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script-universal_function.js 64 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. const n_e = name.entries();
  35. let n, value;
  36. do {
  37. n = n_e.next();
  38. if (!n.done)
  39. {
  40. value = urlObj.searchParams.get(n.value[1]);
  41. }
  42. }while(!n.done && value === undefined)
  43. return value;
  44. }
  45. const localStorage_getBoolean = function(name, defaultValue = false) {
  46. const value = localStorage.getItem(name);
  47. if (value === null) return defaultValue;
  48. else if (typeof value === 'string' && /^\s*true\s*$/i.test(value)) return true;
  49. else return Boolean(Number(value));
  50. }
  51. /* 写了,但是暂时不用
  52. // 将字符串转为二进制字符串
  53. String.prototype.toUTF8Blob = function() {
  54. return new Blob([this.valueOf()], {
  55. type: 'text/plain'
  56. });
  57. }
  58. Blob.prototype.toBase64 = function() {
  59. return new Promise((resolve, reject) => {
  60. const fileReader = new FileReader();
  61. fileReader.onload = (event) => {
  62. resolve(event.target?.result);
  63. };
  64. // readAsDataURL
  65. fileReader.readAsDataURL(this.valueOf());
  66. fileReader.onerror = () => {
  67. reject(new Error('blobToBase64 error'));
  68. };
  69. });
  70. }
  71. const Base64 = {
  72. strToBase64: function(str) {
  73. const encoder = new TextEncoder()
  74. const view = encoder.encode(str);
  75. const base64 = Base64.encodeFromUint8Array(view);
  76. return base64;
  77. },
  78. base64ToStr: function(base64) {
  79. const decoder = new TextDecoder()
  80. const view = Base64.decodeToUint8Array(base64);
  81. const str = decoder.decode(view);
  82. return str;
  83. },
  84. //Base64还原成Uint8Array
  85. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  86. function b64ToUint6(nChr) {
  87. return nChr > 64 && nChr < 91
  88. ? nChr - 65
  89. : nChr > 96 && nChr < 123
  90. ? nChr - 71
  91. : nChr > 47 && nChr < 58
  92. ? nChr + 4
  93. : nChr === 43
  94. ? 62
  95. : nChr === 47
  96. ? 63
  97. : 0;
  98. }
  99. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  100. const nInLen = sB64Enc.length;
  101. const nOutLen = nBlocksSize
  102. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  103. : (nInLen * 3 + 1) >> 2;
  104. const taBytes = new Uint8Array(nOutLen);
  105. let nMod3;
  106. let nMod4;
  107. let nUint24 = 0;
  108. let nOutIdx = 0;
  109. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  110. nMod4 = nInIdx & 3;
  111. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  112. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  113. nMod3 = 0;
  114. while (nMod3 < 3 && nOutIdx < nOutLen) {
  115. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  116. nMod3++;
  117. nOutIdx++;
  118. }
  119. nUint24 = 0;
  120. }
  121. }
  122. return taBytes;
  123. },
  124. //Uint8Array编码成Base64
  125. encodeFromUint8Array: function base64EncArr(aBytes) {
  126. function uint6ToB64(nUint6) {
  127. return nUint6 < 26
  128. ? nUint6 + 65
  129. : nUint6 < 52
  130. ? nUint6 + 71
  131. : nUint6 < 62
  132. ? nUint6 - 4
  133. : nUint6 === 62
  134. ? 43
  135. : nUint6 === 63
  136. ? 47
  137. : 65;
  138. }
  139. let nMod3 = 2;
  140. let sB64Enc = "";
  141. const nLen = aBytes.length;
  142. let nUint24 = 0;
  143. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  144. nMod3 = nIdx % 3;
  145. // To break your base64 into several 80-character lines, add:
  146. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  147. // sB64Enc += "\r\n";
  148. // }
  149. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  150. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  151. sB64Enc += String.fromCodePoint(
  152. uint6ToB64((nUint24 >>> 18) & 63),
  153. uint6ToB64((nUint24 >>> 12) & 63),
  154. uint6ToB64((nUint24 >>> 6) & 63),
  155. uint6ToB64(nUint24 & 63)
  156. );
  157. nUint24 = 0;
  158. }
  159. }
  160. return (
  161. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  162. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  163. );
  164. }
  165. }
  166. //Buffer转16进制字符串
  167. Uint8Array.prototype.toHex = function() {
  168. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  169. }
  170. */
  171. /**
  172. * 大数字以数字量级分隔符形式输出
  173. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  174. * @param {number} splitDigits 分隔位数
  175. * @returns {function} 数字量级分隔符形式输出数字的函数
  176. */
  177. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  178. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  179. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  180. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  181. const grouping = 10 ** splitDigits;
  182. separators = separators.map(s=>s.toString());
  183. return function(options = {}){
  184. const thisValue = this.valueOf();
  185. if (thisValue === 0 ||
  186. thisValue === Infinity ||
  187. thisValue === -Infinity
  188. ) {
  189. return this.toLocaleString();
  190. }
  191. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  192. const numLevels = [];
  193. let numTemp = Math.abs(thisValue);
  194. do {
  195. numLevels.push(numTemp % grouping); //这一段数量级的数字
  196. numTemp = Math.floor(numTemp / grouping);
  197. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  198. if (numTemp > 0) {
  199. numLevels.push(numTemp);
  200. }
  201. if (options?.sub) {
  202. let outFragment = document.createDocumentFragment();
  203. if (thisValue < 0) outFragment.append('-');
  204. for (let i = numLevels.length; i--; ) {
  205. if (numLevels[i] > 0) {
  206. const separator = document.createElement("sub");
  207. separator.textContent = separators[i];
  208. outFragment.append(numLevels[i].toString(10), separator);
  209. }
  210. }
  211. return outFragment;
  212. } else {
  213. let outStr = thisValue < 0 ? '-' : '';
  214. for (let i = numLevels.length; i--; ) {
  215. if (numLevels[i] > 0)
  216. outStr += numLevels[i].toString(10) + separators[i];
  217. }
  218. return outStr.trim();
  219. }
  220. }
  221. }
  222. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  223. //最多保留N位小数,不留0
  224. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  225. let newNumber = Number(this.toFixed(decimalDigits));
  226. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  227. }
  228. //Bitwise
  229. Number.prototype.notNeighbour = function() {
  230. const num = this.valueOf();
  231. return ~num & (num << 1 | num >> 1);
  232. }
  233. //数组删除自己尾部的空元素
  234. Array.prototype.deleteLatter = function(item = null) {
  235. let index = this.length - 1;
  236. for (; index >= 0; index--) {
  237. if (this[index] !== item) {
  238. break;
  239. }
  240. }
  241. this.splice(index + 1);
  242. return this;
  243. }
  244. //数组去重,改变自身
  245. Array.prototype.distinct = function() {
  246. const _set = new Set(this);
  247. this.length = 0;
  248. this.push(..._set);
  249. return this.valueOf();
  250. }
  251. //数组交换元素
  252. Array.prototype.switch = function(i1, i2) {
  253. if (Math.max(i1, i2) >= this.length) return false;
  254. let temp = this[i1];
  255. this[i1] = this[i2];
  256. this[i2] = temp;
  257. return true;
  258. }
  259. //数组随机排序
  260. Array.prototype.shuffle = function() {
  261. let length = this.length;
  262. while (length) {
  263. randomIndex = Math.floor(Math.random() * length--);
  264. this.switch(length, randomIndex);
  265. }
  266. return this;
  267. }
  268. //数组随机移除元素
  269. Array.prototype.randomShift = function() {
  270. return this.splice(Math.random() * this.length, 1)?.[0];
  271. }
  272. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  273. Array.prototype.groupBy = function(func) {
  274. const groups = this.reduce((pre,cur)=>{
  275. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  276. if (grp)
  277. grp.push(cur);
  278. else
  279. pre.push([cur]);
  280. return pre;
  281. }, []);
  282. return groups;
  283. }
  284. //将内容添加到代码片段
  285. DocumentFragment.prototype.ap = function(...args)
  286. {
  287. args.forEach(arg=>{
  288. if (Array.isArray(arg)) //数组,递归自身
  289. {
  290. arg.forEach(item=>this.ap(item));
  291. }
  292. else if (arg !== null && arg !== void 0) //其他内容的转换为文字添加
  293. {
  294. this.append(arg);
  295. }
  296. }, this);
  297. return this;
  298. }
  299. //将数组和分隔符添加到一个代码片段,类似join
  300. Array.prototype.nodeJoin = function(separator)
  301. {
  302. const frg = document.createDocumentFragment();
  303. this.forEach((item, idx, arr)=>{
  304. frg.ap(item);
  305. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  306. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  307. }
  308. });
  309. return frg;
  310. }
  311. Math.randomInteger = function(max, min = 0) {
  312. let _max = Math.max(max, min),
  313. _min = Math.min(max, min);
  314. return this.floor(this.random()*(_max-_min+1)+_min);
  315. }
  316. Math.isPowerOfTwo = function(n) {
  317. if (Number.isInteger(n) && n > 0)
  318. return (n & (n - 1)) === 0;
  319. else
  320. return false;
  321. }
  322. //将二进制flag转为数组
  323. function flags(num) {
  324. const arr = [];
  325. for (let i = 0; i < 32; i++) {
  326. if (num & (1 << i)) {
  327. arr.push(i);
  328. }
  329. }
  330. return arr;
  331. }
  332. //将二进制flag转为数组
  333. function reflags(arr) {
  334. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  335. }
  336. //带标签的模板字符串
  337. function tp(stringsArr, ...keys) {
  338. return ((...values)=>{
  339. const dict = values[values.length - 1] || {};
  340. const fragment = document.createDocumentFragment();
  341. for (let i = 0; i < keys.length; i++) {
  342. fragment.append(stringsArr[i]);
  343. const key = keys[i];
  344. const value = Number.isInteger(key) ? values[key] : dict[key];
  345. if (value !== null && value !== void 0) {
  346. try {
  347. fragment.append((value instanceof Node && keys.lastIndexOf(key) !== i) ? value.cloneNode(true) : value); //如果是不最后一个匹配的标签,就插入克隆的DOM,否则可以插入原始的DOM(保留行为)
  348. }
  349. catch(e) {
  350. console.error("模板字符串错误: %o,", e, values, keys, value);
  351. }
  352. }
  353. }
  354. //补上最后一个字符串
  355. fragment.append(stringsArr[keys.length]);
  356. return fragment;
  357. });
  358. }
  359. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  360. function deepMerge(obj1, obj2) {
  361. let key;
  362. for (key in obj2) {
  363. // 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
  364. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  365. obj1[key] =
  366. obj1[key] &&
  367. obj1[key].toString() === "[object Object]" &&
  368. (obj2[key] && obj2[key].toString() === "[object Object]")
  369. ? deepMerge(obj1[key], obj2[key])
  370. : (obj1[key] = obj2[key]);
  371. }
  372. return obj1;
  373. }
  374. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  375. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  376. const pcmImportObj = {
  377. env: {
  378. abortStackOverflow: () => { throw new Error("overflow"); },
  379. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  380. tableBase: 0,
  381. memory: pcmMemory,
  382. memoryBase: 102400,
  383. STACKTOP: 0,
  384. STACK_MAX: pcmMemory.buffer.byteLength,
  385. }
  386. };
  387. let pcmPlayer = null;
  388. let adpcm_wasm = null;
  389. async function decodeAudio(fileName, decodeCallback) {
  390. if (pcmPlayer != null) {
  391. pcmPlayer.close();
  392. }
  393. pcmPlayer = new PCMPlayer(1, 44100);
  394. let request = await fetch(fileName);
  395. let buffer = await request.arrayBuffer();
  396. let audioData = new Uint8Array(buffer);
  397. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  398. console.debug('当前 WAV 为 普通 WAV');
  399. const audioCtx = new AudioContext();
  400. const decodedData = await audioCtx.decodeAudioData(buffer);
  401. const source = new AudioBufferSourceNode(audioCtx);
  402. source.buffer = decodedData;
  403. source.connect(audioCtx.destination);
  404. source.start(0);
  405. } else { //audioData[16] == 0x14
  406. console.debug('当前 WAV 为 PCM WAV');
  407. let step = 160;
  408. for (let i = 0; i < audioData.byteLength; i += step) {
  409. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  410. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  411. pcmPlayer.feed(pcmFloat32Data);
  412. }
  413. }
  414. }
  415. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  416. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  417. .then((wasm) => {
  418. adpcm_wasm = wasm;
  419. /*addButton("adpcm").onclick = function () {
  420. let decoder = new Adpcm(wasm, pcmImportObj);
  421. decoder.resetDecodeState(new Adpcm.State(0, 0));
  422. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  423. }*/
  424. });
  425. //▲ADPCM播放相关
  426. // 加载 image
  427. function loadImage(url) {
  428. return new Promise(function(resolve, reject) {
  429. const image = new Image();
  430. image.src = url;
  431. image.type = "svg"
  432. image.crossOrigin = 'Anonymous';
  433. image.onload = function() {
  434. resolve(this);
  435. };
  436. image.onerror = function(err) {
  437. reject(err);
  438. };
  439. });
  440. }
  441. //代码来自 https://segmentfault.com/a/1190000004451095
  442. function fileReader (file, options = {}) {
  443. return new Promise(function (resolve, reject) {
  444. const reader = new FileReader();
  445. reader.onload = function () {
  446. resolve(reader);
  447. };
  448. reader.onerror = reject;
  449. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  450. reject({
  451. code: 1,
  452. msg: 'wrong file type'
  453. });
  454. }
  455. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  456. reader.readAsText(file);
  457. } else {
  458. reader.readAsDataURL(file);
  459. }
  460. });
  461. }
  462. function dbReadKey (db, tableName, keys) {
  463. return new Promise(function (resolve, reject) {
  464. const transaction = db.transaction([tableName]);
  465. const objectStore = transaction.objectStore(tableName);
  466. const request = objectStore.get(keys);
  467. request.onsuccess = function(event) {
  468. resolve(request.result);
  469. };
  470. request.onerror = reject;
  471. });
  472. }
  473. function dbCount (db, tableName, key) {
  474. return new Promise(function (resolve, reject) {
  475. const transaction = db.transaction([tableName]);
  476. const objectStore = transaction.objectStore(tableName);
  477. const request = objectStore.count(key);
  478. request.onsuccess = function() {
  479. resolve(request.result);
  480. }
  481. request.onerror = reject;
  482. });
  483. }
  484. function dbReadAll (db, tableName) {
  485. return new Promise(async function (resolve, reject) {
  486. const datas = [];
  487. const transaction = db.transaction([tableName]);
  488. const objectStore = transaction.objectStore(tableName);
  489. const request = objectStore.openCursor();
  490. request.onsuccess = function(event) {
  491. const cursor = event.target.result;
  492. if (cursor) {
  493. // cursor.value 包含正在被遍历的当前记录
  494. // 这里你可以对 result 做些什么
  495. datas.push(cursor.value);
  496. cursor.continue();
  497. } else {
  498. // 没有更多 results
  499. resolve(datas);
  500. }
  501. };
  502. request.onerror = reject;
  503. });
  504. }
  505. function dbWrite (db, tableName, data, keys) {
  506. return new Promise(function (resolve, reject) {
  507. const transaction = db.transaction([tableName], "readwrite");
  508. const objectStore = transaction.objectStore(tableName);
  509. const request = objectStore.put(data, keys);
  510. request.onsuccess = function(event) {
  511. resolve(event);
  512. };
  513. request.onerror = reject;
  514. });
  515. }
  516. function dbDelete (db, tableName, keys) {
  517. return new Promise(function (resolve, reject) {
  518. const transaction = db.transaction([tableName], "readwrite");
  519. const objectStore = transaction.objectStore(tableName);
  520. const request = objectStore.delete(keys);
  521. request.onsuccess = function(event) {
  522. resolve(event);
  523. };
  524. request.onerror = reject;
  525. });
  526. }
  527. //1个潜觉需要用多少格子
  528. function latentUseHole(latentId) {
  529. switch (latentId) {
  530. case 12: case 16: case 17: case 18: case 19:
  531. case 20: case 21: case 22: case 23: case 24:
  532. case 25: case 26: case 27: case 28: case 29:
  533. case 30: case 31: case 32: case 33: case 34:
  534. case 35: case 36: case 43: case 44: case 45:
  535. {
  536. return 2;
  537. }
  538. case 13: case 14: case 15: case 37: case 38:
  539. case 39: case 40: case 41: case 42: case 46:
  540. case 47: case 48: case 49:
  541. {
  542. return 6;
  543. }
  544. case 1: case 2: case 3: case 4: case 5:
  545. case 6: case 7: case 8: case 9: case 10:
  546. case 11: case 12:
  547. default:
  548. {
  549. return 1;
  550. }
  551. }
  552. }
  553. //获取最大潜觉数量
  554. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  555. const card = Cards[id];
  556. return card && card.is8Latent ? 8 : 6;
  557. }
  558. //计算用了多少潜觉格子
  559. function usedHole(latents) {
  560. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  561. }
  562. //计算所有队伍中有多少个该觉醒
  563. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  564. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  565. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  566. }, 0);
  567. return formationAwokenCount;
  568. }
  569. //计算单个队伍中有多少个该觉醒
  570. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  571. const [memberArray, assistArray] = team;
  572. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  573. if (mon.id <= 0) { //如果是delay和null
  574. return previous;
  575. }
  576. const card = Cards[mon.id];
  577. if (!card || !card.enabled) { //如果卡片未启用
  578. return previous;
  579. }
  580. const assist = assistArray[idx];
  581. const assistCard = Cards[assist.id];
  582. //启用的觉醒数组片段
  583. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  584. //单人、3人时,大于等于100级且297时增加超觉醒
  585. if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  586. enableAwoken.push(mon.sawoken);
  587. }
  588. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  589. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  590. }
  591. //相同的觉醒数
  592. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  593. return previous + hasAwoken;
  594. }, 0);
  595. return teamAwokenCount;
  596. }
  597. //返回可用的怪物名称
  598. function returnMonsterNameArr(card, lsList, defaultCode) {
  599. const monNameArr = lsList.map(lc => { //取出每种语言
  600. if (lc == defaultCode)
  601. return card.name;
  602. else if (card.otLangName)
  603. return card.otLangName[lc];
  604. }).filter(ln => //去掉空值和问号
  605. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  606. );
  607. if (monNameArr.length < 1) //如果本来的列表里没有名字
  608. {
  609. monNameArr.push(card.name); //只添加默认名字
  610. }
  611. return monNameArr;
  612. }
  613. //Code From pad-rikuu
  614. function valueAt(level, maxLevel, curve) {
  615. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  616. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  617. }
  618. //Code From pad-rikuu
  619. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  620. let value = valueAt(level, maxLevel, {
  621. min: c.min,
  622. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  623. scale: c.scale || 1
  624. });
  625. if (level > maxLevel) {
  626. const exceed99 = Math.min(level - maxLevel, 11);
  627. const exceed110 = Math.max(0, level - 110);
  628. value += c.max !== void 0 ?
  629. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  630. (c.min * exceed99 + c.min * exceed110);
  631. }
  632. return value;
  633. }
  634. //计算怪物的经验值
  635. function calculateExp(member) {
  636. if (!member) return null;
  637. const memberCard = Cards[member.id];
  638. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  639. const expArray = [
  640. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  641. ];
  642. if (member.level > 99)
  643. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  644. if (member.level > 110)
  645. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  646. return expArray;
  647. }
  648. //计算怪物的能力
  649. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  650. if (!member) return null;
  651. const memberCard = Cards[member.id];
  652. const assistCard = assist ? Cards[assist.id] : null;
  653. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  654. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  655. const plusAdd = [10, 5, 3]; //加值的增加值
  656. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  657. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  658. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  659. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  660. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  661. ];
  662. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是 63 语音觉醒
  663. [{ index: 63, scale: 1.1 }], //HP
  664. [{ index: 63, scale: 1.1 }], //ATK
  665. [{ index: 63, scale: 1.1 }] //RCV
  666. ];
  667. const latterAwokenScale = [ //在297之后,对应比例加三维觉醒的序号与倍率值,30 协力觉醒、127 三维觉醒
  668. [{ index: 127, scale: 1.5 }], //HP
  669. [{ index: 127, scale: 1.5 }], //ATK
  670. [{ index: 127, scale: 1.5 }] //RCV
  671. ];
  672. if (!solo) { //协力时计算协力觉醒
  673. latterAwokenScale.forEach(ab => {
  674. ab.push({ index: 30, scale: 1.5 });
  675. });
  676. }
  677. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  678. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  679. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  680. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  681. ];
  682. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  683. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  684. const dge = formation.dungeonEnchance;
  685. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  686. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  687. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  688. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  689. dge?.collabs?.includes(memberCard.collabId) || //符合合作
  690. dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  691. //储存点亮的觉醒
  692. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  693. //单人、3人时,大于等于100级且297时增加超觉醒
  694. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  695. awokenList.push(member.sawoken)
  696. }
  697. //如果有武器还要计算武器的觉醒
  698. let enableBouns = false;
  699. if (assistCard?.id > 0 && assistCard.enabled) {
  700. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  701. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  702. awokenList.push(...assistAwokenList);
  703. }
  704. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  705. }
  706. //地下城阴阳加护强化
  707. if (dge.benefit) { //当存在加护
  708. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  709. flags(dge.benefit).forEach(idx=>{
  710. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  711. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  712. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  713. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  714. });
  715. }
  716. if (dge.stage > 1) { //当存在地下城层数
  717. let scale = 1;
  718. if (dge.stage>=10) scale = 2;
  719. else if (dge.stage>=5) scale = 1.5;
  720. const akId = 130; //130号熟成觉醒
  721. latterAwokenScale.forEach(ab => {
  722. ab.push({ index: akId, scale: scale });
  723. });
  724. }
  725. const abilitys = memberCurves.map((ab, idx) => {
  726. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  727. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  728. let n_assist_base = 0,
  729. n_assist_plus = 0; //辅助的bonus
  730. //计算辅助的额外血量
  731. if (assistCurves && enableBouns) {
  732. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  733. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  734. }
  735. //用来计算倍率觉醒的最终倍率是多少,reduce用
  736. function calculateAwokenScale(previous, aw) {
  737. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  738. return previous * aw.scale ** awokenCount;
  739. }
  740. //倍率类觉醒的比例,直接从1开始乘
  741. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  742. //觉醒增加的数值
  743. const n_awoken = awokenList.length > 0 ?
  744. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  745. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  746. if (awokenCount > 0)
  747. return previous + aw.value * awokenCount;
  748. else
  749. return previous;
  750. }, 0)) :
  751. 0;
  752. //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
  753. const n_latentScale = (member.latent && member.latent.length > 0) ?
  754. latentScale[idx].reduce((previous, la) => {
  755. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  756. return previous + la.scale * latentCount;
  757. }, 0) :
  758. 0;
  759. let dgeScale = 1; //地下城强化
  760. if (isDge && dgeRate[idx] !== 1) {
  761. dgeScale = dgeRate[idx];
  762. //计算攻击力,有浮游觉醒,且比例小于1时
  763. if (idx === 1 && dgeScale < 1 && awokenList.includes(106)) {
  764. //比例乘以20,但是不得大于1
  765. dgeScale = Math.min(1, rate * 20);
  766. }
  767. }
  768. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  769. Math.round(n_base * n_latentScale) + n_awoken +
  770. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  771. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  772. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale);
  773. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  774. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  775. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  776. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale)
  777. if (idx < 2) //idx顺序为HP、ATK、RCV
  778. { //HP和ATK最低为1
  779. reValue = Math.max(reValue, 1);
  780. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  781. }
  782. return [reValue, reValueNoAwoken];
  783. });
  784. return abilitys;
  785. }
  786. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  787. const card = Cards[id];
  788. const tempMon = {
  789. id: id,
  790. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  791. plus: (card.stackable || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  792. awoken: card.awakenings.length,
  793. sawoken: 0
  794. };
  795. /*强制计算超觉醒
  796. if (card.superAwakenings.includes(127)) {
  797. tempMon.sawoken = 127;
  798. }*/
  799. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  800. if (abilities) {
  801. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  802. return {
  803. withAwoken: {
  804. hp: hp,
  805. atk: atk,
  806. rcv: rcv,
  807. },
  808. noAwoken: {
  809. hp: hpNA,
  810. atk: atkNA,
  811. rcv: rcvNA,
  812. },
  813. };
  814. } else {
  815. return null;
  816. }
  817. }
  818. //搜索卡片用
  819. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  820. 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
  821. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  822. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  823. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  824. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  825. !card.stackable); //不可堆叠
  826. //属性
  827. const anyAttrsFlag = 0b1111101;
  828. const anyAttrs = sAttrs.map(attr=>attr === 0 || (attr & anyAttrsFlag) == anyAttrsFlag);
  829. if (anyAttrs.some(any=>!any)) { //当任一属性不为任意颜色时才需要筛选属性
  830. const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag) //如果固定顺序就全部返回,否则只返回不为任意色的不考虑顺序
  831. .map(attr=>{
  832. let attrNum = flags(attr);
  833. if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  834. return attrNum;
  835. });
  836. if (fixMainColor) {//如果固定了顺序
  837. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  838. //默认逻辑为,只要不是any,就判断这个颜色是否包含了对应的颜色
  839. //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的
  840. return (anyAttrs[0] || attrNums[0].includes(cAttrs[0]) || anyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) &&
  841. (anyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  842. (anyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  843. });
  844. }
  845. else {//不限定顺序时
  846. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  847. let remainAttrNum = cAttrs.reduce((pre, attr)=>{
  848. let findIndex = pre.findIndex(attrNum=>attrNum.includes(attr)); //每找到一组属性就去掉一个
  849. if (findIndex >= 0) return pre.slice(0,findIndex).concat(pre.slice(findIndex+1));
  850. else return pre;
  851. }, attrNums);
  852. return remainAttrNum.length === 0;
  853. });
  854. }
  855. }
  856. //类型
  857. if (types.length > 0) {
  858. //所有type都满足,或只需要满足一个type
  859. let logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  860. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  861. }
  862. //稀有度
  863. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  864. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  865. }
  866. //觉醒
  867. let searchAwokens = [];
  868. //等效觉醒时,把大觉醒数量变成小觉醒数量
  869. if (equalAk) {
  870. awokens.forEach(ak=>{
  871. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  872. if (equivalentAwoken) {
  873. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  874. if (!smallAwoken) {
  875. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  876. }
  877. smallAwoken.num += ak.num * equivalentAwoken.times;
  878. searchAwokens.push(smallAwoken);
  879. } else {
  880. searchAwokens.push(ak);
  881. }
  882. });
  883. } else {
  884. searchAwokens = awokens.concat();
  885. }
  886. if (searchAwokens.length > 0) {
  887. cardsRange = cardsRange.filter(card => {
  888. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  889. if (incSawoken && //搜索超觉醒
  890. card.superAwakenings.length > 0 && //卡片有超觉醒
  891. !searchAwokens.includes(49) //搜索觉醒里不包含武器觉醒,因为武器觉醒必定不考虑超觉醒,这一条是属于优化,可以不要
  892. ) { //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
  893. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  894. } else { //单个原始觉醒数组
  895. cardAwakeningsCombos.push(card.awakenings);
  896. }
  897. return cardAwakeningsCombos.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
  898. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  899. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  900. let equivalentAwoken;
  901. if (equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id))) //如果开启等效觉醒。比较的都是小觉醒的数量
  902. {
  903. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  904. }
  905. return akNum >= ak.num;
  906. })
  907. );
  908. });
  909. }
  910. //超觉醒
  911. if (sawokens.length > 0 && !incSawoken) {
  912. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  913. let equivalentAwoken;
  914. return card.superAwakenings.includes(sak) ||
  915. //如果开启等效觉醒
  916. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  917. card.superAwakenings.includes(equivalentAwoken.big);
  918. }));
  919. }
  920. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  921. return cardsRange;
  922. }
  923. function searchByString(str)
  924. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  925. str = str.trim();
  926. if (str.length>0)
  927. {
  928. return Cards.filter(card =>
  929. {
  930. const names = [card.name];
  931. if (card.otLangName)
  932. {
  933. names.push(...Object.values(card.otLangName));
  934. }
  935. const tags = card.altName.concat();
  936. if (card.otTags)
  937. {
  938. tags.push(...card.otTags);
  939. }
  940. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  941. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  942. }
  943. );
  944. }else
  945. {
  946. return [];
  947. }
  948. }
  949. function copyString(input) {
  950. input.focus(); //设input为焦点
  951. input.select(); //选择全部
  952. navigator.clipboard.writeText(input.value).then(function() {
  953. /* clipboard successfully set */
  954. //复制成功
  955. }, function() {
  956. /* clipboard write failed */
  957. document.execCommand('copy'); //尝试废弃的老方法
  958. });
  959. //input.blur(); //取消焦点
  960. }
  961. //产生一个怪物头像
  962. function createCardA(option) {
  963. const t = document.body.querySelector('#template-card-a');
  964. const clone = document.importNode(t.content, true);
  965. const monster = clone.querySelector(".monster");
  966. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  967. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  968. return monster;
  969. }
  970. //返回文字说明内怪物Card的纯HTML
  971. function cardN(id) {
  972. const monOuterDom = document.createElement("span");
  973. monOuterDom.className = "detail-mon";
  974. const monDom = createCardA({noBoxCount: true});
  975. monOuterDom.appendChild(monDom);
  976. monOuterDom.monDom = monDom;
  977. changeid({ id: id }, monDom);
  978. return monOuterDom;
  979. }
  980. //返回文字说明内怪物Card的纯HTML
  981. function cardNClick() {
  982. const id = parseInt(this.getAttribute("data-cardid"), 10);
  983. editBox.show();
  984. editBox.mid = id;
  985. editBoxChangeMonId(id);
  986. //showSearch([id]);
  987. return false;
  988. }
  989. //技能介绍里的头像的切换
  990. function changeToIdInSkillDetail(event) {
  991. const monstersID = document.getElementById("card-id");
  992. const mid = this.getAttribute("data-cardid");
  993. monstersID.value = mid;
  994. monstersID.onchange();
  995. return false; //取消链接的默认操作
  996. }
  997. //产生队伍目标类型
  998. function createTeamFlags(target)
  999. {
  1000. const ul = document.createElement("ul");
  1001. ul.className = "team-flags";
  1002. for (let i = 0; i<6; i++) {
  1003. const li = ul.appendChild(document.createElement("li"));
  1004. li.className = "team-member-icon";
  1005. }
  1006. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1007. let _target = [];
  1008. if (Number.isInteger(target)) {
  1009. _target = flags(target).map(n=>targetTypes[n]);
  1010. }
  1011. else if (Array.isArray(target)) {
  1012. if (target.every(item=>Number.isInteger(item))) {
  1013. _target = target.map(n=>targetTypes[n]);
  1014. }
  1015. else if (target.every(item=>typeof(item) === 'string')) {
  1016. _target = target;
  1017. }
  1018. }
  1019. _target.forEach(tar=>ul.classList.add(tar));
  1020. return ul;
  1021. }
  1022. function showSearchBySeriesId(sId, sType) {
  1023. switch (sType) {
  1024. case "collab": {//合作
  1025. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1026. showSearch(Cards.filter(card => card.collabId == sId),
  1027. card => card.collabId);
  1028. break;
  1029. }
  1030. case "gacha": {//桶,是数组
  1031. if (!sId.every(id=>Number.isInteger(id))) sId = sId,map(id=>parseInt(id, 10));
  1032. showSearch(sId.flatMap(gachaId=>Cards.filter(card => card.gachaIds.includes(gachaId))),
  1033. card => card.gachaIds.join());
  1034. break;
  1035. }
  1036. case "series":
  1037. default: { //系列
  1038. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1039. showSearch(Cards.filter(card => card.seriesId == sId),
  1040. card => card.seriesId);
  1041. break;
  1042. }
  1043. }
  1044. }
  1045. //创建序号类图标
  1046. function createIndexedIcon(type, index) {
  1047. if (type == 'card') {//卡片头像
  1048. const avatar = cardN(index);
  1049. avatar.contentEditable = false;
  1050. avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1051. return avatar;
  1052. }
  1053. const icon = document.createElement("icon");
  1054. icon.setAttribute("contenteditable", false);
  1055. //icon.contentEditable = false;
  1056. switch(type) {
  1057. case 'awoken': { //觉醒
  1058. icon.className = "awoken-icon";
  1059. icon.setAttribute("data-awoken-icon", index);
  1060. break;
  1061. }
  1062. case 'type': { //类型
  1063. icon.className = "type-icon";
  1064. icon.setAttribute("data-type-icon", index);
  1065. break;
  1066. }
  1067. case 'orb': { //宝珠
  1068. icon.className = "orb";
  1069. icon.setAttribute("data-orb-icon", index);
  1070. break;
  1071. }
  1072. case 'latent': { //潜觉
  1073. icon.className = `latent-icon`;
  1074. icon.setAttribute("data-latent-icon", index);
  1075. icon.setAttribute("data-latent-hole", 1);
  1076. break;
  1077. }
  1078. }
  1079. return icon;
  1080. }
  1081. //将怪物的文字介绍解析为HTML
  1082. function descriptionToHTML(str)
  1083. {
  1084. function formatParse(reg, subMatchCount, transFunc) {
  1085. //const subMatchCount = transFunc.length;
  1086. return function(item){
  1087. if (typeof item == "string") {
  1088. const subArr = item.split(new RegExp(reg));
  1089. const newArr = [];
  1090. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1091. newArr.push(subArr[i]);
  1092. if (subArr[i+subMatchCount] !== undefined) {
  1093. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1094. }
  1095. }
  1096. return newArr;
  1097. } else {
  1098. return item;
  1099. }
  1100. };
  1101. }
  1102. let nodeArr = [str];
  1103. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1104. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1105. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1106. function fontcolorTrans(color, content){
  1107. const sp = document.createElement("span");
  1108. sp.appendChild(descriptionToHTML(content))
  1109. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1110. sp.style.color = `#${color}`;
  1111. } else if (/qs/i.test(color)) {
  1112. sp.style.color = `blue`;
  1113. } else {
  1114. sp.style.color = color;
  1115. }
  1116. return sp;
  1117. }
  1118. function iconTrans(type, id){
  1119. id = parseInt(id,10);
  1120. type = type.toLowerCase();
  1121. switch(type) {
  1122. case 'card':case 'm': { //卡片头像
  1123. return createIndexedIcon('card', id);
  1124. }
  1125. case 'awoken':case 'a': { //觉醒
  1126. return createIndexedIcon('awoken', id);
  1127. }
  1128. case 'type':case 't': { //类型
  1129. return createIndexedIcon('type', id);
  1130. }
  1131. case 'orb':case 'o': { //宝珠
  1132. return createIndexedIcon('orb', id);
  1133. }
  1134. case 'latent':case 'l': { //潜觉
  1135. return createIndexedIcon('latent', id);
  1136. }
  1137. default: {
  1138. return `{${type}.${id}}`;
  1139. }
  1140. }
  1141. }
  1142. return nodeArr.nodeJoin();
  1143. }
  1144. //默认的技能解释的显示行为
  1145. function parseSkillDescription(skill) {
  1146. return descriptionToHTML(skill?.description);
  1147. }
  1148. //判断是否是转生和超转生
  1149. function isReincarnated(card) {
  1150. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1151. }
  1152. //计算队伍中有多少血量
  1153. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1154. let memberArr = team[0], assistArr = team[1];
  1155. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1156. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1157. const mHpArr = [];
  1158. for (let idx = 0; idx < memberArr.length ; idx++) {
  1159. let tMember = new MemberTeam(),
  1160. tAssist = new MemberAssist();
  1161. tMember.loadFromMember(memberArr[idx]);
  1162. tAssist.loadFromMember(assistArr[idx]);
  1163. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1164. tAssist.awoken = 0;
  1165. }
  1166. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1167. const hp = ability?.[0] ?? 0;
  1168. if (!hp) continue;
  1169. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1170. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1171. //演示用代码
  1172. //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);
  1173. mHpArr.push(mulHP);
  1174. }
  1175. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1176. function memberHpMul(member, assist, ls, memberArr, solo) {
  1177. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1178. function hpMul(parm, scale) {
  1179. if (scale == undefined || scale == 0) return 1;
  1180. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1181. return scale / 100;
  1182. }
  1183. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1184. return scale / 100;
  1185. }
  1186. return 1;
  1187. }
  1188. const sk = ls?.params;
  1189. let scale = 1;
  1190. switch (ls?.type) {
  1191. case 23:
  1192. case 30:
  1193. case 62:
  1194. case 77:
  1195. case 63:
  1196. case 65:
  1197. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1198. break;
  1199. case 29:
  1200. case 114:
  1201. case 45:
  1202. case 111:
  1203. case 46:
  1204. case 48:
  1205. case 67:
  1206. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1207. break;
  1208. case 73:
  1209. case 76:
  1210. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1211. break;
  1212. case 106:
  1213. case 107:
  1214. case 108:
  1215. scale = sk[0] / 100;
  1216. break;
  1217. case 121:
  1218. case 129:
  1219. case 163:
  1220. case 177:
  1221. case 186:
  1222. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1223. break;
  1224. case 125: //队伍中必须有指定队员
  1225. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1226. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1227. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1228. break;
  1229. case 136:
  1230. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1231. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1232. break;
  1233. case 137:
  1234. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1235. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1236. break;
  1237. case 155:
  1238. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1239. break;
  1240. case 158:
  1241. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1242. break;
  1243. case 175: //队伍组成全为合作,不包括双方队长
  1244. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1245. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1246. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1247. break;
  1248. case 178:
  1249. case 185:
  1250. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1251. break;
  1252. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1253. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1254. switch (sk[0]) {
  1255. case 0: //全是像素进化
  1256. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1257. break;
  1258. case 2: //全是转生、超转生(8格潜觉)
  1259. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1260. break;
  1261. }
  1262. break;
  1263. }
  1264. case 217:{ //限定队伍星级,不包括好友队长
  1265. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1266. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1267. return pre + (memberCard?.rarity || 1);
  1268. }, 0);
  1269. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1270. break;
  1271. }
  1272. case 229:{ //队员中存在每个属性或Type都算一次
  1273. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1274. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1275. //符合的次数
  1276. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1277. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1278. scale = sk[2] * correTimes / 100 + 1;
  1279. 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);
  1280. break;
  1281. }
  1282. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  1283. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1284. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1285. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1286. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1287. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1288. ) {
  1289. scale = sk[3] / 100;
  1290. }
  1291. break;
  1292. }
  1293. case 138: //调用其他队长技
  1294. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1295. break;
  1296. default:
  1297. }
  1298. return scale || 1;
  1299. }
  1300. return mHpArr;
  1301. }
  1302. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1303. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1304. //之前用的Map,现在为了性能改成数组
  1305. const attrsCount = [];
  1306. const typesCount = [];
  1307. for (let idx = 0; idx < memberArr.length; idx++) {
  1308. const member = memberArr[idx], assist = assistArr[idx];
  1309. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1310. if (memberAttrsTypes) {
  1311. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1312. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1313. }
  1314. }
  1315. return {attrs: attrsCount, types: typesCount};
  1316. }
  1317. //返回卡片的队长技能
  1318. function getCardLeaderSkills(card, skillTypes) {
  1319. if (!card) return [];
  1320. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1321. }
  1322. //返回卡片的主动技能
  1323. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1324. if (!card) return [];
  1325. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1326. }
  1327. //查找到真正起作用的那一个技能
  1328. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1329. if (!skill) return [];
  1330. if (skillTypes.includes(skill.type))
  1331. {
  1332. return [skill];
  1333. }
  1334. else if (skill.type == 116 || //多个主动技
  1335. (searchRandom && skill.type == 118) || //随机主动技
  1336. skill.type == 138 || //多个队长技
  1337. skill.type == 232 || //进化技能不循环
  1338. skill.type == 233 || //进化技能循环
  1339. skill.type == 248 //延迟生效技能
  1340. ){
  1341. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1342. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1343. //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
  1344. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1345. return subSkills;
  1346. }
  1347. else
  1348. {
  1349. return [];
  1350. }
  1351. }
  1352. //返回变身宠的初级
  1353. function henshinBase(cardid, firstId)
  1354. {
  1355. let member;
  1356. if (cardid instanceof Member) {
  1357. member = cardid;
  1358. cardid = member.id;
  1359. }
  1360. if (firstId == undefined) firstId = cardid;
  1361. let card = Cards[cardid];
  1362. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1363. && (member?.level ?? 1) <= card.maxLevel
  1364. )
  1365. {
  1366. card = henshinBase(card.henshinFrom[0], firstId);
  1367. }
  1368. return card;
  1369. }
  1370. //计算卡片队长技+C
  1371. function getSkillAddCombo(card) {
  1372. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1373. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1374. if (!skill) return 0;
  1375. switch (skill.type) {
  1376. case 192:
  1377. case 194:
  1378. return skill.params[3] ?? 0;
  1379. case 206:
  1380. return skill.params[6] ?? 0;
  1381. case 209:
  1382. return skill.params[0] ?? 0;
  1383. case 210:
  1384. case 219:
  1385. return skill.params[2] ?? 0;
  1386. case 220:
  1387. return skill.params[1] ?? 0;
  1388. case 235:
  1389. return skill.params[5] ?? 0;
  1390. default:
  1391. return 0;
  1392. }
  1393. }
  1394. //计算卡片队长技追打
  1395. function getSkillFixedDamage(card) {
  1396. const searchTypeArray = [199, 200, 201, 223, 235];
  1397. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1398. if (!skill) return 0;
  1399. switch (skill.type) {
  1400. case 199:
  1401. case 200:
  1402. return skill.params[2] ?? 0;
  1403. case 201:
  1404. return skill.params[5] ?? 0;
  1405. case 223:
  1406. return skill.params[1] ?? 0;
  1407. case 235:
  1408. return skill.params[6] ?? 0;
  1409. default:
  1410. return 0;
  1411. }
  1412. }
  1413. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1414. let effect = {
  1415. board76: false,
  1416. noSkyfall: false,
  1417. poisonNoEffect: false,
  1418. resolve: false,
  1419. addCombo: [0,0],
  1420. inflicts: [0,0],
  1421. };
  1422. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1423. { //计算队伍是否为76
  1424. const searchTypeArray = [162, 186];
  1425. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1426. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1427. }
  1428. { //计算队伍是否为无天降
  1429. const searchTypeArray = [163, 177];
  1430. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1431. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1432. }
  1433. { //计算队伍是否为毒无效
  1434. const searchTypeArray = [197];
  1435. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1436. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1437. }
  1438. { //计算队伍是否有根性
  1439. const searchTypeArray = [14];
  1440. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1441. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1442. }
  1443. { //计算队伍的+C
  1444. effect.addCombo[0] = getSkillAddCombo(card1);
  1445. effect.addCombo[1] = getSkillAddCombo(card2);
  1446. }
  1447. { //计算队伍的追打
  1448. effect.inflicts[0] = getSkillFixedDamage(card1);
  1449. effect.inflicts[1] = getSkillFixedDamage(card2);
  1450. }
  1451. return effect;
  1452. }
  1453. //计算队伍SB
  1454. function countTeamSB(team, solo) {
  1455. let sbn = 0;
  1456. const [members, assists, badge] = team;
  1457. for (let mi = 0; mi < members.length; mi++) {
  1458. const member = members[mi];
  1459. const assist = assists[mi];
  1460. if (member.id < 0) continue;
  1461. const memberCard = henshinBase(member);
  1462. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1463. //单人、3人时,大于等于100级且297时增加超觉醒
  1464. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1465. enableAwoken.push(member.sawoken);
  1466. }
  1467. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1468. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1469. }
  1470. //大SB 56,小SB 21
  1471. sbn += enableAwoken.filter(n=>n===21).length;
  1472. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1473. //负sb 105
  1474. sbn -= enableAwoken.filter(n=>n===105).length;
  1475. //心L 59,心L大SB潜觉 47
  1476. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1477. }
  1478. if (solo || teamsCount === 3) {
  1479. const isJa = currentDataSource.code === "ja";
  1480. switch (badge) {
  1481. case 7: //SB
  1482. sbn += isJa ? 2 : 1;
  1483. break;
  1484. case 23: //SB++ 辅助无效
  1485. sbn += 10;
  1486. break;
  1487. }
  1488. }
  1489. return sbn;
  1490. }
  1491. //计算队伍操作时间
  1492. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1493. const [members, assists, badge] = team;
  1494. const searchTypeArray = [178, 15, 185];
  1495. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1496. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1497. const time1 = leaderSkillMoveTime(ls1);
  1498. const time2 = leaderSkillMoveTime(ls2);
  1499. function leaderSkillMoveTime(ls) {
  1500. const moveTime = { fixed: false, duration: 0 };
  1501. if (!ls) return moveTime;
  1502. const sk = ls.params;
  1503. switch (ls.type) {
  1504. case 178: //固定操作时间
  1505. moveTime.fixed = true;
  1506. moveTime.duration = sk[0];
  1507. break;
  1508. case 15:
  1509. case 185:
  1510. moveTime.duration += sk[0] / 100;
  1511. break;
  1512. default:
  1513. }
  1514. return moveTime;
  1515. }
  1516. let moveTime = {
  1517. fixed: false,
  1518. duration: {
  1519. default: 5,
  1520. leader: 0,
  1521. badge: 0,
  1522. awoken: 0,
  1523. }
  1524. }; //基础5秒
  1525. //固定操作时间的直接返回
  1526. if (time1.fixed || time2.fixed) {
  1527. moveTime.fixed = true;
  1528. moveTime.duration.leader = time1.fixed ?
  1529. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1530. time2.duration;
  1531. } else {
  1532. moveTime.duration.leader = time1.duration + time2.duration;
  1533. let _team = team.concat();
  1534. //1人、3人计算徽章
  1535. if (solo || teamsCount === 3) {
  1536. const isJa = currentDataSource.code === "ja";
  1537. switch (badge) {
  1538. case 2: //小手指
  1539. moveTime.duration.badge = isJa ? 3 : 1;
  1540. break;
  1541. case 21: //大手指
  1542. moveTime.duration.badge = isJa ? 4 : 2;
  1543. break;
  1544. case PAD_PASS_BADGE: //月卡
  1545. moveTime.duration.badge = isJa ? 4 : 3;
  1546. break;
  1547. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1548. moveTime.duration.badge = 3;
  1549. break;
  1550. }
  1551. } else if (teamsCount === 2) //2人协力时的特殊处理
  1552. {
  1553. const teams = formation.teams;
  1554. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1555. const [members2, assists2, badge2, swapId2] = team2;
  1556. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1557. _team = [
  1558. members.concat(),
  1559. assists.concat()
  1560. ];
  1561. //把队伍2的队长和武器添加到复制的队伍1里面
  1562. _team[0].push(members2[swapId2]);
  1563. _team[1].push(assists2[swapId2]);
  1564. }
  1565. //觉醒
  1566. const awokenMoveTime = [
  1567. { index: 19, value: 0.5 }, //小手指
  1568. { index: 53, value: 1 }, //大手指
  1569. ];
  1570. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1571. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1572. //潜觉
  1573. const latentMoveTime = [
  1574. { index: 4, value: 0.05 }, //小手指潜觉
  1575. { index: 31, value: 0.12 }, //大手指潜觉
  1576. ];
  1577. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1578. duration + _team[0].reduce((count, member) =>
  1579. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1580. }
  1581. return moveTime;
  1582. }
  1583. //将盾减伤比例组叠加为一个减伤范围组
  1584. function getReduceRange(reduceScales)
  1585. {
  1586. class reduceRange{
  1587. constructor(obj)
  1588. {
  1589. this.min = 0;
  1590. this.max = 100;
  1591. this.scale = 0;
  1592. this.probability = 1;
  1593. if (typeof obj == "object") Object.assign(this, obj);
  1594. }
  1595. }
  1596. const ranges = [new reduceRange()];
  1597. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1598. function processingRanges(ranges, scale)
  1599. {
  1600. //先找scale.min在某个范围内的
  1601. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1602. //再找scale.max在某个范围内的
  1603. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1604. //先只拆分不乘比例
  1605. if (rgLessIdx >= 0)
  1606. {
  1607. const range = ranges[rgLessIdx];
  1608. ranges.splice(rgLessIdx, 1,
  1609. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1610. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1611. );
  1612. }
  1613. if (rgMoreIdx >= 0)
  1614. {
  1615. const range = ranges[rgMoreIdx];
  1616. ranges.splice(rgMoreIdx, 1,
  1617. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1618. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1619. );
  1620. }
  1621. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1622. needChangeScaleRanges.forEach(range=>{
  1623. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1624. range.probability *= scale.probability;
  1625. });
  1626. }
  1627. //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
  1628. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1629. reduceScales.forEach(scale=>{
  1630. if (scale.attrs == 0) //没有属性的
  1631. {
  1632. return;
  1633. }
  1634. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1635. {
  1636. const attrs = flags(scale.attrs); //得到属性数组
  1637. attrs.forEach(n=>{
  1638. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1639. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1640. });
  1641. }
  1642. else
  1643. { //只处理第一数组
  1644. processingRanges(ranges, scale);
  1645. }
  1646. });
  1647. return attrsRanges;
  1648. }
  1649. //获取盾潜觉的减伤比例组
  1650. function getAttrShieldAwokenReduceScales(team) {
  1651. //5种盾潜觉
  1652. return [
  1653. {awoken:4,latent1:6,latent2:32},
  1654. {awoken:5,latent1:7,latent2:33},
  1655. {awoken:6,latent1:8,latent2:34},
  1656. {awoken:7,latent1:9,latent2:35},
  1657. {awoken:8,latent1:10,latent2:36},
  1658. ].map((shield, attrIdx)=>{
  1659. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1660. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1661. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1662. const reduce = {
  1663. scale: 0,
  1664. hp: {
  1665. max: 100,
  1666. min: 0
  1667. },
  1668. probability: 1,
  1669. attrs: 31, //5色是31
  1670. };
  1671. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1672. if (reduce.scale == 0) return false;
  1673. reduce.attrs = 1 << attrIdx;
  1674. return reduce;
  1675. }).filter(Boolean);
  1676. }
  1677. //获取盾减伤比例组
  1678. function getReduceScales(leaderid) {
  1679. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1680. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1681. function leaderReduceScale(ls) {
  1682. const reduce = {
  1683. scale: 0,
  1684. hp: {
  1685. max: 100,
  1686. min: 0
  1687. },
  1688. probability: 1,
  1689. attrs: 31, //5色是31
  1690. };
  1691. if (!ls) return reduce;
  1692. const sk = ls.params;
  1693. switch (ls.type) {
  1694. case 16: //无条件盾
  1695. reduce.scale = sk[0] / 100;
  1696. break;
  1697. case 17: //单属性盾
  1698. reduce.scale = sk[1] / 100;
  1699. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1700. break;
  1701. case 36: //2个属性盾
  1702. reduce.scale = sk[2] / 100;
  1703. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1704. break;
  1705. case 38: //血线下 + 可能几率
  1706. case 43: //血线上 + 可能几率
  1707. reduce.scale = (sk[2] || 0) / 100;
  1708. reduce.probability = sk[1] / 100;
  1709. if (sk[0] == 100)
  1710. {
  1711. reduce.hp.max = sk[0];
  1712. reduce.hp.min = 99;
  1713. }else
  1714. {
  1715. if(ls.type == 38)
  1716. {
  1717. reduce.hp.max = sk[0];
  1718. reduce.hp.min = 0;
  1719. }else
  1720. {
  1721. reduce.hp.max = 100;
  1722. reduce.hp.min = sk[0];
  1723. }
  1724. }
  1725. break;
  1726. case 129: //无条件盾,属性个数不固定
  1727. case 163: //无条件盾,属性个数不固定
  1728. case 130: //血线下 + 属性个数不固定
  1729. case 131: //血线上 + 属性个数不固定
  1730. reduce.scale = (sk[6] || 0) / 100;
  1731. reduce.attrs = 0 | sk[5];
  1732. if (ls.type == 130 || ls.type == 131)
  1733. {
  1734. if (sk[0] == 100)
  1735. {
  1736. reduce.hp.max = sk[0];
  1737. reduce.hp.min = 99;
  1738. }else
  1739. {
  1740. if(ls.type == 130)
  1741. {
  1742. reduce.hp.max = sk[0];
  1743. reduce.hp.min = 0;
  1744. }else
  1745. {
  1746. reduce.hp.max = 100;
  1747. reduce.hp.min = sk[0];
  1748. }
  1749. }
  1750. }
  1751. break;
  1752. case 178: //无条件盾,属性个数不固定
  1753. reduce.scale = (sk[7] || 0) / 100;
  1754. reduce.attrs = 0 | sk[6];
  1755. break;
  1756. case 151: //十字心触发
  1757. case 169: //C触发
  1758. case 198: //回血触发
  1759. reduce.scale = (sk[2] || 0) / 100;
  1760. break;
  1761. case 170: //多色触发
  1762. case 182: //长串触发
  1763. case 193: //L触发
  1764. reduce.scale = (sk[3] || 0) / 100;
  1765. break;
  1766. case 171: //多串触发
  1767. reduce.scale = (sk[6] || 0) / 100;
  1768. break;
  1769. case 183: //又是个有两段血线的队长技
  1770. reduce.scale = (sk[4] || 0) / 100;
  1771. if (sk[2] == 100)
  1772. {
  1773. reduce.hp.max = sk[2];
  1774. reduce.hp.min = 99;
  1775. }else
  1776. {
  1777. reduce.hp.max = 100;
  1778. reduce.hp.min = sk[2];
  1779. }
  1780. break;
  1781. case 210: //十字触发
  1782. reduce.scale = (sk[1] || 0) / 100;
  1783. break;
  1784. case 235: { //可多次触发
  1785. reduce.scale = (sk[4] || 0) / 100;
  1786. break;
  1787. }
  1788. default:
  1789. }
  1790. return reduce;
  1791. }
  1792. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1793. }
  1794. function cardFixId(id, reverse = false) {
  1795. if (id === 0xFFFF) return id;
  1796. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1797. }

智龙迷城队伍图制作工具