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

智龙迷城队伍图制作工具