//仿GM_xmlhttpRequest函数v1.5 const GM_xmlhttpRequest = function(GM_param) { const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象 xhr.open(GM_param.method, GM_param.url, true); if (GM_param.responseType) xhr.responseType = GM_param.responseType; if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType); xhr.onreadystatechange = function(e) //设置回调函数 { const _xhr = e.target; if (_xhr.readyState === _xhr.DONE) { //请求完成时 console.debug("http状态码:", _xhr.status); if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时 { GM_param.onload(_xhr); } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时 { GM_param.onerror(_xhr); } } }; if (GM_param.onprogress) xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) }; //添加header for (let header in GM_param.headers) { xhr.setRequestHeader(header, GM_param.headers[header]); } //发送数据 xhr.send(GM_param.data ? GM_param.data : null); }; //获取URL参数 function getQueryString(name, url) { 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; } //数字补前导0 Number.prototype.prefixInteger = function(length, useGrouping = false) { return this.toLocaleString(undefined, { useGrouping: useGrouping, minimumIntegerDigits: length }); } //数字补前导0 String.prototype.prefix = function(length = 2, prefix = '0') { let needAddLength = Math.max(length - this.length, 0); return new Array(needAddLength).fill(prefix).join('') + this; } //大数字缩短长度,默认返回本地定义字符串 Number.prototype.bigNumberToString = function() { return this.toLocaleString(); } //将二进制flag转为数组 function flags(num) { const arr = []; for (let i = 0; i < 32; i++) { if (num & (1 << i)) { arr.push(i); } } return arr; } //数组删除自己尾部的空元素 Array.prototype.DeleteLatter = function(item = null) { let index = this.length - 1; for (; index >= 0; index--) { if (this[index] !== item) { break; } } this.splice(index + 1); return this; } Math.randomInteger = function(max, min = 0) { return this.floor(this.random() * (max - min + 1) + min); } //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 }); const pcmImportObj = { env: { abortStackOverflow: () => { throw new Error("overflow"); }, table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }), tableBase: 0, memory: pcmMemory, memoryBase: 102400, STACKTOP: 0, STACK_MAX: pcmMemory.buffer.byteLength, } }; let pcmPlayer = null; let adpcm_wasm = null; function decodeAudio(fileName, decodeCallback) { if (pcmPlayer != null) { pcmPlayer.close(); } pcmPlayer = new PCMPlayer(1, 44100); fetch(fileName).then((response) => response.arrayBuffer()) .then((bytes) => { let audioData = new Uint8Array(bytes); let step = 160; for (let i = 0; i < audioData.byteLength; i += step) { let pcm16BitData = decodeCallback(audioData.slice(i, i + step)); let pcmFloat32Data = Std.shortToFloatData(pcm16BitData); pcmPlayer.feed(pcmFloat32Data); } }); } fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer()) .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj)) .then((wasm) => { adpcm_wasm = wasm; /*addButton("adpcm").onclick = function () { let decoder = new Adpcm(wasm, pcmImportObj); decoder.resetDecodeState(new Adpcm.State(0, 0)); decodeAudio("demo.adpcm", decoder.decode.bind(decoder)); }*/ }); //▲ADPCM播放相关 // 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); }; }); } function latentUseHole(latentId) { switch (true) { case (latentId === 12): case (latentId >= 16 && latentId <= 36 || latentId >= 43): return 2; case (latentId >= 13 && latentId <= 15): case (latentId >= 37 && latentId <= 42): return 6; case (latentId < 12): default: return 1; } } //获取最大潜觉数量 function getMaxLatentCount(id) { //转生2和超转生3为8个格子 const card = Cards[id]; return card && card.is8Latent ? 8 : 6; } //计算用了多少潜觉格子 function usedHole(latents) { return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0); } //计算所有队伍中有多少个该觉醒 function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) { const formationAwokenCount = formationTeams.reduce(function(previous, team) { return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount); }, 0); return formationAwokenCount; } //计算单个队伍中有多少个该觉醒 function awokenCountInTeam(team, awokenIndex, solo, teamsCount) { const memberArray = team[0]; const assistArray = team[1]; const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) { if (mon.id <= 0) { //如果是delay和null return previous; } const card = Cards[mon.id]; if (!card || !card.enabled) { //如果卡片未启用 return previous; } const assist = assistArray[idx]; const assistCard = Cards[assist.id]; //启用的觉醒数组片段 let enableAwoken = card.awakenings.slice(0, mon.awoken); //单人、3人时,大于等于100级时增加超觉醒 if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) { const sAwokenT = card.superAwakenings[mon.sawoken]; if (sAwokenT >= 0) enableAwoken = enableAwoken.concat(sAwokenT); } if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用 enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken)); } //相同的觉醒数 const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length; return previous + hasAwoken; }, 0); return teamAwokenCount; } //返回可用的怪物名称 function returnMonsterNameArr(card, lsList, defaultCode) { const monNameArr = lsList.map(lc => { //取出每种语言 if (lc == defaultCode) return card.name; else if (card.otLangName) return card.otLangName[lc]; }).filter(ln => //去掉空值和问号 typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln) ); if (monNameArr.length < 1) //如果本来的列表里没有名字 { monNameArr.push(card.name); //只添加默认名字 } return monNameArr; } //Code From pad-rikuu function valueAt(level, maxLevel, curve) { const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1)); return curve.min + (curve.max - curve.min) * f ** curve.scale; } //Code From pad-rikuu function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) { let value = valueAt(level, maxLevel, { min: c.min, max: c.max !== undefined ? c.max : (c.min * maxLevel), scale: c.scale || 1 }); if (level > maxLevel) { const exceed99 = Math.min(level - maxLevel, 11); const exceed110 = Math.max(0, level - 110); value += c.max !== undefined ? ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) : (c.min * exceed99 + c.min * exceed110); } return value; } //计算怪物的经验值 function calculateExp(member) { if (!member) return null; const memberCard = Cards[member.id]; if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null; const expArray = [ Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验 ]; if (member.level > 99) expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000); if (member.level > 110) expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000); return expArray; } //计算怪物的能力 function calculateAbility(member, assist = null, solo = true, teamsCount = 1) { if (!member) return null; const memberCard = Cards[member.id]; const assistCard = assist ? Cards[assist.id] : null; if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null; const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率 const plusAdd = [10, 5, 3]; //加值的增加值 const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例 const awokenAdd = [ //对应加三维觉醒的序号与增加值 [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV ]; const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒 [{ index: 63, scale: 1.1 }], //HP [{ index: 63, scale: 1.1 }], //ATK [{ index: 63, scale: 1.1 }] //RCV ]; const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值 [], //HP [], //ATK [] //RCV ]; if (!solo) { //协力时计算协力觉醒 latterAwokenScale.forEach(ab => { ab.push({ index: 30, scale: 1.5 }); }); } const latentScale = [ //对应加三维潜在觉醒的序号与增加比例 [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV ]; const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv]; const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null; const abilitys = memberCurves.map((ab, idx) => { const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维 const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量 let n_assist_base = 0, n_assist_plus = 0; //辅助的bonus let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒 //单人、3人时,大于等于100级时增加超觉醒 if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) { const sAwokenT = memberCard.superAwakenings[member.sawoken]; if (sAwokenT >= 0) awokenList = awokenList.concat(sAwokenT); } //如果有武器还要计算武器的觉醒 if (assistCard && assistCard.id > 0 && assistCard.enabled) { const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒 if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒 { awokenList = awokenList.concat(assistAwokenList); } if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) { n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维 n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量 } } //用来计算倍率觉醒的最终倍率是多少,reduce用 function calculateAwokenScale(previous, aw) { const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量 return previous * aw.scale ** awokenCount; } //倍率类觉醒的比例,直接从1开始乘 const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1); //觉醒增加的数值 const n_awoken = awokenList.length > 0 ? Math.round(awokenAdd[idx].reduce((previous, aw) => { const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量 if (awokenCount > 0) return previous + aw.value * awokenCount; else return previous; }, 0)) : 0; //潜觉增加的倍率,从0开始,增加比例小于1,是加法不是乘法 const n_latentScale = (member.latent && member.latent.length > 0) ? latentScale[idx].reduce((previous, la) => { const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量 return previous + la.scale * latentCount; }, 0) : 0; let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx]; //因为语音觉醒觉醒无效也生效,所以这里需要计算 let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx]; //觉醒生效时的协力、语音觉醒等的倍率 reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1); //都要做四舍五入 reValue = Math.round(reValue); reValueNoAwoken = Math.round(reValueNoAwoken); if (idx < 2) //idx顺序为HP、ATK、RCV { //HP和ATK最低为1 reValue = Math.max(reValue, 1); reValueNoAwoken = Math.max(reValueNoAwoken, 1); } return [reValue, reValueNoAwoken]; }); return abilitys; } function calculateAbility_max(id, solo, teamsCount) { const card = Cards[id]; const tempMon = { id: id, level: card.limitBreakIncr ? 110 : card.maxLevel, plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297 awoken: card.awakenings.length, }; const abilities = calculateAbility(tempMon, null, solo, teamsCount); if (abilities) { return { noAwoken: { hp: abilities[0][1], atk: abilities[1][1], rcv: abilities[2][1], }, withAwoken: { hp: abilities[0][0], atk: abilities[1][0], rcv: abilities[2][0], }, }; } else { return null; } } //搜索卡片用 function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) { let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards //属性 if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空 (attr1 === 6 && attr2 === -1)) //主副属性都为“无” { //当两个颜色相同时,主副一样颜色的只需判断一次 cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1); } else if (fixMainColor) //如果固定了顺序 { const a1null = attr1 === null, a2null = attr2 === null; cardsRange = cardsRange.filter(c => (a1null ? true : c.attrs[0] === attr1) && (a2null ? true : c.attrs[1] === attr2) ); } else //不限定顺序时 { const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性 const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性 cardsRange = cardsRange.filter(c => search_attrs.every(a => c.attrs.includes(a)) && (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true) ); } //类型 if (types.length > 0) { cardsRange = cardsRange.filter(c => typeAndOr ? types.every(t => c.types.includes(t)) : //所有type都满足 types.some(t => c.types.includes(t)) //只需要满足一个type ); } //稀有度 if (rares.length > 1) { cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]); } //觉醒 //等效觉醒时,事先去除大觉醒 if (equalAk) { const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒 bigEqualAwokens.forEach(bak => { const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id); let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id); if (!smallEqualAwoken) { smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个 awokens.push(smallEqualAwoken); } smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字 }); awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒 } if (awokens.length > 0) { cardsRange = cardsRange.filter(card => { let cardAwakeningsArray = []; if (incSawoken && card.superAwakenings.length > 0) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组 cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak)); } else { //单个原始觉醒数组 cardAwakeningsArray.push(card.awakenings); } return cardAwakeningsArray.some(cardAwakening => //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行 awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里 if (equalAk) //如果开启等效觉醒 { //搜索等效觉醒 const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id); if (equivalentAwoken) { const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length + cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times; return totalNum >= ak.num; } } return cardAwakening.filter(cak => cak == ak.id).length >= ak.num; }) ); }); } //超觉醒 if (sawokens.length > 0 && !incSawoken) { cardsRange = cardsRange.filter(card => sawokens.some(sak => { const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak); return card.superAwakenings.includes(sak) || equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒 })); } cardsRange = cardsRange.filter(card => card.id); //去除Cards[0] return cardsRange; } function searchByString(str) { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符 str = str.trim(); if (str.length>0) { return Cards.filter(card => { const names = [card.name]; if (card.otLangName) { names.push(...Object.values(card.otLangName)); } const tags = card.altName.concat(); if (card.otTags) { tags.push(...card.otTags); } return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) || names.some(astr=>astr.toLowerCase().includes(str.toLowerCase())); } ); }else { return []; } } function copyString(input) { input.focus(); //设input为焦点 input.select(); //选择全部 if (document.execCommand('copy')) { document.execCommand('copy'); } //input.blur(); //取消焦点 } //产生一个怪物头像 function createCardA() { const cdom = document.createElement("a"); cdom.className = "monster"; cdom.target = "_blank"; const property = cdom.appendChild(document.createElement("div")); property.className = "property"; const subproperty = cdom.appendChild(document.createElement("div")); subproperty.className = "subproperty"; const cid = cdom.appendChild(document.createElement("div")); cid.className = "id"; const cawoken = cdom.appendChild(document.createElement("div")); cawoken.className = "awoken-count-num"; return cdom; } //返回文字说明内怪物Card的纯HTML function cardN(id) { const monOuterDom = document.createElement("span"); monOuterDom.className = "detail-mon"; const monDom = createCardA(id); monOuterDom.appendChild(monDom); monOuterDom.monDom = monDom; changeid({ id: id }, monDom); return monOuterDom; } //将怪物的文字介绍解析为HTML function descriptionToHTML(str) { str = str.replace(/\n/ig, "
"); //换行 //str = str.replace(/ /ig," "); //换行 str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm, '$2'); //文字颜色 str = str.replace(/\%\{m([0-9]{1,4})\}/g, function(str, p1, offset, s) { return cardN(parseInt(p1, 10)).outerHTML; }); //怪物头像 return str; } //默认的技能解释的显示行为 function parseSkillDescription(skill) { const span = document.createElement("span"); span.innerHTML = descriptionToHTML(skill.description); return span; } //大数字缩短长度,默认返回本地定义字符串 function parseBigNumber(number) { return number.toLocaleString(); } //判断是否是转生和超转生 function isReincarnated(card) { return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true); } //获取类型允许的潜觉 function getAllowLatent(card) { const latentSet = new Set(common_allowable_latent); card.types.filter(i => i >= 0) .map(type => type_allowable_latent[type]) .forEach(tA => tA.forEach(t => latentSet.add(t))); if (card.limitBreakIncr) { v120_allowable_latent.forEach(t => latentSet.add(t)); } return Array.from(latentSet); } //计算队伍中有多少血量 function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) { const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId]; const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId]; const mHpArr = memberArr.map(m => { const ability = noAwoken ? m.abilityNoAwoken : m.ability; let hp = ability ? ability[0] : 0; if (!hp) return 0; const card = Cards[m.id] || Cards[0]; hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技 hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技 /* 演示用代码 let hp1,hp2; hp1 = hp * memberHpMul(card,ls2,memberArr,solo); hp = Math.round(hp1); hp2 = hp * memberHpMul(card,ls1,memberArr,solo); hp = Math.round(hp2); console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2); */ return hp; }); //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c)); function memberHpMul(card, ls, memberArr, solo) { function hpMul(parm, scale) { if (scale == undefined || scale == 0) return 1; if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) { return scale / 100; } if (parm.types && card.types.some(t => parm.types.includes(t))) { return scale / 100; } return 1; } const sk = ls.params; let scale = 1; switch (ls.type) { case 23: case 30: case 62: case 77: case 63: case 65: scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]); break; case 29: case 114: case 45: case 111: case 46: case 48: case 67: scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]); break; case 73: case 76: scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]); break; case 106: case 107: case 108: scale = sk[0] / 100; break; case 121: case 129: case 163: case 186: scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]); break; case 125: //队伍中必须有指定队员 const needMonIdArr = sk.slice(0, 5).filter(s => s > 0); const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员 scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1; break; case 136: scale = hpMul({ attrs: flags(sk[0]) }, sk[1]); if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]); break; case 137: scale = hpMul({ types: flags(sk[0]) }, sk[1]); if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]); break; case 155: scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]); break; case 158: scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]); break; case 175: //队伍组成全为合作 const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0); const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId); scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1; break; case 178: case 185: scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]); break; case 203: //队员为指定类型,不包括双方队长,且队员数大于0 let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]); switch (sk[0]) { case 0: //全是像素进化 scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1; break; case 2: //全是转生、超转生(8格潜觉) scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1; break; } break; case 229:{ //队员中存在每个属性或Type都算一次 let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片 let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性 let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型 let correspondingAttrs = flags(sk[0]); //符合的属性 let correspondingTypes = flags(sk[1]); //符合的类型 let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数 scale = sk[2] * correspondingTimes / 100 + 1; console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale); break; } case 138: //调用其他队长技 scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1) break; default: } return scale || 1; } return mHpArr; } //返回卡片的队长技能 function getCardLeaderSkills(card, skillTypes) { if (!card) return []; return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false); } //返回卡片的主动技能 function getCardActiveSkills(card, skillTypes) { if (!card) return []; return getActuallySkills(Skills[card.activeSkillId], skillTypes, false); } //查找到真正起作用的那一个技能 function getActuallySkills(skill, skillTypes, searchRandom = true) { if (skillTypes.includes(skill.type)) { return [skill]; } else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138) { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归 let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)); subSkills = subSkills.filter(s=>s); return subSkills; } else { return []; } } //计算队伍是否为76 function tIf_Effect_76board(leader1id, leader2id) { const searchTypeArray = [162, 186]; function henshinBase(cardid) { let card = Cards[cardid]; if (card && card.henshinFrom) { card = Cards[card.henshinFrom]; } return card; } const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0]; const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0]; return Boolean(ls1 || ls2); } //计算队伍是否为无天降 function tIf_Effect_noSkyfall(leader1id, leader2id) { const searchTypeArray = [163, 177]; const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0]; const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0]; [0] return Boolean(ls1 || ls2); } //计算队伍是否为毒无效 function tIf_Effect_poisonNoEffect(leader1id, leader2id) { const searchTypeArray = [197]; const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0]; const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0]; return Boolean(ls1 || ls2); } //计算队伍的+C function tIf_Effect_addCombo(leader1id, leader2id) { const searchTypeArray = [192, 194, 206, 209, 210, 219, 220]; const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0]; const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0]; function getSkillAddCombo(skill) { if (!skill) return 0; switch (skill.type) { case 192: case 194: return skill.params[3]; case 206: return skill.params[6]; case 209: return skill.params[0]; case 210: case 219: return skill.params[2]; case 220: return skill.params[1]; default: return 0; } } return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)]; } //计算队伍的追打 function tIf_Effect_inflicts(leader1id, leader2id) { const searchTypeArray = [199, 200, 201, 223]; const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0]; const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0]; function getSkillFixedDamage(skill) { if (!skill) return 0; switch (skill.type) { case 199: case 200: return skill.params[2]; case 201: return skill.params[5]; case 223: return skill.params[1]; default: return 0; } } return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)]; } //计算队伍操作时间 function countMoveTime(team, leader1id, leader2id, teamIdx) { const searchTypeArray = [178, 15, 185]; const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0]; const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0]; const time1 = leaderSkillMoveTime(ls1); const time2 = leaderSkillMoveTime(ls2); function leaderSkillMoveTime(ls) { const moveTime = { fixed: false, duration: 0 }; if (!ls) return moveTime; const sk = ls.params; switch (ls.type) { case 178: //固定操作时间 moveTime.fixed = true; moveTime.duration = sk[0]; break; case 15: case 185: moveTime.duration += sk[0] / 100; break; default: } return moveTime; } let moveTime = { fixed: false, duration: { default: 5, leader: 0, badge: 0, awoken: 0, } }; //基础5秒 //固定操作时间的直接返回 if (time1.fixed || time2.fixed) { moveTime.fixed = true; moveTime.duration.leader = time1.fixed ? (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) : time2.duration; } else { moveTime.duration.leader = time1.duration + time2.duration; //1人、3人计算徽章 if (solo || teamsCount === 3) { switch (team[2]) { case 1: //小手指 moveTime.duration.badge = 1; break; case 13: //大手指 moveTime.duration.badge = 2; break; case 18: //月卡 moveTime.duration.badge = 3; break; } } else if (teamsCount === 2) //2人协力时的特殊处理 { const teams = formation.teams; const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2 //复制队伍1,这里参数里的 team 换成了一个新的数组 team = [ team[0].concat(), team[1].concat() ]; //把队伍2的队长和武器添加到复制的队伍1里面 team[0].push(team2[0][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, menber) => count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0); } return moveTime; } //将盾减伤比例组叠加为一个减伤范围组 function getReduceRange(reduceScales) { class reduceRange{ constructor(obj) { this.min = 0; this.max = 100; this.scale = 0; this.probability = 1; if (typeof obj == "object") Object.assign(this, obj); } } const ranges = [new reduceRange()]; const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针 function processingRanges(ranges, scale) { //先找scale.min在某个范围内的 const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max), //再找scale.max在某个范围内的 rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max); //先只拆分不乘比例 if (rgLessIdx >= 0) { const range = ranges[rgLessIdx]; ranges.splice(rgLessIdx, 1, new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}), new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability}) ); } if (rgMoreIdx >= 0) { const range = ranges[rgMoreIdx]; ranges.splice(rgMoreIdx, 1, new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}), new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability}) ); } const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max); needChangeScaleRanges.forEach(range=>{ range.scale = 1 - (1 - range.scale) * (1 - scale.scale); range.probability *= scale.probability; }); } //对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次 reduceScales.sort((a,b)=>b.attrs - a.attrs); reduceScales.forEach(scale=>{ if (scale.attrs == 0) //没有属性的 { return; } else if ((scale.attrs & 31) != 31) //不符合全属性的 { const attrs = flags(scale.attrs); //得到属性数组 attrs.forEach(n=>{ attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组 processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例 }); } else { //只处理第一数组 processingRanges(ranges, scale); } }); return attrsRanges; } //获取盾减伤比例组 function getReduceScales(leaderid) { const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183]; const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray); function leaderReduceScale(ls) { const reduce = { scale: 0, hp: { max: 100, min: 0 }, probability: 1, attrs: 31, //5色是31 }; if (!ls) return reduce; const sk = ls.params; switch (ls.type) { case 16: //无条件盾 reduce.scale = sk[0] / 100; break; case 17: //单属性盾 reduce.scale = sk[1] / 100; reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0); break; case 36: //2个属性盾 reduce.scale = sk[2] / 100; reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0); break; case 38: //血线下 + 可能几率 case 43: //血线上 + 可能几率 reduce.scale = (sk[2] || 0) / 100; reduce.probability = sk[1] / 100; if (sk[0] == 100) { reduce.hp.max = sk[0]; reduce.hp.min = 99; }else { if(ls.type == 38) { reduce.hp.max = sk[0]; reduce.hp.min = 0; }else { reduce.hp.max = 100; reduce.hp.min = sk[0]; } } break; case 129: //无条件盾,属性个数不固定 case 163: //无条件盾,属性个数不固定 case 130: //血线下 + 属性个数不固定 case 131: //血线上 + 属性个数不固定 reduce.scale = (sk[6] || 0) / 100; reduce.attrs = 0 | sk[5]; if (ls.type == 130 || ls.type == 131) { if (sk[0] == 100) { reduce.hp.max = sk[0]; reduce.hp.min = 99; }else { if(ls.type == 130) { reduce.hp.max = sk[0]; reduce.hp.min = 0; }else { reduce.hp.max = 100; reduce.hp.min = sk[0]; } } } break; case 178: //无条件盾,属性个数不固定 reduce.scale = (sk[7] || 0) / 100; reduce.attrs = 0 | sk[6]; break; case 151: //十字心触发 case 169: //C触发 case 198: //回血触发 reduce.scale = (sk[2] || 0) / 100; break; case 170: //多色触发 case 182: //长串触发 case 193: //L触发 reduce.scale = (sk[3] || 0) / 100; break; case 171: //多串触发 reduce.scale = (sk[6] || 0) / 100; break; case 183: //又是个有两段血线的队长技 reduce.scale = (sk[4] || 0) / 100; if (sk[2] == 100) { reduce.hp.max = sk[2]; reduce.hp.min = 99; }else { reduce.hp.max = 100; reduce.hp.min = sk[2]; } break; default: } return reduce; } return lss.map(leaderReduceScale).filter(re=>re.scale > 0); }