//带标签的模板字符串 function tp(strings, ...keys) { return (function(...values) { let dict = values[values.length - 1] || {}; let fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(strings[0])); //let result = [strings[0]]; keys.forEach(function(key, i, arr) { let value = Number.isInteger(key) ? values[key] : dict[key]; if (value == undefined) { console.log("模板字符串中 %s 未找到输入数据",key); }else { if (!(value instanceof Node)) { value = document.createTextNode(value); } try{ fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true)); }catch(e) { console.log(value, e); console.log(keys, values); } } fragment.appendChild(document.createTextNode(strings[i + 1])); }); return fragment; }); } 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 SkillValue = { isLess: function (value) { if (value.kind === SkillValueKind.Percent) return value.value < 1; if (value.kind === SkillValueKind.Constant) return value.value < 0; return false; } }; const SkillValueKind = { Percent: 'mul', Constant: 'const', ConstantTo: 'const-to', xMaxHP: 'mul-maxhp', xHP: 'mul-hp', xATK: 'mul-atk', xRCV: 'mul-rcv', RandomATK: 'random-atk', HPScale: 'hp-scale', xTeamHP: 'mul-team-hp', 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", SelfHarm: "self-harm", Heal: "heal", AutoHealBuff: "auto-heal-buff", 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 skillParser(skillId) { /*function merge(skills) { //解封部分的合并 let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind); if (unbinds.length>1) { //把后面的全都合并到第一个 unbinds.reduce((pre,cur)=>{ pre.normal = pre.normal || cur.normal; pre.awakenings = pre.awakenings || cur.awakenings; pre.matches = pre.matches || cur.matches; return pre }); unbinds.shift(); //去除第一个 unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id); if (fixedDamages.length>1) { //把后面的全都合并到第一个 fixedDamages[0].times = 5; fixedDamages.shift(); //去除第一个 fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } }*/ 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: skillParser }, skill.params); const skills = (Array.isArray(result) ? result : [result]) .filter(s => Boolean(s)) .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); //merge(skills); return skills; } //返回flag里值为true的数组,如[1,4,7] function flags(num){ /* return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差 return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快 */ const arr = []; for (let i = 0; i<32;i++) { if (num & (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 { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleCombos: function (min, max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleCross: function (crosses) { return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...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) { return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage }; } 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 selfHarm(value) { return { kind: SkillKinds.SelfHarm, value: value }; } function heal(value) { return { kind: SkillKinds.Heal, value: value }; } function autoHealBuff(value) { return { kind: SkillKinds.AutoHealBuff, value: value }; } function changeOrbs() { return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) }; } function powerUp(attrs, types, value, condition, reduceDamageValue) { if (value.kind === SkillPowerUpKind.Multiplier) { let hp = value.hp, atk = value.atk, rcv = value.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, condition) { return { kind: SkillKinds.Resolve, min: min, max: 1, condition: condition }; } function unbind(normal, awakenings, matches) { return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches}; } 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, percent) { return resolve(v.percent(min), c.probability(percent)); }, [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 [ selfHarm(percent ? v.xHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.randomATK(min, max)) ]; }, [85](attr, min, max, percent) { return [ selfHarm(percent ? v.xHP(100 - percent) : v.constantTo(1)), damageEnemy('all', attr, v.randomATK(min, max)) ]; }, [86](attr, value, _, percent) { return [ selfHarm(percent ? v.xHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.constant(value)) ]; }, [87](attr, value, _, percent) { return [ selfHarm(percent ? v.xHP(100 - percent) : v.constantTo(1)), damageEnemy('all', attr, v.constant(value)) ]; }, [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)); }, [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr || 0, v.xTeamHP(mul)); }, [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(v.constant(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, bind, awokenBind) { return [ (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null, activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent))) ].filter(Boolean); }, [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)); }, [195](percent) { return selfHarm(percent ? v.xHP(percent) : v.constantTo(1)); }, [196](matches) { return unbind(0,0,matches); }, [218](turns) { return skillBoost(v.constant(-turns)); }, }; //将内容添加到代码片段 DocumentFragment.prototype.ap = function(arg) { if (Array.isArray(arg)) //数组,递归自身 { arg.forEach(element=>this.ap(element)); } else if (arg instanceof Node) //属于Node的直接添加 { this.appendChild(arg); } else //其他内容的转换为文字添加 { this.appendChild(document.createTextNode(arg)); } return this; } //将数组和分隔符添加到一个代码片段,类似join Array.prototype.nodeJoin = function(separator) { const frg = document.createDocumentFragment(); this.forEach((item, idx, arr)=>{ frg.ap(item); if (idx < (arr.length - 1) && separator != null) frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator); }); return frg; } //按住Ctrl点击技能在控制台输出技能的对象 function showParsedSkill(event) { if (event.ctrlKey) { console.log(this.skill); } } function renderSkillEntry(skills) { const ul = document.createElement("ul"); ul.className = "card-skill-list"; skills.forEach(skill=>{ const li = ul.appendChild(document.createElement("li")); li.className = skill.kind; li.appendChild(renderSkill(skill)); li.skill = skill; li.addEventListener("click", showParsedSkill); }); return ul; } function renderSkill(skill, option = {}) { const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; function createIcon(iconType, className){ const idoc = document.createElement("icon"); idoc.className = `icon-skill${className ? ` ${className}` : ''}`; idoc.setAttribute("data-icon-type", iconType); return idoc; } if (Array.isArray(skill)) { frg.ap(skill.map(_skill=>renderSkill(_skill))); return frg; } switch (skill.kind) { case SkillKinds.Unknown: { let dict = { type: skill.kind }; frg.ap(tsp.skill.unknown(dict)); break; } case SkillKinds.ActiveTurns: { //有回合的行动 let turns = skill.turns, actionSkill = skill.skill; let dict = { turns: turns, actionSkill: renderSkill(actionSkill), }; frg.ap(tsp.skill.active_turns(dict)); break; } case SkillKinds.RandomSkills: { //随机技能 let skills = skill.skills; const ul = document.createElement("ul"); ul.className = "random-active-skill"; skills.forEach(subSkills=>{ const li = ul.appendChild(document.createElement("li")); li.appendChild(renderSkillEntry(subSkills)); }); let dict = { skills: ul, }; frg.ap(tsp.skill.random_skills(dict)); break; } case SkillKinds.Delay: { //威吓 let dict = { icon: createIcon("delay"), }; frg.ap(tsp.skill.delay(dict)); break; } case SkillKinds.MassAttack: { //全体攻击 let dict = { icon: createIcon("mass-attack"), }; frg.ap(tsp.skill.mass_attack(dict)); break; } case SkillKinds.LeaderChange: { //切换队长 let dict = { icon: createIcon("leader-change"), }; frg.ap(tsp.skill.leader_change(dict)); break; } case SkillKinds.NoSkyfall: { //无天降 let dict = { icon: createIcon("no-skyfall"), }; frg.ap(tsp.skill.no_skyfall(dict)); break; } case SkillKinds.SelfHarm: { //主动自残 let value = skill.value; let dict = { icon: createIcon("heal", "hp-decr"), value: renderValue(value, {percent: true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.self_harm(dict)); break; } case SkillKinds.Heal: { //主动回血buff let value = skill.value; let dict = { icon: createIcon("heal", "hp-incr"), //icon: createIcon("auto-heal"), value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.heal(dict)); break; } case SkillKinds.AutoHealBuff: { //自动回血buff let dict = { icon: createIcon("auto-heal"), value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.auto_heal_buff(dict)); break; } case SkillKinds.DefenseBreak: { //破防 let dict = { icon: createIcon("defense-break"), value: renderValue(skill.value, {percent: true}), }; frg.ap(tsp.skill.defense_break(dict)); break; } case SkillKinds.Poison: { //毒 let dict = { icon: createIcon("poison"), belong_to: tsp.target.self(), target: tsp.target.enemy(), stats: tsp.stats.hp(), value: renderValue(skill.value), }; frg.ap(tsp.skill.poison(dict)); break; } case SkillKinds.TimeExtend: { //时间变化buff let dict = { icon: createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"), value: renderValue(skill.value, { unit:tsp.unit.seconds, plusSign: skill.value.kind != SkillValueKind.Percent, percent:true }), }; frg.ap(tsp.skill.time_extend(dict)); break; } case SkillKinds.FollowAttack: { //队长技追打 let dict = { //icon: createIcon("follow_attack"), belong_to: tsp.target.self(), target: tsp.target.enemy(), value: renderValue(skill.value), }; frg.ap(tsp.skill.follow_attack(dict)); break; } case SkillKinds.AutoHeal: { //队长技自动回血 let dict = { icon: createIcon("auto-heal"), belong_to: tsp.target.self(), value: renderValue(skill.value), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.auto_heal(dict)); break; } case SkillKinds.CTW: { //时间暂停 let dict = { icon: createIcon("ctw"), value: renderValue(skill.value, { unit: tsp.unit.seconds }), }; frg.ap(tsp.skill.ctw(dict)); break; } case SkillKinds.Gravity: { //重力 let dict = { icon: createIcon("gravity"), target: tsp.target.enemy(), value: renderValue(skill.value, { percent:true }), }; frg.ap(tsp.skill.gravity(dict)); break; } case SkillKinds.Resolve: { //根性 let prob = skill.condition.probability; let dict = { icon: createIcon("resolve"), stats: renderStat('hp'), value: renderValue(skill.min, { percent:true }), probability: prob < 100 ? tsp.skill.probability({value: prob}) : "", }; frg.ap(tsp.skill.resolve(dict)); break; } case SkillKinds.DamageEnemy: { //大炮和固伤 let attr = skill.attr, target = skill.target, damage = skill.damage; if (attr == null) break; //没有属性时,编号为0的空技能 dict = { target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target)}), damage: renderValue(damage, {unit: tsp.unit.point}), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}) }; frg.ap(tsp.skill.damage_enemy(dict)); break; } case SkillKinds.Vampire: { let attr = skill.attr, damage = skill.damage, heal = skill.heal; dict = { icon: createIcon("heal", "hp-incr"), target: tsp.target.enemy_one(), damage: renderValue(damage), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}), heal: renderValue(heal, {percent: true}), }; frg.ap(tsp.skill.vampire(dict)); break; } case SkillKinds.Unbind: { let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches; let effects = []; if (normal) effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal"), value: normal})); if (awakenings) effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings"), value: awakenings})); if (matches) effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches"), value: matches})); frg.ap(effects.nodeJoin(tsp.word.comma())); break; } case SkillKinds.BoardChange: { const attrs = skill.attrs; dict = { attrs: renderOrbs(attrs), }; frg.ap(tsp.skill.board_change(dict)); break; } case SkillKinds.SkillBoost: { const value = skill.value; let dict = { icon: createIcon("skill-boost", SkillValue.isLess(skill.value) ? "boost-decr" : "boost-incr"), turns: renderValue(value, { unit:tsp.unit.turns, plusSign:true }), }; //renderValue(skill.value, { unit:tsp.unit.seconds, plusSign:true, percent:true }) frg.ap(tsp.skill.skill_boost(dict)); break; } /* case SkillKinds.AddCombo: { const { value } = skill as Skill.WithValue; return ( ); } case SkillKinds.FixedTime: { const { value } = skill as Skill.WithValue; return ( {value} seconds ); } case SkillKinds.MinMatchLength: { const { value } = skill as Skill.WithValue; return minimum match length {value}; } case SkillKinds.DropRefresh: { return drop refresh; } case SkillKinds.Drum: { return drum sound; } case SkillKinds.Board7x6: { return 7x6 board; } case SkillKinds.Vampire: { const { attr, damage, heal } = skill as Skill.Vampire; return ( single enemy ⇒ {renderValue(damage)} {typeof attr === 'number' && renderAttrs(attr)}  ⇒ {renderValue(heal)} damage ); } case SkillKinds.CounterAttack: { const { attr, prob, value } = skill as Skill.CounterAttack; return ( {renderValue(prob)} ⇒ {renderValue(value)} damage {typeof attr === 'number' && renderAttrs(attr)} ); } case SkillKinds.ChangeOrbs: { const { changes } = skill as Skill.ChangeOrbs; return ( {changes.map((change, i) => { switch (change.kind) { case 'from': return ( {renderOrbs(change.from)} ⇒ {renderOrbs(change.to)} ); case 'gen': return ( {renderOrbs(change.exclude).map((orb, j) => ( {orb} ))} ⇒ {renderOrbs(change.to)} × {change.count} ); case 'fixed': return (change.positions.length > 0 && {change.type === 'col' ? 'column' : 'row'}  {change.positions.map(p => p + 1).join(', ')}  ⇒ {renderOrbs(change.to)} ); } })} ); } case SkillKinds.Unbind: { const { normal, awakenings } = skill as Skill.Unbind; return ( {!!normal && {normal} turns } {!!awakenings && {awakenings} turns } ); } case SkillKinds.OrbDropIncrease: { const { attrs, value } = skill as Skill.OrbDropIncrease; let attrElems: React.ReactNode[]; if (attrs === 'enhanced') attrElems = []; else attrElems = renderOrbs(attrs); attrElems = attrElems.map((elem, i) => ( {elem} )); return ( {attrElems} {renderValue(value)} ); } case SkillKinds.VoidEnemyBuff: { const { buffs } = skill as Skill.VoidEnemyBuff; return ( { buffs.map(buff => { switch (buff) { case 'attr-absorb': return ( ); case 'damage-absorb': return ( ); } }) } ); } case SkillKinds.ChangeAttribute: { const { attr, target } = skill as Skill.ChangeAttribute; return ( {target === 'self' && 'Self'} {target === 'opponent' && 'enemy'}  ⇒ {renderAttrs(attr)} ); } case SkillKinds.SetOrbState: { const { orbs, state } = skill as Skill.SetOrbState; let orbElems: React.ReactNode[]; if (!orbs) { orbElems = []; } else { orbElems = renderOrbs(orbs); } return ( {(state === 'enhanced' || state === 'locked') && orbElems} {state === 'unlocked' && orbElems.map((elem, i) => ( {elem} ))} ⇒ {state === 'enhanced' && orbElems.map((elem, i) => ( {elem} ))} {state === 'locked' && orbElems.map((elem, i) => ( {elem} ))} {state === 'unlocked' && orbElems} ); } case SkillKinds.RateMultiply: { const { rate, value } = skill as Skill.RateMultiply; return ( {rate === 'drop' && 'drop rate'} {rate === 'coin' && 'coins'} {rate === 'exp' && 'EXP'}  ×  {renderValue(value)} ); } case SkillKinds.ReduceDamage: { const { attrs, percent, condition } = skill as Skill.ReduceDamage; return ( {!!condition && <>{renderCondition(condition)} ⇒ } {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)} {renderValue(percent)} ); } case SkillKinds.PowerUp: { const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp; const targets: React.ReactNode[] = []; if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || [])); if (types) targets.push(...renderTypes(types || [])); return ( {condition && <>{renderCondition(condition)} ⇒ } {targets.length > 0 && <>{targets}} {!!value && renderPowerUp(value)} {!!reduceDamage && <> {renderValue(reduceDamage)} } ); } */ default: { console.log("未处理的技能类型",skill.kind, skill); frg.ap(skill.kind); } } return frg; }; function renderStat(stat, option) { const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tspt = localTranslating.skill_parse.stats; if (tspt[stat]) frg.ap(tspt[stat](option)); else { console.log("未知状态类型",stat); frg.ap(tspt.unknown({ type: stat })); } return frg; } function renderAttrs(attrs, option = {}) { if (!Array.isArray(attrs)) attrs = [attrs || 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; const contentFrg = attrs.map(attr => { const icon = document.createElement("icon"); icon.className = "attr"; icon.setAttribute("data-attr-icon",attr); return tsp.attrs[attr]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); frg.ap(option.affix ? tsp.word.affix_attr({cotent: contentFrg}) : contentFrg); return frg; } function renderOrbs(attrs, option = {}) { if (!Array.isArray(attrs)) attrs = [attrs || 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; const contentFrg = attrs.map(attr => { const icon = document.createElement("icon"); icon.className = "orb"; icon.setAttribute("data-orb-icon",attr); return tsp.orbs[attr]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); frg.ap(option.affix ? tsp.word.affix_attr({cotent: contentFrg}) : contentFrg); return frg; } /* function renderOrbs(attrs: Attributes | Attributes[]) { if (!Array.isArray(attrs)) attrs = [attrs]; return attrs.map(attr => ); } function renderTypes(types: Types | Types[]) { if (!Array.isArray(types)) types = [types]; return types.map(type => ); } function renderCondition(cond: SkillCondition) { if (cond.hp) { if (cond.hp.min === cond.hp.max) return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%; else if (cond.hp.min === 0) return <>{renderStat('hp')} ≤ {formatNumber(cond.hp.max * 100)}%; else if (cond.hp.max === 1) return <>{renderStat('hp')} ≥ {formatNumber(cond.hp.min * 100)}%; else return <>{renderStat('hp')} ∈ [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]; } else if (cond.useSkill) { return <>use skill; } else if (cond.multiplayer) { return <>in multiplayer; } else if (cond.remainOrbs) { return <>≤ {cond.remainOrbs.count} orbs remain; } else if (cond.exact) { if (cond.exact.type === 'combo') { return <>= {cond.exact.value} combos; } else if (cond.exact.type === 'match-length') { return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs; } } else if (cond.compo) { return <>{cond.compo.type} [{cond.compo.ids.join()}] in team; } return <>[ unknown condition ]; } function renderPowerUp(powerUp: SkillPowerUp) { function renderStats(hp: number, atk: number, rcv: number, mul = true) { const operator = mul ? <>× : <>+; let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]]; list = list.filter(([, value]) => value !== (mul ? 1 : 0)); if (list.length === 0) return null; if (list.every(([, value]) => value === list[0][1])) { return <> {list.map(([name], i) => {i !== 0 && ', '}{renderStat(name)})}  {operator} {formatNumber(list[0][1])} ; } else { return <> {list.map(([name, value], i) => ( {i !== 0 ? '; ' : ''} {renderStat(name)}  {operator} {formatNumber(value)} ))} ; } } switch (powerUp.kind) { case SkillPowerUpKind.Multiplier: { const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul; return renderStats(hp, atk, rcv); } case SkillPowerUpKind.ScaleAttributes: { const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs; return <> ≥ {min} of [{renderAttrs(attrs)}] ⇒ {renderStats(1, baseAtk, baseRcv)} {max !== min && <> for each ≤ {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}} ; } case SkillPowerUpKind.ScaleCombos: { const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale; return <> ≥ {min} combos ⇒ {renderStats(1, baseAtk, baseRcv)} {max !== min && <> for each ≤ {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}} ; } case SkillPowerUpKind.ScaleMatchAttrs: { const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs; return <> ≥ {min} matches of [{matches.map((attrs, i) => {i !== 0 && ', '}{renderAttrs(attrs)} )}] ⇒ {renderStats(1, baseAtk, baseRcv)} {max !== min && <> for each ≤ {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}} ; } case SkillPowerUpKind.ScaleMatchLength: { const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs; return <> ≥ {min} × {renderAttrs(attrs)} ⇒ {renderStats(1, baseAtk, baseRcv)} {max !== min && <> for each ≤ {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}} ; } case SkillPowerUpKind.ScaleCross: { const { crosses } = powerUp as SkillPowerUp.ScaleCross; return crosses.map(({ single, attr, mul }, i) => {i !== 0 && ', '} {mul !== 1 && <>{renderStat('atk')} × {formatNumber(mul)} } {single ? 'when' : 'for each'} cross of {renderAttrs(attr)} ); } case SkillPowerUpKind.ScaleAwakenings: { const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings; return <> {renderStat('atk')} × {formatNumber(value - 1)} for each {awakenings.map(id => )} ; } default: return <>[ unknown power up ]; } } */ function renderValue(_value, option = {}) { const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse const tspv = tsp.value; const od = option.decimalDigits, os = option.plusSign; let dict; switch (_value.kind) { case SkillValueKind.Percent: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), }; frg.ap( option.percent ? tspv.mul_percent(dict) : tspv.mul_times(dict) ); break; } case SkillValueKind.Constant: { dict = { value: _value.value.keepCounts(od,os), unit: option.unit ? option.unit() : undefined, }; frg.ap(tspv.const(dict)); break; } case SkillValueKind.ConstantTo: { dict = { value: _value.value.keepCounts(od,os) }; frg.ap(tspv.const_to(dict)); break; } case SkillValueKind.xMaxHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('maxhp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('hp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xATK: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('atk'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xRCV: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('rcv'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamHP: { let value = _value.value; dict = { value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os), stats: renderStat('teamhp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamRCV: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('teamrcv'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamATK: { let attrs = _value.attrs, value = _value.value; dict = { value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os), stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.HPScale: { let min = _value.min, max = _value.max; dict = { min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}), max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}), hp: renderStat('hp'), }; frg.ap(tspv.hp_scale(dict)); break; } case SkillValueKind.RandomATK: { let min = _value.min, max = _value.max; dict = { min: min.keepCounts(od,os), atk: renderStat('atk'), }; if (max != min) { dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os)); } frg.ap(tspv.random_atk(dict)); break; } /* case SkillValueKind.RandomATK: { const { min, max } = _value as SkillValue.Scale; if (min === max) { return {formatNumber(min)} × {renderStat('atk')}; } else { return (random × {formatNumber(min)} ⇔ {formatNumber(max)}) × {renderStat('atk')}; } } case SkillValueKind.xAwakenings: { const { value, awakenings } = _value as SkillValue.WithAwakenings; return {formatNumber(value * 100)}% × each of {awakenings.map(id => )}; } */ default: { console.log("未知数值类型",_value.kind, _value); frg.ap(tspv.unknown({ type: _value.kind })); } } return frg; }