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script-universal_function.js 29 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:",_xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name,url) {
  32. if (!!(window.URL && window.URLSearchParams))
  33. { //浏览器原生支持的API
  34. const urlObj = new URL(url || document.location);
  35. return urlObj.searchParams.get(name);
  36. }else
  37. {
  38. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  39. const searchStr = url || location.search.substr(1);
  40. const r = searchStr.match(reg);
  41. if (r != null)
  42. {
  43. return decodeURIComponent(r[1]);
  44. }else
  45. {
  46. return null;
  47. }
  48. }
  49. }
  50. //数字补前导0
  51. Number.prototype.prefixInteger = function(length, useGrouping = false)
  52. {
  53. return this.toLocaleString(undefined,
  54. {
  55. useGrouping: useGrouping,
  56. minimumIntegerDigits: length
  57. });
  58. }
  59. //最多保留N位小数,不留0
  60. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  61. {
  62. return (plusSign && this > 0 ? '+' : '') + Number(this.toFixed(decimalDigits)).toString();
  63. }
  64. //大数字缩短长度,默认返回本地定义字符串
  65. Number.prototype.bigNumberToString = function()
  66. {
  67. return this.toLocaleString();
  68. }
  69. //数组删除自己尾部的空元素
  70. Array.prototype.DeleteLatter = function(item = null)
  71. {
  72. let index = this.length - 1;
  73. for (; index>=0; index--)
  74. {
  75. if (this[index] !== item)
  76. {
  77. break;
  78. }
  79. }
  80. this.splice(index + 1);
  81. return this;
  82. }
  83. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  84. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  85. const pcmImportObj = {
  86. env: {
  87. abortStackOverflow: () => { throw new Error("overflow"); },
  88. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  89. tableBase: 0,
  90. memory: pcmMemory,
  91. memoryBase: 102400,
  92. STACKTOP: 0,
  93. STACK_MAX: pcmMemory.buffer.byteLength,
  94. }
  95. };
  96. let pcmPlayer = null;
  97. let adpcm_wasm = null;
  98. function decodeAudio(fileName, decodeCallback)
  99. {
  100. if(pcmPlayer != null)
  101. {
  102. pcmPlayer.close();
  103. }
  104. pcmPlayer = new PCMPlayer(1, 44100);
  105. fetch(fileName).then((response) => response.arrayBuffer())
  106. .then((bytes) => {
  107. let audioData = new Uint8Array(bytes);
  108. let step = 160;
  109. for(let i = 0; i < audioData.byteLength; i += step)
  110. {
  111. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  112. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  113. pcmPlayer.feed(pcmFloat32Data);
  114. }
  115. });
  116. }
  117. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  118. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  119. .then((wasm) => {
  120. adpcm_wasm = wasm;
  121. /*addButton("adpcm").onclick = function () {
  122. let decoder = new Adpcm(wasm, pcmImportObj);
  123. decoder.resetDecodeState(new Adpcm.State(0, 0));
  124. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  125. }*/
  126. });
  127. //▲ADPCM播放相关
  128. function latentUseHole(latentId)
  129. {
  130. switch (true)
  131. {
  132. case (latentId === 12):
  133. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  134. return 2;
  135. case (latentId >= 13 && latentId <= 15):
  136. case (latentId >= 37 && latentId <= 42):
  137. return 6;
  138. case (latentId < 12):
  139. default:
  140. return 1;
  141. }
  142. }
  143. //获取最大潜觉数量
  144. function getMaxLatentCount(id)
  145. { //转生2和超转生3为8个格子
  146. const card = Cards[id];
  147. return card && card.is8Latent ? 8 : 6;
  148. }
  149. //计算用了多少潜觉格子
  150. function usedHole(latents)
  151. {
  152. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  153. }
  154. //计算所有队伍中有多少个该觉醒
  155. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  156. {
  157. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  158. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  159. },0);
  160. return formationAwokenCount;
  161. }
  162. //计算单个队伍中有多少个该觉醒
  163. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  164. {
  165. const memberArray = team[0];
  166. const assistArray = team[1];
  167. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  168. if (mon.id<=0)
  169. { //如果是delay和null
  170. return previous;
  171. }
  172. const card = Cards[mon.id];
  173. if (!card || !card.enabled)
  174. { //如果卡片未启用
  175. return previous;
  176. }
  177. const assist = assistArray[idx];
  178. const assistCard = Cards[assist.id];
  179. //启用的觉醒数组片段
  180. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  181. //单人、3人时,大于等于100级时增加超觉醒
  182. if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
  183. {
  184. const sAwokenT = card.superAwakenings[mon.sawoken];
  185. if (sAwokenT >= 0)
  186. enableAwoken = enableAwoken.concat(sAwokenT);
  187. }
  188. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  189. { //如果卡片未启用
  190. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  191. }
  192. //相同的觉醒数
  193. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  194. return previous + hasAwoken;
  195. },0);
  196. return teamAwokenCount;
  197. }
  198. //返回可用的怪物名称
  199. function returnMonsterNameArr(card, lsList, defaultCode)
  200. {
  201. const monNameArr = lsList.map(lc=>{ //取出每种语言
  202. if (lc == defaultCode)
  203. return card.name;
  204. else if(card.otLangName)
  205. return card.otLangName[lc];
  206. }).filter(ln=> //去掉空值和问号
  207. typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
  208. );
  209. if (monNameArr.length < 1) //如果本来的列表里没有名字
  210. {
  211. monNameArr.push(card.name); //只添加默认名字
  212. }
  213. return monNameArr;
  214. }
  215. //Code From pad-rikuu
  216. function valueAt(level, maxLevel, curve) {
  217. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  218. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  219. }
  220. //Code From pad-rikuu
  221. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  222. let value = valueAt(level, maxLevel, {
  223. min: c.min,
  224. max: c.max!==undefined ? c.max : (c.min * maxLevel),
  225. scale: c.scale || 1
  226. });
  227. if (level > maxLevel) {
  228. const exceed99 = Math.min(level - maxLevel, 11);
  229. const exceed110 = Math.max(0, level - 110);
  230. console.log(exceed99, level - 110)
  231. value += c.max!==undefined ?
  232. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  233. (c.min * exceed99 + c.min * exceed110);
  234. }
  235. return value;
  236. }
  237. //计算怪物的经验值
  238. function calculateExp(member)
  239. {
  240. if (!member) return null;
  241. const memberCard = Cards[member.id];
  242. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  243. const expArray = [
  244. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  245. ];
  246. if (member.level > 99)
  247. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  248. if (member.level > 110)
  249. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  250. return expArray;
  251. }
  252. //计算怪物的能力
  253. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  254. {
  255. if (!member) return null;
  256. const memberCard = Cards[member.id];
  257. const assistCard = assist ? Cards[assist.id] : null;
  258. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  259. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  260. const plusAdd = [10,5,3]; //加值的增加值
  261. const limitBreakIncr120 = [10,5,5]; //120三维增加比例
  262. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  263. [{index:1,value:500},{index:65,value:-2500}], //HP
  264. [{index:2,value:100},{index:66,value:-1000}], //ATK
  265. [{index:3,value:200},{index:67,value:-2000}] //RCV
  266. ];
  267. 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
  268. [{index:63,scale:1.1}], //HP
  269. [{index:63,scale:1.1}], //ATK
  270. [{index:63,scale:1.1}] //RCV
  271. ];
  272. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  273. [], //HP
  274. [], //ATK
  275. [] //RCV
  276. ];
  277. if (!solo)
  278. { //协力时计算协力觉醒
  279. latterAwokenScale.forEach(ab=>{
  280. ab.push({index:30,scale:1.5});
  281. });
  282. }
  283. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  284. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045},{index:43,scale:0.10}], //HP
  285. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03},{index:44,scale:0.05}], //ATK
  286. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3},{index:45,scale:0.35}] //RCV
  287. ];
  288. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  289. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  290. const abilitys = memberCurves.map((ab, idx)=>{
  291. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  292. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  293. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  294. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  295. //单人、3人时,大于等于100级时增加超觉醒
  296. if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
  297. {
  298. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  299. if (sAwokenT >= 0)
  300. awokenList = awokenList.concat(sAwokenT);
  301. }
  302. //如果有武器还要计算武器的觉醒
  303. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  304. {
  305. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  306. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  307. {
  308. awokenList = awokenList.concat(assistAwokenList);
  309. }
  310. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
  311. {
  312. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  313. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  314. }
  315. }
  316. //用来计算倍率觉醒的最终倍率是多少,reduce用
  317. function calculateAwokenScale(previous,aw)
  318. {
  319. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
  320. return previous * Math.pow(aw.scale, awokenCount);
  321. }
  322. //倍率类觉醒的比例,直接从1开始乘
  323. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
  324. //觉醒增加的数值
  325. const n_awoken = awokenList.length>0 ?
  326. Math.round(awokenAdd[idx].reduce((previous,aw)=>{
  327. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  328. if (awokenCount>0)
  329. return previous + aw.value * awokenCount;
  330. else
  331. return previous;
  332. },0)) :
  333. 0;
  334. //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
  335. const n_latentScale = (member.latent && member.latent.length>0) ?
  336. latentScale[idx].reduce((previous,la)=>{
  337. const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
  338. return previous + la.scale * latentCount;
  339. },0) :
  340. 0;
  341. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  342. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  343. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  344. //觉醒生效时的协力、语音觉醒等的倍率
  345. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
  346. //都要做四舍五入
  347. reValue = Math.round(reValue);
  348. reValueNoAwoken = Math.round(reValueNoAwoken);
  349. if (idx<2) //idx顺序为HP、ATK、RCV
  350. { //HP和ATK最低为1
  351. reValue = Math.max(reValue,1);
  352. reValueNoAwoken = Math.max(reValueNoAwoken,1);
  353. }
  354. return [reValue,reValueNoAwoken];
  355. });
  356. return abilitys;
  357. }
  358. function calculateAbility_max(id, solo, teamsCount)
  359. {
  360. const card = Cards[id];
  361. const tempMon = {
  362. id: id,
  363. level: card.limitBreakIncr ? 110 : card.maxLevel,
  364. 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
  365. awoken: card.awakenings.length,
  366. };
  367. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  368. if (abilities)
  369. {
  370. return {
  371. noAwoken:{
  372. hp:abilities[0][1],
  373. atk:abilities[1][1],
  374. rcv:abilities[2][1],
  375. },
  376. withAwoken:{
  377. hp:abilities[0][0],
  378. atk:abilities[1][0],
  379. rcv:abilities[2][0],
  380. },
  381. };
  382. }else
  383. {
  384. return null;
  385. }
  386. }
  387. //搜索卡片用
  388. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken)
  389. {
  390. 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
  391. //属性
  392. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  393. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  394. { //当两个颜色相同时,主副一样颜色的只需判断一次
  395. cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
  396. }else if (fixMainColor) //如果固定了顺序
  397. {
  398. const a1null = attr1 === null, a2null = attr2 === null;
  399. cardsRange = cardsRange.filter(c=>
  400. (a1null ? true : c.attrs[0] === attr1) &&
  401. (a2null ? true : c.attrs[1] === attr2)
  402. );
  403. }else //不限定顺序时
  404. {
  405. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性
  406. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  407. cardsRange = cardsRange.filter(c=>
  408. search_attrs.every(a=>c.attrs.includes(a)) &&
  409. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  410. );
  411. }
  412. //类型
  413. if (types.length>0)
  414. {
  415. cardsRange = cardsRange.filter(c=>typeAndOr ?
  416. types.every(t=>c.types.includes(t)) : //所有type都满足
  417. types.some(t=>c.types.includes(t)) //只需要满足一个type
  418. );
  419. }
  420. //稀有度
  421. if (rares.length>1)
  422. {
  423. cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]);
  424. }
  425. //觉醒
  426. //等效觉醒时,事先去除大觉醒
  427. if (equalAk)
  428. {
  429. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  430. bigEqualAwokens.forEach(bak=>{
  431. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  432. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  433. if (!smallEqualAwoken)
  434. {
  435. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  436. awokens.push(smallEqualAwoken);
  437. }
  438. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  439. });
  440. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  441. }
  442. if (awokens.length>0)
  443. {
  444. cardsRange = cardsRange.filter(card => {
  445. let cardAwakeningsArray = [];
  446. if (incSawoken && card.superAwakenings.length > 0)
  447. { //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
  448. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  449. }else
  450. { //单个原始觉醒数组
  451. cardAwakeningsArray.push(card.awakenings);
  452. }
  453. 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
  454. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  455. if (equalAk) //如果开启等效觉醒
  456. {
  457. //搜索等效觉醒
  458. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  459. if (equivalentAwoken)
  460. {
  461. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  462. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  463. return totalNum >= ak.num;
  464. }
  465. }
  466. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  467. })
  468. );
  469. });
  470. }
  471. //超觉醒
  472. if (sawokens.length>0 && !incSawoken)
  473. {
  474. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  475. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  476. return card.superAwakenings.includes(sak) ||
  477. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  478. }) );
  479. }
  480. cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0]
  481. return cardsRange;
  482. }
  483. //产生一个怪物头像
  484. function createCardA()
  485. {
  486. const cdom = document.createElement("a");
  487. cdom.className = "monster";
  488. cdom.target = "_blank";
  489. const property = cdom.appendChild(document.createElement("div"));
  490. property.className = "property";
  491. const subproperty = cdom.appendChild(document.createElement("div"));
  492. subproperty.className = "subproperty";
  493. const cid = cdom.appendChild(document.createElement("div"));
  494. cid.className = "id";
  495. const cawoken = cdom.appendChild(document.createElement("div"));
  496. cawoken.className = "awoken-count-num";
  497. return cdom;
  498. }
  499. //返回文字说明内怪物Card的纯HTML
  500. function cardN(id){
  501. const monOuterDom = document.createElement("span");
  502. monOuterDom.className = "detail-mon";
  503. const monDom = createCardA(id);
  504. monOuterDom.appendChild(monDom);
  505. monOuterDom.monDom = monDom;
  506. changeid({id:id},monDom);
  507. return monOuterDom;
  508. }
  509. //将怪物的文字介绍解析为HTML
  510. function descriptionToHTML(str)
  511. {
  512. //str = str.replace(/\n/ig,"<br>"); //换行
  513. //str = str.replace(/ /ig,"&nbsp;"); //换行
  514. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  515. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  516. return str;
  517. }
  518. //默认的技能解释的显示行为
  519. function parseSkillDescription(skill)
  520. {
  521. const span = document.createElement("span");
  522. span.innerHTML = descriptionToHTML(skill.description);
  523. return span;
  524. }
  525. //大数字缩短长度,默认返回本地定义字符串
  526. function parseBigNumber(number)
  527. {
  528. return number.toLocaleString();
  529. }
  530. //判断是否是转生和超转生
  531. function isReincarnated(card)
  532. {
  533. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  534. }
  535. //获取类型允许的潜觉
  536. function getAllowLatent(card)
  537. {
  538. const latentSet = new Set(common_allowable_latent);
  539. card.types.filter(i => i >= 0)
  540. .map(type => type_allowable_latent[type])
  541. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  542. if (card.limitBreakIncr)
  543. {
  544. v120_allowable_latent.forEach(t=>latentSet.add(t));
  545. }
  546. return Array.from(latentSet);
  547. }
  548. //计算队伍中有多少血量
  549. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
  550. {
  551. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  552. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  553. const mHpArr = memberArr.map(m=>{
  554. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  555. let hp = ability ? ability[0] : 0;
  556. if (!hp) return 0;
  557. const card = Cards[m.id];
  558. hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
  559. hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
  560. /* 演示用代码
  561. let hp1,hp2;
  562. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  563. hp = Math.round(hp1);
  564. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  565. hp = Math.round(hp2);
  566. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  567. */
  568. return hp;
  569. });
  570. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  571. function memberHpMul(card,ls,memberArr,solo)
  572. {
  573. function flags(num){
  574. const arr = [];
  575. for (let i = 0; i<32;i++)
  576. {
  577. if (num & (1<<i))
  578. {
  579. arr.push(i);
  580. }
  581. }
  582. return arr;
  583. }
  584. function hpMul(parm,scale)
  585. {
  586. if (scale == undefined || scale == 0) return 1;
  587. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  588. {
  589. return scale / 100;
  590. }
  591. if (parm.types && card.types.some(t => parm.types.includes(t)))
  592. {
  593. return scale / 100;
  594. }
  595. return 1;
  596. }
  597. const sk = ls.params;
  598. let scale = 1;
  599. switch (ls.type)
  600. {
  601. case 23: case 30: case 62: case 77: case 63: case 65:
  602. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  603. break;
  604. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  605. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  606. break;
  607. case 73: case 76:
  608. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  609. break;
  610. case 106: case 107: case 108:
  611. scale = sk[0] / 100;
  612. break;
  613. case 121: case 129: case 163: case 186:
  614. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  615. break;
  616. case 125: //队伍中必须有指定队员
  617. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  618. const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
  619. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  620. break;
  621. case 136:
  622. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  623. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  624. break;
  625. case 137:
  626. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  627. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  628. break;
  629. case 155:
  630. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  631. break;
  632. case 158:
  633. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  634. break;
  635. case 175: //队伍组成全为合作
  636. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  637. const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
  638. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  639. break;
  640. case 178: case 185:
  641. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  642. break;
  643. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  644. let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
  645. switch (sk[0])
  646. {
  647. case 0: //全是像素进化
  648. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
  649. break;
  650. case 2: //全是转生、超转生(8格潜觉)
  651. scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
  652. break;
  653. }
  654. break;
  655. case 138: //调用其他队长技
  656. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  657. break;
  658. default:
  659. }
  660. return scale || 1;
  661. }
  662. return mHpArr;
  663. }
  664. //计算队伍操作时间
  665. function countMoveTime(team, leader1id, leader2id, teamIdx)
  666. {
  667. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  668. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  669. const time1 = leaderSkillMoveTime(ls1);
  670. const time2 = leaderSkillMoveTime(ls2);
  671. let moveTime = {
  672. fixed:false,
  673. duration:{
  674. default:5,
  675. leader:0,
  676. badge:0,
  677. awoken:0,
  678. }
  679. }; //基础5秒
  680. //固定操作时间的直接返回
  681. if (time1.fixed || time2.fixed)
  682. {
  683. moveTime.fixed = true;
  684. moveTime.duration.leader = time1.fixed ?
  685. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  686. time2.duration;
  687. } else
  688. {
  689. moveTime.duration.leader = time1.duration + time2.duration;
  690. //1人、3人计算徽章
  691. if (solo || teamsCount === 3)
  692. {
  693. //徽章部分
  694. if (team[2] == 1) //小手指
  695. {
  696. moveTime.duration.badge = 1;
  697. } else if (team[2] == 13) //大手指
  698. {
  699. moveTime.duration.badge = 2;
  700. } else if (team[2] == 18) //月卡
  701. {
  702. moveTime.duration.badge = 3;
  703. }
  704. }
  705. else if (teamsCount === 2) //2人协力时的特殊处理
  706. {
  707. const teams = formation.teams;
  708. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  709. //复制队伍1,这里参数里的 team 换成了一个新的数组
  710. team = [
  711. team[0].concat(),
  712. team[1].concat()
  713. ];
  714. //把队伍2的队长和武器添加到复制的队伍1里面
  715. team[0].push(team2[0][0]);
  716. team[1].push(team2[1][0]);
  717. }
  718. //觉醒
  719. const awokenMoveTime = [
  720. {index:19,value:0.5}, //小手指
  721. {index:53,value:1}, //大手指
  722. ];
  723. moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=>
  724. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
  725. ,0);
  726. //潜觉
  727. const latentMoveTime = [
  728. {index:4,value:0.05}, //小手指潜觉
  729. {index:31,value:0.12}, //大手指潜觉
  730. ];
  731. moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=>
  732. duration + team[0].reduce((count,menber)=>
  733. count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
  734. ,0) * la.value
  735. ,0);
  736. }
  737. function leaderSkillMoveTime(ls)
  738. {
  739. let moveTime = {fixed:false,duration:0};
  740. const sk = ls.params;
  741. switch (ls.type)
  742. {
  743. case 178: //固定操作时间
  744. moveTime.fixed = true;
  745. moveTime.duration = sk[0];
  746. break;
  747. case 15: case 185:
  748. moveTime.duration += sk[0]/100;
  749. break;
  750. case 138: //调用其他队长技
  751. return sk.reduce((pmul,skid)=>{
  752. const subMoveTime = leaderSkillMoveTime(Skills[skid]);
  753. if (subMoveTime.fixed)
  754. {
  755. pmul.fixed = true;
  756. pmul.duration = subMoveTime.duration
  757. }else
  758. {
  759. pmul.duration += subMoveTime.duration;
  760. }
  761. return pmul;
  762. },moveTime);
  763. default:
  764. }
  765. return moveTime;
  766. }
  767. return moveTime;
  768. }
  769. //获取盾减伤比例
  770. function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false)
  771. {
  772. const sk = ls.params;
  773. let scale = 0;
  774. switch (ls.type)
  775. {
  776. case 16: //无条件盾
  777. scale = sk[0]/100;
  778. break;
  779. case 17: //单属性盾
  780. scale = allAttr ? 0 : sk[1]/100;
  781. break;
  782. case 36: //2个属性盾
  783. scale = allAttr ? 0 : sk[2]/100;
  784. break;
  785. case 38: //血线下 + 可能几率
  786. case 43: //血线上 + 可能几率
  787. scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100;
  788. break;
  789. case 129: //无条件盾,属性个数不固定
  790. case 163: //无条件盾,属性个数不固定
  791. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  792. break;
  793. case 130: //血线下 + 属性个数不固定
  794. case 131: //血线上 + 属性个数不固定
  795. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  796. break;
  797. case 151: //十字心触发
  798. case 169: //C触发
  799. case 198: //回血触发
  800. scale = sk[2]/100;
  801. break;
  802. case 170: //多色触发
  803. case 182: //长串触发
  804. case 193: //L触发
  805. scale = sk[3]/100;
  806. break;
  807. case 171: //多串触发
  808. scale = sk[6]/100;
  809. break;
  810. case 183: //又是个有两段血线的队长技
  811. scale = noHPneed ? 0 : sk[4]/100;
  812. break;
  813. case 138: //调用其他队长技
  814. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  815. break;
  816. default:
  817. }
  818. return scale || 0;
  819. }

智龙迷城队伍图制作工具