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script-universal_function.js 49 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. 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. //数字补前导0
  52. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  53. return this.toLocaleString(undefined, {
  54. useGrouping: useGrouping,
  55. minimumIntegerDigits: length
  56. });
  57. }
  58. //数字补前导0
  59. String.prototype.prefix = function(length = 2, prefix = '0') {
  60. let needAddLength = Math.max(length - this.length, 0);
  61. return new Array(needAddLength).fill(prefix).join('') + this;
  62. }
  63. // 将字符串转为Base64
  64. String.prototype.toBinary = function() {
  65. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  66. const codeUnits = new Uint16Array(charCodes16Arr);
  67. const charCodes = new Uint8Array(codeUnits.buffer);
  68. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  69. return result;
  70. }
  71. String.prototype.toBase64 = function() {
  72. return btoa(this.toBinary());
  73. }
  74. String.fromBinary = function(binary) {
  75. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  76. const charCodes = new Uint16Array(bytes.buffer);
  77. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  78. return result;
  79. }
  80. String.fromBase64 = function(base64) {
  81. return String.fromBinary(atob(base64));
  82. }
  83. //大数字缩短长度,默认返回本地定义字符串
  84. Number.prototype.bigNumberToString = function() {
  85. return this.toLocaleString();
  86. }
  87. //最多保留N位小数,不留0
  88. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  89. {
  90. let newNumber = Number(this.toFixed(decimalDigits));
  91. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  92. }
  93. //数组删除自己尾部的空元素
  94. Array.prototype.deleteLatter = function(item = null) {
  95. let index = this.length - 1;
  96. for (; index >= 0; index--) {
  97. if (this[index] !== item) {
  98. break;
  99. }
  100. }
  101. this.splice(index + 1);
  102. return this;
  103. }
  104. //数组去重
  105. Array.prototype.distinct = function() {
  106. let _set = new Set(this);
  107. return Array.from(_set)
  108. }
  109. Array.prototype.randomShift = function() {
  110. return this.splice(Math.random() * this.length, 1)?.[0];
  111. }
  112. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  113. Array.prototype.groupBy = function(func) {
  114. const groups = this.reduce((pre,cur)=>{
  115. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  116. if (grp)
  117. grp.push(cur);
  118. else
  119. pre.push([cur]);
  120. return pre;
  121. }, []);
  122. return groups;
  123. }
  124. Math.randomInteger = function(max, min = 0) {
  125. return this.floor(this.random() * (max - min + 1) + min);
  126. }
  127. //将二进制flag转为数组
  128. function flags(num) {
  129. const arr = [];
  130. for (let i = 0; i < 32; i++) {
  131. if (num & (1 << i)) {
  132. arr.push(i);
  133. }
  134. }
  135. return arr;
  136. }
  137. //将二进制flag转为数组
  138. function reflags(arr) {
  139. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  140. }
  141. //带标签的模板字符串
  142. function tp(strings, ...keys) {
  143. return (function(...values) {
  144. let dict = values[values.length - 1] || {};
  145. let fragment = document.createDocumentFragment();
  146. fragment.appendChild(document.createTextNode(strings[0]));
  147. //let result = [strings[0]];
  148. keys.forEach(function(key, i, arr) {
  149. let value = Number.isInteger(key) ? values[key] : dict[key];
  150. if (value == undefined)
  151. {
  152. //console.debug("模板字符串中 %s 未找到输入数据",key);
  153. }else
  154. {
  155. if (!(value instanceof Node))
  156. {
  157. value = document.createTextNode(value);
  158. }
  159. try{
  160. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  161. }catch(e)
  162. {
  163. console.log(value, e);
  164. console.log(keys, values);
  165. }
  166. }
  167. fragment.appendChild(document.createTextNode(strings[i + 1]));
  168. });
  169. return fragment;
  170. });
  171. }
  172. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  173. function deepMerge(obj1, obj2) {
  174. let key;
  175. for (key in obj2) {
  176. // 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
  177. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  178. obj1[key] =
  179. obj1[key] &&
  180. obj1[key].toString() === "[object Object]" &&
  181. (obj2[key] && obj2[key].toString() === "[object Object]")
  182. ? deepMerge(obj1[key], obj2[key])
  183. : (obj1[key] = obj2[key]);
  184. }
  185. return obj1;
  186. }
  187. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  188. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  189. const pcmImportObj = {
  190. env: {
  191. abortStackOverflow: () => { throw new Error("overflow"); },
  192. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  193. tableBase: 0,
  194. memory: pcmMemory,
  195. memoryBase: 102400,
  196. STACKTOP: 0,
  197. STACK_MAX: pcmMemory.buffer.byteLength,
  198. }
  199. };
  200. let pcmPlayer = null;
  201. let adpcm_wasm = null;
  202. function decodeAudio(fileName, decodeCallback) {
  203. if (pcmPlayer != null) {
  204. pcmPlayer.close();
  205. }
  206. pcmPlayer = new PCMPlayer(1, 44100);
  207. fetch(fileName).then((response) => response.arrayBuffer())
  208. .then((bytes) => {
  209. let audioData = new Uint8Array(bytes);
  210. let step = 160;
  211. for (let i = 0; i < audioData.byteLength; i += step) {
  212. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  213. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  214. pcmPlayer.feed(pcmFloat32Data);
  215. }
  216. });
  217. }
  218. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  219. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  220. .then((wasm) => {
  221. adpcm_wasm = wasm;
  222. /*addButton("adpcm").onclick = function () {
  223. let decoder = new Adpcm(wasm, pcmImportObj);
  224. decoder.resetDecodeState(new Adpcm.State(0, 0));
  225. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  226. }*/
  227. });
  228. //▲ADPCM播放相关
  229. // 加载 image
  230. function loadImage(url) {
  231. return new Promise(function(resolve, reject) {
  232. var image = new Image();
  233. image.src = url;
  234. image.type = "svg"
  235. image.crossOrigin = 'Anonymous';
  236. image.onload = function() {
  237. resolve(this);
  238. };
  239. image.onerror = function(err) {
  240. reject(err);
  241. };
  242. });
  243. }
  244. //代码来自 https://segmentfault.com/a/1190000004451095
  245. function fileReader (file, options = {}) {
  246. return new Promise(function (resolve, reject) {
  247. const reader = new FileReader();
  248. reader.onload = function () {
  249. resolve(reader);
  250. };
  251. reader.onerror = reject;
  252. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  253. reject({
  254. code: 1,
  255. msg: 'wrong file type'
  256. });
  257. }
  258. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  259. reader.readAsText(file);
  260. } else {
  261. reader.readAsDataURL(file);
  262. }
  263. });
  264. }
  265. function dbReadKey (db, tableName, keys) {
  266. return new Promise(function (resolve, reject) {
  267. const transaction = db.transaction([tableName]);
  268. const objectStore = transaction.objectStore(tableName);
  269. const request = objectStore.get(keys);
  270. request.onsuccess = function(event) {
  271. resolve(request.result);
  272. };
  273. request.onerror = reject;
  274. });
  275. }
  276. function dbCount (db, tableName, key) {
  277. return new Promise(function (resolve, reject) {
  278. const transaction = db.transaction([tableName]);
  279. const objectStore = transaction.objectStore(tableName);
  280. const request = objectStore.count(key);
  281. request.onsuccess = function() {
  282. resolve(request.result);
  283. }
  284. request.onerror = reject;
  285. });
  286. }
  287. function dbReadAll (db, tableName) {
  288. return new Promise(async function (resolve, reject) {
  289. let datas = [];
  290. const transaction = db.transaction([tableName]);
  291. const objectStore = transaction.objectStore(tableName);
  292. const request = objectStore.openCursor();
  293. request.onsuccess = function(event) {
  294. var cursor = event.target.result;
  295. if (cursor) {
  296. // cursor.value 包含正在被遍历的当前记录
  297. // 这里你可以对 result 做些什么
  298. datas.push(cursor.value);
  299. cursor.continue();
  300. } else {
  301. // 没有更多 results
  302. resolve(datas);
  303. }
  304. };
  305. request.onerror = reject;
  306. });
  307. }
  308. function dbWrite (db, tableName, data, keys) {
  309. return new Promise(function (resolve, reject) {
  310. const transaction = db.transaction([tableName], "readwrite");
  311. const objectStore = transaction.objectStore(tableName);
  312. const request = objectStore.put(data, keys);
  313. request.onsuccess = function(event) {
  314. resolve(event);
  315. };
  316. request.onerror = reject;
  317. });
  318. }
  319. function dbDelete (db, tableName, keys) {
  320. return new Promise(function (resolve, reject) {
  321. const transaction = db.transaction([tableName], "readwrite");
  322. const objectStore = transaction.objectStore(tableName);
  323. const request = objectStore.delete(keys);
  324. request.onsuccess = function(event) {
  325. resolve(event);
  326. };
  327. request.onerror = reject;
  328. });
  329. }
  330. function latentUseHole(latentId) {
  331. let num = 1;
  332. switch (true) {
  333. case (latentId === 12):
  334. case (latentId >= 16 && latentId <= 36):
  335. case (latentId >= 43 && latentId <= 45):
  336. {
  337. return 2;
  338. }
  339. case (latentId >= 13 && latentId <= 15):
  340. case (latentId >= 37 && latentId <= 42):
  341. case (latentId == 46):
  342. {
  343. return 6;
  344. }
  345. case (latentId < 12):
  346. default:
  347. {
  348. return 1;
  349. }
  350. }
  351. }
  352. //获取最大潜觉数量
  353. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  354. const card = Cards[id];
  355. return card && card.is8Latent ? 8 : 6;
  356. }
  357. //计算用了多少潜觉格子
  358. function usedHole(latents) {
  359. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  360. }
  361. //计算所有队伍中有多少个该觉醒
  362. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  363. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  364. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  365. }, 0);
  366. return formationAwokenCount;
  367. }
  368. //计算单个队伍中有多少个该觉醒
  369. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  370. const memberArray = team[0];
  371. const assistArray = team[1];
  372. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  373. if (mon.id <= 0) { //如果是delay和null
  374. return previous;
  375. }
  376. const card = Cards[mon.id];
  377. if (!card || !card.enabled) { //如果卡片未启用
  378. return previous;
  379. }
  380. const assist = assistArray[idx];
  381. const assistCard = Cards[assist.id];
  382. //启用的觉醒数组片段
  383. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  384. //单人、3人时,大于等于100级且297时增加超觉醒
  385. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  386. const sAwokenT = card.superAwakenings[mon.sawoken];
  387. if (sAwokenT >= 0)
  388. enableAwoken = enableAwoken.concat(sAwokenT);
  389. }
  390. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  391. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  392. }
  393. //相同的觉醒数
  394. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  395. return previous + hasAwoken;
  396. }, 0);
  397. return teamAwokenCount;
  398. }
  399. //返回可用的怪物名称
  400. function returnMonsterNameArr(card, lsList, defaultCode) {
  401. const monNameArr = lsList.map(lc => { //取出每种语言
  402. if (lc == defaultCode)
  403. return card.name;
  404. else if (card.otLangName)
  405. return card.otLangName[lc];
  406. }).filter(ln => //去掉空值和问号
  407. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  408. );
  409. if (monNameArr.length < 1) //如果本来的列表里没有名字
  410. {
  411. monNameArr.push(card.name); //只添加默认名字
  412. }
  413. return monNameArr;
  414. }
  415. //Code From pad-rikuu
  416. function valueAt(level, maxLevel, curve) {
  417. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  418. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  419. }
  420. //Code From pad-rikuu
  421. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  422. let value = valueAt(level, maxLevel, {
  423. min: c.min,
  424. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  425. scale: c.scale || 1
  426. });
  427. if (level > maxLevel) {
  428. const exceed99 = Math.min(level - maxLevel, 11);
  429. const exceed110 = Math.max(0, level - 110);
  430. value += c.max !== undefined ?
  431. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  432. (c.min * exceed99 + c.min * exceed110);
  433. }
  434. return value;
  435. }
  436. //计算怪物的经验值
  437. function calculateExp(member) {
  438. if (!member) return null;
  439. const memberCard = Cards[member.id];
  440. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  441. const expArray = [
  442. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  443. ];
  444. if (member.level > 99)
  445. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  446. if (member.level > 110)
  447. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  448. return expArray;
  449. }
  450. //计算怪物的能力
  451. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  452. if (!member) return null;
  453. const memberCard = Cards[member.id];
  454. const assistCard = assist ? Cards[assist.id] : null;
  455. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  456. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  457. const plusAdd = [10, 5, 3]; //加值的增加值
  458. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  459. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  460. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  461. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  462. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  463. ];
  464. 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
  465. [{ index: 63, scale: 1.1 }], //HP
  466. [{ index: 63, scale: 1.1 }], //ATK
  467. [{ index: 63, scale: 1.1 }] //RCV
  468. ];
  469. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  470. [], //HP
  471. [], //ATK
  472. [] //RCV
  473. ];
  474. if (!solo) { //协力时计算协力觉醒
  475. latterAwokenScale.forEach(ab => {
  476. ab.push({ index: 30, scale: 1.5 });
  477. });
  478. }
  479. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  480. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  481. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  482. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  483. ];
  484. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  485. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  486. const dge = formation.dungeonEnchance;
  487. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  488. const isDge = dge.rarities.includes(memberCard.rarity) || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || memberCard.types.some(type=>dge.types.includes(type));
  489. //储存点亮的觉醒
  490. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  491. //单人、3人时,大于等于100级且297时增加超觉醒
  492. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  493. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  494. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  495. }
  496. //如果有武器还要计算武器的觉醒
  497. let enableBouns = false;
  498. if (assistCard?.id > 0 && assistCard.enabled) {
  499. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  500. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  501. awokenList.push(...assistAwokenList);
  502. }
  503. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  504. }
  505. const abilitys = memberCurves.map((ab, idx) => {
  506. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  507. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  508. let n_assist_base = 0,
  509. n_assist_plus = 0; //辅助的bonus
  510. //计算辅助的额外血量
  511. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  512. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  513. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  514. }
  515. //用来计算倍率觉醒的最终倍率是多少,reduce用
  516. function calculateAwokenScale(previous, aw) {
  517. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  518. return previous * aw.scale ** awokenCount;
  519. }
  520. //倍率类觉醒的比例,直接从1开始乘
  521. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  522. //觉醒增加的数值
  523. const n_awoken = awokenList.length > 0 ?
  524. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  525. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  526. if (awokenCount > 0)
  527. return previous + aw.value * awokenCount;
  528. else
  529. return previous;
  530. }, 0)) :
  531. 0;
  532. //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
  533. const n_latentScale = (member.latent && member.latent.length > 0) ?
  534. latentScale[idx].reduce((previous, la) => {
  535. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  536. return previous + la.scale * latentCount;
  537. }, 0) :
  538. 0;
  539. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  540. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  541. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  542. //觉醒生效时的协力、语音觉醒等的倍率
  543. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  544. //都要做四舍五入
  545. if (isDge && dgeRate[idx] != 1)
  546. {
  547. let rate = dgeRate[idx];
  548. reValue = Math.round(reValue * rate);
  549. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  550. }else
  551. {
  552. reValue = Math.round(reValue);
  553. reValueNoAwoken = Math.round(reValueNoAwoken);
  554. }
  555. if (idx < 2) //idx顺序为HP、ATK、RCV
  556. { //HP和ATK最低为1
  557. reValue = Math.max(reValue, 1);
  558. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  559. }
  560. return [reValue, reValueNoAwoken];
  561. });
  562. return abilitys;
  563. }
  564. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  565. const card = Cards[id];
  566. const tempMon = {
  567. id: id,
  568. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  569. 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
  570. awoken: card.awakenings.length,
  571. };
  572. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  573. if (abilities) {
  574. return {
  575. noAwoken: {
  576. hp: abilities[0][1],
  577. atk: abilities[1][1],
  578. rcv: abilities[2][1],
  579. },
  580. withAwoken: {
  581. hp: abilities[0][0],
  582. atk: abilities[1][0],
  583. rcv: abilities[2][0],
  584. },
  585. };
  586. } else {
  587. return null;
  588. }
  589. }
  590. //搜索卡片用
  591. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  592. 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
  593. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  594. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  595. //属性
  596. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  597. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  598. { //当两个颜色相同时,主副一样颜色的只需判断一次
  599. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  600. }
  601. else if (fixMainColor) //如果固定了顺序
  602. {
  603. const a1IsNull = attr1 === null,
  604. a2IsNull = attr2 === null;
  605. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  606. cardsRange = cardsRange.filter(c =>
  607. (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
  608. (a1IsNull ? true : c.attrs[0] === attr1) &&
  609. (a2IsNull ? true : c.attrs[1] === attr2)
  610. );
  611. }
  612. }
  613. else //不限定顺序时
  614. {
  615. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  616. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  617. cardsRange = cardsRange.filter(c =>
  618. search_attrs.every(a => c.attrs.includes(a)) &&
  619. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  620. );
  621. }
  622. //类型
  623. if (types.length > 0) {
  624. cardsRange = cardsRange.filter(c => typeAndOr ?
  625. types.every(t => c.types.includes(t)) : //所有type都满足
  626. types.some(t => c.types.includes(t)) //只需要满足一个type
  627. );
  628. }
  629. //稀有度
  630. if (rares.length > 1) {
  631. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  632. }
  633. //觉醒
  634. //等效觉醒时,事先去除大觉醒
  635. if (equalAk) {
  636. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  637. bigEqualAwokens.forEach(bak => {
  638. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  639. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  640. if (!smallEqualAwoken) {
  641. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  642. awokens.push(smallEqualAwoken);
  643. }
  644. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  645. });
  646. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  647. }
  648. if (awokens.length > 0) {
  649. cardsRange = cardsRange.filter(card => {
  650. let cardAwakeningsArray = [];
  651. 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
  652. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  653. } else { //单个原始觉醒数组
  654. cardAwakeningsArray.push(card.awakenings);
  655. }
  656. 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
  657. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  658. if (equalAk) //如果开启等效觉醒
  659. {
  660. //搜索等效觉醒
  661. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  662. if (equivalentAwoken) {
  663. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  664. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  665. return totalNum >= ak.num;
  666. }
  667. }
  668. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  669. })
  670. );
  671. });
  672. }
  673. //超觉醒
  674. if (sawokens.length > 0 && !incSawoken) {
  675. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  676. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  677. return card.superAwakenings.includes(sak) ||
  678. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  679. }));
  680. }
  681. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  682. return cardsRange;
  683. }
  684. function searchByString(str)
  685. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  686. str = str.trim();
  687. if (str.length>0)
  688. {
  689. return Cards.filter(card =>
  690. {
  691. const names = [card.name];
  692. if (card.otLangName)
  693. {
  694. names.push(...Object.values(card.otLangName));
  695. }
  696. const tags = card.altName.concat();
  697. if (card.otTags)
  698. {
  699. tags.push(...card.otTags);
  700. }
  701. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  702. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  703. }
  704. );
  705. }else
  706. {
  707. return [];
  708. }
  709. }
  710. function copyString(input) {
  711. input.focus(); //设input为焦点
  712. input.select(); //选择全部
  713. navigator.clipboard.writeText(input.value).then(function() {
  714. /* clipboard successfully set */
  715. //复制成功
  716. }, function() {
  717. /* clipboard write failed */
  718. document.execCommand('copy'); //尝试废弃的老方法
  719. });
  720. //input.blur(); //取消焦点
  721. }
  722. //产生一个怪物头像
  723. function createCardA(option) {
  724. const t = document.body.querySelector('#template-card-a');
  725. const clone = document.importNode(t.content, true);
  726. const monster = clone.querySelector(".monster");
  727. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  728. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  729. return monster;
  730. }
  731. //返回文字说明内怪物Card的纯HTML
  732. function cardN(id) {
  733. const monOuterDom = document.createElement("span");
  734. monOuterDom.className = "detail-mon";
  735. const monDom = createCardA({noBoxCount: true});
  736. monOuterDom.appendChild(monDom);
  737. monOuterDom.monDom = monDom;
  738. changeid({ id: id }, monDom);
  739. return monOuterDom;
  740. }
  741. //返回文字说明内怪物Card的纯HTML
  742. function cardNClick() {
  743. const id = parseInt(this.getAttribute("data-cardid"), 10);
  744. editBox.show();
  745. editBox.mid = id;
  746. editBoxChangeMonId(id);
  747. //showSearch([id]);
  748. return false;
  749. }
  750. //技能介绍里的头像的切换
  751. function changeToIdInSkillDetail(event) {
  752. const settingBox = editBox.querySelector(".setting-box");
  753. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  754. const mid = this.getAttribute("data-cardid");
  755. monstersID.value = mid;
  756. monstersID.onchange();
  757. return false; //取消链接的默认操作
  758. }
  759. //搜索并显示合作
  760. function searchCollab(event) {
  761. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  762. showSearch(Cards.filter(card => card.collabId == collabId));
  763. return false;
  764. }
  765. //将怪物的文字介绍解析为HTML
  766. function descriptionToHTML(str)
  767. {
  768. function formatParse(arr, reg, subMatchCount, returnFunc){
  769. //const subMatchCount = returnFunc.length;
  770. return arr.flatMap(item=>{
  771. if (typeof item == "string") {
  772. const subArr = item.split(new RegExp(reg));
  773. const newArr = [];
  774. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  775. newArr.push(subArr[i]);
  776. if (subArr[i+subMatchCount] !== undefined) {
  777. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  778. }
  779. }
  780. return newArr;
  781. } else {
  782. return item;
  783. }
  784. });
  785. }
  786. let nodeArr = [str];
  787. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  788. (color, content)=>{
  789. const sp = document.createElement("span");
  790. sp.textContent = content;
  791. if (/^[a-fA-F0-9]+$/g.test(color)) {
  792. sp.style.color = `#${color}`;
  793. } else if (/qs/i.test(color)) {
  794. sp.style.color = `blue`;
  795. }
  796. return sp;
  797. });
  798. nodeArr = formatParse(nodeArr, /\%\{m([0-9]{1,5})\}/g, 1,
  799. (id)=>{
  800. const avatar = cardN(parseInt(id,10));
  801. avatar.monDom.onclick = cardNClick;
  802. return avatar;
  803. });
  804. nodeArr = formatParse(nodeArr, /\%\{a([0-9]{1,3})\}/g, 1,
  805. (id)=>{
  806. const awokenList = renderAwakenings(parseInt(id,10));
  807. return awokenList;
  808. });
  809. /* arr = arr.flatMap(item=>{
  810. if (typeof item == "string") {
  811. const subArr = item.split(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm);
  812. const newArr = [];
  813. for (let i = 0; i < subArr.length; i += 3) {
  814. newArr.push(subArr[i]);
  815. if (subArr[i+2] !== undefined) {
  816. const sp = document.createElement("span");
  817. sp.style.color = `#${subArr[i+1]}`;
  818. sp.textContent = subArr[i+2];
  819. newArr.push(sp);
  820. }
  821. }
  822. return newArr;
  823. } else {
  824. return item;
  825. }
  826. });
  827. arr = arr.flatMap(item=>{
  828. if (typeof item == "string") {
  829. const subArr = item.split(/\%\{m([0-9]{1,4})\}/g);
  830. const newArr = [];
  831. for (let i = 0; i < subArr.length; i += 2) {
  832. newArr.push(subArr[i]);
  833. if (subArr[i+1] !== undefined) {
  834. const avatar = cardN(parseInt(subArr[i+1],10));
  835. avatar.monDom.onclick = cardNClick;
  836. newArr.push(avatar);
  837. }
  838. }
  839. return newArr;
  840. } else {
  841. return item;
  842. }
  843. });*/
  844. //str = str.replace(/\n/ig,"<br>"); //换行
  845. //str = str.replace(/ /ig,"&nbsp;"); //换行
  846. //str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  847. //str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  848. return nodeArr.nodeJoin();
  849. }
  850. //默认的技能解释的显示行为
  851. function parseSkillDescription(skill) {
  852. //const span = document.createElement("span");
  853. //span.innerHTML = descriptionToHTML(skill.description);
  854. return descriptionToHTML(skill.description);
  855. }
  856. //大数字缩短长度,默认返回本地定义字符串
  857. function parseBigNumber(number) {
  858. return number.toLocaleString();
  859. }
  860. //判断是否是转生和超转生
  861. function isReincarnated(card) {
  862. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  863. }
  864. //获取类型允许的潜觉
  865. function getAllowLatent(card) {
  866. const latentSet = new Set(common_allowable_latent);
  867. card.types.filter(i => i >= 0)
  868. .map(type => type_allowable_latent[type])
  869. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  870. if (card.limitBreakIncr) {
  871. v120_allowable_latent.forEach(t => latentSet.add(t));
  872. }
  873. return Array.from(latentSet);
  874. }
  875. //计算队伍中有多少血量
  876. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  877. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  878. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  879. const mHpArr = memberArr.map(m => {
  880. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  881. let hp = ability ? ability[0] : 0;
  882. if (!hp) return 0;
  883. const card = Cards[m.id] || Cards[0];
  884. let hp1 = hp = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  885. let hp2 = hp = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  886. //演示用代码
  887. //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);
  888. return hp;
  889. });
  890. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  891. function memberHpMul(card, ls, memberArr, solo) {
  892. function hpMul(parm, scale) {
  893. if (scale == undefined || scale == 0) return 1;
  894. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  895. return scale / 100;
  896. }
  897. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  898. return scale / 100;
  899. }
  900. return 1;
  901. }
  902. const sk = ls.params;
  903. let scale = 1;
  904. switch (ls.type) {
  905. case 23:
  906. case 30:
  907. case 62:
  908. case 77:
  909. case 63:
  910. case 65:
  911. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  912. break;
  913. case 29:
  914. case 114:
  915. case 45:
  916. case 111:
  917. case 46:
  918. case 48:
  919. case 67:
  920. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  921. break;
  922. case 73:
  923. case 76:
  924. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  925. break;
  926. case 106:
  927. case 107:
  928. case 108:
  929. scale = sk[0] / 100;
  930. break;
  931. case 121:
  932. case 129:
  933. case 163:
  934. case 177:
  935. case 186:
  936. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  937. break;
  938. case 125: //队伍中必须有指定队员
  939. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  940. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  941. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  942. break;
  943. case 136:
  944. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  945. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  946. break;
  947. case 137:
  948. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  949. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  950. break;
  951. case 155:
  952. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  953. break;
  954. case 158:
  955. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  956. break;
  957. case 175: //队伍组成全为合作
  958. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  959. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  960. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  961. break;
  962. case 178:
  963. case 185:
  964. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  965. break;
  966. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  967. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  968. switch (sk[0]) {
  969. case 0: //全是像素进化
  970. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  971. break;
  972. case 2: //全是转生、超转生(8格潜觉)
  973. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  974. break;
  975. }
  976. break;
  977. }
  978. case 217:{ //限定队伍星级,不包括好友队长
  979. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  980. const rarityCount = cardsArr.reduce((pre,member)=>{
  981. const card = Cards[member.id] || Cards[0];
  982. return pre + card.rarity;
  983. },0);
  984. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  985. break;
  986. }
  987. case 229:{ //队员中存在每个属性或Type都算一次
  988. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  989. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  990. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  991. let correspondingAttrs = flags(sk[0]); //符合的属性
  992. let correspondingTypes = flags(sk[1]); //符合的类型
  993. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  994. scale = sk[2] * correspondingTimes / 100 + 1;
  995. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  996. break;
  997. }
  998. case 138: //调用其他队长技
  999. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  1000. break;
  1001. default:
  1002. }
  1003. return scale || 1;
  1004. }
  1005. return mHpArr;
  1006. }
  1007. //返回卡片的队长技能
  1008. function getCardLeaderSkills(card, skillTypes) {
  1009. if (!card) return [];
  1010. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1011. }
  1012. //返回卡片的主动技能
  1013. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1014. if (!card) return [];
  1015. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1016. }
  1017. //查找到真正起作用的那一个技能
  1018. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1019. if (skillTypes.includes(skill.type))
  1020. {
  1021. return [skill];
  1022. }
  1023. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1024. {
  1025. //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
  1026. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  1027. subSkills = subSkills.filter(s=>s);
  1028. return subSkills;
  1029. }
  1030. else
  1031. {
  1032. return [];
  1033. }
  1034. }
  1035. //计算队伍是否为76
  1036. function tIf_Effect_76board(leader1id, leader2id) {
  1037. const searchTypeArray = [162, 186];
  1038. function henshinBase(cardid, firstId)
  1039. {
  1040. if (firstId == undefined) firstId = cardid;
  1041. let card = Cards[cardid];
  1042. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId)
  1043. {
  1044. card = henshinBase(card.henshinFrom[0], firstId);
  1045. }
  1046. return card;
  1047. }
  1048. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1049. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1050. return Boolean(ls1 || ls2);
  1051. }
  1052. //计算队伍是否为无天降
  1053. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1054. const searchTypeArray = [163, 177];
  1055. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1056. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1057. return Boolean(ls1 || ls2);
  1058. }
  1059. //计算队伍是否为毒无效
  1060. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1061. const searchTypeArray = [197];
  1062. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1063. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1064. return Boolean(ls1 || ls2);
  1065. }
  1066. //计算队伍的+C
  1067. function tIf_Effect_addCombo(leader1id, leader2id) {
  1068. return [
  1069. getSkillAddCombo(Cards[leader1id]),
  1070. getSkillAddCombo(Cards[leader2id])
  1071. ];
  1072. }
  1073. function getSkillAddCombo(card) {
  1074. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1075. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1076. if (!skill) return 0;
  1077. switch (skill.type) {
  1078. case 192:
  1079. case 194:
  1080. return skill.params[3] ?? 0;
  1081. case 206:
  1082. return skill.params[6] ?? 0;
  1083. case 209:
  1084. return skill.params[0] ?? 0;
  1085. case 210:
  1086. case 219:
  1087. return skill.params[2] ?? 0;
  1088. case 220:
  1089. return skill.params[1] ?? 0;
  1090. case 235:
  1091. return skill.params[5] ?? 0;
  1092. default:
  1093. return 0;
  1094. }
  1095. }
  1096. //计算队伍的追打
  1097. function tIf_Effect_inflicts(leader1id, leader2id) {
  1098. return [
  1099. getSkillFixedDamage(Cards[leader1id]),
  1100. getSkillFixedDamage(Cards[leader2id])
  1101. ];
  1102. }
  1103. function getSkillFixedDamage(card) {
  1104. const searchTypeArray = [199, 200, 201, 223, 235];
  1105. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1106. if (!skill) return 0;
  1107. switch (skill.type) {
  1108. case 199:
  1109. case 200:
  1110. return skill.params[2] ?? 0;
  1111. case 201:
  1112. return skill.params[5] ?? 0;
  1113. case 223:
  1114. return skill.params[1] ?? 0;
  1115. case 235:
  1116. return skill.params[6] ?? 0;
  1117. default:
  1118. return 0;
  1119. }
  1120. }
  1121. //计算队伍操作时间
  1122. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1123. const searchTypeArray = [178, 15, 185];
  1124. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1125. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1126. const time1 = leaderSkillMoveTime(ls1);
  1127. const time2 = leaderSkillMoveTime(ls2);
  1128. function leaderSkillMoveTime(ls) {
  1129. const moveTime = { fixed: false, duration: 0 };
  1130. if (!ls) return moveTime;
  1131. const sk = ls.params;
  1132. switch (ls.type) {
  1133. case 178: //固定操作时间
  1134. moveTime.fixed = true;
  1135. moveTime.duration = sk[0];
  1136. break;
  1137. case 15:
  1138. case 185:
  1139. moveTime.duration += sk[0] / 100;
  1140. break;
  1141. default:
  1142. }
  1143. return moveTime;
  1144. }
  1145. let moveTime = {
  1146. fixed: false,
  1147. duration: {
  1148. default: 5,
  1149. leader: 0,
  1150. badge: 0,
  1151. awoken: 0,
  1152. }
  1153. }; //基础5秒
  1154. //固定操作时间的直接返回
  1155. if (time1.fixed || time2.fixed) {
  1156. moveTime.fixed = true;
  1157. moveTime.duration.leader = time1.fixed ?
  1158. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1159. time2.duration;
  1160. } else {
  1161. moveTime.duration.leader = time1.duration + time2.duration;
  1162. //1人、3人计算徽章
  1163. if (solo || teamsCount === 3) {
  1164. switch (team[2]) {
  1165. case 2: //小手指
  1166. moveTime.duration.badge = 1;
  1167. break;
  1168. case 21: //大手指
  1169. moveTime.duration.badge = 2;
  1170. break;
  1171. case 50: //月卡
  1172. moveTime.duration.badge = 3;
  1173. break;
  1174. }
  1175. } else if (teamsCount === 2) //2人协力时的特殊处理
  1176. {
  1177. const teams = formation.teams;
  1178. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1179. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1180. team = [
  1181. team[0].concat(),
  1182. team[1].concat()
  1183. ];
  1184. //把队伍2的队长和武器添加到复制的队伍1里面
  1185. team[0].push(team2[0][team2[3]]);
  1186. team[1].push(team2[1][team2[3]]);
  1187. }
  1188. //觉醒
  1189. const awokenMoveTime = [
  1190. { index: 19, value: 0.5 }, //小手指
  1191. { index: 53, value: 1 }, //大手指
  1192. ];
  1193. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1194. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1195. //潜觉
  1196. const latentMoveTime = [
  1197. { index: 4, value: 0.05 }, //小手指潜觉
  1198. { index: 31, value: 0.12 }, //大手指潜觉
  1199. ];
  1200. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1201. duration + team[0].reduce((count, menber) =>
  1202. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1203. }
  1204. return moveTime;
  1205. }
  1206. //将盾减伤比例组叠加为一个减伤范围组
  1207. function getReduceRange(reduceScales)
  1208. {
  1209. class reduceRange{
  1210. constructor(obj)
  1211. {
  1212. this.min = 0;
  1213. this.max = 100;
  1214. this.scale = 0;
  1215. this.probability = 1;
  1216. if (typeof obj == "object") Object.assign(this, obj);
  1217. }
  1218. }
  1219. const ranges = [new reduceRange()];
  1220. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1221. function processingRanges(ranges, scale)
  1222. {
  1223. //先找scale.min在某个范围内的
  1224. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1225. //再找scale.max在某个范围内的
  1226. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1227. //先只拆分不乘比例
  1228. if (rgLessIdx >= 0)
  1229. {
  1230. const range = ranges[rgLessIdx];
  1231. ranges.splice(rgLessIdx, 1,
  1232. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1233. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1234. );
  1235. }
  1236. if (rgMoreIdx >= 0)
  1237. {
  1238. const range = ranges[rgMoreIdx];
  1239. ranges.splice(rgMoreIdx, 1,
  1240. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1241. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1242. );
  1243. }
  1244. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1245. needChangeScaleRanges.forEach(range=>{
  1246. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1247. range.probability *= scale.probability;
  1248. });
  1249. }
  1250. //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
  1251. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1252. reduceScales.forEach(scale=>{
  1253. if (scale.attrs == 0) //没有属性的
  1254. {
  1255. return;
  1256. }
  1257. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1258. {
  1259. const attrs = flags(scale.attrs); //得到属性数组
  1260. attrs.forEach(n=>{
  1261. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1262. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1263. });
  1264. }
  1265. else
  1266. { //只处理第一数组
  1267. processingRanges(ranges, scale);
  1268. }
  1269. });
  1270. return attrsRanges;
  1271. }
  1272. //获取盾减伤比例组
  1273. function getReduceScales(leaderid) {
  1274. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1275. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1276. function leaderReduceScale(ls) {
  1277. const reduce = {
  1278. scale: 0,
  1279. hp: {
  1280. max: 100,
  1281. min: 0
  1282. },
  1283. probability: 1,
  1284. attrs: 31, //5色是31
  1285. };
  1286. if (!ls) return reduce;
  1287. const sk = ls.params;
  1288. switch (ls.type) {
  1289. case 16: //无条件盾
  1290. reduce.scale = sk[0] / 100;
  1291. break;
  1292. case 17: //单属性盾
  1293. reduce.scale = sk[1] / 100;
  1294. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1295. break;
  1296. case 36: //2个属性盾
  1297. reduce.scale = sk[2] / 100;
  1298. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1299. break;
  1300. case 38: //血线下 + 可能几率
  1301. case 43: //血线上 + 可能几率
  1302. reduce.scale = (sk[2] || 0) / 100;
  1303. reduce.probability = sk[1] / 100;
  1304. if (sk[0] == 100)
  1305. {
  1306. reduce.hp.max = sk[0];
  1307. reduce.hp.min = 99;
  1308. }else
  1309. {
  1310. if(ls.type == 38)
  1311. {
  1312. reduce.hp.max = sk[0];
  1313. reduce.hp.min = 0;
  1314. }else
  1315. {
  1316. reduce.hp.max = 100;
  1317. reduce.hp.min = sk[0];
  1318. }
  1319. }
  1320. break;
  1321. case 129: //无条件盾,属性个数不固定
  1322. case 163: //无条件盾,属性个数不固定
  1323. case 130: //血线下 + 属性个数不固定
  1324. case 131: //血线上 + 属性个数不固定
  1325. reduce.scale = (sk[6] || 0) / 100;
  1326. reduce.attrs = 0 | sk[5];
  1327. if (ls.type == 130 || ls.type == 131)
  1328. {
  1329. if (sk[0] == 100)
  1330. {
  1331. reduce.hp.max = sk[0];
  1332. reduce.hp.min = 99;
  1333. }else
  1334. {
  1335. if(ls.type == 130)
  1336. {
  1337. reduce.hp.max = sk[0];
  1338. reduce.hp.min = 0;
  1339. }else
  1340. {
  1341. reduce.hp.max = 100;
  1342. reduce.hp.min = sk[0];
  1343. }
  1344. }
  1345. }
  1346. break;
  1347. case 178: //无条件盾,属性个数不固定
  1348. reduce.scale = (sk[7] || 0) / 100;
  1349. reduce.attrs = 0 | sk[6];
  1350. break;
  1351. case 151: //十字心触发
  1352. case 169: //C触发
  1353. case 198: //回血触发
  1354. reduce.scale = (sk[2] || 0) / 100;
  1355. break;
  1356. case 170: //多色触发
  1357. case 182: //长串触发
  1358. case 193: //L触发
  1359. reduce.scale = (sk[3] || 0) / 100;
  1360. break;
  1361. case 171: //多串触发
  1362. reduce.scale = (sk[6] || 0) / 100;
  1363. break;
  1364. case 183: //又是个有两段血线的队长技
  1365. reduce.scale = (sk[4] || 0) / 100;
  1366. if (sk[2] == 100)
  1367. {
  1368. reduce.hp.max = sk[2];
  1369. reduce.hp.min = 99;
  1370. }else
  1371. {
  1372. reduce.hp.max = 100;
  1373. reduce.hp.min = sk[2];
  1374. }
  1375. break;
  1376. case 210: //十字触发
  1377. reduce.scale = (sk[1] || 0) / 100;
  1378. break;
  1379. case 235: { //可多次触发
  1380. reduce.scale = (sk[4] || 0) / 100;
  1381. break;
  1382. }
  1383. default:
  1384. }
  1385. return reduce;
  1386. }
  1387. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1388. }

智龙迷城队伍图制作工具