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script-universal_function.js 50 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || _xhr.status === 0) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. function localStorage_getBoolean(name, defaultValue = false){
  47. let value = localStorage.getItem(name);
  48. if (value === "true") return true;
  49. else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
  50. }
  51. // 将字符串转为二进制字符串
  52. String.prototype.toUTF16BinaryString = function() {
  53. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字
  54. const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array
  55. const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中
  56. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  57. return result;
  58. }
  59. String.fromBinaryString = function(binary) {
  60. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  61. const charCodes = new Uint16Array(bytes.buffer);
  62. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  63. return result;
  64. }
  65. String.fromBase64 = function(base64) {
  66. return String.fromBinaryString(atob(base64));
  67. }
  68. //Buffer转16进制字符串
  69. Uint8Array.prototype.toHex = function() {
  70. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  71. }
  72. //大数字缩短长度,默认返回本地定义字符串
  73. Number.prototype.bigNumberToString = function() {
  74. return this.toLocaleString();
  75. }
  76. //最多保留N位小数,不留0
  77. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  78. {
  79. let newNumber = Number(this.toFixed(decimalDigits));
  80. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  81. }
  82. //数组删除自己尾部的空元素
  83. Array.prototype.deleteLatter = function(item = null) {
  84. let index = this.length - 1;
  85. for (; index >= 0; index--) {
  86. if (this[index] !== item) {
  87. break;
  88. }
  89. }
  90. this.splice(index + 1);
  91. return this;
  92. }
  93. //数组去重,改变自身
  94. Array.prototype.distinct = function() {
  95. const _set = new Set(this);
  96. this.length = 0;
  97. this.push(..._set);
  98. return this.valueOf();
  99. }
  100. //数组交换元素
  101. Array.prototype.switch = function(i1, i2) {
  102. if (Math.max(i1, i2) >= this.length) return false;
  103. let temp = this[i1];
  104. this[i1] = this[i2];
  105. this[i2] = temp;
  106. return true;
  107. }
  108. //数组随机排序
  109. Array.prototype.shuffle = function() {
  110. let length = this.length;
  111. while (length) {
  112. randomIndex = Math.floor(Math.random() * length--);
  113. this.switch(length, randomIndex);
  114. }
  115. return this;
  116. }
  117. Array.prototype.randomShift = function() {
  118. return this.splice(Math.random() * this.length, 1)?.[0];
  119. }
  120. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  121. Array.prototype.groupBy = function(func) {
  122. const groups = this.reduce((pre,cur)=>{
  123. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  124. if (grp)
  125. grp.push(cur);
  126. else
  127. pre.push([cur]);
  128. return pre;
  129. }, []);
  130. return groups;
  131. }
  132. Math.randomInteger = function(max, min = 0) {
  133. return this.floor(this.random() * (max - min + 1) + min);
  134. }
  135. //将二进制flag转为数组
  136. function flags(num) {
  137. const arr = [];
  138. for (let i = 0; i < 32; i++) {
  139. if (num & (1 << i)) {
  140. arr.push(i);
  141. }
  142. }
  143. return arr;
  144. }
  145. //将二进制flag转为数组
  146. function reflags(arr) {
  147. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  148. }
  149. //带标签的模板字符串
  150. function tp(strings, ...keys) {
  151. return (function(...values) {
  152. let dict = values[values.length - 1] || {};
  153. let fragment = document.createDocumentFragment();
  154. fragment.append(strings[0]);
  155. keys.forEach(function(key, i, arr) {
  156. let value = Number.isInteger(key) ? values[key] : dict[key];
  157. if (value != undefined)
  158. {
  159. try{
  160. fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  161. }catch(e)
  162. {
  163. console.log("模板字符串错误: %o,", e, values, keys, value);
  164. }
  165. }
  166. fragment.append(strings[i + 1]);
  167. });
  168. return fragment;
  169. });
  170. }
  171. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  172. function deepMerge(obj1, obj2) {
  173. let key;
  174. for (key in obj2) {
  175. // 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
  176. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  177. obj1[key] =
  178. obj1[key] &&
  179. obj1[key].toString() === "[object Object]" &&
  180. (obj2[key] && obj2[key].toString() === "[object Object]")
  181. ? deepMerge(obj1[key], obj2[key])
  182. : (obj1[key] = obj2[key]);
  183. }
  184. return obj1;
  185. }
  186. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  187. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  188. const pcmImportObj = {
  189. env: {
  190. abortStackOverflow: () => { throw new Error("overflow"); },
  191. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  192. tableBase: 0,
  193. memory: pcmMemory,
  194. memoryBase: 102400,
  195. STACKTOP: 0,
  196. STACK_MAX: pcmMemory.buffer.byteLength,
  197. }
  198. };
  199. let pcmPlayer = null;
  200. let adpcm_wasm = null;
  201. function decodeAudio(fileName, decodeCallback) {
  202. if (pcmPlayer != null) {
  203. pcmPlayer.close();
  204. }
  205. pcmPlayer = new PCMPlayer(1, 44100);
  206. fetch(fileName).then((response) => response.arrayBuffer())
  207. .then((bytes) => {
  208. let audioData = new Uint8Array(bytes);
  209. let step = 160;
  210. for (let i = 0; i < audioData.byteLength; i += step) {
  211. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  212. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  213. pcmPlayer.feed(pcmFloat32Data);
  214. }
  215. });
  216. }
  217. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  218. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  219. .then((wasm) => {
  220. adpcm_wasm = wasm;
  221. /*addButton("adpcm").onclick = function () {
  222. let decoder = new Adpcm(wasm, pcmImportObj);
  223. decoder.resetDecodeState(new Adpcm.State(0, 0));
  224. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  225. }*/
  226. });
  227. //▲ADPCM播放相关
  228. // 加载 image
  229. function loadImage(url) {
  230. return new Promise(function(resolve, reject) {
  231. var image = new Image();
  232. image.src = url;
  233. image.type = "svg"
  234. image.crossOrigin = 'Anonymous';
  235. image.onload = function() {
  236. resolve(this);
  237. };
  238. image.onerror = function(err) {
  239. reject(err);
  240. };
  241. });
  242. }
  243. //代码来自 https://segmentfault.com/a/1190000004451095
  244. function fileReader (file, options = {}) {
  245. return new Promise(function (resolve, reject) {
  246. const reader = new FileReader();
  247. reader.onload = function () {
  248. resolve(reader);
  249. };
  250. reader.onerror = reject;
  251. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  252. reject({
  253. code: 1,
  254. msg: 'wrong file type'
  255. });
  256. }
  257. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  258. reader.readAsText(file);
  259. } else {
  260. reader.readAsDataURL(file);
  261. }
  262. });
  263. }
  264. function dbReadKey (db, tableName, keys) {
  265. return new Promise(function (resolve, reject) {
  266. const transaction = db.transaction([tableName]);
  267. const objectStore = transaction.objectStore(tableName);
  268. const request = objectStore.get(keys);
  269. request.onsuccess = function(event) {
  270. resolve(request.result);
  271. };
  272. request.onerror = reject;
  273. });
  274. }
  275. function dbCount (db, tableName, key) {
  276. return new Promise(function (resolve, reject) {
  277. const transaction = db.transaction([tableName]);
  278. const objectStore = transaction.objectStore(tableName);
  279. const request = objectStore.count(key);
  280. request.onsuccess = function() {
  281. resolve(request.result);
  282. }
  283. request.onerror = reject;
  284. });
  285. }
  286. function dbReadAll (db, tableName) {
  287. return new Promise(async function (resolve, reject) {
  288. let datas = [];
  289. const transaction = db.transaction([tableName]);
  290. const objectStore = transaction.objectStore(tableName);
  291. const request = objectStore.openCursor();
  292. request.onsuccess = function(event) {
  293. var cursor = event.target.result;
  294. if (cursor) {
  295. // cursor.value 包含正在被遍历的当前记录
  296. // 这里你可以对 result 做些什么
  297. datas.push(cursor.value);
  298. cursor.continue();
  299. } else {
  300. // 没有更多 results
  301. resolve(datas);
  302. }
  303. };
  304. request.onerror = reject;
  305. });
  306. }
  307. function dbWrite (db, tableName, data, keys) {
  308. return new Promise(function (resolve, reject) {
  309. const transaction = db.transaction([tableName], "readwrite");
  310. const objectStore = transaction.objectStore(tableName);
  311. const request = objectStore.put(data, keys);
  312. request.onsuccess = function(event) {
  313. resolve(event);
  314. };
  315. request.onerror = reject;
  316. });
  317. }
  318. function dbDelete (db, tableName, keys) {
  319. return new Promise(function (resolve, reject) {
  320. const transaction = db.transaction([tableName], "readwrite");
  321. const objectStore = transaction.objectStore(tableName);
  322. const request = objectStore.delete(keys);
  323. request.onsuccess = function(event) {
  324. resolve(event);
  325. };
  326. request.onerror = reject;
  327. });
  328. }
  329. function latentUseHole(latentId) {
  330. switch (true) {
  331. case (latentId === 12):
  332. case (latentId >= 16 && latentId <= 36):
  333. case (latentId >= 43 && latentId <= 45):
  334. {
  335. return 2;
  336. }
  337. case (latentId >= 13 && latentId <= 15):
  338. case (latentId >= 37 && latentId <= 42):
  339. case (latentId >= 46):
  340. {
  341. return 6;
  342. }
  343. case (latentId < 12):
  344. default:
  345. {
  346. return 1;
  347. }
  348. }
  349. }
  350. //获取最大潜觉数量
  351. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  352. const card = Cards[id];
  353. return card && card.is8Latent ? 8 : 6;
  354. }
  355. //计算用了多少潜觉格子
  356. function usedHole(latents) {
  357. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  358. }
  359. //计算所有队伍中有多少个该觉醒
  360. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  361. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  362. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  363. }, 0);
  364. return formationAwokenCount;
  365. }
  366. //计算单个队伍中有多少个该觉醒
  367. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  368. const memberArray = team[0];
  369. const assistArray = team[1];
  370. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  371. if (mon.id <= 0) { //如果是delay和null
  372. return previous;
  373. }
  374. const card = Cards[mon.id];
  375. if (!card || !card.enabled) { //如果卡片未启用
  376. return previous;
  377. }
  378. const assist = assistArray[idx];
  379. const assistCard = Cards[assist.id];
  380. //启用的觉醒数组片段
  381. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  382. //单人、3人时,大于等于100级且297时增加超觉醒
  383. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  384. const sAwokenT = card.superAwakenings[mon.sawoken];
  385. if (sAwokenT >= 0)
  386. enableAwoken = enableAwoken.concat(sAwokenT);
  387. }
  388. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  389. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  390. }
  391. //相同的觉醒数
  392. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  393. return previous + hasAwoken;
  394. }, 0);
  395. return teamAwokenCount;
  396. }
  397. //返回可用的怪物名称
  398. function returnMonsterNameArr(card, lsList, defaultCode) {
  399. const monNameArr = lsList.map(lc => { //取出每种语言
  400. if (lc == defaultCode)
  401. return card.name;
  402. else if (card.otLangName)
  403. return card.otLangName[lc];
  404. }).filter(ln => //去掉空值和问号
  405. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  406. );
  407. if (monNameArr.length < 1) //如果本来的列表里没有名字
  408. {
  409. monNameArr.push(card.name); //只添加默认名字
  410. }
  411. return monNameArr;
  412. }
  413. //Code From pad-rikuu
  414. function valueAt(level, maxLevel, curve) {
  415. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  416. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  417. }
  418. //Code From pad-rikuu
  419. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  420. let value = valueAt(level, maxLevel, {
  421. min: c.min,
  422. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  423. scale: c.scale || 1
  424. });
  425. if (level > maxLevel) {
  426. const exceed99 = Math.min(level - maxLevel, 11);
  427. const exceed110 = Math.max(0, level - 110);
  428. value += c.max !== undefined ?
  429. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  430. (c.min * exceed99 + c.min * exceed110);
  431. }
  432. return value;
  433. }
  434. //计算怪物的经验值
  435. function calculateExp(member) {
  436. if (!member) return null;
  437. const memberCard = Cards[member.id];
  438. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  439. const expArray = [
  440. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  441. ];
  442. if (member.level > 99)
  443. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  444. if (member.level > 110)
  445. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  446. return expArray;
  447. }
  448. //计算怪物的能力
  449. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  450. if (!member) return null;
  451. const memberCard = Cards[member.id];
  452. const assistCard = assist ? Cards[assist.id] : null;
  453. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  454. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  455. const plusAdd = [10, 5, 3]; //加值的增加值
  456. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  457. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  458. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  459. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  460. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  461. ];
  462. 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
  463. [{ index: 63, scale: 1.1 }], //HP
  464. [{ index: 63, scale: 1.1 }], //ATK
  465. [{ index: 63, scale: 1.1 }] //RCV
  466. ];
  467. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  468. [], //HP
  469. [], //ATK
  470. [] //RCV
  471. ];
  472. if (!solo) { //协力时计算协力觉醒
  473. latterAwokenScale.forEach(ab => {
  474. ab.push({ index: 30, scale: 1.5 });
  475. });
  476. }
  477. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  478. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  479. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  480. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  481. ];
  482. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  483. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  484. const dge = formation.dungeonEnchance;
  485. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  486. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  487. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  488. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  489. dge.collabs.includes(memberCard.collabId); //符合合作
  490. //储存点亮的觉醒
  491. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  492. //单人、3人时,大于等于100级且297时增加超觉醒
  493. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  494. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  495. if (sAwokenT >= 0) awokenList.push(sAwokenT)
  496. }
  497. //如果有武器还要计算武器的觉醒
  498. let enableBouns = false;
  499. if (assistCard?.id > 0 && assistCard.enabled) {
  500. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  501. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  502. awokenList.push(...assistAwokenList);
  503. }
  504. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  505. }
  506. const abilitys = memberCurves.map((ab, idx) => {
  507. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  508. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  509. let n_assist_base = 0,
  510. n_assist_plus = 0; //辅助的bonus
  511. //计算辅助的额外血量
  512. if (assistCard?.id > 0 && assistCard.enabled && enableBouns) {
  513. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  514. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  515. }
  516. //用来计算倍率觉醒的最终倍率是多少,reduce用
  517. function calculateAwokenScale(previous, aw) {
  518. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  519. return previous * aw.scale ** awokenCount;
  520. }
  521. //倍率类觉醒的比例,直接从1开始乘
  522. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  523. //觉醒增加的数值
  524. const n_awoken = awokenList.length > 0 ?
  525. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  526. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  527. if (awokenCount > 0)
  528. return previous + aw.value * awokenCount;
  529. else
  530. return previous;
  531. }, 0)) :
  532. 0;
  533. //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
  534. const n_latentScale = (member.latent && member.latent.length > 0) ?
  535. latentScale[idx].reduce((previous, la) => {
  536. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  537. return previous + la.scale * latentCount;
  538. }, 0) :
  539. 0;
  540. let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  541. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  542. let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  543. //觉醒生效时的协力、语音觉醒等的倍率
  544. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  545. //都要做四舍五入
  546. if (isDge && dgeRate[idx] != 1)
  547. {
  548. let rate = dgeRate[idx];
  549. reValue = Math.round(reValue * rate);
  550. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  551. }else
  552. {
  553. reValue = Math.round(reValue);
  554. reValueNoAwoken = Math.round(reValueNoAwoken);
  555. }
  556. if (idx < 2) //idx顺序为HP、ATK、RCV
  557. { //HP和ATK最低为1
  558. reValue = Math.max(reValue, 1);
  559. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  560. }
  561. return [reValue, reValueNoAwoken];
  562. });
  563. return abilitys;
  564. }
  565. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  566. const card = Cards[id];
  567. const tempMon = {
  568. id: id,
  569. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  570. 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
  571. awoken: card.awakenings.length,
  572. };
  573. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  574. if (abilities) {
  575. return {
  576. noAwoken: {
  577. hp: abilities[0][1],
  578. atk: abilities[1][1],
  579. rcv: abilities[2][1],
  580. },
  581. withAwoken: {
  582. hp: abilities[0][0],
  583. atk: abilities[1][0],
  584. rcv: abilities[2][0],
  585. },
  586. };
  587. } else {
  588. return null;
  589. }
  590. }
  591. //搜索卡片用
  592. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, noHenshin) {
  593. 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
  594. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  595. if (noHenshin) cardsRange = cardsRange.filter(card=>!Array.isArray(card.henshinFrom) || card.limitBreakIncr);
  596. //属性
  597. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  598. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  599. { //当两个颜色相同时,主副一样颜色的只需判断一次
  600. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr2);
  601. }
  602. else if (fixMainColor) //如果固定了顺序
  603. {
  604. const a1IsNull = attr1 === null,
  605. a2IsNull = attr2 === null;
  606. if (!a1IsNull || !a2IsNull) { //当a1、a2任一不为null(任意)时才需要筛选
  607. cardsRange = cardsRange.filter(c =>
  608. (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
  609. (a1IsNull ? true : c.attrs[0] === attr1) &&
  610. (a2IsNull ? true : c.attrs[1] === attr2)
  611. );
  612. }
  613. }
  614. else //不限定顺序时
  615. {
  616. const search_attrs = [attr1, attr2].filter(a => a != null && a >= 0 && a <= 5); //所有非空属性
  617. const aNone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  618. cardsRange = cardsRange.filter(c =>
  619. search_attrs.every(a => c.attrs.includes(a)) &&
  620. (aNone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  621. );
  622. }
  623. //类型
  624. if (types.length > 0) {
  625. cardsRange = cardsRange.filter(c => typeAndOr ?
  626. types.every(t => c.types.includes(t)) : //所有type都满足
  627. types.some(t => c.types.includes(t)) //只需要满足一个type
  628. );
  629. }
  630. //稀有度
  631. if (rares.length > 1) {
  632. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  633. }
  634. //觉醒
  635. //等效觉醒时,事先去除大觉醒
  636. if (equalAk) {
  637. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  638. bigEqualAwokens.forEach(bak => {
  639. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  640. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  641. if (!smallEqualAwoken) {
  642. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  643. awokens.push(smallEqualAwoken);
  644. }
  645. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  646. });
  647. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  648. }
  649. if (awokens.length > 0) {
  650. cardsRange = cardsRange.filter(card => {
  651. let cardAwakeningsArray = [];
  652. 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
  653. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  654. } else { //单个原始觉醒数组
  655. cardAwakeningsArray.push(card.awakenings);
  656. }
  657. 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
  658. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  659. if (equalAk) //如果开启等效觉醒
  660. {
  661. //搜索等效觉醒
  662. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  663. if (equivalentAwoken) {
  664. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  665. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  666. return totalNum >= ak.num;
  667. }
  668. }
  669. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  670. })
  671. );
  672. });
  673. }
  674. //超觉醒
  675. if (sawokens.length > 0 && !incSawoken) {
  676. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  677. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  678. return card.superAwakenings.includes(sak) ||
  679. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  680. }));
  681. }
  682. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  683. return cardsRange;
  684. }
  685. function searchByString(str)
  686. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  687. str = str.trim();
  688. if (str.length>0)
  689. {
  690. return Cards.filter(card =>
  691. {
  692. const names = [card.name];
  693. if (card.otLangName)
  694. {
  695. names.push(...Object.values(card.otLangName));
  696. }
  697. const tags = card.altName.concat();
  698. if (card.otTags)
  699. {
  700. tags.push(...card.otTags);
  701. }
  702. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  703. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  704. }
  705. );
  706. }else
  707. {
  708. return [];
  709. }
  710. }
  711. function copyString(input) {
  712. input.focus(); //设input为焦点
  713. input.select(); //选择全部
  714. navigator.clipboard.writeText(input.value).then(function() {
  715. /* clipboard successfully set */
  716. //复制成功
  717. }, function() {
  718. /* clipboard write failed */
  719. document.execCommand('copy'); //尝试废弃的老方法
  720. });
  721. //input.blur(); //取消焦点
  722. }
  723. //产生一个怪物头像
  724. function createCardA(option) {
  725. const t = document.body.querySelector('#template-card-a');
  726. const clone = document.importNode(t.content, true);
  727. const monster = clone.querySelector(".monster");
  728. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  729. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  730. return monster;
  731. }
  732. //返回文字说明内怪物Card的纯HTML
  733. function cardN(id) {
  734. const monOuterDom = document.createElement("span");
  735. monOuterDom.className = "detail-mon";
  736. const monDom = createCardA({noBoxCount: true});
  737. monOuterDom.appendChild(monDom);
  738. monOuterDom.monDom = monDom;
  739. changeid({ id: id }, monDom);
  740. return monOuterDom;
  741. }
  742. //返回文字说明内怪物Card的纯HTML
  743. function cardNClick() {
  744. const id = parseInt(this.getAttribute("data-cardid"), 10);
  745. editBox.show();
  746. editBox.mid = id;
  747. editBoxChangeMonId(id);
  748. //showSearch([id]);
  749. return false;
  750. }
  751. //技能介绍里的头像的切换
  752. function changeToIdInSkillDetail(event) {
  753. const settingBox = editBox.querySelector(".setting-box");
  754. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  755. const mid = this.getAttribute("data-cardid");
  756. monstersID.value = mid;
  757. monstersID.onchange();
  758. return false; //取消链接的默认操作
  759. }
  760. //搜索并显示合作
  761. function searchCollab(event) {
  762. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  763. showSearch(Cards.filter(card => card.collabId == collabId));
  764. return false;
  765. }
  766. //将怪物的文字介绍解析为HTML
  767. function descriptionToHTML(str)
  768. {
  769. function formatParse(arr, reg, subMatchCount, returnFunc){
  770. //const subMatchCount = returnFunc.length;
  771. return arr.flatMap(item=>{
  772. if (typeof item == "string") {
  773. const subArr = item.split(new RegExp(reg));
  774. const newArr = [];
  775. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  776. newArr.push(subArr[i]);
  777. if (subArr[i+subMatchCount] !== undefined) {
  778. newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  779. }
  780. }
  781. return newArr;
  782. } else {
  783. return item;
  784. }
  785. });
  786. }
  787. let nodeArr = [str];
  788. nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2,
  789. (color, content)=>{
  790. const sp = document.createElement("span");
  791. sp.textContent = content;
  792. if (/^[a-fA-F0-9]+$/g.test(color)) {
  793. sp.style.color = `#${color}`;
  794. } else if (/qs/i.test(color)) {
  795. sp.style.color = `blue`;
  796. }
  797. return sp;
  798. });
  799. nodeArr = formatParse(nodeArr, /\%\{m(\d+)\}/g, 1,
  800. (id)=>{
  801. const avatar = cardN(parseInt(id,10));
  802. avatar.monDom.onclick = cardNClick;
  803. return avatar;
  804. });
  805. nodeArr = formatParse(nodeArr, /\%\{a(\d+)\}/g, 1,
  806. (id)=>{
  807. const awokenList = renderAwakenings(parseInt(id,10));
  808. return awokenList;
  809. });
  810. nodeArr = formatParse(nodeArr, /\%\{o(\d+)\}/g, 1,
  811. (id)=>{
  812. const orbsList = renderOrbs(parseInt(id,10));
  813. return orbsList;
  814. });
  815. nodeArr = formatParse(nodeArr, /\%\{l(\d+)\}/g, 1,
  816. (id)=>{
  817. const latent = document.createElement("icon");
  818. latent.className = `latent-icon`;
  819. latent.setAttribute("data-latent-icon", id);
  820. latent.setAttribute("data-latent-hole", 1);
  821. return latent;
  822. });
  823. return nodeArr.nodeJoin();
  824. }
  825. //默认的技能解释的显示行为
  826. function parseSkillDescription(skill) {
  827. return descriptionToHTML(skill?.description);
  828. }
  829. //大数字缩短长度,默认返回本地定义字符串
  830. function parseBigNumber(number) {
  831. return number.toLocaleString();
  832. }
  833. //判断是否是转生和超转生
  834. function isReincarnated(card) {
  835. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  836. }
  837. //获取类型允许的潜觉
  838. function getAllowLatent(card) {
  839. const latentSet = new Set(common_allowable_latent);
  840. card.types.filter(i => i >= 0)
  841. .map(type => type_allowable_latent[type])
  842. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  843. if (card.limitBreakIncr) {
  844. v120_allowable_latent.forEach(t => latentSet.add(t));
  845. }
  846. return Array.from(latentSet);
  847. }
  848. //计算队伍中有多少血量
  849. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  850. let memberArr = team[0], assistArr = team[1];
  851. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  852. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  853. const mHpArr = memberArr.map((member, idx) => {
  854. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  855. let hp = ability ? ability[0] : 0;
  856. if (!hp) return 0;
  857. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  858. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  859. //演示用代码
  860. //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);
  861. return hp;
  862. });
  863. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  864. function memberHpMul(member, assist, ls, memberArr, solo) {
  865. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  866. function hpMul(parm, scale) {
  867. if (scale == undefined || scale == 0) return 1;
  868. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  869. return scale / 100;
  870. }
  871. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  872. return scale / 100;
  873. }
  874. return 1;
  875. }
  876. const sk = ls?.params;
  877. let scale = 1;
  878. switch (ls?.type) {
  879. case 23:
  880. case 30:
  881. case 62:
  882. case 77:
  883. case 63:
  884. case 65:
  885. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  886. break;
  887. case 29:
  888. case 114:
  889. case 45:
  890. case 111:
  891. case 46:
  892. case 48:
  893. case 67:
  894. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  895. break;
  896. case 73:
  897. case 76:
  898. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  899. break;
  900. case 106:
  901. case 107:
  902. case 108:
  903. scale = sk[0] / 100;
  904. break;
  905. case 121:
  906. case 129:
  907. case 163:
  908. case 177:
  909. case 186:
  910. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  911. break;
  912. case 125: //队伍中必须有指定队员
  913. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  914. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  915. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  916. break;
  917. case 136:
  918. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  919. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  920. break;
  921. case 137:
  922. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  923. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  924. break;
  925. case 155:
  926. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  927. break;
  928. case 158:
  929. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  930. break;
  931. case 175: //队伍组成全为合作
  932. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  933. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  934. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  935. break;
  936. case 178:
  937. case 185:
  938. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  939. break;
  940. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  941. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  942. switch (sk[0]) {
  943. case 0: //全是像素进化
  944. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  945. break;
  946. case 2: //全是转生、超转生(8格潜觉)
  947. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  948. break;
  949. }
  950. break;
  951. }
  952. case 217:{ //限定队伍星级,不包括好友队长
  953. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  954. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  955. return pre + memberCard.rarity;
  956. }, 0);
  957. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  958. break;
  959. }
  960. case 229:{ //队员中存在每个属性或Type都算一次
  961. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  962. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  963. //符合的次数
  964. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  965. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  966. scale = sk[2] * correTimes / 100 + 1;
  967. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  968. break;
  969. }
  970. case 138: //调用其他队长技
  971. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  972. break;
  973. default:
  974. }
  975. return scale || 1;
  976. }
  977. return mHpArr;
  978. }
  979. //由于有了更改属性和类型的武器,所以需要更改计算方法
  980. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  981. //之前用的Map,现在为了性能改成数组
  982. const attrsCount = [];
  983. const typesCount = [];
  984. for (let idx = 0; idx < memberArr.length; idx++) {
  985. const member = memberArr[idx], assist = assistArr[idx];
  986. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  987. if (memberAttrsTypes) {
  988. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  989. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  990. }
  991. }
  992. return {attrs: attrsCount, types: typesCount};
  993. }
  994. //返回卡片的队长技能
  995. function getCardLeaderSkills(card, skillTypes) {
  996. if (!card) return [];
  997. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  998. }
  999. //返回卡片的主动技能
  1000. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1001. if (!card) return [];
  1002. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1003. }
  1004. //查找到真正起作用的那一个技能
  1005. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1006. if (!skill) return [];
  1007. if (skillTypes.includes(skill.type))
  1008. {
  1009. return [skill];
  1010. }
  1011. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  1012. {
  1013. //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
  1014. const subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1015. return subSkills;
  1016. }
  1017. else
  1018. {
  1019. return [];
  1020. }
  1021. }
  1022. //返回变身宠的初级
  1023. function henshinBase(cardid, firstId)
  1024. {
  1025. let member;
  1026. if (cardid instanceof Member) {
  1027. member = cardid;
  1028. cardid = member.id;
  1029. }
  1030. if (firstId == undefined) firstId = cardid;
  1031. let card = Cards[cardid];
  1032. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1033. && (member?.level ?? 1) <= card.maxLevel
  1034. )
  1035. {
  1036. card = henshinBase(card.henshinFrom[0], firstId);
  1037. }
  1038. return card;
  1039. }
  1040. //计算队伍是否为76
  1041. function tIf_Effect_76board(leader1id, leader2id) {
  1042. const searchTypeArray = [162, 186];
  1043. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  1044. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  1045. return Boolean(ls1 || ls2);
  1046. }
  1047. //计算队伍是否为无天降
  1048. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  1049. const searchTypeArray = [163, 177];
  1050. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1051. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1052. return Boolean(ls1 || ls2);
  1053. }
  1054. //计算队伍是否为毒无效
  1055. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  1056. const searchTypeArray = [197];
  1057. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1058. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1059. return Boolean(ls1 || ls2);
  1060. }
  1061. //计算队伍的+C
  1062. function tIf_Effect_addCombo(leader1id, leader2id) {
  1063. return [
  1064. getSkillAddCombo(Cards[leader1id]),
  1065. getSkillAddCombo(Cards[leader2id])
  1066. ];
  1067. }
  1068. function getSkillAddCombo(card) {
  1069. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1070. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1071. if (!skill) return 0;
  1072. switch (skill.type) {
  1073. case 192:
  1074. case 194:
  1075. return skill.params[3] ?? 0;
  1076. case 206:
  1077. return skill.params[6] ?? 0;
  1078. case 209:
  1079. return skill.params[0] ?? 0;
  1080. case 210:
  1081. case 219:
  1082. return skill.params[2] ?? 0;
  1083. case 220:
  1084. return skill.params[1] ?? 0;
  1085. case 235:
  1086. return skill.params[5] ?? 0;
  1087. default:
  1088. return 0;
  1089. }
  1090. }
  1091. //计算队伍的追打
  1092. function tIf_Effect_inflicts(leader1id, leader2id) {
  1093. return [
  1094. getSkillFixedDamage(Cards[leader1id]),
  1095. getSkillFixedDamage(Cards[leader2id])
  1096. ];
  1097. }
  1098. function getSkillFixedDamage(card) {
  1099. const searchTypeArray = [199, 200, 201, 223, 235];
  1100. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1101. if (!skill) return 0;
  1102. switch (skill.type) {
  1103. case 199:
  1104. case 200:
  1105. return skill.params[2] ?? 0;
  1106. case 201:
  1107. return skill.params[5] ?? 0;
  1108. case 223:
  1109. return skill.params[1] ?? 0;
  1110. case 235:
  1111. return skill.params[6] ?? 0;
  1112. default:
  1113. return 0;
  1114. }
  1115. }
  1116. //计算队伍SB
  1117. function countTeamSB(team, solo) {
  1118. let sbn = 0;
  1119. const badge = team[2];
  1120. for (let mi = 0; mi < team[0].length; mi++) {
  1121. const member = team[0][mi];
  1122. const assist = team[1][mi];
  1123. if (member.id < 0) continue;
  1124. const memberCard = henshinBase(member);
  1125. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1126. //单人、3人时,大于等于100级且297时增加超觉醒
  1127. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1128. const sAwokenT = memberCard?.superAwakenings?.[member.sawoken];
  1129. if (sAwokenT >= 0)
  1130. enableAwoken = enableAwoken.concat(sAwokenT);
  1131. }
  1132. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { //如果卡片未启用
  1133. enableAwoken = enableAwoken.concat(assist.card.awakenings.slice(0, assist.awoken));
  1134. }
  1135. //大SB 56,小SB 21
  1136. sbn += enableAwoken.filter(n=>n===21).length;
  1137. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1138. //心L 59,心L大SB潜觉 47
  1139. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1140. }
  1141. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1142. return sbn;
  1143. }
  1144. //计算队伍操作时间
  1145. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1146. const searchTypeArray = [178, 15, 185];
  1147. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1148. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1149. const time1 = leaderSkillMoveTime(ls1);
  1150. const time2 = leaderSkillMoveTime(ls2);
  1151. function leaderSkillMoveTime(ls) {
  1152. const moveTime = { fixed: false, duration: 0 };
  1153. if (!ls) return moveTime;
  1154. const sk = ls.params;
  1155. switch (ls.type) {
  1156. case 178: //固定操作时间
  1157. moveTime.fixed = true;
  1158. moveTime.duration = sk[0];
  1159. break;
  1160. case 15:
  1161. case 185:
  1162. moveTime.duration += sk[0] / 100;
  1163. break;
  1164. default:
  1165. }
  1166. return moveTime;
  1167. }
  1168. let moveTime = {
  1169. fixed: false,
  1170. duration: {
  1171. default: 5,
  1172. leader: 0,
  1173. badge: 0,
  1174. awoken: 0,
  1175. }
  1176. }; //基础5秒
  1177. //固定操作时间的直接返回
  1178. if (time1.fixed || time2.fixed) {
  1179. moveTime.fixed = true;
  1180. moveTime.duration.leader = time1.fixed ?
  1181. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1182. time2.duration;
  1183. } else {
  1184. moveTime.duration.leader = time1.duration + time2.duration;
  1185. //1人、3人计算徽章
  1186. if (solo || teamsCount === 3) {
  1187. switch (team[2]) {
  1188. case 2: //小手指
  1189. moveTime.duration.badge = 1;
  1190. break;
  1191. case 21: //大手指
  1192. moveTime.duration.badge = 2;
  1193. break;
  1194. case 50: //月卡
  1195. moveTime.duration.badge = 3;
  1196. break;
  1197. }
  1198. } else if (teamsCount === 2) //2人协力时的特殊处理
  1199. {
  1200. const teams = formation.teams;
  1201. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1202. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1203. team = [
  1204. team[0].concat(),
  1205. team[1].concat()
  1206. ];
  1207. //把队伍2的队长和武器添加到复制的队伍1里面
  1208. team[0].push(team2[0][team2[3]]);
  1209. team[1].push(team2[1][team2[3]]);
  1210. }
  1211. //觉醒
  1212. const awokenMoveTime = [
  1213. { index: 19, value: 0.5 }, //小手指
  1214. { index: 53, value: 1 }, //大手指
  1215. ];
  1216. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1217. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1218. //潜觉
  1219. const latentMoveTime = [
  1220. { index: 4, value: 0.05 }, //小手指潜觉
  1221. { index: 31, value: 0.12 }, //大手指潜觉
  1222. ];
  1223. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1224. duration + team[0].reduce((count, menber) =>
  1225. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  1226. }
  1227. return moveTime;
  1228. }
  1229. //将盾减伤比例组叠加为一个减伤范围组
  1230. function getReduceRange(reduceScales)
  1231. {
  1232. class reduceRange{
  1233. constructor(obj)
  1234. {
  1235. this.min = 0;
  1236. this.max = 100;
  1237. this.scale = 0;
  1238. this.probability = 1;
  1239. if (typeof obj == "object") Object.assign(this, obj);
  1240. }
  1241. }
  1242. const ranges = [new reduceRange()];
  1243. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1244. function processingRanges(ranges, scale)
  1245. {
  1246. //先找scale.min在某个范围内的
  1247. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1248. //再找scale.max在某个范围内的
  1249. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1250. //先只拆分不乘比例
  1251. if (rgLessIdx >= 0)
  1252. {
  1253. const range = ranges[rgLessIdx];
  1254. ranges.splice(rgLessIdx, 1,
  1255. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1256. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1257. );
  1258. }
  1259. if (rgMoreIdx >= 0)
  1260. {
  1261. const range = ranges[rgMoreIdx];
  1262. ranges.splice(rgMoreIdx, 1,
  1263. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1264. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1265. );
  1266. }
  1267. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1268. needChangeScaleRanges.forEach(range=>{
  1269. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1270. range.probability *= scale.probability;
  1271. });
  1272. }
  1273. //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
  1274. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1275. reduceScales.forEach(scale=>{
  1276. if (scale.attrs == 0) //没有属性的
  1277. {
  1278. return;
  1279. }
  1280. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1281. {
  1282. const attrs = flags(scale.attrs); //得到属性数组
  1283. attrs.forEach(n=>{
  1284. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1285. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1286. });
  1287. }
  1288. else
  1289. { //只处理第一数组
  1290. processingRanges(ranges, scale);
  1291. }
  1292. });
  1293. return attrsRanges;
  1294. }
  1295. //获取盾减伤比例组
  1296. function getReduceScales(leaderid) {
  1297. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1298. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1299. function leaderReduceScale(ls) {
  1300. const reduce = {
  1301. scale: 0,
  1302. hp: {
  1303. max: 100,
  1304. min: 0
  1305. },
  1306. probability: 1,
  1307. attrs: 31, //5色是31
  1308. };
  1309. if (!ls) return reduce;
  1310. const sk = ls.params;
  1311. switch (ls.type) {
  1312. case 16: //无条件盾
  1313. reduce.scale = sk[0] / 100;
  1314. break;
  1315. case 17: //单属性盾
  1316. reduce.scale = sk[1] / 100;
  1317. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1318. break;
  1319. case 36: //2个属性盾
  1320. reduce.scale = sk[2] / 100;
  1321. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1322. break;
  1323. case 38: //血线下 + 可能几率
  1324. case 43: //血线上 + 可能几率
  1325. reduce.scale = (sk[2] || 0) / 100;
  1326. reduce.probability = sk[1] / 100;
  1327. if (sk[0] == 100)
  1328. {
  1329. reduce.hp.max = sk[0];
  1330. reduce.hp.min = 99;
  1331. }else
  1332. {
  1333. if(ls.type == 38)
  1334. {
  1335. reduce.hp.max = sk[0];
  1336. reduce.hp.min = 0;
  1337. }else
  1338. {
  1339. reduce.hp.max = 100;
  1340. reduce.hp.min = sk[0];
  1341. }
  1342. }
  1343. break;
  1344. case 129: //无条件盾,属性个数不固定
  1345. case 163: //无条件盾,属性个数不固定
  1346. case 130: //血线下 + 属性个数不固定
  1347. case 131: //血线上 + 属性个数不固定
  1348. reduce.scale = (sk[6] || 0) / 100;
  1349. reduce.attrs = 0 | sk[5];
  1350. if (ls.type == 130 || ls.type == 131)
  1351. {
  1352. if (sk[0] == 100)
  1353. {
  1354. reduce.hp.max = sk[0];
  1355. reduce.hp.min = 99;
  1356. }else
  1357. {
  1358. if(ls.type == 130)
  1359. {
  1360. reduce.hp.max = sk[0];
  1361. reduce.hp.min = 0;
  1362. }else
  1363. {
  1364. reduce.hp.max = 100;
  1365. reduce.hp.min = sk[0];
  1366. }
  1367. }
  1368. }
  1369. break;
  1370. case 178: //无条件盾,属性个数不固定
  1371. reduce.scale = (sk[7] || 0) / 100;
  1372. reduce.attrs = 0 | sk[6];
  1373. break;
  1374. case 151: //十字心触发
  1375. case 169: //C触发
  1376. case 198: //回血触发
  1377. reduce.scale = (sk[2] || 0) / 100;
  1378. break;
  1379. case 170: //多色触发
  1380. case 182: //长串触发
  1381. case 193: //L触发
  1382. reduce.scale = (sk[3] || 0) / 100;
  1383. break;
  1384. case 171: //多串触发
  1385. reduce.scale = (sk[6] || 0) / 100;
  1386. break;
  1387. case 183: //又是个有两段血线的队长技
  1388. reduce.scale = (sk[4] || 0) / 100;
  1389. if (sk[2] == 100)
  1390. {
  1391. reduce.hp.max = sk[2];
  1392. reduce.hp.min = 99;
  1393. }else
  1394. {
  1395. reduce.hp.max = 100;
  1396. reduce.hp.min = sk[2];
  1397. }
  1398. break;
  1399. case 210: //十字触发
  1400. reduce.scale = (sk[1] || 0) / 100;
  1401. break;
  1402. case 235: { //可多次触发
  1403. reduce.scale = (sk[4] || 0) / 100;
  1404. break;
  1405. }
  1406. default:
  1407. }
  1408. return reduce;
  1409. }
  1410. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1411. }

智龙迷城队伍图制作工具