1102 lines
36 KiB
JavaScript
1102 lines
36 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)) { //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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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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return decodeURIComponent(r[1]);
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} else {
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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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return this.toLocaleString(undefined, {
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useGrouping: useGrouping,
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minimumIntegerDigits: length
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});
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}
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//数字补前导0
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String.prototype.prefix = function(length = 2, prefix = '0') {
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let needAddLength = Math.max(length - this.length, 0);
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return new Array(needAddLength).fill(prefix).join('') + this;
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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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return this.toLocaleString();
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}
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//将二进制flag转为数组
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function flags(num) {
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const arr = [];
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for (let i = 0; i < 32; i++) {
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if (num & (1 << i)) {
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arr.push(i);
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}
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}
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return arr;
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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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let index = this.length - 1;
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for (; index >= 0; index--) {
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if (this[index] !== item) {
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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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Math.randomInteger = function(max, min = 0) {
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return this.floor(this.random() * (max - min + 1) + min);
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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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if (pcmPlayer != null) {
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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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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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// 加载 image
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function loadImage(url) {
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return new Promise(function(resolve, reject) {
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var image = new Image();
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image.src = url;
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image.type = "svg"
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image.crossOrigin = 'Anonymous';
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image.onload = function() {
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resolve(this);
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};
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image.onerror = function(err) {
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reject(err);
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};
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});
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}
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function latentUseHole(latentId) {
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switch (true) {
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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) { //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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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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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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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) { //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) { //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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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)) { //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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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) * 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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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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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) { //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,
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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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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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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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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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const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
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return previous * 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];
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});
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return abilitys;
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}
|
||
|
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function calculateAbility_max(id, solo, teamsCount) {
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const card = Cards[id];
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const tempMon = {
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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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};
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const abilities = calculateAbility(tempMon, null, solo, teamsCount);
|
||
if (abilities) {
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return {
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noAwoken: {
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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],
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},
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||
};
|
||
} else {
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||
return null;
|
||
}
|
||
}
|
||
//搜索卡片用
|
||
function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
|
||
let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
|
||
//属性
|
||
if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
|
||
(attr1 === 6 && attr2 === -1)) //主副属性都为“无”
|
||
{ //当两个颜色相同时,主副一样颜色的只需判断一次
|
||
cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
|
||
} else if (fixMainColor) //如果固定了顺序
|
||
{
|
||
const a1null = attr1 === null,
|
||
a2null = attr2 === null;
|
||
cardsRange = cardsRange.filter(c =>
|
||
(a1null ? true : c.attrs[0] === attr1) &&
|
||
(a2null ? true : c.attrs[1] === attr2)
|
||
);
|
||
} else //不限定顺序时
|
||
{
|
||
const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
|
||
const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
|
||
cardsRange = cardsRange.filter(c =>
|
||
search_attrs.every(a => c.attrs.includes(a)) &&
|
||
(anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
|
||
);
|
||
}
|
||
//类型
|
||
if (types.length > 0) {
|
||
cardsRange = cardsRange.filter(c => typeAndOr ?
|
||
types.every(t => c.types.includes(t)) : //所有type都满足
|
||
types.some(t => c.types.includes(t)) //只需要满足一个type
|
||
);
|
||
}
|
||
//稀有度
|
||
if (rares.length > 1) {
|
||
cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
|
||
}
|
||
//觉醒
|
||
//等效觉醒时,事先去除大觉醒
|
||
if (equalAk) {
|
||
const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
|
||
bigEqualAwokens.forEach(bak => {
|
||
const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
|
||
let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
|
||
if (!smallEqualAwoken) {
|
||
smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
|
||
awokens.push(smallEqualAwoken);
|
||
}
|
||
smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
|
||
});
|
||
awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
|
||
}
|
||
|
||
if (awokens.length > 0) {
|
||
cardsRange = cardsRange.filter(card => {
|
||
let cardAwakeningsArray = [];
|
||
if (incSawoken && card.superAwakenings.length > 0) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
|
||
cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
|
||
} else { //单个原始觉醒数组
|
||
cardAwakeningsArray.push(card.awakenings);
|
||
}
|
||
|
||
return cardAwakeningsArray.some(cardAwakening => //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
|
||
awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
|
||
if (equalAk) //如果开启等效觉醒
|
||
{
|
||
//搜索等效觉醒
|
||
const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
|
||
if (equivalentAwoken) {
|
||
const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
|
||
cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
|
||
return totalNum >= ak.num;
|
||
}
|
||
}
|
||
return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
|
||
})
|
||
);
|
||
});
|
||
}
|
||
|
||
//超觉醒
|
||
if (sawokens.length > 0 && !incSawoken) {
|
||
cardsRange = cardsRange.filter(card => sawokens.some(sak => {
|
||
const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
|
||
return card.superAwakenings.includes(sak) ||
|
||
equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
|
||
}));
|
||
}
|
||
|
||
cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
|
||
return cardsRange;
|
||
}
|
||
function searchByString(str)
|
||
{ // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
|
||
str = str.trim();
|
||
if (str.length>0)
|
||
{
|
||
return Cards.filter(card =>
|
||
{
|
||
const names = [card.name];
|
||
if (card.otLangName)
|
||
{
|
||
names.push(...Object.values(card.otLangName));
|
||
}
|
||
const tags = card.altName.concat();
|
||
if (card.otTags)
|
||
{
|
||
tags.push(...card.otTags);
|
||
}
|
||
return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
|
||
names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
|
||
}
|
||
);
|
||
}else
|
||
{
|
||
return [];
|
||
}
|
||
}
|
||
function copyString(input)
|
||
{
|
||
input.focus(); //设input为焦点
|
||
input.select(); //选择全部
|
||
if (document.execCommand('copy')) {
|
||
document.execCommand('copy');
|
||
}
|
||
//input.blur(); //取消焦点
|
||
}
|
||
//产生一个怪物头像
|
||
function createCardA() {
|
||
const cdom = document.createElement("a");
|
||
cdom.className = "monster";
|
||
cdom.target = "_blank";
|
||
const property = cdom.appendChild(document.createElement("div"));
|
||
property.className = "property";
|
||
const subproperty = cdom.appendChild(document.createElement("div"));
|
||
subproperty.className = "subproperty";
|
||
const cid = cdom.appendChild(document.createElement("div"));
|
||
cid.className = "id";
|
||
const cawoken = cdom.appendChild(document.createElement("div"));
|
||
cawoken.className = "awoken-count-num";
|
||
return cdom;
|
||
}
|
||
//返回文字说明内怪物Card的纯HTML
|
||
function cardN(id) {
|
||
const monOuterDom = document.createElement("span");
|
||
monOuterDom.className = "detail-mon";
|
||
const monDom = createCardA(id);
|
||
monOuterDom.appendChild(monDom);
|
||
monOuterDom.monDom = monDom;
|
||
changeid({ id: id }, monDom);
|
||
return monOuterDom;
|
||
}
|
||
//将怪物的文字介绍解析为HTML
|
||
function descriptionToHTML(str) {
|
||
str = str.replace(/\n/ig, "<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] || Cards[0]).leaderSkillId];
|
||
const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
|
||
const mHpArr = memberArr.map(m => {
|
||
const ability = noAwoken ? m.abilityNoAwoken : m.ability;
|
||
let hp = ability ? ability[0] : 0;
|
||
if (!hp) return 0;
|
||
const card = Cards[m.id] || Cards[0];
|
||
hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
|
||
hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
|
||
|
||
/* 演示用代码
|
||
let hp1,hp2;
|
||
hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
|
||
hp = Math.round(hp1);
|
||
hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
|
||
hp = Math.round(hp2);
|
||
console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
|
||
*/
|
||
return hp;
|
||
|
||
});
|
||
|
||
//console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
|
||
|
||
function memberHpMul(card, ls, memberArr, solo) {
|
||
|
||
function hpMul(parm, scale) {
|
||
if (scale == undefined || scale == 0) return 1;
|
||
if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
|
||
return scale / 100;
|
||
}
|
||
if (parm.types && card.types.some(t => parm.types.includes(t))) {
|
||
return scale / 100;
|
||
}
|
||
return 1;
|
||
}
|
||
const sk = ls.params;
|
||
let scale = 1;
|
||
switch (ls.type) {
|
||
case 23:
|
||
case 30:
|
||
case 62:
|
||
case 77:
|
||
case 63:
|
||
case 65:
|
||
scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
|
||
break;
|
||
case 29:
|
||
case 114:
|
||
case 45:
|
||
case 111:
|
||
case 46:
|
||
case 48:
|
||
case 67:
|
||
scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
|
||
break;
|
||
case 73:
|
||
case 76:
|
||
scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
|
||
break;
|
||
case 106:
|
||
case 107:
|
||
case 108:
|
||
scale = sk[0] / 100;
|
||
break;
|
||
case 121:
|
||
case 129:
|
||
case 163:
|
||
case 186:
|
||
scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
|
||
break;
|
||
case 125: //队伍中必须有指定队员
|
||
const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
|
||
const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
|
||
scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
|
||
break;
|
||
case 136:
|
||
scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
|
||
if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
|
||
break;
|
||
case 137:
|
||
scale = hpMul({ types: flags(sk[0]) }, sk[1]);
|
||
if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
|
||
break;
|
||
case 155:
|
||
scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
|
||
break;
|
||
case 158:
|
||
scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
|
||
break;
|
||
case 175: //队伍组成全为合作
|
||
const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
|
||
const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
|
||
scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
|
||
break;
|
||
case 178:
|
||
case 185:
|
||
scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
|
||
break;
|
||
case 203: //队员为指定类型,不包括双方队长,且队员数大于0
|
||
let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
|
||
switch (sk[0]) {
|
||
case 0: //全是像素进化
|
||
scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
|
||
break;
|
||
case 2: //全是转生、超转生(8格潜觉)
|
||
scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
|
||
break;
|
||
}
|
||
break;
|
||
case 138: //调用其他队长技
|
||
scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
|
||
break;
|
||
default:
|
||
}
|
||
return scale || 1;
|
||
}
|
||
return mHpArr;
|
||
}
|
||
|
||
//返回卡片的队长技能
|
||
function getCardLeaderSkills(card, skillTypes) {
|
||
if (!card) return [];
|
||
return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
|
||
}
|
||
//返回卡片的主动技能
|
||
function getCardActiveSkills(card, skillTypes) {
|
||
if (!card) return [];
|
||
return getActuallySkills(Skills[card.activeSkillId], skillTypes, false);
|
||
}
|
||
//查找到真正起作用的那一个技能
|
||
function getActuallySkills(skill, skillTypes, searchRandom = true) {
|
||
if (skillTypes.includes(skill.type))
|
||
{
|
||
return [skill];
|
||
}
|
||
else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
|
||
{
|
||
//因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
|
||
let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
|
||
subSkills = subSkills.filter(s=>s);
|
||
return subSkills;
|
||
}
|
||
else
|
||
{
|
||
return [];
|
||
}
|
||
}
|
||
|
||
//计算队伍是否为76
|
||
function tIf_Effect_76board(leader1id, leader2id) {
|
||
const searchTypeArray = [162, 186];
|
||
function henshinBase(cardid)
|
||
{
|
||
let card = Cards[cardid];
|
||
if (card && card.henshinFrom)
|
||
{
|
||
card = Cards[card.henshinFrom];
|
||
}
|
||
return card;
|
||
}
|
||
const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
|
||
|
||
return Boolean(ls1 || ls2);
|
||
}
|
||
//计算队伍是否为无天降
|
||
function tIf_Effect_noSkyfall(leader1id, leader2id) {
|
||
const searchTypeArray = [163, 177];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
|
||
[0]
|
||
return Boolean(ls1 || ls2);
|
||
}
|
||
//计算队伍是否为毒无效
|
||
function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
|
||
const searchTypeArray = [197];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
|
||
|
||
return Boolean(ls1 || ls2);
|
||
}
|
||
//计算队伍的+C
|
||
function tIf_Effect_addCombo(leader1id, leader2id) {
|
||
const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
|
||
|
||
function getSkillAddCombo(skill) {
|
||
if (!skill) return 0;
|
||
switch (skill.type) {
|
||
case 192:
|
||
case 194:
|
||
return skill.params[3];
|
||
case 206:
|
||
return skill.params[6];
|
||
case 209:
|
||
return skill.params[0];
|
||
case 210:
|
||
case 219:
|
||
return skill.params[2];
|
||
case 220:
|
||
return skill.params[1];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
return [getSkillAddCombo(ls1), getSkillAddCombo(ls2)];
|
||
}
|
||
//计算队伍的追打
|
||
function tIf_Effect_inflicts(leader1id, leader2id) {
|
||
const searchTypeArray = [199, 200, 201, 223];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
|
||
|
||
function getSkillFixedDamage(skill) {
|
||
if (!skill) return 0;
|
||
switch (skill.type) {
|
||
case 199:
|
||
case 200:
|
||
return skill.params[2];
|
||
case 201:
|
||
return skill.params[5];
|
||
case 223:
|
||
return skill.params[1];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
return [getSkillFixedDamage(ls1), getSkillFixedDamage(ls2)];
|
||
}
|
||
//计算队伍操作时间
|
||
function countMoveTime(team, leader1id, leader2id, teamIdx) {
|
||
const searchTypeArray = [178, 15, 185];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
|
||
const time1 = leaderSkillMoveTime(ls1);
|
||
const time2 = leaderSkillMoveTime(ls2);
|
||
|
||
function leaderSkillMoveTime(ls) {
|
||
const moveTime = { fixed: false, duration: 0 };
|
||
if (!ls) return moveTime;
|
||
const sk = ls.params;
|
||
switch (ls.type) {
|
||
case 178: //固定操作时间
|
||
moveTime.fixed = true;
|
||
moveTime.duration = sk[0];
|
||
break;
|
||
case 15:
|
||
case 185:
|
||
moveTime.duration += sk[0] / 100;
|
||
break;
|
||
default:
|
||
}
|
||
return moveTime;
|
||
}
|
||
|
||
let moveTime = {
|
||
fixed: false,
|
||
duration: {
|
||
default: 5,
|
||
leader: 0,
|
||
badge: 0,
|
||
awoken: 0,
|
||
}
|
||
}; //基础5秒
|
||
//固定操作时间的直接返回
|
||
if (time1.fixed || time2.fixed) {
|
||
moveTime.fixed = true;
|
||
moveTime.duration.leader = time1.fixed ?
|
||
(time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
|
||
time2.duration;
|
||
} else {
|
||
moveTime.duration.leader = time1.duration + time2.duration;
|
||
|
||
//1人、3人计算徽章
|
||
if (solo || teamsCount === 3) {
|
||
switch (team[2]) {
|
||
case 1: //小手指
|
||
moveTime.duration.badge = 1;
|
||
break;
|
||
case 13: //大手指
|
||
moveTime.duration.badge = 2;
|
||
break;
|
||
case 18: //月卡
|
||
moveTime.duration.badge = 3;
|
||
break;
|
||
}
|
||
} else if (teamsCount === 2) //2人协力时的特殊处理
|
||
{
|
||
const teams = formation.teams;
|
||
const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
|
||
//复制队伍1,这里参数里的 team 换成了一个新的数组
|
||
team = [
|
||
team[0].concat(),
|
||
team[1].concat()
|
||
];
|
||
//把队伍2的队长和武器添加到复制的队伍1里面
|
||
team[0].push(team2[0][team2[3]]);
|
||
team[1].push(team2[1][team2[3]]);
|
||
}
|
||
|
||
//觉醒
|
||
const awokenMoveTime = [
|
||
{ index: 19, value: 0.5 }, //小手指
|
||
{ index: 53, value: 1 }, //大手指
|
||
];
|
||
moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
|
||
duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
|
||
//潜觉
|
||
const latentMoveTime = [
|
||
{ index: 4, value: 0.05 }, //小手指潜觉
|
||
{ index: 31, value: 0.12 }, //大手指潜觉
|
||
];
|
||
|
||
moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
|
||
duration + team[0].reduce((count, menber) =>
|
||
count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
|
||
|
||
}
|
||
|
||
return moveTime;
|
||
}
|
||
//将盾减伤比例组叠加为一个减伤范围组
|
||
function getReduceRange(reduceScales)
|
||
{
|
||
class reduceRange{
|
||
constructor(obj)
|
||
{
|
||
this.min = 0;
|
||
this.max = 100;
|
||
this.scale = 0;
|
||
this.probability = 1;
|
||
if (typeof obj == "object") Object.assign(this, obj);
|
||
}
|
||
}
|
||
const ranges = [new reduceRange()];
|
||
const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
|
||
function processingRanges(ranges, scale)
|
||
{
|
||
//先找scale.min在某个范围内的
|
||
const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
|
||
//再找scale.max在某个范围内的
|
||
rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
|
||
//先只拆分不乘比例
|
||
if (rgLessIdx >= 0)
|
||
{
|
||
const range = ranges[rgLessIdx];
|
||
ranges.splice(rgLessIdx, 1,
|
||
new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
|
||
new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
|
||
);
|
||
}
|
||
if (rgMoreIdx >= 0)
|
||
{
|
||
const range = ranges[rgMoreIdx];
|
||
ranges.splice(rgMoreIdx, 1,
|
||
new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
|
||
new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
|
||
);
|
||
}
|
||
const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
|
||
needChangeScaleRanges.forEach(range=>{
|
||
range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
|
||
range.probability *= scale.probability;
|
||
});
|
||
}
|
||
//对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次
|
||
reduceScales.sort((a,b)=>b.attrs - a.attrs);
|
||
|
||
reduceScales.forEach(scale=>{
|
||
if (scale.attrs == 0) //没有属性的
|
||
{
|
||
return;
|
||
}
|
||
else if ((scale.attrs & 31) != 31) //不符合全属性的
|
||
{
|
||
const attrs = flags(scale.attrs); //得到属性数组
|
||
attrs.forEach(n=>{
|
||
attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
|
||
processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
|
||
});
|
||
}
|
||
else
|
||
{ //只处理第一数组
|
||
processingRanges(ranges, scale);
|
||
}
|
||
});
|
||
return attrsRanges;
|
||
}
|
||
//获取盾减伤比例组
|
||
function getReduceScales(leaderid) {
|
||
const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
|
||
const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
|
||
|
||
function leaderReduceScale(ls) {
|
||
const reduce = {
|
||
scale: 0,
|
||
hp: {
|
||
max: 100,
|
||
min: 0
|
||
},
|
||
probability: 1,
|
||
attrs: 31, //5色是31
|
||
};
|
||
if (!ls) return reduce;
|
||
const sk = ls.params;
|
||
switch (ls.type) {
|
||
case 16: //无条件盾
|
||
reduce.scale = sk[0] / 100;
|
||
break;
|
||
case 17: //单属性盾
|
||
reduce.scale = sk[1] / 100;
|
||
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
|
||
break;
|
||
case 36: //2个属性盾
|
||
reduce.scale = sk[2] / 100;
|
||
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
|
||
break;
|
||
case 38: //血线下 + 可能几率
|
||
case 43: //血线上 + 可能几率
|
||
reduce.scale = (sk[2] || 0) / 100;
|
||
reduce.probability = sk[1] / 100;
|
||
if (sk[0] == 100)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
if(ls.type == 38)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 0;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[0];
|
||
}
|
||
}
|
||
break;
|
||
case 129: //无条件盾,属性个数不固定
|
||
case 163: //无条件盾,属性个数不固定
|
||
case 130: //血线下 + 属性个数不固定
|
||
case 131: //血线上 + 属性个数不固定
|
||
reduce.scale = (sk[6] || 0) / 100;
|
||
reduce.attrs = 0 | sk[5];
|
||
if (ls.type == 130 || ls.type == 131)
|
||
{
|
||
if (sk[0] == 100)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
if(ls.type == 130)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 0;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[0];
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case 178: //无条件盾,属性个数不固定
|
||
reduce.scale = (sk[7] || 0) / 100;
|
||
reduce.attrs = 0 | sk[6];
|
||
break;
|
||
case 151: //十字心触发
|
||
case 169: //C触发
|
||
case 198: //回血触发
|
||
reduce.scale = (sk[2] || 0) / 100;
|
||
break;
|
||
case 170: //多色触发
|
||
case 182: //长串触发
|
||
case 193: //L触发
|
||
reduce.scale = (sk[3] || 0) / 100;
|
||
break;
|
||
case 171: //多串触发
|
||
reduce.scale = (sk[6] || 0) / 100;
|
||
break;
|
||
case 183: //又是个有两段血线的队长技
|
||
reduce.scale = (sk[4] || 0) / 100;
|
||
if (sk[2] == 100)
|
||
{
|
||
reduce.hp.max = sk[2];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[2];
|
||
}
|
||
break;
|
||
default:
|
||
}
|
||
return reduce;
|
||
}
|
||
return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
|
||
} |