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

智龙迷城队伍图制作工具