|
- //仿GM_xmlhttpRequest函数v1.5
- const GM_xmlhttpRequest = function(GM_param) {
- const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
- xhr.open(GM_param.method, GM_param.url, true);
- if (GM_param.responseType) xhr.responseType = GM_param.responseType;
- if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
- xhr.onreadystatechange = function(e) //设置回调函数
- {
- const _xhr = e.target;
- if (_xhr.readyState === _xhr.DONE) { //请求完成时
- console.debug("http状态码:",_xhr.status);
- if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
- {
- GM_param.onload(_xhr);
- }else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
- {
- GM_param.onerror(_xhr);
- }
- }
- };
- if (GM_param.onprogress)
- xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
- //添加header
- for (let header in GM_param.headers) {
- xhr.setRequestHeader(header, GM_param.headers[header]);
- }
- //发送数据
- xhr.send(GM_param.data ? GM_param.data : null);
- };
-
- //获取URL参数
- function getQueryString(name,url) {
- if (!!(window.URL && window.URLSearchParams))
- { //浏览器原生支持的API
- const urlObj = new URL(url || document.location);
- return urlObj.searchParams.get(name);
- }else
- {
- const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
- const searchStr = url || location.search.substr(1);
- const r = searchStr.match(reg);
- if (r != null)
- {
- return decodeURIComponent(r[1]);
- }else
- {
- return null;
- }
- }
- }
-
- //数字补前导0
- Number.prototype.prefixInteger = function(length, useGrouping = false)
- {
- return this.toLocaleString(undefined,
- {
- useGrouping: useGrouping,
- minimumIntegerDigits: length
- });
- }
- //大数字缩短长度,默认返回本地定义字符串
- Number.prototype.bigNumberToString = function()
- {
- return this.toLocaleString();
- }
-
- //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;
- }
-
- //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
- const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
-
- const pcmImportObj = {
- env: {
- abortStackOverflow: () => { throw new Error("overflow"); },
- table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
- tableBase: 0,
- memory: pcmMemory,
- memoryBase: 102400,
- STACKTOP: 0,
- STACK_MAX: pcmMemory.buffer.byteLength,
- }
- };
-
- let pcmPlayer = null;
- let adpcm_wasm = null;
-
- function decodeAudio(fileName, decodeCallback)
- {
- if(pcmPlayer != null)
- {
- pcmPlayer.close();
- }
- pcmPlayer = new PCMPlayer(1, 44100);
- fetch(fileName).then((response) => response.arrayBuffer())
- .then((bytes) => {
- let audioData = new Uint8Array(bytes);
- let step = 160;
- for(let i = 0; i < audioData.byteLength; i += step)
- {
- let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
- let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
- pcmPlayer.feed(pcmFloat32Data);
- }
- });
- }
-
- fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
- .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
- .then((wasm) => {
- adpcm_wasm = wasm;
- /*addButton("adpcm").onclick = function () {
- let decoder = new Adpcm(wasm, pcmImportObj);
- decoder.resetDecodeState(new Adpcm.State(0, 0));
- decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
- }*/
- });
- //▲ADPCM播放相关
- function latentUseHole(latentId)
- {
- switch (true)
- {
- case (latentId === 12):
- case (latentId >= 16 && latentId <= 36):
- return 2;
- case (latentId >= 13 && latentId <= 15):
- case (latentId >= 37):
- 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) * Math.pow(f, curve.scale);
- }
- //Code From pad-rikuu
- function curve(c, level, maxLevel, limitBreakIncr) {
- 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 exceed = level - maxLevel;
- value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
- }
- 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 v99Exp = valueAt(member.level, 99, memberCard.exp);
- const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
- return [Math.round(v99Exp),v110Exp];
- }
- //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 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}], //HP
- [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
- [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //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)); //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)); //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 * Math.pow(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.maxLevel + (card.limitBreakIncr ? 11 : 0),
- plus: [99,99,99],
- 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;
- }
- //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 full-awoken";
- 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,"<br>"); //换行
- //str = str.replace(/ /ig," "); //换行
- str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //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(types)
- {
- const latentSet = new Set();
- types.filter(i => i >= 0)
- .map(type => type_allowable_latent[type])
- .forEach(tA => tA.forEach(t => latentSet.add(t)));
- return Array.from(latentSet);
- }
- //筛选出允许的潜觉
- function filterAllowLatent(latent, allowLatent)
- {
- const allKillerLatent = typekiller_for_type.map(type => type.latent);
- return latent.filter(lat =>
- !allKillerLatent.includes(lat) || //保留不属于杀的潜觉
- allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
- }
- //计算队伍中有多少血量
- function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
- {
- const ls1 = Skills[Cards[leader1id].leaderSkillId];
- const ls2 = Skills[Cards[leader2id].leaderSkillId];
- const mHpArr = memberArr.map(m=>{
- const ability = noAwoken ? m.abilityNoAwoken : m.ability;
- let hp = ability ? ability[0] : 0;
- if (!hp) return 0;
- const card = Cards[m.id];
- hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
- hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
-
- /* 演示用代码
- let hp1,hp2;
- hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
- hp = Math.round(hp1);
- hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
- hp = Math.round(hp2);
- console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
- */
- return hp;
-
- });
-
- //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
-
- function memberHpMul(card,ls,memberArr,solo)
- {
- function flags(num){
- const arr = [];
- for (let i = 0; i<32;i++)
- {
- if (num & (1<<i))
- {
- arr.push(i);
- }
- }
- return arr;
- }
- 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]) *
- sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
- break;
- case 137:
- scale = hpMul({types:flags(sk[0])}, sk[1]) *
- sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
- break;
- case 155:
- scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
- break;
- case 158:
- scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
- break;
- case 175: //队伍组成全为合作
- const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
- const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
- scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
- break;
- case 178: case 185:
- scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
- break;
- case 203: //队员为指定类型,不包括双方队长,且队员数大于0
- let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
- switch (sk[0])
- {
- case 0: //全是像素进化
- scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
- break;
- case 2: //全是转生、超转生(8格潜觉)
- scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
- break;
- }
- break;
- case 138: //调用其他队长技
- scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
- break;
- default:
- }
- return scale || 1;
- }
- return mHpArr;
- }
- //计算队伍操作时间
- function countMoveTime(team, leader1id, leader2id, teamIdx)
- {
- const ls1 = Skills[Cards[leader1id].leaderSkillId];
- const ls2 = Skills[Cards[leader2id].leaderSkillId];
- const time1 = leaderSkillMoveTime(ls1);
- const time2 = leaderSkillMoveTime(ls2);
-
- 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)
- {
- //徽章部分
- if (team[2] == 1) //小手指
- {
- moveTime.duration.badge = 1;
- } else if (team[2] == 13) //大手指
- {
- moveTime.duration.badge = 2;
- } else if (team[2] == 18) //月卡
- {
- moveTime.duration.badge = 3;
- }
- }
- else if (teamsCount === 2) //2人协力时的特殊处理
- {
- const teams = formation.teams;
- const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
- //复制队伍1,这里参数里的 team 换成了一个新的数组
- team = [
- team[0].concat(),
- team[1].concat()
- ];
- //把队伍2的队长和武器添加到复制的队伍1里面
- team[0].push(team2[0][0]);
- team[1].push(team2[1][0]);
- }
-
- //觉醒
- const awokenMoveTime = [
- {index:19,value:0.5}, //小手指
- {index:53,value:1}, //大手指
- ];
- moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=>
- duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
- ,0);
- //潜觉
- const latentMoveTime = [
- {index:4,value:0.05}, //小手指潜觉
- {index:31,value:0.12}, //大手指潜觉
- ];
-
- moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=>
- duration + team[0].reduce((count,menber)=>
- count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
- ,0) * la.value
- ,0);
-
- }
-
- function leaderSkillMoveTime(ls)
- {
- let moveTime = {fixed:false,duration:0};
- 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;
- case 138: //调用其他队长技
- return sk.reduce((pmul,skid)=>{
- const subMoveTime = leaderSkillMoveTime(Skills[skid]);
- if (subMoveTime.fixed)
- {
- pmul.fixed = true;
- pmul.duration = subMoveTime.duration
- }else
- {
- pmul.duration += subMoveTime.duration;
- }
- return pmul;
- },moveTime);
- default:
- }
- return moveTime;
- }
- return moveTime;
- }
- //获取盾减伤比例
- function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false)
- {
- const sk = ls.params;
- let scale = 0;
- switch (ls.type)
- {
- case 16: //无条件盾
- scale = sk[0]/100;
- break;
- case 17: //单属性盾
- scale = allAttr ? 0 : sk[1]/100;
- break;
- case 36: //2个属性盾
- scale = allAttr ? 0 : sk[2]/100;
- break;
- case 38: //血线下 + 可能几率
- case 43: //血线上 + 可能几率
- scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100;
- 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
- scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
- break;
- case 130: //血线下 + 属性个数不固定
- case 131: //血线上 + 属性个数不固定
- scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
- break;
- case 151: //十字心触发
- case 169: //C触发
- case 198: //回血触发
- scale = sk[2]/100;
- break;
- case 170: //多色触发
- case 182: //长串触发
- case 193: //L触发
- scale = sk[3]/100;
- break;
- case 171: //多串触发
- scale = sk[6]/100;
- break;
- case 183: //又是个有两段血线的队长技
- scale = noHPneed ? 0 : sk[4]/100;
- break;
-
- case 138: //调用其他队长技
- scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
- break;
- default:
- }
- return scale || 0;
- }
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