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script-universal_function.js 68 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. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. const n_e = name.entries();
  35. let n, value;
  36. do {
  37. n = n_e.next();
  38. if (!n.done)
  39. {
  40. value = urlObj.searchParams.get(n.value[1]);
  41. }
  42. }while(!n.done && value === undefined)
  43. return value;
  44. }
  45. const localStorage_getBoolean = function(name, defaultValue = false) {
  46. const value = localStorage.getItem(name);
  47. if (value === null) return defaultValue;
  48. else if (typeof value === 'string' && /^\s*true\s*$/i.test(value)) return true;
  49. else return Boolean(Number(value));
  50. }
  51. /* 写了,但是暂时不用
  52. // 将字符串转为二进制字符串
  53. String.prototype.toUTF8Blob = function() {
  54. return new Blob([this.valueOf()], {
  55. type: 'text/plain'
  56. });
  57. }
  58. Blob.prototype.toBase64 = function() {
  59. return new Promise((resolve, reject) => {
  60. const fileReader = new FileReader();
  61. fileReader.onload = (event) => {
  62. resolve(event.target?.result);
  63. };
  64. // readAsDataURL
  65. fileReader.readAsDataURL(this.valueOf());
  66. fileReader.onerror = () => {
  67. reject(new Error('blobToBase64 error'));
  68. };
  69. });
  70. }
  71. const Base64 = {
  72. strToBase64: function(str) {
  73. const encoder = new TextEncoder()
  74. const view = encoder.encode(str);
  75. const base64 = Base64.encodeFromUint8Array(view);
  76. return base64;
  77. },
  78. base64ToStr: function(base64) {
  79. const decoder = new TextDecoder()
  80. const view = Base64.decodeToUint8Array(base64);
  81. const str = decoder.decode(view);
  82. return str;
  83. },
  84. //Base64还原成Uint8Array
  85. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  86. function b64ToUint6(nChr) {
  87. return nChr > 64 && nChr < 91
  88. ? nChr - 65
  89. : nChr > 96 && nChr < 123
  90. ? nChr - 71
  91. : nChr > 47 && nChr < 58
  92. ? nChr + 4
  93. : nChr === 43
  94. ? 62
  95. : nChr === 47
  96. ? 63
  97. : 0;
  98. }
  99. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  100. const nInLen = sB64Enc.length;
  101. const nOutLen = nBlocksSize
  102. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  103. : (nInLen * 3 + 1) >> 2;
  104. const taBytes = new Uint8Array(nOutLen);
  105. let nMod3;
  106. let nMod4;
  107. let nUint24 = 0;
  108. let nOutIdx = 0;
  109. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  110. nMod4 = nInIdx & 3;
  111. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  112. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  113. nMod3 = 0;
  114. while (nMod3 < 3 && nOutIdx < nOutLen) {
  115. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  116. nMod3++;
  117. nOutIdx++;
  118. }
  119. nUint24 = 0;
  120. }
  121. }
  122. return taBytes;
  123. },
  124. //Uint8Array编码成Base64
  125. encodeFromUint8Array: function base64EncArr(aBytes) {
  126. function uint6ToB64(nUint6) {
  127. return nUint6 < 26
  128. ? nUint6 + 65
  129. : nUint6 < 52
  130. ? nUint6 + 71
  131. : nUint6 < 62
  132. ? nUint6 - 4
  133. : nUint6 === 62
  134. ? 43
  135. : nUint6 === 63
  136. ? 47
  137. : 65;
  138. }
  139. let nMod3 = 2;
  140. let sB64Enc = "";
  141. const nLen = aBytes.length;
  142. let nUint24 = 0;
  143. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  144. nMod3 = nIdx % 3;
  145. // To break your base64 into several 80-character lines, add:
  146. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  147. // sB64Enc += "\r\n";
  148. // }
  149. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  150. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  151. sB64Enc += String.fromCodePoint(
  152. uint6ToB64((nUint24 >>> 18) & 63),
  153. uint6ToB64((nUint24 >>> 12) & 63),
  154. uint6ToB64((nUint24 >>> 6) & 63),
  155. uint6ToB64(nUint24 & 63)
  156. );
  157. nUint24 = 0;
  158. }
  159. }
  160. return (
  161. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  162. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  163. );
  164. }
  165. }
  166. //Buffer转16进制字符串
  167. Uint8Array.prototype.toHex = function() {
  168. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  169. }
  170. */
  171. /**
  172. * 大数字以数字量级分隔符形式输出
  173. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  174. * @param {number} splitDigits 分隔位数
  175. * @returns {function} 数字量级分隔符形式输出数字的函数
  176. */
  177. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  178. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  179. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  180. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  181. const grouping = 10 ** splitDigits;
  182. separators = separators.map(s=>s.toString());
  183. return function(options = {}){
  184. const thisValue = this.valueOf();
  185. if (thisValue === 0 ||
  186. thisValue === Infinity ||
  187. thisValue === -Infinity
  188. ) {
  189. return this.toLocaleString();
  190. }
  191. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  192. const numLevels = [];
  193. let numTemp = Math.abs(thisValue);
  194. do {
  195. numLevels.push(numTemp % grouping); //这一段数量级的数字
  196. numTemp = Math.floor(numTemp / grouping);
  197. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  198. if (numTemp > 0) {
  199. numLevels.push(numTemp);
  200. }
  201. if (options?.sub) {
  202. let outFragment = document.createDocumentFragment();
  203. if (thisValue < 0) outFragment.append('-');
  204. for (let i = numLevels.length; i--; ) {
  205. if (numLevels[i] > 0) {
  206. const separator = document.createElement("sub");
  207. separator.textContent = separators[i];
  208. outFragment.append(numLevels[i].toString(10), separator);
  209. }
  210. }
  211. return outFragment;
  212. } else {
  213. let outStr = thisValue < 0 ? '-' : '';
  214. for (let i = numLevels.length; i--; ) {
  215. if (numLevels[i] > 0)
  216. outStr += numLevels[i].toString(10) + separators[i];
  217. }
  218. return outStr.trim();
  219. }
  220. }
  221. }
  222. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  223. //最多保留N位小数,不留0
  224. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  225. let newNumber = Number(this.toFixed(decimalDigits));
  226. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  227. }
  228. //Bitwise
  229. Number.prototype.notNeighbour = function() {
  230. const num = this.valueOf();
  231. return ~num & (num << 1 | num >> 1);
  232. }
  233. //数组删除自己尾部的空元素
  234. Array.prototype.deleteLatter = function(item = null) {
  235. let index = this.length - 1;
  236. for (; index >= 0; index--) {
  237. if (this[index] !== item) {
  238. break;
  239. }
  240. }
  241. this.splice(index + 1);
  242. return this;
  243. }
  244. //数组去重,改变自身
  245. Array.prototype.distinct = function() {
  246. const _set = new Set(this);
  247. this.length = 0;
  248. this.push(..._set);
  249. return this.valueOf();
  250. }
  251. //数组交换元素
  252. Array.prototype.switch = function(i1, i2) {
  253. if (Math.max(i1, i2) >= this.length) return false;
  254. let temp = this[i1];
  255. this[i1] = this[i2];
  256. this[i2] = temp;
  257. return true;
  258. }
  259. //数组随机排序
  260. Array.prototype.shuffle = function() {
  261. let length = this.length;
  262. while (length) {
  263. randomIndex = Math.floor(Math.random() * length--);
  264. this.switch(length, randomIndex);
  265. }
  266. return this;
  267. }
  268. //数组随机移除元素
  269. Array.prototype.randomShift = function() {
  270. return this.splice(Math.random() * this.length, 1)?.[0];
  271. }
  272. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  273. Array.prototype.groupBy = function(func) {
  274. const groups = this.reduce((pre,cur)=>{
  275. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  276. if (grp)
  277. grp.push(cur);
  278. else
  279. pre.push([cur]);
  280. return pre;
  281. }, []);
  282. return groups;
  283. }
  284. //将内容添加到代码片段
  285. DocumentFragment.prototype.ap = function(...args)
  286. {
  287. args.forEach(arg=>{
  288. if (Array.isArray(arg)) //数组,递归自身
  289. {
  290. arg.forEach(item=>this.ap(item));
  291. }
  292. else if (arg !== null && arg !== void 0) //其他内容的转换为文字添加
  293. {
  294. this.append(arg);
  295. }
  296. }, this);
  297. return this;
  298. }
  299. //将数组和分隔符添加到一个代码片段,类似join
  300. Array.prototype.nodeJoin = function(separator)
  301. {
  302. const frg = document.createDocumentFragment();
  303. this.forEach((item, idx, arr)=>{
  304. frg.ap(item);
  305. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  306. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  307. }
  308. });
  309. return frg;
  310. }
  311. Math.randomInteger = function(max, min = 0) {
  312. let _max = Math.max(max, min),
  313. _min = Math.min(max, min);
  314. return this.floor(this.random()*(_max-_min+1)+_min);
  315. }
  316. Math.isPowerOfTwo = function(n) {
  317. if (Number.isInteger(n) && n > 0)
  318. return (n & (n - 1)) === 0;
  319. else
  320. return false;
  321. }
  322. class Bin extends Set {
  323. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  324. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  325. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  326. static #typeError_NotInteger = "传入的不是 整数";
  327. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  328. /**
  329. * 构建函数
  330. * @param {(number | bigint | number[])} arg 传入参数
  331. */
  332. constructor (arg) {
  333. if (typeof arg === "number" || typeof arg === "bigint") {
  334. super(Bin.unflags(arg));
  335. } else if (Array.isArray(arg) &&
  336. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  337. ){
  338. super(arg);
  339. } else {
  340. throw new TypeError(Bin.#typeError_Constructor);
  341. }
  342. }
  343. /**
  344. * 将数字或大整形flag转换为数组
  345. * @param {(number | bigint)} number 输入的数字
  346. * @returns {number[]} 输出数组
  347. */
  348. static unflags(number) {
  349. const arr = [];
  350. if (!number) return arr;
  351. const inputType = typeof number;
  352. if (inputType === "number" || inputType === "bigint"){
  353. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  354. throw new RangeError(Bin.#rangeError_NotSafe);
  355. }
  356. const isBigint = inputType === "bigint";
  357. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  358. if (number & flag) {
  359. arr.push(i);
  360. }
  361. }
  362. return arr;
  363. } else {
  364. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  365. }
  366. }
  367. /**
  368. * 将数字序号转换为数字
  369. * @param {number[]} indexArr 输入的序号数组
  370. * @returns {(number | bigint)} 输出的数字
  371. */
  372. static enflags(indexArr) {
  373. if (Array.isArray(indexArr) &&
  374. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  375. ){
  376. let result = 0, isBigint = false, baseNum = 2;
  377. for (let i = 0; i < indexArr.length; i++) {
  378. let value = indexArr[i];
  379. //当数值大于52位,即需要换BigInt
  380. if (value > 52 && !isBigint) {
  381. isBigint = true;
  382. result = BigInt(result);
  383. baseNum = BigInt(baseNum);
  384. }
  385. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  386. 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
  387. }
  388. return result;
  389. } else {
  390. throw new TypeError(Bin.#typeError_FlagsArray);
  391. }
  392. }
  393. get int() {
  394. return Bin.enflags(Array.from(this.values()));
  395. }
  396. add(index) {
  397. if (typeof index === "number" && Number.isSafeInteger(index)){
  398. super.add(index);
  399. } else {
  400. throw new TypeError(Bin.#typeError_NotInteger);
  401. }
  402. }
  403. }
  404. //带标签的模板字符串
  405. function tp(stringsArr, ...keys) {
  406. return ((...values)=>{
  407. const dict = values[values.length - 1] || {};
  408. const fragment = document.createDocumentFragment();
  409. for (let i = 0; i < keys.length; i++) {
  410. fragment.append(stringsArr[i]);
  411. const key = keys[i];
  412. const value = Number.isInteger(key) ? values[key] : dict[key];
  413. if (value !== null && value !== void 0) {
  414. try {
  415. 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)
  416. }
  417. catch(e) {
  418. console.error("模板字符串错误: %o,", e, values, keys, value);
  419. }
  420. }
  421. }
  422. //补上最后一个字符串
  423. fragment.append(stringsArr[keys.length]);
  424. return fragment;
  425. });
  426. }
  427. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  428. function deepMerge(obj1, obj2) {
  429. let key;
  430. for (key in obj2) {
  431. // 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
  432. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  433. obj1[key] =
  434. obj1[key] &&
  435. obj1[key].toString() === "[object Object]" &&
  436. (obj2[key] && obj2[key].toString() === "[object Object]")
  437. ? deepMerge(obj1[key], obj2[key])
  438. : (obj1[key] = obj2[key]);
  439. }
  440. return obj1;
  441. }
  442. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  443. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  444. const pcmImportObj = {
  445. env: {
  446. abortStackOverflow: () => { throw new Error("overflow"); },
  447. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  448. tableBase: 0,
  449. memory: pcmMemory,
  450. memoryBase: 102400,
  451. STACKTOP: 0,
  452. STACK_MAX: pcmMemory.buffer.byteLength,
  453. }
  454. };
  455. let pcmPlayer = null;
  456. let adpcm_wasm = null;
  457. async function decodeAudio(fileName, decodeCallback) {
  458. if (pcmPlayer != null) {
  459. pcmPlayer.close();
  460. }
  461. pcmPlayer = new PCMPlayer(1, 44100);
  462. let request = await fetch(fileName);
  463. let buffer = await request.arrayBuffer();
  464. let audioData = new Uint8Array(buffer);
  465. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  466. console.debug('当前 WAV 为 普通 WAV');
  467. const audioCtx = new AudioContext();
  468. const decodedData = await audioCtx.decodeAudioData(buffer);
  469. const source = new AudioBufferSourceNode(audioCtx);
  470. source.buffer = decodedData;
  471. source.connect(audioCtx.destination);
  472. source.start(0);
  473. } else { //audioData[16] == 0x14
  474. console.debug('当前 WAV 为 PCM WAV');
  475. let step = 160;
  476. for (let i = 0; i < audioData.byteLength; i += step) {
  477. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  478. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  479. pcmPlayer.feed(pcmFloat32Data);
  480. }
  481. }
  482. }
  483. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  484. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  485. .then((wasm) => {
  486. adpcm_wasm = wasm;
  487. /*addButton("adpcm").onclick = function () {
  488. let decoder = new Adpcm(wasm, pcmImportObj);
  489. decoder.resetDecodeState(new Adpcm.State(0, 0));
  490. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  491. }*/
  492. });
  493. //▲ADPCM播放相关
  494. // 加载 image
  495. function loadImage(url) {
  496. return new Promise(function(resolve, reject) {
  497. const image = new Image();
  498. image.src = url;
  499. image.type = "svg"
  500. image.crossOrigin = 'Anonymous';
  501. image.onload = function() {
  502. resolve(this);
  503. };
  504. image.onerror = function(err) {
  505. reject(err);
  506. };
  507. });
  508. }
  509. //代码来自 https://segmentfault.com/a/1190000004451095
  510. function fileReader (file, options = {}) {
  511. return new Promise(function (resolve, reject) {
  512. const reader = new FileReader();
  513. reader.onload = function () {
  514. resolve(reader);
  515. };
  516. reader.onerror = reject;
  517. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  518. reject({
  519. code: 1,
  520. msg: 'wrong file type'
  521. });
  522. }
  523. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  524. reader.readAsText(file);
  525. } else {
  526. reader.readAsDataURL(file);
  527. }
  528. });
  529. }
  530. function dbReadKey (db, tableName, keys) {
  531. return new Promise(function (resolve, reject) {
  532. const transaction = db.transaction([tableName]);
  533. const objectStore = transaction.objectStore(tableName);
  534. const request = objectStore.get(keys);
  535. request.onsuccess = function(event) {
  536. resolve(request.result);
  537. };
  538. request.onerror = reject;
  539. });
  540. }
  541. function dbCount (db, tableName, key) {
  542. return new Promise(function (resolve, reject) {
  543. const transaction = db.transaction([tableName]);
  544. const objectStore = transaction.objectStore(tableName);
  545. const request = objectStore.count(key);
  546. request.onsuccess = function() {
  547. resolve(request.result);
  548. }
  549. request.onerror = reject;
  550. });
  551. }
  552. function dbReadAll (db, tableName) {
  553. return new Promise(async function (resolve, reject) {
  554. const datas = [];
  555. const transaction = db.transaction([tableName]);
  556. const objectStore = transaction.objectStore(tableName);
  557. const request = objectStore.openCursor();
  558. request.onsuccess = function(event) {
  559. const cursor = event.target.result;
  560. if (cursor) {
  561. // cursor.value 包含正在被遍历的当前记录
  562. // 这里你可以对 result 做些什么
  563. datas.push(cursor.value);
  564. cursor.continue();
  565. } else {
  566. // 没有更多 results
  567. resolve(datas);
  568. }
  569. };
  570. request.onerror = reject;
  571. });
  572. }
  573. function dbWrite (db, tableName, data, keys) {
  574. return new Promise(function (resolve, reject) {
  575. const transaction = db.transaction([tableName], "readwrite");
  576. const objectStore = transaction.objectStore(tableName);
  577. const request = objectStore.put(data, keys);
  578. request.onsuccess = function(event) {
  579. resolve(event);
  580. };
  581. request.onerror = reject;
  582. });
  583. }
  584. function dbDelete (db, tableName, keys) {
  585. return new Promise(function (resolve, reject) {
  586. const transaction = db.transaction([tableName], "readwrite");
  587. const objectStore = transaction.objectStore(tableName);
  588. const request = objectStore.delete(keys);
  589. request.onsuccess = function(event) {
  590. resolve(event);
  591. };
  592. request.onerror = reject;
  593. });
  594. }
  595. //1个潜觉需要用多少格子
  596. function latentUseHole(latentId) {
  597. switch (latentId) {
  598. case 12: case 16: case 17: case 18: case 19:
  599. case 20: case 21: case 22: case 23: case 24:
  600. case 25: case 26: case 27: case 28: case 29:
  601. case 30: case 31: case 32: case 33: case 34:
  602. case 35: case 36: case 43: case 44: case 45:
  603. {
  604. return 2;
  605. }
  606. case 13: case 14: case 15: case 37: case 38:
  607. case 39: case 40: case 41: case 42: case 46:
  608. case 47: case 48: case 49:
  609. {
  610. return 6;
  611. }
  612. case 1: case 2: case 3: case 4: case 5:
  613. case 6: case 7: case 8: case 9: case 10:
  614. case 11: case 12:
  615. default:
  616. {
  617. return 1;
  618. }
  619. }
  620. }
  621. //获取最大潜觉数量
  622. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  623. const card = Cards[id];
  624. return card && card.is8Latent ? 8 : 6;
  625. }
  626. //计算用了多少潜觉格子
  627. function usedHole(latents) {
  628. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  629. }
  630. //计算所有队伍中有多少个该觉醒
  631. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  632. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  633. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  634. }, 0);
  635. return formationAwokenCount;
  636. }
  637. //计算单个队伍中有多少个该觉醒
  638. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  639. const [memberArray, assistArray] = team;
  640. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  641. if (mon.id <= 0) { //如果是delay和null
  642. return previous;
  643. }
  644. const card = Cards[mon.id];
  645. if (!card || !card.enabled) { //如果卡片未启用
  646. return previous;
  647. }
  648. const assist = assistArray[idx];
  649. const assistCard = Cards[assist.id];
  650. //启用的觉醒数组片段
  651. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  652. //单人、3人时,大于等于100级且297时增加超觉醒
  653. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  654. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  655. mon.sawoken === card.syncAwakening)
  656. ) {
  657. enableAwoken.push(mon.sawoken);
  658. }
  659. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  660. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  661. }
  662. //相同的觉醒数
  663. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  664. return previous + hasAwoken;
  665. }, 0);
  666. return teamAwokenCount;
  667. }
  668. //返回可用的怪物名称
  669. function returnMonsterNameArr(card, lsList, defaultCode) {
  670. const monNameArr = lsList.map(lc => { //取出每种语言
  671. if (lc == defaultCode)
  672. return card.name;
  673. else if (card.otLangName)
  674. return card.otLangName[lc];
  675. }).filter(ln => //去掉空值和问号
  676. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  677. );
  678. if (monNameArr.length < 1) //如果本来的列表里没有名字
  679. {
  680. monNameArr.push(card.name); //只添加默认名字
  681. }
  682. return monNameArr;
  683. }
  684. //Code From pad-rikuu
  685. function valueAt(level, maxLevel, curve) {
  686. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  687. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  688. }
  689. //Code From pad-rikuu
  690. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  691. let value = valueAt(level, maxLevel, {
  692. min: c.min,
  693. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  694. scale: c.scale || 1
  695. });
  696. if (level > maxLevel) {
  697. const exceed99 = Math.min(level - maxLevel, 11);
  698. const exceed110 = Math.max(0, level - 110);
  699. value += c.max !== void 0 ?
  700. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  701. (c.min * exceed99 + c.min * exceed110);
  702. }
  703. return value;
  704. }
  705. //计算怪物的经验值
  706. function calculateExp(member) {
  707. if (!member) return null;
  708. const memberCard = Cards[member.id];
  709. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  710. const expArray = [
  711. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  712. ];
  713. if (member.level > 99)
  714. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  715. if (member.level > 110)
  716. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  717. return expArray;
  718. }
  719. //计算怪物的能力
  720. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  721. if (!member) return null;
  722. const memberCard = Cards[member.id];
  723. const assistCard = assist ? Cards[assist.id] : null;
  724. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  725. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  726. const plusAdd = [10, 5, 3]; //加值的增加值
  727. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  728. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  729. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  730. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  731. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  732. ];
  733. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是 63 语音觉醒
  734. [{ index: 63, scale: 1.1 }], //HP
  735. [{ index: 63, scale: 1.1 }], //ATK
  736. [{ index: 63, scale: 1.1 }] //RCV
  737. ];
  738. 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
  739. [{ index: 127, scale: 1.5 }], //HP
  740. [{ index: 127, scale: 1.5 }], //ATK
  741. [{ index: 127, scale: 1.5 }] //RCV
  742. ];
  743. if (!solo) { //协力时计算协力觉醒
  744. latterAwokenScale.forEach(ab => {
  745. ab.push({ index: 30, scale: 1.5 });
  746. });
  747. }
  748. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  749. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  750. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  751. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  752. ];
  753. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  754. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  755. const dge = formation.dungeonEnchance;
  756. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  757. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  758. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  759. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  760. dge?.collabs?.includes(memberCard.collabId) || //符合合作
  761. dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  762. //储存点亮的觉醒
  763. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  764. //单人、3人时,大于等于100级且297时增加超觉醒
  765. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  766. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  767. member.sawoken === memberCard.syncAwakening)
  768. ) {
  769. awokenList.push(member.sawoken)
  770. }
  771. //如果有武器还要计算武器的觉醒
  772. let enableBouns = false;
  773. if (assistCard?.id > 0 && assistCard.enabled) {
  774. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  775. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  776. awokenList.push(...assistAwokenList);
  777. }
  778. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  779. }
  780. //地下城阴阳加护强化
  781. if (dge.benefit) { //当存在加护
  782. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  783. Bin.unflags(dge.benefit).forEach(idx=>{
  784. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  785. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  786. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  787. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  788. });
  789. }
  790. if (dge.stage > 1) { //当存在地下城层数
  791. let scale = 1;
  792. if (dge.stage>=10) scale = 2;
  793. else if (dge.stage>=5) scale = 1.5;
  794. const akId = 130; //130号熟成觉醒
  795. latterAwokenScale.forEach(ab => {
  796. ab.push({ index: akId, scale: scale });
  797. });
  798. }
  799. const abilitys = memberCurves.map((ab, idx) => {
  800. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  801. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  802. let n_assist_base = 0,
  803. n_assist_plus = 0; //辅助的bonus
  804. //计算辅助的额外血量
  805. if (assistCurves && enableBouns) {
  806. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  807. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  808. }
  809. //用来计算倍率觉醒的最终倍率是多少,reduce用
  810. function calculateAwokenScale(previous, aw) {
  811. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  812. return previous * aw.scale ** awokenCount;
  813. }
  814. //倍率类觉醒的比例,直接从1开始乘
  815. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  816. //觉醒增加的数值
  817. const n_awoken = awokenList.length > 0 ?
  818. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  819. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  820. if (awokenCount > 0)
  821. return previous + aw.value * awokenCount;
  822. else
  823. return previous;
  824. }, 0)) :
  825. 0;
  826. //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
  827. const n_latentScale = (member.latent && member.latent.length > 0) ?
  828. latentScale[idx].reduce((previous, la) => {
  829. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  830. return previous + la.scale * latentCount;
  831. }, 0) :
  832. 0;
  833. let dgeScale = 1; //地下城强化
  834. if (isDge && dgeRate[idx] !== 1) {
  835. dgeScale = dgeRate[idx];
  836. //计算攻击力,有浮游觉醒,且比例小于1时
  837. if (idx === 1 && dgeScale < 1 && awokenList.includes(106)) {
  838. //比例乘以20,但是不得大于1
  839. dgeScale = Math.min(1, rate * 20);
  840. }
  841. }
  842. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  843. Math.round(n_base * n_latentScale) + n_awoken +
  844. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  845. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  846. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale);
  847. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  848. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  849. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  850. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale)
  851. if (idx < 2) //idx顺序为HP、ATK、RCV
  852. { //HP和ATK最低为1
  853. reValue = Math.max(reValue, 1);
  854. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  855. }
  856. return [reValue, reValueNoAwoken];
  857. });
  858. return abilitys;
  859. }
  860. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  861. const card = Cards[id];
  862. const tempMon = {
  863. id: id,
  864. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  865. 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
  866. awoken: card.awakenings.length,
  867. sawoken: 0
  868. };
  869. /*强制计算超觉醒
  870. if (card.superAwakenings.includes(127)) {
  871. tempMon.sawoken = 127;
  872. }*/
  873. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  874. if (abilities) {
  875. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  876. return {
  877. withAwoken: {
  878. hp: hp,
  879. atk: atk,
  880. rcv: rcv,
  881. },
  882. noAwoken: {
  883. hp: hpNA,
  884. atk: atkNA,
  885. rcv: rcvNA,
  886. },
  887. };
  888. } else {
  889. return null;
  890. }
  891. }
  892. //搜索卡片用
  893. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  894. 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
  895. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  896. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  897. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  898. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  899. !card.stackable); //不可堆叠
  900. //属性
  901. const anyAttrsFlag = 0b1011111; //所有颜色的查找,注意右边才是最低位
  902. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  903. console.log(sAttrs);
  904. 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
  905. //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
  906. const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  907. .map(attr=>{
  908. const attrNum = Bin.unflags(attr);
  909. if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  910. return attrNum;
  911. });
  912. if (fixMainColor) {//如果固定了顺序
  913. //只有第一属性有搜索内容时才搜索无主属性
  914. const isSearchNoMainAttr = (sAttrs[0] ^ 0b1000000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  915. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  916. //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
  917. //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
  918. return sAttrs.every((sAttr, idx)=>{
  919. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  920. //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
  921. cAttrs[0] === 6 && //角色第一属性为无主属性
  922. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  923. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  924. return sAttr & flag;
  925. });
  926. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  927. // 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
  928. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  929. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  930. });
  931. }
  932. else {//不限定顺序时
  933. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  934. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  935. cAttrs = cAttrs.concat();
  936. for (let i = 1; i < sAttrs.length; i++) {
  937. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  938. }
  939. /*
  940. 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
  941. */
  942. const matrix3x3 = sAttrs.map(sAttr=>{
  943. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  944. });
  945. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  946. // const columValues = []; //每个 filter 都能匹配属性
  947. // for (let i = 0; i < notAnyAttrsCount; i++) {
  948. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  949. // columValues.push(columValue);
  950. // }
  951. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  952. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  953. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  954. });
  955. const match = crossValue.every(Boolean);
  956. // if (match) {
  957. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  958. // }
  959. return match;
  960. });
  961. }
  962. }
  963. //类型
  964. if (types.length > 0) {
  965. //所有type都满足,或只需要满足一个type
  966. let logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  967. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  968. }
  969. //稀有度
  970. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  971. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  972. }
  973. //觉醒
  974. let searchAwokens = [];
  975. //等效觉醒时,把大觉醒数量变成小觉醒数量
  976. if (equalAk) {
  977. awokens.forEach(ak=>{
  978. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  979. if (equivalentAwoken) {
  980. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  981. if (!smallAwoken) {
  982. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  983. }
  984. smallAwoken.num += ak.num * equivalentAwoken.times;
  985. searchAwokens.push(smallAwoken);
  986. } else {
  987. searchAwokens.push(ak);
  988. }
  989. });
  990. } else {
  991. searchAwokens = awokens.concat();
  992. }
  993. if (searchAwokens.length > 0) {
  994. cardsRange = cardsRange.filter(card => {
  995. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  996. if (incSawoken && //搜索超觉醒
  997. card.superAwakenings.length > 0 && //卡片有超觉醒
  998. !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
  999. ) { //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
  1000. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1001. } else { //单个原始觉醒数组
  1002. cardAwakeningsCombos.push(card.awakenings);
  1003. }
  1004. 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
  1005. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1006. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1007. let equivalentAwoken;
  1008. 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
  1009. {
  1010. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1011. }
  1012. return akNum >= ak.num;
  1013. })
  1014. );
  1015. });
  1016. }
  1017. //超觉醒
  1018. if (sawokens.length > 0 && !incSawoken) {
  1019. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1020. let equivalentAwoken;
  1021. return card.superAwakenings.includes(sak) ||
  1022. //如果开启等效觉醒
  1023. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1024. card.superAwakenings.includes(equivalentAwoken.big);
  1025. }));
  1026. }
  1027. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1028. return cardsRange;
  1029. }
  1030. function searchByString(str)
  1031. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1032. str = str.trim();
  1033. if (str.length>0)
  1034. {
  1035. return Cards.filter(card =>
  1036. {
  1037. const names = [card.name];
  1038. if (card.otLangName)
  1039. {
  1040. names.push(...Object.values(card.otLangName));
  1041. }
  1042. const tags = card.altName.concat();
  1043. if (card.otTags)
  1044. {
  1045. tags.push(...card.otTags);
  1046. }
  1047. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1048. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1049. }
  1050. );
  1051. }else
  1052. {
  1053. return [];
  1054. }
  1055. }
  1056. function copyString(input) {
  1057. input.focus(); //设input为焦点
  1058. input.select(); //选择全部
  1059. navigator.clipboard.writeText(input.value).then(function() {
  1060. /* clipboard successfully set */
  1061. //复制成功
  1062. }, function() {
  1063. /* clipboard write failed */
  1064. document.execCommand('copy'); //尝试废弃的老方法
  1065. });
  1066. //input.blur(); //取消焦点
  1067. }
  1068. //产生一个怪物头像
  1069. function createCardA(option) {
  1070. const t = document.body.querySelector('#template-card-a');
  1071. const clone = document.importNode(t.content, true);
  1072. const monster = clone.querySelector(".monster");
  1073. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1074. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1075. return monster;
  1076. }
  1077. //返回文字说明内怪物Card的纯HTML
  1078. function cardN(id) {
  1079. const monOuterDom = document.createElement("span");
  1080. monOuterDom.className = "detail-mon";
  1081. const monDom = createCardA({noBoxCount: true});
  1082. monOuterDom.appendChild(monDom);
  1083. monOuterDom.monDom = monDom;
  1084. monOuterDom.monDom.onclick = cardNClick
  1085. changeid({ id: id }, monDom);
  1086. function cardNClick(event) {
  1087. event?.preventDefault();
  1088. const monstersID = document.getElementById("card-id");
  1089. const formIdSearch = document.getElementById("form-id-search");
  1090. monstersID.value = this.getAttribute("data-cardid");
  1091. formIdSearch.onchange();
  1092. editBox.show();
  1093. }
  1094. return monOuterDom;
  1095. }
  1096. //产生队伍目标类型
  1097. function createTeamFlags(target)
  1098. {
  1099. const ul = document.createElement("ul");
  1100. ul.className = "team-flags";
  1101. for (let i = 0; i<6; i++) {
  1102. const li = ul.appendChild(document.createElement("li"));
  1103. li.className = "team-member-icon";
  1104. }
  1105. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1106. let _target = [];
  1107. if (Number.isInteger(target)) {
  1108. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1109. }
  1110. else if (Array.isArray(target)) {
  1111. if (target.every(item=>Number.isInteger(item))) {
  1112. _target = target.map(n=>targetTypes[n]);
  1113. }
  1114. else if (target.every(item=>typeof(item) === 'string')) {
  1115. _target = target;
  1116. }
  1117. }
  1118. _target.forEach(tar=>ul.classList.add(tar));
  1119. return ul;
  1120. }
  1121. function showSearchBySeriesId(sId, sType) {
  1122. switch (sType) {
  1123. case "collab": {//合作
  1124. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1125. showSearch(Cards.filter(card => card.collabId == sId),
  1126. card => card.collabId);
  1127. break;
  1128. }
  1129. case "gacha": {//桶,是数组
  1130. if (!sId.every(id=>Number.isInteger(id))) sId = sId,map(id=>parseInt(id, 10));
  1131. showSearch(sId.flatMap(gachaId=>Cards.filter(card => card.gachaIds.includes(gachaId))),
  1132. card => card.gachaIds.join());
  1133. break;
  1134. }
  1135. case "series":
  1136. default: { //系列
  1137. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1138. showSearch(Cards.filter(card => card.seriesId == sId),
  1139. card => card.seriesId);
  1140. break;
  1141. }
  1142. }
  1143. }
  1144. //创建序号类图标
  1145. function createIndexedIcon(type, index) {
  1146. if (type == 'card') {//卡片头像
  1147. const avatar = cardN(index);
  1148. avatar.contentEditable = false;
  1149. //avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1150. return avatar;
  1151. }
  1152. const icon = document.createElement("icon");
  1153. icon.setAttribute("contenteditable", false);
  1154. //icon.contentEditable = false;
  1155. switch(type) {
  1156. case 'awoken': { //觉醒
  1157. icon.className = "awoken-icon";
  1158. icon.setAttribute("data-awoken-icon", index);
  1159. break;
  1160. }
  1161. case 'type': { //类型
  1162. icon.className = "type-icon";
  1163. icon.setAttribute("data-type-icon", index);
  1164. break;
  1165. }
  1166. case 'orb': { //宝珠
  1167. icon.className = "orb";
  1168. icon.setAttribute("data-orb-icon", index);
  1169. break;
  1170. }
  1171. case 'latent': { //潜觉
  1172. icon.className = `latent-icon`;
  1173. icon.setAttribute("data-latent-icon", index);
  1174. icon.setAttribute("data-latent-hole", 1);
  1175. break;
  1176. }
  1177. }
  1178. return icon;
  1179. }
  1180. //将怪物的文字介绍解析为HTML
  1181. function descriptionToHTML(str)
  1182. {
  1183. function formatParse(reg, subMatchCount, transFunc) {
  1184. //const subMatchCount = transFunc.length;
  1185. return function(item){
  1186. if (typeof item == "string") {
  1187. const subArr = item.split(new RegExp(reg));
  1188. const newArr = [];
  1189. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1190. newArr.push(subArr[i]);
  1191. if (subArr[i+subMatchCount] !== undefined) {
  1192. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1193. }
  1194. }
  1195. return newArr;
  1196. } else {
  1197. return item;
  1198. }
  1199. };
  1200. }
  1201. let nodeArr = [str];
  1202. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1203. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1204. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1205. function fontcolorTrans(color, content){
  1206. const sp = document.createElement("span");
  1207. sp.appendChild(descriptionToHTML(content))
  1208. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1209. sp.style.color = `#${color}`;
  1210. } else if (/qs/i.test(color)) {
  1211. sp.style.color = `blue`;
  1212. } else {
  1213. sp.style.color = color;
  1214. }
  1215. return sp;
  1216. }
  1217. function iconTrans(type, id){
  1218. id = parseInt(id,10);
  1219. type = type.toLowerCase();
  1220. switch(type) {
  1221. case 'card':case 'm': { //卡片头像
  1222. return createIndexedIcon('card', id);
  1223. }
  1224. case 'awoken':case 'a': { //觉醒
  1225. return createIndexedIcon('awoken', id);
  1226. }
  1227. case 'type':case 't': { //类型
  1228. return createIndexedIcon('type', id);
  1229. }
  1230. case 'orb':case 'o': { //宝珠
  1231. return createIndexedIcon('orb', id);
  1232. }
  1233. case 'latent':case 'l': { //潜觉
  1234. return createIndexedIcon('latent', id);
  1235. }
  1236. default: {
  1237. return `{${type}.${id}}`;
  1238. }
  1239. }
  1240. }
  1241. return nodeArr.nodeJoin();
  1242. }
  1243. //默认的技能解释的显示行为
  1244. function parseSkillDescription(skill) {
  1245. return descriptionToHTML(skill?.description);
  1246. }
  1247. //判断是否是转生和超转生
  1248. function isReincarnated(card) {
  1249. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1250. }
  1251. //计算队伍中有多少血量
  1252. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1253. let memberArr = team[0], assistArr = team[1];
  1254. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1255. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1256. const mHpArr = [];
  1257. for (let idx = 0; idx < memberArr.length ; idx++) {
  1258. let tMember = new MemberTeam(),
  1259. tAssist = new MemberAssist();
  1260. tMember.loadFromMember(memberArr[idx]);
  1261. tAssist.loadFromMember(assistArr[idx]);
  1262. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1263. tAssist.awoken = 0;
  1264. }
  1265. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1266. const hp = ability?.[0] ?? 0;
  1267. if (!hp) continue;
  1268. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1269. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1270. //演示用代码
  1271. //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);
  1272. mHpArr.push(mulHP);
  1273. }
  1274. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1275. function memberHpMul(member, assist, ls, memberArr, solo) {
  1276. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1277. function hpMul(parm, scale) {
  1278. if (scale == undefined || scale == 0) return 1;
  1279. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1280. return scale / 100;
  1281. }
  1282. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1283. return scale / 100;
  1284. }
  1285. return 1;
  1286. }
  1287. const sk = ls?.params;
  1288. let scale = 1;
  1289. switch (ls?.type) {
  1290. case 23:
  1291. case 30:
  1292. case 62:
  1293. case 77:
  1294. case 63:
  1295. case 65:
  1296. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1297. break;
  1298. case 29:
  1299. case 114:
  1300. case 45:
  1301. case 111:
  1302. case 46:
  1303. case 48:
  1304. case 67:
  1305. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1306. break;
  1307. case 73:
  1308. case 76:
  1309. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1310. break;
  1311. case 106:
  1312. case 107:
  1313. case 108:
  1314. scale = sk[0] / 100;
  1315. break;
  1316. case 121:
  1317. case 129:
  1318. case 163:
  1319. case 177:
  1320. case 186:
  1321. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1322. break;
  1323. case 125: //队伍中必须有指定队员
  1324. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1325. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1326. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1327. break;
  1328. case 136:
  1329. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1330. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1331. break;
  1332. case 137:
  1333. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1334. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1335. break;
  1336. case 155:
  1337. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1338. break;
  1339. case 158:
  1340. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1341. break;
  1342. case 175: //队伍组成全为合作,不包括双方队长
  1343. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1344. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1345. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1346. break;
  1347. case 178:
  1348. case 185:
  1349. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1350. break;
  1351. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1352. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1353. switch (sk[0]) {
  1354. case 0: //全是像素进化
  1355. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1356. break;
  1357. case 2: //全是转生、超转生(8格潜觉)
  1358. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1359. break;
  1360. }
  1361. break;
  1362. }
  1363. case 217:{ //限定队伍星级,不包括好友队长
  1364. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1365. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1366. return pre + (memberCard?.rarity || 1);
  1367. }, 0);
  1368. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1369. break;
  1370. }
  1371. case 229:{ //队员中存在每个属性或Type都算一次
  1372. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1373. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1374. //符合的次数
  1375. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1376. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1377. scale = sk[2] * correTimes / 100 + 1;
  1378. 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);
  1379. break;
  1380. }
  1381. 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
  1382. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1383. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1384. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1385. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1386. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1387. ) {
  1388. scale = sk[3] / 100;
  1389. }
  1390. break;
  1391. }
  1392. case 138: //调用其他队长技
  1393. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1394. break;
  1395. default:
  1396. }
  1397. return scale || 1;
  1398. }
  1399. return mHpArr;
  1400. }
  1401. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1402. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1403. //之前用的Map,现在为了性能改成数组
  1404. const attrsCount = [];
  1405. const typesCount = [];
  1406. for (let idx = 0; idx < memberArr.length; idx++) {
  1407. const member = memberArr[idx], assist = assistArr[idx];
  1408. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1409. if (memberAttrsTypes) {
  1410. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1411. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1412. }
  1413. }
  1414. return {attrs: attrsCount, types: typesCount};
  1415. }
  1416. //返回卡片的队长技能
  1417. function getCardLeaderSkills(card, skillTypes) {
  1418. if (!card) return [];
  1419. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1420. }
  1421. //返回卡片的主动技能
  1422. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1423. if (!card) return [];
  1424. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1425. }
  1426. //查找到真正起作用的那一个技能
  1427. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1428. if (!skill) return [];
  1429. if (skillTypes.includes(skill.type))
  1430. {
  1431. return [skill];
  1432. }
  1433. else if (skill.type == 116 || //多个主动技
  1434. (searchRandom && skill.type == 118) || //随机主动技
  1435. skill.type == 138 || //多个队长技
  1436. skill.type == 232 || //进化技能不循环
  1437. skill.type == 233 || //进化技能循环
  1438. skill.type == 248 //延迟生效技能
  1439. ){
  1440. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1441. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1442. //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
  1443. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1444. return subSkills;
  1445. }
  1446. else
  1447. {
  1448. return [];
  1449. }
  1450. }
  1451. //返回变身宠的初级
  1452. function henshinBase(cardid, firstId)
  1453. {
  1454. let member;
  1455. if (cardid instanceof Member) {
  1456. member = cardid;
  1457. cardid = member.id;
  1458. }
  1459. if (firstId == undefined) firstId = cardid;
  1460. let card = Cards[cardid];
  1461. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1462. && (member?.level ?? 1) <= card.maxLevel
  1463. )
  1464. {
  1465. card = henshinBase(card.henshinFrom[0], firstId);
  1466. }
  1467. return card;
  1468. }
  1469. //计算卡片队长技+C
  1470. function getSkillAddCombo(card) {
  1471. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1472. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1473. if (!skill) return 0;
  1474. switch (skill.type) {
  1475. case 192:
  1476. case 194:
  1477. return skill.params[3] ?? 0;
  1478. case 206:
  1479. return skill.params[6] ?? 0;
  1480. case 209:
  1481. return skill.params[0] ?? 0;
  1482. case 210:
  1483. case 219:
  1484. return skill.params[2] ?? 0;
  1485. case 220:
  1486. return skill.params[1] ?? 0;
  1487. case 235:
  1488. return skill.params[5] ?? 0;
  1489. default:
  1490. return 0;
  1491. }
  1492. }
  1493. //计算卡片队长技追打
  1494. function getSkillFixedDamage(card) {
  1495. const searchTypeArray = [199, 200, 201, 223, 235];
  1496. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1497. if (!skill) return 0;
  1498. switch (skill.type) {
  1499. case 199:
  1500. case 200:
  1501. return skill.params[2] ?? 0;
  1502. case 201:
  1503. return skill.params[5] ?? 0;
  1504. case 223:
  1505. return skill.params[1] ?? 0;
  1506. case 235:
  1507. return skill.params[6] ?? 0;
  1508. default:
  1509. return 0;
  1510. }
  1511. }
  1512. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1513. let effect = {
  1514. board76: false,
  1515. noSkyfall: false,
  1516. poisonNoEffect: false,
  1517. resolve: false,
  1518. addCombo: [0,0],
  1519. inflicts: [0,0],
  1520. };
  1521. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1522. { //计算队伍是否为76
  1523. const searchTypeArray = [162, 186];
  1524. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1525. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1526. }
  1527. { //计算队伍是否为无天降
  1528. const searchTypeArray = [163, 177];
  1529. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1530. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1531. }
  1532. { //计算队伍是否为毒无效
  1533. const searchTypeArray = [197];
  1534. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1535. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1536. }
  1537. { //计算队伍是否有根性
  1538. const searchTypeArray = [14];
  1539. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1540. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1541. }
  1542. { //计算队伍的+C
  1543. effect.addCombo[0] = getSkillAddCombo(card1);
  1544. effect.addCombo[1] = getSkillAddCombo(card2);
  1545. }
  1546. { //计算队伍的追打
  1547. effect.inflicts[0] = getSkillFixedDamage(card1);
  1548. effect.inflicts[1] = getSkillFixedDamage(card2);
  1549. }
  1550. return effect;
  1551. }
  1552. //计算队伍SB
  1553. function countTeamSB(team, solo) {
  1554. let sbn = 0;
  1555. const [members, assists, badge] = team;
  1556. for (let mi = 0; mi < members.length; mi++) {
  1557. const member = members[mi];
  1558. const assist = assists[mi];
  1559. if (member.id < 0) continue;
  1560. const memberCard = henshinBase(member);
  1561. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1562. //单人、3人时,大于等于100级且297时增加超觉醒
  1563. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1564. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1565. member.sawoken === memberCard.syncAwakening)
  1566. ) {
  1567. enableAwoken.push(member.sawoken);
  1568. }
  1569. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1570. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1571. }
  1572. //大SB 56,小SB 21
  1573. sbn += enableAwoken.filter(n=>n===21).length;
  1574. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1575. //负sb 105
  1576. sbn -= enableAwoken.filter(n=>n===105).length;
  1577. //心L 59,心L大SB潜觉 47
  1578. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1579. }
  1580. if (solo || teamsCount === 3) {
  1581. switch (badge) {
  1582. case 7: //SB
  1583. sbn += 2;
  1584. break;
  1585. case 23: //SB++ 辅助无效
  1586. sbn += 10;
  1587. break;
  1588. }
  1589. }
  1590. return sbn;
  1591. }
  1592. //计算队伍操作时间
  1593. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1594. const [members, assists, badge] = team;
  1595. const searchTypeArray = [178, 15, 185];
  1596. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1597. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1598. const time1 = leaderSkillMoveTime(ls1);
  1599. const time2 = leaderSkillMoveTime(ls2);
  1600. function leaderSkillMoveTime(ls) {
  1601. const moveTime = { fixed: false, duration: 0 };
  1602. if (!ls) return moveTime;
  1603. const sk = ls.params;
  1604. switch (ls.type) {
  1605. case 178: //固定操作时间
  1606. moveTime.fixed = true;
  1607. moveTime.duration = sk[0];
  1608. break;
  1609. case 15:
  1610. case 185:
  1611. moveTime.duration += sk[0] / 100;
  1612. break;
  1613. default:
  1614. }
  1615. return moveTime;
  1616. }
  1617. let moveTime = {
  1618. fixed: false,
  1619. duration: {
  1620. default: 5,
  1621. leader: 0,
  1622. badge: 0,
  1623. awoken: 0,
  1624. }
  1625. }; //基础5秒
  1626. //固定操作时间的直接返回
  1627. if (time1.fixed || time2.fixed) {
  1628. moveTime.fixed = true;
  1629. moveTime.duration.leader = time1.fixed ?
  1630. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1631. time2.duration;
  1632. } else {
  1633. moveTime.duration.leader = time1.duration + time2.duration;
  1634. let _team = team.concat();
  1635. //1人、3人计算徽章
  1636. if (solo || teamsCount === 3) {
  1637. switch (badge) {
  1638. case 2: //小手指
  1639. moveTime.duration.badge = 3;
  1640. break;
  1641. case 21: //大手指
  1642. moveTime.duration.badge = 4;
  1643. break;
  1644. case PAD_PASS_BADGE: //月卡
  1645. moveTime.duration.badge = 4;
  1646. break;
  1647. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1648. moveTime.duration.badge = 3;
  1649. break;
  1650. }
  1651. } else if (teamsCount === 2) //2人协力时的特殊处理
  1652. {
  1653. const teams = formation.teams;
  1654. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1655. const [members2, assists2, badge2, swapId2] = team2;
  1656. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1657. _team = [
  1658. members.concat(),
  1659. assists.concat()
  1660. ];
  1661. //把队伍2的队长和武器添加到复制的队伍1里面
  1662. _team[0].push(members2[swapId2]);
  1663. _team[1].push(assists2[swapId2]);
  1664. }
  1665. //觉醒
  1666. const awokenMoveTime = [
  1667. { index: 19, value: 0.5 }, //小手指
  1668. { index: 53, value: 1 }, //大手指
  1669. ];
  1670. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1671. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1672. //潜觉
  1673. const latentMoveTime = [
  1674. { index: 4, value: 0.05 }, //小手指潜觉
  1675. { index: 31, value: 0.12 }, //大手指潜觉
  1676. ];
  1677. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1678. duration + _team[0].reduce((count, member) =>
  1679. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1680. }
  1681. return moveTime;
  1682. }
  1683. //将盾减伤比例组叠加为一个减伤范围组
  1684. function getReduceRange(reduceScales)
  1685. {
  1686. class reduceRange{
  1687. constructor(obj)
  1688. {
  1689. this.min = 0;
  1690. this.max = 100;
  1691. this.scale = 0;
  1692. this.probability = 1;
  1693. if (typeof obj == "object") Object.assign(this, obj);
  1694. }
  1695. }
  1696. const ranges = [new reduceRange()];
  1697. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1698. function processingRanges(ranges, scale)
  1699. {
  1700. //先找scale.min在某个范围内的
  1701. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1702. //再找scale.max在某个范围内的
  1703. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1704. //先只拆分不乘比例
  1705. if (rgLessIdx >= 0)
  1706. {
  1707. const range = ranges[rgLessIdx];
  1708. ranges.splice(rgLessIdx, 1,
  1709. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1710. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1711. );
  1712. }
  1713. if (rgMoreIdx >= 0)
  1714. {
  1715. const range = ranges[rgMoreIdx];
  1716. ranges.splice(rgMoreIdx, 1,
  1717. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1718. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1719. );
  1720. }
  1721. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1722. needChangeScaleRanges.forEach(range=>{
  1723. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1724. range.probability *= scale.probability;
  1725. });
  1726. }
  1727. //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
  1728. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1729. reduceScales.forEach(scale=>{
  1730. if (scale.attrs == 0) //没有属性的
  1731. {
  1732. return;
  1733. }
  1734. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1735. {
  1736. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1737. attrs.forEach(n=>{
  1738. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1739. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1740. });
  1741. }
  1742. else
  1743. { //只处理第一数组
  1744. processingRanges(ranges, scale);
  1745. }
  1746. });
  1747. return attrsRanges;
  1748. }
  1749. //获取盾潜觉的减伤比例组
  1750. function getAttrShieldAwokenReduceScales(team) {
  1751. //5种盾潜觉
  1752. return [
  1753. {awoken:4,latent1:6,latent2:32},
  1754. {awoken:5,latent1:7,latent2:33},
  1755. {awoken:6,latent1:8,latent2:34},
  1756. {awoken:7,latent1:9,latent2:35},
  1757. {awoken:8,latent1:10,latent2:36},
  1758. ].map((shield, attrIdx)=>{
  1759. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1760. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1761. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1762. const reduce = {
  1763. scale: 0,
  1764. hp: {
  1765. max: 100,
  1766. min: 0
  1767. },
  1768. probability: 1,
  1769. attrs: 31, //5色是31
  1770. };
  1771. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1772. if (reduce.scale == 0) return false;
  1773. reduce.attrs = 1 << attrIdx;
  1774. return reduce;
  1775. }).filter(Boolean);
  1776. }
  1777. //获取盾减伤比例组
  1778. function getReduceScales(leaderid) {
  1779. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1780. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1781. function leaderReduceScale(ls) {
  1782. const reduce = {
  1783. scale: 0,
  1784. hp: {
  1785. max: 100,
  1786. min: 0
  1787. },
  1788. probability: 1,
  1789. attrs: 31, //5色是31
  1790. };
  1791. if (!ls) return reduce;
  1792. const sk = ls.params;
  1793. switch (ls.type) {
  1794. case 16: //无条件盾
  1795. reduce.scale = sk[0] / 100;
  1796. break;
  1797. case 17: //单属性盾
  1798. reduce.scale = sk[1] / 100;
  1799. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1800. break;
  1801. case 36: //2个属性盾
  1802. reduce.scale = sk[2] / 100;
  1803. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1804. break;
  1805. case 38: //血线下 + 可能几率
  1806. case 43: //血线上 + 可能几率
  1807. reduce.scale = (sk[2] || 0) / 100;
  1808. reduce.probability = sk[1] / 100;
  1809. if (sk[0] == 100)
  1810. {
  1811. reduce.hp.max = sk[0];
  1812. reduce.hp.min = 99;
  1813. }else
  1814. {
  1815. if(ls.type == 38)
  1816. {
  1817. reduce.hp.max = sk[0];
  1818. reduce.hp.min = 0;
  1819. }else
  1820. {
  1821. reduce.hp.max = 100;
  1822. reduce.hp.min = sk[0];
  1823. }
  1824. }
  1825. break;
  1826. case 129: //无条件盾,属性个数不固定
  1827. case 163: //无条件盾,属性个数不固定
  1828. case 130: //血线下 + 属性个数不固定
  1829. case 131: //血线上 + 属性个数不固定
  1830. reduce.scale = (sk[6] || 0) / 100;
  1831. reduce.attrs = 0 | sk[5];
  1832. if (ls.type == 130 || ls.type == 131)
  1833. {
  1834. if (sk[0] == 100)
  1835. {
  1836. reduce.hp.max = sk[0];
  1837. reduce.hp.min = 99;
  1838. }else
  1839. {
  1840. if(ls.type == 130)
  1841. {
  1842. reduce.hp.max = sk[0];
  1843. reduce.hp.min = 0;
  1844. }else
  1845. {
  1846. reduce.hp.max = 100;
  1847. reduce.hp.min = sk[0];
  1848. }
  1849. }
  1850. }
  1851. break;
  1852. case 178: //无条件盾,属性个数不固定
  1853. reduce.scale = (sk[7] || 0) / 100;
  1854. reduce.attrs = 0 | sk[6];
  1855. break;
  1856. case 151: //十字心触发
  1857. case 169: //C触发
  1858. case 198: //回血触发
  1859. reduce.scale = (sk[2] || 0) / 100;
  1860. break;
  1861. case 170: //多色触发
  1862. case 182: //长串触发
  1863. case 193: //L触发
  1864. reduce.scale = (sk[3] || 0) / 100;
  1865. break;
  1866. case 171: //多串触发
  1867. reduce.scale = (sk[6] || 0) / 100;
  1868. break;
  1869. case 183: //又是个有两段血线的队长技
  1870. reduce.scale = (sk[4] || 0) / 100;
  1871. if (sk[2] == 100)
  1872. {
  1873. reduce.hp.max = sk[2];
  1874. reduce.hp.min = 99;
  1875. }else
  1876. {
  1877. reduce.hp.max = 100;
  1878. reduce.hp.min = sk[2];
  1879. }
  1880. break;
  1881. case 210: //十字触发
  1882. reduce.scale = (sk[1] || 0) / 100;
  1883. break;
  1884. case 235: { //可多次触发
  1885. reduce.scale = (sk[4] || 0) / 100;
  1886. break;
  1887. }
  1888. default:
  1889. }
  1890. return reduce;
  1891. }
  1892. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1893. }
  1894. function cardFixId(id, reverse = false) {
  1895. if (id === 0xFFFF) return id;
  1896. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1897. }

智龙迷城队伍图制作工具