//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 || _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) { const urlObj = new URL(url || document.location); if (!Array.isArray(name)) name = [name]; let n_e = name.entries(), n; let value; do { n = n_e.next(); if (!n.done) { value = urlObj.searchParams.get(n.value[1]); } }while(!n.done && value == undefined) return value; } function localStorage_getBoolean(name, defaultValue = false){ let value = localStorage.getItem(name); if (value === "true") return true; else return Boolean(Number(localStorage.getItem(name) ?? defaultValue)); } // 将字符串转为二进制字符串 String.prototype.toUTF16BinaryString = function() { const charCodes16Arr = [...this].map(char=>char.charCodeAt(0)); //将每个字符转为数字 const codeUnits = new Uint16Array(charCodes16Arr); //将每个字符存入 2 字节中。警告:仅限 0xFFFF 前的Unicode字符,之后的就得换 Uint32Array const charCodes = new Uint8Array(codeUnits.buffer); //每两个存入中 const result = [...charCodes].map(code=>String.fromCharCode(code)).join(''); return result; } String.fromBinaryString = function(binary) { const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0))); const charCodes = new Uint16Array(bytes.buffer); const result = [...charCodes].map(code=>String.fromCharCode(code)).join(''); return result; } String.fromBase64 = function(base64) { return String.fromBinaryString(atob(base64)); } //Buffer转16进制字符串 Uint8Array.prototype.toHex = function() { return [...this].map(n=>n.toString(16).padStart(2,'0')).join(''); } //大数字缩短长度,默认返回本地定义字符串 Number.prototype.bigNumberToString = Number.prototype.toLocaleString; //最多保留N位小数,不留0 Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) { let newNumber = Number(this.toFixed(decimalDigits)); return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString(); } //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; } //数组去重,改变自身 Array.prototype.distinct = function() { const _set = new Set(this); this.length = 0; this.push(..._set); return this.valueOf(); } //数组交换元素 Array.prototype.switch = function(i1, i2) { if (Math.max(i1, i2) >= this.length) return false; let temp = this[i1]; this[i1] = this[i2]; this[i2] = temp; return true; } //数组随机排序 Array.prototype.shuffle = function() { let length = this.length; while (length) { randomIndex = Math.floor(Math.random() * length--); this.switch(length, randomIndex); } return this; } Array.prototype.randomShift = function() { return this.splice(Math.random() * this.length, 1)?.[0]; } //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type) Array.prototype.groupBy = function(func) { const groups = this.reduce((pre,cur)=>{ const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur)); if (grp) grp.push(cur); else pre.push([cur]); return pre; }, []); return groups; } //将内容添加到代码片段 DocumentFragment.prototype.ap = function(...args) { args.forEach(arg=>{ if (Array.isArray(arg)) //数组,递归自身 { arg.forEach(item=>this.ap(item)); } else //其他内容的转换为文字添加 { this.append(arg); } }, this); 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 !== undefined) frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator); }); return frg; } Math.randomInteger = function(max, min = 0) { return this.floor(this.random() * (max - min + 1) + min); } //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; } //将二进制flag转为数组 function reflags(arr) { return arr.reduce((pre,cur)=>pre | 1 << cur, 0); } //带标签的模板字符串 function tp(strings, ...keys) { return (function(...values) { let dict = values[values.length - 1] || {}; let fragment = document.createDocumentFragment(); fragment.append(strings[0]); keys.forEach(function(key, i, arr) { let value = Number.isInteger(key) ? values[key] : dict[key]; if (value != undefined) { try{ fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM }catch(e) { console.log("模板字符串错误: %o,", e, values, keys, value); } } fragment.append(strings[i + 1]); }); return fragment; }); } //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html function deepMerge(obj1, obj2) { let key; for (key in obj2) { // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并 // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key] obj1[key] = obj1[key] && obj1[key].toString() === "[object Object]" && (obj2[key] && obj2[key].toString() === "[object Object]") ? deepMerge(obj1[key], obj2[key]) : (obj1[key] = obj2[key]); } return obj1; } //▼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; async function decodeAudio(fileName, decodeCallback) { if (pcmPlayer != null) { pcmPlayer.close(); } pcmPlayer = new PCMPlayer(1, 44100); let request = await fetch(fileName); let buffer = await request.arrayBuffer(); let audioData = new Uint8Array(buffer); if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放 console.debug('当前 WAV 为 普通 WAV'); const audioCtx = new AudioContext(); const decodedData = await audioCtx.decodeAudioData(buffer); const source = new AudioBufferSourceNode(audioCtx); source.buffer = decodedData; source.connect(audioCtx.destination); source.start(0); } else { //audioData[16] == 0x14 console.debug('当前 WAV 为 PCM WAV'); 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 // 加载 image function loadImage(url) { return new Promise(function(resolve, reject) { var image = new Image(); image.src = url; image.type = "svg" image.crossOrigin = 'Anonymous'; image.onload = function() { resolve(this); }; image.onerror = function(err) { reject(err); }; }); } //代码来自 https://segmentfault.com/a/1190000004451095 function fileReader (file, options = {}) { return new Promise(function (resolve, reject) { const reader = new FileReader(); reader.onload = function () { resolve(reader); }; reader.onerror = reject; if (options.accept && !new RegExp(options.accept).test(file.type)) { reject({ code: 1, msg: 'wrong file type' }); } if (!file.type || /^text\//i.test(file.type) || options.readType == "text") { reader.readAsText(file); } else { reader.readAsDataURL(file); } }); } function dbReadKey (db, tableName, keys) { return new Promise(function (resolve, reject) { const transaction = db.transaction([tableName]); const objectStore = transaction.objectStore(tableName); const request = objectStore.get(keys); request.onsuccess = function(event) { resolve(request.result); }; request.onerror = reject; }); } function dbCount (db, tableName, key) { return new Promise(function (resolve, reject) { const transaction = db.transaction([tableName]); const objectStore = transaction.objectStore(tableName); const request = objectStore.count(key); request.onsuccess = function() { resolve(request.result); } request.onerror = reject; }); } function dbReadAll (db, tableName) { return new Promise(async function (resolve, reject) { let datas = []; const transaction = db.transaction([tableName]); const objectStore = transaction.objectStore(tableName); const request = objectStore.openCursor(); request.onsuccess = function(event) { var cursor = event.target.result; if (cursor) { // cursor.value 包含正在被遍历的当前记录 // 这里你可以对 result 做些什么 datas.push(cursor.value); cursor.continue(); } else { // 没有更多 results resolve(datas); } }; request.onerror = reject; }); } function dbWrite (db, tableName, data, keys) { return new Promise(function (resolve, reject) { const transaction = db.transaction([tableName], "readwrite"); const objectStore = transaction.objectStore(tableName); const request = objectStore.put(data, keys); request.onsuccess = function(event) { resolve(event); }; request.onerror = reject; }); } function dbDelete (db, tableName, keys) { return new Promise(function (resolve, reject) { const transaction = db.transaction([tableName], "readwrite"); const objectStore = transaction.objectStore(tableName); const request = objectStore.delete(keys); request.onsuccess = function(event) { resolve(event); }; request.onerror = reject; }); } function latentUseHole(latentId) { switch (latentId) { case 12: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 43: case 44: case 45: { return 2; } case 13: case 14: case 15: case 37: case 38: case 39: case 40: case 41: case 42: case 46: case 47: case 48: { return 6; } case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 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级且297时增加超觉醒 if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) { enableAwoken.push(mon.sawoken); } if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用 enableAwoken.push(...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]; //120三维增加百分比例 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: 0.08 }], //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?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv]; const dge = formation.dungeonEnchance; const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv]; const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级 memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性 memberCard.types.some(type=>dge.types.includes(type)) || //符合类型 dge?.collabs?.includes(memberCard.collabId) || //符合合作 dge?.gachas?.includes(memberCard.gachaId); //符合抽蛋桶 //储存点亮的觉醒 let awokenList = memberCard.awakenings.slice(0, member.awoken); //单人、3人时,大于等于100级且297时增加超觉醒 if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) { awokenList.push(member.sawoken) } //如果有武器还要计算武器的觉醒 let enableBouns = false; if (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.push(...assistAwokenList); } enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6; } 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 //计算辅助的额外血量 if (assistCurves && enableBouns) { 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 = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((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 = Math.round(n_base * n_awokenScale) + n_plus + Math.round((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 if (isDge && dgeRate[idx] !== 1) { let rate = dgeRate[idx]; //计算攻击力,有浮游觉醒,且比例小于1时 if (idx === 1 && rate < 1 && awokenList.includes(106)) { //比例乘以20,但是不得大于1 rate = Math.min(1, rate * 20); } reValue = Math.round(reValue * rate); reValueNoAwoken = Math.round(reValueNoAwoken * rate); }else { 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, maxLevel = 110) { const card = Cards[id]; const tempMon = { id: id, level: card.limitBreakIncr ? maxLevel : card.maxLevel, plus: (card.stacking || 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, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares:[rareLow, rareHigh], awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent}) { 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 if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist); if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0); if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent); //属性 const anyAttrsFlag = 0b1111101; const anyAttrs = sAttrs.map(attr=>attr === 0 || (attr & anyAttrsFlag) == anyAttrsFlag); if (anyAttrs.some(any=>!any)) { //当任一属性不为任意颜色时才需要筛选属性 const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag) //如果固定顺序就全部返回,否则只返回不为任意色的不考虑顺序 .map(attr=>{ let attrNum = flags(attr); if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值 return attrNum; }); if (fixMainColor) {//如果固定了顺序 cardsRange = cardsRange.filter(({attrs:cAttrs}) => { //默认逻辑为,只要不是any,就判断这个颜色是否包含了对应的颜色 //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的 return (anyAttrs[0] || attrNums[0].includes(cAttrs[0]) || anyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) && (anyAttrs[1] || attrNums[1].includes(cAttrs[1])) && (anyAttrs[2] || attrNums[2].includes(cAttrs[2])); }); } else {//不限定顺序时 cardsRange = cardsRange.filter(({attrs:cAttrs}) => { let remainAttrNum = cAttrs.reduce((pre, attr)=>{ let findIndex = pre.findIndex(attrNum=>attrNum.includes(attr)); //每找到一组属性就去掉一个 if (findIndex >= 0) return pre.slice(0,findIndex).concat(pre.slice(findIndex+1)); else return pre; }, attrNums); return remainAttrNum.length === 0; }); } } //类型 if (types.length > 0) { cardsRange = cardsRange.filter(({types: cTypes}) => //所有type都满足,或只需要满足一个type types[typeAndOr ? 'every' : 'some'](t => cTypes.includes(t)) ); } //稀有度 if (rareLow !== 1 || rareHigh !== 10) { //不是1~10时才进行筛选 cardsRange = cardsRange.filter(({rarity}) => rarity >= rareLow && rarity <= rareHigh); } //觉醒 let searchAwokens = []; //等效觉醒时,把大觉醒数量变成小觉醒数量 if (equalAk) { awokens.forEach(ak=>{ const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒 if (equivalentAwoken) { let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒 if (!smallAwoken) { smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个 } smallAwoken.num += ak.num * equivalentAwoken.times; searchAwokens.push(smallAwoken); } else { searchAwokens.push(ak); } }); } else { searchAwokens = awokens.concat(); } if (searchAwokens.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 searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里 let akNum = cardAwakening.filter(cak => cak === ak.id).length; let equivalentAwoken; if (equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id))) //如果开启等效觉醒。比较的都是小觉醒的数量 { akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times; } return akNum >= ak.num; }) ); }); } //超觉醒 if (sawokens.length > 0 && !incSawoken) { cardsRange = cardsRange.filter(card => sawokens.some(sak => { let equivalentAwoken; return card.superAwakenings.includes(sak) || //如果开启等效觉醒 equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) && card.superAwakenings.includes(equivalentAwoken.big); })); } cardsRange = cardsRange.filter(card => card.id > 0); //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 navigator.clipboard.writeText(input.value).then(function() { /* clipboard successfully set */ //复制成功 }, function() { /* clipboard write failed */ document.execCommand('copy'); //尝试废弃的老方法 }); //input.blur(); //取消焦点 } //产生一个怪物头像 function createCardA(option) { const t = document.body.querySelector('#template-card-a'); const clone = document.importNode(t.content, true); const monster = clone.querySelector(".monster"); if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove(); if (option?.noBoxCount) monster.querySelector(".count-in-box").remove(); return monster; } //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({noBoxCount: true}); monOuterDom.appendChild(monDom); monOuterDom.monDom = monDom; changeid({ id: id }, monDom); return monOuterDom; } //返回文字说明内怪物Card的纯HTML function cardNClick() { const id = parseInt(this.getAttribute("data-cardid"), 10); editBox.show(); editBox.mid = id; editBoxChangeMonId(id); //showSearch([id]); return false; } //技能介绍里的头像的切换 function changeToIdInSkillDetail(event) { const settingBox = editBox.querySelector(".setting-box"); const monstersID = settingBox.querySelector(".row-mon-id .m-id"); const mid = this.getAttribute("data-cardid"); monstersID.value = mid; monstersID.onchange(); return false; //取消链接的默认操作 } //搜索并显示合作 function searchCollab(event) { const collabId = parseInt(this.getAttribute('data-collabId'), 10); showSearch(Cards.filter(card => card.collabId == collabId)); return false; } function rgbToHex(str) { //RGB(A)颜色转换为HEX十六进制的颜色值 let res = /rgba?\((\d{1,3}),(\d{1,3}),(\d{1,3})(,([.\d]+))?\)/ig.exec(str.replace(/\s/g,'')); if (res) { let [,r,g,b,a] = res; let rgb = [r,g,b].map(s=>parseInt(s,10)); if (a) { rgb.push(Math.round(Number(a) * 255)); } return rgb.map(n=>n.toString(16).padStart(2,'0')).join(''); } else if (res = /#([a-fA-F0-9]{6,8})/i.exec(str)) { return res[1]; } else if (str === "blue"){ //特殊翻译 return 'qs'; } else { return '000000'; } } //创建序号类图标 function createIndexedIcon(type, index) { if (type == 'card') {//卡片头像 const avatar = cardN(index); avatar.contentEditable = false; avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;") return avatar; } const icon = document.createElement("icon"); //icon.contentEditable = false; switch(type) { case 'awoken': { //觉醒 icon.className = "awoken-icon"; icon.setAttribute("data-awoken-icon", index); break; } case 'type': { //类型 icon.className = "type-icon"; icon.setAttribute("data-type-icon", index); break; } case 'orb': { //宝珠 icon.className = "orb"; icon.setAttribute("data-orb-icon", index); break; } case 'latent': { //潜觉 icon.className = `latent-icon`; icon.setAttribute("data-latent-icon", index); icon.setAttribute("data-latent-hole", 1); break; } } return icon; } //将怪物的文字介绍解析为HTML function descriptionToHTML(str) { function formatParse(arr, reg, subMatchCount, returnFunc){ //const subMatchCount = returnFunc.length; return arr.flatMap(item=>{ if (typeof item == "string") { const subArr = item.split(new RegExp(reg)); const newArr = []; for (let i = 0; i < subArr.length; i += (subMatchCount+1)) { newArr.push(subArr[i]); if (subArr[i+subMatchCount] !== undefined) { newArr.push(returnFunc(...subArr.slice(i + 1, i + subMatchCount + 1))); } } return newArr; } else { return item; } }); } let nodeArr = [str]; nodeArr = formatParse(nodeArr, /\^(\w+?)\^([^\^]+?)\^p/igm, 2, (color, content)=>{ const sp = document.createElement("span"); sp.textContent = content; if (/^[a-fA-F0-9]+$/g.test(color)) { sp.style.color = `#${color}`; } else if (/qs/i.test(color)) { sp.style.color = `blue`; } return sp; }); nodeArr = formatParse(nodeArr, /\%\{([a-z])(\d+)\}/ig, 2, (type, id)=>{ id = parseInt(id,10); switch(type) { case 'm':case 'M': { //卡片头像 return createIndexedIcon('card', id); } case 'a':case 'A': { //觉醒 return createIndexedIcon('awoken', id); } case 't':case 'T': { //类型 return createIndexedIcon('type', id); } case 'o':case 'O': { //宝珠 return createIndexedIcon('orb', id); } case 'l':case 'L': { //潜觉 return createIndexedIcon('latent', id); } } }); return nodeArr.nodeJoin(); } //默认的技能解释的显示行为 function parseSkillDescription(skill) { return descriptionToHTML(skill?.description); } //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); } //计算队伍中有多少血量 function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) { let memberArr = team[0], assistArr = team[1]; const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId]; const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId]; const mHpArr = memberArr.map((member, idx) => { const ability = noAwoken ? member.abilityNoAwoken : member.ability; let hp = ability ? ability[0] : 0; if (!hp) return 0; let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技 let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技 //演示用代码 //console.log("%s 第1次倍率血量:%s,第2次倍率血量:%s",Cards[m.id].otLangName["chs"],hp1,hp2); return hp; }); //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c)); function memberHpMul(member, assist, ls, memberArr, solo) { let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist); function hpMul(parm, scale) { if (scale == undefined || scale == 0) return 1; if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) { return scale / 100; } if (parm.types && memberAttrsTypes?.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 177: 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,不包括双方队长 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 => m.card); switch (sk[0]) { case 0: //全是像素进化 scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.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(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1; break; } break; } case 217:{ //限定队伍星级,不包括好友队长 let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片 const rarityCount = cardsArr.reduce((pre, memberCard)=>{ return pre + memberCard.rarity; }, 0); scale = rarityCount <= sk[0] ? sk[1] / 100 : 1; break; } case 229:{ //队员中存在每个属性或Type都算一次 const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr); let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型 //符合的次数 let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) + correTypes.reduce((pre,type)=>pre + (types[type] || 0),0); scale = sk[2] * correTimes / 100 + 1; console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes); break; } case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样 const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card.rarity); //所有的卡片星级 const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重 if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同 sk[0] == -2 && distinctRarity.length === 1 || //全部相同 sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度 ) { scale = sk[3] / 100; } break; } case 138: //调用其他队长技 scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1) break; default: } return scale || 1; } return mHpArr; } //由于有了更改属性和类型的武器,所以需要更改计算方法 function countTeamTotalAttrsTypes(memberArr, assistArr) { //之前用的Map,现在为了性能改成数组 const attrsCount = []; const typesCount = []; for (let idx = 0; idx < memberArr.length; idx++) { const member = memberArr[idx], assist = assistArr[idx]; const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist); if (memberAttrsTypes) { memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1)); memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1)); } } return {attrs: attrsCount, types: typesCount}; } //返回卡片的队长技能 function getCardLeaderSkills(card, skillTypes) { if (!card) return []; return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false); } //返回卡片的主动技能 function getCardActiveSkills(card, skillTypes, searchRandom = false) { if (!card) return []; return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom); } //查找到真正起作用的那一个技能 function getActuallySkills(skill, skillTypes, searchRandom = true) { if (!skill) return []; if (skillTypes.includes(skill.type)) { return [skill]; } else if (skill.type == 116 || //多个主动技 (searchRandom && skill.type == 118) || //随机主动技 skill.type == 138 || //多个队长技 skill.type == 232 || //进化技能不循环 skill.type == 233 || //进化技能循环 skill.type == 248 //延迟生效技能 ){ let params = skill.type == 248 ? skill.params.slice(1) : skill.params; //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 const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s); return subSkills; } else { return []; } } //返回变身宠的初级 function henshinBase(cardid, firstId) { let member; if (cardid instanceof Member) { member = cardid; cardid = member.id; } if (firstId == undefined) firstId = cardid; let card = Cards[cardid]; if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId && (member?.level ?? 1) <= card.maxLevel ) { card = henshinBase(card.henshinFrom[0], firstId); } return card; } //计算队伍是否为76 function tIf_Effect_76board(leader1id, leader2id) { const searchTypeArray = [162, 186]; 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]; 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) { return [ getSkillAddCombo(Cards[leader1id]), getSkillAddCombo(Cards[leader2id]) ]; } function getSkillAddCombo(card) { const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235]; const skill = getCardLeaderSkills(card, searchTypeArray)[0]; if (!skill) return 0; switch (skill.type) { case 192: case 194: return skill.params[3] ?? 0; case 206: return skill.params[6] ?? 0; case 209: return skill.params[0] ?? 0; case 210: case 219: return skill.params[2] ?? 0; case 220: return skill.params[1] ?? 0; case 235: return skill.params[5] ?? 0; default: return 0; } } //计算队伍的追打 function tIf_Effect_inflicts(leader1id, leader2id) { return [ getSkillFixedDamage(Cards[leader1id]), getSkillFixedDamage(Cards[leader2id]) ]; } function getSkillFixedDamage(card) { const searchTypeArray = [199, 200, 201, 223, 235]; const skill = getCardLeaderSkills(card, searchTypeArray)[0]; if (!skill) return 0; switch (skill.type) { case 199: case 200: return skill.params[2] ?? 0; case 201: return skill.params[5] ?? 0; case 223: return skill.params[1] ?? 0; case 235: return skill.params[6] ?? 0; default: return 0; } } //计算队伍SB function countTeamSB(team, solo) { let sbn = 0; const badge = team[2]; for (let mi = 0; mi < team[0].length; mi++) { const member = team[0][mi]; const assist = team[1][mi]; if (member.id < 0) continue; const memberCard = henshinBase(member); let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || []; //单人、3人时,大于等于100级且297时增加超觉醒 if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) { enableAwoken.push(member.sawoken); } if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) { enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken)); } //大SB 56,小SB 21 sbn += enableAwoken.filter(n=>n===21).length; sbn += enableAwoken.filter(n=>n===56).length * 2; //负sb 105 sbn -= enableAwoken.filter(n=>n===105).length; //心L 59,心L大SB潜觉 47 sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0; } if ((solo || teamsCount === 3) && badge === 7) sbn += 1; return sbn; } //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 2: //小手指 moveTime.duration.badge = 1; break; case 21: //大手指 moveTime.duration.badge = 2; break; case PAD_PASS_BADGE: //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][team2[3]]); team[1].push(team2[1][team2[3]]); } //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, member) => count + (member?.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; } //获取盾潜觉的减伤比例组 function getAttrShieldAwokenReduceScales(team) { //5种盾潜觉 return [ {awoken:4,latent1:6,latent2:32}, {awoken:5,latent1:7,latent2:33}, {awoken:6,latent1:8,latent2:34}, {awoken:7,latent1:9,latent2:35}, {awoken:8,latent1:10,latent2:36}, ].map((shield, attrIdx)=>{ const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒 const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0); const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0); const reduce = { scale: 0, hp: { max: 100, min: 0 }, probability: 1, attrs: 31, //5色是31 }; reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1); if (reduce.scale == 0) return false; reduce.attrs = 1 << attrIdx; return reduce; }).filter(Boolean); } //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, 235]; 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; case 210: //十字触发 reduce.scale = (sk[1] || 0) / 100; break; case 235: { //可多次触发 reduce.scale = (sk[4] || 0) / 100; break; } default: } return reduce; } return lss.map(leaderReduceScale).filter(re=>re.scale > 0); }