|
- //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];
- 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:[attr1, attr2], 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 anyAttr = 0b1111101;
- const anyA1 = attr1 === 0 || (attr1 & anyAttr) == anyAttr, anyA2 = attr2 === 0 || (attr2 & anyAttr) == anyAttr;
- if (!anyA1 || !anyA2) { //当a1、a2任一不为所有颜色时才需要筛选属性
- const attr1s = flags(attr1), attr2s = flags(attr2);
- const nullAttrArr = [undefined,-1,6];
- if (fixMainColor) //如果固定了顺序
- {
- cardsRange = cardsRange.filter(({attrs:[cAttr1, cAttr2]}) =>
- (anyA2 ? cAttr1 === 6 && attr1s.includes(cAttr2) : false) || //当A2为随机,只有属性1时,也专门搜只有副属性=属性1的怪物
- (anyA1 ? true : attr1s.includes(cAttr1)) && //当A1不为随机,保证有1
- (anyA2 ? true : attr2s.includes(cAttr2) || //当A2不为随机,保证有2
- attr2s.includes(6) && nullAttrArr.includes(cAttr2)) //当A2有6时,副属性3种没有的数值都算
- );
- }
- else //不限定顺序时
- {
- cardsRange = cardsRange.filter(({attrs:[cAttr1, cAttr2]}) => {
- let hasA1 = anyA1 || attr1s.includes(cAttr1); //如果任意A1或者有A1
- if (hasA1) { //直接判断A2即可
- return (anyA2 ? true : attr2s.includes(cAttr2) || //当A2不为随机,保证有2
- attr2s.includes(6) && nullAttrArr.includes(cAttr2)); //当2有6时,副属性3种没有的数值都算
- } else if (attr1s.includes(cAttr2) || attr1s.includes(6) && nullAttrArr.includes(cAttr2)) { //如果是A1有2
- return anyA2 ? true : attr2s.includes(cAttr1); //当A2不为随机,保证有1
- } else {
- return false;
- }
- });
- }
- }
- //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 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
- {
- //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 = skill.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 ? 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);
- }
|