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script-universal_function.js 42 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. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //数组删除自己尾部的空元素
  89. Array.prototype.DeleteLatter = function(item = null) {
  90. let index = this.length - 1;
  91. for (; index >= 0; index--) {
  92. if (this[index] !== item) {
  93. break;
  94. }
  95. }
  96. this.splice(index + 1);
  97. return this;
  98. }
  99. Array.prototype.randomShift = function() {
  100. return this.splice(Math.random() * this.length, 1)?.[0];
  101. }
  102. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  103. Array.prototype.groupBy = function(func) {
  104. const groups = this.reduce((pre,cur)=>{
  105. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  106. if (grp)
  107. grp.push(cur);
  108. else
  109. pre.push([cur]);
  110. return pre;
  111. }, []);
  112. return groups;
  113. }
  114. Math.randomInteger = function(max, min = 0) {
  115. return this.floor(this.random() * (max - min + 1) + min);
  116. }
  117. //将二进制flag转为数组
  118. function flags(num) {
  119. const arr = [];
  120. for (let i = 0; i < 32; i++) {
  121. if (num & (1 << i)) {
  122. arr.push(i);
  123. }
  124. }
  125. return arr;
  126. }
  127. //将二进制flag转为数组
  128. function reflags(arr) {
  129. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  130. }
  131. //带标签的模板字符串
  132. function tp(strings, ...keys) {
  133. return (function(...values) {
  134. let dict = values[values.length - 1] || {};
  135. let fragment = document.createDocumentFragment();
  136. fragment.appendChild(document.createTextNode(strings[0]));
  137. //let result = [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. //console.debug("模板字符串中 %s 未找到输入数据",key);
  143. }else
  144. {
  145. if (!(value instanceof Node))
  146. {
  147. value = document.createTextNode(value);
  148. }
  149. try{
  150. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  151. }catch(e)
  152. {
  153. console.log(value, e);
  154. console.log(keys, values);
  155. }
  156. }
  157. fragment.appendChild(document.createTextNode(strings[i + 1]));
  158. });
  159. return fragment;
  160. });
  161. }
  162. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  163. function deepMerge(obj1, obj2) {
  164. let key;
  165. for (key in obj2) {
  166. // 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
  167. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  168. obj1[key] =
  169. obj1[key] &&
  170. obj1[key].toString() === "[object Object]" &&
  171. (obj2[key] && obj2[key].toString() === "[object Object]")
  172. ? deepMerge(obj1[key], obj2[key])
  173. : (obj1[key] = obj2[key]);
  174. }
  175. return obj1;
  176. }
  177. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  178. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  179. const pcmImportObj = {
  180. env: {
  181. abortStackOverflow: () => { throw new Error("overflow"); },
  182. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  183. tableBase: 0,
  184. memory: pcmMemory,
  185. memoryBase: 102400,
  186. STACKTOP: 0,
  187. STACK_MAX: pcmMemory.buffer.byteLength,
  188. }
  189. };
  190. let pcmPlayer = null;
  191. let adpcm_wasm = null;
  192. function decodeAudio(fileName, decodeCallback) {
  193. if (pcmPlayer != null) {
  194. pcmPlayer.close();
  195. }
  196. pcmPlayer = new PCMPlayer(1, 44100);
  197. fetch(fileName).then((response) => response.arrayBuffer())
  198. .then((bytes) => {
  199. let audioData = new Uint8Array(bytes);
  200. let step = 160;
  201. for (let i = 0; i < audioData.byteLength; i += step) {
  202. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  203. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  204. pcmPlayer.feed(pcmFloat32Data);
  205. }
  206. });
  207. }
  208. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  209. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  210. .then((wasm) => {
  211. adpcm_wasm = wasm;
  212. /*addButton("adpcm").onclick = function () {
  213. let decoder = new Adpcm(wasm, pcmImportObj);
  214. decoder.resetDecodeState(new Adpcm.State(0, 0));
  215. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  216. }*/
  217. });
  218. //▲ADPCM播放相关
  219. // 加载 image
  220. function loadImage(url) {
  221. return new Promise(function(resolve, reject) {
  222. var image = new Image();
  223. image.src = url;
  224. image.type = "svg"
  225. image.crossOrigin = 'Anonymous';
  226. image.onload = function() {
  227. resolve(this);
  228. };
  229. image.onerror = function(err) {
  230. reject(err);
  231. };
  232. });
  233. }
  234. function latentUseHole(latentId) {
  235. switch (true) {
  236. case (latentId === 12):
  237. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  238. return 2;
  239. case (latentId >= 13 && latentId <= 15):
  240. case (latentId >= 37 && latentId <= 42):
  241. return 6;
  242. case (latentId < 12):
  243. default:
  244. return 1;
  245. }
  246. }
  247. //获取最大潜觉数量
  248. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  249. const card = Cards[id];
  250. return card && card.is8Latent ? 8 : 6;
  251. }
  252. //计算用了多少潜觉格子
  253. function usedHole(latents) {
  254. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  255. }
  256. //计算所有队伍中有多少个该觉醒
  257. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  258. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  259. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  260. }, 0);
  261. return formationAwokenCount;
  262. }
  263. //计算单个队伍中有多少个该觉醒
  264. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  265. const memberArray = team[0];
  266. const assistArray = team[1];
  267. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  268. if (mon.id <= 0) { //如果是delay和null
  269. return previous;
  270. }
  271. const card = Cards[mon.id];
  272. if (!card || !card.enabled) { //如果卡片未启用
  273. return previous;
  274. }
  275. const assist = assistArray[idx];
  276. const assistCard = Cards[assist.id];
  277. //启用的觉醒数组片段
  278. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  279. //单人、3人时,大于等于100级时增加超觉醒
  280. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  281. const sAwokenT = card.superAwakenings[mon.sawoken];
  282. if (sAwokenT >= 0)
  283. enableAwoken = enableAwoken.concat(sAwokenT);
  284. }
  285. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  286. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  287. }
  288. //相同的觉醒数
  289. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  290. return previous + hasAwoken;
  291. }, 0);
  292. return teamAwokenCount;
  293. }
  294. //返回可用的怪物名称
  295. function returnMonsterNameArr(card, lsList, defaultCode) {
  296. const monNameArr = lsList.map(lc => { //取出每种语言
  297. if (lc == defaultCode)
  298. return card.name;
  299. else if (card.otLangName)
  300. return card.otLangName[lc];
  301. }).filter(ln => //去掉空值和问号
  302. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  303. );
  304. if (monNameArr.length < 1) //如果本来的列表里没有名字
  305. {
  306. monNameArr.push(card.name); //只添加默认名字
  307. }
  308. return monNameArr;
  309. }
  310. //Code From pad-rikuu
  311. function valueAt(level, maxLevel, curve) {
  312. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  313. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  314. }
  315. //Code From pad-rikuu
  316. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  317. let value = valueAt(level, maxLevel, {
  318. min: c.min,
  319. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  320. scale: c.scale || 1
  321. });
  322. if (level > maxLevel) {
  323. const exceed99 = Math.min(level - maxLevel, 11);
  324. const exceed110 = Math.max(0, level - 110);
  325. value += c.max !== undefined ?
  326. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  327. (c.min * exceed99 + c.min * exceed110);
  328. }
  329. return value;
  330. }
  331. //计算怪物的经验值
  332. function calculateExp(member) {
  333. if (!member) return null;
  334. const memberCard = Cards[member.id];
  335. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  336. const expArray = [
  337. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  338. ];
  339. if (member.level > 99)
  340. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  341. if (member.level > 110)
  342. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  343. return expArray;
  344. }
  345. //计算怪物的能力
  346. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  347. if (!member) return null;
  348. const memberCard = Cards[member.id];
  349. const assistCard = assist ? Cards[assist.id] : null;
  350. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  351. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  352. const plusAdd = [10, 5, 3]; //加值的增加值
  353. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  354. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  355. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  356. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  357. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  358. ];
  359. 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
  360. [{ index: 63, scale: 1.1 }], //HP
  361. [{ index: 63, scale: 1.1 }], //ATK
  362. [{ index: 63, scale: 1.1 }] //RCV
  363. ];
  364. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  365. [], //HP
  366. [], //ATK
  367. [] //RCV
  368. ];
  369. if (!solo) { //协力时计算协力觉醒
  370. latterAwokenScale.forEach(ab => {
  371. ab.push({ index: 30, scale: 1.5 });
  372. });
  373. }
  374. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  375. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  376. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  377. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  378. ];
  379. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  380. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  381. const abilitys = memberCurves.map((ab, idx) => {
  382. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  383. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  384. let n_assist_base = 0,
  385. n_assist_plus = 0; //辅助的bonus
  386. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  387. //单人、3人时,大于等于100级时增加超觉醒
  388. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  389. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  390. if (sAwokenT >= 0)
  391. awokenList = awokenList.concat(sAwokenT);
  392. }
  393. //如果有武器还要计算武器的觉醒
  394. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  395. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  396. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  397. {
  398. awokenList = awokenList.concat(assistAwokenList);
  399. }
  400. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  401. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  402. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  403. }
  404. }
  405. //用来计算倍率觉醒的最终倍率是多少,reduce用
  406. function calculateAwokenScale(previous, aw) {
  407. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  408. return previous * aw.scale ** awokenCount;
  409. }
  410. //倍率类觉醒的比例,直接从1开始乘
  411. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  412. //觉醒增加的数值
  413. const n_awoken = awokenList.length > 0 ?
  414. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  415. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  416. if (awokenCount > 0)
  417. return previous + aw.value * awokenCount;
  418. else
  419. return previous;
  420. }, 0)) :
  421. 0;
  422. //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
  423. const n_latentScale = (member.latent && member.latent.length > 0) ?
  424. latentScale[idx].reduce((previous, la) => {
  425. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  426. return previous + la.scale * latentCount;
  427. }, 0) :
  428. 0;
  429. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  430. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  431. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  432. //觉醒生效时的协力、语音觉醒等的倍率
  433. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  434. //都要做四舍五入
  435. if (formation.dungeonEnchance.rate !== 1)
  436. {
  437. let rate = (memberCard.attrs.some(attr=>formation.dungeonEnchance.attrs.includes(attr)) || memberCard.types.some(type=>formation.dungeonEnchance.types.includes(type))) ? formation.dungeonEnchance.rate : 1;
  438. reValue = Math.round(reValue * rate);
  439. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  440. }else
  441. {
  442. reValue = Math.round(reValue);
  443. reValueNoAwoken = Math.round(reValueNoAwoken);
  444. }
  445. if (idx < 2) //idx顺序为HP、ATK、RCV
  446. { //HP和ATK最低为1
  447. reValue = Math.max(reValue, 1);
  448. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  449. }
  450. return [reValue, reValueNoAwoken];
  451. });
  452. return abilitys;
  453. }
  454. function calculateAbility_max(id, solo, teamsCount) {
  455. const card = Cards[id];
  456. const tempMon = {
  457. id: id,
  458. level: card.limitBreakIncr ? 110 : card.maxLevel,
  459. 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
  460. awoken: card.awakenings.length,
  461. };
  462. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  463. if (abilities) {
  464. return {
  465. noAwoken: {
  466. hp: abilities[0][1],
  467. atk: abilities[1][1],
  468. rcv: abilities[2][1],
  469. },
  470. withAwoken: {
  471. hp: abilities[0][0],
  472. atk: abilities[1][0],
  473. rcv: abilities[2][0],
  474. },
  475. };
  476. } else {
  477. return null;
  478. }
  479. }
  480. //搜索卡片用
  481. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  482. 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
  483. //属性
  484. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  485. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  486. { //当两个颜色相同时,主副一样颜色的只需判断一次
  487. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  488. } else if (fixMainColor) //如果固定了顺序
  489. {
  490. const a1null = attr1 === null,
  491. a2null = attr2 === null;
  492. cardsRange = cardsRange.filter(c =>
  493. (a1null ? true : c.attrs[0] === attr1) &&
  494. (a2null ? true : c.attrs[1] === attr2)
  495. );
  496. } else //不限定顺序时
  497. {
  498. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  499. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  500. cardsRange = cardsRange.filter(c =>
  501. search_attrs.every(a => c.attrs.includes(a)) &&
  502. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  503. );
  504. }
  505. //类型
  506. if (types.length > 0) {
  507. cardsRange = cardsRange.filter(c => typeAndOr ?
  508. types.every(t => c.types.includes(t)) : //所有type都满足
  509. types.some(t => c.types.includes(t)) //只需要满足一个type
  510. );
  511. }
  512. //稀有度
  513. if (rares.length > 1) {
  514. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  515. }
  516. //觉醒
  517. //等效觉醒时,事先去除大觉醒
  518. if (equalAk) {
  519. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  520. bigEqualAwokens.forEach(bak => {
  521. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  522. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  523. if (!smallEqualAwoken) {
  524. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  525. awokens.push(smallEqualAwoken);
  526. }
  527. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  528. });
  529. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  530. }
  531. if (awokens.length > 0) {
  532. cardsRange = cardsRange.filter(card => {
  533. let cardAwakeningsArray = [];
  534. 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
  535. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  536. } else { //单个原始觉醒数组
  537. cardAwakeningsArray.push(card.awakenings);
  538. }
  539. 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
  540. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  541. if (equalAk) //如果开启等效觉醒
  542. {
  543. //搜索等效觉醒
  544. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  545. if (equivalentAwoken) {
  546. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  547. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  548. return totalNum >= ak.num;
  549. }
  550. }
  551. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  552. })
  553. );
  554. });
  555. }
  556. //超觉醒
  557. if (sawokens.length > 0 && !incSawoken) {
  558. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  559. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  560. return card.superAwakenings.includes(sak) ||
  561. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  562. }));
  563. }
  564. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  565. return cardsRange;
  566. }
  567. function searchByString(str)
  568. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  569. str = str.trim();
  570. if (str.length>0)
  571. {
  572. return Cards.filter(card =>
  573. {
  574. const names = [card.name];
  575. if (card.otLangName)
  576. {
  577. names.push(...Object.values(card.otLangName));
  578. }
  579. const tags = card.altName.concat();
  580. if (card.otTags)
  581. {
  582. tags.push(...card.otTags);
  583. }
  584. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  585. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  586. }
  587. );
  588. }else
  589. {
  590. return [];
  591. }
  592. }
  593. function copyString(input)
  594. {
  595. input.focus(); //设input为焦点
  596. input.select(); //选择全部
  597. if (document.execCommand('copy')) {
  598. document.execCommand('copy');
  599. }
  600. //input.blur(); //取消焦点
  601. }
  602. //产生一个怪物头像
  603. function createCardA() {
  604. const cdom = document.createElement("a");
  605. cdom.className = "monster";
  606. cdom.target = "_blank";
  607. const property = cdom.appendChild(document.createElement("div"));
  608. property.className = "property";
  609. const subproperty = cdom.appendChild(document.createElement("div"));
  610. subproperty.className = "subproperty";
  611. const cid = cdom.appendChild(document.createElement("div"));
  612. cid.className = "id";
  613. const cawoken = cdom.appendChild(document.createElement("div"));
  614. cawoken.className = "awoken-count-num";
  615. return cdom;
  616. }
  617. //返回文字说明内怪物Card的纯HTML
  618. function cardN(id) {
  619. const monOuterDom = document.createElement("span");
  620. monOuterDom.className = "detail-mon";
  621. const monDom = createCardA(id);
  622. monOuterDom.appendChild(monDom);
  623. monOuterDom.monDom = monDom;
  624. changeid({ id: id }, monDom);
  625. return monOuterDom;
  626. }
  627. //技能介绍里的头像的切换
  628. function changeToIdInSkillDetail(event) {
  629. const settingBox = editBox.querySelector(".setting-box");
  630. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  631. const mid = this.getAttribute("data-cardid");
  632. monstersID.value = mid;
  633. monstersID.onchange();
  634. return false; //取消链接的默认操作
  635. }
  636. //搜索并显示合作
  637. function searchCollab(event) {
  638. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  639. showSearch(Cards.filter(card => card.collabId == collabId));
  640. return false;
  641. }
  642. //将怪物的文字介绍解析为HTML
  643. function descriptionToHTML(str)
  644. {
  645. //str = str.replace(/\n/ig,"<br>"); //换行
  646. //str = str.replace(/ /ig,"&nbsp;"); //换行
  647. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  648. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  649. return str;
  650. }
  651. //默认的技能解释的显示行为
  652. function parseSkillDescription(skill) {
  653. const span = document.createElement("span");
  654. span.innerHTML = descriptionToHTML(skill.description);
  655. return span;
  656. }
  657. //大数字缩短长度,默认返回本地定义字符串
  658. function parseBigNumber(number) {
  659. return number.toLocaleString();
  660. }
  661. //判断是否是转生和超转生
  662. function isReincarnated(card) {
  663. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  664. }
  665. //获取类型允许的潜觉
  666. function getAllowLatent(card) {
  667. const latentSet = new Set(common_allowable_latent);
  668. card.types.filter(i => i >= 0)
  669. .map(type => type_allowable_latent[type])
  670. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  671. if (card.limitBreakIncr) {
  672. v120_allowable_latent.forEach(t => latentSet.add(t));
  673. }
  674. return Array.from(latentSet);
  675. }
  676. //计算队伍中有多少血量
  677. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  678. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  679. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  680. const mHpArr = memberArr.map(m => {
  681. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  682. let hp = ability ? ability[0] : 0;
  683. if (!hp) return 0;
  684. const card = Cards[m.id] || Cards[0];
  685. let hp1 = hp = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  686. let hp2 = hp = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  687. //演示用代码
  688. //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);
  689. return hp;
  690. });
  691. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  692. function memberHpMul(card, ls, memberArr, solo) {
  693. function hpMul(parm, scale) {
  694. if (scale == undefined || scale == 0) return 1;
  695. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  696. return scale / 100;
  697. }
  698. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  699. return scale / 100;
  700. }
  701. return 1;
  702. }
  703. const sk = ls.params;
  704. let scale = 1;
  705. switch (ls.type) {
  706. case 23:
  707. case 30:
  708. case 62:
  709. case 77:
  710. case 63:
  711. case 65:
  712. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  713. break;
  714. case 29:
  715. case 114:
  716. case 45:
  717. case 111:
  718. case 46:
  719. case 48:
  720. case 67:
  721. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  722. break;
  723. case 73:
  724. case 76:
  725. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  726. break;
  727. case 106:
  728. case 107:
  729. case 108:
  730. scale = sk[0] / 100;
  731. break;
  732. case 121:
  733. case 129:
  734. case 163:
  735. case 186:
  736. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  737. break;
  738. case 125: //队伍中必须有指定队员
  739. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  740. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  741. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  742. break;
  743. case 136:
  744. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  745. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  746. break;
  747. case 137:
  748. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  749. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  750. break;
  751. case 155:
  752. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  753. break;
  754. case 158:
  755. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  756. break;
  757. case 175: //队伍组成全为合作
  758. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  759. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  760. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  761. break;
  762. case 178:
  763. case 185:
  764. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  765. break;
  766. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  767. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  768. switch (sk[0]) {
  769. case 0: //全是像素进化
  770. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  771. break;
  772. case 2: //全是转生、超转生(8格潜觉)
  773. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  774. break;
  775. }
  776. break;
  777. case 229:{ //队员中存在每个属性或Type都算一次
  778. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  779. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  780. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  781. let correspondingAttrs = flags(sk[0]); //符合的属性
  782. let correspondingTypes = flags(sk[1]); //符合的类型
  783. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  784. scale = sk[2] * correspondingTimes / 100 + 1;
  785. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  786. break;
  787. }
  788. case 138: //调用其他队长技
  789. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  790. break;
  791. default:
  792. }
  793. return scale || 1;
  794. }
  795. return mHpArr;
  796. }
  797. //返回卡片的队长技能
  798. function getCardLeaderSkills(card, skillTypes) {
  799. if (!card) return [];
  800. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  801. }
  802. //返回卡片的主动技能
  803. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  804. if (!card) return [];
  805. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  806. }
  807. //查找到真正起作用的那一个技能
  808. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  809. if (skillTypes.includes(skill.type))
  810. {
  811. return [skill];
  812. }
  813. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  814. {
  815. //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
  816. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  817. subSkills = subSkills.filter(s=>s);
  818. return subSkills;
  819. }
  820. else
  821. {
  822. return [];
  823. }
  824. }
  825. //计算队伍是否为76
  826. function tIf_Effect_76board(leader1id, leader2id) {
  827. const searchTypeArray = [162, 186];
  828. function henshinBase(cardid, firstId)
  829. {
  830. if (firstId == undefined) firstId = cardid;
  831. let card = Cards[cardid];
  832. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  833. {
  834. card = henshinBase(card.henshinFrom, firstId);
  835. }
  836. return card;
  837. }
  838. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  839. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  840. return Boolean(ls1 || ls2);
  841. }
  842. //计算队伍是否为无天降
  843. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  844. const searchTypeArray = [163, 177];
  845. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  846. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  847. [0]
  848. return Boolean(ls1 || ls2);
  849. }
  850. //计算队伍是否为毒无效
  851. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  852. const searchTypeArray = [197];
  853. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  854. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  855. return Boolean(ls1 || ls2);
  856. }
  857. //计算队伍的+C
  858. function tIf_Effect_addCombo(leader1id, leader2id) {
  859. return [
  860. getSkillAddCombo(Cards[leader1id]),
  861. getSkillAddCombo(Cards[leader2id])
  862. ];
  863. }
  864. function getSkillAddCombo(card) {
  865. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  866. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  867. if (!skill) return 0;
  868. switch (skill.type) {
  869. case 192:
  870. case 194:
  871. return skill.params[3];
  872. case 206:
  873. return skill.params[6];
  874. case 209:
  875. return skill.params[0];
  876. case 210:
  877. case 219:
  878. return skill.params[2];
  879. case 220:
  880. return skill.params[1];
  881. default:
  882. return 0;
  883. }
  884. }
  885. //计算队伍的追打
  886. function tIf_Effect_inflicts(leader1id, leader2id) {
  887. const searchTypeArray = [199, 200, 201, 223];
  888. return [
  889. getSkillFixedDamage(Cards[leader1id]),
  890. getSkillFixedDamage(Cards[leader2id])
  891. ];
  892. }
  893. function getSkillFixedDamage(card) {
  894. const searchTypeArray = [199, 200, 201, 223];
  895. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  896. if (!skill) return 0;
  897. switch (skill.type) {
  898. case 199:
  899. case 200:
  900. return skill.params[2];
  901. case 201:
  902. return skill.params[5];
  903. case 223:
  904. return skill.params[1];
  905. default:
  906. return 0;
  907. }
  908. }
  909. //计算队伍操作时间
  910. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  911. const searchTypeArray = [178, 15, 185];
  912. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  913. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  914. const time1 = leaderSkillMoveTime(ls1);
  915. const time2 = leaderSkillMoveTime(ls2);
  916. function leaderSkillMoveTime(ls) {
  917. const moveTime = { fixed: false, duration: 0 };
  918. if (!ls) return moveTime;
  919. const sk = ls.params;
  920. switch (ls.type) {
  921. case 178: //固定操作时间
  922. moveTime.fixed = true;
  923. moveTime.duration = sk[0];
  924. break;
  925. case 15:
  926. case 185:
  927. moveTime.duration += sk[0] / 100;
  928. break;
  929. default:
  930. }
  931. return moveTime;
  932. }
  933. let moveTime = {
  934. fixed: false,
  935. duration: {
  936. default: 5,
  937. leader: 0,
  938. badge: 0,
  939. awoken: 0,
  940. }
  941. }; //基础5秒
  942. //固定操作时间的直接返回
  943. if (time1.fixed || time2.fixed) {
  944. moveTime.fixed = true;
  945. moveTime.duration.leader = time1.fixed ?
  946. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  947. time2.duration;
  948. } else {
  949. moveTime.duration.leader = time1.duration + time2.duration;
  950. //1人、3人计算徽章
  951. if (solo || teamsCount === 3) {
  952. switch (team[2]) {
  953. case 1: //小手指
  954. moveTime.duration.badge = 1;
  955. break;
  956. case 13: //大手指
  957. moveTime.duration.badge = 2;
  958. break;
  959. case 18: //月卡
  960. moveTime.duration.badge = 3;
  961. break;
  962. }
  963. } else if (teamsCount === 2) //2人协力时的特殊处理
  964. {
  965. const teams = formation.teams;
  966. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  967. //复制队伍1,这里参数里的 team 换成了一个新的数组
  968. team = [
  969. team[0].concat(),
  970. team[1].concat()
  971. ];
  972. //把队伍2的队长和武器添加到复制的队伍1里面
  973. team[0].push(team2[0][team2[3]]);
  974. team[1].push(team2[1][team2[3]]);
  975. }
  976. //觉醒
  977. const awokenMoveTime = [
  978. { index: 19, value: 0.5 }, //小手指
  979. { index: 53, value: 1 }, //大手指
  980. ];
  981. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  982. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  983. //潜觉
  984. const latentMoveTime = [
  985. { index: 4, value: 0.05 }, //小手指潜觉
  986. { index: 31, value: 0.12 }, //大手指潜觉
  987. ];
  988. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  989. duration + team[0].reduce((count, menber) =>
  990. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  991. }
  992. return moveTime;
  993. }
  994. //将盾减伤比例组叠加为一个减伤范围组
  995. function getReduceRange(reduceScales)
  996. {
  997. class reduceRange{
  998. constructor(obj)
  999. {
  1000. this.min = 0;
  1001. this.max = 100;
  1002. this.scale = 0;
  1003. this.probability = 1;
  1004. if (typeof obj == "object") Object.assign(this, obj);
  1005. }
  1006. }
  1007. const ranges = [new reduceRange()];
  1008. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1009. function processingRanges(ranges, scale)
  1010. {
  1011. //先找scale.min在某个范围内的
  1012. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1013. //再找scale.max在某个范围内的
  1014. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1015. //先只拆分不乘比例
  1016. if (rgLessIdx >= 0)
  1017. {
  1018. const range = ranges[rgLessIdx];
  1019. ranges.splice(rgLessIdx, 1,
  1020. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1021. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1022. );
  1023. }
  1024. if (rgMoreIdx >= 0)
  1025. {
  1026. const range = ranges[rgMoreIdx];
  1027. ranges.splice(rgMoreIdx, 1,
  1028. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1029. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1030. );
  1031. }
  1032. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1033. needChangeScaleRanges.forEach(range=>{
  1034. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1035. range.probability *= scale.probability;
  1036. });
  1037. }
  1038. //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
  1039. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1040. reduceScales.forEach(scale=>{
  1041. if (scale.attrs == 0) //没有属性的
  1042. {
  1043. return;
  1044. }
  1045. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1046. {
  1047. const attrs = flags(scale.attrs); //得到属性数组
  1048. attrs.forEach(n=>{
  1049. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1050. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1051. });
  1052. }
  1053. else
  1054. { //只处理第一数组
  1055. processingRanges(ranges, scale);
  1056. }
  1057. });
  1058. return attrsRanges;
  1059. }
  1060. //获取盾减伤比例组
  1061. function getReduceScales(leaderid) {
  1062. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1063. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1064. function leaderReduceScale(ls) {
  1065. const reduce = {
  1066. scale: 0,
  1067. hp: {
  1068. max: 100,
  1069. min: 0
  1070. },
  1071. probability: 1,
  1072. attrs: 31, //5色是31
  1073. };
  1074. if (!ls) return reduce;
  1075. const sk = ls.params;
  1076. switch (ls.type) {
  1077. case 16: //无条件盾
  1078. reduce.scale = sk[0] / 100;
  1079. break;
  1080. case 17: //单属性盾
  1081. reduce.scale = sk[1] / 100;
  1082. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1083. break;
  1084. case 36: //2个属性盾
  1085. reduce.scale = sk[2] / 100;
  1086. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1087. break;
  1088. case 38: //血线下 + 可能几率
  1089. case 43: //血线上 + 可能几率
  1090. reduce.scale = (sk[2] || 0) / 100;
  1091. reduce.probability = sk[1] / 100;
  1092. if (sk[0] == 100)
  1093. {
  1094. reduce.hp.max = sk[0];
  1095. reduce.hp.min = 99;
  1096. }else
  1097. {
  1098. if(ls.type == 38)
  1099. {
  1100. reduce.hp.max = sk[0];
  1101. reduce.hp.min = 0;
  1102. }else
  1103. {
  1104. reduce.hp.max = 100;
  1105. reduce.hp.min = sk[0];
  1106. }
  1107. }
  1108. break;
  1109. case 129: //无条件盾,属性个数不固定
  1110. case 163: //无条件盾,属性个数不固定
  1111. case 130: //血线下 + 属性个数不固定
  1112. case 131: //血线上 + 属性个数不固定
  1113. reduce.scale = (sk[6] || 0) / 100;
  1114. reduce.attrs = 0 | sk[5];
  1115. if (ls.type == 130 || ls.type == 131)
  1116. {
  1117. if (sk[0] == 100)
  1118. {
  1119. reduce.hp.max = sk[0];
  1120. reduce.hp.min = 99;
  1121. }else
  1122. {
  1123. if(ls.type == 130)
  1124. {
  1125. reduce.hp.max = sk[0];
  1126. reduce.hp.min = 0;
  1127. }else
  1128. {
  1129. reduce.hp.max = 100;
  1130. reduce.hp.min = sk[0];
  1131. }
  1132. }
  1133. }
  1134. break;
  1135. case 178: //无条件盾,属性个数不固定
  1136. reduce.scale = (sk[7] || 0) / 100;
  1137. reduce.attrs = 0 | sk[6];
  1138. break;
  1139. case 151: //十字心触发
  1140. case 169: //C触发
  1141. case 198: //回血触发
  1142. reduce.scale = (sk[2] || 0) / 100;
  1143. break;
  1144. case 170: //多色触发
  1145. case 182: //长串触发
  1146. case 193: //L触发
  1147. reduce.scale = (sk[3] || 0) / 100;
  1148. break;
  1149. case 171: //多串触发
  1150. reduce.scale = (sk[6] || 0) / 100;
  1151. break;
  1152. case 183: //又是个有两段血线的队长技
  1153. reduce.scale = (sk[4] || 0) / 100;
  1154. if (sk[2] == 100)
  1155. {
  1156. reduce.hp.max = sk[2];
  1157. reduce.hp.min = 99;
  1158. }else
  1159. {
  1160. reduce.hp.max = 100;
  1161. reduce.hp.min = sk[2];
  1162. }
  1163. break;
  1164. default:
  1165. }
  1166. return reduce;
  1167. }
  1168. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1169. }

智龙迷城队伍图制作工具