//仿GM_xmlhttpRequest函数v1.5 const GM_xmlhttpRequest = function(GM_param) { const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象 xhr.open(GM_param.method, GM_param.url, true); if (GM_param.responseType) xhr.responseType = GM_param.responseType; if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType); xhr.onreadystatechange = function(e) //设置回调函数 { const _xhr = e.target; if (_xhr.readyState === _xhr.DONE) { //请求完成时 console.debug("http状态码:",_xhr.status); if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时 { GM_param.onload(_xhr); }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时 { GM_param.onerror(_xhr); } } }; if (GM_param.onprogress) xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)}; //添加header for (let header in GM_param.headers) { xhr.setRequestHeader(header, GM_param.headers[header]); } //发送数据 xhr.send(GM_param.data ? GM_param.data : null); }; //获取URL参数 function getQueryString(name,url) { if (!!(window.URL && window.URLSearchParams)) { //浏览器原生支持的API const urlObj = new URL(url || document.location); return urlObj.searchParams.get(name); }else { const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i"); const searchStr = url || location.search.substr(1); const r = searchStr.match(reg); if (r != null) { return decodeURIComponent(r[1]); }else { return null; } } } //数字补前导0 Number.prototype.prefixInteger = function(length, useGrouping = false) { return this.toLocaleString(undefined, { useGrouping: useGrouping, minimumIntegerDigits: length }); } //大数字缩短长度,默认返回本地定义字符串 Number.prototype.bigNumberToString = function() { return this.toLocaleString(); } //数组删除自己尾部的空元素 Array.prototype.DeleteLatter = function(item = null) { let index = this.length - 1; for (; index>=0; index--) { if (this[index] !== item) { break; } } this.splice(index + 1); return this; } //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256}); const pcmImportObj = { env: { abortStackOverflow: () => { throw new Error("overflow"); }, table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }), tableBase: 0, memory: pcmMemory, memoryBase: 102400, STACKTOP: 0, STACK_MAX: pcmMemory.buffer.byteLength, } }; let pcmPlayer = null; let adpcm_wasm = null; function decodeAudio(fileName, decodeCallback) { if(pcmPlayer != null) { pcmPlayer.close(); } pcmPlayer = new PCMPlayer(1, 44100); fetch(fileName).then((response) => response.arrayBuffer()) .then((bytes) => { let audioData = new Uint8Array(bytes); let step = 160; for(let i = 0; i < audioData.byteLength; i += step) { let pcm16BitData = decodeCallback(audioData.slice(i, i + step)); let pcmFloat32Data = Std.shortToFloatData(pcm16BitData); pcmPlayer.feed(pcmFloat32Data); } }); } fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer()) .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj)) .then((wasm) => { adpcm_wasm = wasm; /*addButton("adpcm").onclick = function () { let decoder = new Adpcm(wasm, pcmImportObj); decoder.resetDecodeState(new Adpcm.State(0, 0)); decodeAudio("demo.adpcm", decoder.decode.bind(decoder)); }*/ }); //▲ADPCM播放相关 function latentUseHole(latentId) { switch (true) { case (latentId === 12): case (latentId >= 16 && latentId <= 36 || latentId >= 43): return 2; case (latentId >= 13 && latentId <= 15): case (latentId >= 37 && latentId <= 42): return 6; case (latentId < 12): default: return 1; } } //获取最大潜觉数量 function getMaxLatentCount(id) { //转生2和超转生3为8个格子 const card = Cards[id]; return card && card.is8Latent ? 8 : 6; } //计算用了多少潜觉格子 function usedHole(latents) { return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0); } //计算所有队伍中有多少个该觉醒 function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount) { const formationAwokenCount = formationTeams.reduce(function(previous,team){ return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount); },0); return formationAwokenCount; } //计算单个队伍中有多少个该觉醒 function awokenCountInTeam(team,awokenIndex,solo,teamsCount) { const memberArray = team[0]; const assistArray = team[1]; const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){ if (mon.id<=0) { //如果是delay和null return previous; } const card = Cards[mon.id]; if (!card || !card.enabled) { //如果卡片未启用 return previous; } const assist = assistArray[idx]; const assistCard = Cards[assist.id]; //启用的觉醒数组片段 let enableAwoken = card.awakenings.slice(0, mon.awoken); //单人、3人时,大于等于100级时增加超觉醒 if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100) { const sAwokenT = card.superAwakenings[mon.sawoken]; if (sAwokenT >= 0) enableAwoken = enableAwoken.concat(sAwokenT); } if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用 enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken)); } //相同的觉醒数 const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length; return previous + hasAwoken; },0); return teamAwokenCount; } //返回可用的怪物名称 function returnMonsterNameArr(card, lsList, defaultCode) { const monNameArr = lsList.map(lc=>{ //取出每种语言 if (lc == defaultCode) return card.name; else if(card.otLangName) return card.otLangName[lc]; }).filter(ln=> //去掉空值和问号 typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln) ); if (monNameArr.length < 1) //如果本来的列表里没有名字 { monNameArr.push(card.name); //只添加默认名字 } return monNameArr; } //Code From pad-rikuu function valueAt(level, maxLevel, curve) { const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1)); return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale); } //Code From pad-rikuu function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) { let value = valueAt(level, maxLevel, { min: c.min, max: c.max!==undefined ? c.max : (c.min * maxLevel), scale: c.scale || 1 }); if (level > maxLevel) { const exceed99 = Math.min(level - maxLevel, 11); const exceed110 = Math.max(0, level - 110); value += c.max!==undefined ? ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) : (c.min * exceed99 + c.min * exceed110); } return value; } //计算怪物的经验值 function calculateExp(member) { if (!member) return null; const memberCard = Cards[member.id]; if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null; const expArray = [ Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验 ]; if (member.level > 99) expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000); if (member.level > 110) expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000); return expArray; } //计算怪物的能力 function calculateAbility(member, assist = null, solo = true, teamsCount = 1) { if (!member) return null; const memberCard = Cards[member.id]; const assistCard = assist ? Cards[assist.id] : null; if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null; const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率 const plusAdd = [10,5,3]; //加值的增加值 const limitBreakIncr120 = [10,5,5]; //120三维增加比例 const awokenAdd = [ //对应加三维觉醒的序号与增加值 [{index:1,value:500},{index:65,value:-2500}], //HP [{index:2,value:100},{index:66,value:-1000}], //ATK [{index:3,value:200},{index:67,value:-2000}] //RCV ]; const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒 [{index:63,scale:1.1}], //HP [{index:63,scale:1.1}], //ATK [{index:63,scale:1.1}] //RCV ]; const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值 [], //HP [], //ATK [] //RCV ]; if (!solo) { //协力时计算协力觉醒 latterAwokenScale.forEach(ab=>{ ab.push({index:30,scale:1.5}); }); } const latentScale = [ //对应加三维潜在觉醒的序号与增加比例 [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045},{index:43,scale:0.10}], //HP [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03},{index:44,scale:0.05}], //ATK [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3},{index:45,scale:0.35}] //RCV ]; const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv]; const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null; const abilitys = memberCurves.map((ab, idx)=>{ const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维 const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量 let n_assist_base = 0,n_assist_plus=0; //辅助的bonus let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒 //单人、3人时,大于等于100级时增加超觉醒 if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100) { const sAwokenT = memberCard.superAwakenings[member.sawoken]; if (sAwokenT >= 0) awokenList = awokenList.concat(sAwokenT); } //如果有武器还要计算武器的觉醒 if (assistCard && assistCard.id > 0 && assistCard.enabled) { const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒 if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒 { awokenList = awokenList.concat(assistAwokenList); } if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) { n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维 n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量 } } //用来计算倍率觉醒的最终倍率是多少,reduce用 function calculateAwokenScale(previous,aw) { const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量 return previous * Math.pow(aw.scale, awokenCount); } //倍率类觉醒的比例,直接从1开始乘 const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1); //觉醒增加的数值 const n_awoken = awokenList.length>0 ? Math.round(awokenAdd[idx].reduce((previous,aw)=>{ const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量 if (awokenCount>0) return previous + aw.value * awokenCount; else return previous; },0)) : 0; //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 const n_latentScale = (member.latent && member.latent.length>0) ? latentScale[idx].reduce((previous,la)=>{ const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量 return previous + la.scale * latentCount; },0) : 0; let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx]; //因为语音觉醒觉醒无效也生效,所以这里需要计算 let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx]; //觉醒生效时的协力、语音觉醒等的倍率 reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1); //都要做四舍五入 reValue = Math.round(reValue); reValueNoAwoken = Math.round(reValueNoAwoken); if (idx<2) //idx顺序为HP、ATK、RCV { //HP和ATK最低为1 reValue = Math.max(reValue,1); reValueNoAwoken = Math.max(reValueNoAwoken,1); } return [reValue,reValueNoAwoken]; }); return abilitys; } function calculateAbility_max(id, solo, teamsCount) { const card = Cards[id]; const tempMon = { id: id, level: card.limitBreakIncr ? 110 : card.maxLevel, plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0,0,0] : [99,99,99], //当可以叠加时,不能打297 awoken: card.awakenings.length, }; const abilities = calculateAbility(tempMon, null, solo, teamsCount); if (abilities) { return { noAwoken:{ hp:abilities[0][1], atk:abilities[1][1], rcv:abilities[2][1], }, withAwoken:{ hp:abilities[0][0], atk:abilities[1][0], rcv:abilities[2][0], }, }; }else { return null; } } //搜索卡片用 function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken) { 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 //属性 if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空 (attr1 === 6 && attr2 === -1)) //主副属性都为“无” { //当两个颜色相同时,主副一样颜色的只需判断一次 cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1); }else if (fixMainColor) //如果固定了顺序 { const a1null = attr1 === null, a2null = attr2 === null; cardsRange = cardsRange.filter(c=> (a1null ? true : c.attrs[0] === attr1) && (a2null ? true : c.attrs[1] === attr2) ); }else //不限定顺序时 { const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性 const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性 cardsRange = cardsRange.filter(c=> search_attrs.every(a=>c.attrs.includes(a)) && (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true) ); } //类型 if (types.length>0) { cardsRange = cardsRange.filter(c=>typeAndOr ? types.every(t=>c.types.includes(t)) : //所有type都满足 types.some(t=>c.types.includes(t)) //只需要满足一个type ); } //稀有度 if (rares.length>1) { cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]); } //觉醒 //等效觉醒时,事先去除大觉醒 if (equalAk) { const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒 bigEqualAwokens.forEach(bak=>{ const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id); let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id); if (!smallEqualAwoken) { smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个 awokens.push(smallEqualAwoken); } smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字 }); awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒 } if (awokens.length>0) { cardsRange = cardsRange.filter(card => { let cardAwakeningsArray = []; if (incSawoken && card.superAwakenings.length > 0) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组 cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak)); }else { //单个原始觉醒数组 cardAwakeningsArray.push(card.awakenings); } return cardAwakeningsArray.some(cardAwakening=> //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行 awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里 if (equalAk) //如果开启等效觉醒 { //搜索等效觉醒 const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id); if (equivalentAwoken) { const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length + cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times; return totalNum >= ak.num; } } return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num; }) ); }); } //超觉醒 if (sawokens.length>0 && !incSawoken) { cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{ const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak); return card.superAwakenings.includes(sak) || equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒 }) ); } cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0] return cardsRange; } //产生一个怪物头像 function createCardA() { const cdom = document.createElement("a"); cdom.className = "monster"; cdom.target = "_blank"; const property = cdom.appendChild(document.createElement("div")); property.className = "property"; const subproperty = cdom.appendChild(document.createElement("div")); subproperty.className = "subproperty"; const cid = cdom.appendChild(document.createElement("div")); cid.className = "id"; const cawoken = cdom.appendChild(document.createElement("div")); cawoken.className = "awoken-count-num"; return cdom; } //返回文字说明内怪物Card的纯HTML function cardN(id){ const monOuterDom = document.createElement("span"); monOuterDom.className = "detail-mon"; const monDom = createCardA(id); monOuterDom.appendChild(monDom); monOuterDom.monDom = monDom; changeid({id:id},monDom); return monOuterDom; } //将怪物的文字介绍解析为HTML function descriptionToHTML(str) { str = str.replace(/\n/ig,"
"); //换行 //str = str.replace(/ /ig," "); //换行 str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'$2'); //文字颜色 str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像 return str; } //默认的技能解释的显示行为 function parseSkillDescription(skill) { const span = document.createElement("span"); span.innerHTML = descriptionToHTML(skill.description); return span; } //大数字缩短长度,默认返回本地定义字符串 function parseBigNumber(number) { return number.toLocaleString(); } //判断是否是转生和超转生 function isReincarnated(card) { return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true); } //获取类型允许的潜觉 function getAllowLatent(card) { const latentSet = new Set(common_allowable_latent); card.types.filter(i => i >= 0) .map(type => type_allowable_latent[type]) .forEach(tA => tA.forEach(t => latentSet.add(t))); if (card.limitBreakIncr) { v120_allowable_latent.forEach(t=>latentSet.add(t)); } return Array.from(latentSet); } //计算队伍中有多少血量 function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false) { const ls1 = Skills[Cards[leader1id].leaderSkillId]; const ls2 = Skills[Cards[leader2id].leaderSkillId]; const mHpArr = memberArr.map(m=>{ const ability = noAwoken ? m.abilityNoAwoken : m.ability; let hp = ability ? ability[0] : 0; if (!hp) return 0; const card = Cards[m.id]; hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技 hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技 /* 演示用代码 let hp1,hp2; hp1 = hp * memberHpMul(card,ls2,memberArr,solo); hp = Math.round(hp1); hp2 = hp * memberHpMul(card,ls1,memberArr,solo); hp = Math.round(hp2); console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2); */ return hp; }); //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c)); function memberHpMul(card,ls,memberArr,solo) { function flags(num){ const arr = []; for (let i = 0; i<32;i++) { if (num & (1< parm.attrs.includes(a))) { return scale / 100; } if (parm.types && card.types.some(t => parm.types.includes(t))) { return scale / 100; } return 1; } const sk = ls.params; let scale = 1; switch (ls.type) { case 23: case 30: case 62: case 77: case 63: case 65: scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]); break; case 29: case 114: case 45: case 111: case 46: case 48: case 67: scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]); break; case 73: case 76: scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]); break; case 106: case 107: case 108: scale = sk[0] / 100; break; case 121: case 129: case 163: case 186: scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]); break; case 125: //队伍中必须有指定队员 const needMonIdArr = sk.slice(0,5).filter(s=>s>0); const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员 scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1; break; case 136: scale = hpMul({attrs:flags(sk[0])}, sk[1]) * sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1; break; case 137: scale = hpMul({types:flags(sk[0])}, sk[1]) * sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1; break; case 155: scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]); break; case 158: scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]); break; case 175: //队伍组成全为合作 const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0); const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId); scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1; break; case 178: case 185: scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]); break; case 203: //队员为指定类型,不包括双方队长,且队员数大于0 let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]); switch (sk[0]) { case 0: //全是像素进化 scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1; break; case 2: //全是转生、超转生(8格潜觉) scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1; break; } break; case 138: //调用其他队长技 scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1) break; default: } return scale || 1; } return mHpArr; } //计算队伍操作时间 function countMoveTime(team, leader1id, leader2id, teamIdx) { const ls1 = Skills[Cards[leader1id].leaderSkillId]; const ls2 = Skills[Cards[leader2id].leaderSkillId]; const time1 = leaderSkillMoveTime(ls1); const time2 = leaderSkillMoveTime(ls2); let moveTime = { fixed:false, duration:{ default:5, leader:0, badge:0, awoken:0, } }; //基础5秒 //固定操作时间的直接返回 if (time1.fixed || time2.fixed) { moveTime.fixed = true; moveTime.duration.leader = time1.fixed ? (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) : time2.duration; } else { moveTime.duration.leader = time1.duration + time2.duration; //1人、3人计算徽章 if (solo || teamsCount === 3) { //徽章部分 if (team[2] == 1) //小手指 { moveTime.duration.badge = 1; } else if (team[2] == 13) //大手指 { moveTime.duration.badge = 2; } else if (team[2] == 18) //月卡 { moveTime.duration.badge = 3; } } else if (teamsCount === 2) //2人协力时的特殊处理 { const teams = formation.teams; const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2 //复制队伍1,这里参数里的 team 换成了一个新的数组 team = [ team[0].concat(), team[1].concat() ]; //把队伍2的队长和武器添加到复制的队伍1里面 team[0].push(team2[0][0]); team[1].push(team2[1][0]); } //觉醒 const awokenMoveTime = [ {index:19,value:0.5}, //小手指 {index:53,value:1}, //大手指 ]; moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=> duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value ,0); //潜觉 const latentMoveTime = [ {index:4,value:0.05}, //小手指潜觉 {index:31,value:0.12}, //大手指潜觉 ]; moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=> duration + team[0].reduce((count,menber)=> count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0) ,0) * la.value ,0); } function leaderSkillMoveTime(ls) { let moveTime = {fixed:false,duration:0}; const sk = ls.params; switch (ls.type) { case 178: //固定操作时间 moveTime.fixed = true; moveTime.duration = sk[0]; break; case 15: case 185: moveTime.duration += sk[0]/100; break; case 138: //调用其他队长技 return sk.reduce((pmul,skid)=>{ const subMoveTime = leaderSkillMoveTime(Skills[skid]); if (subMoveTime.fixed) { pmul.fixed = true; pmul.duration = subMoveTime.duration }else { pmul.duration += subMoveTime.duration; } return pmul; },moveTime); default: } return moveTime; } return moveTime; } //获取盾减伤比例 function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false) { const sk = ls.params; let scale = 0; switch (ls.type) { case 16: //无条件盾 scale = sk[0]/100; break; case 17: //单属性盾 scale = allAttr ? 0 : sk[1]/100; break; case 36: //2个属性盾 scale = allAttr ? 0 : sk[2]/100; break; case 38: //血线下 + 可能几率 case 43: //血线上 + 可能几率 scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100; break; case 129: //无条件盾,属性个数不固定 case 163: //无条件盾,属性个数不固定 scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100; break; case 130: //血线下 + 属性个数不固定 case 131: //血线上 + 属性个数不固定 scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100; break; case 151: //十字心触发 case 169: //C触发 case 198: //回血触发 scale = sk[2]/100; break; case 170: //多色触发 case 182: //长串触发 case 193: //L触发 scale = sk[3]/100; break; case 171: //多串触发 scale = sk[6]/100; break; case 183: //又是个有两段血线的队长技 scale = noHPneed ? 0 : sk[4]/100; break; case 138: //调用其他队长技 scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0); break; default: } return scale || 0; }