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script-universal_function.js 26 kB

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

智龙迷城队伍图制作工具