.max(reValue, 1);
  369. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  370. }
  371. return [reValue, reValueNoAwoken];
  372. });
  373. return abilitys;
  374. }
  375. function calculateAbility_max(id, solo, teamsCount) {
  376. const card = Cards[id];
  377. const tempMon = {
  378. id: id,
  379. level: card.limitBreakIncr ? 110 : card.maxLevel,
  380. 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
  381. awoken: card.awakenings.length,
  382. };
  383. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  384. if (abilities) {
  385. return {
  386. noAwoken: {
  387. hp: abilities[0][1],
  388. atk: abilities[1][1],
  389. rcv: abilities[2][1],
  390. },
  391. withAwoken: {
  392. hp: abilities[0][0],
  393. atk: abilities[1][0],
  394. rcv: abilities[2][0],
  395. },
  396. };
  397. } else {
  398. return null;
  399. }
  400. }
  401. //搜索卡片用
  402. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  403. 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
  404. //属性
  405. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  406. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  407. { //当两个颜色相同时,主副一样颜色的只需判断一次
  408. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  409. } else if (fixMainColor) //如果固定了顺序
  410. {
  411. const a1null = attr1 === null,
  412. a2null = attr2 === null;
  413. cardsRange = cardsRange.filter(c =>
  414. (a1null ? true : c.attrs[0] === attr1) &&
  415. (a2null ? true : c.attrs[1] === attr2)
  416. );
  417. } else //不限定顺序时
  418. {
  419. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  420. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  421. cardsRange = cardsRange.filter(c =>
  422. search_attrs.every(a => c.attrs.includes(a)) &&
  423. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  424. );
  425. }
  426. //类型
  427. if (types.length > 0) {
  428. cardsRange = cardsRange.filter(c => typeAndOr ?
  429. types.every(t => c.types.includes(t)) : //所有type都满足
  430. types.some(t => c.types.includes(t)) //只需要满足一个type
  431. );
  432. }
  433. //稀有度
  434. if (rares.length > 1) {
  435. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  436. }
  437. //觉醒
  438. //等效觉醒时,事先去除大觉醒
  439. if (equalAk) {
  440. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  441. bigEqualAwokens.forEach(bak => {
  442. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  443. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  444. if (!smallEqualAwoken) {
  445. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  446. awokens.push(smallEqualAwoken);
  447. }
  448. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  449. });
  450. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  451. }
  452. if (awokens.length > 0) {
  453. cardsRange = cardsRange.filter(card => {
  454. let cardAwakeningsArray = [];
  455. 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
  456. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  457. } else { //单个原始觉醒数组
  458. cardAwakeningsArray.push(card.awakenings);
  459. }
  460. 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
  461. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  462. if (equalAk) //如果开启等效觉醒
  463. {
  464. //搜索等效觉醒
  465. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  466. if (equivalentAwoken) {
  467. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  468. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  469. return totalNum >= ak.num;
  470. }
  471. }
  472. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  473. })
  474. );
  475. });
  476. }
  477. //超觉醒
  478. if (sawokens.length > 0 && !incSawoken) {
  479. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  480. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  481. return card.superAwakenings.includes(sak) ||
  482. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  483. }));
  484. }
  485. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  486. return cardsRange;
  487. }
  488. function searchByString(str)
  489. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  490. str = str.trim();
  491. if (str.length>0)
  492. {
  493. return Cards.filter(card =>
  494. {
  495. const names = [card.name];
  496. if (card.otLangName)
  497. {
  498. names.push(...Object.values(card.otLangName));
  499. }
  500. const tags = card.altName.concat();
  501. if (card.otTags)
  502. {
  503. tags.push(...card.otTags);
  504. }
  505. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  506. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  507. }
  508. );
  509. }else
  510. {
  511. return [];
  512. }
  513. }
  514. function copyString(input)
  515. {
  516. input.focus(); //设input为焦点
  517. input.select(); //选择全部
  518. if (document.execCommand('copy')) {
  519. document.execCommand('copy');
  520. }
  521. //input.blur(); //取消焦点
  522. }
  523. //产生一个怪物头像
  524. function createCardA() {
  525. const cdom = document.createElement("a");
  526. cdom.className = "monster";
  527. cdom.target = "_blank";
  528. const property = cdom.appendChild(document.createElement("div"));
  529. property.className = "property";
  530. const subproperty = cdom.appendChild(document.createElement("div"));
  531. subproperty.className = "subproperty";
  532. const cid = cdom.appendChild(document.createElement("div"));
  533. cid.className = "id";
  534. const cawoken = cdom.appendChild(document.createElement("div"));
  535. cawoken.className = "awoken-count-num";
  536. return cdom;
  537. }
  538. //返回文字说明内怪物Card的纯HTML
  539. function cardN(id) {
  540. const monOuterDom = document.createElement("span");
  541. monOuterDom.className = "detail-mon";
  542. const monDom = createCardA(id);
  543. monOuterDom.appendChild(monDom);
  544. monOuterDom.monDom = monDom;
  545. changeid({ id: id }, monDom);
  546. return monOuterDom;
  547. }
  548. //将怪物的文字介绍解析为HTML
  549. function descriptionToHTML(str) {
  550. str = str.replace(/\n/ig, "<br>"); //换行
  551. //str = str.replace(/ /ig,"&nbsp;"); //换行
  552. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '<span style="color:#$1;">$2</span>'); //文字颜色
  553. str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像
  554. return str;
  555. }
  556. //默认的技能解释的显示行为
  557. function parseSkillDescription(skill) {
  558. const span = document.createElement("span");
  559. span.innerHTML = descriptionToHTML(skill.description);
  560. return span;
  561. }
  562. //大数字缩短长度,默认返回本地定义字符串
  563. function parseBigNumber(number) {
  564. return number.toLocaleString();
  565. }
  566. //判断是否是转生和超转生
  567. function isReincarnated(card) {
  568. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  569. }
  570. //获取类型允许的潜觉
  571. function getAllowLatent(card) {
  572. const latentSet = new Set(common_allowable_latent);
  573. card.types.filter(i => i >= 0)
  574. .map(type => type_allowable_latent[type])
  575. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  576. if (card.limitBreakIncr) {
  577. v120_allowable_latent.forEach(t => latentSet.add(t));
  578. }
  579. return Array.from(latentSet);
  580. }
  581. //计算队伍中有多少血量
  582. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  583. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  584. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  585. const mHpArr = memberArr.map(m => {
  586. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  587. let hp = ability ? ability[0] : 0;
  588. if (!hp) return 0;
  589. const card = Cards[m.id] || Cards[0];
  590. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  591. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  592. /* 演示用代码
  593. let hp1,hp2;
  594. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  595. hp = Math.round(hp1);
  596. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  597. hp = Math.round(hp2);
  598. 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);
  599. */
  600. return hp;
  601. });
  602. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  603. function memberHpMul(card, ls, memberArr, solo) {
  604. function hpMul(parm, scale) {
  605. if (scale == undefined || scale == 0) return 1;
  606. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  607. return scale / 100;
  608. }
  609. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  610. return scale / 100;
  611. }
  612. return 1;
  613. }
  614. const sk = ls.params;
  615. let scale = 1;
  616. switch (ls.type) {
  617. case 23:
  618. case 30:
  619. case 62:
  620. case 77:
  621. case 63:
  622. case 65:
  623. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  624. break;
  625. case 29:
  626. case 114:
  627. case 45:
  628. case 111:
  629. case 46:
  630. case 48:
  631. case 67:
  632. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  633. break;
  634. case 73:
  635. case 76:
  636. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  637. break;
  638. case 106:
  639. case 107:
  640. case 108:
  641. scale = sk[0] / 100;
  642. break;
  643. case 121:
  644. case 129:
  645. case 163:
  646. case 186:
  647. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  648. break;
  649. case 125: //队伍中必须有指定队员
  650. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  651. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  652. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  653. break;
  654. case 136:
  655. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  656. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  657. break;
  658. case 137:
  659. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  660. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  661. break;
  662. case 155:
  663. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  664. break;
  665. case 158:
  666. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  667. break;
  668. case 175: //队伍组成全为合作
  669. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  670. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  671. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  672. break;
  673. case 178:
  674. case 185:
  675. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  676. break;
  677. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  678. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  679. switch (sk[0]) {
  680. case 0: //全是像素进化
  681. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  682. break;
  683. case 2: //全是转生、超转生(8格潜觉)
  684. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  685. break;
  686. }
  687. break;
  688. case 229:{ //队员中存在每个属性或Type都算一次
  689. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  690. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  691. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  692. let correspondingAttrs = flags(sk[0]); //符合的属性
  693. let correspondingTypes = flags(sk[1]); //符合的类型
  694. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  695. scale = sk[2] * correspondingTimes / 100 + 1;
  696. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  697. break;
  698. }
  699. case 138: //调用其他队长技
  700. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  701. break;
  702. default:
  703. }
  704. return scale || 1;
  705. }
  706. return mHpArr;
  707. }
  708. //返回卡片的队长技能
  709. function getCardLeaderSkills(card, skillTypes) {
  710. if (!card) return [];
  711. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  712. }
  713. //返回卡片的主动技能
  714. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  715. if (!card) return [];
  716. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  717. }
  718. //查找到真正起作用的那一个技能
  719. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  720. if (skillTypes.includes(skill.type))
  721. {
  722. return [skill];
  723. }
  724. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  725. {
  726. //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
  727. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  728. subSkills = subSkills.filter(s=>s);
  729. return subSkills;
  730. }
  731. else
  732. {
  733. return [];
  734. }
  735. }
  736. //计算队伍是否为76
  737. function tIf_Effect_76board(leader1id, leader2id) {
  738. const searchTypeArray = [162, 186];
  739. function henshinBase(cardid)
  740. {
  741. let card = Cards[cardid];
  742. if (card && card.henshinFrom)
  743. {
  744. card = Cards[card.henshinFrom];
  745. }
  746. return card;
  747. }
  748. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  749. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  750. return Boolean(ls1 || ls2);
  751. }
  752. //计算队伍是否为无天降
  753. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  754. const searchTypeArray = [163, 177];
  755. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  756. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  757. [0]
  758. return Boolean(ls1 || ls2);
  759. }
  760. //计算队伍是否为毒无效
  761. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  762. const searchTypeArray = [197];
  763. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  764. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  765. return Boolean(ls1 || ls2);
  766. }
  767. //计算队伍的+C
  768. function tIf_Effect_addCombo(leader1id, leader2id) {
  769. return [
  770. getSkillAddCombo(Cards[leader1id]),
  771. getSkillAddCombo(Cards[leader2id])
  772. ];
  773. }
  774. function getSkillAddCombo(card) {
  775. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  776. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  777. if (!skill) return 0;
  778. switch (skill.type) {
  779. case 192:
  780. case 194:
  781. return skill.params[3];
  782. case 206:
  783. return skill.params[6];
  784. case 209:
  785. return skill.params[0];
  786. case 210:
  787. case 219:
  788. return skill.params[2];
  789. case 220:
  790. return skill.params[1];
  791. default:
  792. return 0;
  793. }
  794. }
  795. //计算队伍的追打
  796. function tIf_Effect_inflicts(leader1id, leader2id) {
  797. const searchTypeArray = [199, 200, 201, 223];
  798. return [
  799. getSkillFixedDamage(Cards[leader1id]),
  800. getSkillFixedDamage(Cards[leader2id])
  801. ];
  802. }
  803. function getSkillFixedDamage(card) {
  804. const searchTypeArray = [199, 200, 201, 223];
  805. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  806. if (!skill) return 0;
  807. switch (skill.type) {
  808. case 199:
  809. case 200:
  810. return skill.params[2];
  811. case 201:
  812. return skill.params[5];
  813. case 223:
  814. return skill.params[1];
  815. default:
  816. return 0;
  817. }
  818. }
  819. //计算队伍操作时间
  820. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  821. const searchTypeArray = [178, 15, 185];
  822. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  823. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  824. const time1 = leaderSkillMoveTime(ls1);
  825. const time2 = leaderSkillMoveTime(ls2);
  826. function leaderSkillMoveTime(ls) {
  827. const moveTime = { fixed: false, duration: 0 };
  828. if (!ls) return moveTime;
  829. const sk = ls.params;
  830. switch (ls.type) {
  831. case 178: //固定操作时间
  832. moveTime.fixed = true;
  833. moveTime.duration = sk[0];
  834. break;
  835. case 15:
  836. case 185:
  837. moveTime.duration += sk[0] / 100;
  838. break;
  839. default:
  840. }
  841. return moveTime;
  842. }
  843. let moveTime = {
  844. fixed: false,
  845. duration: {
  846. default: 5,
  847. leader: 0,
  848. badge: 0,
  849. awoken: 0,
  850. }
  851. }; //基础5秒
  852. //固定操作时间的直接返回
  853. if (time1.fixed || time2.fixed) {
  854. moveTime.fixed = true;
  855. moveTime.duration.leader = time1.fixed ?
  856. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  857. time2.duration;
  858. } else {
  859. moveTime.duration.leader = time1.duration + time2.duration;
  860. //1人、3人计算徽章
  861. if (solo || teamsCount === 3) {
  862. switch (team[2]) {
  863. case 1: //小手指
  864. moveTime.duration.badge = 1;
  865. break;
  866. case 13: //大手指
  867. moveTime.duration.badge = 2;
  868. break;
  869. case 18: //月卡
  870. moveTime.duration.badge = 3;
  871. break;
  872. }
  873. } else if (teamsCount === 2) //2人协力时的特殊处理
  874. {
  875. const teams = formation.teams;
  876. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  877. //复制队伍1,这里参数里的 team 换成了一个新的数组
  878. team = [
  879. team[0].concat(),
  880. team[1].concat()
  881. ];
  882. //把队伍2的队长和武器添加到复制的队伍1里面
  883. team[0].push(team2[0][team2[3]]);
  884. team[1].push(team2[1][team2[3]]);
  885. }
  886. //觉醒
  887. const awokenMoveTime = [
  888. { index: 19, value: 0.5 }, //小手指
  889. { index: 53, value: 1 }, //大手指
  890. ];
  891. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  892. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  893. //潜觉
  894. const latentMoveTime = [
  895. { index: 4, value: 0.05 }, //小手指潜觉
  896. { index: 31, value: 0.12 }, //大手指潜觉
  897. ];
  898. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  899. duration + team[0].reduce((count, menber) =>
  900. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  901. }
  902. return moveTime;
  903. }
  904. //将盾减伤比例组叠加为一个减伤范围组
  905. function getReduceRange(reduceScales)
  906. {
  907. class reduceRange{
  908. constructor(obj)
  909. {
  910. this.min = 0;
  911. this.max = 100;
  912. this.scale = 0;
  913. this.probability = 1;
  914. if (typeof obj == "object") Object.assign(this, obj);
  915. }
  916. }
  917. const ranges = [new reduceRange()];
  918. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  919. function processingRanges(ranges, scale)
  920. {
  921. //先找scale.min在某个范围内的
  922. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  923. //再找scale.max在某个范围内的
  924. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  925. //先只拆分不乘比例
  926. if (rgLessIdx >= 0)
  927. {
  928. const range = ranges[rgLessIdx];
  929. ranges.splice(rgLessIdx, 1,
  930. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  931. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  932. );
  933. }
  934. if (rgMoreIdx >= 0)
  935. {
  936. const range = ranges[rgMoreIdx];
  937. ranges.splice(rgMoreIdx, 1,
  938. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  939. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  940. );
  941. }
  942. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  943. needChangeScaleRanges.forEach(range=>{
  944. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  945. range.probability *= scale.probability;
  946. });
  947. }
  948. //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
  949. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  950. reduceScales.forEach(scale=>{
  951. if (scale.attrs == 0) //没有属性的
  952. {
  953. return;
  954. }
  955. else if ((scale.attrs & 31) != 31) //不符合全属性的
  956. {
  957. const attrs = flags(scale.attrs); //得到属性数组
  958. attrs.forEach(n=>{
  959. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  960. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  961. });
  962. }
  963. else
  964. { //只处理第一数组
  965. processingRanges(ranges, scale);
  966. }
  967. });
  968. return attrsRanges;
  969. }
  970. //获取盾减伤比例组
  971. function getReduceScales(leaderid) {
  972. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  973. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  974. function leaderReduceScale(ls) {
  975. const reduce = {
  976. scale: 0,
  977. hp: {
  978. max: 100,
  979. min: 0
  980. },
  981. probability: 1,
  982. attrs: 31, //5色是31
  983. };
  984. if (!ls) return reduce;
  985. const sk = ls.params;
  986. switch (ls.type) {
  987. case 16: //无条件盾
  988. reduce.scale = sk[0] / 100;
  989. break;
  990. case 17: //单属性盾
  991. reduce.scale = sk[1] / 100;
  992. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  993. break;
  994. case 36: //2个属性盾
  995. reduce.scale = sk[2] / 100;
  996. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  997. break;
  998. case 38: //血线下 + 可能几率
  999. case 43: //血线上 + 可能几率
  1000. reduce.scale = (sk[2] || 0) / 100;
  1001. reduce.probability = sk[1] / 100;
  1002. if (sk[0] == 100)
  1003. {
  1004. reduce.hp.max = sk[0];
  1005. reduce.hp.min = 99;
  1006. }else
  1007. {
  1008. if(ls.type == 38)
  1009. {
  1010. reduce.hp.max = sk[0];
  1011. reduce.hp.min = 0;
  1012. }else
  1013. {
  1014. reduce.hp.max = 100;
  1015. reduce.hp.min = sk[0];
  1016. }
  1017. }
  1018. break;
  1019. case 129: //无条件盾,属性个数不固定
  1020. case 163: //无条件盾,属性个数不固定
  1021. case 130: //血线下 + 属性个数不固定
  1022. case 131: //血线上 + 属性个数不固定
  1023. reduce.scale = (sk[6] || 0) / 100;
  1024. reduce.attrs = 0 | sk[5];
  1025. if (ls.type == 130 || ls.type == 131)
  1026. {
  1027. if (sk[0] == 100)
  1028. {
  1029. reduce.hp.max = sk[0];
  1030. reduce.hp.min = 99;
  1031. }else
  1032. {
  1033. if(ls.type == 130)
  1034. {
  1035. reduce.hp.max = sk[0];
  1036. reduce.hp.min = 0;
  1037. }else
  1038. {
  1039. reduce.hp.max = 100;
  1040. reduce.hp.min = sk[0];
  1041. }
  1042. }
  1043. }
  1044. break;
  1045. case 178: //无条件盾,属性个数不固定
  1046. reduce.scale = (sk[7] || 0) / 100;
  1047. reduce.attrs = 0 | sk[6];
  1048. break;
  1049. case 151: //十字心触发
  1050. case 169: //C触发
  1051. case 198: //回血触发
  1052. reduce.scale = (sk[2] || 0) / 100;
  1053. break;
  1054. case 170: //多色触发
  1055. case 182: //长串触发
  1056. case 193: //L触发
  1057. reduce.scale = (sk[3] || 0) / 100;
  1058. break;
  1059. case 171: //多串触发
  1060. reduce.scale = (sk[6] || 0) / 100;
  1061. break;
  1062. case 183: //又是个有两段血线的队长技
  1063. reduce.scale = (sk[4] || 0) / 100;
  1064. if (sk[2] == 100)
  1065. {
  1066. reduce.hp.max = sk[2];
  1067. reduce.hp.min = 99;
  1068. }else
  1069. {
  1070. reduce.hp.max = 100;
  1071. reduce.hp.min = sk[2];
  1072. }
  1073. break;
  1074. default:
  1075. }
  1076. return reduce;
  1077. }
  1078. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1079. }

智龙迷城队伍图制作工具