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script-universal_function.js 52 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 = Number.prototype.toLocaleString;
  74. //最多保留N位小数,不留0
  75. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  76. {
  77. let newNumber = Number(this.toFixed(decimalDigits));
  78. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  79. }
  80. //数组删除自己尾部的空元素
  81. Array.prototype.deleteLatter = function(item = null) {
  82. let index = this.length - 1;
  83. for (; index >= 0; index--) {
  84. if (this[index] !== item) {
  85. break;
  86. }
  87. }
  88. this.splice(index + 1);
  89. return this;
  90. }
  91. //数组去重,改变自身
  92. Array.prototype.distinct = function() {
  93. const _set = new Set(this);
  94. this.length = 0;
  95. this.push(..._set);
  96. return this.valueOf();
  97. }
  98. //数组交换元素
  99. Array.prototype.switch = function(i1, i2) {
  100. if (Math.max(i1, i2) >= this.length) return false;
  101. let temp = this[i1];
  102. this[i1] = this[i2];
  103. this[i2] = temp;
  104. return true;
  105. }
  106. //数组随机排序
  107. Array.prototype.shuffle = function() {
  108. let length = this.length;
  109. while (length) {
  110. randomIndex = Math.floor(Math.random() * length--);
  111. this.switch(length, randomIndex);
  112. }
  113. return this;
  114. }
  115. Array.prototype.randomShift = function() {
  116. return this.splice(Math.random() * this.length, 1)?.[0];
  117. }
  118. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  119. Array.prototype.groupBy = function(func) {
  120. const groups = this.reduce((pre,cur)=>{
  121. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  122. if (grp)
  123. grp.push(cur);
  124. else
  125. pre.push([cur]);
  126. return pre;
  127. }, []);
  128. return groups;
  129. }
  130. //将内容添加到代码片段
  131. DocumentFragment.prototype.ap = function(...args)
  132. {
  133. args.forEach(arg=>{
  134. if (Array.isArray(arg)) //数组,递归自身
  135. {
  136. arg.forEach(item=>this.ap(item));
  137. }
  138. else //其他内容的转换为文字添加
  139. {
  140. this.append(arg);
  141. }
  142. }, this);
  143. return this;
  144. }
  145. //将数组和分隔符添加到一个代码片段,类似join
  146. Array.prototype.nodeJoin = function(separator)
  147. {
  148. const frg = document.createDocumentFragment();
  149. this.forEach((item, idx, arr)=>{
  150. frg.ap(item);
  151. if (idx < (arr.length - 1) && separator !== undefined)
  152. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  153. });
  154. return frg;
  155. }
  156. Math.randomInteger = function(max, min = 0) {
  157. return this.floor(this.random() * (max - min + 1) + min);
  158. }
  159. //将二进制flag转为数组
  160. function flags(num) {
  161. const arr = [];
  162. for (let i = 0; i < 32; i++) {
  163. if (num & (1 << i)) {
  164. arr.push(i);
  165. }
  166. }
  167. return arr;
  168. }
  169. //将二进制flag转为数组
  170. function reflags(arr) {
  171. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  172. }
  173. //带标签的模板字符串
  174. function tp(strings, ...keys) {
  175. return (function(...values) {
  176. let dict = values[values.length - 1] || {};
  177. let fragment = document.createDocumentFragment();
  178. fragment.append(strings[0]);
  179. keys.forEach(function(key, i, arr) {
  180. let value = Number.isInteger(key) ? values[key] : dict[key];
  181. if (value != undefined)
  182. {
  183. try{
  184. fragment.append(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
  185. }catch(e)
  186. {
  187. console.log("模板字符串错误: %o,", e, values, keys, value);
  188. }
  189. }
  190. fragment.append(strings[i + 1]);
  191. });
  192. return fragment;
  193. });
  194. }
  195. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  196. function deepMerge(obj1, obj2) {
  197. let key;
  198. for (key in obj2) {
  199. // 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
  200. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  201. obj1[key] =
  202. obj1[key] &&
  203. obj1[key].toString() === "[object Object]" &&
  204. (obj2[key] && obj2[key].toString() === "[object Object]")
  205. ? deepMerge(obj1[key], obj2[key])
  206. : (obj1[key] = obj2[key]);
  207. }
  208. return obj1;
  209. }
  210. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  211. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  212. const pcmImportObj = {
  213. env: {
  214. abortStackOverflow: () => { throw new Error("overflow"); },
  215. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  216. tableBase: 0,
  217. memory: pcmMemory,
  218. memoryBase: 102400,
  219. STACKTOP: 0,
  220. STACK_MAX: pcmMemory.buffer.byteLength,
  221. }
  222. };
  223. let pcmPlayer = null;
  224. let adpcm_wasm = null;
  225. function decodeAudio(fileName, decodeCallback) {
  226. if (pcmPlayer != null) {
  227. pcmPlayer.close();
  228. }
  229. pcmPlayer = new PCMPlayer(1, 44100);
  230. fetch(fileName).then((response) => response.arrayBuffer())
  231. .then((bytes) => {
  232. let audioData = new Uint8Array(bytes);
  233. let step = 160;
  234. for (let i = 0; i < audioData.byteLength; i += step) {
  235. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  236. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  237. pcmPlayer.feed(pcmFloat32Data);
  238. }
  239. });
  240. }
  241. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  242. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  243. .then((wasm) => {
  244. adpcm_wasm = wasm;
  245. /*addButton("adpcm").onclick = function () {
  246. let decoder = new Adpcm(wasm, pcmImportObj);
  247. decoder.resetDecodeState(new Adpcm.State(0, 0));
  248. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  249. }*/
  250. });
  251. //▲ADPCM播放相关
  252. // 加载 image
  253. function loadImage(url) {
  254. return new Promise(function(resolve, reject) {
  255. var image = new Image();
  256. image.src = url;
  257. image.type = "svg"
  258. image.crossOrigin = 'Anonymous';
  259. image.onload = function() {
  260. resolve(this);
  261. };
  262. image.onerror = function(err) {
  263. reject(err);
  264. };
  265. });
  266. }
  267. //代码来自 https://segmentfault.com/a/1190000004451095
  268. function fileReader (file, options = {}) {
  269. return new Promise(function (resolve, reject) {
  270. const reader = new FileReader();
  271. reader.onload = function () {
  272. resolve(reader);
  273. };
  274. reader.onerror = reject;
  275. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  276. reject({
  277. code: 1,
  278. msg: 'wrong file type'
  279. });
  280. }
  281. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  282. reader.readAsText(file);
  283. } else {
  284. reader.readAsDataURL(file);
  285. }
  286. });
  287. }
  288. function dbReadKey (db, tableName, keys) {
  289. return new Promise(function (resolve, reject) {
  290. const transaction = db.transaction([tableName]);
  291. const objectStore = transaction.objectStore(tableName);
  292. const request = objectStore.get(keys);
  293. request.onsuccess = function(event) {
  294. resolve(request.result);
  295. };
  296. request.onerror = reject;
  297. });
  298. }
  299. function dbCount (db, tableName, key) {
  300. return new Promise(function (resolve, reject) {
  301. const transaction = db.transaction([tableName]);
  302. const objectStore = transaction.objectStore(tableName);
  303. const request = objectStore.count(key);
  304. request.onsuccess = function() {
  305. resolve(request.result);
  306. }
  307. request.onerror = reject;
  308. });
  309. }
  310. function dbReadAll (db, tableName) {
  311. return new Promise(async function (resolve, reject) {
  312. let datas = [];
  313. const transaction = db.transaction([tableName]);
  314. const objectStore = transaction.objectStore(tableName);
  315. const request = objectStore.openCursor();
  316. request.onsuccess = function(event) {
  317. var cursor = event.target.result;
  318. if (cursor) {
  319. // cursor.value 包含正在被遍历的当前记录
  320. // 这里你可以对 result 做些什么
  321. datas.push(cursor.value);
  322. cursor.continue();
  323. } else {
  324. // 没有更多 results
  325. resolve(datas);
  326. }
  327. };
  328. request.onerror = reject;
  329. });
  330. }
  331. function dbWrite (db, tableName, data, keys) {
  332. return new Promise(function (resolve, reject) {
  333. const transaction = db.transaction([tableName], "readwrite");
  334. const objectStore = transaction.objectStore(tableName);
  335. const request = objectStore.put(data, keys);
  336. request.onsuccess = function(event) {
  337. resolve(event);
  338. };
  339. request.onerror = reject;
  340. });
  341. }
  342. function dbDelete (db, tableName, keys) {
  343. return new Promise(function (resolve, reject) {
  344. const transaction = db.transaction([tableName], "readwrite");
  345. const objectStore = transaction.objectStore(tableName);
  346. const request = objectStore.delete(keys);
  347. request.onsuccess = function(event) {
  348. resolve(event);
  349. };
  350. request.onerror = reject;
  351. });
  352. }
  353. function latentUseHole(latentId) {
  354. switch (latentId) {
  355. case 12: case 16: case 17: case 18: case 19:
  356. case 20: case 21: case 22: case 23: case 24:
  357. case 25: case 26: case 27: case 28: case 29:
  358. case 30: case 31: case 32: case 33: case 34:
  359. case 35: case 36: case 43: case 44: case 45:
  360. {
  361. return 2;
  362. }
  363. case 13: case 14: case 15: case 37: case 38:
  364. case 39: case 40: case 41: case 42: case 46:
  365. case 47:
  366. {
  367. return 6;
  368. }
  369. case 1: case 2: case 3: case 4: case 5:
  370. case 6: case 7: case 8: case 9: case 10:
  371. case 11: case 12:
  372. default:
  373. {
  374. return 1;
  375. }
  376. }
  377. }
  378. //获取最大潜觉数量
  379. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  380. const card = Cards[id];
  381. return card && card.is8Latent ? 8 : 6;
  382. }
  383. //计算用了多少潜觉格子
  384. function usedHole(latents) {
  385. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  386. }
  387. //计算所有队伍中有多少个该觉醒
  388. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  389. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  390. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  391. }, 0);
  392. return formationAwokenCount;
  393. }
  394. //计算单个队伍中有多少个该觉醒
  395. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  396. const memberArray = team[0];
  397. const assistArray = team[1];
  398. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  399. if (mon.id <= 0) { //如果是delay和null
  400. return previous;
  401. }
  402. const card = Cards[mon.id];
  403. if (!card || !card.enabled) { //如果卡片未启用
  404. return previous;
  405. }
  406. const assist = assistArray[idx];
  407. const assistCard = Cards[assist.id];
  408. //启用的觉醒数组片段
  409. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  410. //单人、3人时,大于等于100级且297时增加超觉醒
  411. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  412. const sAwokenT = card.superAwakenings[mon.sawoken];
  413. if (sAwokenT >= 0)
  414. enableAwoken = enableAwoken.concat(sAwokenT);
  415. }
  416. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  417. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  418. }
  419. //相同的觉醒数
  420. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  421. return previous + hasAwoken;
  422. }, 0);
  423. return teamAwokenCount;
  424. }
  425. //返回可用的怪物名称
  426. function returnMonsterNameArr(card, lsList, defaultCode) {
  427. const monNameArr = lsList.map(lc => { //取出每种语言
  428. if (lc == defaultCode)
  429. return card.name;
  430. else if (card.otLangName)
  431. return card.otLangName[lc];
  432. }).filter(ln => //去掉空值和问号
  433. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  434. );
  435. if (monNameArr.length < 1) //如果本来的列表里没有名字
  436. {
  437. monNameArr.push(card.name); //只添加默认名字
  438. }
  439. return monNameArr;
  440. }
  441. //Code From pad-rikuu
  442. function valueAt(level, maxLevel, curve) {
  443. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  444. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  445. }
  446. //Code From pad-rikuu
  447. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  448. let value = valueAt(level, maxLevel, {
  449. min: c.min,
  450. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  451. scale: c.scale || 1
  452. });
  453. if (level > maxLevel) {
  454. const exceed99 = Math.min(level - maxLevel, 11);
  455. const exceed110 = Math.max(0, level - 110);
  456. value += c.max !== undefined ?
  457. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  458. (c.min * exceed99 + c.min * exceed110);
  459. }
  460. return value;
  461. }
  462. //计算怪物的经验值
  463. function calculateExp(member) {
  464. if (!member) return null;
  465. const memberCard = Cards[member.id];
  466. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  467. const expArray = [
  468. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  469. ];
  470. if (member.level > 99)
  471. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  472. if (member.level > 110)
  473. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  474. return expArray;
  475. }
  476. //计算怪物的能力
  477. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  478. if (!member) return null;
  479. const memberCard = Cards[member.id];
  480. const assistCard = assist ? Cards[assist.id] : null;
  481. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  482. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  483. const plusAdd = [10, 5, 3]; //加值的增加值
  484. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  485. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  486. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  487. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  488. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  489. ];
  490. 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
  491. [{ index: 63, scale: 1.1 }], //HP
  492. [{ index: 63, scale: 1.1 }], //ATK
  493. [{ index: 63, scale: 1.1 }] //RCV
  494. ];
  495. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  496. [], //HP
  497. [], //ATK
  498. [] //RCV
  499. ];
  500. if (!solo) { //协力时计算协力觉醒
  501. latterAwokenScale.forEach(ab => {
  502. ab.push({ index: 30, scale: 1.5 });
  503. });
  504. }
  505. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  506. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  507. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  508. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  509. ];
  510. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  511. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  512. const dge = formation.dungeonEnchance;
  513. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  514. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  515. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  516. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  517. dge.collabs.includes(memberCard.collabId); //符合合作
  518. //储存点亮的觉醒
  519. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  520. //单人、3人时,大于等于100级且297时增加超觉醒
  521. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  522. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  523. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  524. }
  525. //如果有武器还要计算武器的觉醒
  526. let enableBouns = false;
  527. if (assistCard?.id > 0 && assistCard.enabled) {
  528. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  529. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  530. awokenList.push(...assistAwokenList);
  531. }
  532. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  533. }
  534. const abilitys = memberCurves.map((ab, idx) => {
  535. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  536. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  537. let n_assist_base = 0,
  538. n_assist_plus = 0; //辅助的bonus
  539. //计算辅助的额外血量
  540. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  541. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  542. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  543. }
  544. //用来计算倍率觉醒的最终倍率是多少,reduce用
  545. function calculateAwokenScale(previous, aw) {
  546. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  547. return previous * aw.scale ** awokenCount;
  548. }
  549. //倍率类觉醒的比例,直接从1开始乘
  550. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  551. //觉醒增加的数值
  552. const n_awoken = awokenList.length > 0 ?
  553. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  554. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  555. if (awokenCount > 0)
  556. return previous + aw.value * awokenCount;
  557. else
  558. return previous;
  559. }, 0)) :
  560. 0;
  561. //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
  562. const n_latentScale = (member.latent && member.latent.length > 0) ?
  563. latentScale[idx].reduce((previous, la) => {
  564. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  565. return previous + la.scale * latentCount;
  566. }, 0) :
  567. 0;
  568. let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  569. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  570. let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  571. //觉醒生效时的协力、语音觉醒等的倍率
  572. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  573. //都要做四舍五入
  574. if (isDge && dgeRate[idx] != 1)
  575. {
  576. let rate = dgeRate[idx];
  577. reValue = Math.round(reValue * rate);
  578. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  579. }else
  580. {
  581. reValue = Math.round(reValue);
  582. reValueNoAwoken = Math.round(reValueNoAwoken);
  583. }
  584. if (idx < 2) //idx顺序为HP、ATK、RCV
  585. { //HP和ATK最低为1
  586. reValue = Math.max(reValue, 1);
  587. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  588. }
  589. return [reValue, reValueNoAwoken];
  590. });
  591. return abilitys;
  592. }
  593. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  594. const card = Cards[id];
  595. const tempMon = {
  596. id: id,
  597. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  598. 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
  599. awoken: card.awakenings.length,
  600. };
  601. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  602. if (abilities) {
  603. return {
  604. noAwoken: {
  605. hp: abilities[0][1],
  606. atk: abilities[1][1],
  607. rcv: abilities[2][1],
  608. },
  609. withAwoken: {
  610. hp: abilities[0][0],
  611. atk: abilities[1][0],
  612. rcv: abilities[2][0],
  613. },
  614. };
  615. } else {
  616. return null;
  617. }
  618. }
  619. //搜索卡片用
  620. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  621. 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
  622. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  623. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  624. //属性
  625. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  626. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  627. { //当两个颜色相同时,主副一样颜色的只需判断一次
  628. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  629. }
  630. else if (fixMainColor) //如果固定了顺序
  631. {
  632. const a1IsNull = attr1 === null,
  633. a2IsNull = attr2 === null;
  634. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  635. cardsRange = cardsRange.filter(c =>
  636. (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
  637. (a1IsNull ? true : c.attrs[0] === attr1) &&
  638. (a2IsNull ? true : c.attrs[1] === attr2)
  639. );
  640. }
  641. }
  642. else //不限定顺序时
  643. {
  644. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  645. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  646. cardsRange = cardsRange.filter(c =>
  647. search_attrs.every(a => c.attrs.includes(a)) &&
  648. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  649. );
  650. }
  651. //类型
  652. if (types.length > 0) {
  653. cardsRange = cardsRange.filter(c => typeAndOr ?
  654. types.every(t => c.types.includes(t)) : //所有type都满足
  655. types.some(t => c.types.includes(t)) //只需要满足一个type
  656. );
  657. }
  658. //稀有度
  659. if (rares.length > 1) {
  660. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  661. }
  662. //觉醒
  663. //等效觉醒时,事先去除大觉醒
  664. if (equalAk) {
  665. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  666. bigEqualAwokens.forEach(bak => {
  667. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  668. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  669. if (!smallEqualAwoken) {
  670. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  671. awokens.push(smallEqualAwoken);
  672. }
  673. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  674. });
  675. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  676. }
  677. if (awokens.length > 0) {
  678. cardsRange = cardsRange.filter(card => {
  679. let cardAwakeningsArray = [];
  680. 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
  681. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  682. } else { //单个原始觉醒数组
  683. cardAwakeningsArray.push(card.awakenings);
  684. }
  685. 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
  686. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  687. if (equalAk) //如果开启等效觉醒
  688. {
  689. //搜索等效觉醒
  690. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  691. if (equivalentAwoken) {
  692. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  693. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  694. return totalNum >= ak.num;
  695. }
  696. }
  697. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  698. })
  699. );
  700. });
  701. }
  702. //超觉醒
  703. if (sawokens.length > 0 && !incSawoken) {
  704. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  705. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  706. return card.superAwakenings.includes(sak) ||
  707. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  708. }));
  709. }
  710. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  711. return cardsRange;
  712. }
  713. function searchByString(str)
  714. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  715. str = str.trim();
  716. if (str.length>0)
  717. {
  718. return Cards.filter(card =>
  719. {
  720. const names = [card.name];
  721. if (card.otLangName)
  722. {
  723. names.push(...Object.values(card.otLangName));
  724. }
  725. const tags = card.altName.concat();
  726. if (card.otTags)
  727. {
  728. tags.push(...card.otTags);
  729. }
  730. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  731. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  732. }
  733. );
  734. }else
  735. {
  736. return [];
  737. }
  738. }
  739. function copyString(input) {
  740. input.focus(); //设input为焦点
  741. input.select(); //选择全部
  742. navigator.clipboard.writeText(input.value).then(function() {
  743. /* clipboard successfully set */
  744. //复制成功
  745. }, function() {
  746. /* clipboard write failed */
  747. document.execCommand('copy'); //尝试废弃的老方法
  748. });
  749. //input.blur(); //取消焦点
  750. }
  751. //产生一个怪物头像
  752. function createCardA(option) {
  753. const t = document.body.querySelector('#template-card-a');
  754. const clone = document.importNode(t.content, true);
  755. const monster = clone.querySelector(".monster");
  756. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  757. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  758. return monster;
  759. }
  760. //返回文字说明内怪物Card的纯HTML
  761. function cardN(id) {
  762. const monOuterDom = document.createElement("span");
  763. monOuterDom.className = "detail-mon";
  764. const monDom = createCardA({noBoxCount: true});
  765. monOuterDom.appendChild(monDom);
  766. monOuterDom.monDom = monDom;
  767. changeid({ id: id }, monDom);
  768. return monOuterDom;
  769. }
  770. //返回文字说明内怪物Card的纯HTML
  771. function cardNClick() {
  772. const id = parseInt(this.getAttribute("data-cardid"), 10);
  773. editBox.show();
  774. editBox.mid = id;
  775. editBoxChangeMonId(id);
  776. //showSearch([id]);
  777. return false;
  778. }
  779. //技能介绍里的头像的切换
  780. function changeToIdInSkillDetail(event) {
  781. const settingBox = editBox.querySelector(".setting-box");
  782. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  783. const mid = this.getAttribute("data-cardid");
  784. monstersID.value = mid;
  785. monstersID.onchange();
  786. return false; //取消链接的默认操作
  787. }
  788. //搜索并显示合作
  789. function searchCollab(event) {
  790. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  791. showSearch(Cards.filter(card => card.collabId == collabId));
  792. return false;
  793. }
  794. //将怪物的文字介绍解析为HTML
  795. function descriptionToHTML(str)
  796. {
  797. function formatParse(arr, reg, subMatchCount, returnFunc){
  798. //const subMatchCount = returnFunc.length;
  799. return arr.flatMap(item=>{
  800. if (typeof item == "string") {
  801. const subArr = item.split(new RegExp(reg));
  802. const newArr = [];
  803. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  804. newArr.push(subArr[i]);
  805. if (subArr[i+subMatchCount] !== undefined) {
  806. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  807. }
  808. }
  809. return newArr;
  810. } else {
  811. return item;
  812. }
  813. });
  814. }
  815. let nodeArr = [str];
  816. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  817. (color, content)=>{
  818. const sp = document.createElement("span");
  819. sp.textContent = content;
  820. if (/^[a-fA-F0-9]+$/g.test(color)) {
  821. sp.style.color = `#${color}`;
  822. } else if (/qs/i.test(color)) {
  823. sp.style.color = `blue`;
  824. }
  825. return sp;
  826. });
  827. nodeArr = formatParse(nodeArr, /\%\{m(\d+)\}/g, 1,
  828. (id)=>{
  829. const avatar = cardN(parseInt(id,10));
  830. avatar.monDom.onclick = cardNClick;
  831. return avatar;
  832. });
  833. nodeArr = formatParse(nodeArr, /\%\{a(\d+)\}/g, 1,
  834. (id)=>{
  835. const awokenList = renderAwakenings(parseInt(id,10));
  836. return awokenList;
  837. });
  838. nodeArr = formatParse(nodeArr, /\%\{o(\d+)\}/g, 1,
  839. (id)=>{
  840. const orbsList = renderOrbs(parseInt(id,10));
  841. return orbsList;
  842. });
  843. nodeArr = formatParse(nodeArr, /\%\{l(\d+)\}/g, 1,
  844. (id)=>{
  845. const latent = document.createElement("icon");
  846. latent.className = `latent-icon`;
  847. latent.setAttribute("data-latent-icon", id);
  848. latent.setAttribute("data-latent-hole", 1);
  849. return latent;
  850. });
  851. return nodeArr.nodeJoin();
  852. }
  853. //默认的技能解释的显示行为
  854. function parseSkillDescription(skill) {
  855. return descriptionToHTML(skill?.description);
  856. }
  857. //大数字缩短长度,默认返回本地定义字符串
  858. function parseBigNumber(number) {
  859. return number.toLocaleString();
  860. }
  861. //判断是否是转生和超转生
  862. function isReincarnated(card) {
  863. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  864. }
  865. //获取类型允许的潜觉
  866. function getAllowLatent(card) {
  867. const latentSet = new Set(common_allowable_latent);
  868. card.types.filter(i => i >= 0)
  869. .map(type => type_allowable_latent[type])
  870. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  871. if (card.limitBreakIncr) {
  872. v120_allowable_latent.forEach(t => latentSet.add(t));
  873. }
  874. return Array.from(latentSet);
  875. }
  876. //计算队伍中有多少血量
  877. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  878. let memberArr = team[0], assistArr = team[1];
  879. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  880. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  881. const mHpArr = memberArr.map((member, idx) => {
  882. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  883. let hp = ability ? ability[0] : 0;
  884. if (!hp) return 0;
  885. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  886. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  887. //演示用代码
  888. //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);
  889. return hp;
  890. });
  891. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  892. function memberHpMul(member, assist, ls, memberArr, solo) {
  893. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  894. function hpMul(parm, scale) {
  895. if (scale == undefined || scale == 0) return 1;
  896. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  897. return scale / 100;
  898. }
  899. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  900. return scale / 100;
  901. }
  902. return 1;
  903. }
  904. const sk = ls?.params;
  905. let scale = 1;
  906. switch (ls?.type) {
  907. case 23:
  908. case 30:
  909. case 62:
  910. case 77:
  911. case 63:
  912. case 65:
  913. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  914. break;
  915. case 29:
  916. case 114:
  917. case 45:
  918. case 111:
  919. case 46:
  920. case 48:
  921. case 67:
  922. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  923. break;
  924. case 73:
  925. case 76:
  926. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  927. break;
  928. case 106:
  929. case 107:
  930. case 108:
  931. scale = sk[0] / 100;
  932. break;
  933. case 121:
  934. case 129:
  935. case 163:
  936. case 177:
  937. case 186:
  938. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  939. break;
  940. case 125: //队伍中必须有指定队员
  941. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  942. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  943. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  944. break;
  945. case 136:
  946. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  947. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  948. break;
  949. case 137:
  950. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  951. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  952. break;
  953. case 155:
  954. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  955. break;
  956. case 158:
  957. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  958. break;
  959. case 175: //队伍组成全为合作,不包括双方队长
  960. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  961. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  962. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  963. break;
  964. case 178:
  965. case 185:
  966. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  967. break;
  968. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  969. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  970. switch (sk[0]) {
  971. case 0: //全是像素进化
  972. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  973. break;
  974. case 2: //全是转生、超转生(8格潜觉)
  975. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  976. break;
  977. }
  978. break;
  979. }
  980. case 217:{ //限定队伍星级,不包括好友队长
  981. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  982. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  983. return pre + memberCard.rarity;
  984. }, 0);
  985. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  986. break;
  987. }
  988. case 229:{ //队员中存在每个属性或Type都算一次
  989. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  990. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  991. //符合的次数
  992. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  993. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  994. scale = sk[2] * correTimes / 100 + 1;
  995. 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);
  996. break;
  997. }
  998. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  999. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card.rarity); //所有的卡片星级
  1000. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1001. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1002. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1003. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1004. ) {
  1005. scale = sk[3] / 100;
  1006. }
  1007. break;
  1008. }
  1009. case 138: //调用其他队长技
  1010. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1011. break;
  1012. default:
  1013. }
  1014. return scale || 1;
  1015. }
  1016. return mHpArr;
  1017. }
  1018. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1019. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1020. //之前用的Map,现在为了性能改成数组
  1021. const attrsCount = [];
  1022. const typesCount = [];
  1023. for (let idx = 0; idx < memberArr.length; idx++) {
  1024. const member = memberArr[idx], assist = assistArr[idx];
  1025. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1026. if (memberAttrsTypes) {
  1027. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1028. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1029. }
  1030. }
  1031. return {attrs: attrsCount, types: typesCount};
  1032. }
  1033. //返回卡片的队长技能
  1034. function getCardLeaderSkills(card, skillTypes) {
  1035. if (!card) return [];
  1036. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1037. }
  1038. //返回卡片的主动技能
  1039. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1040. if (!card) return [];
  1041. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1042. }
  1043. //查找到真正起作用的那一个技能
  1044. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1045. if (!skill) return [];
  1046. if (skillTypes.includes(skill.type))
  1047. {
  1048. return [skill];
  1049. }
  1050. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1051. {
  1052. //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
  1053. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1054. return subSkills;
  1055. }
  1056. else
  1057. {
  1058. return [];
  1059. }
  1060. }
  1061. //返回变身宠的初级
  1062. function henshinBase(cardid, firstId)
  1063. {
  1064. let member;
  1065. if (cardid instanceof Member) {
  1066. member = cardid;
  1067. cardid = member.id;
  1068. }
  1069. if (firstId == undefined) firstId = cardid;
  1070. let card = Cards[cardid];
  1071. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1072. && (member?.level ?? 1) <= card.maxLevel
  1073. )
  1074. {
  1075. card = henshinBase(card.henshinFrom[0], firstId);
  1076. }
  1077. return card;
  1078. }
  1079. //计算队伍是否为76
  1080. function tIf_Effect_76board(leader1id, leader2id) {
  1081. const searchTypeArray = [162, 186];
  1082. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1083. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1084. return Boolean(ls1 || ls2);
  1085. }
  1086. //计算队伍是否为无天降
  1087. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1088. const searchTypeArray = [163, 177];
  1089. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1090. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1091. return Boolean(ls1 || ls2);
  1092. }
  1093. //计算队伍是否为毒无效
  1094. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1095. const searchTypeArray = [197];
  1096. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1097. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1098. return Boolean(ls1 || ls2);
  1099. }
  1100. //计算队伍的+C
  1101. function tIf_Effect_addCombo(leader1id, leader2id) {
  1102. return [
  1103. getSkillAddCombo(Cards[leader1id]),
  1104. getSkillAddCombo(Cards[leader2id])
  1105. ];
  1106. }
  1107. function getSkillAddCombo(card) {
  1108. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1109. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1110. if (!skill) return 0;
  1111. switch (skill.type) {
  1112. case 192:
  1113. case 194:
  1114. return skill.params[3] ?? 0;
  1115. case 206:
  1116. return skill.params[6] ?? 0;
  1117. case 209:
  1118. return skill.params[0] ?? 0;
  1119. case 210:
  1120. case 219:
  1121. return skill.params[2] ?? 0;
  1122. case 220:
  1123. return skill.params[1] ?? 0;
  1124. case 235:
  1125. return skill.params[5] ?? 0;
  1126. default:
  1127. return 0;
  1128. }
  1129. }
  1130. //计算队伍的追打
  1131. function tIf_Effect_inflicts(leader1id, leader2id) {
  1132. return [
  1133. getSkillFixedDamage(Cards[leader1id]),
  1134. getSkillFixedDamage(Cards[leader2id])
  1135. ];
  1136. }
  1137. function getSkillFixedDamage(card) {
  1138. const searchTypeArray = [199, 200, 201, 223, 235];
  1139. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1140. if (!skill) return 0;
  1141. switch (skill.type) {
  1142. case 199:
  1143. case 200:
  1144. return skill.params[2] ?? 0;
  1145. case 201:
  1146. return skill.params[5] ?? 0;
  1147. case 223:
  1148. return skill.params[1] ?? 0;
  1149. case 235:
  1150. return skill.params[6] ?? 0;
  1151. default:
  1152. return 0;
  1153. }
  1154. }
  1155. //计算队伍SB
  1156. function countTeamSB(team, solo) {
  1157. let sbn = 0;
  1158. const badge = team[2];
  1159. for (let mi = 0; mi < team[0].length; mi++) {
  1160. const member = team[0][mi];
  1161. const assist = team[1][mi];
  1162. if (member.id < 0) continue;
  1163. const memberCard = henshinBase(member);
  1164. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1165. //单人、3人时,大于等于100级且297时增加超觉醒
  1166. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1167. const sAwokenT = memberCard?.superAwakenings?.[member.sawoken];
  1168. if (sAwokenT >= 0)
  1169. enableAwoken = enableAwoken.concat(sAwokenT);
  1170. }
  1171. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1172. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1173. }
  1174. //大SB 56,小SB 21
  1175. sbn += enableAwoken.filter(n=>n===21).length;
  1176. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1177. //心L 59,心L大SB潜觉 47
  1178. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1179. }
  1180. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1181. return sbn;
  1182. }
  1183. //计算队伍操作时间
  1184. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1185. const searchTypeArray = [178, 15, 185];
  1186. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1187. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1188. const time1 = leaderSkillMoveTime(ls1);
  1189. const time2 = leaderSkillMoveTime(ls2);
  1190. function leaderSkillMoveTime(ls) {
  1191. const moveTime = { fixed: false, duration: 0 };
  1192. if (!ls) return moveTime;
  1193. const sk = ls.params;
  1194. switch (ls.type) {
  1195. case 178: //固定操作时间
  1196. moveTime.fixed = true;
  1197. moveTime.duration = sk[0];
  1198. break;
  1199. case 15:
  1200. case 185:
  1201. moveTime.duration += sk[0] / 100;
  1202. break;
  1203. default:
  1204. }
  1205. return moveTime;
  1206. }
  1207. let moveTime = {
  1208. fixed: false,
  1209. duration: {
  1210. default: 5,
  1211. leader: 0,
  1212. badge: 0,
  1213. awoken: 0,
  1214. }
  1215. }; //基础5秒
  1216. //固定操作时间的直接返回
  1217. if (time1.fixed || time2.fixed) {
  1218. moveTime.fixed = true;
  1219. moveTime.duration.leader = time1.fixed ?
  1220. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1221. time2.duration;
  1222. } else {
  1223. moveTime.duration.leader = time1.duration + time2.duration;
  1224. //1人、3人计算徽章
  1225. if (solo || teamsCount === 3) {
  1226. switch (team[2]) {
  1227. case 2: //小手指
  1228. moveTime.duration.badge = 1;
  1229. break;
  1230. case 21: //大手指
  1231. moveTime.duration.badge = 2;
  1232. break;
  1233. case 50: //月卡
  1234. moveTime.duration.badge = 3;
  1235. break;
  1236. }
  1237. } else if (teamsCount === 2) //2人协力时的特殊处理
  1238. {
  1239. const teams = formation.teams;
  1240. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1241. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1242. team = [
  1243. team[0].concat(),
  1244. team[1].concat()
  1245. ];
  1246. //把队伍2的队长和武器添加到复制的队伍1里面
  1247. team[0].push(team2[0][team2[3]]);
  1248. team[1].push(team2[1][team2[3]]);
  1249. }
  1250. //觉醒
  1251. const awokenMoveTime = [
  1252. { index: 19, value: 0.5 }, //小手指
  1253. { index: 53, value: 1 }, //大手指
  1254. ];
  1255. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1256. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1257. //潜觉
  1258. const latentMoveTime = [
  1259. { index: 4, value: 0.05 }, //小手指潜觉
  1260. { index: 31, value: 0.12 }, //大手指潜觉
  1261. ];
  1262. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1263. duration + team[0].reduce((count, member) =>
  1264. count + (member.latent ? member.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1265. }
  1266. return moveTime;
  1267. }
  1268. //将盾减伤比例组叠加为一个减伤范围组
  1269. function getReduceRange(reduceScales)
  1270. {
  1271. class reduceRange{
  1272. constructor(obj)
  1273. {
  1274. this.min = 0;
  1275. this.max = 100;
  1276. this.scale = 0;
  1277. this.probability = 1;
  1278. if (typeof obj == "object") Object.assign(this, obj);
  1279. }
  1280. }
  1281. const ranges = [new reduceRange()];
  1282. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1283. function processingRanges(ranges, scale)
  1284. {
  1285. //先找scale.min在某个范围内的
  1286. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1287. //再找scale.max在某个范围内的
  1288. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1289. //先只拆分不乘比例
  1290. if (rgLessIdx >= 0)
  1291. {
  1292. const range = ranges[rgLessIdx];
  1293. ranges.splice(rgLessIdx, 1,
  1294. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1295. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1296. );
  1297. }
  1298. if (rgMoreIdx >= 0)
  1299. {
  1300. const range = ranges[rgMoreIdx];
  1301. ranges.splice(rgMoreIdx, 1,
  1302. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1303. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1304. );
  1305. }
  1306. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1307. needChangeScaleRanges.forEach(range=>{
  1308. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1309. range.probability *= scale.probability;
  1310. });
  1311. }
  1312. //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
  1313. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1314. reduceScales.forEach(scale=>{
  1315. if (scale.attrs == 0) //没有属性的
  1316. {
  1317. return;
  1318. }
  1319. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1320. {
  1321. const attrs = flags(scale.attrs); //得到属性数组
  1322. attrs.forEach(n=>{
  1323. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1324. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1325. });
  1326. }
  1327. else
  1328. { //只处理第一数组
  1329. processingRanges(ranges, scale);
  1330. }
  1331. });
  1332. return attrsRanges;
  1333. }
  1334. //获取盾减伤比例组
  1335. function getReduceScales(leaderid) {
  1336. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1337. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1338. function leaderReduceScale(ls) {
  1339. const reduce = {
  1340. scale: 0,
  1341. hp: {
  1342. max: 100,
  1343. min: 0
  1344. },
  1345. probability: 1,
  1346. attrs: 31, //5色是31
  1347. };
  1348. if (!ls) return reduce;
  1349. const sk = ls.params;
  1350. switch (ls.type) {
  1351. case 16: //无条件盾
  1352. reduce.scale = sk[0] / 100;
  1353. break;
  1354. case 17: //单属性盾
  1355. reduce.scale = sk[1] / 100;
  1356. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1357. break;
  1358. case 36: //2个属性盾
  1359. reduce.scale = sk[2] / 100;
  1360. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1361. break;
  1362. case 38: //血线下 + 可能几率
  1363. case 43: //血线上 + 可能几率
  1364. reduce.scale = (sk[2] || 0) / 100;
  1365. reduce.probability = sk[1] / 100;
  1366. if (sk[0] == 100)
  1367. {
  1368. reduce.hp.max = sk[0];
  1369. reduce.hp.min = 99;
  1370. }else
  1371. {
  1372. if(ls.type == 38)
  1373. {
  1374. reduce.hp.max = sk[0];
  1375. reduce.hp.min = 0;
  1376. }else
  1377. {
  1378. reduce.hp.max = 100;
  1379. reduce.hp.min = sk[0];
  1380. }
  1381. }
  1382. break;
  1383. case 129: //无条件盾,属性个数不固定
  1384. case 163: //无条件盾,属性个数不固定
  1385. case 130: //血线下 + 属性个数不固定
  1386. case 131: //血线上 + 属性个数不固定
  1387. reduce.scale = (sk[6] || 0) / 100;
  1388. reduce.attrs = 0 | sk[5];
  1389. if (ls.type == 130 || ls.type == 131)
  1390. {
  1391. if (sk[0] == 100)
  1392. {
  1393. reduce.hp.max = sk[0];
  1394. reduce.hp.min = 99;
  1395. }else
  1396. {
  1397. if(ls.type == 130)
  1398. {
  1399. reduce.hp.max = sk[0];
  1400. reduce.hp.min = 0;
  1401. }else
  1402. {
  1403. reduce.hp.max = 100;
  1404. reduce.hp.min = sk[0];
  1405. }
  1406. }
  1407. }
  1408. break;
  1409. case 178: //无条件盾,属性个数不固定
  1410. reduce.scale = (sk[7] || 0) / 100;
  1411. reduce.attrs = 0 | sk[6];
  1412. break;
  1413. case 151: //十字心触发
  1414. case 169: //C触发
  1415. case 198: //回血触发
  1416. reduce.scale = (sk[2] || 0) / 100;
  1417. break;
  1418. case 170: //多色触发
  1419. case 182: //长串触发
  1420. case 193: //L触发
  1421. reduce.scale = (sk[3] || 0) / 100;
  1422. break;
  1423. case 171: //多串触发
  1424. reduce.scale = (sk[6] || 0) / 100;
  1425. break;
  1426. case 183: //又是个有两段血线的队长技
  1427. reduce.scale = (sk[4] || 0) / 100;
  1428. if (sk[2] == 100)
  1429. {
  1430. reduce.hp.max = sk[2];
  1431. reduce.hp.min = 99;
  1432. }else
  1433. {
  1434. reduce.hp.max = 100;
  1435. reduce.hp.min = sk[2];
  1436. }
  1437. break;
  1438. case 210: //十字触发
  1439. reduce.scale = (sk[1] || 0) / 100;
  1440. break;
  1441. case 235: { //可多次触发
  1442. reduce.scale = (sk[4] || 0) / 100;
  1443. break;
  1444. }
  1445. default:
  1446. }
  1447. return reduce;
  1448. }
  1449. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1450. }

智龙迷城队伍图制作工具