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script-universal_function.js 37 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. if (!!(window.URL && window.URLSearchParams)) { //浏览器原生支持的API
  33. const urlObj = new URL(url || document.location);
  34. return urlObj.searchParams.get(name);
  35. } else {
  36. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  37. const searchStr = url || location.search.substr(1);
  38. const r = searchStr.match(reg);
  39. if (r != null) {
  40. return decodeURIComponent(r[1]);
  41. } else {
  42. return null;
  43. }
  44. }
  45. }
  46. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //大数字缩短长度,默认返回本地定义字符串
  54. Number.prototype.bigNumberToString = function() {
  55. return this.toLocaleString();
  56. }
  57. //将二进制flag转为数组
  58. function flags(num) {
  59. const arr = [];
  60. for (let i = 0; i < 32; i++) {
  61. if (num & (1 << i)) {
  62. arr.push(i);
  63. }
  64. }
  65. return arr;
  66. }
  67. //数组删除自己尾部的空元素
  68. Array.prototype.DeleteLatter = function(item = null) {
  69. let index = this.length - 1;
  70. for (; index >= 0; index--) {
  71. if (this[index] !== item) {
  72. break;
  73. }
  74. }
  75. this.splice(index + 1);
  76. return this;
  77. }
  78. Math.randomInteger = function(max, min = 0) {
  79. return this.floor(this.random() * (max - min + 1) + min);
  80. }
  81. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  82. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  83. const pcmImportObj = {
  84. env: {
  85. abortStackOverflow: () => { throw new Error("overflow"); },
  86. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  87. tableBase: 0,
  88. memory: pcmMemory,
  89. memoryBase: 102400,
  90. STACKTOP: 0,
  91. STACK_MAX: pcmMemory.buffer.byteLength,
  92. }
  93. };
  94. let pcmPlayer = null;
  95. let adpcm_wasm = null;
  96. function decodeAudio(fileName, decodeCallback) {
  97. if (pcmPlayer != null) {
  98. pcmPlayer.close();
  99. }
  100. pcmPlayer = new PCMPlayer(1, 44100);
  101. fetch(fileName).then((response) => response.arrayBuffer())
  102. .then((bytes) => {
  103. let audioData = new Uint8Array(bytes);
  104. let step = 160;
  105. for (let i = 0; i < audioData.byteLength; i += step) {
  106. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  107. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  108. pcmPlayer.feed(pcmFloat32Data);
  109. }
  110. });
  111. }
  112. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  113. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  114. .then((wasm) => {
  115. adpcm_wasm = wasm;
  116. /*addButton("adpcm").onclick = function () {
  117. let decoder = new Adpcm(wasm, pcmImportObj);
  118. decoder.resetDecodeState(new Adpcm.State(0, 0));
  119. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  120. }*/
  121. });
  122. //▲ADPCM播放相关
  123. // 加载 image
  124. function loadImage(url) {
  125. return new Promise(function(resolve, reject) {
  126. var image = new Image();
  127. image.src = url;
  128. image.type = "svg"
  129. image.crossOrigin = 'Anonymous';
  130. image.onload = function() {
  131. resolve(this);
  132. };
  133. image.onerror = function(err) {
  134. reject(err);
  135. };
  136. });
  137. }
  138. function latentUseHole(latentId) {
  139. switch (true) {
  140. case (latentId === 12):
  141. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  142. return 2;
  143. case (latentId >= 13 && latentId <= 15):
  144. case (latentId >= 37 && latentId <= 42):
  145. return 6;
  146. case (latentId < 12):
  147. default:
  148. return 1;
  149. }
  150. }
  151. //获取最大潜觉数量
  152. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  153. const card = Cards[id];
  154. return card && card.is8Latent ? 8 : 6;
  155. }
  156. //计算用了多少潜觉格子
  157. function usedHole(latents) {
  158. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  159. }
  160. //计算所有队伍中有多少个该觉醒
  161. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  162. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  163. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  164. }, 0);
  165. return formationAwokenCount;
  166. }
  167. //计算单个队伍中有多少个该觉醒
  168. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  169. const memberArray = team[0];
  170. const assistArray = team[1];
  171. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  172. if (mon.id <= 0) { //如果是delay和null
  173. return previous;
  174. }
  175. const card = Cards[mon.id];
  176. if (!card || !card.enabled) { //如果卡片未启用
  177. return previous;
  178. }
  179. const assist = assistArray[idx];
  180. const assistCard = Cards[assist.id];
  181. //启用的觉醒数组片段
  182. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  183. //单人、3人时,大于等于100级时增加超觉醒
  184. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  185. const sAwokenT = card.superAwakenings[mon.sawoken];
  186. if (sAwokenT >= 0)
  187. enableAwoken = enableAwoken.concat(sAwokenT);
  188. }
  189. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  190. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  191. }
  192. //相同的觉醒数
  193. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  194. return previous + hasAwoken;
  195. }, 0);
  196. return teamAwokenCount;
  197. }
  198. //返回可用的怪物名称
  199. function returnMonsterNameArr(card, lsList, defaultCode) {
  200. const monNameArr = lsList.map(lc => { //取出每种语言
  201. if (lc == defaultCode)
  202. return card.name;
  203. else if (card.otLangName)
  204. return card.otLangName[lc];
  205. }).filter(ln => //去掉空值和问号
  206. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  207. );
  208. if (monNameArr.length < 1) //如果本来的列表里没有名字
  209. {
  210. monNameArr.push(card.name); //只添加默认名字
  211. }
  212. return monNameArr;
  213. }
  214. //Code From pad-rikuu
  215. function valueAt(level, maxLevel, curve) {
  216. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  217. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  218. }
  219. //Code From pad-rikuu
  220. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  221. let value = valueAt(level, maxLevel, {
  222. min: c.min,
  223. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  224. scale: c.scale || 1
  225. });
  226. if (level > maxLevel) {
  227. const exceed99 = Math.min(level - maxLevel, 11);
  228. const exceed110 = Math.max(0, level - 110);
  229. value += c.max !== undefined ?
  230. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  231. (c.min * exceed99 + c.min * exceed110);
  232. }
  233. return value;
  234. }
  235. //计算怪物的经验值
  236. function calculateExp(member) {
  237. if (!member) return null;
  238. const memberCard = Cards[member.id];
  239. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  240. const expArray = [
  241. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  242. ];
  243. if (member.level > 99)
  244. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  245. if (member.level > 110)
  246. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  247. return expArray;
  248. }
  249. //计算怪物的能力
  250. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  251. if (!member) return null;
  252. const memberCard = Cards[member.id];
  253. const assistCard = assist ? Cards[assist.id] : null;
  254. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  255. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  256. const plusAdd = [10, 5, 3]; //加值的增加值
  257. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  258. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  259. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  260. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  261. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  262. ];
  263. 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
  264. [{ index: 63, scale: 1.1 }], //HP
  265. [{ index: 63, scale: 1.1 }], //ATK
  266. [{ index: 63, scale: 1.1 }] //RCV
  267. ];
  268. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  269. [], //HP
  270. [], //ATK
  271. [] //RCV
  272. ];
  273. if (!solo) { //协力时计算协力觉醒
  274. latterAwokenScale.forEach(ab => {
  275. ab.push({ index: 30, scale: 1.5 });
  276. });
  277. }
  278. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  279. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  280. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  281. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  282. ];
  283. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  284. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  285. const abilitys = memberCurves.map((ab, idx) => {
  286. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  287. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  288. let n_assist_base = 0,
  289. n_assist_plus = 0; //辅助的bonus
  290. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  291. //单人、3人时,大于等于100级时增加超觉醒
  292. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  293. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  294. if (sAwokenT >= 0)
  295. awokenList = awokenList.concat(sAwokenT);
  296. }
  297. //如果有武器还要计算武器的觉醒
  298. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  299. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  300. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  301. {
  302. awokenList = awokenList.concat(assistAwokenList);
  303. }
  304. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  305. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  306. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  307. }
  308. }
  309. //用来计算倍率觉醒的最终倍率是多少,reduce用
  310. function calculateAwokenScale(previous, aw) {
  311. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  312. return previous * aw.scale ** awokenCount;
  313. }
  314. //倍率类觉醒的比例,直接从1开始乘
  315. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  316. //觉醒增加的数值
  317. const n_awoken = awokenList.length > 0 ?
  318. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  319. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  320. if (awokenCount > 0)
  321. return previous + aw.value * awokenCount;
  322. else
  323. return previous;
  324. }, 0)) :
  325. 0;
  326. //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
  327. const n_latentScale = (member.latent && member.latent.length > 0) ?
  328. latentScale[idx].reduce((previous, la) => {
  329. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  330. return previous + la.scale * latentCount;
  331. }, 0) :
  332. 0;
  333. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  334. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  335. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  336. //觉醒生效时的协力、语音觉醒等的倍率
  337. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  338. //都要做四舍五入
  339. reValue = Math.round(reValue);
  340. reValueNoAwoken = Math.round(reValueNoAwoken);
  341. if (idx < 2) //idx顺序为HP、ATK、RCV
  342. { //HP和ATK最低为1
  343. reValue = Math.max(reValue, 1);
  344. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  345. }
  346. return [reValue, reValueNoAwoken];
  347. });
  348. return abilitys;
  349. }
  350. function calculateAbility_max(id, solo, teamsCount) {
  351. const card = Cards[id];
  352. const tempMon = {
  353. id: id,
  354. level: card.limitBreakIncr ? 110 : card.maxLevel,
  355. 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
  356. awoken: card.awakenings.length,
  357. };
  358. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  359. if (abilities) {
  360. return {
  361. noAwoken: {
  362. hp: abilities[0][1],
  363. atk: abilities[1][1],
  364. rcv: abilities[2][1],
  365. },
  366. withAwoken: {
  367. hp: abilities[0][0],
  368. atk: abilities[1][0],
  369. rcv: abilities[2][0],
  370. },
  371. };
  372. } else {
  373. return null;
  374. }
  375. }
  376. //搜索卡片用
  377. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  378. 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
  379. //属性
  380. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  381. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  382. { //当两个颜色相同时,主副一样颜色的只需判断一次
  383. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  384. } else if (fixMainColor) //如果固定了顺序
  385. {
  386. const a1null = attr1 === null,
  387. a2null = attr2 === null;
  388. cardsRange = cardsRange.filter(c =>
  389. (a1null ? true : c.attrs[0] === attr1) &&
  390. (a2null ? true : c.attrs[1] === attr2)
  391. );
  392. } else //不限定顺序时
  393. {
  394. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  395. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  396. cardsRange = cardsRange.filter(c =>
  397. search_attrs.every(a => c.attrs.includes(a)) &&
  398. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  399. );
  400. }
  401. //类型
  402. if (types.length > 0) {
  403. cardsRange = cardsRange.filter(c => typeAndOr ?
  404. types.every(t => c.types.includes(t)) : //所有type都满足
  405. types.some(t => c.types.includes(t)) //只需要满足一个type
  406. );
  407. }
  408. //稀有度
  409. if (rares.length > 1) {
  410. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  411. }
  412. //觉醒
  413. //等效觉醒时,事先去除大觉醒
  414. if (equalAk) {
  415. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  416. bigEqualAwokens.forEach(bak => {
  417. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  418. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  419. if (!smallEqualAwoken) {
  420. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  421. awokens.push(smallEqualAwoken);
  422. }
  423. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  424. });
  425. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  426. }
  427. if (awokens.length > 0) {
  428. cardsRange = cardsRange.filter(card => {
  429. let cardAwakeningsArray = [];
  430. 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
  431. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  432. } else { //单个原始觉醒数组
  433. cardAwakeningsArray.push(card.awakenings);
  434. }
  435. 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
  436. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  437. if (equalAk) //如果开启等效觉醒
  438. {
  439. //搜索等效觉醒
  440. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  441. if (equivalentAwoken) {
  442. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  443. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  444. return totalNum >= ak.num;
  445. }
  446. }
  447. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  448. })
  449. );
  450. });
  451. }
  452. //超觉醒
  453. if (sawokens.length > 0 && !incSawoken) {
  454. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  455. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  456. return card.superAwakenings.includes(sak) ||
  457. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  458. }));
  459. }
  460. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  461. return cardsRange;
  462. }
  463. function searchByString(str)
  464. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  465. str = str.trim();
  466. if (str.length>0)
  467. {
  468. return Cards.filter(card =>
  469. {
  470. const names = [card.name];
  471. if (card.otLangName)
  472. {
  473. names.push(...Object.values(card.otLangName));
  474. }
  475. const tags = card.altName.concat();
  476. if (card.otTags)
  477. {
  478. tags.push(...card.otTags);
  479. }
  480. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  481. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  482. }
  483. );
  484. }else
  485. {
  486. return [];
  487. }
  488. }
  489. function copyString(input)
  490. {
  491. input.focus(); //设input为焦点
  492. input.select(); //选择全部
  493. if (document.execCommand('copy')) {
  494. document.execCommand('copy');
  495. }
  496. //input.blur(); //取消焦点
  497. }
  498. //产生一个怪物头像
  499. function createCardA() {
  500. const cdom = document.createElement("a");
  501. cdom.className = "monster";
  502. cdom.target = "_blank";
  503. const property = cdom.appendChild(document.createElement("div"));
  504. property.className = "property";
  505. const subproperty = cdom.appendChild(document.createElement("div"));
  506. subproperty.className = "subproperty";
  507. const cid = cdom.appendChild(document.createElement("div"));
  508. cid.className = "id";
  509. const cawoken = cdom.appendChild(document.createElement("div"));
  510. cawoken.className = "awoken-count-num";
  511. return cdom;
  512. }
  513. //返回文字说明内怪物Card的纯HTML
  514. function cardN(id) {
  515. const monOuterDom = document.createElement("span");
  516. monOuterDom.className = "detail-mon";
  517. const monDom = createCardA(id);
  518. monOuterDom.appendChild(monDom);
  519. monOuterDom.monDom = monDom;
  520. changeid({ id: id }, monDom);
  521. return monOuterDom;
  522. }
  523. //将怪物的文字介绍解析为HTML
  524. function descriptionToHTML(str) {
  525. str = str.replace(/\n/ig, "<br>"); //换行
  526. //str = str.replace(/ /ig,"&nbsp;"); //换行
  527. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '<span style="color:#$1;">$2</span>'); //文字颜色
  528. str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像
  529. return str;
  530. }
  531. //默认的技能解释的显示行为
  532. function parseSkillDescription(skill) {
  533. const span = document.createElement("span");
  534. span.innerHTML = descriptionToHTML(skill.description);
  535. return span;
  536. }
  537. //大数字缩短长度,默认返回本地定义字符串
  538. function parseBigNumber(number) {
  539. return number.toLocaleString();
  540. }
  541. //判断是否是转生和超转生
  542. function isReincarnated(card) {
  543. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  544. }
  545. //获取类型允许的潜觉
  546. function getAllowLatent(card) {
  547. const latentSet = new Set(common_allowable_latent);
  548. card.types.filter(i => i >= 0)
  549. .map(type => type_allowable_latent[type])
  550. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  551. if (card.limitBreakIncr) {
  552. v120_allowable_latent.forEach(t => latentSet.add(t));
  553. }
  554. return Array.from(latentSet);
  555. }
  556. //计算队伍中有多少血量
  557. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  558. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  559. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  560. const mHpArr = memberArr.map(m => {
  561. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  562. let hp = ability ? ability[0] : 0;
  563. if (!hp) return 0;
  564. const card = Cards[m.id] || Cards[0];
  565. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  566. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  567. /* 演示用代码
  568. let hp1,hp2;
  569. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  570. hp = Math.round(hp1);
  571. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  572. hp = Math.round(hp2);
  573. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  574. */
  575. return hp;
  576. });
  577. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  578. function memberHpMul(card, ls, memberArr, solo) {
  579. function hpMul(parm, scale) {
  580. if (scale == undefined || scale == 0) return 1;
  581. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  582. return scale / 100;
  583. }
  584. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  585. return scale / 100;
  586. }
  587. return 1;
  588. }
  589. const sk = ls.params;
  590. let scale = 1;
  591. switch (ls.type) {
  592. case 23:
  593. case 30:
  594. case 62:
  595. case 77:
  596. case 63:
  597. case 65:
  598. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  599. break;
  600. case 29:
  601. case 114:
  602. case 45:
  603. case 111:
  604. case 46:
  605. case 48:
  606. case 67:
  607. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  608. break;
  609. case 73:
  610. case 76:
  611. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  612. break;
  613. case 106:
  614. case 107:
  615. case 108:
  616. scale = sk[0] / 100;
  617. break;
  618. case 121:
  619. case 129:
  620. case 163:
  621. case 186:
  622. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  623. break;
  624. case 125: //队伍中必须有指定队员
  625. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  626. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  627. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  628. break;
  629. case 136:
  630. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  631. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  632. break;
  633. case 137:
  634. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  635. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  636. break;
  637. case 155:
  638. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  639. break;
  640. case 158:
  641. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  642. break;
  643. case 175: //队伍组成全为合作
  644. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  645. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  646. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  647. break;
  648. case 178:
  649. case 185:
  650. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  651. break;
  652. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  653. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  654. switch (sk[0]) {
  655. case 0: //全是像素进化
  656. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  657. break;
  658. case 2: //全是转生、超转生(8格潜觉)
  659. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  660. break;
  661. }
  662. break;
  663. case 138: //调用其他队长技
  664. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  665. break;
  666. default:
  667. }
  668. return scale || 1;
  669. }
  670. return mHpArr;
  671. }
  672. //返回卡片的队长技能
  673. function getCardLeaderSkills(card, skillTypes) {
  674. if (!card) return [];
  675. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  676. }
  677. //返回卡片的主动技能
  678. function getCardActiveSkills(card, skillTypes) {
  679. if (!card) return [];
  680. return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
  681. }
  682. //查找到真正起作用的那一个技能
  683. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  684. if (skillTypes.includes(skill.type))
  685. {
  686. return [skill];
  687. }
  688. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  689. {
  690. //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
  691. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  692. subSkills = subSkills.filter(s=>s);
  693. return subSkills;
  694. }
  695. else
  696. {
  697. return [];
  698. }
  699. }
  700. //计算队伍是否为76
  701. function tIf_Effect_76board(leader1id, leader2id) {
  702. const searchTypeArray = [162, 186];
  703. function henshinBase(cardid)
  704. {
  705. let card = Cards[cardid];
  706. if (card && card.henshinFrom)
  707. {
  708. card = Cards[card.henshinFrom];
  709. }
  710. return card;
  711. }
  712. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  713. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  714. return Boolean(ls1 || ls2);
  715. }
  716. //计算队伍是否为无天降
  717. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  718. const searchTypeArray = [163, 177];
  719. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  720. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  721. [0]
  722. return Boolean(ls1 || ls2);
  723. }
  724. //计算队伍是否为毒无效
  725. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  726. const searchTypeArray = [197];
  727. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  728. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  729. return Boolean(ls1 || ls2);
  730. }
  731. //计算队伍的+C
  732. function tIf_Effect_addCombo(leader1id, leader2id) {
  733. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  734. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  735. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  736. function getSkillAddCombo(skill) {
  737. if (!skill) return 0;
  738. switch (skill.type) {
  739. case 192:
  740. case 194:
  741. return skill.params[3];
  742. case 206:
  743. return skill.params[6];
  744. case 209:
  745. return skill.params[0];
  746. case 210:
  747. case 219:
  748. return skill.params[2];
  749. case 220:
  750. return skill.params[1];
  751. default:
  752. return 0;
  753. }
  754. }
  755. return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
  756. }
  757. //计算队伍的追打
  758. function tIf_Effect_inflicts(leader1id, leader2id) {
  759. const searchTypeArray = [199, 200, 201, 223];
  760. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  761. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  762. function getSkillFixedDamage(skill) {
  763. if (!skill) return 0;
  764. switch (skill.type) {
  765. case 199:
  766. case 200:
  767. return skill.params[2];
  768. case 201:
  769. return skill.params[5];
  770. case 223:
  771. return skill.params[1];
  772. default:
  773. return 0;
  774. }
  775. }
  776. return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
  777. }
  778. //计算队伍操作时间
  779. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  780. const searchTypeArray = [178, 15, 185];
  781. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  782. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  783. const time1 = leaderSkillMoveTime(ls1);
  784. const time2 = leaderSkillMoveTime(ls2);
  785. function leaderSkillMoveTime(ls) {
  786. const moveTime = { fixed: false, duration: 0 };
  787. if (!ls) return moveTime;
  788. const sk = ls.params;
  789. switch (ls.type) {
  790. case 178: //固定操作时间
  791. moveTime.fixed = true;
  792. moveTime.duration = sk[0];
  793. break;
  794. case 15:
  795. case 185:
  796. moveTime.duration += sk[0] / 100;
  797. break;
  798. default:
  799. }
  800. return moveTime;
  801. }
  802. let moveTime = {
  803. fixed: false,
  804. duration: {
  805. default: 5,
  806. leader: 0,
  807. badge: 0,
  808. awoken: 0,
  809. }
  810. }; //基础5秒
  811. //固定操作时间的直接返回
  812. if (time1.fixed || time2.fixed) {
  813. moveTime.fixed = true;
  814. moveTime.duration.leader = time1.fixed ?
  815. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  816. time2.duration;
  817. } else {
  818. moveTime.duration.leader = time1.duration + time2.duration;
  819. //1人、3人计算徽章
  820. if (solo || teamsCount === 3) {
  821. switch (team[2]) {
  822. case 1: //小手指
  823. moveTime.duration.badge = 1;
  824. break;
  825. case 13: //大手指
  826. moveTime.duration.badge = 2;
  827. break;
  828. case 18: //月卡
  829. moveTime.duration.badge = 3;
  830. break;
  831. }
  832. } else if (teamsCount === 2) //2人协力时的特殊处理
  833. {
  834. const teams = formation.teams;
  835. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  836. //复制队伍1,这里参数里的 team 换成了一个新的数组
  837. team = [
  838. team[0].concat(),
  839. team[1].concat()
  840. ];
  841. //把队伍2的队长和武器添加到复制的队伍1里面
  842. team[0].push(team2[0][team2[3]]);
  843. team[1].push(team2[1][team2[3]]);
  844. }
  845. //觉醒
  846. const awokenMoveTime = [
  847. { index: 19, value: 0.5 }, //小手指
  848. { index: 53, value: 1 }, //大手指
  849. ];
  850. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  851. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  852. //潜觉
  853. const latentMoveTime = [
  854. { index: 4, value: 0.05 }, //小手指潜觉
  855. { index: 31, value: 0.12 }, //大手指潜觉
  856. ];
  857. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  858. duration + team[0].reduce((count, menber) =>
  859. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  860. }
  861. return moveTime;
  862. }
  863. //将盾减伤比例组叠加为一个减伤范围组
  864. function getReduceRange(reduceScales)
  865. {
  866. class reduceRange{
  867. constructor(obj)
  868. {
  869. this.min = 0;
  870. this.max = 100;
  871. this.scale = 0;
  872. this.probability = 1;
  873. if (typeof obj == "object") Object.assign(this, obj);
  874. }
  875. }
  876. const ranges = [new reduceRange()];
  877. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  878. function processingRanges(ranges, scale)
  879. {
  880. //先找scale.min在某个范围内的
  881. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  882. //再找scale.max在某个范围内的
  883. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  884. //先只拆分不乘比例
  885. if (rgLessIdx >= 0)
  886. {
  887. const range = ranges[rgLessIdx];
  888. ranges.splice(rgLessIdx, 1,
  889. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  890. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  891. );
  892. }
  893. if (rgMoreIdx >= 0)
  894. {
  895. const range = ranges[rgMoreIdx];
  896. ranges.splice(rgMoreIdx, 1,
  897. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  898. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  899. );
  900. }
  901. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  902. needChangeScaleRanges.forEach(range=>{
  903. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  904. range.probability *= scale.probability;
  905. });
  906. }
  907. //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
  908. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  909. reduceScales.forEach(scale=>{
  910. if (scale.attrs == 0) //没有属性的
  911. {
  912. return;
  913. }
  914. else if ((scale.attrs & 31) != 31) //不符合全属性的
  915. {
  916. const attrs = flags(scale.attrs); //得到属性数组
  917. attrs.forEach(n=>{
  918. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  919. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  920. });
  921. }
  922. else
  923. { //只处理第一数组
  924. processingRanges(ranges, scale);
  925. }
  926. });
  927. return attrsRanges;
  928. }
  929. //获取盾减伤比例组
  930. function getReduceScales(leaderid) {
  931. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  932. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  933. function leaderReduceScale(ls) {
  934. const reduce = {
  935. scale: 0,
  936. hp: {
  937. max: 100,
  938. min: 0
  939. },
  940. probability: 1,
  941. attrs: 31, //5色是31
  942. };
  943. if (!ls) return reduce;
  944. const sk = ls.params;
  945. switch (ls.type) {
  946. case 16: //无条件盾
  947. reduce.scale = sk[0] / 100;
  948. break;
  949. case 17: //单属性盾
  950. reduce.scale = sk[1] / 100;
  951. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  952. break;
  953. case 36: //2个属性盾
  954. reduce.scale = sk[2] / 100;
  955. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  956. break;
  957. case 38: //血线下 + 可能几率
  958. case 43: //血线上 + 可能几率
  959. reduce.scale = (sk[2] || 0) / 100;
  960. reduce.probability = sk[1] / 100;
  961. if (sk[0] == 100)
  962. {
  963. reduce.hp.max = sk[0];
  964. reduce.hp.min = 99;
  965. }else
  966. {
  967. if(ls.type == 38)
  968. {
  969. reduce.hp.max = sk[0];
  970. reduce.hp.min = 0;
  971. }else
  972. {
  973. reduce.hp.max = 100;
  974. reduce.hp.min = sk[0];
  975. }
  976. }
  977. break;
  978. case 129: //无条件盾,属性个数不固定
  979. case 163: //无条件盾,属性个数不固定
  980. case 130: //血线下 + 属性个数不固定
  981. case 131: //血线上 + 属性个数不固定
  982. reduce.scale = (sk[6] || 0) / 100;
  983. reduce.attrs = 0 | sk[5];
  984. if (ls.type == 130 || ls.type == 131)
  985. {
  986. if (sk[0] == 100)
  987. {
  988. reduce.hp.max = sk[0];
  989. reduce.hp.min = 99;
  990. }else
  991. {
  992. if(ls.type == 130)
  993. {
  994. reduce.hp.max = sk[0];
  995. reduce.hp.min = 0;
  996. }else
  997. {
  998. reduce.hp.max = 100;
  999. reduce.hp.min = sk[0];
  1000. }
  1001. }
  1002. }
  1003. break;
  1004. case 178: //无条件盾,属性个数不固定
  1005. reduce.scale = (sk[7] || 0) / 100;
  1006. reduce.attrs = 0 | sk[6];
  1007. break;
  1008. case 151: //十字心触发
  1009. case 169: //C触发
  1010. case 198: //回血触发
  1011. reduce.scale = (sk[2] || 0) / 100;
  1012. break;
  1013. case 170: //多色触发
  1014. case 182: //长串触发
  1015. case 193: //L触发
  1016. reduce.scale = (sk[3] || 0) / 100;
  1017. break;
  1018. case 171: //多串触发
  1019. reduce.scale = (sk[6] || 0) / 100;
  1020. break;
  1021. case 183: //又是个有两段血线的队长技
  1022. reduce.scale = (sk[4] || 0) / 100;
  1023. if (sk[2] == 100)
  1024. {
  1025. reduce.hp.max = sk[2];
  1026. reduce.hp.min = 99;
  1027. }else
  1028. {
  1029. reduce.hp.max = 100;
  1030. reduce.hp.min = sk[2];
  1031. }
  1032. break;
  1033. default:
  1034. }
  1035. return reduce;
  1036. }
  1037. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1038. }

智龙迷城队伍图制作工具