let merge_skill = false; 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._6color = function () { return [ this.Fire, this.Water, this.Wood, this.Light, this.Dark, this.Heart ]; } Attributes.orbs = function () { return [ this.Fire, this.Water, this.Wood, this.Light, this.Dark, this.Heart, this.Jammer, this.Poison, this.MPoison, this.Bomb, ]; } //代码来自于 https://www.jianshu.com/p/3644833bca33 function isEqual(obj1,obj2) { //判断是否是对象或数组 function isObject(obj) { return typeof obj === 'object' && obj !== null; } // 两个数据有任何一个不是对象或数组 if (!isObject(obj1) || !isObject(obj2)) { // 值类型(注意:参与equal的一般不会是函数) return obj1 === obj2; } // 如果传的两个参数都是同一个对象或数组 if (obj1 === obj2) { return true; } // 两个都是对象或数组,而且不相等 // 1.先比较obj1和obj2的key的个数,是否一样 const obj1Keys = Object.keys(obj1); const obj2Keys = Object.keys(obj2); if (obj1Keys.length !== obj2Keys.length) { return false; } // 如果key的个数相等,就是第二步 // 2.以obj1为基准,和obj2依次递归比较 for (let key in obj1) { // 比较当前key的value --- 递归 const res = isEqual(obj1[key], obj2[key]); if (!res) { return false; } } // 3.全相等 return true } class Board { rowCount = 6; columnCount = 7; data = []; constructor(def = null) { for (let ri=0;ri 0) { randomData.push(valueArray.randomShift()); } while(secondaryData.length > 0) { randomData.push(secondaryData.randomShift()); } return randomData; } //洗版的填充 randomFill(attrs) { let valueArray = new Uint8Array(this.rowCount * this.columnCount); crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值 valueArray = Array.from(valueArray.map(x => attrs[x % attrs.length])); //用所有宝珠随机填充 //之后用每种颜色填充前3个 attrs.forEach((attr,idx)=>{ valueArray.fill(attr, idx * 3, (idx + 1) * 3); }); //将上方数据重新乱序排列 const randomData = this.sequenceToRandom(valueArray); this.sequenceFill(randomData); } //生成珠子的填充 generateOrbs(attrs, count, exclude) { let space = this.rowCount * this.columnCount; if (exclude?.length > 0) { space -= this.data.flat().filter(o=>exclude.includes(o)).length; } let valueArray = new Array(space); attrs.forEach((attr,idx)=>{ valueArray.fill(attr, idx * count, (idx + 1) * count); }); //将上方数据重新乱序排列 const randomData = this.sequenceToRandom(valueArray); this.sequenceFill(randomData, exclude); } //设定横行 setRow(rows, attr = 0) { for (let row of rows) { if (row >= 2) row++; const rowData = this.data[row]; for (let ri=0;ri= 3) col++; for (let row of this.data) { row[col] = attr; } } } //设定形状 setShape(matrix, attr = 0) { function fillRow(rowData, inputRow, attr) { for (let col of inputRow) { if (col == 3) rowData[col] = attr; if (col >= 3) col++; rowData[col] = attr; } } for (let ri=0;ri= 2 ? ri+1 : ri], matrix[ri], attr); } } //面板叠加 overlayBoard(board) { for (let ri=0;ri { const row = table.insertRow(); if (ri == 2 && rArr.length > 5) row.classList.add("board-row4"); rowData.forEach((orbType, ci, cArr) => { const cell = row.insertCell(); const orb = cell.appendChild(document.createElement('icon')); orb.className = "orb"; if (orbType != null) orb.setAttribute("data-orb-icon", orbType); if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5"); }); }); if (this.data.length > 5) { table.onclick = function() { this.classList.toggle("board-76"); }; } return table; } } 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', xCHP: 'mul-chp', 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', ScaleStateKindCount: 'scale-state-kind-count', }; 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", GenerateOrbs: "generate-orbs", FixedOrbs: "fixed-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", BindSkill: "bind-skill", RandomSkills: "random-skills", SkillProviso: "skill-proviso", ChangeAttribute: "change-attr", SkillBoost: "skill-boost", AddCombo: "add-combo", VoidEnemyBuff: "void-enemy-buff", Poison: "poison", CTW: "ctw", Gravity: "gravity", FollowAttack: "follow-attack", FollowAttackFixed: "follow-attack-fixed", AutoHeal: "auto-heal", TimeExtend: "time-extend", DropRefresh: "drop-refresh", LeaderChange: "leader-change", MinMatchLength: "min-match-len", FixedTime: "fixed-time", Drum: "drum", AutoPath: "auto-path", Board7x6: "7x6-board", NoSkyfall: "no-skyfall", Henshin: "henshin", VoidPoison: "void-poison", SkillProviso: "skill-proviso", ObstructOpponent: "obstruct-opponent", } 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(); //从筛选中去除第一个 unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //破吸部分的合并 let voidBuff = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns && skill.skill.kind == SkillKinds.VoidEnemyBuff); if (voidBuff.length>1 && voidBuff.every((s,i,a)=>s.turns == a[0].turns)) { //把后面的全都合并到第一个 voidBuff[0].skill.buffs = voidBuff.flatMap(s=>s.skill.buffs); voidBuff.shift(); //从筛选中去除第一个 voidBuff.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 = fixedDamages.length; fixedDamages.shift(); //从筛选中去除第一个 fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp); if (skillPowerUp.length>1) { //合并技能效果 function combinePowerUp(target, source) { if (source?.additional.length) { if (!Array.isArray(target.additional)) target.additional = []; for (let additional of source.additional) { target.additional.push(additional); } } if (source.reduceDamage != undefined) { if (!target.reduceDamage) target.reduceDamage = source.reduceDamage; else if (target.reduceDamage.kind === source.reduceDamage.kind) target.reduceDamage.value *= source.reduceDamage.value; } if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk; if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv; if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk; if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv; if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk += source.value.atk; if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp += source.value.hp; if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv += source.value.rcv; } //十字 let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross); function mergeScaleCrossAttr(skill) { let crosses = skill.value.crosses; let atk = crosses[0].atk; let rcv = crosses[0].rcv; if (crosses.length >= 2 && crosses.every(cross=>cross.atk === atk && cross.rcv === rcv) ) { //所有值一样 crosses.reduce((pre,cur)=>{ pre.attr = pre.attr.concat(cur.attr); return pre; }); skill.value.crosses.splice(1); } } //每个十字技能,先把所有属性合并 scaleCross.forEach(mergeScaleCrossAttr); //筛选出所有倍率一样的子技能 scaleCross = scaleCross.filter((skill,idx,arr)=>{ let atk = arr[0].value.crosses[0].atk; let rcv = arr[0].value.crosses[0].rcv; let crosses = skill.value.crosses; return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv); }); //先合并属性倍率 if (scaleCross.length >= 1) { //把后面的全都合并到第一个 scaleCross.reduce((pre,cur)=>{ pre.value.crosses = pre.value.crosses.concat(cur.value.crosses); return pre }); let _skill = scaleCross.shift(); //从筛选中去除第一个 scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 mergeScaleCrossAttr(_skill); } //重新找出来十字,合并附加内容 scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross); scaleCross = scaleCross.filter((skill,idx,arr)=>{ let s0 = arr[0]; let attr0 = s0.value.crosses[0].attr.concat().sort(); let attr1 = skill.value.crosses[0].attr.concat().sort(); return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && isEqual(attr0, attr1) ; }); if (scaleCross.length > 1) { //把后面的全都合并到第一个 scaleCross.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleCross.shift(); //从筛选中去除第一个 scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //长串匹配 let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength); scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{ let av = a.value; let bv = b.value; return isEqual(a.condition, b.condition) && isEqual(a.attrs, b.attrs) && isEqual(a.types, b.types) && av.min === bv.min && av.max === bv.max && (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs) ; }); for (let group of scaleMatchLength) { if (group.length > 1) { //把后面的全都合并到第一个 group.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); group.shift(); //从筛选中去除第一个 group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } } //多串匹配 let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs); scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max && isEqual(v0.matches, v1.matches) ; }); if (scaleMatchAttrs.length > 1) { //把后面的全都合并到第一个 scaleMatchAttrs.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleMatchAttrs.shift(); //从筛选中去除第一个 scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //多色匹配 let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes); scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max && isEqual(v0.attrs, v1.attrs) ; }); if (scaleAttributes.length > 1) { //把后面的全都合并到第一个 scaleAttributes.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleAttributes.shift(); //从筛选中去除第一个 scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //连击数 let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos); scaleCombos = scaleCombos.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max ; }); if (scaleCombos.length > 1) { //把后面的全都合并到第一个 scaleCombos.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleCombos.shift(); //从筛选中去除第一个 scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //普通倍率 let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier && skill.condition?.LShape); multiplier = multiplier.filter((skill,idx,arr)=>{ let s0 = arr[0]; return !!skill.condition && isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) ; }); if (multiplier.length) { //把后面的全都合并到第一个 multiplier.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); multiplier.shift(); //从筛选中去除第一个 multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } } return skills; } 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); let skills = (Array.isArray(result) ? result : [result]) .filter(s => Boolean(s)) .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); function splitProvisoSkill(skills) { let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso); if (idx>=0) { return [ skills.slice(0,idx), skills.slice(idx, idx+1), skills.slice(idx+1), ]; }else { return [skills]; } } if (merge_skill) { let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills)); skills = skillsSplit.flat(1); } 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, matchAll = false) { /*if (min <= 3 && min === max) return this.scaleAttrs(attrs, matchAll ? attrs.length : 1, matchAll ? attrs.length : 1, baseMul, bonusMul); else*/ return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs, matchAll: matchAll ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) { const flatMatches = matches.flat(); //当匹配的全是不同颜色时,切换成匹配颜色的技能 if (new Set(flatMatches).size === flatMatches.length) return this.scaleAttrs(matches, min, max, baseMul, bonusMul); else return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleCross: function (crosses) { return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) }; }, scaleStateKindCount: function (awakenings, attrs, types, value) { return { kind: SkillPowerUpKind.ScaleStateKindCount, awakenings: awakenings, attrs: attrs, types: types, value: value }; }, } 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 fromTo(from, to) { return { from: from, to: to }; } function changeOrbs() { return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) }; } function generateOrbs(orbs, exclude, count, time) { return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time}; } function fixedOrbs() { return { kind: SkillKinds.FixedOrbs, generates: Array.from(arguments) }; } function powerUp(attrs, types, value, condition = null, reduceDamageValue = null, additional = []) { 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; } if (attrs?.target != undefined) { return { kind: SkillKinds.PowerUp, target: attrs.target, attrs: null, types: null, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional}; } return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional}; } function counterAttack(attr, prob, value) { return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value }; } function setOrbState(orbs, state, arg) { return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg}; } function rateMultiply(value, rate) { return { kind: SkillKinds.RateMultiply, value: value, rate: rate }; } function orbDropIncrease(value, attrs, flag) { return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs, flag: flag }; } function resolve(min, max) { return { kind: SkillKinds.Resolve, min: min, max: max }; } function unbind(normal, awakenings, matches) { return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches}; } function bindSkill() { return { kind: SkillKinds.BindSkill}; } 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(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; } function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; } function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(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 followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(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 autoPath() { return { kind: SkillKinds.AutoPath }; } function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; } function board7x6() { return { kind: SkillKinds.Board7x6 }; } function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; } function henshin(id) { return { kind: SkillKinds.Henshin, id: id }; } function voidPoison() { return { kind: SkillKinds.VoidPoison }; } function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; } function obstructOpponent(type, pos, ids) { return { kind: SkillKinds.ObstructOpponent, type: type, pos: pos, enemy_skills: ids }; } 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.xCHP(percent)); }, [7](mul) { return heal(v.xRCV(mul)); }, [8](value) { return heal(v.constant(value)); }, [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); }, [10]() { return dropRefresh(); }, [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); }, [12](mul) { return followAttack(v.xATK(mul)); }, [13](mul) { return autoHeal(v.xRCV(mul)); }, [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); }, [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) { if ((to1 ?? 0) == (to2 ?? 0)) return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0])); else return changeOrbs( fromTo([from1 ?? 0], [to1 ?? 0]), fromTo([from2 ?? 0], [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 ?? 0 }))); }, [51](turns) { return activeTurns(turns, massAttack()); }, [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); }, [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.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.randomATK(min, max)) ]; }, [85](attr, min, max, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('all', attr, v.randomATK(min, max)) ]; }, [86](attr, value, _, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.constant(value)) ]; }, [87](attr, value, _, percent) { return [ selfHarm(percent ? v.xCHP(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, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); }, [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, attrs, atk) { return [ powerUp(null, null, p.mul({ hp })), attrs && powerUp(flags(attrs), null, p.mul({ atk: atk ?? 100 })) || null, ].filter(Boolean); }, [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, 100], [bonus, 0])); }, [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); }, [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); }, [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), 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.flatMap(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: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); }, [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), flags(attrs))); }, [127](cols1, attrs1, cols2, attrs2) { return fixedOrbs( { orbs: flags(attrs1), type: 'col', positions: flags(cols1) }, { orbs: flags(attrs2), type: 'col', positions: flags(cols2) } ); }, [128](rows1, attrs1, rows2, attrs2) { return fixedOrbs( { orbs: flags(attrs1), type: 'row', positions: flags(rows1) }, { orbs: flags(attrs2), type: 'row', positions: flags(rows2) } ); }, [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) { return [ (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null ].filter(Boolean); }, [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) { return [ (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null, rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null ].filter(Boolean); }, [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) { return [ (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null, rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null ].filter(Boolean); }, [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: atk || 100, rcv: rcv || 100 }), c.useSkill()); }, [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) { return [ powerUp(flags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })), powerUp(flags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })), ]; }, [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) { return [ powerUp(null, flags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })), powerUp(null, flags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })), ]; }, [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 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)), powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 || 100 }), less1 ? (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) : (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1)) ), ]; }, [140](attrs, mul) { return setOrbState(flags(attrs), 'enhanced', {enhance: v.percent(mul)}); }, [141](count, to, exclude) { return generateOrbs(flags(to), 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](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); }, [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](mul1, mul2, percent) { return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent)); }, [152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); }, [153](attr, _) { return changeAttr('opponent', attr); }, [154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); }, [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.multiplayer()); }, [156](turns, awoken1, awoken2, awoken3, type, mul) { if (type == 1) { return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul))); }else { return activeTurns(turns, type === 2 ? powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) : reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul))) ); } }, [157](attr1, mul1, attr2, mul2, attr3, mul3) { let crosses = [ { single: false, attr: [attr1], atk: mul1 }, { single: false, attr: [attr2], atk: mul2 }, { single: false, attr: [attr3], atk: mul3 } ].filter(cross => cross.atk); return powerUp(null, null, p.scaleCross(crosses)); }, [158](len, attrs, types, atk, hp, rcv) { return [ minMatch(len), powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) ]; }, [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(), (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null, ].filter(Boolean); }, [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [atk, rcv], [bonus, bonus])); }, [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { const attrsArr = flags(attrs); return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [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])); }, [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) { return activeTurns(turns, powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0}))) ); }, [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); }, [170](attrs, min, base, percent, bonus, stage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (stage ? stage - 1 : 0), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent)); }, [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent)); }, [172]() { return setOrbState(null, 'unlocked'); }, [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) { return activeTurns(turns, voidEnemyBuff( [ attrAbsorb && 'attr-absorb', comboAbsorb && 'combo-absorb', damageAbsorb && 'damage-absorb' ].filter((buff) => typeof buff === 'string') )); }, [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('series', [series1, series2, series3].filter(Boolean))); }, [176](row1, row2, row3, row4, row5, attrs) { return fixedOrbs( { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) } ); }, [177](attrs, types, hp, atk, rcv, remains, mul) { return [ noSkyfall(), (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, mul && powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains)) || null ].filter(Boolean); }, [178](time, attrs, types, hp, atk, rcv, attrs2, percent) { return [ fixedTime(time), (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })), percent && reduceDamage(flags(attrs2), v.percent(percent)) || null, ].filter(Boolean); /*const reduceAttrs = flags(attrs2); const isAllAttr = isEqual(reduceAttrs, Attributes.attr); return [ fixedTime(time), (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), null, isAllAttr ? v.percent(percent) : null), percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null, ].filter(Boolean);*/ }, [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, 100], [0, 0]), null, v.percent(percent)); }, [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) { return [ (percent1 > 0) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null, (atk2 || rcv2) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null ].filter(Boolean); }, [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: hp || 100, atk: atk || 100, rcv: rcv || 100 })), ]; }, [186](attrs, types, hp, atk, rcv) { return [ board7x6(), (hp || atk ||rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, ].filter(Boolean); }, [188](value) { return damageEnemy('single', 'fixed', v.constant(value)); }, [189]() { return [ setOrbState(null, 'unlocked'), boardChange([0,1,2,3]), autoPath(), ]; }, [191](turns) { return activeTurns(turns, voidEnemyBuff(['damage-void'])); }, [192](attrs, len, mul, combo) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, [addCombo(combo)]); }, [193](attrs, atk, rcv, percent) { return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(flags(attrs)), v.percent(percent)); }, [194](attrs, min, mul, combo) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, [addCombo(combo)]); }, [195](percent) { return selfHarm(percent ? v.xCHP(percent) : v.constantTo(1)); }, [196](matches) { return unbind(0,0,matches); }, [197]() { return voidPoison(); }, [198](heal, atk, percent, awokenBind) { return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]); }, [199](attrs, min, damage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [200](attrs, len, damage) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [201](attrs1, attrs2, attrs3, attrs4, min, damage) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [202](id) { return henshin(id); }, [203](evotypeid, hp, atk, rcv) { let evotype = (type=>{ switch (type) { case 0: return "pixel-evo"; case 2: return "reincarnation-evo"; default: return type; } })(evotypeid); return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('evolution', [evotype])); }, [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, flags(attrs == -1 ? 1023: attrs), 'locked')); }, [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) { const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [addCombo(combo)]); }, [207](turns, time, row1, row2, row3, row4, row5, count) { return activeTurns(turns, count ? generateOrbs( ['variation'], null, count, time/100): fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) }) ); }, [208](count1, to1, exclude1, count2, to2, exclude2) { return [ generateOrbs(flags(to1), flags(exclude1), count1), generateOrbs(flags(to2), flags(exclude2), count2), ]; }, [209](combo) { return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, [addCombo(combo)]); }, [210](attrs, _, combo) { return powerUp(null, null, p.scaleCross([{ single: false, attr: flags(attrs), atk: 100, rcv: 100}]), null, null, [addCombo(combo)]); }, [214](turns) { return activeTurns(turns, bindSkill()); }, [215](turns, attrs) { return activeTurns(turns, setOrbState(flags(attrs), 'bound')); }, [218](turns) { return skillBoost(v.constant(-turns)); }, [219](attrs, len, combo) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [addCombo(combo)]); }, [220](attrs, combo) { return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, [addCombo(combo)]); }, [223](combo, damage) { return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); }, [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); }, [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); }, [227]() { return leaderChange(1); }, [228](turns, attrs, types, atk, rcv) { return activeTurns(turns, powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({atk: atk, rcv: rcv, hp:0}))) ); }, [229](attrs, types, hp, atk, rcv) { return powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({hp: hp, atk: atk, rcv: rcv}))); }, [230](turns, target, mul) { return activeTurns(turns, powerUp({target: target}, null, p.mul({ atk: mul }))); }, [1000](type, pos, ...ids) { let posType = (type=>{ switch (type) { case 1: return "after-me"; case 2: return "designated-position"; case 3: return "before-me"; default: return type; } })(type); return obstructOpponent(posType, flags(pos), ids); }, }; //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); }); if (merge_skill) { let boardChange = skills.filter(skill=> skill.kind == SkillKinds.BoardChange || skill.kind == SkillKinds.GenerateOrbs || skill.kind == SkillKinds.FixedOrbs ); if (boardChange.length > 0) { const board = new Board(); for (let skill of boardChange) { switch (skill.kind) { case SkillKinds.BoardChange: { //洗版 const attrs = skill.attrs; board.randomFill(attrs); break; } case SkillKinds.GenerateOrbs: { //产生珠子 let orbs = skill.orbs, exclude = skill.exclude, count = skill.count; board.generateOrbs(orbs, count, exclude); break; } case SkillKinds.FixedOrbs: { //固定位置产生珠子 let generates = skill.generates; for (const generate of generates) { let orb = generate.orbs?.[0]; if (generate.type == 'shape') { board.setShape(generate.positions, orb); } else { if (generate.type == 'row') board.setRow(generate.positions, orb); else board.setColumn(generate.positions, orb); } } break; } } } const li = ul.appendChild(document.createElement("li")); li.appendChild(board.toTable()); li.className = "merge-board"; } } 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: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : 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(skill.kind), }; frg.ap(tsp.skill.delay(dict)); break; } case SkillKinds.MassAttack: { //全体攻击 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.mass_attack(dict)); break; } case SkillKinds.LeaderChange: { //切换队长 let type = skill.type; let dict = { icon: createIcon(skill.kind), target: type ? tsp.target.team_last() : tsp.target.self(), }; frg.ap(tsp.skill.leader_change(dict)); break; } case SkillKinds.NoSkyfall: { //无天降 let dict = { icon: createIcon(skill.kind), }; 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(skill.kind), value: renderValue(skill.value, {percent: true}), }; frg.ap(tsp.skill.defense_break(dict)); break; } case SkillKinds.Poison: { //毒 let dict = { icon: createIcon(skill.kind), belong_to: tsp.target.self(), target: tsp.target.enemy_all(), stats: tsp.stats.hp(), value: renderValue(skill.value), }; frg.ap(tsp.skill.poison(dict)); break; } case SkillKinds.TimeExtend: { //时间变化buff let value = skill.value; let dict = { icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"), value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }), }; 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.FollowAttackFixed: { //队长技固伤追打 let damage = skill.value; let dict = { damage: renderValue(damage, {unit: tsp.unit.point}), attr: renderAttrs('fixed'), }; frg.ap(tsp.skill.follow_attack_fixed(dict)); break; } case SkillKinds.AutoHeal: { //队长技自动回血 let dict = { icon: createIcon(skill.kind), 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(skill.kind), value: renderValue(skill.value, { unit: tsp.unit.seconds }), }; frg.ap(tsp.skill.ctw(dict)); break; } case SkillKinds.Gravity: { //重力 let dict = { icon: createIcon(skill.kind), 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.prob; let dict = { icon: createIcon(skill.kind), stats: renderStat('chp'), min: renderValue(skill.min, { percent:true }), max: renderValue(skill.max, { percent:true }), }; 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, times = skill.times; 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, {affix: true})}), damage: renderValue(damage, {unit: tsp.unit.point}), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}), }; if (times) { dict.times = tsp.skill.damage_enemy_times({ times: renderValue(v.constant(times), {unit: tsp.unit.times}) }); dict.totalDamage = tsp.skill.damage_enemy_count({ damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point}) }); } frg.ap(tsp.skill.damage_enemy(dict)); break; } case SkillKinds.Unbind: { //解封 let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches; let effects = []; let enabledStats = [normal, awakenings, matches].filter(Boolean); if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0])) { if (normal) { effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")})); } if (awakenings) { effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")})); } if (matches) { effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")})); } let dict = { turns: enabledStats[0], stats: effects.nodeJoin(tsp.word.slight_pause()), } frg.ap(tsp.skill.unbind(dict)); } else { if (normal) { let dict = { turns: normal, stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}), } effects.push(tsp.skill.unbind(dict)); } if (awakenings) { let dict = { turns: awakenings, stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}), } effects.push(tsp.skill.unbind(dict)); } if (matches) { let dict = { turns: matches, stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}), } effects.push(tsp.skill.unbind(dict)); } frg.ap(effects.nodeJoin(tsp.word.comma())); } break; } case SkillKinds.BindSkill: { dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.bind_skill(dict)); break; } case SkillKinds.BoardChange: { //洗版 const attrs = skill.attrs; dict = { orbs: renderOrbs(attrs), }; frg.ap(tsp.skill.board_change(dict)); if (!merge_skill) { let board = new Board(attrs); frg.ap(board.toTable()); } break; } case SkillKinds.SkillBoost: { //溜 const min = skill.min, max = skill.max; let dict = { icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"), turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }), }; if (max.value !== min.value) { dict.turns_max = tsp.skill.skill_boost_range( {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })} ); } frg.ap(tsp.skill.skill_boost(dict)); break; } case SkillKinds.AddCombo: { //+C const value = skill.value; let icon = createIcon(skill.kind); icon.setAttribute("data-add-combo", value); let dict = { icon: icon, value: value, }; frg.ap(tsp.skill.add_combo(dict)); break; } case SkillKinds.FixedTime: { //固定手指 const value = skill.value; let dict = { icon: createIcon(skill.kind), value: renderValue(value, { unit: tsp.unit.seconds }), }; frg.ap(tsp.skill.fixed_time(dict)); break; } case SkillKinds.MinMatchLength: { //最低匹配长度 const value = skill.value; let dict = { icon: createIcon(skill.kind), unmatchable: value - 1, matchable: value, }; frg.ap(tsp.skill.min_match_length(dict)); break; } case SkillKinds.DropRefresh: { //刷版 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.drop_refresh(dict)); break; } case SkillKinds.Drum: { //太鼓达人音效 frg.ap(tsp.skill.drum()); break; } case SkillKinds.AutoPath: { //小龙的萌新技能 frg.ap(tsp.skill.auto_path()); break; } case SkillKinds.Board7x6: { //76版 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.board7x6(dict)); break; } case SkillKinds.Vampire: { //吸血 let attr = skill.attr, damage = skill.damage, heal = skill.heal; let _dict = { target: tsp.target.enemy_one(), damage: renderValue(damage), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}), }; dict = { icon: createIcon("heal", "hp-incr"), damage_enemy: tsp.skill.damage_enemy(_dict), heal: renderValue(heal, {percent: true}), }; frg.ap(tsp.skill.vampire(dict)); break; } case SkillKinds.CounterAttack: { //反击 let attr = skill.attr, prob = skill.prob, value = skill.value; dict = { icon: createIcon(skill.kind), target: tsp.target.enemy(), chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null, value: renderValue(value), attr: renderAttrs(attr, {affix: true}), }; frg.ap(tsp.skill.counter_attack(dict)); break; } case SkillKinds.ChangeOrbs: { //珠子变换 let changes = skill.changes; let subDocument = []; for (const change of changes) { dict = { from: renderOrbs(change.from), to: renderOrbs(change.to), }; subDocument.push(tsp.skill.change_orbs(dict)); } frg.ap(subDocument.nodeJoin(tsp.word.comma())); break; } case SkillKinds.GenerateOrbs: { //产生珠子 let orbs = skill.orbs, exclude = skill.exclude, count = skill.count, time = skill.time; dict = { exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0, orbs: renderOrbs(orbs, {time}), value: count, }; frg.ap(tsp.skill.generate_orbs(dict)); if (!merge_skill) { let board = new Board(); board.generateOrbs(orbs, count, exclude); frg.ap(board.toTable()); } break; } case SkillKinds.FixedOrbs: { //固定位置产生珠子 let generates = skill.generates; let slight_pause = tsp.word.slight_pause().textContent; let subDocument = []; let board = merge_skill ? null : new Board(); function posSplit(pos, max) { return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)}; } for (const generate of generates) { let orb = generate.orbs?.[0], time = generate.time; dict = { orbs: renderOrbs(orb, {time}), }; if (generate.type == 'shape') { dict.position = tsp.position.shape(); if (!merge_skill) board.setShape(generate.positions, orb); }else { let posFrgs = []; if (generate.positions.length == 0) continue; if (generate.type == 'row') { const pos = posSplit(generate.positions, 5); if (pos.sequence.length) posFrgs.push(tsp.position.top({pos: pos.sequence.join(slight_pause)})); if (pos.reverse.length) posFrgs.push(tsp.position.bottom({pos: pos.reverse.join(slight_pause)})); if (!merge_skill) board.setRow(generate.positions, orb); }else { const pos = posSplit(generate.positions, 6); if (pos.sequence.length) posFrgs.push(tsp.position.left({pos: pos.sequence.join(slight_pause)})); if (pos.reverse.length) posFrgs.push(tsp.position.right({pos: pos.reverse.join(slight_pause)})); if (!merge_skill) board.setColumn(generate.positions, orb); } dict.position = posFrgs.nodeJoin(tsp.word.slight_pause()); } subDocument.push(tsp.skill.fixed_orbs(dict)); } frg.ap(subDocument.nodeJoin(tsp.word.comma())); if (!merge_skill) frg.ap(board.toTable()); break; } case SkillKinds.OrbDropIncrease: { //增加天降 let attrs = skill.attrs, value = skill.value, flag = skill.flag; dict = { value: value && renderValue(value, {percent: true}) || null, chance: value && tsp.value.prob({ value: renderValue(value, {percent: true}) }) || null, orbs: renderOrbs(attrs, {className: "drop", affix: true}), flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null, }; frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict)); break; } case SkillKinds.VoidEnemyBuff: { let buffs = skill.buffs; let subDocument = []; for (let buff of buffs) { let dict = { icon: createIcon(buff), }; subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict)); } let dict = { buff: subDocument.nodeJoin(tsp.word.slight_pause()), }; frg.ap(tsp.skill.void_enemy_buff(dict)); break; } case SkillKinds.ChangeAttribute: { let attr = skill.attr, target = skill.target; dict = { attrs: renderAttrs(attr, {affix: true}), target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(), }; frg.ap(tsp.skill.change_attribute(dict)); break; } case SkillKinds.SetOrbState: { let orbs = skill.orbs, state = skill.state, arg = skill.arg; dict = { orbs: renderOrbs(orbs, {className: state, affix: true}), icon: createIcon('orb-' + state), }; switch (state) { case "enhanced":{ dict.value = renderValue(arg.enhance, {percent: true}); frg.ap(tsp.skill.set_orb_state_enhanced(dict)); break; } case "locked":{ if (arg.count.value < 42) dict.value = renderValue(arg.count, {unit: tsp.unit.orbs}); frg.ap(tsp.skill.set_orb_state_locked(dict)); break; } case "unlocked":{ frg.ap(tsp.skill.set_orb_state_unlocked(dict)); break; } case "bound":{ frg.ap(tsp.skill.set_orb_state_bound(dict)); break; } } break; } case SkillKinds.RateMultiply: { let rate = skill.rate, value = skill.value; dict = { rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}), value: renderValue(value), }; frg.ap(tsp.skill.rate_multiply(dict)); break; } case SkillKinds.ReduceDamage: { let attrs = skill.attrs, percent = skill.percent, condition = skill.condition; dict = { icon: createIcon(skill.kind), attrs: renderAttrs(attrs, {affix: true}), value: renderValue(percent, {percent: true}), }; if (condition) dict.condition = renderCondition(condition); frg.ap(tsp.skill.reduce_damage(dict)); break; } case SkillKinds.PowerUp: { let attrs = skill.attrs, types = skill.types, target = skill.target, condition = skill.condition, value = skill.value, reduceDamage = skill.reduceDamage, additional = skill.additional; dict = { icon: createIcon(skill.kind), }; if (condition) dict.condition = renderCondition(condition); let targetDict = {}, attrs_types = []; if (attrs?.length && !isEqual(attrs, Attributes.all())) { targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length}); attrs_types.push(targetDict.attrs); } if (types?.length) { targetDict.types = renderTypes(types || [], {affix: true}); attrs_types.push(targetDict.types); } if (target == 1) { targetDict.target = tsp.target.self(); attrs_types.push(targetDict.target); } if (attrs_types.length) { targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause()); } if (attrs_types.length) dict.targets = tsp.skill.power_up_targets(targetDict); let subDocument = []; if (value){ /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier) { //如果属性有5,则是回复力 let _value = Object.assign({}, value); _value.rcv = value.atk; _value.atk = value.rcv; value = _value; }*/ if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false) { //不显示 value }else { subDocument.push(renderPowerUp(value)); } } if (reduceDamage && reduceDamage.value > 0) { subDocument.push(tsp.skill.reduce_damage({ value: renderValue(reduceDamage, {percent: true}), icon: createIcon("reduce-damage"), })); } if (additional?.length) { for (let subSkill of additional.filter(Boolean)) { subDocument.push(renderSkill(subSkill, option)); } } dict.value = subDocument.filter(Boolean).nodeJoin(tsp.word.comma()); frg.ap(tsp.skill.power_up(dict)); break; } case SkillKinds.Henshin: { //变身 let id = skill.id; const dom = cardN(id); dom.monDom.onclick = changeToIdInSkillDetail; dict = { card: dom, } frg.ap(tsp.skill.henshin(dict)); break; } case SkillKinds.VoidPoison: { //毒无效 dict = { poison: renderOrbs([7,8], {affix: true}) } frg.ap(tsp.skill.void_poison(dict)); break; } case SkillKinds.SkillProviso: { //条件限制才能用技能 let cond = skill.cond; dict = { condition: renderCondition(cond) } frg.ap(tsp.skill.skill_proviso(dict)); break; } case SkillKinds.ObstructOpponent: { //条件限制才能用技能 let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills; let slight_pause = tsp.word.slight_pause().textContent; dict = { skills: enemy_skills.join(slight_pause) } let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)} switch (type) { case "after-me": { dict.target = tsp.skill.obstruct_opponent_after_me(targetDict); break; } case "designated-position": { dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict); break; } case "before-me": { dict.target = tsp.skill.obstruct_opponent_before_me(targetDict); break; } default: { dict.target = tsp.cond.unknown(); break; } } frg.ap(tsp.skill.obstruct_opponent(dict)); break; } 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; let contentFrg; if (isEqual(attrs, Attributes.all())) { contentFrg = tsp.attrs.all(); } else { 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()); } if (option.affix) contentFrg = tsp.word.affix_attr({cotent: contentFrg}); frg.ap(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; let contentFrg; if (isEqual(attrs, Attributes.orbs())) { contentFrg = tsp.orbs.all(); } else if (isEqual(attrs, Attributes.all())) { contentFrg = renderOrbs('_5color'); } else if (isEqual(attrs, Attributes._6color())) { contentFrg = tsp.orbs._6color({ _5color: renderOrbs('_5color'), orb_rcv: renderOrbs(5), }); } else { contentFrg = attrs.map(attr => { const icon = document.createElement("icon"); icon.className = "orb"; if (option.className) icon.className += " " + option.className; icon.setAttribute("data-orb-icon",attr); let dict = { icon: icon, } if (attr == 'variation') dict.time = renderValue(v.constant(option.time), {unit: tsp.unit.seconds}) ; return tsp.orbs?.[attr](dict); }) .nodeJoin(tsp.word.slight_pause()); } if (option.affix) contentFrg = tsp.word.affix_orb({cotent: contentFrg}); if (option.any && attrs.length >= 2) contentFrg = tsp.orbs.any({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderTypes(types, option = {}) { if (!Array.isArray(types)) types = [types ?? 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg = types.map(type => { const icon = document.createElement("icon"); icon.className = "type"; icon.setAttribute("data-type-icon",type); return tsp.types?.[type]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); if (option.affix) contentFrg = tsp.word.affix_type({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderAwakenings(awakenings, option = {}) { if (!Array.isArray(awakenings)) awakenings = [awakenings ?? 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg = awakenings.map(awoken => { const icon = document.createElement("icon"); icon.className = "awoken-icon"; icon.setAttribute("data-awoken-icon",awoken); return tsp.awokens?.[awoken]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); if (option.affix) contentFrg = tsp.word.affix_awakening({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderCondition(cond) { const frg = document.createDocumentFragment(); const tsp = localTranslating.skill_parse; if (cond.hp) { let dict = { hp: renderStat('chp'), min: renderValue(v.percent(cond.hp.min * 100), {percent: true}), max: renderValue(v.percent(cond.hp.max * 100), {percent: true}), }; if (cond.hp.min === cond.hp.max) frg.ap(tsp.cond.hp_equal(dict)); else if (cond.hp.min === 0) frg.ap(tsp.cond.hp_less_or_equal(dict)); else if (cond.hp.max === 1) frg.ap(tsp.cond.hp_greater_or_equal(dict)); else frg.ap(tsp.cond.hp_belong_to_range(dict)); } else if (cond.useSkill) { frg.ap(tsp.cond.use_skill()); } else if (cond.multiplayer) { frg.ap(tsp.cond.multi_player()); } else if (cond.remainOrbs) { let dict = { value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}), }; frg.ap(tsp.cond.remain_orbs(dict)); } else if (cond.exact) { if (cond.exact.type === 'combo') { let dict = {value: cond.exact.value}; frg.ap(tsp.cond.exact_combo(dict)); } else if (cond.exact.type === 'match-length') { let dict = { value: renderValue(v.constant(cond.exact.value), {unit: tsp.unit.orbs}), orbs: cond.exact.attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(cond.exact.attrs, {affix: true}) }; frg.ap(tsp.cond.exact_match_length(dict)); } } else if (cond.compo) { let dict = {}; switch (cond.compo.type) { case 'card':{ dict.ids = cond.compo.ids.map(mid=>{ const dom = cardN(mid); dom.monDom.onclick = changeToIdInSkillDetail; return dom; }).nodeJoin(); frg.ap(tsp.cond.compo_type_card(dict)); break; } case 'series':{ dict.ids = cond.compo.ids.map(cid=>{ const lnk = document.createElement("a"); lnk.className ="detail-search monster-collabId"; lnk.setAttribute("data-collabId",cid); lnk.onclick = searchCollab; lnk.textContent = (cid == 10001 ? Cards[5435] : Cards.find(card=>card.collabId == cid))?.altName?.[0] ?? `No.${cid}`; return lnk; }).nodeJoin(tsp.word.slight_pause()); frg.ap(tsp.cond.compo_type_series(dict)); break; } case 'evolution':{ dict.ids = cond.compo.ids.map(type=>{ const lnk = document.createElement("a"); lnk.className ="detail-search"; switch (type) { case "pixel-evo":{ //像素进化 lnk.appendChild(tsp.word.evo_type_pixel()); lnk.onclick = function(){ showSearch(Cards.filter(card=>card.evoMaterials.includes(3826))); }; break; } case "reincarnation-evo":{ //转生或超转生 lnk.appendChild(tsp.word.evo_type_reincarnation()); lnk.onclick = function(){ showSearch(Cards.filter(card=>isReincarnated(card))); }; break; } default:{ //转生或超转生 return tsp.word.evo_type_unknow({ type }); } } return lnk; }).nodeJoin(tsp.word.slight_pause()); frg.ap(tsp.cond.compo_type_evolution(dict)); break; } } } else if (cond.LShape) { let dict = { orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}), }; frg.ap(tsp.cond.L_shape(dict)); } else if (cond.heal) { let dict = { orbs: renderOrbs(5, {affix: true}), heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}), stats: renderStat('hp'), }; frg.ap(tsp.cond.heal(dict)); } else { frg.ap(tsp.cond.unknown()); } return frg; } function renderPowerUp(powerUp) { const frg = document.createDocumentFragment(); const tsp = localTranslating.skill_parse; function renderStats(hp, atk, rcv, option = {}) { const mul = option.mul ?? true; option.percent = !mul; const frg = document.createDocumentFragment(); const operator = mul ? ' ' : '+'; let list = [['hp', hp], ['atk', atk], ['rcv', rcv]]; //去除不改变的值 list = list.filter(([, value]) => value !== (mul ? 1 : 0)); //&&!(name === 'hp' && value === 0)); if (list.length === 0) return frg; if (list.every(([, value]) => value === list[0][1])) { let value = list[0][1]; //三个值一样 frg.ap(list.map(([name]) => renderStat(name)).nodeJoin(tsp.word.slight_pause())); frg.ap(operator); frg.ap(renderValue(v.percent(value * 100), option)); } else { //三个值不一样 let subDocument = list.map(([name, value]) => { let _frg = document.createDocumentFragment(); _frg.ap(renderStat(name)); _frg.ap(operator); _frg.ap(renderValue(v.percent(value * 100), option)); return _frg; }); frg.ap(subDocument.nodeJoin(tsp.word.comma())); } return frg; } switch (powerUp.kind) { case SkillPowerUpKind.Multiplier: { let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv; frg.ap(renderStats(hp, atk, rcv)); break; } case SkillPowerUpKind.ScaleAttributes: { let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { orbs: renderOrbs(attrs, {affix: true}), min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict)); } frg.ap(tsp.power.scale_attributes(dict)); break; } case SkillPowerUpKind.ScaleCombos: { let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict)); } frg.ap(tsp.power.scale_combos(dict)); break; } case SkillPowerUpKind.ScaleMatchAttrs: { let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()), min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict)); } frg.ap(tsp.power.scale_match_attrs(dict)); break; } case SkillPowerUpKind.ScaleMatchLength: { let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv, matchAll = powerUp.matchAll; let dict = { orbs: renderOrbs(attrs, {affix: true}), min: min, stats: renderStats(1, baseAtk, baseRcv), in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null, } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict)); } frg.ap(tsp.power.scale_match_length(dict)); break; } case SkillPowerUpKind.ScaleCross: { let crosses = powerUp.crosses; /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) { //所有值一样 let cross = crosses[0]; let dict = { orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}), stats: renderStats(1, cross.atk, cross.rcv), } frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict)); } else {*/ let subDocument = crosses.map(cross=>{ let dict = { orbs: renderOrbs(cross.attr, {affix: true, any: true}), stats: renderStats(1, cross.atk, cross.rcv), } return cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict); }); frg.ap(subDocument.nodeJoin(tsp.word.comma())); //} break; } case SkillPowerUpKind.ScaleStateKindCount: { let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value; let dict = { stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}), awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null, attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null, types: types?.length && renderTypes(types, {affix: true}) || null, } frg.ap(tsp.power.scale_state_kind_count(dict)); break; } default: frg.ap(tsp.power.unknown({type: powerUp.kind})); } return frg; } 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() : null, }; 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.xCHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('chp'), }; 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.xAwakenings: { let value = _value.value, awakenings = _value.awakenings; let dict = { value: renderValue(value,{percent : true}), awakenings: renderAwakenings(awakenings, {affix: true}), } frg.ap(tsp.value.x_awakenings(dict)); break; } default: { console.log("未知数值类型",_value.kind, _value); frg.ap(tspv.unknown({ type: _value.kind })); } } return frg; }