diff --git a/multi.html b/multi.html index e00fbc39..244b814f 100644 --- a/multi.html +++ b/multi.html @@ -15,6 +15,7 @@ const teamsCount = 2; + diff --git a/script-skill-parser.js b/script-skill-parser.js new file mode 100644 index 00000000..f0280c57 --- /dev/null +++ b/script-skill-parser.js @@ -0,0 +1,614 @@ +const Attributes = { + /*0: "Fire", + 1: "Water", + 2: "Wood", + 3: "Light", + 4: "Dark", + 5: "Heart", + 6: "Jammer", + 7: "Poison", + 8: "MPoison", + 9: "Bomb",*/ + Fire: 0, + Water: 1, + Wood: 2, + Light: 3, + Dark: 4, + Heart: 5, + Jammer: 6, + Poison: 7, + MPoison: 8, + Bomb: 9, +} +for (let name in Attributes) +{ + Attributes[Attributes[name]] = name; +} +Attributes.all = function () { + return [ + this.Fire, + this.Water, + this.Wood, + this.Light, + this.Dark + ]; +} +Attributes.orbs = function () { + return [ + this.Fire, + this.Water, + this.Wood, + this.Light, + this.Dark, + this.Heart, + this.Jammer, + this.Poison, + this.MPoison, + this.Bomb, + ]; +} + +const SkillValueKind = { + Percent: 'mul', + Constant: 'const', + xMaxHP: 'mul-maxhp', + xHP: 'mul-hp', + xATK: 'mul-atk', + xRCV: 'mul-rcv', + RandomATK: 'random-atk', + HPScale: 'hp-scale', + xTeamATK: 'mul-team-atk', + xTeamRCV: 'mul-team-rcv', + xAwakenings: 'mul-awakenings', +}; + +const SkillPowerUpKind = { + Multiplier: 'mul', + ScaleAttributes: 'scale-attrs', + ScaleCombos: 'scale-combos', + ScaleMatchLength: 'scale-match-len', + ScaleMatchAttrs: 'scale-match-attrs', + ScaleCross: 'scale-cross', + ScaleAwakenings: 'scale-awakenings', +}; + +const SkillKinds = { + Unknown: "unknown", + ActiveTurns: "active-turns", + DamageEnemy: "damage-enemy", + Vampire: "vampire", + ReduceDamage: "reduce-damage", + Heal: "heal", + ChangeOrbs: "change-orbs", + PowerUp: "power-up", + CounterAttack: "counter-attack", + SetOrbState: "set-orb-state", + RateMultiply: "rate-mul", + OrbDropIncrease: "orb-drop-incr", + Resolve: "resolve", + Delay: "delay", + DefenseBreak: "def-break", + MassAttack: "mass-attack", + BoardChange: "board-change", + Unbind: "unbind", + RandomSkills: "random-skills", + ChangeAttribute: "change-attr", + SkillBoost: "skill-boost", + AddCombo: "add-combo", + VoidEnemyBuff: "void-enemy-buff", + Poison: "poison", + CTW: "ctw", + Gravity: "gravity", + FollowAttack: "follow-attack", + AutoHeal: "auto-heal", + TimeExtend: "time-extend", + DropRefresh: "drop-refresh", + LeaderChange: "leader-change", + MinMatchLength: "min-match-len", + FixedTime: "fixed-time", + Drum: "drum", + Board7x6: "7x6-board", + NoSkyfall: "no-skyfall", +} + +function parser(skillId) +{ + const skill = Skills[skillId]; + if (!skill) return []; + if (!parsers[skill.type]) { + return [{ kind: SkillKinds.Unknown }]; + } + //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析 + const result = parsers[skill.type].apply({ parser }, skill.params); + const skills = (Array.isArray(result) ? result : [result]) + .filter(s => Boolean(s)) + .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); + return skills; +} + +const v = { + percent: function(value) { + return { kind: SkillValueKind.Percent, value: (value / 100) || 1 }; + }, + constant: function(value) { + return { kind: SkillValueKind.Constant, value: value || 0 }; + }, + xMaxHP: function(value) { + return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 }; + }, + xHP: function(value) { + return { kind: SkillValueKind.xHP, value: (value / 100) || 1 }; + }, + xATK: function(value) { + return { kind: SkillValueKind.xATK, value: (value / 100) || 1 }; + }, + xRCV: function(value) { + return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 }; + }, + randomATK: function(min, max) { + return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 }; + }, + hpScale: function(min, max, scale) { + return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 }; + }, + xTeamATK: function(attrs, value) { + return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 }; + }, + xTeamRCV: function(value) { + return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 }; + }, + percentAwakenings: function(awakenings, value) { + return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 }; + }, +}; + +const c = { + hp: function (min, max) { + return { hp: { min: min / 100, max: max / 100 } }; + }, + exact: function (type, value, attrs) { + if (attrs === void 0) { attrs = models_1.Attributes.all(); } + return { exact: { type: type, value: value, attrs: attrs } }; + }, + compo: function (type, ids) { + return { compo: { type: type, ids: ids } }; + }, + remainOrbs: function (count) { return { remainOrbs: { count: count } }; }, + useSkill: function () { return { useSkill: true }; }, + multiplayer: function () { return { multiplayer: true }; }, +} + +const p = { + mul: function (values) { + if (Array.isArray(values)) { + return { + kind: SkillPowerUpKind.Multiplier, + hp: 1, + atk: values[0] / 100, + rcv: values[1] / 100 + }; + } + else { + return { + kind: SkillPowerUpKind.Multiplier, + hp: (values.hp || 100) / 100, + atk: (values.atk || 100) / 100, + rcv: (values.rcv || 100) / 100 + }; + } + }, + stats: function (value) { + let statTypes = Array.from(arguments).slice(1); + return [ + statTypes.indexOf(1) >= 0 ? value : 100, + statTypes.indexOf(2) >= 0 ? value : 100 + ]; + }, + scale: function (min, max, baseMul, bonusMul) { + return { + min: min, + max: max || min, + baseAtk: (baseMul[0] / 100) || 1, + baseRcv: (baseMul[1] / 100) || 1, + bonusAtk: (bonusMul[0] / 100) || 0, + bonusRcv: (bonusMul[1] / 100) || 0 + }; + }, + scaleAttrs: function (attrs, min, max, baseMul, bonusMul) { + return __assign({ kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs }, scale(min, max, baseMul, bonusMul)); + }, + scaleCombos: function (min, max, baseMul, bonusMul) { + return __assign({ kind: SkillPowerUpKind.ScaleCombos }, scale(min, max, baseMul, bonusMul)); + }, + scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) { + return __assign({ kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs }, scale(min, max, baseMul, bonusMul)); + }, + scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) { + return __assign({ kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches }, scale(min, max, baseMul, bonusMul)); + }, + scaleCross: function (crosses) { + return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(function (cross) { return (__assign(__assign({}, cross), { mul: (cross.mul / 100) || 1 })); }) }; + }, + scaleAwakenings: function (awakenings, value) { + return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 }; + }, +} +function activeTurns(turns, skill) { + return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null; +} +function damageEnemy(target, attr, damage, selfHP) { + return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP }; +} +function vampire(attr, damageValue, healValue) { + return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue }; +} +function reduceDamage(attrs, percent, condition) { + return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition }; +} +function heal(value) { + return { kind: SkillKinds.Heal, value: value }; +} +function changeOrbs() { + return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) }; +} +function powerUp(attrs, types, value, condition, reduceDamageValue) { + if (value.kind === SkillPowerUpKind.Multiplier) { + var _a = value, hp = _a.hp, atk = _a.atk, rcv = _a.rcv; + if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage) + return null; + } + return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue }; +} +function counterAttack(attr, prob, value) { + return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value }; +} +function setOrbState(orbs, state) { + return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state }; +} +function rateMultiply(value, rate) { + return { kind: SkillKinds.RateMultiply, value: value, rate: rate }; +} +function orbDropIncrease(value, attrs) { + return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs }; +} +function resolve(min, max) { + return { kind: SkillKinds.Resolve, min: min, max: max }; +} +function unbind(normal, awakenings) { + return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings }; +} +function boardChange(attrs) { + return { kind: SkillKinds.BoardChange, attrs: attrs }; +} +function randomSkills(skills) { + return { kind: SkillKinds.RandomSkills, skills: skills }; +} +function changeAttr(target, attr) { + return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 }; +} +function gravity(value) { + return { kind: SkillKinds.Gravity, value: value }; +} +function voidEnemyBuff(buffs) { + return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs }; +} +function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; } +function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; } +function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; } +function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; } +function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; } +function poison(value) { return { kind: SkillKinds.Poison, value: value }; } +function CTW(value) { return { kind: SkillKinds.CTW, value: value }; } +function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; } +function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; } +function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; } +function delay() { return { kind: SkillKinds.Delay }; } +function massAttack() { return { kind: SkillKinds.MassAttack }; } +function dropRefresh() { return { kind: SkillKinds.DropRefresh }; } +function drum() { return { kind: SkillKinds.Drum }; } +function leaderChange() { return { kind: SkillKinds.LeaderChange }; } +function board7x6() { return { kind: SkillKinds.Board7x6 }; } +function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; } + +const parsers = { + parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用 + + [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); }, + [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); }, + [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); }, + [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); }, + [4](mul) { return poison(v.xATK(mul)); }, + [5](time) { return CTW(v.constant(time)); }, + [6](percent) { return gravity(v.xHP(percent)); }, + [7](mul) { return heal(v.xRCV(mul)); }, + [8](value) { return heal(v.constant(value)); }, + [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); }, + [10]() { return dropRefresh(); }, + [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); }, + [12](mul) { return followAttack(v.xATK(mul)); }, + [13](mul) { return autoHeal(v.xRCV(mul)); }, + [14](min, max) { return resolve(v.percent(min), v.percent(max)); }, + [15](time) { return timeExtend(v.constant(time / 100)); }, + [16](percent) { return reduceDamage('all', v.percent(percent)); }, + [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); }, + [18](turns) { return activeTurns(turns, delay()); }, + [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); }, + [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); }, + [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); }, + [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); }, + [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); }, + [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); }, + + [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); }, + + [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); }, + [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); }, + [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); }, + [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); }, + + [33]() { return drum(); }, + + [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); }, + [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); }, + [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); }, + [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); }, + [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, + [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); }, + [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); }, + [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); }, + [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); }, + [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, + [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); }, + [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); }, + + [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); }, + [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); }, + [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); }, + [51](turns) { return activeTurns(turns, massAttack()); }, + [52](attr) { return setOrbState([attr], 'enhanced'); }, + [53](mul) { return rateMultiply(v.percent(mul), 'drop'); }, + [54](mul) { return rateMultiply(v.percent(mul), 'coin'); }, + [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); }, + [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); }, + + [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); }, + [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); }, + [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); }, + [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); }, + [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); }, + [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); }, + [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); }, + [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); }, + [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); }, + [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); }, + + [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); }, + + [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); }, + + [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); }, + + [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); }, + [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); }, + [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); }, + + [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); }, + + [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); }, + [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); }, + [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); }, + [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); }, + [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); }, + + [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); }, + [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); }, + [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); }, + [93]() { return leaderChange(); }, + [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, + [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, + [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, + [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, + [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); }, + + [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); }, + [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); }, + + [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); }, + [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); }, + [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); }, + [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); }, + [107](hp) { return powerUp(null, null, p.mul({ hp })); }, + [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; }, + [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); }, + [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); }, + [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); }, + + [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); }, + [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); }, + [116](...ids) { return ids.flatMap(id => this.parser(id)); }, + [117](bind, rcv, constant, hp, awokenBind) { + return [ + rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null, + (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null, + ].filter(Boolean); + }, + [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); }, + [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); }, + + [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); }, + [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); }, + [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); }, + [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) { + const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean); + return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0])); + }, + [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); }, + [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); }, + [127](cols1, attrs1, cols2, attrs2) { + return changeOrbs( + { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) }, + { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) } + ); + }, + [128](rows1, attrs1, rows2, attrs2) { + return changeOrbs( + { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) }, + { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) } + ); + }, + [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) { + return [ + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })), + rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null + ]; + }, + [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) { + return [ + powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)), + rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null + ]; + }, + [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) { + return [ + powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)), + rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null + ]; + }, + [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); }, + [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); }, + [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) { + return [ + powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })), + powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })), + ]; + }, + [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) { + return [ + powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })), + powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })), + ]; + }, + [138](...ids) { return ids.flatMap(id => this.parser(id)); }, + [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) { + return [ + powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)), + powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ? + (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) : + (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1)) + ), + ]; + }, + [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); }, + [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); }, + [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); }, + + [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); }, + [145](mul) { return heal(v.xTeamRCV(mul)); }, + [146](turns) { return skillBoost(turns); }, + + [148](percent) { return rateMultiply(v.percent(percent), 'exp'); }, + [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); }, + [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); }, + [151](mul, _, percent) { + return [ + powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)), + ]; + }, + [152](attrs) { return setOrbState(flags(attrs), 'locked'); }, + [153](attr) { return changeAttr('opponent', attr); }, + [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); }, + [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); }, + [156](turns, awoken1, awoken2, awoken3, type, mul) { + return activeTurns(turns, type === 2 ? + powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) : + reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) + ); + }, + [157](attr1, mul1, attr2, mul2, attr3, mul3) { + return powerUp(null, null, p.scaleCross([ + { single: false, attr: attr1, mul: mul1 }, + { single: false, attr: attr2, mul: mul2 }, + { single: false, attr: attr3, mul: mul3 } + ].filter(cross => cross.mul))); + }, + [158](len, attrs, types, atk, hp, rcv) { + return [ + minMatch(len), + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })) + ]; + }, + [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); }, + [160](turns, combo) { return activeTurns(turns, addCombo(combo)); }, + [161](percent) { return gravity(v.xMaxHP(percent)); }, + [162]() { return board7x6(); }, + [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) { + return [ + noSkyfall(), + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })), + rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null, + ]; + }, + [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) { + const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); + return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus])); + }, + [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); }, + [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); }, + [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); }, + + [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); }, + [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); }, + [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) { + const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); + return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent)); + }, + [172]() { return setOrbState(null, 'unlocked'); }, + [173](turns, attrAbsorb, _, damageAbsorb) { + return activeTurns(turns, voidEnemyBuff( + [ + attrAbsorb && 'attr-absorb', + damageAbsorb && 'damage-absorb' + ].filter((buff) => typeof buff === 'string') + )); + }, + [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); }, + + [177](_0, _1, _2, _3, _4, remains, mul) { + return [ + noSkyfall(), + powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains)) + ]; + }, + [178](time, attrs, types, hp, atk, rcv) { + return [ + fixedTime(time), + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })) + ]; + }, + [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); }, + [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); }, + + [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); }, + [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) { + return [ + powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)), + powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)), + ]; + }, + [184](turns) { return activeTurns(turns, noSkyfall()); }, + [185](time, attrs, types, hp, atk, rcv) { + return [ + timeExtend(v.constant(time / 100)), + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })), + ]; + }, + [186](attrs, types, hp, atk, rcv) { + return [ + board7x6(), + powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })), + ]; + }, + [188](value) { + return damageEnemy('single', 'fixed', v.constant(value)); + }, +}; \ No newline at end of file diff --git a/script.js b/script.js index 64c5b9a8..18d87f3b 100644 --- a/script.js +++ b/script.js @@ -135,14 +135,14 @@ Member.prototype.outObj = function() { let obj = [m.id]; if (m.level != undefined) obj[1] = m.level; if (m.awoken != undefined) obj[2] = m.awoken; - if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) != 0) { + if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) != 0) { if (m.plus[0] === m.plus[1] && m.plus[0] === m.plus[2]) { //当3个加值一样时只生成第一个减少长度 obj[3] = m.plus[0]; } else { obj[3] = m.plus; } } - if (m.latent != undefined && m.latent instanceof Array && m.latent.length >= 1) obj[4] = m.latent; + if (m.latent != undefined && Array.isArray(m.latent) && m.latent.length >= 1) obj[4] = m.latent; if (m.sawoken != undefined && m.sawoken >= 0) obj[5] = m.sawoken; const card = Cards[m.id] || Cards[0]; //怪物固定数据 const skill = Skills[card.activeSkillId]; @@ -170,10 +170,10 @@ Member.prototype.loadObj = function(m, dataVersion) { } else { this.plus = m.plus; } - if (!(this.plus instanceof Array)) this.plus = [0, 0, 0]; //如果加值不是数组,则改变 + if (!(Array.isArray(this.plus))) this.plus = [0, 0, 0]; //如果加值不是数组,则改变 this.latent = dataVersion > 1 ? m[4] : m.latent; - if (this.latent instanceof Array && dataVersion <= 2) this.latent = this.latent.map(l => l >= 13 ? l + 3 : l); //修复以前自己编的潜觉编号为官方编号 - if (!(this.latent instanceof Array)) this.latent = []; //如果潜觉不是数组,则改变 + if (Array.isArray(this.latent) && dataVersion <= 2) this.latent = this.latent.map(l => l >= 13 ? l + 3 : l); //修复以前自己编的潜觉编号为官方编号 + if (!(Array.isArray(this.latent))) this.latent = []; //如果潜觉不是数组,则改变 this.sawoken = dataVersion > 1 ? m[5] : m.sawoken; this.skilllevel = m[6] || null; }; @@ -207,7 +207,7 @@ MemberAssist.prototype.loadFromMember = function(m) { this.id = m.id; if (m.level != undefined) this.level = m.level; if (m.awoken != undefined) this.awoken = m.awoken; - if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus)); + if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus)); if (m.skilllevel != undefined) this.skilllevel = m.skilllevel; }; //正式队伍 @@ -226,11 +226,11 @@ MemberTeam.prototype.loadFromMember = function(m) { this.id = m.id; if (m.level != undefined) this.level = m.level; if (m.awoken != undefined) this.awoken = m.awoken; - if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus)); - if (m.latent != undefined && m.latent instanceof Array && m.latent.length >= 1) this.latent = JSON.parse(JSON.stringify(m.latent)); + if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus)); + if (m.latent != undefined && Array.isArray(m.latent) && m.latent.length >= 1) this.latent = JSON.parse(JSON.stringify(m.latent)); if (m.sawoken != undefined) this.sawoken = m.sawoken; - if (m.ability != undefined && m.ability instanceof Array && m.plus.length >= 3) this.ability = JSON.parse(JSON.stringify(m.ability)); - if (m.abilityNoAwoken != undefined && m.abilityNoAwoken instanceof Array && m.plus.length >= 3) this.abilityNoAwoken = JSON.parse(JSON.stringify(m.abilityNoAwoken)); + if (m.ability != undefined && Array.isArray(m.ability) && m.plus.length >= 3) this.ability = JSON.parse(JSON.stringify(m.ability)); + if (m.abilityNoAwoken != undefined && Array.isArray(m.abilityNoAwoken) && m.plus.length >= 3) this.abilityNoAwoken = JSON.parse(JSON.stringify(m.abilityNoAwoken)); if (m.skilllevel != undefined) this.skilllevel = m.skilllevel; }; @@ -642,7 +642,7 @@ function loadData(force = false) lastCkeys = localStorage.getItem("PADDF-ckey"); //读取本地储存的原来的ckey try { lastCkeys = JSON.parse(lastCkeys); - if (lastCkeys == null || !(lastCkeys instanceof Array)) + if (lastCkeys == null || !(Array.isArray(lastCkeys))) lastCkeys = []; } catch (e) { console.error("旧的 Ckey 数据 JSON 解码出错。", e); @@ -669,7 +669,7 @@ function loadData(force = false) console.error("Cards 数据库内容读取失败。"); }; request.onsuccess = function(event) { - if (request.result instanceof Array) + if (Array.isArray(request.result)) { Cards = request.result; dealCardsData(Cards); @@ -756,7 +756,7 @@ function loadData(force = false) console.error("Skills 数据库内容读取失败。"); }; request.onsuccess = function(event) { - if (request.result instanceof Array) + if (Array.isArray(request.result)) { Skills = request.result; dealSkillData(Skills); @@ -1534,7 +1534,7 @@ function initialize() { const searchResultCount = searchBox.querySelector(".search-list-length"); showSearch = function(searchArr, customAdditionalFunction) { - if (!(searchArr instanceof Array)) + if (!(Array.isArray(searchArr))) { //如果不是数组就直接取消下一步 return; } @@ -1564,7 +1564,7 @@ function initialize() { showAbilitiesWithAwoken: s_add_show_abilities_with_awoken.checked, customAddition: typeof customAdditionalFunction == "function" ? [customAdditionalFunction] : - (customAdditionalFunction instanceof Array ? customAdditionalFunction : null) + (Array.isArray(customAdditionalFunction) ? customAdditionalFunction : null) }; searchMonList.originalHeads = searchArr.map(card => createCardHead(card.id, additionalOption)); searchMonList.customAddition = additionalOption.customAddition; diff --git a/solo.html b/solo.html index 9dbf6468..a93c626e 100644 --- a/solo.html +++ b/solo.html @@ -15,6 +15,7 @@ const teamsCount = 1; + diff --git a/triple.html b/triple.html index cc11ce86..f8e1e171 100644 --- a/triple.html +++ b/triple.html @@ -15,6 +15,7 @@ const teamsCount = 3; +