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script-universal_function.js 63 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. const n_e = name.entries();
  35. let n, value;
  36. do {
  37. n = n_e.next();
  38. if (!n.done)
  39. {
  40. value = urlObj.searchParams.get(n.value[1]);
  41. }
  42. }while(!n.done && value === undefined)
  43. return value;
  44. }
  45. const localStorage_getBoolean = function(name, defaultValue = false) {
  46. const value = localStorage.getItem(name);
  47. if (value === null) return defaultValue;
  48. else if (typeof value === 'string' && /^\s*true\s*$/i.test(value)) return true;
  49. else return Boolean(Number(value));
  50. }
  51. /* 写了,但是暂时不用
  52. // 将字符串转为二进制字符串
  53. String.prototype.toUTF8Blob = function() {
  54. return new Blob([this.valueOf()], {
  55. type: 'text/plain'
  56. });
  57. }
  58. Blob.prototype.toBase64 = function() {
  59. return new Promise((resolve, reject) => {
  60. const fileReader = new FileReader();
  61. fileReader.onload = (event) => {
  62. resolve(event.target?.result);
  63. };
  64. // readAsDataURL
  65. fileReader.readAsDataURL(this.valueOf());
  66. fileReader.onerror = () => {
  67. reject(new Error('blobToBase64 error'));
  68. };
  69. });
  70. }
  71. const Base64 = {
  72. strToBase64: function(str) {
  73. const encoder = new TextEncoder()
  74. const view = encoder.encode(str);
  75. const base64 = Base64.encodeFromUint8Array(view);
  76. return base64;
  77. },
  78. base64ToStr: function(base64) {
  79. const decoder = new TextDecoder()
  80. const view = Base64.decodeToUint8Array(base64);
  81. const str = decoder.decode(view);
  82. return str;
  83. },
  84. //Base64还原成Uint8Array
  85. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  86. function b64ToUint6(nChr) {
  87. return nChr > 64 && nChr < 91
  88. ? nChr - 65
  89. : nChr > 96 && nChr < 123
  90. ? nChr - 71
  91. : nChr > 47 && nChr < 58
  92. ? nChr + 4
  93. : nChr === 43
  94. ? 62
  95. : nChr === 47
  96. ? 63
  97. : 0;
  98. }
  99. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  100. const nInLen = sB64Enc.length;
  101. const nOutLen = nBlocksSize
  102. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  103. : (nInLen * 3 + 1) >> 2;
  104. const taBytes = new Uint8Array(nOutLen);
  105. let nMod3;
  106. let nMod4;
  107. let nUint24 = 0;
  108. let nOutIdx = 0;
  109. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  110. nMod4 = nInIdx & 3;
  111. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  112. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  113. nMod3 = 0;
  114. while (nMod3 < 3 && nOutIdx < nOutLen) {
  115. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  116. nMod3++;
  117. nOutIdx++;
  118. }
  119. nUint24 = 0;
  120. }
  121. }
  122. return taBytes;
  123. },
  124. //Uint8Array编码成Base64
  125. encodeFromUint8Array: function base64EncArr(aBytes) {
  126. function uint6ToB64(nUint6) {
  127. return nUint6 < 26
  128. ? nUint6 + 65
  129. : nUint6 < 52
  130. ? nUint6 + 71
  131. : nUint6 < 62
  132. ? nUint6 - 4
  133. : nUint6 === 62
  134. ? 43
  135. : nUint6 === 63
  136. ? 47
  137. : 65;
  138. }
  139. let nMod3 = 2;
  140. let sB64Enc = "";
  141. const nLen = aBytes.length;
  142. let nUint24 = 0;
  143. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  144. nMod3 = nIdx % 3;
  145. // To break your base64 into several 80-character lines, add:
  146. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  147. // sB64Enc += "\r\n";
  148. // }
  149. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  150. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  151. sB64Enc += String.fromCodePoint(
  152. uint6ToB64((nUint24 >>> 18) & 63),
  153. uint6ToB64((nUint24 >>> 12) & 63),
  154. uint6ToB64((nUint24 >>> 6) & 63),
  155. uint6ToB64(nUint24 & 63)
  156. );
  157. nUint24 = 0;
  158. }
  159. }
  160. return (
  161. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  162. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  163. );
  164. }
  165. }
  166. //Buffer转16进制字符串
  167. Uint8Array.prototype.toHex = function() {
  168. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  169. }
  170. */
  171. /**
  172. * 大数字以数字量级分隔符形式输出
  173. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  174. * @param {number} splitDigits 分隔位数
  175. * @returns {function} 数字量级分隔符形式输出数字的函数
  176. */
  177. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  178. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  179. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  180. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  181. const grouping = 10 ** splitDigits;
  182. separators = separators.map(s=>s.toString());
  183. return function(){
  184. const thisValue = this.valueOf();
  185. if (thisValue === 0 ||
  186. thisValue === Infinity ||
  187. thisValue === -Infinity
  188. ) {
  189. return this.toLocaleString();
  190. }
  191. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  192. const numLevels = [];
  193. let numTemp = Math.abs(thisValue);
  194. do {
  195. numLevels.push(numTemp % grouping); //这一段数量级的数字
  196. numTemp = Math.floor(numTemp / grouping);
  197. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  198. if (numTemp > 0) {
  199. numLevels.push(numTemp);
  200. }
  201. let outStr = thisValue < 0 ? '-' : '';
  202. for (let i = numLevels.length; i--; ) {
  203. if (numLevels[i] > 0)
  204. outStr += numLevels[i].toString(10) + separators[i];
  205. }
  206. return outStr;
  207. }
  208. }
  209. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K ', 'M ', 'G ', 'T ', 'P ', 'E ', 'Z ', 'Y ', 'R ', 'Q '], 3);
  210. //最多保留N位小数,不留0
  211. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  212. let newNumber = Number(this.toFixed(decimalDigits));
  213. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  214. }
  215. //Bitwise
  216. Number.prototype.notNeighbour = function() {
  217. const num = this.valueOf();
  218. return ~num & (num << 1 | num >> 1);
  219. }
  220. //数组删除自己尾部的空元素
  221. Array.prototype.deleteLatter = function(item = null) {
  222. let index = this.length - 1;
  223. for (; index >= 0; index--) {
  224. if (this[index] !== item) {
  225. break;
  226. }
  227. }
  228. this.splice(index + 1);
  229. return this;
  230. }
  231. //数组去重,改变自身
  232. Array.prototype.distinct = function() {
  233. const _set = new Set(this);
  234. this.length = 0;
  235. this.push(..._set);
  236. return this.valueOf();
  237. }
  238. //数组交换元素
  239. Array.prototype.switch = function(i1, i2) {
  240. if (Math.max(i1, i2) >= this.length) return false;
  241. let temp = this[i1];
  242. this[i1] = this[i2];
  243. this[i2] = temp;
  244. return true;
  245. }
  246. //数组随机排序
  247. Array.prototype.shuffle = function() {
  248. let length = this.length;
  249. while (length) {
  250. randomIndex = Math.floor(Math.random() * length--);
  251. this.switch(length, randomIndex);
  252. }
  253. return this;
  254. }
  255. //数组随机移除元素
  256. Array.prototype.randomShift = function() {
  257. return this.splice(Math.random() * this.length, 1)?.[0];
  258. }
  259. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  260. Array.prototype.groupBy = function(func) {
  261. const groups = this.reduce((pre,cur)=>{
  262. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  263. if (grp)
  264. grp.push(cur);
  265. else
  266. pre.push([cur]);
  267. return pre;
  268. }, []);
  269. return groups;
  270. }
  271. //将内容添加到代码片段
  272. DocumentFragment.prototype.ap = function(...args)
  273. {
  274. args.forEach(arg=>{
  275. if (Array.isArray(arg)) //数组,递归自身
  276. {
  277. arg.forEach(item=>this.ap(item));
  278. }
  279. else if (arg !== null && arg !== void 0) //其他内容的转换为文字添加
  280. {
  281. this.append(arg);
  282. }
  283. }, this);
  284. return this;
  285. }
  286. //将数组和分隔符添加到一个代码片段,类似join
  287. Array.prototype.nodeJoin = function(separator)
  288. {
  289. const frg = document.createDocumentFragment();
  290. this.forEach((item, idx, arr)=>{
  291. frg.ap(item);
  292. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  293. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  294. }
  295. });
  296. return frg;
  297. }
  298. Math.randomInteger = function(max, min = 0) {
  299. let _max = Math.max(max, min),
  300. _min = Math.min(max, min);
  301. return this.floor(this.random()*(_max-_min+1)+_min);
  302. }
  303. Math.isPowerOfTwo = function(n) {
  304. if (Number.isInteger(n) && n > 0)
  305. return (n & (n - 1)) === 0;
  306. else
  307. return false;
  308. }
  309. //将二进制flag转为数组
  310. function flags(num) {
  311. const arr = [];
  312. for (let i = 0; i < 32; i++) {
  313. if (num & (1 << i)) {
  314. arr.push(i);
  315. }
  316. }
  317. return arr;
  318. }
  319. //将二进制flag转为数组
  320. function reflags(arr) {
  321. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  322. }
  323. //带标签的模板字符串
  324. function tp(stringsArr, ...keys) {
  325. return ((...values)=>{
  326. const dict = values[values.length - 1] || {};
  327. const fragment = document.createDocumentFragment();
  328. for (let i = 0; i < keys.length; i++) {
  329. fragment.append(stringsArr[i]);
  330. const key = keys[i];
  331. const value = Number.isInteger(key) ? values[key] : dict[key];
  332. if (value !== null && value !== void 0) {
  333. try {
  334. fragment.append((value instanceof Node && keys.lastIndexOf(key) !== i) ? value.cloneNode(true) : value); //如果是不最后一个匹配的标签,就插入克隆的DOM,否则可以插入原始的DOM(保留行为)
  335. }
  336. catch(e) {
  337. console.error("模板字符串错误: %o,", e, values, keys, value);
  338. }
  339. }
  340. }
  341. //补上最后一个字符串
  342. fragment.append(stringsArr[keys.length]);
  343. return fragment;
  344. });
  345. }
  346. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  347. function deepMerge(obj1, obj2) {
  348. let key;
  349. for (key in obj2) {
  350. // 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
  351. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  352. obj1[key] =
  353. obj1[key] &&
  354. obj1[key].toString() === "[object Object]" &&
  355. (obj2[key] && obj2[key].toString() === "[object Object]")
  356. ? deepMerge(obj1[key], obj2[key])
  357. : (obj1[key] = obj2[key]);
  358. }
  359. return obj1;
  360. }
  361. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  362. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  363. const pcmImportObj = {
  364. env: {
  365. abortStackOverflow: () => { throw new Error("overflow"); },
  366. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  367. tableBase: 0,
  368. memory: pcmMemory,
  369. memoryBase: 102400,
  370. STACKTOP: 0,
  371. STACK_MAX: pcmMemory.buffer.byteLength,
  372. }
  373. };
  374. let pcmPlayer = null;
  375. let adpcm_wasm = null;
  376. async function decodeAudio(fileName, decodeCallback) {
  377. if (pcmPlayer != null) {
  378. pcmPlayer.close();
  379. }
  380. pcmPlayer = new PCMPlayer(1, 44100);
  381. let request = await fetch(fileName);
  382. let buffer = await request.arrayBuffer();
  383. let audioData = new Uint8Array(buffer);
  384. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  385. console.debug('当前 WAV 为 普通 WAV');
  386. const audioCtx = new AudioContext();
  387. const decodedData = await audioCtx.decodeAudioData(buffer);
  388. const source = new AudioBufferSourceNode(audioCtx);
  389. source.buffer = decodedData;
  390. source.connect(audioCtx.destination);
  391. source.start(0);
  392. } else { //audioData[16] == 0x14
  393. console.debug('当前 WAV 为 PCM WAV');
  394. let step = 160;
  395. for (let i = 0; i < audioData.byteLength; i += step) {
  396. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  397. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  398. pcmPlayer.feed(pcmFloat32Data);
  399. }
  400. }
  401. }
  402. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  403. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  404. .then((wasm) => {
  405. adpcm_wasm = wasm;
  406. /*addButton("adpcm").onclick = function () {
  407. let decoder = new Adpcm(wasm, pcmImportObj);
  408. decoder.resetDecodeState(new Adpcm.State(0, 0));
  409. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  410. }*/
  411. });
  412. //▲ADPCM播放相关
  413. // 加载 image
  414. function loadImage(url) {
  415. return new Promise(function(resolve, reject) {
  416. const image = new Image();
  417. image.src = url;
  418. image.type = "svg"
  419. image.crossOrigin = 'Anonymous';
  420. image.onload = function() {
  421. resolve(this);
  422. };
  423. image.onerror = function(err) {
  424. reject(err);
  425. };
  426. });
  427. }
  428. //代码来自 https://segmentfault.com/a/1190000004451095
  429. function fileReader (file, options = {}) {
  430. return new Promise(function (resolve, reject) {
  431. const reader = new FileReader();
  432. reader.onload = function () {
  433. resolve(reader);
  434. };
  435. reader.onerror = reject;
  436. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  437. reject({
  438. code: 1,
  439. msg: 'wrong file type'
  440. });
  441. }
  442. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  443. reader.readAsText(file);
  444. } else {
  445. reader.readAsDataURL(file);
  446. }
  447. });
  448. }
  449. function dbReadKey (db, tableName, keys) {
  450. return new Promise(function (resolve, reject) {
  451. const transaction = db.transaction([tableName]);
  452. const objectStore = transaction.objectStore(tableName);
  453. const request = objectStore.get(keys);
  454. request.onsuccess = function(event) {
  455. resolve(request.result);
  456. };
  457. request.onerror = reject;
  458. });
  459. }
  460. function dbCount (db, tableName, key) {
  461. return new Promise(function (resolve, reject) {
  462. const transaction = db.transaction([tableName]);
  463. const objectStore = transaction.objectStore(tableName);
  464. const request = objectStore.count(key);
  465. request.onsuccess = function() {
  466. resolve(request.result);
  467. }
  468. request.onerror = reject;
  469. });
  470. }
  471. function dbReadAll (db, tableName) {
  472. return new Promise(async function (resolve, reject) {
  473. const datas = [];
  474. const transaction = db.transaction([tableName]);
  475. const objectStore = transaction.objectStore(tableName);
  476. const request = objectStore.openCursor();
  477. request.onsuccess = function(event) {
  478. const cursor = event.target.result;
  479. if (cursor) {
  480. // cursor.value 包含正在被遍历的当前记录
  481. // 这里你可以对 result 做些什么
  482. datas.push(cursor.value);
  483. cursor.continue();
  484. } else {
  485. // 没有更多 results
  486. resolve(datas);
  487. }
  488. };
  489. request.onerror = reject;
  490. });
  491. }
  492. function dbWrite (db, tableName, data, keys) {
  493. return new Promise(function (resolve, reject) {
  494. const transaction = db.transaction([tableName], "readwrite");
  495. const objectStore = transaction.objectStore(tableName);
  496. const request = objectStore.put(data, keys);
  497. request.onsuccess = function(event) {
  498. resolve(event);
  499. };
  500. request.onerror = reject;
  501. });
  502. }
  503. function dbDelete (db, tableName, keys) {
  504. return new Promise(function (resolve, reject) {
  505. const transaction = db.transaction([tableName], "readwrite");
  506. const objectStore = transaction.objectStore(tableName);
  507. const request = objectStore.delete(keys);
  508. request.onsuccess = function(event) {
  509. resolve(event);
  510. };
  511. request.onerror = reject;
  512. });
  513. }
  514. //1个潜觉需要用多少格子
  515. function latentUseHole(latentId) {
  516. switch (latentId) {
  517. case 12: case 16: case 17: case 18: case 19:
  518. case 20: case 21: case 22: case 23: case 24:
  519. case 25: case 26: case 27: case 28: case 29:
  520. case 30: case 31: case 32: case 33: case 34:
  521. case 35: case 36: case 43: case 44: case 45:
  522. {
  523. return 2;
  524. }
  525. case 13: case 14: case 15: case 37: case 38:
  526. case 39: case 40: case 41: case 42: case 46:
  527. case 47: case 48: case 49:
  528. {
  529. return 6;
  530. }
  531. case 1: case 2: case 3: case 4: case 5:
  532. case 6: case 7: case 8: case 9: case 10:
  533. case 11: case 12:
  534. default:
  535. {
  536. return 1;
  537. }
  538. }
  539. }
  540. //获取最大潜觉数量
  541. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  542. const card = Cards[id];
  543. return card && card.is8Latent ? 8 : 6;
  544. }
  545. //计算用了多少潜觉格子
  546. function usedHole(latents) {
  547. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  548. }
  549. //计算所有队伍中有多少个该觉醒
  550. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  551. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  552. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  553. }, 0);
  554. return formationAwokenCount;
  555. }
  556. //计算单个队伍中有多少个该觉醒
  557. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  558. const [memberArray, assistArray] = team;
  559. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  560. if (mon.id <= 0) { //如果是delay和null
  561. return previous;
  562. }
  563. const card = Cards[mon.id];
  564. if (!card || !card.enabled) { //如果卡片未启用
  565. return previous;
  566. }
  567. const assist = assistArray[idx];
  568. const assistCard = Cards[assist.id];
  569. //启用的觉醒数组片段
  570. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  571. //单人、3人时,大于等于100级且297时增加超觉醒
  572. if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  573. enableAwoken.push(mon.sawoken);
  574. }
  575. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  576. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  577. }
  578. //相同的觉醒数
  579. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  580. return previous + hasAwoken;
  581. }, 0);
  582. return teamAwokenCount;
  583. }
  584. //返回可用的怪物名称
  585. function returnMonsterNameArr(card, lsList, defaultCode) {
  586. const monNameArr = lsList.map(lc => { //取出每种语言
  587. if (lc == defaultCode)
  588. return card.name;
  589. else if (card.otLangName)
  590. return card.otLangName[lc];
  591. }).filter(ln => //去掉空值和问号
  592. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  593. );
  594. if (monNameArr.length < 1) //如果本来的列表里没有名字
  595. {
  596. monNameArr.push(card.name); //只添加默认名字
  597. }
  598. return monNameArr;
  599. }
  600. //Code From pad-rikuu
  601. function valueAt(level, maxLevel, curve) {
  602. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  603. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  604. }
  605. //Code From pad-rikuu
  606. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  607. let value = valueAt(level, maxLevel, {
  608. min: c.min,
  609. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  610. scale: c.scale || 1
  611. });
  612. if (level > maxLevel) {
  613. const exceed99 = Math.min(level - maxLevel, 11);
  614. const exceed110 = Math.max(0, level - 110);
  615. value += c.max !== void 0 ?
  616. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  617. (c.min * exceed99 + c.min * exceed110);
  618. }
  619. return value;
  620. }
  621. //计算怪物的经验值
  622. function calculateExp(member) {
  623. if (!member) return null;
  624. const memberCard = Cards[member.id];
  625. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  626. const expArray = [
  627. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  628. ];
  629. if (member.level > 99)
  630. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  631. if (member.level > 110)
  632. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  633. return expArray;
  634. }
  635. //计算怪物的能力
  636. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  637. if (!member) return null;
  638. const memberCard = Cards[member.id];
  639. const assistCard = assist ? Cards[assist.id] : null;
  640. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  641. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  642. const plusAdd = [10, 5, 3]; //加值的增加值
  643. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  644. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  645. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  646. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  647. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  648. ];
  649. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是 63 语音觉醒
  650. [{ index: 63, scale: 1.1 }], //HP
  651. [{ index: 63, scale: 1.1 }], //ATK
  652. [{ index: 63, scale: 1.1 }] //RCV
  653. ];
  654. const latterAwokenScale = [ //在297之后,对应比例加三维觉醒的序号与倍率值,30 协力觉醒、127 三维觉醒
  655. [{ index: 127, scale: 1.5 }], //HP
  656. [{ index: 127, scale: 1.5 }], //ATK
  657. [{ index: 127, scale: 1.5 }] //RCV
  658. ];
  659. if (!solo) { //协力时计算协力觉醒
  660. latterAwokenScale.forEach(ab => {
  661. ab.push({ index: 30, scale: 1.5 });
  662. });
  663. }
  664. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  665. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  666. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  667. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  668. ];
  669. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  670. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  671. const dge = formation.dungeonEnchance;
  672. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  673. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  674. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  675. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  676. dge?.collabs?.includes(memberCard.collabId) || //符合合作
  677. dge?.gachas?.includes(memberCard.gachaId); //符合抽蛋桶
  678. //储存点亮的觉醒
  679. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  680. //单人、3人时,大于等于100级且297时增加超觉醒
  681. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  682. awokenList.push(member.sawoken)
  683. }
  684. //如果有武器还要计算武器的觉醒
  685. let enableBouns = false;
  686. if (assistCard?.id > 0 && assistCard.enabled) {
  687. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  688. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  689. awokenList.push(...assistAwokenList);
  690. }
  691. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  692. }
  693. //地下城阴阳加护强化
  694. if (dge.benefit) { //当存在加护
  695. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  696. flags(dge.benefit).forEach(idx=>{
  697. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  698. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  699. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  700. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  701. });
  702. }
  703. if (dge.stage > 1) { //当存在地下城层数
  704. let scale = 1;
  705. if (dge.stage>=10) scale = 2;
  706. else if (dge.stage>=5) scale = 1.5;
  707. const akId = 130; //130号熟成觉醒
  708. latterAwokenScale.forEach(ab => {
  709. ab.push({ index: akId, scale: scale });
  710. });
  711. }
  712. const abilitys = memberCurves.map((ab, idx) => {
  713. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  714. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  715. let n_assist_base = 0,
  716. n_assist_plus = 0; //辅助的bonus
  717. //计算辅助的额外血量
  718. if (assistCurves && enableBouns) {
  719. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  720. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  721. }
  722. //用来计算倍率觉醒的最终倍率是多少,reduce用
  723. function calculateAwokenScale(previous, aw) {
  724. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  725. return previous * aw.scale ** awokenCount;
  726. }
  727. //倍率类觉醒的比例,直接从1开始乘
  728. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  729. //觉醒增加的数值
  730. const n_awoken = awokenList.length > 0 ?
  731. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  732. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  733. if (awokenCount > 0)
  734. return previous + aw.value * awokenCount;
  735. else
  736. return previous;
  737. }, 0)) :
  738. 0;
  739. //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
  740. const n_latentScale = (member.latent && member.latent.length > 0) ?
  741. latentScale[idx].reduce((previous, la) => {
  742. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  743. return previous + la.scale * latentCount;
  744. }, 0) :
  745. 0;
  746. let dgeScale = 1; //地下城强化
  747. if (isDge && dgeRate[idx] !== 1) {
  748. dgeScale = dgeRate[idx];
  749. //计算攻击力,有浮游觉醒,且比例小于1时
  750. if (idx === 1 && dgeScale < 1 && awokenList.includes(106)) {
  751. //比例乘以20,但是不得大于1
  752. dgeScale = Math.min(1, rate * 20);
  753. }
  754. }
  755. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  756. Math.round(n_base * n_latentScale) + n_awoken +
  757. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  758. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  759. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale);
  760. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  761. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  762. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  763. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale)
  764. if (idx < 2) //idx顺序为HP、ATK、RCV
  765. { //HP和ATK最低为1
  766. reValue = Math.max(reValue, 1);
  767. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  768. }
  769. return [reValue, reValueNoAwoken];
  770. });
  771. return abilitys;
  772. }
  773. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  774. const card = Cards[id];
  775. const tempMon = {
  776. id: id,
  777. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  778. 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
  779. awoken: card.awakenings.length,
  780. sawoken: 0
  781. };
  782. /*强制计算超觉醒
  783. if (card.superAwakenings.includes(127)) {
  784. tempMon.sawoken = 127;
  785. }*/
  786. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  787. if (abilities) {
  788. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  789. return {
  790. withAwoken: {
  791. hp: hp,
  792. atk: atk,
  793. rcv: rcv,
  794. },
  795. noAwoken: {
  796. hp: hpNA,
  797. atk: atkNA,
  798. rcv: rcvNA,
  799. },
  800. };
  801. } else {
  802. return null;
  803. }
  804. }
  805. //搜索卡片用
  806. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  807. 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
  808. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  809. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  810. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  811. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49));
  812. //属性
  813. const anyAttrsFlag = 0b1111101;
  814. const anyAttrs = sAttrs.map(attr=>attr === 0 || (attr & anyAttrsFlag) == anyAttrsFlag);
  815. if (anyAttrs.some(any=>!any)) { //当任一属性不为任意颜色时才需要筛选属性
  816. const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag) //如果固定顺序就全部返回,否则只返回不为任意色的不考虑顺序
  817. .map(attr=>{
  818. let attrNum = flags(attr);
  819. if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  820. return attrNum;
  821. });
  822. if (fixMainColor) {//如果固定了顺序
  823. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  824. //默认逻辑为,只要不是any,就判断这个颜色是否包含了对应的颜色
  825. //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的
  826. return (anyAttrs[0] || attrNums[0].includes(cAttrs[0]) || anyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) &&
  827. (anyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  828. (anyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  829. });
  830. }
  831. else {//不限定顺序时
  832. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  833. let remainAttrNum = cAttrs.reduce((pre, attr)=>{
  834. let findIndex = pre.findIndex(attrNum=>attrNum.includes(attr)); //每找到一组属性就去掉一个
  835. if (findIndex >= 0) return pre.slice(0,findIndex).concat(pre.slice(findIndex+1));
  836. else return pre;
  837. }, attrNums);
  838. return remainAttrNum.length === 0;
  839. });
  840. }
  841. }
  842. //类型
  843. if (types.length > 0) {
  844. //所有type都满足,或只需要满足一个type
  845. let logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  846. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  847. }
  848. //稀有度
  849. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  850. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  851. }
  852. //觉醒
  853. let searchAwokens = [];
  854. //等效觉醒时,把大觉醒数量变成小觉醒数量
  855. if (equalAk) {
  856. awokens.forEach(ak=>{
  857. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  858. if (equivalentAwoken) {
  859. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  860. if (!smallAwoken) {
  861. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  862. }
  863. smallAwoken.num += ak.num * equivalentAwoken.times;
  864. searchAwokens.push(smallAwoken);
  865. } else {
  866. searchAwokens.push(ak);
  867. }
  868. });
  869. } else {
  870. searchAwokens = awokens.concat();
  871. }
  872. if (searchAwokens.length > 0) {
  873. cardsRange = cardsRange.filter(card => {
  874. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  875. if (incSawoken && //搜索超觉醒
  876. card.superAwakenings.length > 0 && //卡片有超觉醒
  877. !searchAwokens.includes(49) //搜索觉醒里不包含武器觉醒,因为武器觉醒必定不考虑超觉醒,这一条是属于优化,可以不要
  878. ) { //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
  879. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  880. } else { //单个原始觉醒数组
  881. cardAwakeningsCombos.push(card.awakenings);
  882. }
  883. return cardAwakeningsCombos.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
  884. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  885. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  886. let equivalentAwoken;
  887. 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
  888. {
  889. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  890. }
  891. return akNum >= ak.num;
  892. })
  893. );
  894. });
  895. }
  896. //超觉醒
  897. if (sawokens.length > 0 && !incSawoken) {
  898. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  899. let equivalentAwoken;
  900. return card.superAwakenings.includes(sak) ||
  901. //如果开启等效觉醒
  902. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  903. card.superAwakenings.includes(equivalentAwoken.big);
  904. }));
  905. }
  906. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  907. return cardsRange;
  908. }
  909. function searchByString(str)
  910. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  911. str = str.trim();
  912. if (str.length>0)
  913. {
  914. return Cards.filter(card =>
  915. {
  916. const names = [card.name];
  917. if (card.otLangName)
  918. {
  919. names.push(...Object.values(card.otLangName));
  920. }
  921. const tags = card.altName.concat();
  922. if (card.otTags)
  923. {
  924. tags.push(...card.otTags);
  925. }
  926. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  927. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  928. }
  929. );
  930. }else
  931. {
  932. return [];
  933. }
  934. }
  935. function copyString(input) {
  936. input.focus(); //设input为焦点
  937. input.select(); //选择全部
  938. navigator.clipboard.writeText(input.value).then(function() {
  939. /* clipboard successfully set */
  940. //复制成功
  941. }, function() {
  942. /* clipboard write failed */
  943. document.execCommand('copy'); //尝试废弃的老方法
  944. });
  945. //input.blur(); //取消焦点
  946. }
  947. //产生一个怪物头像
  948. function createCardA(option) {
  949. const t = document.body.querySelector('#template-card-a');
  950. const clone = document.importNode(t.content, true);
  951. const monster = clone.querySelector(".monster");
  952. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  953. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  954. return monster;
  955. }
  956. //返回文字说明内怪物Card的纯HTML
  957. function cardN(id) {
  958. const monOuterDom = document.createElement("span");
  959. monOuterDom.className = "detail-mon";
  960. const monDom = createCardA({noBoxCount: true});
  961. monOuterDom.appendChild(monDom);
  962. monOuterDom.monDom = monDom;
  963. changeid({ id: id }, monDom);
  964. return monOuterDom;
  965. }
  966. //返回文字说明内怪物Card的纯HTML
  967. function cardNClick() {
  968. const id = parseInt(this.getAttribute("data-cardid"), 10);
  969. editBox.show();
  970. editBox.mid = id;
  971. editBoxChangeMonId(id);
  972. //showSearch([id]);
  973. return false;
  974. }
  975. //技能介绍里的头像的切换
  976. function changeToIdInSkillDetail(event) {
  977. const settingBox = editBox.querySelector(".setting-box");
  978. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  979. const mid = this.getAttribute("data-cardid");
  980. monstersID.value = mid;
  981. monstersID.onchange();
  982. return false; //取消链接的默认操作
  983. }
  984. //产生队伍目标类型
  985. function createTeamFlags(target)
  986. {
  987. const ul = document.createElement("ul");
  988. ul.className = "team-flags";
  989. for (let i = 0; i<6; i++) {
  990. const li = ul.appendChild(document.createElement("li"));
  991. li.className = "team-member-icon";
  992. }
  993. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  994. let _target = [];
  995. if (Number.isInteger(target)) {
  996. _target = flags(target).map(n=>targetTypes[n]);
  997. }
  998. else if (Array.isArray(target)) {
  999. if (target.every(item=>Number.isInteger(item))) {
  1000. _target = target.map(n=>targetTypes[n]);
  1001. }
  1002. else if (target.every(item=>typeof(item) === 'string')) {
  1003. _target = target;
  1004. }
  1005. }
  1006. _target.forEach(tar=>ul.classList.add(tar));
  1007. return ul;
  1008. }
  1009. function showSearchBySeriesId(sId, sType) {
  1010. showSearch(searchBySeriesId(sId, sType));
  1011. }
  1012. function searchBySeriesId(sId, sType) {
  1013. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1014. switch (sType) {
  1015. case "collab": {//合作
  1016. return Cards.filter(card => card.collabId == sId);
  1017. }
  1018. case "gacha": {//桶
  1019. return Cards.filter(card => card.gachaId == sId);
  1020. }
  1021. case "series":
  1022. default: { //系列
  1023. return Cards.filter(card => card.seriesId == sId);
  1024. }
  1025. }
  1026. }
  1027. //创建序号类图标
  1028. function createIndexedIcon(type, index) {
  1029. if (type == 'card') {//卡片头像
  1030. const avatar = cardN(index);
  1031. avatar.contentEditable = false;
  1032. avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1033. return avatar;
  1034. }
  1035. const icon = document.createElement("icon");
  1036. icon.setAttribute("contenteditable", false);
  1037. //icon.contentEditable = false;
  1038. switch(type) {
  1039. case 'awoken': { //觉醒
  1040. icon.className = "awoken-icon";
  1041. icon.setAttribute("data-awoken-icon", index);
  1042. break;
  1043. }
  1044. case 'type': { //类型
  1045. icon.className = "type-icon";
  1046. icon.setAttribute("data-type-icon", index);
  1047. break;
  1048. }
  1049. case 'orb': { //宝珠
  1050. icon.className = "orb";
  1051. icon.setAttribute("data-orb-icon", index);
  1052. break;
  1053. }
  1054. case 'latent': { //潜觉
  1055. icon.className = `latent-icon`;
  1056. icon.setAttribute("data-latent-icon", index);
  1057. icon.setAttribute("data-latent-hole", 1);
  1058. break;
  1059. }
  1060. }
  1061. return icon;
  1062. }
  1063. //将怪物的文字介绍解析为HTML
  1064. function descriptionToHTML(str)
  1065. {
  1066. function formatParse(reg, subMatchCount, transFunc) {
  1067. //const subMatchCount = transFunc.length;
  1068. return function(item){
  1069. if (typeof item == "string") {
  1070. const subArr = item.split(new RegExp(reg));
  1071. const newArr = [];
  1072. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1073. newArr.push(subArr[i]);
  1074. if (subArr[i+subMatchCount] !== undefined) {
  1075. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1076. }
  1077. }
  1078. return newArr;
  1079. } else {
  1080. return item;
  1081. }
  1082. };
  1083. }
  1084. let nodeArr = [str];
  1085. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1086. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1087. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1088. function fontcolorTrans(color, content){
  1089. const sp = document.createElement("span");
  1090. sp.appendChild(descriptionToHTML(content))
  1091. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1092. sp.style.color = `#${color}`;
  1093. } else if (/qs/i.test(color)) {
  1094. sp.style.color = `blue`;
  1095. } else {
  1096. sp.style.color = color;
  1097. }
  1098. return sp;
  1099. }
  1100. function iconTrans(type, id){
  1101. id = parseInt(id,10);
  1102. type = type.toLowerCase();
  1103. switch(type) {
  1104. case 'card':case 'm': { //卡片头像
  1105. return createIndexedIcon('card', id);
  1106. }
  1107. case 'awoken':case 'a': { //觉醒
  1108. return createIndexedIcon('awoken', id);
  1109. }
  1110. case 'type':case 't': { //类型
  1111. return createIndexedIcon('type', id);
  1112. }
  1113. case 'orb':case 'o': { //宝珠
  1114. return createIndexedIcon('orb', id);
  1115. }
  1116. case 'latent':case 'l': { //潜觉
  1117. return createIndexedIcon('latent', id);
  1118. }
  1119. default: {
  1120. return `{${type}.${id}}`;
  1121. }
  1122. }
  1123. }
  1124. return nodeArr.nodeJoin();
  1125. }
  1126. //默认的技能解释的显示行为
  1127. function parseSkillDescription(skill) {
  1128. return descriptionToHTML(skill?.description);
  1129. }
  1130. //大数字缩短长度,默认返回本地定义字符串
  1131. function parseBigNumber(number) {
  1132. return number.toLocaleString();
  1133. }
  1134. //判断是否是转生和超转生
  1135. function isReincarnated(card) {
  1136. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1137. }
  1138. //计算队伍中有多少血量
  1139. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1140. let memberArr = team[0], assistArr = team[1];
  1141. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1142. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1143. const mHpArr = [];
  1144. for (let idx = 0; idx < memberArr.length ; idx++) {
  1145. let tMember = new MemberTeam(),
  1146. tAssist = new MemberAssist();
  1147. tMember.loadFromMember(memberArr[idx]);
  1148. tAssist.loadFromMember(assistArr[idx]);
  1149. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1150. tAssist.awoken = 0;
  1151. }
  1152. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1153. const hp = ability?.[0] ?? 0;
  1154. if (!hp) continue;
  1155. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1156. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1157. //演示用代码
  1158. //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);
  1159. mHpArr.push(mulHP);
  1160. }
  1161. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1162. function memberHpMul(member, assist, ls, memberArr, solo) {
  1163. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1164. function hpMul(parm, scale) {
  1165. if (scale == undefined || scale == 0) return 1;
  1166. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1167. return scale / 100;
  1168. }
  1169. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1170. return scale / 100;
  1171. }
  1172. return 1;
  1173. }
  1174. const sk = ls?.params;
  1175. let scale = 1;
  1176. switch (ls?.type) {
  1177. case 23:
  1178. case 30:
  1179. case 62:
  1180. case 77:
  1181. case 63:
  1182. case 65:
  1183. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1184. break;
  1185. case 29:
  1186. case 114:
  1187. case 45:
  1188. case 111:
  1189. case 46:
  1190. case 48:
  1191. case 67:
  1192. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1193. break;
  1194. case 73:
  1195. case 76:
  1196. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1197. break;
  1198. case 106:
  1199. case 107:
  1200. case 108:
  1201. scale = sk[0] / 100;
  1202. break;
  1203. case 121:
  1204. case 129:
  1205. case 163:
  1206. case 177:
  1207. case 186:
  1208. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1209. break;
  1210. case 125: //队伍中必须有指定队员
  1211. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1212. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1213. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1214. break;
  1215. case 136:
  1216. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1217. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1218. break;
  1219. case 137:
  1220. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1221. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1222. break;
  1223. case 155:
  1224. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1225. break;
  1226. case 158:
  1227. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1228. break;
  1229. case 175: //队伍组成全为合作,不包括双方队长
  1230. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1231. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1232. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1233. break;
  1234. case 178:
  1235. case 185:
  1236. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1237. break;
  1238. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1239. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1240. switch (sk[0]) {
  1241. case 0: //全是像素进化
  1242. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1243. break;
  1244. case 2: //全是转生、超转生(8格潜觉)
  1245. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1246. break;
  1247. }
  1248. break;
  1249. }
  1250. case 217:{ //限定队伍星级,不包括好友队长
  1251. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1252. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1253. return pre + (memberCard?.rarity || 1);
  1254. }, 0);
  1255. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1256. break;
  1257. }
  1258. case 229:{ //队员中存在每个属性或Type都算一次
  1259. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1260. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1261. //符合的次数
  1262. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1263. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1264. scale = sk[2] * correTimes / 100 + 1;
  1265. 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);
  1266. break;
  1267. }
  1268. 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
  1269. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1270. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1271. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1272. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1273. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1274. ) {
  1275. scale = sk[3] / 100;
  1276. }
  1277. break;
  1278. }
  1279. case 138: //调用其他队长技
  1280. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1281. break;
  1282. default:
  1283. }
  1284. return scale || 1;
  1285. }
  1286. return mHpArr;
  1287. }
  1288. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1289. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1290. //之前用的Map,现在为了性能改成数组
  1291. const attrsCount = [];
  1292. const typesCount = [];
  1293. for (let idx = 0; idx < memberArr.length; idx++) {
  1294. const member = memberArr[idx], assist = assistArr[idx];
  1295. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1296. if (memberAttrsTypes) {
  1297. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1298. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1299. }
  1300. }
  1301. return {attrs: attrsCount, types: typesCount};
  1302. }
  1303. //返回卡片的队长技能
  1304. function getCardLeaderSkills(card, skillTypes) {
  1305. if (!card) return [];
  1306. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1307. }
  1308. //返回卡片的主动技能
  1309. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1310. if (!card) return [];
  1311. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1312. }
  1313. //查找到真正起作用的那一个技能
  1314. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1315. if (!skill) return [];
  1316. if (skillTypes.includes(skill.type))
  1317. {
  1318. return [skill];
  1319. }
  1320. else if (skill.type == 116 || //多个主动技
  1321. (searchRandom && skill.type == 118) || //随机主动技
  1322. skill.type == 138 || //多个队长技
  1323. skill.type == 232 || //进化技能不循环
  1324. skill.type == 233 || //进化技能循环
  1325. skill.type == 248 //延迟生效技能
  1326. ){
  1327. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1328. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1329. //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
  1330. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1331. return subSkills;
  1332. }
  1333. else
  1334. {
  1335. return [];
  1336. }
  1337. }
  1338. //返回变身宠的初级
  1339. function henshinBase(cardid, firstId)
  1340. {
  1341. let member;
  1342. if (cardid instanceof Member) {
  1343. member = cardid;
  1344. cardid = member.id;
  1345. }
  1346. if (firstId == undefined) firstId = cardid;
  1347. let card = Cards[cardid];
  1348. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1349. && (member?.level ?? 1) <= card.maxLevel
  1350. )
  1351. {
  1352. card = henshinBase(card.henshinFrom[0], firstId);
  1353. }
  1354. return card;
  1355. }
  1356. //计算卡片队长技+C
  1357. function getSkillAddCombo(card) {
  1358. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1359. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1360. if (!skill) return 0;
  1361. switch (skill.type) {
  1362. case 192:
  1363. case 194:
  1364. return skill.params[3] ?? 0;
  1365. case 206:
  1366. return skill.params[6] ?? 0;
  1367. case 209:
  1368. return skill.params[0] ?? 0;
  1369. case 210:
  1370. case 219:
  1371. return skill.params[2] ?? 0;
  1372. case 220:
  1373. return skill.params[1] ?? 0;
  1374. case 235:
  1375. return skill.params[5] ?? 0;
  1376. default:
  1377. return 0;
  1378. }
  1379. }
  1380. //计算卡片队长技追打
  1381. function getSkillFixedDamage(card) {
  1382. const searchTypeArray = [199, 200, 201, 223, 235];
  1383. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1384. if (!skill) return 0;
  1385. switch (skill.type) {
  1386. case 199:
  1387. case 200:
  1388. return skill.params[2] ?? 0;
  1389. case 201:
  1390. return skill.params[5] ?? 0;
  1391. case 223:
  1392. return skill.params[1] ?? 0;
  1393. case 235:
  1394. return skill.params[6] ?? 0;
  1395. default:
  1396. return 0;
  1397. }
  1398. }
  1399. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1400. let effect = {
  1401. board76: false,
  1402. noSkyfall: false,
  1403. poisonNoEffect: false,
  1404. resolve: false,
  1405. addCombo: [0,0],
  1406. inflicts: [0,0],
  1407. };
  1408. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1409. { //计算队伍是否为76
  1410. const searchTypeArray = [162, 186];
  1411. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1412. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1413. }
  1414. { //计算队伍是否为无天降
  1415. const searchTypeArray = [163, 177];
  1416. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1417. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1418. }
  1419. { //计算队伍是否为毒无效
  1420. const searchTypeArray = [197];
  1421. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1422. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1423. }
  1424. { //计算队伍是否有根性
  1425. const searchTypeArray = [14];
  1426. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1427. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1428. }
  1429. { //计算队伍的+C
  1430. effect.addCombo[0] = getSkillAddCombo(card1);
  1431. effect.addCombo[1] = getSkillAddCombo(card2);
  1432. }
  1433. { //计算队伍的追打
  1434. effect.inflicts[0] = getSkillFixedDamage(card1);
  1435. effect.inflicts[1] = getSkillFixedDamage(card2);
  1436. }
  1437. return effect;
  1438. }
  1439. //计算队伍SB
  1440. function countTeamSB(team, solo) {
  1441. let sbn = 0;
  1442. const [members, assists, badge] = team;
  1443. for (let mi = 0; mi < members.length; mi++) {
  1444. const member = members[mi];
  1445. const assist = assists[mi];
  1446. if (member.id < 0) continue;
  1447. const memberCard = henshinBase(member);
  1448. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1449. //单人、3人时,大于等于100级且297时增加超觉醒
  1450. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1451. enableAwoken.push(member.sawoken);
  1452. }
  1453. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1454. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1455. }
  1456. //大SB 56,小SB 21
  1457. sbn += enableAwoken.filter(n=>n===21).length;
  1458. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1459. //负sb 105
  1460. sbn -= enableAwoken.filter(n=>n===105).length;
  1461. //心L 59,心L大SB潜觉 47
  1462. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1463. }
  1464. if (solo || teamsCount === 3) {
  1465. const isJa = currentDataSource.code === "ja";
  1466. switch (badge) {
  1467. case 7: //SB
  1468. sbn += isJa ? 2 : 1;
  1469. break;
  1470. case 23: //SB++ 辅助无效
  1471. sbn += 10;
  1472. break;
  1473. }
  1474. }
  1475. return sbn;
  1476. }
  1477. //计算队伍操作时间
  1478. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1479. const [members, assists, badge] = team;
  1480. const searchTypeArray = [178, 15, 185];
  1481. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1482. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1483. const time1 = leaderSkillMoveTime(ls1);
  1484. const time2 = leaderSkillMoveTime(ls2);
  1485. function leaderSkillMoveTime(ls) {
  1486. const moveTime = { fixed: false, duration: 0 };
  1487. if (!ls) return moveTime;
  1488. const sk = ls.params;
  1489. switch (ls.type) {
  1490. case 178: //固定操作时间
  1491. moveTime.fixed = true;
  1492. moveTime.duration = sk[0];
  1493. break;
  1494. case 15:
  1495. case 185:
  1496. moveTime.duration += sk[0] / 100;
  1497. break;
  1498. default:
  1499. }
  1500. return moveTime;
  1501. }
  1502. let moveTime = {
  1503. fixed: false,
  1504. duration: {
  1505. default: 5,
  1506. leader: 0,
  1507. badge: 0,
  1508. awoken: 0,
  1509. }
  1510. }; //基础5秒
  1511. //固定操作时间的直接返回
  1512. if (time1.fixed || time2.fixed) {
  1513. moveTime.fixed = true;
  1514. moveTime.duration.leader = time1.fixed ?
  1515. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1516. time2.duration;
  1517. } else {
  1518. moveTime.duration.leader = time1.duration + time2.duration;
  1519. let _team = team.concat();
  1520. //1人、3人计算徽章
  1521. if (solo || teamsCount === 3) {
  1522. const isJa = currentDataSource.code === "ja";
  1523. switch (badge) {
  1524. case 2: //小手指
  1525. moveTime.duration.badge = isJa ? 3 : 1;
  1526. break;
  1527. case 21: //大手指
  1528. moveTime.duration.badge = isJa ? 4 : 2;
  1529. break;
  1530. case PAD_PASS_BADGE: //月卡
  1531. moveTime.duration.badge = isJa ? 4 : 3;
  1532. break;
  1533. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1534. moveTime.duration.badge = 3;
  1535. break;
  1536. }
  1537. } else if (teamsCount === 2) //2人协力时的特殊处理
  1538. {
  1539. const teams = formation.teams;
  1540. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1541. const [members2, assists2, badge2, swapId2] = team2;
  1542. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1543. _team = [
  1544. members.concat(),
  1545. assists.concat()
  1546. ];
  1547. //把队伍2的队长和武器添加到复制的队伍1里面
  1548. _team[0].push(members2[swapId2]);
  1549. _team[1].push(assists2[swapId2]);
  1550. }
  1551. //觉醒
  1552. const awokenMoveTime = [
  1553. { index: 19, value: 0.5 }, //小手指
  1554. { index: 53, value: 1 }, //大手指
  1555. ];
  1556. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1557. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1558. //潜觉
  1559. const latentMoveTime = [
  1560. { index: 4, value: 0.05 }, //小手指潜觉
  1561. { index: 31, value: 0.12 }, //大手指潜觉
  1562. ];
  1563. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1564. duration + _team[0].reduce((count, member) =>
  1565. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1566. }
  1567. return moveTime;
  1568. }
  1569. //将盾减伤比例组叠加为一个减伤范围组
  1570. function getReduceRange(reduceScales)
  1571. {
  1572. class reduceRange{
  1573. constructor(obj)
  1574. {
  1575. this.min = 0;
  1576. this.max = 100;
  1577. this.scale = 0;
  1578. this.probability = 1;
  1579. if (typeof obj == "object") Object.assign(this, obj);
  1580. }
  1581. }
  1582. const ranges = [new reduceRange()];
  1583. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1584. function processingRanges(ranges, scale)
  1585. {
  1586. //先找scale.min在某个范围内的
  1587. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1588. //再找scale.max在某个范围内的
  1589. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1590. //先只拆分不乘比例
  1591. if (rgLessIdx >= 0)
  1592. {
  1593. const range = ranges[rgLessIdx];
  1594. ranges.splice(rgLessIdx, 1,
  1595. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1596. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1597. );
  1598. }
  1599. if (rgMoreIdx >= 0)
  1600. {
  1601. const range = ranges[rgMoreIdx];
  1602. ranges.splice(rgMoreIdx, 1,
  1603. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1604. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1605. );
  1606. }
  1607. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1608. needChangeScaleRanges.forEach(range=>{
  1609. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1610. range.probability *= scale.probability;
  1611. });
  1612. }
  1613. //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
  1614. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1615. reduceScales.forEach(scale=>{
  1616. if (scale.attrs == 0) //没有属性的
  1617. {
  1618. return;
  1619. }
  1620. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1621. {
  1622. const attrs = flags(scale.attrs); //得到属性数组
  1623. attrs.forEach(n=>{
  1624. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1625. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1626. });
  1627. }
  1628. else
  1629. { //只处理第一数组
  1630. processingRanges(ranges, scale);
  1631. }
  1632. });
  1633. return attrsRanges;
  1634. }
  1635. //获取盾潜觉的减伤比例组
  1636. function getAttrShieldAwokenReduceScales(team) {
  1637. //5种盾潜觉
  1638. return [
  1639. {awoken:4,latent1:6,latent2:32},
  1640. {awoken:5,latent1:7,latent2:33},
  1641. {awoken:6,latent1:8,latent2:34},
  1642. {awoken:7,latent1:9,latent2:35},
  1643. {awoken:8,latent1:10,latent2:36},
  1644. ].map((shield, attrIdx)=>{
  1645. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1646. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1647. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1648. const reduce = {
  1649. scale: 0,
  1650. hp: {
  1651. max: 100,
  1652. min: 0
  1653. },
  1654. probability: 1,
  1655. attrs: 31, //5色是31
  1656. };
  1657. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1658. if (reduce.scale == 0) return false;
  1659. reduce.attrs = 1 << attrIdx;
  1660. return reduce;
  1661. }).filter(Boolean);
  1662. }
  1663. //获取盾减伤比例组
  1664. function getReduceScales(leaderid) {
  1665. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1666. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1667. function leaderReduceScale(ls) {
  1668. const reduce = {
  1669. scale: 0,
  1670. hp: {
  1671. max: 100,
  1672. min: 0
  1673. },
  1674. probability: 1,
  1675. attrs: 31, //5色是31
  1676. };
  1677. if (!ls) return reduce;
  1678. const sk = ls.params;
  1679. switch (ls.type) {
  1680. case 16: //无条件盾
  1681. reduce.scale = sk[0] / 100;
  1682. break;
  1683. case 17: //单属性盾
  1684. reduce.scale = sk[1] / 100;
  1685. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1686. break;
  1687. case 36: //2个属性盾
  1688. reduce.scale = sk[2] / 100;
  1689. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1690. break;
  1691. case 38: //血线下 + 可能几率
  1692. case 43: //血线上 + 可能几率
  1693. reduce.scale = (sk[2] || 0) / 100;
  1694. reduce.probability = sk[1] / 100;
  1695. if (sk[0] == 100)
  1696. {
  1697. reduce.hp.max = sk[0];
  1698. reduce.hp.min = 99;
  1699. }else
  1700. {
  1701. if(ls.type == 38)
  1702. {
  1703. reduce.hp.max = sk[0];
  1704. reduce.hp.min = 0;
  1705. }else
  1706. {
  1707. reduce.hp.max = 100;
  1708. reduce.hp.min = sk[0];
  1709. }
  1710. }
  1711. break;
  1712. case 129: //无条件盾,属性个数不固定
  1713. case 163: //无条件盾,属性个数不固定
  1714. case 130: //血线下 + 属性个数不固定
  1715. case 131: //血线上 + 属性个数不固定
  1716. reduce.scale = (sk[6] || 0) / 100;
  1717. reduce.attrs = 0 | sk[5];
  1718. if (ls.type == 130 || ls.type == 131)
  1719. {
  1720. if (sk[0] == 100)
  1721. {
  1722. reduce.hp.max = sk[0];
  1723. reduce.hp.min = 99;
  1724. }else
  1725. {
  1726. if(ls.type == 130)
  1727. {
  1728. reduce.hp.max = sk[0];
  1729. reduce.hp.min = 0;
  1730. }else
  1731. {
  1732. reduce.hp.max = 100;
  1733. reduce.hp.min = sk[0];
  1734. }
  1735. }
  1736. }
  1737. break;
  1738. case 178: //无条件盾,属性个数不固定
  1739. reduce.scale = (sk[7] || 0) / 100;
  1740. reduce.attrs = 0 | sk[6];
  1741. break;
  1742. case 151: //十字心触发
  1743. case 169: //C触发
  1744. case 198: //回血触发
  1745. reduce.scale = (sk[2] || 0) / 100;
  1746. break;
  1747. case 170: //多色触发
  1748. case 182: //长串触发
  1749. case 193: //L触发
  1750. reduce.scale = (sk[3] || 0) / 100;
  1751. break;
  1752. case 171: //多串触发
  1753. reduce.scale = (sk[6] || 0) / 100;
  1754. break;
  1755. case 183: //又是个有两段血线的队长技
  1756. reduce.scale = (sk[4] || 0) / 100;
  1757. if (sk[2] == 100)
  1758. {
  1759. reduce.hp.max = sk[2];
  1760. reduce.hp.min = 99;
  1761. }else
  1762. {
  1763. reduce.hp.max = 100;
  1764. reduce.hp.min = sk[2];
  1765. }
  1766. break;
  1767. case 210: //十字触发
  1768. reduce.scale = (sk[1] || 0) / 100;
  1769. break;
  1770. case 235: { //可多次触发
  1771. reduce.scale = (sk[4] || 0) / 100;
  1772. break;
  1773. }
  1774. default:
  1775. }
  1776. return reduce;
  1777. }
  1778. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1779. }
  1780. function cardFixId(id, reverse = false) {
  1781. if (id === 0xFFFF) return id;
  1782. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1783. }

智龙迷城队伍图制作工具