//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();
}
//将二进制flag转为数组
function flags(num) {
const arr = [];
for (let i = 0; i < 32; i++) {
if (num & (1 << i)) {
arr.push(i);
}
}
return arr;
}
//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;
}
Math.randomInteger = function(max, min = 0) {
return this.floor(this.random() * (max - min + 1) + min);
}
//▼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) * 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 * 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;
}
function searchByString(str)
{ // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
str = str.trim();
if (str.length>0)
{
return Cards.filter(card =>
{
const names = [card.name];
if (card.otLangName)
{
names.push(...Object.values(card.otLangName));
}
const tags = card.altName.concat();
if (card.otTags)
{
tags.push(...card.otTags);
}
return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
}
);
}else
{
return [];
}
}
function copyString(input)
{
input.focus(); //设input为焦点
input.select(); //选择全部
if (document.execCommand('copy')) {
document.execCommand('copy');
}
//input.blur(); //取消焦点
}
//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 hpMul(parm, scale) {
if (scale == undefined || scale == 0) return 1;
if (parm.attrs && card.attrs.some(a => 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]);
if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
break;
case 137:
scale = hpMul({ types: flags(sk[0]) }, sk[1]);
if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
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;
}
//返回卡片的队长技能
function getCardLeaderSkills(card, skillTypes) {
return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
}
//返回卡片的主动技能
function getCardActiveSkills(card, skillTypes) {
return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
}
//查找到真正起作用的那一个技能
function getActuallySkills(skill, skillTypes, searchRandom = true) {
if (skillTypes.includes(skill.type))
{
return [skill];
}
else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
{
//因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
subSkills = subSkills.filter(s=>s);
return subSkills;
}
else
{
return [];
}
}
//计算队伍是否为76
function tIf_Effect_76board(leader1id, leader2id) {
const searchTypeArray = [162, 186];
function henshinBase(cardid)
{
let card = Cards[cardid];
if (card.henshinFrom)
{
card = Cards[card.henshinFrom];
}
return card;
}
const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
return Boolean(ls1 || ls2);
}
//计算队伍是否为无天降
function tIf_Effect_noSkyfall(leader1id, leader2id) {
const searchTypeArray = [163, 177];
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
[0]
return Boolean(ls1 || ls2);
}
//计算队伍是否为毒无效
function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
const searchTypeArray = [197];
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
return Boolean(ls1 || ls2);
}
//计算队伍的+C
function tIf_Effect_addCombo(leader1id, leader2id) {
const searchTypeArray = [192, 194, 206, 209, 210, 219];
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
function getSkillAddCombo(skill) {
if (!skill) return 0;
switch (skill.type) {
case 192:
case 194:
return skill.params[3];
case 206:
return skill.params[6];
case 209:
return skill.params[0];
case 210:
case 219:
return skill.params[2];
default:
return 0;
}
}
return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
}
//计算队伍的追打
function tIf_Effect_inflicts(leader1id, leader2id) {
const searchTypeArray = [199, 200, 201];
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
function getSkillFixedDamage(skill) {
if (!skill) return 0;
switch (skill.type) {
case 199:
case 200:
return skill.params[2];
case 201:
return skill.params[5];
default:
return 0;
}
}
return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
}
//计算队伍操作时间
function countMoveTime(team, leader1id, leader2id, teamIdx) {
const searchTypeArray = [178, 15, 185];
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
const time1 = leaderSkillMoveTime(ls1);
const time2 = leaderSkillMoveTime(ls2);
function leaderSkillMoveTime(ls) {
const moveTime = { fixed: false, duration: 0 };
if (!ls) return moveTime;
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;
default:
}
return moveTime;
}
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) {
switch (team[2]) {
case 1: //小手指
moveTime.duration.badge = 1;
break;
case 13: //大手指
moveTime.duration.badge = 2;
break;
case 18: //月卡
moveTime.duration.badge = 3;
break;
}
} 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);
}
return moveTime;
}
//将盾减伤比例组叠加为一个减伤范围组
function getReduceRange(reduceScales)
{
class reduceRange{
constructor(obj)
{
this.min = 0;
this.max = 100;
this.scale = 0;
this.probability = 1;
if (typeof obj == "object") Object.assign(this, obj);
}
}
const ranges = [new reduceRange()];
const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
function processingRanges(ranges, scale)
{
//先找scale.min在某个范围内的
const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
//再找scale.max在某个范围内的
rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
//先只拆分不乘比例
if (rgLessIdx >= 0)
{
const range = ranges[rgLessIdx];
ranges.splice(rgLessIdx, 1,
new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
);
}
if (rgMoreIdx >= 0)
{
const range = ranges[rgMoreIdx];
ranges.splice(rgMoreIdx, 1,
new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
);
}
const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
needChangeScaleRanges.forEach(range=>{
range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
range.probability *= scale.probability;
});
}
//对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次
reduceScales.sort((a,b)=>b.attrs - a.attrs);
reduceScales.forEach(scale=>{
if (scale.attrs == 0) //没有属性的
{
return;
}
else if ((scale.attrs & 31) != 31) //不符合全属性的
{
const attrs = flags(scale.attrs); //得到属性数组
attrs.forEach(n=>{
attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
});
}
else
{ //只处理第一数组
processingRanges(ranges, scale);
}
});
return attrsRanges;
}
//获取盾减伤比例组
function getReduceScales(leaderid) {
const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
function leaderReduceScale(ls) {
const reduce = {
scale: 0,
hp: {
max: 100,
min: 0
},
probability: 1,
attrs: 31, //5色是31
};
if (!ls) return reduce;
const sk = ls.params;
switch (ls.type) {
case 16: //无条件盾
reduce.scale = sk[0] / 100;
break;
case 17: //单属性盾
reduce.scale = sk[1] / 100;
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
break;
case 36: //2个属性盾
reduce.scale = sk[2] / 100;
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
break;
case 38: //血线下 + 可能几率
case 43: //血线上 + 可能几率
reduce.scale = (sk[2] || 0) / 100;
reduce.probability = sk[1] / 100;
if (sk[0] == 100)
{
reduce.hp.max = sk[0];
reduce.hp.min = 99;
}else
{
if(ls.type == 38)
{
reduce.hp.max = sk[0];
reduce.hp.min = 0;
}else
{
reduce.hp.max = 100;
reduce.hp.min = sk[0];
}
}
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
case 130: //血线下 + 属性个数不固定
case 131: //血线上 + 属性个数不固定
reduce.scale = (sk[6] || 0) / 100;
reduce.attrs = 0 | sk[5];
if (ls.type == 130 || ls.type == 131)
{
if (sk[0] == 100)
{
reduce.hp.max = sk[0];
reduce.hp.min = 99;
}else
{
if(ls.type == 130)
{
reduce.hp.max = sk[0];
reduce.hp.min = 0;
}else
{
reduce.hp.max = 100;
reduce.hp.min = sk[0];
}
}
}
break;
case 178: //无条件盾,属性个数不固定
reduce.scale = (sk[7] || 0) / 100;
reduce.attrs = 0 | sk[6];
break;
case 151: //十字心触发
case 169: //C触发
case 198: //回血触发
reduce.scale = (sk[2] || 0) / 100;
break;
case 170: //多色触发
case 182: //长串触发
case 193: //L触发
reduce.scale = (sk[3] || 0) / 100;
break;
case 171: //多串触发
reduce.scale = (sk[6] || 0) / 100;
break;
case 183: //又是个有两段血线的队长技
reduce.scale = (sk[4] || 0) / 100;
if (sk[2] == 100)
{
reduce.hp.max = sk[2];
reduce.hp.min = 99;
}else
{
reduce.hp.max = 100;
reduce.hp.min = sk[2];
}
break;
default:
}
return reduce;
}
return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
}