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script-skill-parser.js 56 kB

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  1. //带标签的模板字符串
  2. function tp(strings, ...keys) {
  3. return (function(...values) {
  4. let dict = values[values.length - 1] || {};
  5. let fragment = document.createDocumentFragment();
  6. fragment.appendChild(document.createTextNode(strings[0]));
  7. //let result = [strings[0]];
  8. keys.forEach(function(key, i) {
  9. let value = Number.isInteger(key) ? values[key] : dict[key];
  10. if (typeof value == "string" || typeof value == "number")
  11. {
  12. value = document.createTextNode(value);
  13. }
  14. if (value == undefined)
  15. {
  16. console.log("模板字符串中 %s 未找到输入数据",key);
  17. }else
  18. {
  19. try{
  20. //console.log(value);
  21. fragment.appendChild(value);
  22. }catch(e)
  23. {
  24. console.log(value, e);
  25. console.log(keys, values);
  26. }
  27. }
  28. fragment.appendChild(document.createTextNode(strings[i + 1]));
  29. });
  30. return fragment;
  31. });
  32. }
  33. const Attributes = {
  34. /*0: "Fire",
  35. 1: "Water",
  36. 2: "Wood",
  37. 3: "Light",
  38. 4: "Dark",
  39. 5: "Heart",
  40. 6: "Jammer",
  41. 7: "Poison",
  42. 8: "MPoison",
  43. 9: "Bomb",*/
  44. Fire: 0,
  45. Water: 1,
  46. Wood: 2,
  47. Light: 3,
  48. Dark: 4,
  49. Heart: 5,
  50. Jammer: 6,
  51. Poison: 7,
  52. MPoison: 8,
  53. Bomb: 9,
  54. }
  55. for (let name in Attributes)
  56. {
  57. Attributes[Attributes[name]] = name;
  58. }
  59. Attributes.all = function () {
  60. return [
  61. this.Fire,
  62. this.Water,
  63. this.Wood,
  64. this.Light,
  65. this.Dark
  66. ];
  67. }
  68. Attributes.orbs = function () {
  69. return [
  70. this.Fire,
  71. this.Water,
  72. this.Wood,
  73. this.Light,
  74. this.Dark,
  75. this.Heart,
  76. this.Jammer,
  77. this.Poison,
  78. this.MPoison,
  79. this.Bomb,
  80. ];
  81. }
  82. const SkillValue = {
  83. isLess: function (value) {
  84. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  85. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  86. return false;
  87. }
  88. };
  89. const SkillValueKind = {
  90. Percent: 'mul',
  91. Constant: 'const',
  92. xMaxHP: 'mul-maxhp',
  93. xHP: 'mul-hp',
  94. xATK: 'mul-atk',
  95. xRCV: 'mul-rcv',
  96. RandomATK: 'random-atk',
  97. HPScale: 'hp-scale',
  98. xTeamATK: 'mul-team-atk',
  99. xTeamRCV: 'mul-team-rcv',
  100. xAwakenings: 'mul-awakenings',
  101. };
  102. const SkillPowerUpKind = {
  103. Multiplier: 'mul',
  104. ScaleAttributes: 'scale-attrs',
  105. ScaleCombos: 'scale-combos',
  106. ScaleMatchLength: 'scale-match-len',
  107. ScaleMatchAttrs: 'scale-match-attrs',
  108. ScaleCross: 'scale-cross',
  109. ScaleAwakenings: 'scale-awakenings',
  110. };
  111. const SkillKinds = {
  112. Unknown: "unknown",
  113. ActiveTurns: "active-turns",
  114. DamageEnemy: "damage-enemy",
  115. Vampire: "vampire",
  116. ReduceDamage: "reduce-damage",
  117. Heal: "heal",
  118. ChangeOrbs: "change-orbs",
  119. PowerUp: "power-up",
  120. CounterAttack: "counter-attack",
  121. SetOrbState: "set-orb-state",
  122. RateMultiply: "rate-mul",
  123. OrbDropIncrease: "orb-drop-incr",
  124. Resolve: "resolve",
  125. Delay: "delay",
  126. DefenseBreak: "def-break",
  127. MassAttack: "mass-attack",
  128. BoardChange: "board-change",
  129. Unbind: "unbind",
  130. RandomSkills: "random-skills",
  131. ChangeAttribute: "change-attr",
  132. SkillBoost: "skill-boost",
  133. AddCombo: "add-combo",
  134. VoidEnemyBuff: "void-enemy-buff",
  135. Poison: "poison",
  136. CTW: "ctw",
  137. Gravity: "gravity",
  138. FollowAttack: "follow-attack",
  139. AutoHeal: "auto-heal",
  140. TimeExtend: "time-extend",
  141. DropRefresh: "drop-refresh",
  142. LeaderChange: "leader-change",
  143. MinMatchLength: "min-match-len",
  144. FixedTime: "fixed-time",
  145. Drum: "drum",
  146. Board7x6: "7x6-board",
  147. NoSkyfall: "no-skyfall",
  148. }
  149. function skillParser(skillId)
  150. {
  151. const skill = Skills[skillId];
  152. if (!skill) return [];
  153. if (!parsers[skill.type]) {
  154. return [{ kind: SkillKinds.Unknown }];
  155. }
  156. //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析
  157. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  158. const skills = (Array.isArray(result) ? result : [result])
  159. .filter(s => Boolean(s))
  160. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  161. return skills;
  162. }
  163. //返回flag里值为true的数组,如[1,4,7]
  164. function flags(num){
  165. /*
  166. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  167. return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
  168. */
  169. const arr = [];
  170. for (let i = 0; i<32;i++)
  171. {
  172. if (num & (1<<i))
  173. {
  174. arr.push(i);
  175. }
  176. }
  177. return arr;
  178. }
  179. const v = {
  180. percent: function(value) {
  181. return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
  182. },
  183. constant: function(value) {
  184. return { kind: SkillValueKind.Constant, value: value || 0 };
  185. },
  186. xMaxHP: function(value) {
  187. return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
  188. },
  189. xHP: function(value) {
  190. return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
  191. },
  192. xATK: function(value) {
  193. return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
  194. },
  195. xRCV: function(value) {
  196. return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
  197. },
  198. randomATK: function(min, max) {
  199. return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
  200. },
  201. hpScale: function(min, max, scale) {
  202. return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
  203. },
  204. xTeamATK: function(attrs, value) {
  205. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
  206. },
  207. xTeamRCV: function(value) {
  208. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
  209. },
  210. percentAwakenings: function(awakenings, value) {
  211. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
  212. },
  213. };
  214. const c = {
  215. hp: function (min, max) {
  216. return { hp: { min: min / 100, max: max / 100 } };
  217. },
  218. exact: function (type, value, attrs) {
  219. if (attrs === void 0) { attrs = Attributes.all(); }
  220. return { exact: { type: type, value: value, attrs: attrs } };
  221. },
  222. compo: function (type, ids) {
  223. return { compo: { type: type, ids: ids } };
  224. },
  225. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  226. useSkill: function () { return { useSkill: true }; },
  227. multiplayer: function () { return { multiplayer: true }; },
  228. probability: function (percent) { return { probability: percent }; },
  229. }
  230. const p = {
  231. mul: function (values) {
  232. if (Array.isArray(values)) {
  233. return {
  234. kind: SkillPowerUpKind.Multiplier,
  235. hp: 1,
  236. atk: values[0] / 100,
  237. rcv: values[1] / 100
  238. };
  239. }
  240. else {
  241. return {
  242. kind: SkillPowerUpKind.Multiplier,
  243. hp: (values.hp || 100) / 100,
  244. atk: (values.atk || 100) / 100,
  245. rcv: (values.rcv || 100) / 100
  246. };
  247. }
  248. },
  249. stats: function (value) {
  250. let statTypes = Array.from(arguments).slice(1);
  251. return [
  252. statTypes.indexOf(1) >= 0 ? value : 100,
  253. statTypes.indexOf(2) >= 0 ? value : 100
  254. ];
  255. },
  256. scale: function (min, max, baseMul, bonusMul) {
  257. return {
  258. min: min,
  259. max: max || min,
  260. baseAtk: (baseMul[0] / 100) || 1,
  261. baseRcv: (baseMul[1] / 100) || 1,
  262. bonusAtk: (bonusMul[0] / 100) || 0,
  263. bonusRcv: (bonusMul[1] / 100) || 0
  264. };
  265. },
  266. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  267. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  268. },
  269. scaleCombos: function (min, max, baseMul, bonusMul) {
  270. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  271. },
  272. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
  273. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  274. },
  275. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  276. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  277. },
  278. scaleCross: function (crosses) {
  279. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, mul: (cross.mul / 100) || 1 })) };
  280. },
  281. scaleAwakenings: function (awakenings, value) {
  282. return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
  283. },
  284. }
  285. function activeTurns(turns, skill) {
  286. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  287. }
  288. function damageEnemy(target, attr, damage, selfHP) {
  289. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
  290. }
  291. function vampire(attr, damageValue, healValue) {
  292. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  293. }
  294. function reduceDamage(attrs, percent, condition) {
  295. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  296. }
  297. function heal(value) {
  298. return { kind: SkillKinds.Heal, value: value };
  299. }
  300. function changeOrbs() {
  301. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  302. }
  303. function powerUp(attrs, types, value, condition, reduceDamageValue) {
  304. if (value.kind === SkillPowerUpKind.Multiplier) {
  305. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  306. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  307. return null;
  308. }
  309. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
  310. }
  311. function counterAttack(attr, prob, value) {
  312. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  313. }
  314. function setOrbState(orbs, state) {
  315. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
  316. }
  317. function rateMultiply(value, rate) {
  318. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  319. }
  320. function orbDropIncrease(value, attrs) {
  321. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
  322. }
  323. function resolve(min, condition) {
  324. return { kind: SkillKinds.Resolve, min: min, max: 1, condition: condition };
  325. }
  326. function unbind(normal, awakenings) {
  327. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
  328. }
  329. function boardChange(attrs) {
  330. return { kind: SkillKinds.BoardChange, attrs: attrs };
  331. }
  332. function randomSkills(skills) {
  333. return { kind: SkillKinds.RandomSkills, skills: skills };
  334. }
  335. function changeAttr(target, attr) {
  336. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
  337. }
  338. function gravity(value) {
  339. return { kind: SkillKinds.Gravity, value: value };
  340. }
  341. function voidEnemyBuff(buffs) {
  342. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  343. }
  344. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  345. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  346. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
  347. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  348. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  349. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  350. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  351. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  352. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  353. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  354. function delay() { return { kind: SkillKinds.Delay }; }
  355. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  356. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  357. function drum() { return { kind: SkillKinds.Drum }; }
  358. function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
  359. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  360. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  361. const parsers = {
  362. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  363. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  364. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  365. [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
  366. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  367. [4](mul) { return poison(v.xATK(mul)); },
  368. [5](time) { return CTW(v.constant(time)); },
  369. [6](percent) { return gravity(v.xHP(percent)); },
  370. [7](mul) { return heal(v.xRCV(mul)); },
  371. [8](value) { return heal(v.constant(value)); },
  372. [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
  373. [10]() { return dropRefresh(); },
  374. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  375. [12](mul) { return followAttack(v.xATK(mul)); },
  376. [13](mul) { return autoHeal(v.xRCV(mul)); },
  377. [14](min, percent) { return resolve(v.percent(min), c.probability(percent)); },
  378. [15](time) { return timeExtend(v.constant(time / 100)); },
  379. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  380. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  381. [18](turns) { return activeTurns(turns, delay()); },
  382. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  383. [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
  384. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  385. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  386. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  387. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  388. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  389. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  390. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  391. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  392. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  393. [33]() { return drum(); },
  394. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  395. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  396. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  397. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  398. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  399. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  400. [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
  401. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  402. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  403. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  404. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  405. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  406. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  407. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  408. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
  409. [51](turns) { return activeTurns(turns, massAttack()); },
  410. [52](attr) { return setOrbState([attr], 'enhanced'); },
  411. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  412. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  413. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  414. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  415. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  416. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  417. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  418. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
  419. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  420. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  421. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  422. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  423. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  424. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  425. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  426. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  427. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  428. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  429. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  430. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  431. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  432. [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  433. [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  434. [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  435. [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  436. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  437. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  438. [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
  439. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  440. [93]() { return leaderChange(); },
  441. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  442. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  443. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  444. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  445. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  446. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  447. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  448. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  449. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  450. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  451. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  452. [107](hp) { return powerUp(null, null, p.mul({ hp })); },
  453. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  454. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  455. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  456. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  457. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  458. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  459. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  460. [117](bind, rcv, constant, hp, awokenBind) {
  461. return [
  462. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  463. (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
  464. ].filter(Boolean);
  465. },
  466. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  467. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  468. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
  469. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
  470. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
  471. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  472. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  473. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  474. },
  475. [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
  476. [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
  477. [127](cols1, attrs1, cols2, attrs2) {
  478. return changeOrbs(
  479. { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
  480. { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
  481. );
  482. },
  483. [128](rows1, attrs1, rows2, attrs2) {
  484. return changeOrbs(
  485. { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
  486. { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
  487. );
  488. },
  489. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  490. return [
  491. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  492. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  493. ];
  494. },
  495. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  496. return [
  497. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
  498. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  499. ];
  500. },
  501. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  502. return [
  503. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
  504. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  505. ];
  506. },
  507. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  508. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
  509. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  510. return [
  511. powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  512. powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  513. ];
  514. },
  515. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  516. return [
  517. powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  518. powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  519. ];
  520. },
  521. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  522. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  523. return [
  524. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  525. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
  526. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  527. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  528. ),
  529. ];
  530. },
  531. [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
  532. [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
  533. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  534. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  535. [145](mul) { return heal(v.xTeamRCV(mul)); },
  536. [146](turns) { return skillBoost(turns); },
  537. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  538. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  539. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  540. [151](mul, _, percent) {
  541. return [
  542. powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
  543. ];
  544. },
  545. [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
  546. [153](attr) { return changeAttr('opponent', attr); },
  547. [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
  548. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
  549. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  550. return activeTurns(turns, type === 2 ?
  551. powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
  552. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
  553. );
  554. },
  555. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  556. return powerUp(null, null, p.scaleCross([
  557. { single: false, attr: attr1, mul: mul1 },
  558. { single: false, attr: attr2, mul: mul2 },
  559. { single: false, attr: attr3, mul: mul3 }
  560. ].filter(cross => cross.mul)));
  561. },
  562. [158](len, attrs, types, atk, hp, rcv) {
  563. return [
  564. minMatch(len),
  565. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  566. ];
  567. },
  568. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  569. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  570. [161](percent) { return gravity(v.xMaxHP(percent)); },
  571. [162]() { return board7x6(); },
  572. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  573. return [
  574. noSkyfall(),
  575. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  576. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  577. ];
  578. },
  579. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  580. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  581. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  582. },
  583. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  584. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  585. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  586. [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  587. [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  588. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  589. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  590. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
  591. },
  592. [172]() { return setOrbState(null, 'unlocked'); },
  593. [173](turns, attrAbsorb, _, damageAbsorb) {
  594. return activeTurns(turns, voidEnemyBuff(
  595. [
  596. attrAbsorb && 'attr-absorb',
  597. damageAbsorb && 'damage-absorb'
  598. ].filter((buff) => typeof buff === 'string')
  599. ));
  600. },
  601. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  602. [177](_0, _1, _2, _3, _4, remains, mul) {
  603. return [
  604. noSkyfall(),
  605. powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
  606. ];
  607. },
  608. [178](time, attrs, types, hp, atk, rcv) {
  609. return [
  610. fixedTime(time),
  611. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  612. ];
  613. },
  614. [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
  615. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
  616. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  617. [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
  618. return [
  619. powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
  620. powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
  621. ];
  622. },
  623. [184](turns) { return activeTurns(turns, noSkyfall()); },
  624. [185](time, attrs, types, hp, atk, rcv) {
  625. return [
  626. timeExtend(v.constant(time / 100)),
  627. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  628. ];
  629. },
  630. [186](attrs, types, hp, atk, rcv) {
  631. return [
  632. board7x6(),
  633. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  634. ];
  635. },
  636. [188](value) {
  637. return damageEnemy('single', 'fixed', v.constant(value));
  638. },
  639. };
  640. function _appendToFragment(fragment, arg){
  641. if (Array.isArray(arg))
  642. {
  643. arg.forEach(element=>_appendToFragment(fragment, element));
  644. }
  645. else if (typeof arg == "string" || typeof arg == "number")
  646. {
  647. return fragment.appendChild(document.createTextNode(arg));
  648. }
  649. else
  650. {
  651. return fragment.appendChild(arg);
  652. }
  653. }
  654. function renderSkills(skills)
  655. {
  656. const ul = document.createElement("ul");
  657. ul.className = "card-skill-list";
  658. skills.forEach(skill=>{
  659. const li = ul.appendChild(document.createElement("li"));
  660. li.className = skill.kind;
  661. li.appendChild(renderSkill(skill));
  662. });
  663. return ul;
  664. }
  665. function renderSkill(skill, option = {})
  666. {
  667. function atf(arg){
  668. return _appendToFragment(fragment, arg);
  669. }
  670. function createIcon(iconType, className){
  671. const idoc = document.createElement("icon");
  672. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  673. idoc.setAttribute("data-icon-type", iconType);
  674. return idoc;
  675. }
  676. const fragment = document.createDocumentFragment();
  677. if (typeof localTranslating == "undefined") return fragment;
  678. const tsp = localTranslating.skill_parse;
  679. let dict;
  680. switch (skill.kind) {
  681. case SkillKinds.Unknown: {
  682. dict = {
  683. type: skill.kind
  684. };
  685. atf(tsp.skill.unknown(dict));
  686. break;
  687. }
  688. case SkillKinds.ActiveTurns: { //有回合的行动
  689. dict = {
  690. turns: skill.turns,
  691. active: renderSkill(skill.skill, { forTurns: true }),
  692. };
  693. atf(tsp.skill.active_turns(dict));
  694. break;
  695. }
  696. case SkillKinds.RandomSkills: { //随机技能
  697. const ul = document.createElement("ul");
  698. ul.className = "random-active-skill";
  699. skill.skills.forEach(subSkills=>{
  700. const li = ul.appendChild(document.createElement("li"));
  701. li.appendChild(renderSkills(subSkills));
  702. });
  703. dict = {
  704. "skill-list": ul,
  705. };
  706. atf(tsp.skill.random_skills(dict));
  707. break;
  708. }
  709. case SkillKinds.Delay: { //威吓
  710. dict = {
  711. icon: createIcon("delay"),
  712. };
  713. atf(tsp.skill.delay(dict));
  714. break;
  715. }
  716. case SkillKinds.MassAttack: { //全体攻击
  717. dict = {
  718. icon: createIcon("mass-attack"),
  719. };
  720. atf(tsp.skill.mass_attack(dict));
  721. break;
  722. }
  723. case SkillKinds.LeaderChange: { //切换队长
  724. dict = {
  725. icon: createIcon("leader-change"),
  726. };
  727. atf(tsp.skill.leader_change(dict));
  728. break;
  729. }
  730. case SkillKinds.NoSkyfall: { //无天降
  731. dict = {
  732. icon: createIcon("no-skyfall"),
  733. };
  734. atf(tsp.skill.no_skyfall(dict));
  735. break;
  736. }
  737. case SkillKinds.Heal: { //回血主动
  738. dict = {
  739. icon: option.forTurns ? createIcon("auto-heal") : createIcon("heal", "hp-incr"),
  740. belong_to: option.forTurns ? tsp.target.team() : tsp.target.self(),
  741. value: renderValue(skill.value, {percent: option.forTurns}),
  742. stats: tsp.stats.hp(),
  743. };
  744. atf(tsp.skill.heal(dict));
  745. break;
  746. }
  747. case SkillKinds.DefenseBreak: { //破防
  748. dict = {
  749. icon: createIcon("defense-break"),
  750. value: renderValue(skill.value, {percent: true}),
  751. };
  752. atf(tsp.skill.defense_break(dict));
  753. break;
  754. }
  755. case SkillKinds.Poison: { //毒
  756. dict = {
  757. icon: createIcon("poison"),
  758. belong_to: tsp.target.self(),
  759. target: tsp.target.enemy(),
  760. stats: tsp.stats.hp(),
  761. value: renderValue(skill.value),
  762. };
  763. atf(tsp.skill.poison(dict));
  764. break;
  765. }
  766. case SkillKinds.TimeExtend: { //时间变化buff
  767. dict = {
  768. icon: createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"),
  769. value: renderValue(skill.value, { unit:tsp.unit.seconds, plusSign:true, percent:true }),
  770. };
  771. atf(tsp.skill.time_extend(dict));
  772. break;
  773. }
  774. case SkillKinds.FollowAttack: { //队长技追打
  775. dict = {
  776. //icon: createIcon("follow_attack"),
  777. belong_to: tsp.target.self(),
  778. target: tsp.target.enemy(),
  779. value: renderValue(skill.value),
  780. };
  781. atf(tsp.skill.follow_attack(dict));
  782. break;
  783. }
  784. case SkillKinds.AutoHeal: { //队长技自动回血
  785. dict = {
  786. icon: createIcon("auto-heal"),
  787. belong_to: tsp.target.self(),
  788. value: renderValue(skill.value),
  789. stats: tsp.stats.hp(),
  790. };
  791. atf(tsp.skill.auto_heal(dict));
  792. break;
  793. }
  794. case SkillKinds.CTW: { //时间暂停
  795. atf(createIcon("ctw"));
  796. atf(tsp.skill.ctw(renderValue(skill.value, { unit: tsp.unit.seconds })));
  797. break;
  798. }
  799. case SkillKinds.Gravity: { //重力
  800. console.log(skill.value)
  801. atf(tsp.skill.gravity({
  802. icon: createIcon("gravity"),
  803. target: tsp.target.enemy(),
  804. value: renderValue(skill.value, { percent:true }),
  805. }));
  806. break;
  807. }
  808. case SkillKinds.Resolve: { //根性
  809. atf(createIcon("resolve"));
  810. atf(tsp.skill.resolve(renderStat('hp'), renderValue(skill.min, { percent:true }), skill.condition.probability));
  811. break;
  812. }
  813. /*
  814. case SkillKinds.BoardChange: {
  815. const { attrs } = skill as Skill.BoardChange;
  816. return (
  817. <span className="CardSkill-skill">
  818. <AssetBox className="CardSkill-icon-box" title="Board change">
  819. <Asset assetId="status-combo" className="CardSkill-icon" />
  820. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  821. </AssetBox>
  822. {renderOrbs(attrs)}
  823. </span>
  824. );
  825. }
  826. case SkillKinds.SkillBoost: {
  827. const { value } = skill as Skill.WithValue<number>;
  828. return (
  829. <span className="CardSkill-skill">
  830. <Asset assetId="skill-boost" className="CardSkill-icon" title="Skill boost" />
  831. {value} turns
  832. </span>
  833. );
  834. }
  835. case SkillKinds.AddCombo: {
  836. const { value } = skill as Skill.WithValue<number>;
  837. return (
  838. <span className="CardSkill-skill">
  839. <Asset assetId={`status-combo-p${value}`} className="CardSkill-icon" title={`Add ${value} combo`} />
  840. </span>
  841. );
  842. }
  843. case SkillKinds.FixedTime: {
  844. const { value } = skill as Skill.WithValue<number>;
  845. return (
  846. <span className="CardSkill-skill">
  847. <AssetBox className="CardSkill-icon-box" title="Fixed movement time">
  848. <Asset assetId="status-time-incr" className="CardSkill-icon" />
  849. <Asset assetId="orb-locked" className="CardSkill-icon" />
  850. </AssetBox>
  851. {value} seconds
  852. </span>
  853. );
  854. }
  855. case SkillKinds.MinMatchLength: {
  856. const { value } = skill as Skill.WithValue<number>;
  857. return <span className="CardSkill-skill">minimum match length {value}</span>;
  858. }
  859. case SkillKinds.DropRefresh: {
  860. return <span className="CardSkill-skill">drop refresh</span>;
  861. }
  862. case SkillKinds.Drum: {
  863. return <span className="CardSkill-skill">drum sound</span>;
  864. }
  865. case SkillKinds.Board7x6: {
  866. return <span className="CardSkill-skill">7x6 board</span>;
  867. }
  868. case SkillKinds.DamageEnemy: {
  869. const { attr, target, selfHP, damage } = skill as Skill.DamageEnemy;
  870. return (
  871. <span className="CardSkill-skill">
  872. {!!selfHP && <>HP = {renderValue(selfHP)} &rArr;</>}
  873. <Asset assetId="skill-attack" className="CardSkill-icon" />
  874. {target === 'all' && <Asset assetId="status-mass-attack" className="CardSkill-icon" title="All enemies" />}
  875. {target === 'single' && <>single enemy </>}
  876. {typeof target === 'number' && <>{renderAttrs(target)} enemies </>}
  877. &rArr; {renderValue(damage)}
  878. {attr === 'fixed' && <Asset assetId="status-def-break" className="CardSkill-icon" title="Fixed damage" />}
  879. {typeof attr === 'number' && renderAttrs(attr)}
  880. </span>
  881. );
  882. }
  883. case SkillKinds.Vampire: {
  884. const { attr, damage, heal } = skill as Skill.Vampire;
  885. return (
  886. <span className="CardSkill-skill">
  887. <Asset assetId="skill-attack" className="CardSkill-icon" />
  888. single enemy &rArr; {renderValue(damage)}
  889. {typeof attr === 'number' && renderAttrs(attr)}
  890. &nbsp;&rArr;
  891. <Asset assetId="status-heal" className="CardSkill-icon" />
  892. {renderValue(heal)} damage
  893. </span>
  894. );
  895. }
  896. case SkillKinds.CounterAttack: {
  897. const { attr, prob, value } = skill as Skill.CounterAttack;
  898. return (
  899. <span className="CardSkill-skill">
  900. <Asset assetId="status-counter" className="CardSkill-icon" />
  901. {renderValue(prob)} &rArr; {renderValue(value)} damage
  902. {typeof attr === 'number' && renderAttrs(attr)}
  903. </span>
  904. );
  905. }
  906. case SkillKinds.ChangeOrbs: {
  907. const { changes } = skill as Skill.ChangeOrbs;
  908. return (
  909. <span className="CardSkill-skill">
  910. <AssetBox className="CardSkill-icon-box" title="Change orbs">
  911. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  912. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  913. </AssetBox>
  914. <span className="CardSkill-item-list">
  915. {changes.map((change, i) => {
  916. switch (change.kind) {
  917. case 'from':
  918. return (
  919. <span key={i}>
  920. {renderOrbs(change.from)} &rArr; {renderOrbs(change.to)}
  921. </span>
  922. );
  923. case 'gen':
  924. return (
  925. <span key={i}>
  926. {renderOrbs(change.exclude).map((orb, j) => (
  927. <AssetBox className="CardSkill-icon-box" key={j}>
  928. {orb}
  929. <Asset assetId="overlay-cross" className="CardSkill-icon" />
  930. </AssetBox>
  931. ))} &rArr; {renderOrbs(change.to)} &times; {change.count}
  932. </span>
  933. );
  934. case 'fixed':
  935. return (change.positions.length > 0 &&
  936. <span key={i}>
  937. {change.type === 'col' ? 'column' : 'row'}&nbsp;
  938. {change.positions.map(p => p + 1).join(', ')}
  939. &nbsp;&rArr; {renderOrbs(change.to)}
  940. </span>
  941. );
  942. }
  943. })}
  944. </span>
  945. </span>
  946. );
  947. }
  948. case SkillKinds.Unbind: {
  949. const { normal, awakenings } = skill as Skill.Unbind;
  950. return (
  951. <span className="CardSkill-skill CardSkill-item-list">
  952. {!!normal && <span>
  953. <Asset assetId="skill-unbind" className="CardSkill-icon" />
  954. {normal} turns
  955. </span>}
  956. {!!awakenings && <span>
  957. <AssetBox className="CardSkill-icon-box">
  958. <Asset assetId="status-bind-awakenings" className="CardSkill-icon" />
  959. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  960. </AssetBox>
  961. {awakenings} turns
  962. </span>}
  963. </span>
  964. );
  965. }
  966. case SkillKinds.OrbDropIncrease: {
  967. const { attrs, value } = skill as Skill.OrbDropIncrease;
  968. let attrElems: React.ReactNode[];
  969. if (attrs === 'enhanced')
  970. attrElems = [<Asset assetId="status-orb-enhanced" className="CardSkill-icon" key="enhanced" />];
  971. else
  972. attrElems = renderOrbs(attrs);
  973. attrElems = attrElems.map((elem, i) => (
  974. <AssetBox className="CardSkill-icon-box" key={i}>
  975. {elem}
  976. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  977. </AssetBox>
  978. ));
  979. return (
  980. <span className="CardSkill-skill">
  981. {attrElems}
  982. {renderValue(value)}
  983. </span>
  984. );
  985. }
  986. case SkillKinds.VoidEnemyBuff: {
  987. const { buffs } = skill as Skill.VoidEnemyBuff;
  988. return (
  989. <span className="CardSkill-skill">{
  990. buffs.map(buff => {
  991. switch (buff) {
  992. case 'attr-absorb': return (
  993. <AssetBox className="CardSkill-icon-box" key={buff}>
  994. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  995. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  996. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  997. </AssetBox>
  998. );
  999. case 'damage-absorb': return (
  1000. <AssetBox className="CardSkill-icon-box" key={buff}>
  1001. <Asset assetId="status-damage-absorb" className="CardSkill-icon" />
  1002. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  1003. </AssetBox>
  1004. );
  1005. }
  1006. })
  1007. } </span>
  1008. );
  1009. }
  1010. case SkillKinds.ChangeAttribute: {
  1011. const { attr, target } = skill as Skill.ChangeAttribute;
  1012. return (
  1013. <span className="CardSkill-skill">
  1014. {target === 'self' && 'Self'}
  1015. {target === 'opponent' && 'enemy'}
  1016. &nbsp;&rArr; {renderAttrs(attr)}
  1017. </span>
  1018. );
  1019. }
  1020. case SkillKinds.SetOrbState: {
  1021. const { orbs, state } = skill as Skill.SetOrbState;
  1022. let orbElems: React.ReactNode[];
  1023. if (!orbs) {
  1024. orbElems = [<Asset assetId="orb-blind" className="CardSkill-icon" key="all" />];
  1025. } else {
  1026. orbElems = renderOrbs(orbs);
  1027. }
  1028. return (
  1029. <span className="CardSkill-skill">
  1030. {(state === 'enhanced' || state === 'locked') && orbElems}
  1031. {state === 'unlocked' && orbElems.map((elem, i) => (
  1032. <AssetBox className="CardSkill-icon-box" key={i}>
  1033. {elem}
  1034. <Asset assetId="orb-locked" className="CardSkill-icon" />
  1035. </AssetBox>
  1036. ))}
  1037. &rArr;
  1038. {state === 'enhanced' && orbElems.map((elem, i) => (
  1039. <AssetBox className="CardSkill-icon-box" key={i}>
  1040. {elem}
  1041. <Asset assetId="orb-enhanced" className="CardSkill-icon" />
  1042. </AssetBox>
  1043. ))}
  1044. {state === 'locked' && orbElems.map((elem, i) => (
  1045. <AssetBox className="CardSkill-icon-box" key={i}>
  1046. {elem}
  1047. <Asset assetId="orb-locked" className="CardSkill-icon" />
  1048. </AssetBox>
  1049. ))}
  1050. {state === 'unlocked' && orbElems}
  1051. </span>
  1052. );
  1053. }
  1054. case SkillKinds.RateMultiply: {
  1055. const { rate, value } = skill as Skill.RateMultiply;
  1056. return (
  1057. <span className="CardSkill-skill">
  1058. {rate === 'drop' && 'drop rate'}
  1059. {rate === 'coin' && 'coins'}
  1060. {rate === 'exp' && 'EXP'}
  1061. &nbsp;&times;&nbsp;
  1062. {renderValue(value)}
  1063. </span>
  1064. );
  1065. }
  1066. case SkillKinds.ReduceDamage: {
  1067. const { attrs, percent, condition } = skill as Skill.ReduceDamage;
  1068. return (
  1069. <span className="CardSkill-skill">
  1070. {!!condition && <>{renderCondition(condition)} &rArr; </>}
  1071. <Asset assetId="status-def" className="CardSkill-icon" />
  1072. {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)}
  1073. {renderValue(percent)}
  1074. </span>
  1075. );
  1076. }
  1077. case SkillKinds.PowerUp: {
  1078. const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp;
  1079. const targets: React.ReactNode[] = [];
  1080. if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || []));
  1081. if (types) targets.push(...renderTypes(types || []));
  1082. return (
  1083. <span className="CardSkill-skill">
  1084. {condition && <>{renderCondition(condition)} &rArr; </>}
  1085. {targets.length > 0 && <>{targets}</>}
  1086. {!!value && renderPowerUp(value)}
  1087. {!!reduceDamage && <>
  1088. <Asset assetId="status-def" className="CardSkill-icon" />
  1089. {renderValue(reduceDamage)}
  1090. </>}
  1091. </span>
  1092. );
  1093. }
  1094. */
  1095. default: {
  1096. console.log("未处理的技能类型",skill.kind, skill);
  1097. atf(skill.kind);
  1098. }
  1099. }
  1100. return fragment;
  1101. };
  1102. function renderStat(stat) {
  1103. function atf(arg){
  1104. return _appendToFragment(fragment, arg);
  1105. }
  1106. const fragment = document.createDocumentFragment();
  1107. if (typeof localTranslating == "undefined") return fragment;
  1108. const tspt = localTranslating.skill_parse.stats;
  1109. if (tspt[stat])
  1110. atf(tspt[stat]());
  1111. else
  1112. {
  1113. console.log("未知状态类型",stat);
  1114. atf(tspt.unknown({ type: stat }));
  1115. }
  1116. return fragment;
  1117. }
  1118. /*
  1119. function renderAttrs(attrs: Attributes | Attributes[]) {
  1120. if (!Array.isArray(attrs))
  1121. attrs = [attrs];
  1122. return attrs.map(attr => {
  1123. if (attr >= Attributes.Heart)
  1124. return <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />;
  1125. return <Asset assetId={`attr-${attr}`} key={attr} className="CardSkill-icon" />;
  1126. });
  1127. }
  1128. function renderOrbs(attrs: Attributes | Attributes[]) {
  1129. if (!Array.isArray(attrs))
  1130. attrs = [attrs];
  1131. return attrs.map(attr => <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />);
  1132. }
  1133. function renderTypes(types: Types | Types[]) {
  1134. if (!Array.isArray(types))
  1135. types = [types];
  1136. return types.map(type => <Asset assetId={`type-${type}`} key={type} className="CardSkill-icon" />);
  1137. }
  1138. function renderCondition(cond: SkillCondition) {
  1139. if (cond.hp) {
  1140. if (cond.hp.min === cond.hp.max)
  1141. return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%</>;
  1142. else if (cond.hp.min === 0)
  1143. return <>{renderStat('hp')} &le; {formatNumber(cond.hp.max * 100)}%</>;
  1144. else if (cond.hp.max === 1)
  1145. return <>{renderStat('hp')} &ge; {formatNumber(cond.hp.min * 100)}%</>;
  1146. else
  1147. return <>{renderStat('hp')} &in; [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]</>;
  1148. } else if (cond.useSkill) {
  1149. return <>use skill</>;
  1150. } else if (cond.multiplayer) {
  1151. return <>in multiplayer</>;
  1152. } else if (cond.remainOrbs) {
  1153. return <>&le; {cond.remainOrbs.count} orbs remain</>;
  1154. } else if (cond.exact) {
  1155. if (cond.exact.type === 'combo') {
  1156. return <>= {cond.exact.value} combos</>;
  1157. } else if (cond.exact.type === 'match-length') {
  1158. return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs</>;
  1159. }
  1160. } else if (cond.compo) {
  1161. return <>{cond.compo.type} [{cond.compo.ids.join()}] in team</>;
  1162. }
  1163. return <>[ unknown condition ]</>;
  1164. }
  1165. function renderPowerUp(powerUp: SkillPowerUp) {
  1166. function renderStats(hp: number, atk: number, rcv: number, mul = true) {
  1167. const operator = mul ? <>&times;</> : <>+</>;
  1168. let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  1169. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  1170. if (list.length === 0) return null;
  1171. if (list.every(([, value]) => value === list[0][1])) {
  1172. return <>
  1173. {list.map(([name], i) => <React.Fragment key={name}>{i !== 0 && ', '}{renderStat(name)}</React.Fragment>)}
  1174. &nbsp;{operator} {formatNumber(list[0][1])}
  1175. </>;
  1176. } else {
  1177. return <>
  1178. {list.map(([name, value], i) => (
  1179. <React.Fragment key={name}>
  1180. {i !== 0 ? '; ' : ''}
  1181. {renderStat(name)}
  1182. &nbsp;{operator} {formatNumber(value)}
  1183. </React.Fragment>
  1184. ))}
  1185. </>;
  1186. }
  1187. }
  1188. switch (powerUp.kind) {
  1189. case SkillPowerUpKind.Multiplier: {
  1190. const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul;
  1191. return renderStats(hp, atk, rcv);
  1192. }
  1193. case SkillPowerUpKind.ScaleAttributes: {
  1194. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1195. return <>
  1196. &ge; {min} of [{renderAttrs(attrs)}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1197. {max !== min && <> for each &le; {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1198. </>;
  1199. }
  1200. case SkillPowerUpKind.ScaleCombos: {
  1201. const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale;
  1202. return <>
  1203. &ge; {min} combos &rArr; {renderStats(1, baseAtk, baseRcv)}
  1204. {max !== min && <> for each &le; {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1205. </>;
  1206. }
  1207. case SkillPowerUpKind.ScaleMatchAttrs: {
  1208. const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs;
  1209. return <>
  1210. &ge; {min} matches of [{matches.map((attrs, i) =>
  1211. <React.Fragment key={i}>{i !== 0 && ', '}{renderAttrs(attrs)}</React.Fragment>
  1212. )}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1213. {max !== min && <> for each &le; {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1214. </>;
  1215. }
  1216. case SkillPowerUpKind.ScaleMatchLength: {
  1217. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1218. return <>
  1219. &ge; {min} &times; {renderAttrs(attrs)} &rArr; {renderStats(1, baseAtk, baseRcv)}
  1220. {max !== min && <> for each &le; {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1221. </>;
  1222. }
  1223. case SkillPowerUpKind.ScaleCross: {
  1224. const { crosses } = powerUp as SkillPowerUp.ScaleCross;
  1225. return crosses.map(({ single, attr, mul }, i) => <React.Fragment key={i}>
  1226. {i !== 0 && ', '}
  1227. {mul !== 1 && <>{renderStat('atk')} &times; {formatNumber(mul)} </>}
  1228. {single ? 'when' : 'for each'} cross of {renderAttrs(attr)}
  1229. </React.Fragment>);
  1230. }
  1231. case SkillPowerUpKind.ScaleAwakenings: {
  1232. const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings;
  1233. return <>
  1234. {renderStat('atk')} &times; {formatNumber(value - 1)} for each {awakenings.map(id =>
  1235. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1236. )}
  1237. </>;
  1238. }
  1239. default:
  1240. return <>[ unknown power up ]</>;
  1241. }
  1242. }
  1243. */
  1244. function renderValue(_value, option = {}) {
  1245. function atf(arg){
  1246. return _appendToFragment(fragment, arg);
  1247. }
  1248. const fragment = document.createDocumentFragment();
  1249. if (typeof localTranslating == "undefined") return fragment;
  1250. const tspv = localTranslating.skill_parse.value;
  1251. const od = option.decimalDigits, os = option.plusSign;
  1252. let dict;
  1253. switch (_value.kind) {
  1254. case SkillValueKind.Percent: {
  1255. dict = {
  1256. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1257. };
  1258. atf(
  1259. option.percent ?
  1260. tspv.mul_percent(dict) :
  1261. tspv.mul_times(dict)
  1262. );
  1263. break;
  1264. }
  1265. case SkillValueKind.Constant: {
  1266. dict = {
  1267. value: _value.value.keepCounts(od,os),
  1268. unit: option.unit ? option.unit() : undefined,
  1269. };
  1270. atf(tspv.const(dict));
  1271. break;
  1272. }
  1273. case SkillValueKind.xMaxHP: {
  1274. dict = {
  1275. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1276. stats: renderStat('maxhp'),
  1277. };
  1278. atf(
  1279. option.percent ?
  1280. tspv.mul_of_percent(dict) :
  1281. tspv.mul_of_times(dict)
  1282. );
  1283. break;
  1284. }
  1285. case SkillValueKind.xHP: {
  1286. dict = {
  1287. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1288. stats: renderStat('hp'),
  1289. };
  1290. atf(
  1291. option.percent ?
  1292. tspv.mul_of_percent(dict) :
  1293. tspv.mul_of_times(dict)
  1294. );
  1295. break;
  1296. }
  1297. case SkillValueKind.xATK: {
  1298. dict = {
  1299. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1300. stats: renderStat('atk'),
  1301. };
  1302. atf(
  1303. option.percent ?
  1304. tspv.mul_of_percent(dict) :
  1305. tspv.mul_of_times(dict)
  1306. );
  1307. break;
  1308. }
  1309. case SkillValueKind.xRCV: {
  1310. dict = {
  1311. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1312. stats: renderStat('rcv'),
  1313. };
  1314. atf(
  1315. option.percent ?
  1316. tspv.mul_of_percent(dict) :
  1317. tspv.mul_of_times(dict)
  1318. );
  1319. break;
  1320. }
  1321. case SkillValueKind.xTeamRCV: {
  1322. dict = {
  1323. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1324. stats: renderStat('teamrcv'),
  1325. };
  1326. atf(
  1327. option.percent ?
  1328. tspv.mul_of_percent(dict) :
  1329. tspv.mul_of_times(dict)
  1330. );
  1331. break;
  1332. }
  1333. case SkillValueKind.xTeamATK: {
  1334. dict = {
  1335. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  1336. stats: renderStat('teamatk'),
  1337. };
  1338. atf(
  1339. option.percent ?
  1340. tspv.mul_of_percent(dict) :
  1341. tspv.mul_of_times(dict)
  1342. );
  1343. break;
  1344. }
  1345. /*
  1346. case SkillValueKind.Percent: {
  1347. const { value } = _value as SkillValue.Simple;
  1348. return <span>{formatNumber(value * 100)}%</span>;
  1349. }
  1350. case SkillValueKind.Constant: {
  1351. const { value } = _value as SkillValue.Simple;
  1352. return <span>{formatNumber(value)}{unit ? ` ${unit}` : ''}</span>;
  1353. }
  1354. case SkillValueKind.xMaxHP: {
  1355. const { value } = _value as SkillValue.Simple;
  1356. return <span>{formatNumber(value * 100)}% of {renderStat('maxhp')}</span>;
  1357. }
  1358. case SkillValueKind.xHP: {
  1359. const { value } = _value as SkillValue.Simple;
  1360. return <span>{formatNumber(value * 100)}% of {renderStat('hp')}</span>;
  1361. }
  1362. case SkillValueKind.xATK: {
  1363. const { value } = _value as SkillValue.Simple;
  1364. return <span>{formatNumber(value)} &times; {renderStat('atk')}</span>;
  1365. }
  1366. case SkillValueKind.xRCV: {
  1367. const { value } = _value as SkillValue.Simple;
  1368. return <span>{formatNumber(value)} &times; {renderStat('rcv')}</span>;
  1369. }
  1370. case SkillValueKind.xTeamRCV: {
  1371. const { value } = _value as SkillValue.Simple;
  1372. return <span>{formatNumber(value)} &times; {renderStat('teamrcv')}</span>;
  1373. }
  1374. case SkillValueKind.xTeamATK: {
  1375. const { value, attrs } = _value as SkillValue.WithAttributes;
  1376. return <span>{formatNumber(value)} &times; {renderAttrs(attrs)} {renderStat('teamatk')}</span>;
  1377. }
  1378. case SkillValueKind.HPScale: {
  1379. const { min, max } = _value as SkillValue.Scale;
  1380. return <span>({formatNumber(min)} &hArr; {formatNumber(max)} &prop; {renderStat('hp')}) &times; {renderStat('atk')}</span>;
  1381. }
  1382. case SkillValueKind.RandomATK: {
  1383. const { min, max } = _value as SkillValue.Scale;
  1384. if (min === max) {
  1385. return <span>{formatNumber(min)} &times; {renderStat('atk')}</span>;
  1386. } else {
  1387. return <span>(random &times; {formatNumber(min)} &hArr; {formatNumber(max)}) &times; {renderStat('atk')}</span>;
  1388. }
  1389. }
  1390. case SkillValueKind.xAwakenings: {
  1391. const { value, awakenings } = _value as SkillValue.WithAwakenings;
  1392. return <span>{formatNumber(value * 100)}% &times; each of {awakenings.map(id =>
  1393. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1394. )}</span>;
  1395. }
  1396. */
  1397. default: {
  1398. console.log("未知数值类型",_value.kind, _value);
  1399. atf(tspv.unknown({ type: _value.kind }));
  1400. }
  1401. }
  1402. return fragment;
  1403. }

智龙迷城队伍图制作工具