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script-universal_function.js 76 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //返回当前卡片所处的等级范围,用来显示不同的等级颜色
  31. function getCardLevelRange(level, maxLevel = 99, limitBreakIncr = false) {
  32. if (level >= 111 && level <= 120 && limitBreakIncr) {
  33. return 120;
  34. } else if (level >= 99 && level <= 110 && limitBreakIncr) {
  35. return 110;
  36. } else if (level > maxLevel) {
  37. return "error";
  38. } else {
  39. return 99;
  40. }
  41. }
  42. //获取URL参数
  43. function getQueryString(name, inputURL = document.location) {
  44. const url = new URL(inputURL);
  45. if (!Array.isArray(name)) name = [name];
  46. //可以以数组形式传递 name 的多个别名,比如 getQueryString(["l","lang"])
  47. let value;
  48. for (let index = 0; index < name.length; index++) {
  49. value = url.searchParams.get(name[index]);
  50. if (value) break;
  51. }
  52. return value;
  53. }
  54. const localStorage_getBoolean = function(name, defaultValue = false) {
  55. const value = localStorage.getItem(name);
  56. if (value === null) return defaultValue;
  57. else if (typeof value === 'string' && /^\s*true\s*$/i.test(value)) return true;
  58. else return Boolean(Number(value));
  59. }
  60. // 将字符串转为 Blob
  61. String.prototype.toUTF8Blob = function() {
  62. return new Blob([this.valueOf()], {
  63. type: 'text/plain'
  64. });
  65. }
  66. //将 Blob 转为 Base64
  67. Blob.prototype.toBase64 = function() {
  68. return new Promise((resolve, reject) => {
  69. const fileReader = new FileReader();
  70. fileReader.onload = (event) => {
  71. resolve(event.target?.result);
  72. };
  73. // readAsDataURL
  74. fileReader.readAsDataURL(this.valueOf());
  75. fileReader.onerror = () => {
  76. reject(new Error('blobToBase64 error'));
  77. };
  78. });
  79. }
  80. /**
  81. * @readonly
  82. * @enum {boolean}
  83. */
  84. const Endian = {
  85. little: true,
  86. big: false
  87. };
  88. const ArrayConvert = {
  89. /**
  90. * 将数字数组转为 ArrayBuffer
  91. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  92. * @param {number[]} arr - 传入数据数组
  93. * @param {TypedArray} typed - 输出什么 TypedArray
  94. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  95. * @returns {TypedArray} 输出 ArrayBuffer
  96. */
  97. NumberArrayToBuffer: function(arr, typed, endian = true){
  98. const typedArray = new typed(arr.length);
  99. const buffer = typedArray.buffer;
  100. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  101. const dv = new DataView(buffer);
  102. arr.forEach((num, idx)=>{
  103. dv[`set${typedName}`](idx * typed.BYTES_PER_ELEMENT, num, endian);
  104. });
  105. return typedArray;
  106. },
  107. /**
  108. * 将 ArrayBuffer 或 TypedArray 转为数字数组
  109. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  110. * @param {(TypedArray|ArrayBuffer)} data - 传入数据
  111. * @param {TypedArray} typed - 读取什么 TypedArray
  112. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  113. * @returns {number[]} 输出的数字数组
  114. */
  115. BufferToNumberArray: function(data, typed, endian = true){
  116. const buffer = (data instanceof ArrayBuffer) ? data : data.buffer;
  117. const arr = new Array(buffer.byteLength / typed.BYTES_PER_ELEMENT);
  118. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  119. const dv = new DataView(buffer);
  120. for (let i = 0; i < arr.length; i ++) {
  121. arr[i] = dv[`get${typedName}`](i * typed.BYTES_PER_ELEMENT, endian);
  122. }
  123. return arr;
  124. }
  125. }
  126. const Base64 = {
  127. strToBase64: function(str) {
  128. const encoder = new TextEncoder()
  129. const view = encoder.encode(str);
  130. const base64 = view.toBase64(view);
  131. return base64;
  132. },
  133. base64ToStr: function(base64) {
  134. const decoder = new TextDecoder()
  135. const view = Uint8Array.fromBase64(base64);
  136. const str = decoder.decode(view);
  137. return str;
  138. },
  139. bytesToBase64DataUrl: async function(bytes, type = "application/octet-stream") {
  140. return await new Promise((resolve, reject) => {
  141. const reader = Object.assign(new FileReader(), {
  142. onload: () => resolve(reader.result),
  143. onerror: () => reject(reader.error),
  144. });
  145. reader.readAsDataURL(new File([bytes], "", { type }));
  146. });
  147. },
  148. dataUrlToBytes: async function(dataUrl) {
  149. const res = await fetch(dataUrl);
  150. return new Uint8Array(await res.arrayBuffer());
  151. }
  152. /*
  153. //Base64还原成Uint8Array,已经被原生的 Uint8Array.fromBase64() 替代。
  154. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  155. function b64ToUint6(nChr) {
  156. return nChr > 64 && nChr < 91
  157. ? nChr - 65
  158. : nChr > 96 && nChr < 123
  159. ? nChr - 71
  160. : nChr > 47 && nChr < 58
  161. ? nChr + 4
  162. : nChr === 43
  163. ? 62
  164. : nChr === 47
  165. ? 63
  166. : 0;
  167. }
  168. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  169. const nInLen = sB64Enc.length;
  170. const nOutLen = nBlocksSize
  171. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  172. : (nInLen * 3 + 1) >> 2;
  173. const taBytes = new Uint8Array(nOutLen);
  174. let nMod3;
  175. let nMod4;
  176. let nUint24 = 0;
  177. let nOutIdx = 0;
  178. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  179. nMod4 = nInIdx & 3;
  180. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  181. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  182. nMod3 = 0;
  183. while (nMod3 < 3 && nOutIdx < nOutLen) {
  184. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  185. nMod3++;
  186. nOutIdx++;
  187. }
  188. nUint24 = 0;
  189. }
  190. }
  191. return taBytes;
  192. },
  193. //Uint8Array编码成Base64,已经被原生的 Uint8Array.prototype.toBase64() 替代。
  194. encodeFromUint8Array: function base64EncArr(aBytes) {
  195. function uint6ToB64(nUint6) {
  196. return nUint6 < 26
  197. ? nUint6 + 65
  198. : nUint6 < 52
  199. ? nUint6 + 71
  200. : nUint6 < 62
  201. ? nUint6 - 4
  202. : nUint6 === 62
  203. ? 43
  204. : nUint6 === 63
  205. ? 47
  206. : 65;
  207. }
  208. let nMod3 = 2;
  209. let sB64Enc = "";
  210. const nLen = aBytes.length;
  211. let nUint24 = 0;
  212. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  213. nMod3 = nIdx % 3;
  214. // To break your base64 into several 80-character lines, add:
  215. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  216. // sB64Enc += "\r\n";
  217. // }
  218. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  219. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  220. sB64Enc += String.fromCodePoint(
  221. uint6ToB64((nUint24 >>> 18) & 63),
  222. uint6ToB64((nUint24 >>> 12) & 63),
  223. uint6ToB64((nUint24 >>> 6) & 63),
  224. uint6ToB64(nUint24 & 63)
  225. );
  226. nUint24 = 0;
  227. }
  228. }
  229. return (
  230. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  231. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  232. );
  233. },
  234. */
  235. }
  236. /**
  237. * 大数字以数字量级分隔符形式输出
  238. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  239. * @param {number} splitDigits 分隔位数
  240. * @returns {function} 数字量级分隔符形式输出数字的函数
  241. */
  242. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  243. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  244. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  245. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  246. const grouping = 10 ** splitDigits;
  247. separators = separators.map(String); //确保所有的分割符都是字符串
  248. return function(options = {}){
  249. const thisValue = this.valueOf();
  250. if (thisValue === 0 ||
  251. thisValue === Infinity ||
  252. thisValue === -Infinity
  253. ) {
  254. return this.toLocaleString();
  255. }
  256. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  257. const numLevels = [];
  258. let numTemp = Math.abs(thisValue);
  259. do {
  260. numLevels.push(numTemp % grouping); //这一段数量级的数字
  261. numTemp = Math.floor(numTemp / grouping);
  262. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  263. if (numTemp > 0) {
  264. numLevels.push(numTemp);
  265. }
  266. const { sub: useSubElement } = options;
  267. const outArr = [];
  268. if (thisValue < 0) outArr.push('-'); //小于0的添加负号
  269. for (let i = numLevels.length - 1; i >= 0; i--) {
  270. if (numLevels[i] == 0) continue; //如果这一段是0,直接不显示
  271. let numberStr = numLevels[i].toString(10);
  272. if (i == numLevels.length - 1) numberStr = numberStr.padStart(i == numLevels.length - 1 ? 1 : splitDigits, "0");
  273. outArr.push(numberStr);
  274. if (useSubElement) {
  275. const separator = document.createElement("sub");
  276. separator.textContent = separators[i];
  277. outArr.push(separator);
  278. } else {
  279. outArr.push(separators[i]);
  280. }
  281. }
  282. return useSubElement ? outArr.nodeJoin() : outArr.join('').trim();
  283. }
  284. }
  285. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  286. //最多保留N位小数,不留0
  287. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  288. let newNumber = Number(this.toFixed(decimalDigits));
  289. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  290. }
  291. //Bitwise
  292. Number.prototype.notNeighbour = function() {
  293. const num = this.valueOf();
  294. return ~num & (num << 1 | num >> 1);
  295. }
  296. //数组删除自己尾部的空元素
  297. Array.prototype.deleteLatter = function(item = null) {
  298. let index = this.length - 1;
  299. for (; index >= 0; index--) {
  300. if (this[index] !== item) {
  301. break;
  302. }
  303. }
  304. this.splice(index + 1);
  305. return this;
  306. }
  307. //数组去重,改变自身
  308. Array.prototype.distinct = function() {
  309. const _set = new Set(this);
  310. this.length = 0;
  311. this.push(..._set);
  312. return this.valueOf();
  313. }
  314. //数组交换元素
  315. Array.prototype.switch = function(i1, i2) {
  316. if (Math.max(i1, i2) >= this.length) return false;
  317. let temp = this[i1];
  318. this[i1] = this[i2];
  319. this[i2] = temp;
  320. return true;
  321. }
  322. //数组随机排序
  323. Array.prototype.shuffle = function() {
  324. let length = this.length;
  325. while (length) {
  326. randomIndex = Math.floor(Math.random() * length--);
  327. this.switch(length, randomIndex);
  328. }
  329. return this;
  330. }
  331. //数组随机移除元素
  332. Array.prototype.randomShift = function() {
  333. if (this.length === 0) {
  334. return null;
  335. } else if (this.length === 1) {
  336. return this.shift();
  337. } else {
  338. return this.splice(Math.random() * this.length, 1)?.[0];
  339. }
  340. }
  341. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  342. Array.prototype.groupBy = function(func) {
  343. const groups = this.reduce((pre,cur)=>{
  344. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  345. if (grp)
  346. grp.push(cur);
  347. else
  348. pre.push([cur]);
  349. return pre;
  350. }, []);
  351. return groups;
  352. }
  353. //将内容添加到代码片段
  354. DocumentFragment.prototype.ap = function(...args)
  355. {
  356. const items = args.flat(Infinity).filter(item=>item !== null && item !== void 0);
  357. this.append(...items);
  358. return this;
  359. }
  360. /**
  361. * 将数组和分隔符添加到一个代码片段,类似join
  362. * @param {(string | Node)} separator 每个对象之间合并的分割符或代码片段
  363. * @returns {DocumentFragment} 一个文档片段
  364. */
  365. Array.prototype.nodeJoin = function(separator)
  366. {
  367. const frg = document.createDocumentFragment();
  368. this.forEach((item, idx, arr)=>{
  369. frg.ap(item);
  370. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  371. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  372. }
  373. });
  374. return frg;
  375. }
  376. //数组随机选择一个元素
  377. Array.prototype.randomItem = function(){
  378. if (this.length === 0) {
  379. return null;
  380. } else if (this.length === 1) {
  381. return this[0];
  382. } else {
  383. return this[Math.randomInteger(this.length-1)];
  384. }
  385. };
  386. Math.randomInteger = function(max, min = 0) {
  387. let _max = Math.max(max, min),
  388. _min = Math.min(max, min);
  389. return this.floor(this.random()*(_max-_min+1)+_min);
  390. }
  391. Math.isPowerOfTwo = function(n) {
  392. if (Number.isInteger(n) && n > 0)
  393. return (n & (n - 1)) === 0;
  394. else
  395. return false;
  396. }
  397. class Bin extends Set {
  398. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  399. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  400. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  401. static #typeError_NotInteger = "传入的不是 整数";
  402. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  403. /**
  404. * 构建函数
  405. * @param {(number | bigint | number[])} arg 传入参数
  406. */
  407. constructor (arg) {
  408. if (typeof arg === "number" || typeof arg === "bigint") {
  409. super(Bin.unflags(arg));
  410. } else if (Array.isArray(arg) &&
  411. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  412. ){
  413. super(arg);
  414. } else {
  415. throw new TypeError(Bin.#typeError_Constructor);
  416. }
  417. }
  418. /**
  419. * 将数字或大整形flag转换为数组
  420. * @param {(number | bigint)} number 输入的数字
  421. * @returns {number[]} 输出数组
  422. */
  423. static unflags(number) {
  424. const arr = [];
  425. if (!number) return arr;
  426. const inputType = typeof number;
  427. if (inputType === "number" || inputType === "bigint"){
  428. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  429. throw new RangeError(Bin.#rangeError_NotSafe);
  430. }
  431. const isBigint = inputType === "bigint";
  432. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  433. if (number & flag) {
  434. arr.push(i);
  435. }
  436. }
  437. return arr;
  438. } else {
  439. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  440. }
  441. }
  442. /**
  443. * 将数字序号转换为数字
  444. * @param {number[]} indexArr 输入的序号数组
  445. * @returns {(number | bigint)} 输出的数字
  446. */
  447. static enflags(indexArr) {
  448. if (Array.isArray(indexArr) &&
  449. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  450. ){
  451. let result = 0, isBigint = false, baseNum = 2;
  452. for (let i = 0; i < indexArr.length; i++) {
  453. let value = indexArr[i];
  454. //当数值大于52位,即需要换BigInt
  455. if (value > 52 && !isBigint) {
  456. isBigint = true;
  457. result = BigInt(result);
  458. baseNum = BigInt(baseNum);
  459. }
  460. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  461. result = result + baseNum ** value; //用乘方相加而不是位移的优点是可以得到 0xFFFFFFFF 而不是 -1
  462. }
  463. return result;
  464. } else {
  465. throw new TypeError(Bin.#typeError_FlagsArray);
  466. }
  467. }
  468. get int() {
  469. return Bin.enflags(Array.from(this.values()));
  470. }
  471. add(index) {
  472. if (typeof index === "number" && Number.isSafeInteger(index)){
  473. super.add(index);
  474. } else {
  475. throw new TypeError(Bin.#typeError_NotInteger);
  476. }
  477. }
  478. }
  479. //带标签的模板字符串
  480. function tp(stringsArr, ...keys) {
  481. return ((...values)=>{
  482. const dict = values[values.length - 1] || {};
  483. const fragment = document.createDocumentFragment();
  484. for (let i = 0; i < keys.length; i++) {
  485. fragment.append(stringsArr[i]);
  486. const key = keys[i];
  487. const value = Number.isInteger(key) ? values[key] : dict[key];
  488. if (value !== null && value !== void 0) {
  489. try {
  490. fragment.append((value instanceof Node && keys.lastIndexOf(key) !== i) ? value.cloneNode(true) : value); //如果是不最后一个匹配的标签,就插入克隆的DOM,否则可以插入原始的DOM(保留行为)
  491. }
  492. catch(e) {
  493. console.error("模板字符串错误: %o,", e, values, keys, value);
  494. }
  495. }
  496. }
  497. //补上最后一个字符串
  498. fragment.append(stringsArr[keys.length]);
  499. return fragment;
  500. });
  501. }
  502. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  503. function deepMerge(obj1, obj2) {
  504. let key;
  505. for (key in obj2) {
  506. // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并
  507. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  508. obj1[key] =
  509. obj1[key] &&
  510. obj1[key].toString() === "[object Object]" &&
  511. (obj2[key] && obj2[key].toString() === "[object Object]")
  512. ? deepMerge(obj1[key], obj2[key])
  513. : (obj1[key] = obj2[key]);
  514. }
  515. return obj1;
  516. }
  517. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  518. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  519. const pcmImportObj = {
  520. env: {
  521. abortStackOverflow: () => { throw new Error("overflow"); },
  522. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  523. tableBase: 0,
  524. memory: pcmMemory,
  525. memoryBase: 102400,
  526. STACKTOP: 0,
  527. STACK_MAX: pcmMemory.buffer.byteLength,
  528. }
  529. };
  530. let pcmPlayer = null;
  531. let adpcm_wasm = null;
  532. async function decodeAudio(fileName, decodeCallback) {
  533. if (pcmPlayer != null) {
  534. pcmPlayer.close();
  535. }
  536. pcmPlayer = new PCMPlayer(1, 44100);
  537. let request = await fetch(fileName);
  538. let buffer = await request.arrayBuffer();
  539. let audioData = new Uint8Array(buffer);
  540. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  541. console.debug('当前 WAV 为 普通 WAV');
  542. const audioCtx = new AudioContext();
  543. const decodedData = await audioCtx.decodeAudioData(buffer);
  544. const source = new AudioBufferSourceNode(audioCtx);
  545. source.buffer = decodedData;
  546. source.connect(audioCtx.destination);
  547. source.start(0);
  548. } else { //audioData[16] == 0x14
  549. console.debug('当前 WAV 为 PCM WAV');
  550. let step = 160;
  551. for (let i = 0; i < audioData.byteLength; i += step) {
  552. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  553. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  554. pcmPlayer.feed(pcmFloat32Data);
  555. }
  556. }
  557. }
  558. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  559. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  560. .then((wasm) => {
  561. adpcm_wasm = wasm;
  562. /*addButton("adpcm").onclick = function () {
  563. let decoder = new Adpcm(wasm, pcmImportObj);
  564. decoder.resetDecodeState(new Adpcm.State(0, 0));
  565. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  566. }*/
  567. });
  568. function playVoiceById(id) { //点击label才播放语音
  569. if (!Number.isInteger(id)) {
  570. throw new TypeError("传入的音频 ID 不是整数");
  571. }
  572. const sndURL = `sound/voice/${currentDataSource.code}/padv${id.toString().padStart(3,'0')}.wav`;
  573. const decoder = new Adpcm(adpcm_wasm, pcmImportObj);
  574. decoder.resetDecodeState(new Adpcm.State(0, 0));
  575. decodeAudio(sndURL, decoder.decode.bind(decoder));
  576. }
  577. //▲ADPCM播放相关
  578. // 加载 image
  579. function loadImage(url) {
  580. return new Promise(function(resolve, reject) {
  581. const image = new Image();
  582. image.src = url;
  583. image.type = "svg"
  584. image.crossOrigin = 'Anonymous';
  585. image.onload = function() {
  586. resolve(this);
  587. };
  588. image.onerror = function(err) {
  589. reject(err);
  590. };
  591. });
  592. }
  593. //代码来自 https://segmentfault.com/a/1190000004451095
  594. function fileReader (file, options = {}) {
  595. return new Promise(function (resolve, reject) {
  596. const reader = new FileReader();
  597. reader.onload = function () {
  598. resolve(reader);
  599. };
  600. reader.onerror = reject;
  601. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  602. reject({
  603. code: 1,
  604. msg: 'wrong file type'
  605. });
  606. }
  607. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  608. reader.readAsText(file);
  609. } else {
  610. reader.readAsDataURL(file);
  611. }
  612. });
  613. }
  614. function dbReadKey (db, tableName, keys) {
  615. return new Promise(function (resolve, reject) {
  616. const transaction = db.transaction([tableName]);
  617. const objectStore = transaction.objectStore(tableName);
  618. const request = objectStore.get(keys);
  619. request.onsuccess = function(event) {
  620. resolve(request.result);
  621. };
  622. request.onerror = reject;
  623. });
  624. }
  625. function dbCount (db, tableName, key) {
  626. return new Promise(function (resolve, reject) {
  627. const transaction = db.transaction([tableName]);
  628. const objectStore = transaction.objectStore(tableName);
  629. const request = objectStore.count(key);
  630. request.onsuccess = function() {
  631. resolve(request.result);
  632. }
  633. request.onerror = reject;
  634. });
  635. }
  636. function dbReadAll (db, tableName) {
  637. return new Promise(async function (resolve, reject) {
  638. const datas = [];
  639. const transaction = db.transaction([tableName]);
  640. const objectStore = transaction.objectStore(tableName);
  641. const request = objectStore.openCursor();
  642. request.onsuccess = function(event) {
  643. const cursor = event.target.result;
  644. if (cursor) {
  645. // cursor.value 包含正在被遍历的当前记录
  646. // 这里你可以对 result 做些什么
  647. datas.push(cursor.value);
  648. cursor.continue();
  649. } else {
  650. // 没有更多 results
  651. resolve(datas);
  652. }
  653. };
  654. request.onerror = reject;
  655. });
  656. }
  657. function dbWrite (db, tableName, data, keys) {
  658. return new Promise(function (resolve, reject) {
  659. const transaction = db.transaction([tableName], "readwrite");
  660. const objectStore = transaction.objectStore(tableName);
  661. const request = objectStore.put(data, keys);
  662. request.onsuccess = function(event) {
  663. resolve(event);
  664. };
  665. request.onerror = reject;
  666. });
  667. }
  668. function dbDelete (db, tableName, keys) {
  669. return new Promise(function (resolve, reject) {
  670. const transaction = db.transaction([tableName], "readwrite");
  671. const objectStore = transaction.objectStore(tableName);
  672. const request = objectStore.delete(keys);
  673. request.onsuccess = function(event) {
  674. resolve(event);
  675. };
  676. request.onerror = reject;
  677. });
  678. }
  679. //1个潜觉需要用多少格子
  680. function latentUseHole(latentId) {
  681. switch (latentId) {
  682. case 12: case 16: case 17: case 18: case 19:
  683. case 20: case 21: case 22: case 23: case 24:
  684. case 25: case 26: case 27: case 28: case 29:
  685. case 30: case 31: case 32: case 33: case 34:
  686. case 35: case 36: case 43: case 44: case 45:
  687. case 50:
  688. {
  689. return 2;
  690. }
  691. case 13: case 14: case 15: case 37: case 38:
  692. case 39: case 40: case 41: case 42: case 46:
  693. case 47: case 48: case 49:
  694. {
  695. return 6;
  696. }
  697. case 1: case 2: case 3: case 4: case 5:
  698. case 6: case 7: case 8: case 9: case 10:
  699. case 11: case 12:
  700. default:
  701. {
  702. return 1;
  703. }
  704. }
  705. }
  706. //获取最大潜觉数量
  707. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  708. const card = Cards[id];
  709. return card && card.is8Latent ? 8 : 6;
  710. }
  711. //计算用了多少潜觉格子
  712. function usedHole(latents) {
  713. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  714. }
  715. //计算所有队伍中有多少个该觉醒
  716. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  717. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  718. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  719. }, 0);
  720. return formationAwokenCount;
  721. }
  722. //计算单个队伍中有多少个该觉醒
  723. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  724. const [memberArray, assistArray] = team;
  725. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  726. if (mon.id <= 0) { //如果是delay和null
  727. return previous;
  728. }
  729. const card = Cards[mon.id];
  730. if (!card || !card.enabled) { //如果卡片未启用
  731. return previous;
  732. }
  733. const assist = assistArray[idx];
  734. const assistCard = Cards[assist.id];
  735. //启用的觉醒数组片段
  736. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  737. //单人、3人时,大于等于100级且297时增加超觉醒
  738. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  739. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  740. mon.sawoken === card.syncAwakening)
  741. ) {
  742. enableAwoken.push(mon.sawoken);
  743. }
  744. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  745. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  746. }
  747. //相同的觉醒数
  748. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  749. return previous + hasAwoken;
  750. }, 0);
  751. return teamAwokenCount;
  752. }
  753. //返回可用的怪物名称
  754. function returnMonsterNameArr(card, lsList = currentLanguage.searchlist, defaultCode = currentDataSource.code) {
  755. const monNameArr = lsList.map(lc => { //取出每种语言
  756. if (lc == defaultCode)
  757. return card.name;
  758. else if (card.otLangName)
  759. return card.otLangName[lc];
  760. }).filter(ln => //去掉空值和问号
  761. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  762. );
  763. if (monNameArr.length < 1) //如果本来的列表里没有名字
  764. {
  765. monNameArr.push(card.name); //只添加默认名字
  766. }
  767. return monNameArr;
  768. }
  769. //Code From pad-rikuu
  770. function valueAt(level, maxLevel, curve) {
  771. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  772. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  773. }
  774. //Code From pad-rikuu
  775. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  776. let value = valueAt(level, maxLevel, {
  777. min: c.min,
  778. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  779. scale: c.scale || 1
  780. });
  781. if (level > maxLevel) {
  782. const exceed99 = Math.min(level - maxLevel, 11);
  783. const exceed110 = Math.max(0, level - 110);
  784. value += c.max !== void 0 ?
  785. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  786. (c.min * exceed99 + c.min * exceed110);
  787. }
  788. return value;
  789. }
  790. //计算怪物的经验值
  791. function calculateExp(member) {
  792. if (!member) return null;
  793. const memberCard = Cards[member.id];
  794. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  795. const expArray = [
  796. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  797. ];
  798. if (member.level > 99)
  799. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  800. if (member.level > 110)
  801. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  802. return expArray;
  803. }
  804. function isDungeonEnhance(dge, member, assist) {
  805. const memberCard = Cards[member.id];
  806. const memberAttrsTypesWithWeapon = (typeof member.getAttrsTypesWithWeapon === "function" && assist instanceof MemberAssist)
  807. ? member.getAttrsTypesWithWeapon(assist)
  808. : memberCard;
  809. const baseBool = dge.rarities.includes(memberCard?.rarity) //符合星级
  810. || dge?.collabs?.includes(memberCard?.collabId) //符合合作
  811. || dge?.gachas?.some(n=>memberCard?.gachaIds.includes(n)); //符合抽蛋桶
  812. return {
  813. awoken: baseBool //计算武器觉醒
  814. || memberAttrsTypesWithWeapon.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  815. || memberAttrsTypesWithWeapon.types.some(type=>dge.types.includes(type)) //符合类型
  816. ,
  817. noAwoken: baseBool //不计算武器觉醒
  818. || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  819. || memberCard.types.some(type=>dge.types.includes(type)) //符合类型
  820. ,
  821. };
  822. }
  823. //计算怪物的能力
  824. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  825. if (!member) return null;
  826. const memberCard = Cards[member.id];
  827. const assistCard = assist ? Cards[assist.id] : null;
  828. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  829. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  830. const plusAdd = [10, 5, 3]; //加值的增加值
  831. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  832. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  833. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  834. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  835. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  836. ];
  837. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,63 语音觉醒
  838. [{ index: 63, scale: 1.1 }], //HP
  839. [{ index: 63, scale: 1.1 }], //ATK
  840. [{ index: 63, scale: 1.1 }] //RCV
  841. ];
  842. const latterAwokenScale = [ //在297之后,对应比例加三维觉醒的序号与倍率值,30 协力觉醒、127 三维觉醒、132 下午茶觉醒
  843. [{ index: 127, scale: 1.5 }, { index: 132, scale: 1.25 }], //HP
  844. [{ index: 127, scale: 1.5 }, { index: 132, scale: 1.25 }], //ATK
  845. [{ index: 127, scale: 1.5 }, { index: 132, scale: 1.25 }] //RCV
  846. ];
  847. if (!solo) { //协力时计算协力觉醒
  848. latterAwokenScale.forEach(ab => {
  849. ab.push({ index: 30, scale: 1.5 });
  850. });
  851. }
  852. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  853. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  854. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  855. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  856. ];
  857. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  858. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  859. //储存点亮的觉醒
  860. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  861. //单人、3人时,大于等于100级且297时增加超觉醒
  862. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  863. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  864. member.sawoken === memberCard.syncAwakening)
  865. ) {
  866. awokenList.push(member.sawoken)
  867. }
  868. //如果有武器还要计算武器的觉醒
  869. let enableBouns = false;
  870. if (assistCard?.id > 0 && assistCard.enabled) {
  871. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  872. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  873. awokenList.push(...assistAwokenList);
  874. }
  875. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  876. }
  877. //地下城强化
  878. const dge = formation.dungeonEnchance;
  879. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  880. const isDge = isDungeonEnhance(dge, member, assist);
  881. //v22.6 变化
  882. const isJP = currentDataSource.code === "jp";
  883. //地下城阴阳加护强化
  884. if (dge.benefit) { //当存在加护
  885. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  886. Bin.unflags(dge.benefit).forEach(idx=>{
  887. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  888. latterAwokenScale[0].push({ index: akId, scale: isJP ? 2 : 1.2 }); //HP
  889. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  890. latterAwokenScale[2].push({ index: akId, scale: isJP ? 2 : 1.2 }); //RCV
  891. });
  892. }
  893. if (dge.stage > 1) { //当存在地下城层数
  894. let scale = 1;
  895. if (dge.stage>=10) scale = 2;
  896. else if (dge.stage>=5) scale = 1.5;
  897. const akId = 130; //130号熟成觉醒
  898. latterAwokenScale.forEach(ab => {
  899. ab.push({ index: akId, scale: scale });
  900. });
  901. }
  902. if (dge.brokens > 0) { //破坏部位个数
  903. //131号部位破坏觉醒
  904. latterAwokenScale.forEach(ab => {
  905. ab.push({ index: 131, scale: 1.2 ** dge.brokens });
  906. });
  907. }
  908. const abilitys = memberCurves.map((ab, idx) => {
  909. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  910. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  911. let n_assist_base = 0,
  912. n_assist_plus = 0; //辅助的bonus
  913. //计算辅助的额外血量
  914. if (assistCurves && enableBouns) {
  915. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  916. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  917. }
  918. //用来计算倍率觉醒的最终倍率是多少,reduce用
  919. function calculateAwokenScale(previous, aw) {
  920. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  921. return previous * aw.scale ** awokenCount;
  922. }
  923. //倍率类觉醒的比例,直接从1开始乘
  924. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  925. //觉醒增加的数值
  926. const n_awoken = awokenList.length > 0 ?
  927. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  928. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  929. if (awokenCount > 0)
  930. return previous + aw.value * awokenCount;
  931. else
  932. return previous;
  933. }, 0)) :
  934. 0;
  935. //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
  936. const n_latentScale = (member.latent && member.latent.length > 0) ?
  937. latentScale[idx].reduce((previous, la) => {
  938. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  939. return previous + la.scale * latentCount;
  940. }, 0) :
  941. 0;
  942. const dgeScale = { //地下城强化比例
  943. awoken: isDge.awoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  944. noAwoken: isDge.noAwoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  945. };
  946. if (idx === 1 && dgeScale.awoken < 1 && awokenList.includes(106)) {
  947. //觉醒有浮游,比例乘以20
  948. dgeScale.awoken = Math.min(1, dgeScale.awoken * 20);
  949. }
  950. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  951. Math.round(n_base * n_latentScale) + n_awoken +
  952. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  953. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  954. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale.awoken);
  955. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  956. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  957. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  958. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale.noAwoken)
  959. if (idx < 2) //idx顺序为HP、ATK、RCV
  960. { //HP和ATK最低为1
  961. reValue = Math.max(reValue, 1);
  962. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  963. }
  964. return [reValue, reValueNoAwoken];
  965. });
  966. return abilitys;
  967. }
  968. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  969. const card = Cards[id];
  970. const tempMon = {
  971. id: id,
  972. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  973. plus: (card.stackable || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  974. awoken: card.awakenings.length,
  975. sawoken: 0
  976. };
  977. /*强制计算超觉醒
  978. if (card.superAwakenings.includes(127)) {
  979. tempMon.sawoken = 127;
  980. }*/
  981. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  982. if (abilities) {
  983. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  984. return {
  985. withAwoken: {
  986. hp: hp,
  987. atk: atk,
  988. rcv: rcv,
  989. },
  990. noAwoken: {
  991. hp: hpNA,
  992. atk: atkNA,
  993. rcv: rcvNA,
  994. },
  995. };
  996. } else {
  997. return null;
  998. }
  999. }
  1000. //搜索卡片用
  1001. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  1002. let cardsRange = [...cards]; //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
  1003. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  1004. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  1005. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  1006. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  1007. !card.stackable); //不可堆叠
  1008. //属性
  1009. const anyAttrsFlag = 0b101_1111; //所有颜色的查找,注意右边才是最低位
  1010. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  1011. if (sAttrs.some(attr=>(attr & anyAttrsFlag) !== anyAttrsFlag)) { //当任一属性不为任意颜色时才需要筛选属性,否则跳过属性筛选
  1012. //如果固定顺序就直接使用当前颜色顺序;否则不考虑顺序时,去除任意色
  1013. // const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  1014. // .map(attr=>{
  1015. // const attrNum = Bin.unflags(attr);
  1016. // if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  1017. // return attrNum;
  1018. // });
  1019. if (fixMainColor) {//如果固定了顺序
  1020. //只有第一属性有搜索内容时才搜索无主属性
  1021. const isSearchNoMainAttr = (sAttrs[0] ^ 0b100_0000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  1022. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  1023. //默认逻辑为,只要不是any,就判断这个颜色是否包含了对应的颜色
  1024. //不能用怪物颜色来查找,因为怪物只有一个颜色就会提前退出循环,导致不搜索副属性
  1025. return sAttrs.every((sAttr, idx)=>{
  1026. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  1027. //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的
  1028. cAttrs[0] === 6 && //角色第一属性为无主属性
  1029. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  1030. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  1031. return sAttr & flag;
  1032. });
  1033. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  1034. // isAnyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) && //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的
  1035. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  1036. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  1037. });
  1038. }
  1039. else {//不限定顺序时
  1040. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  1041. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  1042. cAttrs = [...cAttrs];
  1043. for (let i = 1; i < sAttrs.length; i++) {
  1044. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  1045. }
  1046. /*
  1047. 我也不知道为什么这个代码可以跑,没学过矩阵运算,乱猜的,好像结果可以用,结果发现矩阵好像根本没用
  1048. */
  1049. const matrix3x3 = sAttrs.map(sAttr=>{
  1050. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  1051. });
  1052. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  1053. // const columValues = []; //每个 filter 都能匹配属性
  1054. // for (let i = 0; i < notAnyAttrsCount; i++) {
  1055. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  1056. // columValues.push(columValue);
  1057. // }
  1058. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  1059. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  1060. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  1061. });
  1062. const match = crossValue.every(Boolean);
  1063. // if (match) {
  1064. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  1065. // }
  1066. return match;
  1067. });
  1068. }
  1069. }
  1070. //类型
  1071. if (types.length > 0) {
  1072. //所有type都满足,或只需要满足一个type
  1073. const logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  1074. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  1075. }
  1076. //稀有度
  1077. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  1078. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  1079. }
  1080. //觉醒
  1081. const searchAwokens = [];
  1082. //等效觉醒时,把大觉醒数量变成小觉醒数量
  1083. if (equalAk) {
  1084. awokens.forEach(ak=>{
  1085. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  1086. if (equivalentAwoken) {
  1087. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  1088. if (!smallAwoken) {
  1089. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  1090. }
  1091. smallAwoken.num += ak.num * equivalentAwoken.times;
  1092. searchAwokens.push(smallAwoken);
  1093. } else {
  1094. searchAwokens.push(ak);
  1095. }
  1096. });
  1097. } else {
  1098. searchAwokens.push(...awokens);
  1099. }
  1100. if (searchAwokens.length > 0) {
  1101. cardsRange = cardsRange.filter(card => {
  1102. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  1103. if (incSawoken && //搜索超觉醒
  1104. card.superAwakenings.length > 0 && //卡片有超觉醒
  1105. !searchAwokens.includes(49) //搜索觉醒里不包含武器觉醒,因为武器觉醒必定不考虑超觉醒,这一条是属于优化,可以不要
  1106. ) { //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
  1107. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1108. } else { //单个原始觉醒数组
  1109. cardAwakeningsCombos.push(card.awakenings);
  1110. }
  1111. return cardAwakeningsCombos.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
  1112. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1113. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1114. let equivalentAwoken;
  1115. if (equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id))) //如果开启等效觉醒。比较的都是小觉醒的数量
  1116. {
  1117. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1118. }
  1119. return akNum >= ak.num;
  1120. })
  1121. );
  1122. });
  1123. }
  1124. //超觉醒
  1125. if (sawokens.length > 0 && !incSawoken) {
  1126. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1127. let equivalentAwoken;
  1128. return card.superAwakenings.includes(sak) ||
  1129. //如果开启等效觉醒
  1130. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1131. card.superAwakenings.includes(equivalentAwoken.big);
  1132. }));
  1133. }
  1134. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1135. return cardsRange;
  1136. }
  1137. function searchByString(str)
  1138. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1139. str = str.trim();
  1140. if (str.length>0)
  1141. {
  1142. return Cards.filter(card =>
  1143. {
  1144. const names = [card.name];
  1145. if (card.otLangName)
  1146. {
  1147. names.push(...Object.values(card.otLangName));
  1148. }
  1149. const tags = card.altName.concat();
  1150. if (card.otTags)
  1151. {
  1152. tags.push(...card.otTags);
  1153. }
  1154. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1155. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1156. }
  1157. );
  1158. }else
  1159. {
  1160. return [];
  1161. }
  1162. }
  1163. function copyString(input) {
  1164. input.focus(); //设input为焦点
  1165. input.select(); //选择全部
  1166. navigator.clipboard.writeText(input.value).then(function() {
  1167. /* clipboard successfully set */
  1168. //复制成功
  1169. }, function() {
  1170. /* clipboard write failed */
  1171. document.execCommand('copy'); //尝试废弃的老方法
  1172. });
  1173. //input.blur(); //取消焦点
  1174. }
  1175. function cardAOnDragStart(event){
  1176. if (event.dataTransfer) {
  1177. event.dataTransfer.setData("card-id", this.dataset.cardid);
  1178. }
  1179. }
  1180. //产生一个怪物头像
  1181. function createCardA(option) {
  1182. const t = document.body.querySelector('#template-card-a');
  1183. const clone = document.importNode(t.content, true);
  1184. const monster = clone.querySelector(".monster");
  1185. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1186. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1187. monster.ondragstart = cardAOnDragStart; //拖拽怪物头像时,记录怪物id到拖拽
  1188. return monster;
  1189. }
  1190. //返回文字说明内怪物Card的纯HTML
  1191. function cardN(id) {
  1192. const monOuterDom = document.createElement("span");
  1193. monOuterDom.className = "detail-mon";
  1194. const monDom = createCardA({noBoxCount: true});
  1195. monDom.onclick = cardNClick
  1196. changeid({ id: id }, monDom);
  1197. monOuterDom.monDom = monDom;
  1198. monOuterDom.appendChild(monDom);
  1199. return monOuterDom;
  1200. }
  1201. function cardNClick(event) {
  1202. event?.preventDefault();
  1203. const monstersID = document.getElementById("card-id");
  1204. const formIdSearch = document.getElementById("form-id-search");
  1205. monstersID.value = this.getAttribute("data-cardid");
  1206. formIdSearch.onchange();
  1207. allMembers.forEach(member=>member.classList.remove("hightlight"));
  1208. editBox.show();
  1209. }
  1210. //产生队伍目标类型
  1211. function createTeamFlags(target, type)
  1212. {
  1213. const ul = document.createElement("ul");
  1214. ul.className = "team-flags";
  1215. for (let i = 0; i<6; i++) {
  1216. const li = ul.appendChild(document.createElement("li"));
  1217. li.className = "team-member-icon";
  1218. }
  1219. const targetTypes = type == 2 ? SkillTarget.type2 : SkillTarget.type1;
  1220. let _target = [];
  1221. if (Number.isInteger(target)) {
  1222. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1223. }
  1224. else if (Array.isArray(target)) {
  1225. if (target.every(item=>Number.isInteger(item))) {
  1226. _target = target.map(n=>targetTypes[n]);
  1227. }
  1228. else if (target.every(item=>typeof(item) === 'string')) {
  1229. _target = target;
  1230. }
  1231. }
  1232. _target.forEach(tar=>ul.classList.add(tar));
  1233. return ul;
  1234. }
  1235. function searchBySeriesId(sId, sType) {
  1236. switch (sType) {
  1237. case "collab": {//合作
  1238. if (!Number.isInteger(sId))
  1239. sId = parseInt(sId, 10);
  1240. return Cards.filter(card => card.collabId == sId);
  1241. }
  1242. case "gacha": {//桶,是数组
  1243. if (!sId.every(id=>Number.isInteger(id)))
  1244. sId = sId.map(id=>parseInt(id, 10));
  1245. return sId.flatMap(gachaId=>
  1246. Cards.filter(card => card.gachaIds.includes(gachaId)));
  1247. }
  1248. case "series":
  1249. default: { //系列
  1250. if (!Number.isInteger(sId))
  1251. sId = parseInt(sId, 10);
  1252. return Cards.filter(card => card.seriesId == sId);
  1253. }
  1254. }
  1255. }
  1256. function richTextCardNClick(){
  1257. this.querySelector(".monster").onclick();
  1258. }
  1259. //创建序号类图标
  1260. function createIndexedIcon(type, index, noFocus = false) {
  1261. const className = "drag-able-icon";
  1262. let icon;
  1263. if (type == 'card') {//卡片头像
  1264. icon = cardN(index);
  1265. } else {
  1266. icon = document.createElement("icon");
  1267. switch(type) {
  1268. case 'awoken': { //觉醒
  1269. icon.className = "awoken-icon";
  1270. icon.setAttribute("data-awoken-icon", index);
  1271. break;
  1272. }
  1273. case 'type': { //类型
  1274. icon.className = "type-icon";
  1275. icon.setAttribute("data-type-icon", index);
  1276. break;
  1277. }
  1278. case 'orb': { //宝珠
  1279. icon.className = "orb";
  1280. icon.setAttribute("data-orb-icon", index);
  1281. break;
  1282. }
  1283. case 'latent': { //潜觉
  1284. icon.className = `latent-icon`;
  1285. icon.setAttribute("data-latent-icon", index);
  1286. icon.setAttribute("data-latent-hole", 1);
  1287. break;
  1288. }
  1289. }
  1290. }
  1291. icon.classList.add(className);
  1292. icon.contentEditable = false;
  1293. icon.draggable = true;
  1294. //icon.tabIndex = 0; // 为了让 :focus 生效
  1295. icon.ondragstart = indexedIconOnDragStart;
  1296. if (!noFocus) icon.addEventListener("click", indexedIconFocusSelf);
  1297. icon.indexedIcon = {type, index}; //拖拽用的
  1298. return icon;
  1299. }
  1300. function indexedIconOnDragStart(event){
  1301. if (event.dataTransfer) {
  1302. draggedNode = this; // 记录原始节点
  1303. event.dataTransfer.effectAllowed = 'copyMove';
  1304. event.dataTransfer.setData("indexed-icon", JSON.stringify(this.indexedIcon));
  1305. }
  1306. }
  1307. function indexedIconFocusSelf(event){
  1308. const selectRange = document.createRange();
  1309. const selection = document.getSelection();
  1310. if (!event?.ctrlKey) {
  1311. //调整为只选中节点开始的部位
  1312. selectRange.setEndBefore(this);
  1313. selectRange.setStartBefore(this);
  1314. // //调整为只选中节点结束的部位
  1315. // selectRange.setEndAfter(this);
  1316. // selectRange.setStartAfter(this);
  1317. selection.removeAllRanges();
  1318. }
  1319. else {
  1320. selectRange.selectNode(this); //按住Ctrl时选中整个节点
  1321. }
  1322. selection.addRange(selectRange);
  1323. }
  1324. //获取光标插入点位置(惰性函数)
  1325. const getCaretRange = (()=>{
  1326. if (document.caretPositionFromPoint) {
  1327. return function(event){
  1328. const pos = document.caretPositionFromPoint(event.clientX, event.clientY);
  1329. const range = document.createRange();
  1330. range.setStart(pos.offsetNode, pos.offset);
  1331. return range;
  1332. }
  1333. }
  1334. else if (document.caretRangeFromPoint) {
  1335. return function(event){
  1336. const range = document.caretRangeFromPoint(event.clientX, event.clientY);
  1337. return range;
  1338. }
  1339. } else {
  1340. return ()=>{};
  1341. }
  1342. })();
  1343. //将怪物的文字介绍解析为HTML
  1344. function descriptionToHTML(str)
  1345. {
  1346. function formatParse(reg, subMatchCount, transFunc) {
  1347. //const subMatchCount = transFunc.length;
  1348. return function(item){
  1349. if (typeof item == "string") {
  1350. const subArr = item.split(new RegExp(reg));
  1351. const newArr = [];
  1352. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1353. newArr.push(subArr[i]);
  1354. if (subArr[i+subMatchCount] !== undefined) {
  1355. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1356. }
  1357. }
  1358. return newArr;
  1359. } else {
  1360. return item;
  1361. }
  1362. };
  1363. }
  1364. let nodeArr = [str];
  1365. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1366. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1367. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1368. function fontcolorTrans(color, content){
  1369. const sp = document.createElement("span");
  1370. sp.appendChild(descriptionToHTML(content))
  1371. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1372. sp.style.color = `#${color}`;
  1373. } else if (/qs/i.test(color)) {
  1374. sp.style.color = `blue`;
  1375. } else {
  1376. sp.style.color = color;
  1377. }
  1378. return sp;
  1379. }
  1380. function iconTrans(type, id){
  1381. id = parseInt(id,10);
  1382. type = type.toLowerCase();
  1383. switch(type) {
  1384. case 'card':case 'm': { //卡片头像
  1385. return createIndexedIcon('card', id);
  1386. }
  1387. case 'awoken':case 'a': { //觉醒
  1388. return createIndexedIcon('awoken', id);
  1389. }
  1390. case 'type':case 't': { //类型
  1391. return createIndexedIcon('type', id);
  1392. }
  1393. case 'orb':case 'o': { //宝珠
  1394. return createIndexedIcon('orb', id);
  1395. }
  1396. case 'latent':case 'l': { //潜觉
  1397. return createIndexedIcon('latent', id);
  1398. }
  1399. default: {
  1400. return `{${type}.${id}}`;
  1401. }
  1402. }
  1403. }
  1404. return nodeArr.nodeJoin();
  1405. }
  1406. //默认的技能解释的显示行为
  1407. function parseSkillDescription(skill) {
  1408. return descriptionToHTML(skill?.description);
  1409. }
  1410. //判断是否是转生和超转生
  1411. function isReincarnated(card) {
  1412. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1413. }
  1414. //计算队伍中有多少血量
  1415. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1416. let memberArr = team[0], assistArr = team[1];
  1417. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1418. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1419. const mHpArr = [];
  1420. for (let idx = 0; idx < memberArr.length ; idx++) {
  1421. let tMember = new MemberTeam(),
  1422. tAssist = new MemberAssist();
  1423. tMember.loadFromMember(memberArr[idx]);
  1424. tAssist.loadFromMember(assistArr[idx]);
  1425. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1426. tAssist.awoken = 0;
  1427. }
  1428. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1429. const hp = ability?.[0] ?? 0;
  1430. if (!hp) continue;
  1431. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1432. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1433. //演示用代码
  1434. //console.log("%s 第1次倍率血量:%s,第2次倍率血量:%s",Cards[m.id].otLangName["chs"],hp1,hp2);
  1435. mHpArr.push(mulHP);
  1436. }
  1437. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1438. function memberHpMul(member, assist, ls, memberArr, solo) {
  1439. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1440. function hpMul(parm, scale) {
  1441. if (scale == undefined || scale == 0) return 1;
  1442. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1443. return scale / 100;
  1444. }
  1445. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1446. return scale / 100;
  1447. }
  1448. return 1;
  1449. }
  1450. const sk = ls?.params;
  1451. let scale = 1;
  1452. switch (ls?.type) {
  1453. case 23:
  1454. case 30:
  1455. case 62:
  1456. case 77:
  1457. case 63:
  1458. case 65:
  1459. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1460. break;
  1461. case 29:
  1462. case 114:
  1463. case 45:
  1464. case 111:
  1465. case 46:
  1466. case 48:
  1467. case 67:
  1468. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1469. break;
  1470. case 73:
  1471. case 76:
  1472. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1473. break;
  1474. case 106:
  1475. case 107:
  1476. case 108:
  1477. scale = sk[0] / 100;
  1478. break;
  1479. case 121:
  1480. case 129:
  1481. case 163:
  1482. case 177:
  1483. case 186:
  1484. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1485. break;
  1486. case 125: //队伍中必须有指定队员
  1487. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1488. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1489. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1490. break;
  1491. case 136:
  1492. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1493. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1494. break;
  1495. case 137:
  1496. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1497. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1498. break;
  1499. case 155:
  1500. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1501. break;
  1502. case 158:
  1503. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1504. break;
  1505. case 175: //队伍组成全为合作,不包括双方队长
  1506. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1507. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1508. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1509. break;
  1510. case 178:
  1511. case 185:
  1512. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1513. break;
  1514. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1515. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1516. switch (sk[0]) {
  1517. case 0: //全是像素进化
  1518. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1519. break;
  1520. case 2: //全是转生、超转生(8格潜觉)
  1521. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1522. break;
  1523. }
  1524. break;
  1525. }
  1526. case 217:{ //限定队伍星级,不包括好友队长
  1527. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1528. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1529. return pre + (memberCard?.rarity || 1);
  1530. }, 0);
  1531. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1532. break;
  1533. }
  1534. case 229:{ //队员中存在每个属性或Type都算一次
  1535. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1536. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1537. //符合的次数
  1538. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1539. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1540. scale = sk[2] * correTimes / 100 + 1;
  1541. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  1542. break;
  1543. }
  1544. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  1545. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1546. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1547. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1548. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1549. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1550. ) {
  1551. scale = sk[3] / 100;
  1552. }
  1553. break;
  1554. }
  1555. case 138: //调用其他队长技
  1556. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1557. break;
  1558. default:
  1559. }
  1560. return scale || 1;
  1561. }
  1562. return mHpArr;
  1563. }
  1564. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1565. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1566. //之前用的Map,现在为了性能改成数组
  1567. const attrsCount = [];
  1568. const typesCount = [];
  1569. for (let idx = 0; idx < memberArr.length; idx++) {
  1570. const member = memberArr[idx], assist = assistArr[idx];
  1571. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1572. if (memberAttrsTypes) {
  1573. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1574. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1575. }
  1576. }
  1577. return {attrs: attrsCount, types: typesCount};
  1578. }
  1579. //返回卡片的队长技能
  1580. function getCardLeaderSkills(card, skillTypes) {
  1581. if (!card) return [];
  1582. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1583. }
  1584. //返回卡片的主动技能
  1585. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1586. if (!card) return [];
  1587. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1588. }
  1589. //查找到真正起作用的那一个技能
  1590. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1591. if (!skill) return [];
  1592. if (skillTypes.includes(skill.type))
  1593. {
  1594. return [skill];
  1595. }
  1596. else if (skill.type == 116 || //多个主动技
  1597. (searchRandom && skill.type == 118) || //随机主动技
  1598. skill.type == 138 || //多个队长技
  1599. skill.type == 232 || //进化技能不循环
  1600. skill.type == 233 || //进化技能循环
  1601. skill.type == 248 //延迟生效技能
  1602. ){
  1603. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1604. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1605. //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
  1606. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1607. return subSkills;
  1608. }
  1609. else
  1610. {
  1611. return [];
  1612. }
  1613. }
  1614. function getSkillMinCD(skill){
  1615. return skill.initialCooldown - (skill.maxLevel - 1);
  1616. }
  1617. //返回变身宠的初级
  1618. function henshinBase(cardid, firstId)
  1619. {
  1620. let member;
  1621. if (cardid instanceof Member) {
  1622. member = cardid;
  1623. cardid = member.id;
  1624. }
  1625. if (firstId == undefined) firstId = cardid;
  1626. let card = Cards[cardid];
  1627. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1628. && (member?.level ?? 1) <= card.maxLevel
  1629. )
  1630. {
  1631. card = henshinBase(card.henshinFrom[0], firstId);
  1632. }
  1633. return card;
  1634. }
  1635. //计算卡片队长技+C
  1636. function getSkillAddCombo(card) {
  1637. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235, 271];
  1638. const skills = getCardLeaderSkills(card, searchTypeArray);
  1639. return skills.map(skill=>{
  1640. switch (skill.type) {
  1641. case 192:
  1642. case 194:
  1643. case 271:
  1644. return skill.params[3] ?? 0;
  1645. case 206:
  1646. return skill.params[6] ?? 0;
  1647. case 209:
  1648. return skill.params[0] ?? 0;
  1649. case 210:
  1650. case 219:
  1651. return skill.params[2] ?? 0;
  1652. case 220:
  1653. return skill.params[1] ?? 0;
  1654. case 235:
  1655. return skill.params[5] ?? 0;
  1656. default:
  1657. return 0;
  1658. }
  1659. }).reduce((p,v)=>p+v, 0);
  1660. }
  1661. //计算卡片队长技追打
  1662. function getSkillFixedDamage(card) {
  1663. const searchTypeArray = [199, 200, 201, 223, 235, 271];
  1664. const skills = getCardLeaderSkills(card, searchTypeArray);
  1665. return skills.map(skill=>{
  1666. switch (skill.type) {
  1667. case 199:
  1668. case 200:
  1669. return skill.params[2] ?? 0;
  1670. case 201:
  1671. return skill.params[5] ?? 0;
  1672. case 223:
  1673. return skill.params[1] ?? 0;
  1674. case 235:
  1675. return skill.params[6] ?? 0;
  1676. case 271:
  1677. return skill.params[4] ?? 0;
  1678. default:
  1679. return 0;
  1680. }
  1681. }).reduce((p,v)=>p+v, 0);
  1682. }
  1683. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1684. let effect = {
  1685. board76: false,
  1686. noSkyfall: false,
  1687. poisonNoEffect: false,
  1688. resolve: false,
  1689. addCombo: [0,0],
  1690. inflicts: [0,0],
  1691. };
  1692. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1693. const card1_original = henshinBase(leader1id_original), card2_original = henshinBase(leader2id_original);
  1694. { //计算队伍是否为76,判断初始队长+变身前
  1695. const searchTypeArray = [162, 186];
  1696. effect.board76 = Boolean(getCardLeaderSkills(card1_original, searchTypeArray).length) ||
  1697. Boolean(getCardLeaderSkills(card2_original, searchTypeArray).length);
  1698. }
  1699. { //计算队伍是否为无天降
  1700. const searchTypeArray = [163, 177];
  1701. effect.noSkyfall = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1702. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1703. }
  1704. { //计算队伍是否为毒无效
  1705. const searchTypeArray = [197];
  1706. effect.poisonNoEffect = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1707. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1708. }
  1709. { //计算队伍是否有根性
  1710. const searchTypeArray = [14];
  1711. effect.resolve = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1712. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1713. }
  1714. { //计算队伍的+C
  1715. effect.addCombo[0] = getSkillAddCombo(card1);
  1716. effect.addCombo[1] = getSkillAddCombo(card2);
  1717. }
  1718. { //计算队伍的追打
  1719. effect.inflicts[0] = getSkillFixedDamage(card1);
  1720. effect.inflicts[1] = getSkillFixedDamage(card2);
  1721. }
  1722. return effect;
  1723. }
  1724. //计算队伍SB
  1725. function countTeamSB(team, solo) {
  1726. let sbn = 0;
  1727. const [members, assists, badge] = team;
  1728. for (let mi = 0; mi < members.length; mi++) {
  1729. const member = members[mi];
  1730. const assist = assists[mi];
  1731. if (member.id < 0) continue;
  1732. const memberCard = henshinBase(member);
  1733. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1734. //单人、3人时,大于等于100级且297时增加超觉醒
  1735. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1736. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1737. member.sawoken === memberCard.syncAwakening)
  1738. ) {
  1739. enableAwoken.push(member.sawoken);
  1740. }
  1741. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1742. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1743. }
  1744. //大SB 56,小SB 21
  1745. sbn += enableAwoken.filter(n=>n===21).length;
  1746. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1747. //负sb 105
  1748. sbn -= enableAwoken.filter(n=>n===105).length;
  1749. //心L 59,心L大SB潜觉 47
  1750. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1751. }
  1752. if (solo || teamsCount === 3) {
  1753. switch (badge) {
  1754. case 7: //SB
  1755. sbn += 2;
  1756. break;
  1757. case 23: //SB++ 辅助无效 +20
  1758. sbn += 20;
  1759. break;
  1760. }
  1761. }
  1762. return sbn;
  1763. }
  1764. //返回一个角色的根ID
  1765. function returnCardRootId(mid, henshin = true)
  1766. {
  1767. const card = Cards[mid];
  1768. if (!card) return null;
  1769. let rootid = card.evoRootId;
  1770. const m = Cards[rootid];
  1771. if (henshin && Array.isArray(m.henshinFrom) && m.henshinFrom[0] < m.id)
  1772. { //只有变身来源小于目前id的,才继续找base,为了解决黑魔导女孩的问题,将来如果需要要可以改成检测是否能110级
  1773. rootid = returnCardRootId(m.henshinFrom[0]);
  1774. }
  1775. return rootid;
  1776. }
  1777. //判断两个角色是否是同一进化链
  1778. function isSameEvoTree(mon1, mon2) {
  1779. if (mon1.id <= 0 || mon2.id <= 0) return false;
  1780. const mon1RootId = returnCardRootId(mon1.id, mon1.level <= mon1.card.maxLevel);
  1781. const mon2RootId = returnCardRootId(mon2.id, mon2.level <= mon2.card.maxLevel);
  1782. return mon1RootId == mon2RootId;
  1783. }
  1784. //计算队伍操作时间
  1785. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1786. const [members, assists, badge] = team;
  1787. const searchTypeArray = [178, 15, 185];
  1788. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1789. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1790. const time1 = leaderSkillMoveTime(ls1);
  1791. const time2 = leaderSkillMoveTime(ls2);
  1792. function leaderSkillMoveTime(ls) {
  1793. const moveTime = { fixed: false, duration: 0 };
  1794. if (!ls) return moveTime;
  1795. const sk = ls.params;
  1796. switch (ls.type) {
  1797. case 178: //固定操作时间
  1798. moveTime.fixed = true;
  1799. moveTime.duration = sk[0];
  1800. break;
  1801. case 15:
  1802. case 185:
  1803. moveTime.duration += sk[0] / 100;
  1804. break;
  1805. default:
  1806. }
  1807. return moveTime;
  1808. }
  1809. let moveTime = {
  1810. fixed: false,
  1811. duration: {
  1812. default: 6,
  1813. leader: 0,
  1814. badge: 0,
  1815. awoken: 0,
  1816. }
  1817. }; //基础5秒
  1818. //固定操作时间的直接返回
  1819. if (time1.fixed || time2.fixed) {
  1820. moveTime.fixed = true;
  1821. moveTime.duration.leader = time1.fixed ?
  1822. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1823. time2.duration;
  1824. } else {
  1825. moveTime.duration.leader = time1.duration + time2.duration;
  1826. let _team = team.concat();
  1827. //1人、3人计算徽章
  1828. if (solo || teamsCount === 3) {
  1829. switch (badge) {
  1830. case 2: //小手指
  1831. moveTime.duration.badge = 3;
  1832. break;
  1833. case 21: //大手指
  1834. moveTime.duration.badge = 4;
  1835. break;
  1836. case PAD_PASS_BADGE: //月卡
  1837. moveTime.duration.badge = 4;
  1838. break;
  1839. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1840. moveTime.duration.badge = 3;
  1841. break;
  1842. }
  1843. } else if (teamsCount === 2) //2人协力时的特殊处理
  1844. {
  1845. const teams = formation.teams;
  1846. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1847. const [members2, assists2, badge2, swapId2] = team2;
  1848. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1849. _team = [
  1850. members.concat(),
  1851. assists.concat()
  1852. ];
  1853. //把队伍2的队长和武器添加到复制的队伍1里面
  1854. _team[0].push(members2[swapId2]);
  1855. _team[1].push(assists2[swapId2]);
  1856. }
  1857. //觉醒
  1858. const awokenMoveTime = [
  1859. { index: 19, value: 0.5 }, //小手指
  1860. { index: 53, value: 1 }, //大手指
  1861. ];
  1862. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1863. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1864. //潜觉
  1865. const latentMoveTime = [
  1866. { index: 4, value: 0.05 }, //小手指潜觉
  1867. { index: 31, value: 0.12 }, //大手指潜觉
  1868. ];
  1869. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1870. duration + _team[0].reduce((count, member) =>
  1871. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1872. }
  1873. return moveTime;
  1874. }
  1875. //将盾减伤比例组叠加为一个减伤范围组
  1876. function getReduceRange(reduceScales)
  1877. {
  1878. class reduceRange{
  1879. constructor(obj)
  1880. {
  1881. this.min = 0;
  1882. this.max = 100;
  1883. this.scale = 0;
  1884. this.probability = 1;
  1885. if (typeof obj == "object") Object.assign(this, obj);
  1886. }
  1887. }
  1888. const ranges = [new reduceRange()];
  1889. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1890. function processingRanges(ranges, scale)
  1891. {
  1892. //先找scale.min在某个范围内的
  1893. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1894. //再找scale.max在某个范围内的
  1895. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1896. //先只拆分不乘比例
  1897. if (rgLessIdx >= 0)
  1898. {
  1899. const range = ranges[rgLessIdx];
  1900. ranges.splice(rgLessIdx, 1,
  1901. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1902. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1903. );
  1904. }
  1905. if (rgMoreIdx >= 0)
  1906. {
  1907. const range = ranges[rgMoreIdx];
  1908. ranges.splice(rgMoreIdx, 1,
  1909. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1910. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1911. );
  1912. }
  1913. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1914. needChangeScaleRanges.forEach(range=>{
  1915. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1916. range.probability *= scale.probability;
  1917. });
  1918. }
  1919. //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
  1920. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1921. reduceScales.forEach(scale=>{
  1922. if (scale.attrs == 0) //没有属性的
  1923. {
  1924. return;
  1925. }
  1926. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1927. {
  1928. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1929. attrs.forEach(n=>{
  1930. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1931. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1932. });
  1933. }
  1934. else
  1935. { //只处理第一数组
  1936. processingRanges(ranges, scale);
  1937. }
  1938. });
  1939. return attrsRanges;
  1940. }
  1941. //获取盾潜觉的减伤比例组
  1942. function getAttrShieldAwokenReduceScales(team) {
  1943. //5种盾潜觉
  1944. return [
  1945. {awoken:4,latent1:6,latent2:32},
  1946. {awoken:5,latent1:7,latent2:33},
  1947. {awoken:6,latent1:8,latent2:34},
  1948. {awoken:7,latent1:9,latent2:35},
  1949. {awoken:8,latent1:10,latent2:36},
  1950. ].map((shield, attrIdx)=>{
  1951. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1952. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1953. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1954. const reduce = {
  1955. scale: 0,
  1956. hp: {
  1957. max: 100,
  1958. min: 0
  1959. },
  1960. probability: 1,
  1961. attrs: 31, //5色是31
  1962. };
  1963. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1964. if (reduce.scale == 0) return false;
  1965. reduce.attrs = 1 << attrIdx;
  1966. return reduce;
  1967. }).filter(Boolean);
  1968. }
  1969. //获取盾减伤比例组
  1970. function getReduceScales(leaderid) {
  1971. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235, 271];
  1972. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1973. function leaderReduceScale(ls) {
  1974. const reduce = {
  1975. scale: 0,
  1976. hp: {
  1977. max: 100,
  1978. min: 0
  1979. },
  1980. probability: 1,
  1981. attrs: 31, //5色是31
  1982. };
  1983. if (!ls) return reduce;
  1984. const sk = ls.params;
  1985. switch (ls.type) {
  1986. case 16: //无条件盾
  1987. reduce.scale = sk[0] / 100;
  1988. break;
  1989. case 17: //单属性盾
  1990. reduce.scale = sk[1] / 100;
  1991. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1992. break;
  1993. case 36: //2个属性盾
  1994. reduce.scale = sk[2] / 100;
  1995. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1996. break;
  1997. case 38: //血线下 + 可能几率
  1998. case 43: //血线上 + 可能几率
  1999. reduce.scale = (sk[2] || 0) / 100;
  2000. reduce.probability = sk[1] / 100;
  2001. if (sk[0] == 100)
  2002. {
  2003. reduce.hp.max = sk[0];
  2004. reduce.hp.min = 99;
  2005. }else
  2006. {
  2007. if(ls.type == 38)
  2008. {
  2009. reduce.hp.max = sk[0];
  2010. reduce.hp.min = 0;
  2011. }else
  2012. {
  2013. reduce.hp.max = 100;
  2014. reduce.hp.min = sk[0];
  2015. }
  2016. }
  2017. break;
  2018. case 129: //无条件盾,属性个数不固定
  2019. case 163: //无条件盾,属性个数不固定
  2020. case 130: //血线下 + 属性个数不固定
  2021. case 131: //血线上 + 属性个数不固定
  2022. reduce.scale = (sk[6] || 0) / 100;
  2023. reduce.attrs = 0 | sk[5];
  2024. if (ls.type == 130 || ls.type == 131)
  2025. {
  2026. if (sk[0] == 100)
  2027. {
  2028. reduce.hp.max = sk[0];
  2029. reduce.hp.min = 99;
  2030. }else
  2031. {
  2032. if(ls.type == 130)
  2033. {
  2034. reduce.hp.max = sk[0];
  2035. reduce.hp.min = 0;
  2036. }else
  2037. {
  2038. reduce.hp.max = 100;
  2039. reduce.hp.min = sk[0];
  2040. }
  2041. }
  2042. }
  2043. break;
  2044. case 178: //无条件盾,属性个数不固定
  2045. reduce.scale = (sk[7] || 0) / 100;
  2046. reduce.attrs = 0 | sk[6];
  2047. break;
  2048. case 151: //十字心触发
  2049. case 169: //C触发
  2050. case 198: //回血触发
  2051. case 271: //激活觉醒触发
  2052. reduce.scale = (sk[2] || 0) / 100;
  2053. break;
  2054. case 170: //多色触发
  2055. case 182: //长串触发
  2056. case 193: //L触发
  2057. reduce.scale = (sk[3] || 0) / 100;
  2058. break;
  2059. case 171: //多串触发
  2060. reduce.scale = (sk[6] || 0) / 100;
  2061. break;
  2062. case 183: //又是个有两段血线的队长技
  2063. reduce.scale = (sk[4] || 0) / 100;
  2064. if (sk[2] == 100)
  2065. {
  2066. reduce.hp.max = sk[2];
  2067. reduce.hp.min = 99;
  2068. }else
  2069. {
  2070. reduce.hp.max = 100;
  2071. reduce.hp.min = sk[2];
  2072. }
  2073. break;
  2074. case 210: //十字触发
  2075. reduce.scale = (sk[1] || 0) / 100;
  2076. break;
  2077. case 235: { //可多次触发
  2078. reduce.scale = (sk[4] || 0) / 100;
  2079. break;
  2080. }
  2081. default:
  2082. }
  2083. return reduce;
  2084. }
  2085. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  2086. }
  2087. function cardFixId(id, reverse = false) {
  2088. if (id === 0xFFFF) return id;
  2089. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  2090. }