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script-universal_function.js 51 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 = function() {
  74. return this.toLocaleString();
  75. }
  76. //最多保留N位小数,不留0
  77. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  78. {
  79. let newNumber = Number(this.toFixed(decimalDigits));
  80. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  81. }
  82. //数组删除自己尾部的空元素
  83. Array.prototype.deleteLatter = function(item = null) {
  84. let index = this.length - 1;
  85. for (; index >= 0; index--) {
  86. if (this[index] !== item) {
  87. break;
  88. }
  89. }
  90. this.splice(index + 1);
  91. return this;
  92. }
  93. //数组去重,改变自身
  94. Array.prototype.distinct = function() {
  95. const _set = new Set(this);
  96. this.length = 0;
  97. this.splice(this.length,0,..._set);
  98. return this.valueOf();
  99. }
  100. Array.prototype.randomShift = function() {
  101. return this.splice(Math.random() * this.length, 1)?.[0];
  102. }
  103. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  104. Array.prototype.groupBy = function(func) {
  105. const groups = this.reduce((pre,cur)=>{
  106. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  107. if (grp)
  108. grp.push(cur);
  109. else
  110. pre.push([cur]);
  111. return pre;
  112. }, []);
  113. return groups;
  114. }
  115. Math.randomInteger = function(max, min = 0) {
  116. return this.floor(this.random() * (max - min + 1) + min);
  117. }
  118. //将二进制flag转为数组
  119. function flags(num) {
  120. const arr = [];
  121. for (let i = 0; i < 32; i++) {
  122. if (num & (1 << i)) {
  123. arr.push(i);
  124. }
  125. }
  126. return arr;
  127. }
  128. //将二进制flag转为数组
  129. function reflags(arr) {
  130. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  131. }
  132. //带标签的模板字符串
  133. function tp(strings, ...keys) {
  134. return (function(...values) {
  135. let dict = values[values.length - 1] || {};
  136. let fragment = document.createDocumentFragment();
  137. fragment.appendChild(document.createTextNode(strings[0]));
  138. //let result = [strings[0]];
  139. keys.forEach(function(key, i, arr) {
  140. let value = Number.isInteger(key) ? values[key] : dict[key];
  141. if (value == undefined)
  142. {
  143. //console.debug("模板字符串中 %s 未找到输入数据",key);
  144. }else
  145. {
  146. if (!(value instanceof Node)) //这里需要用 Node 而不是 HTMLElement,因为 DocumentFragment 从属于 Node
  147. {
  148. value = document.createTextNode(value);
  149. }
  150. try{
  151. fragment.appendChild(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
  152. }catch(e)
  153. {
  154. console.log(value, e);
  155. console.log(keys, values);
  156. }
  157. }
  158. fragment.appendChild(document.createTextNode(strings[i + 1]));
  159. });
  160. return fragment;
  161. });
  162. }
  163. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  164. function deepMerge(obj1, obj2) {
  165. let key;
  166. for (key in obj2) {
  167. // 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
  168. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  169. obj1[key] =
  170. obj1[key] &&
  171. obj1[key].toString() === "[object Object]" &&
  172. (obj2[key] && obj2[key].toString() === "[object Object]")
  173. ? deepMerge(obj1[key], obj2[key])
  174. : (obj1[key] = obj2[key]);
  175. }
  176. return obj1;
  177. }
  178. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  179. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  180. const pcmImportObj = {
  181. env: {
  182. abortStackOverflow: () => { throw new Error("overflow"); },
  183. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  184. tableBase: 0,
  185. memory: pcmMemory,
  186. memoryBase: 102400,
  187. STACKTOP: 0,
  188. STACK_MAX: pcmMemory.buffer.byteLength,
  189. }
  190. };
  191. let pcmPlayer = null;
  192. let adpcm_wasm = null;
  193. function decodeAudio(fileName, decodeCallback) {
  194. if (pcmPlayer != null) {
  195. pcmPlayer.close();
  196. }
  197. pcmPlayer = new PCMPlayer(1, 44100);
  198. fetch(fileName).then((response) => response.arrayBuffer())
  199. .then((bytes) => {
  200. let audioData = new Uint8Array(bytes);
  201. let step = 160;
  202. for (let i = 0; i < audioData.byteLength; i += step) {
  203. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  204. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  205. pcmPlayer.feed(pcmFloat32Data);
  206. }
  207. });
  208. }
  209. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  210. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  211. .then((wasm) => {
  212. adpcm_wasm = wasm;
  213. /*addButton("adpcm").onclick = function () {
  214. let decoder = new Adpcm(wasm, pcmImportObj);
  215. decoder.resetDecodeState(new Adpcm.State(0, 0));
  216. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  217. }*/
  218. });
  219. //▲ADPCM播放相关
  220. // 加载 image
  221. function loadImage(url) {
  222. return new Promise(function(resolve, reject) {
  223. var image = new Image();
  224. image.src = url;
  225. image.type = "svg"
  226. image.crossOrigin = 'Anonymous';
  227. image.onload = function() {
  228. resolve(this);
  229. };
  230. image.onerror = function(err) {
  231. reject(err);
  232. };
  233. });
  234. }
  235. //代码来自 https://segmentfault.com/a/1190000004451095
  236. function fileReader (file, options = {}) {
  237. return new Promise(function (resolve, reject) {
  238. const reader = new FileReader();
  239. reader.onload = function () {
  240. resolve(reader);
  241. };
  242. reader.onerror = reject;
  243. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  244. reject({
  245. code: 1,
  246. msg: 'wrong file type'
  247. });
  248. }
  249. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  250. reader.readAsText(file);
  251. } else {
  252. reader.readAsDataURL(file);
  253. }
  254. });
  255. }
  256. function dbReadKey (db, tableName, keys) {
  257. return new Promise(function (resolve, reject) {
  258. const transaction = db.transaction([tableName]);
  259. const objectStore = transaction.objectStore(tableName);
  260. const request = objectStore.get(keys);
  261. request.onsuccess = function(event) {
  262. resolve(request.result);
  263. };
  264. request.onerror = reject;
  265. });
  266. }
  267. function dbCount (db, tableName, key) {
  268. return new Promise(function (resolve, reject) {
  269. const transaction = db.transaction([tableName]);
  270. const objectStore = transaction.objectStore(tableName);
  271. const request = objectStore.count(key);
  272. request.onsuccess = function() {
  273. resolve(request.result);
  274. }
  275. request.onerror = reject;
  276. });
  277. }
  278. function dbReadAll (db, tableName) {
  279. return new Promise(async function (resolve, reject) {
  280. let datas = [];
  281. const transaction = db.transaction([tableName]);
  282. const objectStore = transaction.objectStore(tableName);
  283. const request = objectStore.openCursor();
  284. request.onsuccess = function(event) {
  285. var cursor = event.target.result;
  286. if (cursor) {
  287. // cursor.value 包含正在被遍历的当前记录
  288. // 这里你可以对 result 做些什么
  289. datas.push(cursor.value);
  290. cursor.continue();
  291. } else {
  292. // 没有更多 results
  293. resolve(datas);
  294. }
  295. };
  296. request.onerror = reject;
  297. });
  298. }
  299. function dbWrite (db, tableName, data, keys) {
  300. return new Promise(function (resolve, reject) {
  301. const transaction = db.transaction([tableName], "readwrite");
  302. const objectStore = transaction.objectStore(tableName);
  303. const request = objectStore.put(data, keys);
  304. request.onsuccess = function(event) {
  305. resolve(event);
  306. };
  307. request.onerror = reject;
  308. });
  309. }
  310. function dbDelete (db, tableName, keys) {
  311. return new Promise(function (resolve, reject) {
  312. const transaction = db.transaction([tableName], "readwrite");
  313. const objectStore = transaction.objectStore(tableName);
  314. const request = objectStore.delete(keys);
  315. request.onsuccess = function(event) {
  316. resolve(event);
  317. };
  318. request.onerror = reject;
  319. });
  320. }
  321. function latentUseHole(latentId) {
  322. switch (true) {
  323. case (latentId === 12):
  324. case (latentId >= 16 && latentId <= 36):
  325. case (latentId >= 43 && latentId <= 45):
  326. {
  327. return 2;
  328. }
  329. case (latentId >= 13 && latentId <= 15):
  330. case (latentId >= 37 && latentId <= 42):
  331. case (latentId >= 46):
  332. {
  333. return 6;
  334. }
  335. case (latentId < 12):
  336. default:
  337. {
  338. return 1;
  339. }
  340. }
  341. }
  342. //获取最大潜觉数量
  343. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  344. const card = Cards[id];
  345. return card && card.is8Latent ? 8 : 6;
  346. }
  347. //计算用了多少潜觉格子
  348. function usedHole(latents) {
  349. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  350. }
  351. //计算所有队伍中有多少个该觉醒
  352. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  353. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  354. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  355. }, 0);
  356. return formationAwokenCount;
  357. }
  358. //计算单个队伍中有多少个该觉醒
  359. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  360. const memberArray = team[0];
  361. const assistArray = team[1];
  362. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  363. if (mon.id <= 0) { //如果是delay和null
  364. return previous;
  365. }
  366. const card = Cards[mon.id];
  367. if (!card || !card.enabled) { //如果卡片未启用
  368. return previous;
  369. }
  370. const assist = assistArray[idx];
  371. const assistCard = Cards[assist.id];
  372. //启用的觉醒数组片段
  373. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  374. //单人、3人时,大于等于100级且297时增加超觉醒
  375. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  376. const sAwokenT = card.superAwakenings[mon.sawoken];
  377. if (sAwokenT >= 0)
  378. enableAwoken = enableAwoken.concat(sAwokenT);
  379. }
  380. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  381. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  382. }
  383. //相同的觉醒数
  384. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  385. return previous + hasAwoken;
  386. }, 0);
  387. return teamAwokenCount;
  388. }
  389. //返回可用的怪物名称
  390. function returnMonsterNameArr(card, lsList, defaultCode) {
  391. const monNameArr = lsList.map(lc => { //取出每种语言
  392. if (lc == defaultCode)
  393. return card.name;
  394. else if (card.otLangName)
  395. return card.otLangName[lc];
  396. }).filter(ln => //去掉空值和问号
  397. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  398. );
  399. if (monNameArr.length < 1) //如果本来的列表里没有名字
  400. {
  401. monNameArr.push(card.name); //只添加默认名字
  402. }
  403. return monNameArr;
  404. }
  405. //Code From pad-rikuu
  406. function valueAt(level, maxLevel, curve) {
  407. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  408. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  409. }
  410. //Code From pad-rikuu
  411. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  412. let value = valueAt(level, maxLevel, {
  413. min: c.min,
  414. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  415. scale: c.scale || 1
  416. });
  417. if (level > maxLevel) {
  418. const exceed99 = Math.min(level - maxLevel, 11);
  419. const exceed110 = Math.max(0, level - 110);
  420. value += c.max !== undefined ?
  421. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  422. (c.min * exceed99 + c.min * exceed110);
  423. }
  424. return value;
  425. }
  426. //计算怪物的经验值
  427. function calculateExp(member) {
  428. if (!member) return null;
  429. const memberCard = Cards[member.id];
  430. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  431. const expArray = [
  432. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  433. ];
  434. if (member.level > 99)
  435. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  436. if (member.level > 110)
  437. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  438. return expArray;
  439. }
  440. //计算怪物的能力
  441. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  442. if (!member) return null;
  443. const memberCard = Cards[member.id];
  444. const assistCard = assist ? Cards[assist.id] : null;
  445. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  446. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  447. const plusAdd = [10, 5, 3]; //加值的增加值
  448. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  449. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  450. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  451. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  452. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  453. ];
  454. 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
  455. [{ index: 63, scale: 1.1 }], //HP
  456. [{ index: 63, scale: 1.1 }], //ATK
  457. [{ index: 63, scale: 1.1 }] //RCV
  458. ];
  459. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  460. [], //HP
  461. [], //ATK
  462. [] //RCV
  463. ];
  464. if (!solo) { //协力时计算协力觉醒
  465. latterAwokenScale.forEach(ab => {
  466. ab.push({ index: 30, scale: 1.5 });
  467. });
  468. }
  469. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  470. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  471. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  472. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  473. ];
  474. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  475. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  476. const dge = formation.dungeonEnchance;
  477. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  478. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  479. //储存点亮的觉醒
  480. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  481. //单人、3人时,大于等于100级且297时增加超觉醒
  482. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  483. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  484. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  485. }
  486. //如果有武器还要计算武器的觉醒
  487. let enableBouns = false;
  488. if (assistCard?.id > 0 && assistCard.enabled) {
  489. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  490. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  491. awokenList.push(...assistAwokenList);
  492. }
  493. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  494. }
  495. const abilitys = memberCurves.map((ab, idx) => {
  496. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  497. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  498. let n_assist_base = 0,
  499. n_assist_plus = 0; //辅助的bonus
  500. //计算辅助的额外血量
  501. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  502. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  503. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  504. }
  505. //用来计算倍率觉醒的最终倍率是多少,reduce用
  506. function calculateAwokenScale(previous, aw) {
  507. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  508. return previous * aw.scale ** awokenCount;
  509. }
  510. //倍率类觉醒的比例,直接从1开始乘
  511. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  512. //觉醒增加的数值
  513. const n_awoken = awokenList.length > 0 ?
  514. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  515. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  516. if (awokenCount > 0)
  517. return previous + aw.value * awokenCount;
  518. else
  519. return previous;
  520. }, 0)) :
  521. 0;
  522. //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
  523. const n_latentScale = (member.latent && member.latent.length > 0) ?
  524. latentScale[idx].reduce((previous, la) => {
  525. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  526. return previous + la.scale * latentCount;
  527. }, 0) :
  528. 0;
  529. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  530. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  531. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  532. //觉醒生效时的协力、语音觉醒等的倍率
  533. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  534. //都要做四舍五入
  535. if (isDge && dgeRate[idx] != 1)
  536. {
  537. let rate = dgeRate[idx];
  538. reValue = Math.round(reValue * rate);
  539. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  540. }else
  541. {
  542. reValue = Math.round(reValue);
  543. reValueNoAwoken = Math.round(reValueNoAwoken);
  544. }
  545. if (idx < 2) //idx顺序为HP、ATK、RCV
  546. { //HP和ATK最低为1
  547. reValue = Math.max(reValue, 1);
  548. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  549. }
  550. return [reValue, reValueNoAwoken];
  551. });
  552. return abilitys;
  553. }
  554. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  555. const card = Cards[id];
  556. const tempMon = {
  557. id: id,
  558. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  559. plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  560. awoken: card.awakenings.length,
  561. };
  562. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  563. if (abilities) {
  564. return {
  565. noAwoken: {
  566. hp: abilities[0][1],
  567. atk: abilities[1][1],
  568. rcv: abilities[2][1],
  569. },
  570. withAwoken: {
  571. hp: abilities[0][0],
  572. atk: abilities[1][0],
  573. rcv: abilities[2][0],
  574. },
  575. };
  576. } else {
  577. return null;
  578. }
  579. }
  580. //搜索卡片用
  581. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  582. 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
  583. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  584. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  585. //属性
  586. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  587. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  588. { //当两个颜色相同时,主副一样颜色的只需判断一次
  589. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  590. }
  591. else if (fixMainColor) //如果固定了顺序
  592. {
  593. const a1IsNull = attr1 === null,
  594. a2IsNull = attr2 === null;
  595. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  596. cardsRange = cardsRange.filter(c =>
  597. (a2IsNull ? c.attrs[0] === 6 && c.attrs[1] === attr1 : false) || //当2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
  598. (a1IsNull ? true : c.attrs[0] === attr1) &&
  599. (a2IsNull ? true : c.attrs[1] === attr2)
  600. );
  601. }
  602. }
  603. else //不限定顺序时
  604. {
  605. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  606. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  607. cardsRange = cardsRange.filter(c =>
  608. search_attrs.every(a => c.attrs.includes(a)) &&
  609. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  610. );
  611. }
  612. //类型
  613. if (types.length > 0) {
  614. cardsRange = cardsRange.filter(c => typeAndOr ?
  615. types.every(t => c.types.includes(t)) : //所有type都满足
  616. types.some(t => c.types.includes(t)) //只需要满足一个type
  617. );
  618. }
  619. //稀有度
  620. if (rares.length > 1) {
  621. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  622. }
  623. //觉醒
  624. //等效觉醒时,事先去除大觉醒
  625. if (equalAk) {
  626. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  627. bigEqualAwokens.forEach(bak => {
  628. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  629. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  630. if (!smallEqualAwoken) {
  631. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  632. awokens.push(smallEqualAwoken);
  633. }
  634. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  635. });
  636. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  637. }
  638. if (awokens.length > 0) {
  639. cardsRange = cardsRange.filter(card => {
  640. let cardAwakeningsArray = [];
  641. 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
  642. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  643. } else { //单个原始觉醒数组
  644. cardAwakeningsArray.push(card.awakenings);
  645. }
  646. 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
  647. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  648. if (equalAk) //如果开启等效觉醒
  649. {
  650. //搜索等效觉醒
  651. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  652. if (equivalentAwoken) {
  653. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  654. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  655. return totalNum >= ak.num;
  656. }
  657. }
  658. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  659. })
  660. );
  661. });
  662. }
  663. //超觉醒
  664. if (sawokens.length > 0 && !incSawoken) {
  665. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  666. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  667. return card.superAwakenings.includes(sak) ||
  668. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  669. }));
  670. }
  671. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  672. return cardsRange;
  673. }
  674. function searchByString(str)
  675. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  676. str = str.trim();
  677. if (str.length>0)
  678. {
  679. return Cards.filter(card =>
  680. {
  681. const names = [card.name];
  682. if (card.otLangName)
  683. {
  684. names.push(...Object.values(card.otLangName));
  685. }
  686. const tags = card.altName.concat();
  687. if (card.otTags)
  688. {
  689. tags.push(...card.otTags);
  690. }
  691. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  692. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  693. }
  694. );
  695. }else
  696. {
  697. return [];
  698. }
  699. }
  700. function copyString(input) {
  701. input.focus(); //设input为焦点
  702. input.select(); //选择全部
  703. navigator.clipboard.writeText(input.value).then(function() {
  704. /* clipboard successfully set */
  705. //复制成功
  706. }, function() {
  707. /* clipboard write failed */
  708. document.execCommand('copy'); //尝试废弃的老方法
  709. });
  710. //input.blur(); //取消焦点
  711. }
  712. //产生一个怪物头像
  713. function createCardA(option) {
  714. const t = document.body.querySelector('#template-card-a');
  715. const clone = document.importNode(t.content, true);
  716. const monster = clone.querySelector(".monster");
  717. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  718. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  719. return monster;
  720. }
  721. //返回文字说明内怪物Card的纯HTML
  722. function cardN(id) {
  723. const monOuterDom = document.createElement("span");
  724. monOuterDom.className = "detail-mon";
  725. const monDom = createCardA({noBoxCount: true});
  726. monOuterDom.appendChild(monDom);
  727. monOuterDom.monDom = monDom;
  728. changeid({ id: id }, monDom);
  729. return monOuterDom;
  730. }
  731. //返回文字说明内怪物Card的纯HTML
  732. function cardNClick() {
  733. const id = parseInt(this.getAttribute("data-cardid"), 10);
  734. editBox.show();
  735. editBox.mid = id;
  736. editBoxChangeMonId(id);
  737. //showSearch([id]);
  738. return false;
  739. }
  740. //技能介绍里的头像的切换
  741. function changeToIdInSkillDetail(event) {
  742. const settingBox = editBox.querySelector(".setting-box");
  743. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  744. const mid = this.getAttribute("data-cardid");
  745. monstersID.value = mid;
  746. monstersID.onchange();
  747. return false; //取消链接的默认操作
  748. }
  749. //搜索并显示合作
  750. function searchCollab(event) {
  751. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  752. showSearch(Cards.filter(card => card.collabId == collabId));
  753. return false;
  754. }
  755. //将怪物的文字介绍解析为HTML
  756. function descriptionToHTML(str)
  757. {
  758. function formatParse(arr, reg, subMatchCount, returnFunc){
  759. //const subMatchCount = returnFunc.length;
  760. return arr.flatMap(item=>{
  761. if (typeof item == "string") {
  762. const subArr = item.split(new RegExp(reg));
  763. const newArr = [];
  764. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  765. newArr.push(subArr[i]);
  766. if (subArr[i+subMatchCount] !== undefined) {
  767. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  768. }
  769. }
  770. return newArr;
  771. } else {
  772. return item;
  773. }
  774. });
  775. }
  776. let nodeArr = [str];
  777. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  778. (color, content)=>{
  779. const sp = document.createElement("span");
  780. sp.textContent = content;
  781. if (/^[a-fA-F0-9]+$/g.test(color)) {
  782. sp.style.color = `#${color}`;
  783. } else if (/qs/i.test(color)) {
  784. sp.style.color = `blue`;
  785. }
  786. return sp;
  787. });
  788. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  789. (id)=>{
  790. const avatar = cardN(parseInt(id,10));
  791. avatar.monDom.onclick = cardNClick;
  792. return avatar;
  793. });
  794. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  795. (id)=>{
  796. const awokenList = renderAwakenings(parseInt(id,10));
  797. return awokenList;
  798. });
  799. /* arr = arr.flatMap(item=>{
  800. if (typeof item == "string") {
  801. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  802. const newArr = [];
  803. for (let i = 0; i < subArr.length; i += 3) {
  804. newArr.push(subArr[i]);
  805. if (subArr[i+2] !== undefined) {
  806. const sp = document.createElement("span");
  807. sp.style.color = `#${subArr[i+1]}`;
  808. sp.textContent = subArr[i+2];
  809. newArr.push(sp);
  810. }
  811. }
  812. return newArr;
  813. } else {
  814. return item;
  815. }
  816. });
  817. arr = arr.flatMap(item=>{
  818. if (typeof item == "string") {
  819. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  820. const newArr = [];
  821. for (let i = 0; i < subArr.length; i += 2) {
  822. newArr.push(subArr[i]);
  823. if (subArr[i+1] !== undefined) {
  824. const avatar = cardN(parseInt(subArr[i+1],10));
  825. avatar.monDom.onclick = cardNClick;
  826. newArr.push(avatar);
  827. }
  828. }
  829. return newArr;
  830. } else {
  831. return item;
  832. }
  833. });*/
  834. //str = str.replace(/\n/ig,"<br>"); //换行
  835. //str = str.replace(/ /ig,"&nbsp;"); //换行
  836. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  837. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  838. return nodeArr.nodeJoin();
  839. }
  840. //默认的技能解释的显示行为
  841. function parseSkillDescription(skill) {
  842. //const span = document.createElement("span");
  843. //span.innerHTML = descriptionToHTML(skill.description);
  844. return descriptionToHTML(skill.description);
  845. }
  846. //大数字缩短长度,默认返回本地定义字符串
  847. function parseBigNumber(number) {
  848. return number.toLocaleString();
  849. }
  850. //判断是否是转生和超转生
  851. function isReincarnated(card) {
  852. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  853. }
  854. //获取类型允许的潜觉
  855. function getAllowLatent(card) {
  856. const latentSet = new Set(common_allowable_latent);
  857. card.types.filter(i => i >= 0)
  858. .map(type => type_allowable_latent[type])
  859. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  860. if (card.limitBreakIncr) {
  861. v120_allowable_latent.forEach(t => latentSet.add(t));
  862. }
  863. return Array.from(latentSet);
  864. }
  865. //计算队伍中有多少血量
  866. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  867. let memberArr = team[0], assistArr = team[1];
  868. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  869. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  870. const mHpArr = memberArr.map((member, idx) => {
  871. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  872. let hp = ability ? ability[0] : 0;
  873. if (!hp) return 0;
  874. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  875. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  876. //演示用代码
  877. //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);
  878. return hp;
  879. });
  880. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  881. function memberHpMul(member, assist, ls, memberArr, solo) {
  882. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  883. function hpMul(parm, scale) {
  884. if (scale == undefined || scale == 0) return 1;
  885. if (parm.attrs && memberAttrsTypes.attrs.some(a => parm.attrs.includes(a))) {
  886. return scale / 100;
  887. }
  888. if (parm.types && memberAttrsTypes.types.some(t => parm.types.includes(t))) {
  889. return scale / 100;
  890. }
  891. return 1;
  892. }
  893. const sk = ls.params;
  894. let scale = 1;
  895. switch (ls.type) {
  896. case 23:
  897. case 30:
  898. case 62:
  899. case 77:
  900. case 63:
  901. case 65:
  902. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  903. break;
  904. case 29:
  905. case 114:
  906. case 45:
  907. case 111:
  908. case 46:
  909. case 48:
  910. case 67:
  911. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  912. break;
  913. case 73:
  914. case 76:
  915. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  916. break;
  917. case 106:
  918. case 107:
  919. case 108:
  920. scale = sk[0] / 100;
  921. break;
  922. case 121:
  923. case 129:
  924. case 163:
  925. case 177:
  926. case 186:
  927. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  928. break;
  929. case 125: //队伍中必须有指定队员
  930. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  931. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  932. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  933. break;
  934. case 136:
  935. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  936. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  937. break;
  938. case 137:
  939. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  940. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  941. break;
  942. case 155:
  943. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  944. break;
  945. case 158:
  946. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  947. break;
  948. case 175: //队伍组成全为合作
  949. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  950. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  951. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  952. break;
  953. case 178:
  954. case 185:
  955. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  956. break;
  957. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  958. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  959. switch (sk[0]) {
  960. case 0: //全是像素进化
  961. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  962. break;
  963. case 2: //全是转生、超转生(8格潜觉)
  964. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  965. break;
  966. }
  967. break;
  968. }
  969. case 217:{ //限定队伍星级,不包括好友队长
  970. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  971. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  972. return pre + memberCard.rarity;
  973. }, 0);
  974. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  975. break;
  976. }
  977. case 229:{ //队员中存在每个属性或Type都算一次
  978. const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
  979. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  980. //符合的次数
  981. let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
  982. correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
  983. scale = sk[2] * correTimes / 100 + 1;
  984. 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);
  985. break;
  986. }
  987. case 138: //调用其他队长技
  988. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  989. break;
  990. default:
  991. }
  992. return scale || 1;
  993. }
  994. return mHpArr;
  995. }
  996. //由于有了更改属性和类型的武器,所以需要更改计算方法
  997. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  998. //之前用的Map,现在为了性能改成数组
  999. const attrsCount = [];
  1000. const typesCount = [];
  1001. for (let idx = 0; idx < memberArr.length; idx++) {
  1002. const member = memberArr[idx], assist = assistArr[idx];
  1003. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1004. if (memberAttrsTypes) {
  1005. memberAttrsTypes.attr.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1006. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1007. }
  1008. }
  1009. return {attrs: attrsCount, types: typesCount};
  1010. }
  1011. //返回卡片的队长技能
  1012. function getCardLeaderSkills(card, skillTypes) {
  1013. if (!card) return [];
  1014. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1015. }
  1016. //返回卡片的主动技能
  1017. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1018. if (!card) return [];
  1019. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1020. }
  1021. //查找到真正起作用的那一个技能
  1022. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1023. if (skillTypes.includes(skill.type))
  1024. {
  1025. return [skill];
  1026. }
  1027. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1028. {
  1029. //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
  1030. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1031. return subSkills;
  1032. }
  1033. else
  1034. {
  1035. return [];
  1036. }
  1037. }
  1038. //返回变身宠的初级
  1039. function henshinBase(cardid, firstId)
  1040. {
  1041. let member;
  1042. if (cardid instanceof Member) {
  1043. member = cardid;
  1044. cardid = member.id;
  1045. }
  1046. if (firstId == undefined) firstId = cardid;
  1047. let card = Cards[cardid];
  1048. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1049. && (member?.level ?? 1) <= card.maxLevel
  1050. )
  1051. {
  1052. card = henshinBase(card.henshinFrom[0], firstId);
  1053. }
  1054. return card;
  1055. }
  1056. //计算队伍是否为76
  1057. function tIf_Effect_76board(leader1id, leader2id) {
  1058. const searchTypeArray = [162, 186];
  1059. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1060. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1061. return Boolean(ls1 || ls2);
  1062. }
  1063. //计算队伍是否为无天降
  1064. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1065. const searchTypeArray = [163, 177];
  1066. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1067. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1068. return Boolean(ls1 || ls2);
  1069. }
  1070. //计算队伍是否为毒无效
  1071. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1072. const searchTypeArray = [197];
  1073. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1074. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1075. return Boolean(ls1 || ls2);
  1076. }
  1077. //计算队伍的+C
  1078. function tIf_Effect_addCombo(leader1id, leader2id) {
  1079. return [
  1080. getSkillAddCombo(Cards[leader1id]),
  1081. getSkillAddCombo(Cards[leader2id])
  1082. ];
  1083. }
  1084. function getSkillAddCombo(card) {
  1085. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1086. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1087. if (!skill) return 0;
  1088. switch (skill.type) {
  1089. case 192:
  1090. case 194:
  1091. return skill.params[3] ?? 0;
  1092. case 206:
  1093. return skill.params[6] ?? 0;
  1094. case 209:
  1095. return skill.params[0] ?? 0;
  1096. case 210:
  1097. case 219:
  1098. return skill.params[2] ?? 0;
  1099. case 220:
  1100. return skill.params[1] ?? 0;
  1101. case 235:
  1102. return skill.params[5] ?? 0;
  1103. default:
  1104. return 0;
  1105. }
  1106. }
  1107. //计算队伍的追打
  1108. function tIf_Effect_inflicts(leader1id, leader2id) {
  1109. return [
  1110. getSkillFixedDamage(Cards[leader1id]),
  1111. getSkillFixedDamage(Cards[leader2id])
  1112. ];
  1113. }
  1114. function getSkillFixedDamage(card) {
  1115. const searchTypeArray = [199, 200, 201, 223, 235];
  1116. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1117. if (!skill) return 0;
  1118. switch (skill.type) {
  1119. case 199:
  1120. case 200:
  1121. return skill.params[2] ?? 0;
  1122. case 201:
  1123. return skill.params[5] ?? 0;
  1124. case 223:
  1125. return skill.params[1] ?? 0;
  1126. case 235:
  1127. return skill.params[6] ?? 0;
  1128. default:
  1129. return 0;
  1130. }
  1131. }
  1132. //计算队伍SB
  1133. function countTeamSB(team, solo) {
  1134. let sbn = 0;
  1135. const badge = team[2];
  1136. for (let mi = 0; mi < team[0].length; mi++) {
  1137. const member = team[0][mi];
  1138. const assist = team[1][mi];
  1139. if (member.id < 0) continue;
  1140. const memberCard = henshinBase(member);
  1141. let enableAwoken = memberCard.awakenings.slice(0, member.awoken);
  1142. //单人、3人时,大于等于100级且297时增加超觉醒
  1143. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1144. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  1145. if (sAwokenT >= 0)
  1146. enableAwoken = enableAwoken.concat(sAwokenT);
  1147. }
  1148. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1149. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1150. }
  1151. //大SB 56,小SB 21
  1152. sbn += enableAwoken.filter(n=>n===21).length;
  1153. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1154. //心L 59,心L大SB潜觉 47
  1155. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1156. }
  1157. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1158. return sbn;
  1159. }
  1160. //计算队伍操作时间
  1161. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1162. const searchTypeArray = [178, 15, 185];
  1163. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1164. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1165. const time1 = leaderSkillMoveTime(ls1);
  1166. const time2 = leaderSkillMoveTime(ls2);
  1167. function leaderSkillMoveTime(ls) {
  1168. const moveTime = { fixed: false, duration: 0 };
  1169. if (!ls) return moveTime;
  1170. const sk = ls.params;
  1171. switch (ls.type) {
  1172. case 178: //固定操作时间
  1173. moveTime.fixed = true;
  1174. moveTime.duration = sk[0];
  1175. break;
  1176. case 15:
  1177. case 185:
  1178. moveTime.duration += sk[0] / 100;
  1179. break;
  1180. default:
  1181. }
  1182. return moveTime;
  1183. }
  1184. let moveTime = {
  1185. fixed: false,
  1186. duration: {
  1187. default: 5,
  1188. leader: 0,
  1189. badge: 0,
  1190. awoken: 0,
  1191. }
  1192. }; //基础5秒
  1193. //固定操作时间的直接返回
  1194. if (time1.fixed || time2.fixed) {
  1195. moveTime.fixed = true;
  1196. moveTime.duration.leader = time1.fixed ?
  1197. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1198. time2.duration;
  1199. } else {
  1200. moveTime.duration.leader = time1.duration + time2.duration;
  1201. //1人、3人计算徽章
  1202. if (solo || teamsCount === 3) {
  1203. switch (team[2]) {
  1204. case 2: //小手指
  1205. moveTime.duration.badge = 1;
  1206. break;
  1207. case 21: //大手指
  1208. moveTime.duration.badge = 2;
  1209. break;
  1210. case 50: //月卡
  1211. moveTime.duration.badge = 3;
  1212. break;
  1213. }
  1214. } else if (teamsCount === 2) //2人协力时的特殊处理
  1215. {
  1216. const teams = formation.teams;
  1217. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1218. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1219. team = [
  1220. team[0].concat(),
  1221. team[1].concat()
  1222. ];
  1223. //把队伍2的队长和武器添加到复制的队伍1里面
  1224. team[0].push(team2[0][team2[3]]);
  1225. team[1].push(team2[1][team2[3]]);
  1226. }
  1227. //觉醒
  1228. const awokenMoveTime = [
  1229. { index: 19, value: 0.5 }, //小手指
  1230. { index: 53, value: 1 }, //大手指
  1231. ];
  1232. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1233. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1234. //潜觉
  1235. const latentMoveTime = [
  1236. { index: 4, value: 0.05 }, //小手指潜觉
  1237. { index: 31, value: 0.12 }, //大手指潜觉
  1238. ];
  1239. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1240. duration + team[0].reduce((count, menber) =>
  1241. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1242. }
  1243. return moveTime;
  1244. }
  1245. //将盾减伤比例组叠加为一个减伤范围组
  1246. function getReduceRange(reduceScales)
  1247. {
  1248. class reduceRange{
  1249. constructor(obj)
  1250. {
  1251. this.min = 0;
  1252. this.max = 100;
  1253. this.scale = 0;
  1254. this.probability = 1;
  1255. if (typeof obj == "object") Object.assign(this, obj);
  1256. }
  1257. }
  1258. const ranges = [new reduceRange()];
  1259. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1260. function processingRanges(ranges, scale)
  1261. {
  1262. //先找scale.min在某个范围内的
  1263. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1264. //再找scale.max在某个范围内的
  1265. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1266. //先只拆分不乘比例
  1267. if (rgLessIdx >= 0)
  1268. {
  1269. const range = ranges[rgLessIdx];
  1270. ranges.splice(rgLessIdx, 1,
  1271. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1272. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1273. );
  1274. }
  1275. if (rgMoreIdx >= 0)
  1276. {
  1277. const range = ranges[rgMoreIdx];
  1278. ranges.splice(rgMoreIdx, 1,
  1279. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1280. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1281. );
  1282. }
  1283. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1284. needChangeScaleRanges.forEach(range=>{
  1285. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1286. range.probability *= scale.probability;
  1287. });
  1288. }
  1289. //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
  1290. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1291. reduceScales.forEach(scale=>{
  1292. if (scale.attrs == 0) //没有属性的
  1293. {
  1294. return;
  1295. }
  1296. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1297. {
  1298. const attrs = flags(scale.attrs); //得到属性数组
  1299. attrs.forEach(n=>{
  1300. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1301. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1302. });
  1303. }
  1304. else
  1305. { //只处理第一数组
  1306. processingRanges(ranges, scale);
  1307. }
  1308. });
  1309. return attrsRanges;
  1310. }
  1311. //获取盾减伤比例组
  1312. function getReduceScales(leaderid) {
  1313. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1314. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1315. function leaderReduceScale(ls) {
  1316. const reduce = {
  1317. scale: 0,
  1318. hp: {
  1319. max: 100,
  1320. min: 0
  1321. },
  1322. probability: 1,
  1323. attrs: 31, //5色是31
  1324. };
  1325. if (!ls) return reduce;
  1326. const sk = ls.params;
  1327. switch (ls.type) {
  1328. case 16: //无条件盾
  1329. reduce.scale = sk[0] / 100;
  1330. break;
  1331. case 17: //单属性盾
  1332. reduce.scale = sk[1] / 100;
  1333. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1334. break;
  1335. case 36: //2个属性盾
  1336. reduce.scale = sk[2] / 100;
  1337. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1338. break;
  1339. case 38: //血线下 + 可能几率
  1340. case 43: //血线上 + 可能几率
  1341. reduce.scale = (sk[2] || 0) / 100;
  1342. reduce.probability = sk[1] / 100;
  1343. if (sk[0] == 100)
  1344. {
  1345. reduce.hp.max = sk[0];
  1346. reduce.hp.min = 99;
  1347. }else
  1348. {
  1349. if(ls.type == 38)
  1350. {
  1351. reduce.hp.max = sk[0];
  1352. reduce.hp.min = 0;
  1353. }else
  1354. {
  1355. reduce.hp.max = 100;
  1356. reduce.hp.min = sk[0];
  1357. }
  1358. }
  1359. break;
  1360. case 129: //无条件盾,属性个数不固定
  1361. case 163: //无条件盾,属性个数不固定
  1362. case 130: //血线下 + 属性个数不固定
  1363. case 131: //血线上 + 属性个数不固定
  1364. reduce.scale = (sk[6] || 0) / 100;
  1365. reduce.attrs = 0 | sk[5];
  1366. if (ls.type == 130 || ls.type == 131)
  1367. {
  1368. if (sk[0] == 100)
  1369. {
  1370. reduce.hp.max = sk[0];
  1371. reduce.hp.min = 99;
  1372. }else
  1373. {
  1374. if(ls.type == 130)
  1375. {
  1376. reduce.hp.max = sk[0];
  1377. reduce.hp.min = 0;
  1378. }else
  1379. {
  1380. reduce.hp.max = 100;
  1381. reduce.hp.min = sk[0];
  1382. }
  1383. }
  1384. }
  1385. break;
  1386. case 178: //无条件盾,属性个数不固定
  1387. reduce.scale = (sk[7] || 0) / 100;
  1388. reduce.attrs = 0 | sk[6];
  1389. break;
  1390. case 151: //十字心触发
  1391. case 169: //C触发
  1392. case 198: //回血触发
  1393. reduce.scale = (sk[2] || 0) / 100;
  1394. break;
  1395. case 170: //多色触发
  1396. case 182: //长串触发
  1397. case 193: //L触发
  1398. reduce.scale = (sk[3] || 0) / 100;
  1399. break;
  1400. case 171: //多串触发
  1401. reduce.scale = (sk[6] || 0) / 100;
  1402. break;
  1403. case 183: //又是个有两段血线的队长技
  1404. reduce.scale = (sk[4] || 0) / 100;
  1405. if (sk[2] == 100)
  1406. {
  1407. reduce.hp.max = sk[2];
  1408. reduce.hp.min = 99;
  1409. }else
  1410. {
  1411. reduce.hp.max = 100;
  1412. reduce.hp.min = sk[2];
  1413. }
  1414. break;
  1415. case 210: //十字触发
  1416. reduce.scale = (sk[1] || 0) / 100;
  1417. break;
  1418. case 235: { //可多次触发
  1419. reduce.scale = (sk[4] || 0) / 100;
  1420. break;
  1421. }
  1422. default:
  1423. }
  1424. return reduce;
  1425. }
  1426. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1427. }

智龙迷城队伍图制作工具