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script-universal_function.js 36 kB

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

智龙迷城队伍图制作工具