615 lines
20 KiB
JavaScript
615 lines
20 KiB
JavaScript
//仿GM_xmlhttpRequest函数v1.4
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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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if (_xhr.status === 200 && GM_param.onload) //正确加载时
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{
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GM_param.onload(_xhr);
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}
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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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//仿GM_getValue函数v1.0
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const GM_getValue = function(name, type){
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let value = localStorage.getItem(name);
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if (value == undefined) return value;
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if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean")
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{
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if (/^true$/i.test(value))
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return true;
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else if (/^false$/i.test(value))
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return false;
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else
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return Boolean(value);
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}
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else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number")
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return Number(value);
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else
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return value;
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};
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//仿GM_setValue函数v1.0
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const GM_setValue = function(name, value){
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localStorage.setItem(name, value);
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};
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//仿GM_deleteValue函数v1.0
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const GM_deleteValue = function(name){
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localStorage.removeItem(name);
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};
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//仿GM_listValues函数v1.0
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const GM_listValues = function(){
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var keys = [];
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for (let ki=0, kilen=localStorage.length; ki<kilen; ki++)
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{
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keys.push(localStorage.key(ki));
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}
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return keys;
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};
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//数字补前导0
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function PrefixInteger(num, length)
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{
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return (Array(length).join('0') + num).slice(-length);
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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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//数组去重
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/* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
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* 实现思路:获取没重复的最右一值放入新数组。
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* (检测到有重复值时终止当前循环同时进入顶层循环的下一轮判断)*/
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Array.prototype.uniq = function()
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{
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let temp = [];
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const l = this.length;
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for(let i = 0; i < l; i++) {
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for(let j = i + 1; j < l; j++){
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if (this[i] === this[j]){
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i++;
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j = i;
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}
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}
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temp.push(this[i]);
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}
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return temp;
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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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if (latentId < 12)
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{
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return 1;
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}else if (latentId === 12 || latentId >= 16 && latentId <= 36)
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{
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return 2;
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}else if (latentId >= 13 && latentId <= 15 || latentId >= 37 && latentId <= 38)
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{
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return 6;
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}else
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{
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return 1;
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}
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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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if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
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{
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enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
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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);
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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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let monNameArr = lsList.map(function(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(function(ln){ //去掉空值和问号
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return 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) {
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let value = valueAt(level, maxLevel, {
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min: c.min,
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max: 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 exceed = level - maxLevel;
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value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
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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 v99Exp = valueAt(member.level, 99, memberCard.exp);
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const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
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return [Math.round(v99Exp),v110Exp];
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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 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:-5000}], //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 awokenScale = [ //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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awokenScale.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}], //HP
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[{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
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[{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //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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let abilitys = memberCurves.map((ab, idx)=>{
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const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //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人时增加超觉醒
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if ((solo || teamsCount === 3) && member.sawoken>=0)
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{
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awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
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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])
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{
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n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //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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//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(function(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
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const n_latent = (member.latent && member.latent.length>0) ?
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Math.round(latentScale[idx].reduce(function(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 + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
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},0)) :
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0;
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//console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
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let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
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//协力觉醒的倍率
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reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
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const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
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if (awokenCount>0)
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{
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return previous * Math.pow(aw.scale,awokenCount);
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}
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else
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{
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return previous;
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}
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},reValue));
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if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
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return reValue;
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});
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return abilitys;
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}
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//搜索卡片用
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function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
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{
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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
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//属性
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if (attr1 != null && attr1 === attr2)
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{ //当两个颜色相同时,主副一样颜色的只需判断一次
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cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
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}else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
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{
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if (attr1 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
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}
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if (attr2 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
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}
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}else //不限定顺序时
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{
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if (attr1 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
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}
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if (attr2 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
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}
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}
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//类型
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if (types.length>0)
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{
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cardsRange = cardsRange.filter(c=>typeAndOr ?
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types.every(t=>c.types.includes(t)) : //所有type都满足
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types.some(t=>c.types.includes(t)) //只需要满足一个type
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);
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}
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//觉醒
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//等效觉醒时,事先去除大觉醒
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if (equalAk)
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{
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const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
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bigEqualAwokens.forEach(bak=>{
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const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
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let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
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if (!smallEqualAwoken)
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{
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smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
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awokens.push(smallEqualAwoken);
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}
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smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
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});
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awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
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}
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if (awokens.length>0)
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{
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cardsRange = cardsRange.filter(card => {
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let cardAwakeningsArray = [];
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if (incSawoken && card.superAwakenings.length > 0)
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{ //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
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cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
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}else
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{ //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
|
||
}) );
|
||
}
|
||
return cardsRange;
|
||
}
|
||
//产生一个怪物头像
|
||
function createCardA()
|
||
{
|
||
const cdom = document.createElement("a");
|
||
cdom.className = "monster";
|
||
cdom.target = "_blank";
|
||
const property = cdom.appendChild(document.createElement("div"));
|
||
property.className = "property";
|
||
const subproperty = cdom.appendChild(document.createElement("div"));
|
||
subproperty.className = "subproperty";
|
||
const cid = cdom.appendChild(document.createElement("div"));
|
||
cid.className = "id";
|
||
const cawoken = cdom.appendChild(document.createElement("div"));
|
||
cawoken.className = "awoken-count full-awoken";
|
||
return cdom;
|
||
}
|
||
//返回文字说明内怪物Card的纯HTML
|
||
function cardN(id){
|
||
const monOuterDom = document.createElement("span");
|
||
monOuterDom.className = "detail-mon";
|
||
const monDom = createCardA(id);
|
||
monOuterDom.appendChild(monDom);
|
||
changeid({id:id},monDom);
|
||
return monOuterDom.outerHTML;
|
||
}
|
||
//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(/\^([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));}); //怪物头像
|
||
return str;
|
||
}
|
||
//默认的技能解释的显示行为
|
||
function parseSkillDescription(skill)
|
||
{
|
||
return descriptionToHTML(skill.description);
|
||
}
|
||
//大数字缩短长度,默认返回本地定义字符串
|
||
function parseBigNumber(number)
|
||
{
|
||
return number.toLocaleString();
|
||
}
|
||
//计算队伍中有多少血量
|
||
function countTeamHp(memberArr, leader1id, leader2id, solo)
|
||
{
|
||
const ls1 = Skills[Cards[leader1id].leaderSkillId];
|
||
const ls2 = Skills[Cards[leader2id].leaderSkillId];
|
||
const mHpArr = memberArr.map(m=>{
|
||
let hp = m.ability ? m.ability[0] : 0;
|
||
if (!hp) return 0;
|
||
const card = Cards[m.id];
|
||
hp *= memberHpMul(card,ls1,memberArr,solo);
|
||
hp *= memberHpMul(card,ls2,memberArr,solo);
|
||
return hp;
|
||
});
|
||
|
||
console.log(mHpArr);
|
||
|
||
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);
|
||
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.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:
|
||
switch (sk[0])
|
||
{
|
||
case 0: //全是像素进化
|
||
scale = memberArr.map(m=>Cards[m.id].evoMaterials).every(ems=>ems.includes(3826)) ? sk[1]/100 : 1;
|
||
break;
|
||
case 2: //全是转生、超转生(8格潜觉)
|
||
scale = memberArr.map(m=>Cards[m.id].is8Latent).every(is8=>is8) ? 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;
|
||
} |