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script-universal_function.js 26 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:",_xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name,url) {
  32. if (!!(window.URL && window.URLSearchParams))
  33. { //浏览器原生支持的API
  34. const urlObj = new URL(url || document.location);
  35. return urlObj.searchParams.get(name);
  36. }else
  37. {
  38. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  39. const searchStr = url || location.search.substr(1);
  40. const r = searchStr.match(reg);
  41. if (r != null)
  42. {
  43. return decodeURIComponent(r[1]);
  44. }else
  45. {
  46. return null;
  47. }
  48. }
  49. }
  50. //数字补前导0
  51. Number.prototype.PrefixInteger = function(length)
  52. {
  53. return (Array(length).join('0') + this).slice(-length);
  54. }
  55. //数组删除自己尾部的空元素
  56. Array.prototype.DeleteLatter = function(item = null)
  57. {
  58. let index = this.length - 1;
  59. for (; index>=0; index--)
  60. {
  61. if (this[index] !== item)
  62. {
  63. break;
  64. }
  65. }
  66. this.splice(index + 1);
  67. return this;
  68. }
  69. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  70. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  71. const pcmImportObj = {
  72. env: {
  73. abortStackOverflow: () => { throw new Error("overflow"); },
  74. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  75. tableBase: 0,
  76. memory: pcmMemory,
  77. memoryBase: 102400,
  78. STACKTOP: 0,
  79. STACK_MAX: pcmMemory.buffer.byteLength,
  80. }
  81. };
  82. let pcmPlayer = null;
  83. let adpcm_wasm = null;
  84. function decodeAudio(fileName, decodeCallback)
  85. {
  86. if(pcmPlayer != null)
  87. {
  88. pcmPlayer.close();
  89. }
  90. pcmPlayer = new PCMPlayer(1, 44100);
  91. fetch(fileName).then((response) => response.arrayBuffer())
  92. .then((bytes) => {
  93. let audioData = new Uint8Array(bytes);
  94. let step = 160;
  95. for(let i = 0; i < audioData.byteLength; i += step)
  96. {
  97. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  98. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  99. pcmPlayer.feed(pcmFloat32Data);
  100. }
  101. });
  102. }
  103. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  104. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  105. .then((wasm) => {
  106. adpcm_wasm = wasm;
  107. /*addButton("adpcm").onclick = function () {
  108. let decoder = new Adpcm(wasm, pcmImportObj);
  109. decoder.resetDecodeState(new Adpcm.State(0, 0));
  110. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  111. }*/
  112. });
  113. //▲ADPCM播放相关
  114. function latentUseHole(latentId)
  115. {
  116. switch (true)
  117. {
  118. case (latentId === 12):
  119. case (latentId >= 16 && latentId <= 36):
  120. return 2;
  121. case (latentId >= 13 && latentId <= 15):
  122. case (latentId >= 37):
  123. return 6;
  124. case (latentId < 12):
  125. default:
  126. return 1;
  127. }
  128. }
  129. //获取最大潜觉数量
  130. function getMaxLatentCount(id)
  131. { //转生2和超转生3为8个格子
  132. const card = Cards[id];
  133. return card && card.is8Latent ? 8 : 6;
  134. }
  135. //计算用了多少潜觉格子
  136. function usedHole(latents)
  137. {
  138. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  139. }
  140. //计算所有队伍中有多少个该觉醒
  141. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  142. {
  143. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  144. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  145. },0);
  146. return formationAwokenCount;
  147. }
  148. //计算单个队伍中有多少个该觉醒
  149. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  150. {
  151. const memberArray = team[0];
  152. const assistArray = team[1];
  153. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  154. if (mon.id<=0)
  155. { //如果是delay和null
  156. return previous;
  157. }
  158. const card = Cards[mon.id];
  159. if (!card || !card.enabled)
  160. { //如果卡片未启用
  161. return previous;
  162. }
  163. const assist = assistArray[idx];
  164. const assistCard = Cards[assist.id];
  165. //启用的觉醒数组片段
  166. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  167. //单人、3人时,大于等于100级时增加超觉醒
  168. if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
  169. {
  170. const sAwokenT = card.superAwakenings[mon.sawoken];
  171. if (sAwokenT >= 0)
  172. enableAwoken = enableAwoken.concat(sAwokenT);
  173. }
  174. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  175. { //如果卡片未启用
  176. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  177. }
  178. //相同的觉醒数
  179. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  180. return previous + hasAwoken;
  181. },0);
  182. return teamAwokenCount;
  183. }
  184. //返回可用的怪物名称
  185. function returnMonsterNameArr(card, lsList, defaultCode)
  186. {
  187. const monNameArr = lsList.map(lc=>{ //取出每种语言
  188. if (lc == defaultCode)
  189. return card.name;
  190. else if(card.otLangName)
  191. return card.otLangName[lc];
  192. }).filter(ln=> //去掉空值和问号
  193. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  194. );
  195. if (monNameArr.length < 1) //如果本来的列表里没有名字
  196. {
  197. monNameArr.push(card.name); //只添加默认名字
  198. }
  199. return monNameArr;
  200. }
  201. //Code From pad-rikuu
  202. function valueAt(level, maxLevel, curve) {
  203. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  204. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  205. }
  206. //Code From pad-rikuu
  207. function curve(c, level, maxLevel, limitBreakIncr) {
  208. let value = valueAt(level, maxLevel, {
  209. min: c.min,
  210. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  211. scale: c.scale || 1
  212. });
  213. if (level > maxLevel) {
  214. const exceed = level - maxLevel;
  215. value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  216. }
  217. return value;
  218. }
  219. //计算怪物的经验值
  220. function calculateExp(member)
  221. {
  222. if (!member) return null;
  223. const memberCard = Cards[member.id];
  224. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  225. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  226. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  227. return [Math.round(v99Exp),v110Exp];
  228. }
  229. //计算怪物的能力
  230. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  231. {
  232. if (!member) return null;
  233. const memberCard = Cards[member.id];
  234. const assistCard = assist ? Cards[assist.id] : null;
  235. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  236. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  237. const plusAdd = [10,5,3]; //加值的增加值
  238. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  239. [{index:1,value:500},{index:65,value:-2500}], //HP
  240. [{index:2,value:100},{index:66,value:-1000}], //ATK
  241. [{index:3,value:200},{index:67,value:-2000}] //RCV
  242. ];
  243. 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
  244. [], //HP
  245. [], //ATK
  246. [] //RCV
  247. ];
  248. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  249. [], //HP
  250. [], //ATK
  251. [] //RCV
  252. ];
  253. if (currentDataSource.code=="ja")
  254. {
  255. //63 语音觉醒
  256. previousAwokenScale.forEach(ab=>{
  257. ab.push({index:63,scale:1.1});
  258. });
  259. }
  260. if (!solo)
  261. { //协力时计算协力觉醒
  262. latterAwokenScale.forEach(ab=>{
  263. ab.push({index:30,scale:1.5});
  264. });
  265. }
  266. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  267. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  268. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  269. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  270. ];
  271. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  272. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  273. const abilitys = memberCurves.map((ab, idx)=>{
  274. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  275. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  276. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  277. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  278. //单人、3人时,大于等于100级时增加超觉醒
  279. if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
  280. {
  281. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  282. if (sAwokenT >= 0)
  283. awokenList = awokenList.concat(sAwokenT);
  284. }
  285. //如果有武器还要计算武器的觉醒
  286. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  287. {
  288. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  289. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  290. {
  291. awokenList = awokenList.concat(assistAwokenList);
  292. }
  293. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  294. {
  295. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  296. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  297. }
  298. }
  299. //用来计算倍率觉醒的最终倍率是多少,reduce用
  300. function calculateAwokenScale(previous,aw)
  301. {
  302. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
  303. return previous * Math.pow(aw.scale, awokenCount);
  304. }
  305. //倍率类觉醒的比例,直接从1开始乘
  306. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
  307. //觉醒增加的数值
  308. const n_awoken = awokenList.length>0 ?
  309. Math.round(awokenAdd[idx].reduce((previous,aw)=>{
  310. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  311. if (awokenCount>0)
  312. return previous + aw.value * awokenCount;
  313. else
  314. return previous;
  315. },0)) :
  316. 0;
  317. //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
  318. const n_latentScale = (member.latent && member.latent.length>0) ?
  319. latentScale[idx].reduce((previous,la)=>{
  320. const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
  321. return previous + la.scale * latentCount;
  322. },0) :
  323. 0;
  324. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  325. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  326. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  327. //觉醒生效时的协力、语音觉醒等的倍率
  328. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
  329. //都要做四舍五入
  330. reValue = Math.round(reValue);
  331. reValueNoAwoken = Math.round(reValueNoAwoken);
  332. if (idx<2) //idx顺序为HP、ATK、RCV
  333. { //HP和ATK最低为1
  334. reValue = Math.max(reValue,1);
  335. reValueNoAwoken = Math.max(reValueNoAwoken,1);
  336. }
  337. return [reValue,reValueNoAwoken];
  338. });
  339. return abilitys;
  340. }
  341. function calculateAbility_max(id,solo, teamsCount)
  342. {
  343. const card = Cards[id];
  344. const tempMon = {
  345. id: id,
  346. level: card.maxLevel + (card.limitBreakIncr ? 11 : 0),
  347. plus: [99,99,99],
  348. awoken: card.awakenings.length,
  349. };
  350. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  351. if (abilities)
  352. {
  353. return {
  354. noAwoken:{
  355. hp:abilities[0][1],
  356. atk:abilities[1][1],
  357. rcv:abilities[2][1],
  358. },
  359. withAwoken:{
  360. hp:abilities[0][0],
  361. atk:abilities[1][0],
  362. rcv:abilities[2][0],
  363. },
  364. };
  365. }else
  366. {
  367. return null;
  368. }
  369. }
  370. //搜索卡片用
  371. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken)
  372. {
  373. 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
  374. //属性
  375. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  376. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  377. { //当两个颜色相同时,主副一样颜色的只需判断一次
  378. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  379. }else if (fixMainColor) //如果固定了顺序
  380. {
  381. const a1null = attr1 === null, a2null = attr2 === null;
  382. cardsRange = cardsRange.filter(c=>
  383. (a1null ? true : c.attrs[0] === attr1) &&
  384. (a2null ? true : c.attrs[1] === attr2)
  385. );
  386. }else //不限定顺序时
  387. {
  388. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性
  389. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  390. cardsRange = cardsRange.filter(c=>
  391. search_attrs.every(a=>c.attrs.includes(a)) &&
  392. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  393. );
  394. }
  395. //类型
  396. if (types.length>0)
  397. {
  398. cardsRange = cardsRange.filter(c=>typeAndOr ?
  399. types.every(t=>c.types.includes(t)) : //所有type都满足
  400. types.some(t=>c.types.includes(t)) //只需要满足一个type
  401. );
  402. }
  403. //稀有度
  404. if (rares.length>1)
  405. {
  406. cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]);
  407. }
  408. //觉醒
  409. //等效觉醒时,事先去除大觉醒
  410. if (equalAk)
  411. {
  412. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  413. bigEqualAwokens.forEach(bak=>{
  414. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  415. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  416. if (!smallEqualAwoken)
  417. {
  418. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  419. awokens.push(smallEqualAwoken);
  420. }
  421. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  422. });
  423. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  424. }
  425. if (awokens.length>0)
  426. {
  427. cardsRange = cardsRange.filter(card => {
  428. let cardAwakeningsArray = [];
  429. if (incSawoken && card.superAwakenings.length > 0)
  430. { //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
  431. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  432. }else
  433. { //单个原始觉醒数组
  434. cardAwakeningsArray.push(card.awakenings);
  435. }
  436. 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
  437. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  438. if (equalAk) //如果开启等效觉醒
  439. {
  440. //搜索等效觉醒
  441. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  442. if (equivalentAwoken)
  443. {
  444. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  445. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  446. return totalNum >= ak.num;
  447. }
  448. }
  449. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  450. })
  451. );
  452. });
  453. }
  454. //超觉醒
  455. if (sawokens.length>0 && !incSawoken)
  456. {
  457. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  458. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  459. return card.superAwakenings.includes(sak) ||
  460. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  461. }) );
  462. }
  463. cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0]
  464. return cardsRange;
  465. }
  466. //产生一个怪物头像
  467. function createCardA()
  468. {
  469. const cdom = document.createElement("a");
  470. cdom.className = "monster";
  471. cdom.target = "_blank";
  472. const property = cdom.appendChild(document.createElement("div"));
  473. property.className = "property";
  474. const subproperty = cdom.appendChild(document.createElement("div"));
  475. subproperty.className = "subproperty";
  476. const cid = cdom.appendChild(document.createElement("div"));
  477. cid.className = "id";
  478. const cawoken = cdom.appendChild(document.createElement("div"));
  479. cawoken.className = "awoken-count full-awoken";
  480. return cdom;
  481. }
  482. //返回文字说明内怪物Card的纯HTML
  483. function cardN(id){
  484. const monOuterDom = document.createElement("span");
  485. monOuterDom.className = "detail-mon";
  486. const monDom = createCardA(id);
  487. monOuterDom.appendChild(monDom);
  488. monOuterDom.monDom = monDom;
  489. changeid({id:id},monDom);
  490. return monOuterDom;
  491. }
  492. //将怪物的文字介绍解析为HTML
  493. function descriptionToHTML(str)
  494. {
  495. str = str.replace(/\n/ig,"<br>"); //换行
  496. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  497. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  498. return str;
  499. }
  500. //默认的技能解释的显示行为
  501. function parseSkillDescription(skill)
  502. {
  503. const span = document.createElement("span");
  504. span.innerHTML = descriptionToHTML(skill.description);
  505. return span;
  506. }
  507. //大数字缩短长度,默认返回本地定义字符串
  508. function parseBigNumber(number)
  509. {
  510. return number.toLocaleString();
  511. }
  512. //判断是否是转生和超转生
  513. function isReincarnated(card)
  514. {
  515. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  516. }
  517. //获取类型允许的潜觉
  518. function getAllowLatent(types)
  519. {
  520. const latentSet = new Set();
  521. types.filter(i => i >= 0)
  522. .map(type => type_allowable_latent[type])
  523. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  524. return Array.from(latentSet);
  525. }
  526. //筛选出允许的潜觉
  527. function filterAllowLatent(latent, allowLatent)
  528. {
  529. const allKillerLatent = typekiller_for_type.map(type => type.latent);
  530. return latent.filter(lat =>
  531. !allKillerLatent.includes(lat) || //保留不属于杀的潜觉
  532. allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
  533. }
  534. //计算队伍中有多少血量
  535. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  536. {
  537. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  538. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  539. const mHpArr = memberArr.map(m=>{
  540. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  541. let hp = ability ? ability[0] : 0;
  542. if (!hp) return 0;
  543. const card = Cards[m.id];
  544. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  545. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  546. /* 演示用代码
  547. let hp1,hp2;
  548. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  549. hp = Math.round(hp1);
  550. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  551. hp = Math.round(hp2);
  552. 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);
  553. */
  554. return hp;
  555. });
  556. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  557. function memberHpMul(card,ls,memberArr,solo)
  558. {
  559. function flags(num){
  560. const arr = [];
  561. for (let i = 0; i<32;i++)
  562. {
  563. if (num & (1<<i))
  564. {
  565. arr.push(i);
  566. }
  567. }
  568. return arr;
  569. }
  570. function hpMul(parm,scale)
  571. {
  572. if (scale == undefined || scale == 0) return 1;
  573. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  574. {
  575. return scale / 100;
  576. }
  577. if (parm.types && card.types.some(t => parm.types.includes(t)))
  578. {
  579. return scale / 100;
  580. }
  581. return 1;
  582. }
  583. const sk = ls.params;
  584. let scale = 1;
  585. switch (ls.type)
  586. {
  587. case 23: case 30: case 62: case 77: case 63: case 65:
  588. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  589. break;
  590. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  591. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  592. break;
  593. case 73: case 76:
  594. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  595. break;
  596. case 106: case 107: case 108:
  597. scale = sk[0] / 100;
  598. break;
  599. case 121: case 129: case 163: case 186:
  600. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  601. break;
  602. case 125: //队伍中必须有指定队员
  603. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  604. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  605. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  606. break;
  607. case 136:
  608. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  609. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  610. break;
  611. case 137:
  612. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  613. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  614. break;
  615. case 155:
  616. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  617. break;
  618. case 158:
  619. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  620. break;
  621. case 175: //队伍组成全为合作
  622. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  623. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  624. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  625. break;
  626. case 178: case 185:
  627. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  628. break;
  629. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  630. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  631. switch (sk[0])
  632. {
  633. case 0: //全是像素进化
  634. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  635. break;
  636. case 2: //全是转生、超转生(8格潜觉)
  637. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  638. break;
  639. }
  640. break;
  641. case 138: //调用其他队长技
  642. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  643. break;
  644. default:
  645. }
  646. return scale || 1;
  647. }
  648. return mHpArr;
  649. }
  650. //计算队伍操作时间
  651. function countMoveTime(team, leader1id, leader2id, teamIdx)
  652. {
  653. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  654. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  655. const time1 = leaderSkillMoveTime(ls1);
  656. const time2 = leaderSkillMoveTime(ls2);
  657. let moveTime = {fixed:false,duration:5}; //基础5秒
  658. //固定操作时间的直接返回
  659. if (time1.fixed || time2.fixed)
  660. {
  661. moveTime.fixed = true;
  662. moveTime.duration = time1.fixed ?
  663. (time2.fixed && time2.duration < time1.duration ? time2.duration : time1.duration) :
  664. time2.duration;
  665. } else
  666. {
  667. moveTime.duration += time1.duration + time2.duration
  668. //2人协力时的特殊处理
  669. if (teamsCount === 2)
  670. {
  671. const teams = formation.teams;
  672. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  673. //复制队伍1
  674. team = [
  675. team[0].concat(),
  676. team[1].concat()
  677. ];
  678. //把队伍2的队长和武器添加到复制的队伍1里面
  679. team[0].push(team2[0][0]);
  680. team[1].push(team2[1][0]);
  681. }
  682. //徽章部分
  683. if (team[2] == 1 && (solo || teamsCount === 3)) {
  684. moveTime.duration += 1;
  685. } else if (team[2] == 13 && (solo || teamsCount === 3)) {
  686. moveTime.duration += 2;
  687. }
  688. //觉醒
  689. const awokenMoveTime = [
  690. {index:19,value:0.5}, //小手指
  691. {index:53,value:1}, //大手指
  692. ];
  693. moveTime.duration += awokenMoveTime.reduce((duration,aw)=>
  694. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  695. ,0);
  696. //潜觉
  697. const latentMoveTime = [
  698. {index:4,value:0.05}, //小手指潜觉
  699. {index:31,value:0.12}, //大手指潜觉
  700. ];
  701. moveTime.duration += latentMoveTime.reduce((duration,la)=>
  702. duration + team[0].reduce((count,menber)=>
  703. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  704. ,0) * la.value
  705. ,0);
  706. }
  707. function leaderSkillMoveTime(ls)
  708. {
  709. let moveTime = {fixed:false,duration:0};
  710. const sk = ls.params;
  711. switch (ls.type)
  712. {
  713. case 178: //固定操作时间
  714. moveTime.fixed = true;
  715. moveTime.duration = sk[0];
  716. break;
  717. case 15: case 185:
  718. moveTime.duration += sk[0]/100;
  719. break;
  720. case 138: //调用其他队长技
  721. return sk.reduce((pmul,skid)=>{
  722. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  723. if (subMoveTime.fixed)
  724. {
  725. pmul.fixed = true;
  726. pmul.duration = subMoveTime.duration
  727. }else
  728. {
  729. pmul.duration += subMoveTime.duration;
  730. }
  731. return pmul;
  732. },moveTime);
  733. default:
  734. }
  735. return moveTime;
  736. }
  737. return moveTime;
  738. }

智龙迷城队伍图制作工具