962 lines
31 KiB
JavaScript
962 lines
31 KiB
JavaScript
//仿GM_xmlhttpRequest函数v1.5
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const GM_xmlhttpRequest = function(GM_param) {
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const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
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xhr.open(GM_param.method, GM_param.url, true);
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if (GM_param.responseType) xhr.responseType = GM_param.responseType;
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if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
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xhr.onreadystatechange = function(e) //设置回调函数
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{
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const _xhr = e.target;
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if (_xhr.readyState === _xhr.DONE) { //请求完成时
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console.debug("http状态码:",_xhr.status);
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if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
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{
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GM_param.onload(_xhr);
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}else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
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{
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GM_param.onerror(_xhr);
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}
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}
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};
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if (GM_param.onprogress)
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xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
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//添加header
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for (let header in GM_param.headers) {
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xhr.setRequestHeader(header, GM_param.headers[header]);
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}
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//发送数据
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xhr.send(GM_param.data ? GM_param.data : null);
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};
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//获取URL参数
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function getQueryString(name,url) {
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if (!!(window.URL && window.URLSearchParams))
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{ //浏览器原生支持的API
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const urlObj = new URL(url || document.location);
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return urlObj.searchParams.get(name);
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}else
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{
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const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
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const searchStr = url || location.search.substr(1);
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const r = searchStr.match(reg);
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if (r != null)
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{
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return decodeURIComponent(r[1]);
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}else
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{
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return null;
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}
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}
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}
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//数字补前导0
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Number.prototype.prefixInteger = function(length, useGrouping = false)
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{
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return this.toLocaleString(undefined,
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{
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useGrouping: useGrouping,
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minimumIntegerDigits: length
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});
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}
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//大数字缩短长度,默认返回本地定义字符串
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Number.prototype.bigNumberToString = function()
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{
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return this.toLocaleString();
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}
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//数组删除自己尾部的空元素
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Array.prototype.DeleteLatter = function(item = null)
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{
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let index = this.length - 1;
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for (; index>=0; index--)
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{
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if (this[index] !== item)
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{
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break;
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}
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}
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this.splice(index + 1);
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return this;
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}
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//▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
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const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
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const pcmImportObj = {
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env: {
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abortStackOverflow: () => { throw new Error("overflow"); },
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table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
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tableBase: 0,
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memory: pcmMemory,
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memoryBase: 102400,
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STACKTOP: 0,
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STACK_MAX: pcmMemory.buffer.byteLength,
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}
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};
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let pcmPlayer = null;
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let adpcm_wasm = null;
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function decodeAudio(fileName, decodeCallback)
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{
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if(pcmPlayer != null)
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{
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pcmPlayer.close();
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}
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pcmPlayer = new PCMPlayer(1, 44100);
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fetch(fileName).then((response) => response.arrayBuffer())
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.then((bytes) => {
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let audioData = new Uint8Array(bytes);
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let step = 160;
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for(let i = 0; i < audioData.byteLength; i += step)
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{
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let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
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let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
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pcmPlayer.feed(pcmFloat32Data);
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}
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});
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}
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fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
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.then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
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.then((wasm) => {
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adpcm_wasm = wasm;
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/*addButton("adpcm").onclick = function () {
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let decoder = new Adpcm(wasm, pcmImportObj);
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decoder.resetDecodeState(new Adpcm.State(0, 0));
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decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
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}*/
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});
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//▲ADPCM播放相关
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function latentUseHole(latentId)
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{
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switch (true)
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{
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case (latentId === 12):
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case (latentId >= 16 && latentId <= 36 || latentId >= 43):
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return 2;
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case (latentId >= 13 && latentId <= 15):
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case (latentId >= 37 && latentId <= 42):
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return 6;
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case (latentId < 12):
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default:
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return 1;
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}
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}
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//获取最大潜觉数量
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function getMaxLatentCount(id)
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{ //转生2和超转生3为8个格子
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const card = Cards[id];
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return card && card.is8Latent ? 8 : 6;
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}
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//计算用了多少潜觉格子
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function usedHole(latents)
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{
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return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
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}
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//计算所有队伍中有多少个该觉醒
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function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
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{
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const formationAwokenCount = formationTeams.reduce(function(previous,team){
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return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
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},0);
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return formationAwokenCount;
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}
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//计算单个队伍中有多少个该觉醒
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function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
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{
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const memberArray = team[0];
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const assistArray = team[1];
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const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
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if (mon.id<=0)
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{ //如果是delay和null
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return previous;
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}
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const card = Cards[mon.id];
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if (!card || !card.enabled)
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{ //如果卡片未启用
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return previous;
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}
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const assist = assistArray[idx];
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const assistCard = Cards[assist.id];
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//启用的觉醒数组片段
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let enableAwoken = card.awakenings.slice(0, mon.awoken);
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//单人、3人时,大于等于100级时增加超觉醒
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if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
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{
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const sAwokenT = card.superAwakenings[mon.sawoken];
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if (sAwokenT >= 0)
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enableAwoken = enableAwoken.concat(sAwokenT);
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}
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if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
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{ //如果卡片未启用
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enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
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}
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//相同的觉醒数
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const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
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return previous + hasAwoken;
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},0);
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return teamAwokenCount;
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}
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//返回可用的怪物名称
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function returnMonsterNameArr(card, lsList, defaultCode)
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{
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const monNameArr = lsList.map(lc=>{ //取出每种语言
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if (lc == defaultCode)
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return card.name;
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else if(card.otLangName)
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return card.otLangName[lc];
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}).filter(ln=> //去掉空值和问号
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typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln)
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);
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if (monNameArr.length < 1) //如果本来的列表里没有名字
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{
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monNameArr.push(card.name); //只添加默认名字
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}
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return monNameArr;
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}
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//Code From pad-rikuu
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function valueAt(level, maxLevel, curve) {
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const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
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return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
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}
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//Code From pad-rikuu
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function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
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let value = valueAt(level, maxLevel, {
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min: c.min,
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max: c.max!==undefined ? c.max : (c.min * maxLevel),
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scale: c.scale || 1
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});
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if (level > maxLevel) {
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const exceed99 = Math.min(level - maxLevel, 11);
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const exceed110 = Math.max(0, level - 110);
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value += c.max!==undefined ?
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((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
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(c.min * exceed99 + c.min * exceed110);
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}
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return value;
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}
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//计算怪物的经验值
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function calculateExp(member)
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{
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if (!member) return null;
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const memberCard = Cards[member.id];
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if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
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const expArray = [
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Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
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];
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if (member.level > 99)
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expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
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if (member.level > 110)
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expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
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return expArray;
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}
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//计算怪物的能力
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function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
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{
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if (!member) return null;
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const memberCard = Cards[member.id];
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const assistCard = assist ? Cards[assist.id] : null;
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if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
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const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
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const plusAdd = [10,5,3]; //加值的增加值
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const limitBreakIncr120 = [10,5,5]; //120三维增加比例
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const awokenAdd = [ //对应加三维觉醒的序号与增加值
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[{index:1,value:500},{index:65,value:-2500}], //HP
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[{index:2,value:100},{index:66,value:-1000}], //ATK
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[{index:3,value:200},{index:67,value:-2000}] //RCV
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];
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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
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[{index:63,scale:1.1}], //HP
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[{index:63,scale:1.1}], //ATK
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[{index:63,scale:1.1}] //RCV
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];
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const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
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[], //HP
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[], //ATK
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[] //RCV
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];
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if (!solo)
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{ //协力时计算协力觉醒
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latterAwokenScale.forEach(ab=>{
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ab.push({index:30,scale:1.5});
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});
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}
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const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
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[{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045},{index:43,scale:0.10}], //HP
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[{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03},{index:44,scale:0.05}], //ATK
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[{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3},{index:45,scale:0.35}] //RCV
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];
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const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
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const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
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const abilitys = memberCurves.map((ab, idx)=>{
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const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
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const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
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let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
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let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
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//单人、3人时,大于等于100级时增加超觉醒
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if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
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{
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const sAwokenT = memberCard.superAwakenings[member.sawoken];
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if (sAwokenT >= 0)
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awokenList = awokenList.concat(sAwokenT);
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}
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//如果有武器还要计算武器的觉醒
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if (assistCard && assistCard.id > 0 && assistCard.enabled)
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{
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const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
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if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
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{
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awokenList = awokenList.concat(assistAwokenList);
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}
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if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
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{
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n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
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n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
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}
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}
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//用来计算倍率觉醒的最终倍率是多少,reduce用
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function calculateAwokenScale(previous,aw)
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{
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const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
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return previous * Math.pow(aw.scale, awokenCount);
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}
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//倍率类觉醒的比例,直接从1开始乘
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const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
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//觉醒增加的数值
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const n_awoken = awokenList.length>0 ?
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Math.round(awokenAdd[idx].reduce((previous,aw)=>{
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const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
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if (awokenCount>0)
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return previous + aw.value * awokenCount;
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else
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return previous;
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},0)) :
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0;
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//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
|
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const n_latentScale = (member.latent && member.latent.length>0) ?
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latentScale[idx].reduce((previous,la)=>{
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const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
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return previous + la.scale * latentCount;
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},0) :
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0;
|
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let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
|
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//因为语音觉醒觉醒无效也生效,所以这里需要计算
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let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
|
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//觉醒生效时的协力、语音觉醒等的倍率
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reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
|
||
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//都要做四舍五入
|
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reValue = Math.round(reValue);
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reValueNoAwoken = Math.round(reValueNoAwoken);
|
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if (idx<2) //idx顺序为HP、ATK、RCV
|
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{ //HP和ATK最低为1
|
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reValue = Math.max(reValue,1);
|
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reValueNoAwoken = Math.max(reValueNoAwoken,1);
|
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}
|
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return [reValue,reValueNoAwoken];
|
||
});
|
||
return abilitys;
|
||
}
|
||
function calculateAbility_max(id, solo, teamsCount)
|
||
{
|
||
const card = Cards[id];
|
||
const tempMon = {
|
||
id: id,
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level: card.limitBreakIncr ? 110 : card.maxLevel,
|
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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
|
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awoken: card.awakenings.length,
|
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};
|
||
const abilities = calculateAbility(tempMon, null, solo, teamsCount);
|
||
if (abilities)
|
||
{
|
||
return {
|
||
noAwoken:{
|
||
hp:abilities[0][1],
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atk:abilities[1][1],
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rcv:abilities[2][1],
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},
|
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withAwoken:{
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hp:abilities[0][0],
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atk:abilities[1][0],
|
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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-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,"<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(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].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;
|
||
}
|
||
|
||
//返回卡片的队长技能
|
||
function getCardLeaderSkill(card, skillTypes)
|
||
{
|
||
return getActuallySkill(Skills[card.leaderSkillId], skillTypes, false);
|
||
}
|
||
//查找到真正起作用的那一个技能
|
||
function getActuallySkill(skill, skillTypes, searchRandom = true)
|
||
{
|
||
if (skillTypes.includes(skill.type))
|
||
{
|
||
return skill;
|
||
}else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
|
||
{
|
||
const subSkills = skill.params.map(id=>Skills[id]);
|
||
for(let i = 0;i < subSkills.length; i++)
|
||
{ //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 foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
|
||
if (foundSubSkill)
|
||
{
|
||
return foundSubSkill;
|
||
}
|
||
}
|
||
return null;
|
||
}else
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
|
||
//计算队伍是否为76
|
||
function tIf_Effect_76board(leader1id, leader2id)
|
||
{
|
||
const searchTypeArray = [162, 186];
|
||
const ls1 = getCardLeaderSkill(Cards[leader1id], searchTypeArray);
|
||
const ls2 = getCardLeaderSkill(Cards[leader2id], searchTypeArray);
|
||
|
||
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 = getCardLeaderSkill(Cards[leader1id], searchTypeArray);
|
||
const ls2 = getCardLeaderSkill(Cards[leader2id], searchTypeArray);
|
||
|
||
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 = getCardLeaderSkill(Cards[leader1id], searchTypeArray);
|
||
const ls2 = getCardLeaderSkill(Cards[leader2id], searchTypeArray);
|
||
|
||
return Boolean(ls1 || ls2);
|
||
}
|
||
//计算队伍的+C
|
||
function tIf_Effect_addCombo(leader1id, leader2id)
|
||
{
|
||
const searchTypeArray = [192,194,206,209,210];
|
||
const ls1 = getCardLeaderSkill(Cards[leader1id], searchTypeArray);
|
||
const ls2 = getCardLeaderSkill(Cards[leader2id], searchTypeArray);
|
||
|
||
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:
|
||
return skill.params[2];
|
||
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];
|
||
const ls1 = getCardLeaderSkill(Cards[leader1id], searchTypeArray);
|
||
const ls2 = getCardLeaderSkill(Cards[leader2id], searchTypeArray);
|
||
|
||
function getSkillFixedDamage(skill)
|
||
{
|
||
if (!skill) return 0;
|
||
switch (skill.type)
|
||
{
|
||
case 199: case 200:
|
||
return skill.params[2];
|
||
case 201:
|
||
return skill.params[5];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
return [getSkillFixedDamage(ls1),getSkillFixedDamage(ls2)];
|
||
}
|
||
//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;
|
||
} |