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script-universal_function.js 54 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || _xhr.status === 0) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. function localStorage_getBoolean(name, defaultValue = false){
  47. let value = localStorage.getItem(name);
  48. if (value === "true") return true;
  49. else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
  50. }
  51. // 将字符串转为二进制字符串
  52. String.prototype.toUTF16BinaryString = function() {
  53. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字
  54. const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array
  55. const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中
  56. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  57. return result;
  58. }
  59. String.fromBinaryString = function(binary) {
  60. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  61. const charCodes = new Uint16Array(bytes.buffer);
  62. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  63. return result;
  64. }
  65. String.fromBase64 = function(base64) {
  66. return String.fromBinaryString(atob(base64));
  67. }
  68. //Buffer转16进制字符串
  69. Uint8Array.prototype.toHex = function() {
  70. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  71. }
  72. //大数字缩短长度,默认返回本地定义字符串
  73. Number.prototype.bigNumberToString = Number.prototype.toLocaleString;
  74. //最多保留N位小数,不留0
  75. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  76. {
  77. let newNumber = Number(this.toFixed(decimalDigits));
  78. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  79. }
  80. //数组删除自己尾部的空元素
  81. Array.prototype.deleteLatter = function(item = null) {
  82. let index = this.length - 1;
  83. for (; index >= 0; index--) {
  84. if (this[index] !== item) {
  85. break;
  86. }
  87. }
  88. this.splice(index + 1);
  89. return this;
  90. }
  91. //数组去重,改变自身
  92. Array.prototype.distinct = function() {
  93. const _set = new Set(this);
  94. this.length = 0;
  95. this.push(..._set);
  96. return this.valueOf();
  97. }
  98. //数组交换元素
  99. Array.prototype.switch = function(i1, i2) {
  100. if (Math.max(i1, i2) >= this.length) return false;
  101. let temp = this[i1];
  102. this[i1] = this[i2];
  103. this[i2] = temp;
  104. return true;
  105. }
  106. //数组随机排序
  107. Array.prototype.shuffle = function() {
  108. let length = this.length;
  109. while (length) {
  110. randomIndex = Math.floor(Math.random() * length--);
  111. this.switch(length, randomIndex);
  112. }
  113. return this;
  114. }
  115. Array.prototype.randomShift = function() {
  116. return this.splice(Math.random() * this.length, 1)?.[0];
  117. }
  118. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  119. Array.prototype.groupBy = function(func) {
  120. const groups = this.reduce((pre,cur)=>{
  121. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  122. if (grp)
  123. grp.push(cur);
  124. else
  125. pre.push([cur]);
  126. return pre;
  127. }, []);
  128. return groups;
  129. }
  130. //将内容添加到代码片段
  131. DocumentFragment.prototype.ap = function(...args)
  132. {
  133. args.forEach(arg=>{
  134. if (Array.isArray(arg)) //数组,递归自身
  135. {
  136. arg.forEach(item=>this.ap(item));
  137. }
  138. else //其他内容的转换为文字添加
  139. {
  140. this.append(arg);
  141. }
  142. }, this);
  143. return this;
  144. }
  145. //将数组和分隔符添加到一个代码片段,类似join
  146. Array.prototype.nodeJoin = function(separator)
  147. {
  148. const frg = document.createDocumentFragment();
  149. this.forEach((item, idx, arr)=>{
  150. frg.ap(item);
  151. if (idx < (arr.length - 1) && separator !== undefined)
  152. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  153. });
  154. return frg;
  155. }
  156. Math.randomInteger = function(max, min = 0) {
  157. return this.floor(this.random() * (max - min + 1) + min);
  158. }
  159. //将二进制flag转为数组
  160. function flags(num) {
  161. const arr = [];
  162. for (let i = 0; i < 32; i++) {
  163. if (num & (1 << i)) {
  164. arr.push(i);
  165. }
  166. }
  167. return arr;
  168. }
  169. //将二进制flag转为数组
  170. function reflags(arr) {
  171. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  172. }
  173. //带标签的模板字符串
  174. function tp(strings, ...keys) {
  175. return (function(...values) {
  176. let dict = values[values.length - 1] || {};
  177. let fragment = document.createDocumentFragment();
  178. fragment.append(strings[0]);
  179. keys.forEach(function(key, i, arr) {
  180. let value = Number.isInteger(key) ? values[key] : dict[key];
  181. if (value != undefined)
  182. {
  183. try{
  184. fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  185. }catch(e)
  186. {
  187. console.log("模板字符串错误: %o,", e, values, keys, value);
  188. }
  189. }
  190. fragment.append(strings[i + 1]);
  191. });
  192. return fragment;
  193. });
  194. }
  195. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  196. function deepMerge(obj1, obj2) {
  197. let key;
  198. for (key in obj2) {
  199. // 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
  200. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  201. obj1[key] =
  202. obj1[key] &&
  203. obj1[key].toString() === "[object Object]" &&
  204. (obj2[key] && obj2[key].toString() === "[object Object]")
  205. ? deepMerge(obj1[key], obj2[key])
  206. : (obj1[key] = obj2[key]);
  207. }
  208. return obj1;
  209. }
  210. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  211. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  212. const pcmImportObj = {
  213. env: {
  214. abortStackOverflow: () => { throw new Error("overflow"); },
  215. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  216. tableBase: 0,
  217. memory: pcmMemory,
  218. memoryBase: 102400,
  219. STACKTOP: 0,
  220. STACK_MAX: pcmMemory.buffer.byteLength,
  221. }
  222. };
  223. let pcmPlayer = null;
  224. let adpcm_wasm = null;
  225. async function decodeAudio(fileName, decodeCallback) {
  226. if (pcmPlayer != null) {
  227. pcmPlayer.close();
  228. }
  229. pcmPlayer = new PCMPlayer(1, 44100);
  230. let request = await fetch(fileName);
  231. let buffer = await request.arrayBuffer();
  232. let audioData = new Uint8Array(buffer);
  233. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  234. console.debug('当前 WAV 为 普通 WAV');
  235. const audioCtx = new AudioContext();
  236. const decodedData = await audioCtx.decodeAudioData(buffer);
  237. const source = new AudioBufferSourceNode(audioCtx);
  238. source.buffer = decodedData;
  239. source.connect(audioCtx.destination);
  240. source.start(0);
  241. } else { //audioData[16] == 0x14
  242. console.debug('当前 WAV 为 PCM WAV');
  243. let step = 160;
  244. for (let i = 0; i < audioData.byteLength; i += step) {
  245. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  246. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  247. pcmPlayer.feed(pcmFloat32Data);
  248. }
  249. }
  250. }
  251. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  252. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  253. .then((wasm) => {
  254. adpcm_wasm = wasm;
  255. /*addButton("adpcm").onclick = function () {
  256. let decoder = new Adpcm(wasm, pcmImportObj);
  257. decoder.resetDecodeState(new Adpcm.State(0, 0));
  258. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  259. }*/
  260. });
  261. //▲ADPCM播放相关
  262. // 加载 image
  263. function loadImage(url) {
  264. return new Promise(function(resolve, reject) {
  265. var image = new Image();
  266. image.src = url;
  267. image.type = "svg"
  268. image.crossOrigin = 'Anonymous';
  269. image.onload = function() {
  270. resolve(this);
  271. };
  272. image.onerror = function(err) {
  273. reject(err);
  274. };
  275. });
  276. }
  277. //代码来自 https://segmentfault.com/a/1190000004451095
  278. function fileReader (file, options = {}) {
  279. return new Promise(function (resolve, reject) {
  280. const reader = new FileReader();
  281. reader.onload = function () {
  282. resolve(reader);
  283. };
  284. reader.onerror = reject;
  285. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  286. reject({
  287. code: 1,
  288. msg: 'wrong file type'
  289. });
  290. }
  291. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  292. reader.readAsText(file);
  293. } else {
  294. reader.readAsDataURL(file);
  295. }
  296. });
  297. }
  298. function dbReadKey (db, tableName, keys) {
  299. return new Promise(function (resolve, reject) {
  300. const transaction = db.transaction([tableName]);
  301. const objectStore = transaction.objectStore(tableName);
  302. const request = objectStore.get(keys);
  303. request.onsuccess = function(event) {
  304. resolve(request.result);
  305. };
  306. request.onerror = reject;
  307. });
  308. }
  309. function dbCount (db, tableName, key) {
  310. return new Promise(function (resolve, reject) {
  311. const transaction = db.transaction([tableName]);
  312. const objectStore = transaction.objectStore(tableName);
  313. const request = objectStore.count(key);
  314. request.onsuccess = function() {
  315. resolve(request.result);
  316. }
  317. request.onerror = reject;
  318. });
  319. }
  320. function dbReadAll (db, tableName) {
  321. return new Promise(async function (resolve, reject) {
  322. let datas = [];
  323. const transaction = db.transaction([tableName]);
  324. const objectStore = transaction.objectStore(tableName);
  325. const request = objectStore.openCursor();
  326. request.onsuccess = function(event) {
  327. var cursor = event.target.result;
  328. if (cursor) {
  329. // cursor.value 包含正在被遍历的当前记录
  330. // 这里你可以对 result 做些什么
  331. datas.push(cursor.value);
  332. cursor.continue();
  333. } else {
  334. // 没有更多 results
  335. resolve(datas);
  336. }
  337. };
  338. request.onerror = reject;
  339. });
  340. }
  341. function dbWrite (db, tableName, data, keys) {
  342. return new Promise(function (resolve, reject) {
  343. const transaction = db.transaction([tableName], "readwrite");
  344. const objectStore = transaction.objectStore(tableName);
  345. const request = objectStore.put(data, keys);
  346. request.onsuccess = function(event) {
  347. resolve(event);
  348. };
  349. request.onerror = reject;
  350. });
  351. }
  352. function dbDelete (db, tableName, keys) {
  353. return new Promise(function (resolve, reject) {
  354. const transaction = db.transaction([tableName], "readwrite");
  355. const objectStore = transaction.objectStore(tableName);
  356. const request = objectStore.delete(keys);
  357. request.onsuccess = function(event) {
  358. resolve(event);
  359. };
  360. request.onerror = reject;
  361. });
  362. }
  363. function latentUseHole(latentId) {
  364. switch (latentId) {
  365. case 12: case 16: case 17: case 18: case 19:
  366. case 20: case 21: case 22: case 23: case 24:
  367. case 25: case 26: case 27: case 28: case 29:
  368. case 30: case 31: case 32: case 33: case 34:
  369. case 35: case 36: case 43: case 44: case 45:
  370. {
  371. return 2;
  372. }
  373. case 13: case 14: case 15: case 37: case 38:
  374. case 39: case 40: case 41: case 42: case 46:
  375. case 47:
  376. {
  377. return 6;
  378. }
  379. case 1: case 2: case 3: case 4: case 5:
  380. case 6: case 7: case 8: case 9: case 10:
  381. case 11: case 12:
  382. default:
  383. {
  384. return 1;
  385. }
  386. }
  387. }
  388. //获取最大潜觉数量
  389. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  390. const card = Cards[id];
  391. return card && card.is8Latent ? 8 : 6;
  392. }
  393. //计算用了多少潜觉格子
  394. function usedHole(latents) {
  395. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  396. }
  397. //计算所有队伍中有多少个该觉醒
  398. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  399. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  400. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  401. }, 0);
  402. return formationAwokenCount;
  403. }
  404. //计算单个队伍中有多少个该觉醒
  405. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  406. const memberArray = team[0];
  407. const assistArray = team[1];
  408. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  409. if (mon.id <= 0) { //如果是delay和null
  410. return previous;
  411. }
  412. const card = Cards[mon.id];
  413. if (!card || !card.enabled) { //如果卡片未启用
  414. return previous;
  415. }
  416. const assist = assistArray[idx];
  417. const assistCard = Cards[assist.id];
  418. //启用的觉醒数组片段
  419. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  420. //单人、3人时,大于等于100级且297时增加超觉醒
  421. if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  422. enableAwoken.push(mon.sawoken);
  423. }
  424. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  425. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  426. }
  427. //相同的觉醒数
  428. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  429. return previous + hasAwoken;
  430. }, 0);
  431. return teamAwokenCount;
  432. }
  433. //返回可用的怪物名称
  434. function returnMonsterNameArr(card, lsList, defaultCode) {
  435. const monNameArr = lsList.map(lc => { //取出每种语言
  436. if (lc == defaultCode)
  437. return card.name;
  438. else if (card.otLangName)
  439. return card.otLangName[lc];
  440. }).filter(ln => //去掉空值和问号
  441. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  442. );
  443. if (monNameArr.length < 1) //如果本来的列表里没有名字
  444. {
  445. monNameArr.push(card.name); //只添加默认名字
  446. }
  447. return monNameArr;
  448. }
  449. //Code From pad-rikuu
  450. function valueAt(level, maxLevel, curve) {
  451. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  452. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  453. }
  454. //Code From pad-rikuu
  455. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  456. let value = valueAt(level, maxLevel, {
  457. min: c.min,
  458. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  459. scale: c.scale || 1
  460. });
  461. if (level > maxLevel) {
  462. const exceed99 = Math.min(level - maxLevel, 11);
  463. const exceed110 = Math.max(0, level - 110);
  464. value += c.max !== undefined ?
  465. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  466. (c.min * exceed99 + c.min * exceed110);
  467. }
  468. return value;
  469. }
  470. //计算怪物的经验值
  471. function calculateExp(member) {
  472. if (!member) return null;
  473. const memberCard = Cards[member.id];
  474. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  475. const expArray = [
  476. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  477. ];
  478. if (member.level > 99)
  479. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  480. if (member.level > 110)
  481. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  482. return expArray;
  483. }
  484. //计算怪物的能力
  485. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  486. if (!member) return null;
  487. const memberCard = Cards[member.id];
  488. const assistCard = assist ? Cards[assist.id] : null;
  489. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  490. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  491. const plusAdd = [10, 5, 3]; //加值的增加值
  492. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  493. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  494. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  495. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  496. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  497. ];
  498. 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
  499. [{ index: 63, scale: 1.1 }], //HP
  500. [{ index: 63, scale: 1.1 }], //ATK
  501. [{ index: 63, scale: 1.1 }] //RCV
  502. ];
  503. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  504. [], //HP
  505. [], //ATK
  506. [] //RCV
  507. ];
  508. if (!solo) { //协力时计算协力觉醒
  509. latterAwokenScale.forEach(ab => {
  510. ab.push({ index: 30, scale: 1.5 });
  511. });
  512. }
  513. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  514. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  515. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  516. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  517. ];
  518. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  519. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  520. const dge = formation.dungeonEnchance;
  521. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  522. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  523. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  524. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  525. dge.collabs.includes(memberCard.collabId); //符合合作
  526. //储存点亮的觉醒
  527. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  528. //单人、3人时,大于等于100级且297时增加超觉醒
  529. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  530. awokenList.push(member.sawoken)
  531. }
  532. //如果有武器还要计算武器的觉醒
  533. let enableBouns = false;
  534. if (assistCard?.id > 0 && assistCard.enabled) {
  535. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  536. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  537. awokenList.push(...assistAwokenList);
  538. }
  539. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  540. }
  541. const abilitys = memberCurves.map((ab, idx) => {
  542. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  543. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  544. let n_assist_base = 0,
  545. n_assist_plus = 0; //辅助的bonus
  546. //计算辅助的额外血量
  547. if (assistCurves && enableBouns) {
  548. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  549. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  550. }
  551. //用来计算倍率觉醒的最终倍率是多少,reduce用
  552. function calculateAwokenScale(previous, aw) {
  553. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  554. return previous * aw.scale ** awokenCount;
  555. }
  556. //倍率类觉醒的比例,直接从1开始乘
  557. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  558. //觉醒增加的数值
  559. const n_awoken = awokenList.length > 0 ?
  560. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  561. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  562. if (awokenCount > 0)
  563. return previous + aw.value * awokenCount;
  564. else
  565. return previous;
  566. }, 0)) :
  567. 0;
  568. //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
  569. const n_latentScale = (member.latent && member.latent.length > 0) ?
  570. latentScale[idx].reduce((previous, la) => {
  571. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  572. return previous + la.scale * latentCount;
  573. }, 0) :
  574. 0;
  575. let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  576. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  577. let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  578. //觉醒生效时的协力、语音觉醒等的倍率
  579. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  580. //都要做四舍五入
  581. if (isDge && dgeRate[idx] != 1)
  582. {
  583. let rate = dgeRate[idx];
  584. reValue = Math.round(reValue * rate);
  585. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  586. }else
  587. {
  588. reValue = Math.round(reValue);
  589. reValueNoAwoken = Math.round(reValueNoAwoken);
  590. }
  591. if (idx < 2) //idx顺序为HP、ATK、RCV
  592. { //HP和ATK最低为1
  593. reValue = Math.max(reValue, 1);
  594. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  595. }
  596. return [reValue, reValueNoAwoken];
  597. });
  598. return abilitys;
  599. }
  600. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  601. const card = Cards[id];
  602. const tempMon = {
  603. id: id,
  604. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  605. plus: (card.stacking || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  606. awoken: card.awakenings.length,
  607. };
  608. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  609. if (abilities) {
  610. return {
  611. noAwoken: {
  612. hp: abilities[0][1],
  613. atk: abilities[1][1],
  614. rcv: abilities[2][1],
  615. },
  616. withAwoken: {
  617. hp: abilities[0][0],
  618. atk: abilities[1][0],
  619. rcv: abilities[2][0],
  620. },
  621. };
  622. } else {
  623. return null;
  624. }
  625. }
  626. //搜索卡片用
  627. function searchCards(cards, {attrs:[attr1, attr2], fixMainColor, types, typeAndOr, rares:[rareLow, rareHigh], awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent}) {
  628. 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
  629. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  630. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  631. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  632. //属性
  633. const anyAttr = 0b1111101;
  634. const anyA1 = attr1 === 0 || (attr1 & anyAttr) == anyAttr, anyA2 = attr2 === 0 || (attr2 & anyAttr) == anyAttr;
  635. if (!anyA1 || !anyA2) { //当a1、a2任一不为所有颜色时才需要筛选属性
  636. const attr1s = flags(attr1), attr2s = flags(attr2);
  637. const nullAttrArr = [undefined,-1,6];
  638. if (fixMainColor) //如果固定了顺序
  639. {
  640. cardsRange = cardsRange.filter(({attrs:[cAttr1, cAttr2]}) =>
  641. (anyA2 ? cAttr1 === 6 && attr1s.includes(cAttr2) : false) || //当A2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
  642. (anyA1 ? true : attr1s.includes(cAttr1)) && //当A1不为随机,保证有1
  643. (anyA2 ? true : attr2s.includes(cAttr2) || //当A2不为随机,保证有2
  644. attr2s.includes(6) && nullAttrArr.includes(cAttr2)) //当A2有6时,副属性3种没有的数值都算
  645. );
  646. }
  647. else //不限定顺序时
  648. {
  649. cardsRange = cardsRange.filter(({attrs:[cAttr1, cAttr2]}) => {
  650. let hasA1 = anyA1 || attr1s.includes(cAttr1); //如果任意A1或者有A1
  651. if (hasA1) { //直接判断A2即可
  652. return (anyA2 ? true : attr2s.includes(cAttr2) || //当A2不为随机,保证有2
  653. attr2s.includes(6) && nullAttrArr.includes(cAttr2)); //当2有6时,副属性3种没有的数值都算
  654. } else if (attr1s.includes(cAttr2) || attr1s.includes(6) && nullAttrArr.includes(cAttr2)) { //如果是A1有2
  655. return anyA2 ? true : attr2s.includes(cAttr1); //当A2不为随机,保证有1
  656. } else {
  657. return false;
  658. }
  659. });
  660. }
  661. }
  662. //类型
  663. if (types.length > 0) {
  664. cardsRange = cardsRange.filter(({types: cTypes}) =>
  665. //所有type都满足,或只需要满足一个type
  666. types[typeAndOr ? 'every' : 'some'](t => cTypes.includes(t))
  667. );
  668. }
  669. //稀有度
  670. if (rareLow !== 1 || rareHigh !== 10) { //不是1~10时才进行筛选
  671. cardsRange = cardsRange.filter(({rarity}) => rarity >= rareLow && rarity <= rareHigh);
  672. }
  673. //觉醒
  674. let searchAwokens = [];
  675. //等效觉醒时,把大觉醒数量变成小觉醒数量
  676. if (equalAk) {
  677. awokens.forEach(ak=>{
  678. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  679. if (equivalentAwoken) {
  680. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  681. if (!smallAwoken) {
  682. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  683. }
  684. smallAwoken.num += ak.num * equivalentAwoken.times;
  685. searchAwokens.push(smallAwoken);
  686. } else {
  687. searchAwokens.push(ak);
  688. }
  689. });
  690. } else {
  691. searchAwokens = awokens.concat();
  692. }
  693. if (searchAwokens.length > 0) {
  694. cardsRange = cardsRange.filter(card => {
  695. let cardAwakeningsArray = [];
  696. 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
  697. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  698. } else { //单个原始觉醒数组
  699. cardAwakeningsArray.push(card.awakenings);
  700. }
  701. 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
  702. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  703. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  704. let equivalentAwoken;
  705. if (equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id))) //如果开启等效觉醒。比较的都是小觉醒的数量
  706. {
  707. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  708. }
  709. return akNum >= ak.num;
  710. })
  711. );
  712. });
  713. }
  714. //超觉醒
  715. if (sawokens.length > 0 && !incSawoken) {
  716. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  717. let equivalentAwoken;
  718. return card.superAwakenings.includes(sak) ||
  719. //如果开启等效觉醒
  720. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  721. card.superAwakenings.includes(equivalentAwoken.big);
  722. }));
  723. }
  724. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  725. return cardsRange;
  726. }
  727. function searchByString(str)
  728. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  729. str = str.trim();
  730. if (str.length>0)
  731. {
  732. return Cards.filter(card =>
  733. {
  734. const names = [card.name];
  735. if (card.otLangName)
  736. {
  737. names.push(...Object.values(card.otLangName));
  738. }
  739. const tags = card.altName.concat();
  740. if (card.otTags)
  741. {
  742. tags.push(...card.otTags);
  743. }
  744. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  745. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  746. }
  747. );
  748. }else
  749. {
  750. return [];
  751. }
  752. }
  753. function copyString(input) {
  754. input.focus(); //设input为焦点
  755. input.select(); //选择全部
  756. navigator.clipboard.writeText(input.value).then(function() {
  757. /* clipboard successfully set */
  758. //复制成功
  759. }, function() {
  760. /* clipboard write failed */
  761. document.execCommand('copy'); //尝试废弃的老方法
  762. });
  763. //input.blur(); //取消焦点
  764. }
  765. //产生一个怪物头像
  766. function createCardA(option) {
  767. const t = document.body.querySelector('#template-card-a');
  768. const clone = document.importNode(t.content, true);
  769. const monster = clone.querySelector(".monster");
  770. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  771. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  772. return monster;
  773. }
  774. //返回文字说明内怪物Card的纯HTML
  775. function cardN(id) {
  776. const monOuterDom = document.createElement("span");
  777. monOuterDom.className = "detail-mon";
  778. const monDom = createCardA({noBoxCount: true});
  779. monOuterDom.appendChild(monDom);
  780. monOuterDom.monDom = monDom;
  781. changeid({ id: id }, monDom);
  782. return monOuterDom;
  783. }
  784. //返回文字说明内怪物Card的纯HTML
  785. function cardNClick() {
  786. const id = parseInt(this.getAttribute("data-cardid"), 10);
  787. editBox.show();
  788. editBox.mid = id;
  789. editBoxChangeMonId(id);
  790. //showSearch([id]);
  791. return false;
  792. }
  793. //技能介绍里的头像的切换
  794. function changeToIdInSkillDetail(event) {
  795. const settingBox = editBox.querySelector(".setting-box");
  796. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  797. const mid = this.getAttribute("data-cardid");
  798. monstersID.value = mid;
  799. monstersID.onchange();
  800. return false; //取消链接的默认操作
  801. }
  802. //搜索并显示合作
  803. function searchCollab(event) {
  804. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  805. showSearch(Cards.filter(card => card.collabId == collabId));
  806. return false;
  807. }
  808. function rgbToHex(str) { //RGB(A)颜色转换为HEX十六进制的颜色值
  809. let res = /rgba?\((\d{1,3}),(\d{1,3}),(\d{1,3})(,([.\d]+))?\)/ig.exec(str.replace(/\s/g,''));
  810. if (res) {
  811. let [,r,g,b,a] = res;
  812. let rgb = [r,g,b].map(s=>parseInt(s,10));
  813. if (a) {
  814. rgb.push(Math.round(Number(a) * 255));
  815. }
  816. return rgb.map(n=>n.toString(16).padStart(2,'0')).join('');
  817. }
  818. else if (res = /#([a-fA-F0-9]{6,8})/i.exec(str))
  819. {
  820. return res[1];
  821. }
  822. else {
  823. return '000000';
  824. }
  825. }
  826. //创建序号类图标
  827. function createIndexedIcon(type, index) {
  828. if (type == 'card') {//卡片头像
  829. const avatar = cardN(index);
  830. avatar.contentEditable = false;
  831. avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  832. return avatar;
  833. }
  834. const icon = document.createElement("icon");
  835. //icon.contentEditable = false;
  836. switch(type) {
  837. case 'awoken': { //觉醒
  838. icon.className = "awoken-icon";
  839. icon.setAttribute("data-awoken-icon", index);
  840. break;
  841. }
  842. case 'type': { //类型
  843. icon.className = "type-icon";
  844. icon.setAttribute("data-type-icon", index);
  845. break;
  846. }
  847. case 'orb': { //宝珠
  848. icon.className = "orb";
  849. icon.setAttribute("data-orb-icon", index);
  850. break;
  851. }
  852. case 'latent': { //潜觉
  853. icon.className = `latent-icon`;
  854. icon.setAttribute("data-latent-icon", index);
  855. icon.setAttribute("data-latent-hole", 1);
  856. break;
  857. }
  858. }
  859. return icon;
  860. }
  861. //将怪物的文字介绍解析为HTML
  862. function descriptionToHTML(str)
  863. {
  864. function formatParse(arr, reg, subMatchCount, returnFunc){
  865. //const subMatchCount = returnFunc.length;
  866. return arr.flatMap(item=>{
  867. if (typeof item == "string") {
  868. const subArr = item.split(new RegExp(reg));
  869. const newArr = [];
  870. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  871. newArr.push(subArr[i]);
  872. if (subArr[i+subMatchCount] !== undefined) {
  873. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  874. }
  875. }
  876. return newArr;
  877. } else {
  878. return item;
  879. }
  880. });
  881. }
  882. let nodeArr = [str];
  883. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  884. (color, content)=>{
  885. const sp = document.createElement("span");
  886. sp.textContent = content;
  887. if (/^[a-fA-F0-9]+$/g.test(color)) {
  888. sp.style.color = `#${color}`;
  889. } else if (/qs/i.test(color)) {
  890. sp.style.color = `blue`;
  891. }
  892. return sp;
  893. });
  894. nodeArr = formatParse(nodeArr, /\%\{([a-z])(\d+)\}/ig, 2,
  895. (type, id)=>{
  896. id = parseInt(id,10);
  897. switch(type) {
  898. case 'm':case 'M': { //卡片头像
  899. return createIndexedIcon('card', id);
  900. }
  901. case 'a':case 'A': { //觉醒
  902. return createIndexedIcon('awoken', id);
  903. }
  904. case 't':case 'T': { //类型
  905. return createIndexedIcon('type', id);
  906. }
  907. case 'o':case 'O': { //宝珠
  908. return createIndexedIcon('orb', id);
  909. }
  910. case 'l':case 'L': { //潜觉
  911. return createIndexedIcon('latent', id);
  912. }
  913. }
  914. });
  915. return nodeArr.nodeJoin();
  916. }
  917. //默认的技能解释的显示行为
  918. function parseSkillDescription(skill) {
  919. return descriptionToHTML(skill?.description);
  920. }
  921. //大数字缩短长度,默认返回本地定义字符串
  922. function parseBigNumber(number) {
  923. return number.toLocaleString();
  924. }
  925. //判断是否是转生和超转生
  926. function isReincarnated(card) {
  927. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  928. }
  929. //获取类型允许的潜觉
  930. function getAllowLatent(card) {
  931. const latentSet = new Set(common_allowable_latent);
  932. card.types.filter(i => i >= 0)
  933. .map(type => type_allowable_latent[type])
  934. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  935. if (card.limitBreakIncr) {
  936. v120_allowable_latent.forEach(t => latentSet.add(t));
  937. }
  938. return Array.from(latentSet);
  939. }
  940. //计算队伍中有多少血量
  941. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  942. let memberArr = team[0], assistArr = team[1];
  943. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  944. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  945. const mHpArr = memberArr.map((member, idx) => {
  946. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  947. let hp = ability ? ability[0] : 0;
  948. if (!hp) return 0;
  949. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  950. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  951. //演示用代码
  952. //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);
  953. return hp;
  954. });
  955. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  956. function memberHpMul(member, assist, ls, memberArr, solo) {
  957. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  958. function hpMul(parm, scale) {
  959. if (scale == undefined || scale == 0) return 1;
  960. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  961. return scale / 100;
  962. }
  963. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  964. return scale / 100;
  965. }
  966. return 1;
  967. }
  968. const sk = ls?.params;
  969. let scale = 1;
  970. switch (ls?.type) {
  971. case 23:
  972. case 30:
  973. case 62:
  974. case 77:
  975. case 63:
  976. case 65:
  977. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  978. break;
  979. case 29:
  980. case 114:
  981. case 45:
  982. case 111:
  983. case 46:
  984. case 48:
  985. case 67:
  986. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  987. break;
  988. case 73:
  989. case 76:
  990. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  991. break;
  992. case 106:
  993. case 107:
  994. case 108:
  995. scale = sk[0] / 100;
  996. break;
  997. case 121:
  998. case 129:
  999. case 163:
  1000. case 177:
  1001. case 186:
  1002. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1003. break;
  1004. case 125: //队伍中必须有指定队员
  1005. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1006. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1007. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1008. break;
  1009. case 136:
  1010. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1011. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1012. break;
  1013. case 137:
  1014. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1015. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1016. break;
  1017. case 155:
  1018. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1019. break;
  1020. case 158:
  1021. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1022. break;
  1023. case 175: //队伍组成全为合作,不包括双方队长
  1024. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1025. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1026. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1027. break;
  1028. case 178:
  1029. case 185:
  1030. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1031. break;
  1032. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1033. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1034. switch (sk[0]) {
  1035. case 0: //全是像素进化
  1036. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1037. break;
  1038. case 2: //全是转生、超转生(8格潜觉)
  1039. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1040. break;
  1041. }
  1042. break;
  1043. }
  1044. case 217:{ //限定队伍星级,不包括好友队长
  1045. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1046. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1047. return pre + memberCard.rarity;
  1048. }, 0);
  1049. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1050. break;
  1051. }
  1052. case 229:{ //队员中存在每个属性或Type都算一次
  1053. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1054. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1055. //符合的次数
  1056. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1057. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1058. scale = sk[2] * correTimes / 100 + 1;
  1059. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  1060. break;
  1061. }
  1062. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  1063. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card.rarity); //所有的卡片星级
  1064. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1065. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1066. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1067. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1068. ) {
  1069. scale = sk[3] / 100;
  1070. }
  1071. break;
  1072. }
  1073. case 138: //调用其他队长技
  1074. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1075. break;
  1076. default:
  1077. }
  1078. return scale || 1;
  1079. }
  1080. return mHpArr;
  1081. }
  1082. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1083. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1084. //之前用的Map,现在为了性能改成数组
  1085. const attrsCount = [];
  1086. const typesCount = [];
  1087. for (let idx = 0; idx < memberArr.length; idx++) {
  1088. const member = memberArr[idx], assist = assistArr[idx];
  1089. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1090. if (memberAttrsTypes) {
  1091. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1092. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1093. }
  1094. }
  1095. return {attrs: attrsCount, types: typesCount};
  1096. }
  1097. //返回卡片的队长技能
  1098. function getCardLeaderSkills(card, skillTypes) {
  1099. if (!card) return [];
  1100. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1101. }
  1102. //返回卡片的主动技能
  1103. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1104. if (!card) return [];
  1105. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1106. }
  1107. //查找到真正起作用的那一个技能
  1108. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1109. if (!skill) return [];
  1110. if (skillTypes.includes(skill.type))
  1111. {
  1112. return [skill];
  1113. }
  1114. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1115. {
  1116. //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
  1117. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1118. return subSkills;
  1119. }
  1120. else
  1121. {
  1122. return [];
  1123. }
  1124. }
  1125. //返回变身宠的初级
  1126. function henshinBase(cardid, firstId)
  1127. {
  1128. let member;
  1129. if (cardid instanceof Member) {
  1130. member = cardid;
  1131. cardid = member.id;
  1132. }
  1133. if (firstId == undefined) firstId = cardid;
  1134. let card = Cards[cardid];
  1135. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1136. && (member?.level ?? 1) <= card.maxLevel
  1137. )
  1138. {
  1139. card = henshinBase(card.henshinFrom[0], firstId);
  1140. }
  1141. return card;
  1142. }
  1143. //计算队伍是否为76
  1144. function tIf_Effect_76board(leader1id, leader2id) {
  1145. const searchTypeArray = [162, 186];
  1146. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1147. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1148. return Boolean(ls1 || ls2);
  1149. }
  1150. //计算队伍是否为无天降
  1151. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1152. const searchTypeArray = [163, 177];
  1153. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1154. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1155. return Boolean(ls1 || ls2);
  1156. }
  1157. //计算队伍是否为毒无效
  1158. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1159. const searchTypeArray = [197];
  1160. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1161. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1162. return Boolean(ls1 || ls2);
  1163. }
  1164. //计算队伍的+C
  1165. function tIf_Effect_addCombo(leader1id, leader2id) {
  1166. return [
  1167. getSkillAddCombo(Cards[leader1id]),
  1168. getSkillAddCombo(Cards[leader2id])
  1169. ];
  1170. }
  1171. function getSkillAddCombo(card) {
  1172. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1173. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1174. if (!skill) return 0;
  1175. switch (skill.type) {
  1176. case 192:
  1177. case 194:
  1178. return skill.params[3] ?? 0;
  1179. case 206:
  1180. return skill.params[6] ?? 0;
  1181. case 209:
  1182. return skill.params[0] ?? 0;
  1183. case 210:
  1184. case 219:
  1185. return skill.params[2] ?? 0;
  1186. case 220:
  1187. return skill.params[1] ?? 0;
  1188. case 235:
  1189. return skill.params[5] ?? 0;
  1190. default:
  1191. return 0;
  1192. }
  1193. }
  1194. //计算队伍的追打
  1195. function tIf_Effect_inflicts(leader1id, leader2id) {
  1196. return [
  1197. getSkillFixedDamage(Cards[leader1id]),
  1198. getSkillFixedDamage(Cards[leader2id])
  1199. ];
  1200. }
  1201. function getSkillFixedDamage(card) {
  1202. const searchTypeArray = [199, 200, 201, 223, 235];
  1203. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1204. if (!skill) return 0;
  1205. switch (skill.type) {
  1206. case 199:
  1207. case 200:
  1208. return skill.params[2] ?? 0;
  1209. case 201:
  1210. return skill.params[5] ?? 0;
  1211. case 223:
  1212. return skill.params[1] ?? 0;
  1213. case 235:
  1214. return skill.params[6] ?? 0;
  1215. default:
  1216. return 0;
  1217. }
  1218. }
  1219. //计算队伍SB
  1220. function countTeamSB(team, solo) {
  1221. let sbn = 0;
  1222. const badge = team[2];
  1223. for (let mi = 0; mi < team[0].length; mi++) {
  1224. const member = team[0][mi];
  1225. const assist = team[1][mi];
  1226. if (member.id < 0) continue;
  1227. const memberCard = henshinBase(member);
  1228. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1229. //单人、3人时,大于等于100级且297时增加超觉醒
  1230. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1231. enableAwoken.push(member.sawoken);
  1232. }
  1233. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1234. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1235. }
  1236. //大SB 56,小SB 21
  1237. sbn += enableAwoken.filter(n=>n===21).length;
  1238. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1239. //心L 59,心L大SB潜觉 47
  1240. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1241. }
  1242. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1243. return sbn;
  1244. }
  1245. //计算队伍操作时间
  1246. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1247. const searchTypeArray = [178, 15, 185];
  1248. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1249. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1250. const time1 = leaderSkillMoveTime(ls1);
  1251. const time2 = leaderSkillMoveTime(ls2);
  1252. function leaderSkillMoveTime(ls) {
  1253. const moveTime = { fixed: false, duration: 0 };
  1254. if (!ls) return moveTime;
  1255. const sk = ls.params;
  1256. switch (ls.type) {
  1257. case 178: //固定操作时间
  1258. moveTime.fixed = true;
  1259. moveTime.duration = sk[0];
  1260. break;
  1261. case 15:
  1262. case 185:
  1263. moveTime.duration += sk[0] / 100;
  1264. break;
  1265. default:
  1266. }
  1267. return moveTime;
  1268. }
  1269. let moveTime = {
  1270. fixed: false,
  1271. duration: {
  1272. default: 5,
  1273. leader: 0,
  1274. badge: 0,
  1275. awoken: 0,
  1276. }
  1277. }; //基础5秒
  1278. //固定操作时间的直接返回
  1279. if (time1.fixed || time2.fixed) {
  1280. moveTime.fixed = true;
  1281. moveTime.duration.leader = time1.fixed ?
  1282. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1283. time2.duration;
  1284. } else {
  1285. moveTime.duration.leader = time1.duration + time2.duration;
  1286. //1人、3人计算徽章
  1287. if (solo || teamsCount === 3) {
  1288. switch (team[2]) {
  1289. case 2: //小手指
  1290. moveTime.duration.badge = 1;
  1291. break;
  1292. case 21: //大手指
  1293. moveTime.duration.badge = 2;
  1294. break;
  1295. case PAD_PASS_BADGE: //月卡
  1296. moveTime.duration.badge = 3;
  1297. break;
  1298. }
  1299. } else if (teamsCount === 2) //2人协力时的特殊处理
  1300. {
  1301. const teams = formation.teams;
  1302. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1303. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1304. team = [
  1305. team[0].concat(),
  1306. team[1].concat()
  1307. ];
  1308. //把队伍2的队长和武器添加到复制的队伍1里面
  1309. team[0].push(team2[0][team2[3]]);
  1310. team[1].push(team2[1][team2[3]]);
  1311. }
  1312. //觉醒
  1313. const awokenMoveTime = [
  1314. { index: 19, value: 0.5 }, //小手指
  1315. { index: 53, value: 1 }, //大手指
  1316. ];
  1317. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1318. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1319. //潜觉
  1320. const latentMoveTime = [
  1321. { index: 4, value: 0.05 }, //小手指潜觉
  1322. { index: 31, value: 0.12 }, //大手指潜觉
  1323. ];
  1324. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1325. duration + team[0].reduce((count, member) =>
  1326. count + (member.latent ? member.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1327. }
  1328. return moveTime;
  1329. }
  1330. //将盾减伤比例组叠加为一个减伤范围组
  1331. function getReduceRange(reduceScales)
  1332. {
  1333. class reduceRange{
  1334. constructor(obj)
  1335. {
  1336. this.min = 0;
  1337. this.max = 100;
  1338. this.scale = 0;
  1339. this.probability = 1;
  1340. if (typeof obj == "object") Object.assign(this, obj);
  1341. }
  1342. }
  1343. const ranges = [new reduceRange()];
  1344. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1345. function processingRanges(ranges, scale)
  1346. {
  1347. //先找scale.min在某个范围内的
  1348. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1349. //再找scale.max在某个范围内的
  1350. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1351. //先只拆分不乘比例
  1352. if (rgLessIdx >= 0)
  1353. {
  1354. const range = ranges[rgLessIdx];
  1355. ranges.splice(rgLessIdx, 1,
  1356. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1357. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1358. );
  1359. }
  1360. if (rgMoreIdx >= 0)
  1361. {
  1362. const range = ranges[rgMoreIdx];
  1363. ranges.splice(rgMoreIdx, 1,
  1364. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1365. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1366. );
  1367. }
  1368. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1369. needChangeScaleRanges.forEach(range=>{
  1370. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1371. range.probability *= scale.probability;
  1372. });
  1373. }
  1374. //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
  1375. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1376. reduceScales.forEach(scale=>{
  1377. if (scale.attrs == 0) //没有属性的
  1378. {
  1379. return;
  1380. }
  1381. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1382. {
  1383. const attrs = flags(scale.attrs); //得到属性数组
  1384. attrs.forEach(n=>{
  1385. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1386. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1387. });
  1388. }
  1389. else
  1390. { //只处理第一数组
  1391. processingRanges(ranges, scale);
  1392. }
  1393. });
  1394. return attrsRanges;
  1395. }
  1396. //获取盾减伤比例组
  1397. function getReduceScales(leaderid) {
  1398. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1399. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1400. function leaderReduceScale(ls) {
  1401. const reduce = {
  1402. scale: 0,
  1403. hp: {
  1404. max: 100,
  1405. min: 0
  1406. },
  1407. probability: 1,
  1408. attrs: 31, //5色是31
  1409. };
  1410. if (!ls) return reduce;
  1411. const sk = ls.params;
  1412. switch (ls.type) {
  1413. case 16: //无条件盾
  1414. reduce.scale = sk[0] / 100;
  1415. break;
  1416. case 17: //单属性盾
  1417. reduce.scale = sk[1] / 100;
  1418. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1419. break;
  1420. case 36: //2个属性盾
  1421. reduce.scale = sk[2] / 100;
  1422. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1423. break;
  1424. case 38: //血线下 + 可能几率
  1425. case 43: //血线上 + 可能几率
  1426. reduce.scale = (sk[2] || 0) / 100;
  1427. reduce.probability = sk[1] / 100;
  1428. if (sk[0] == 100)
  1429. {
  1430. reduce.hp.max = sk[0];
  1431. reduce.hp.min = 99;
  1432. }else
  1433. {
  1434. if(ls.type == 38)
  1435. {
  1436. reduce.hp.max = sk[0];
  1437. reduce.hp.min = 0;
  1438. }else
  1439. {
  1440. reduce.hp.max = 100;
  1441. reduce.hp.min = sk[0];
  1442. }
  1443. }
  1444. break;
  1445. case 129: //无条件盾,属性个数不固定
  1446. case 163: //无条件盾,属性个数不固定
  1447. case 130: //血线下 + 属性个数不固定
  1448. case 131: //血线上 + 属性个数不固定
  1449. reduce.scale = (sk[6] || 0) / 100;
  1450. reduce.attrs = 0 | sk[5];
  1451. if (ls.type == 130 || ls.type == 131)
  1452. {
  1453. if (sk[0] == 100)
  1454. {
  1455. reduce.hp.max = sk[0];
  1456. reduce.hp.min = 99;
  1457. }else
  1458. {
  1459. if(ls.type == 130)
  1460. {
  1461. reduce.hp.max = sk[0];
  1462. reduce.hp.min = 0;
  1463. }else
  1464. {
  1465. reduce.hp.max = 100;
  1466. reduce.hp.min = sk[0];
  1467. }
  1468. }
  1469. }
  1470. break;
  1471. case 178: //无条件盾,属性个数不固定
  1472. reduce.scale = (sk[7] || 0) / 100;
  1473. reduce.attrs = 0 | sk[6];
  1474. break;
  1475. case 151: //十字心触发
  1476. case 169: //C触发
  1477. case 198: //回血触发
  1478. reduce.scale = (sk[2] || 0) / 100;
  1479. break;
  1480. case 170: //多色触发
  1481. case 182: //长串触发
  1482. case 193: //L触发
  1483. reduce.scale = (sk[3] || 0) / 100;
  1484. break;
  1485. case 171: //多串触发
  1486. reduce.scale = (sk[6] || 0) / 100;
  1487. break;
  1488. case 183: //又是个有两段血线的队长技
  1489. reduce.scale = (sk[4] || 0) / 100;
  1490. if (sk[2] == 100)
  1491. {
  1492. reduce.hp.max = sk[2];
  1493. reduce.hp.min = 99;
  1494. }else
  1495. {
  1496. reduce.hp.max = 100;
  1497. reduce.hp.min = sk[2];
  1498. }
  1499. break;
  1500. case 210: //十字触发
  1501. reduce.scale = (sk[1] || 0) / 100;
  1502. break;
  1503. case 235: { //可多次触发
  1504. reduce.scale = (sk[4] || 0) / 100;
  1505. break;
  1506. }
  1507. default:
  1508. }
  1509. return reduce;
  1510. }
  1511. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1512. }

智龙迷城队伍图制作工具