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universal_function.js 14 kB

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  1. //类型允许的潜觉杀,前面的数字是官方数据的类型编号,后面的杀是自己做的图片中的潜觉序号
  2. const type_allowable_latent = {
  3. "0":[], //0进化
  4. "12":[], //12觉醒
  5. "14":[], //14强化
  6. "15":[], //15卖钱
  7. "9":[],//特殊保护
  8. "1":[17,18,19,20,21,22,23,24], //1平衡
  9. "2":[20,24],//2体力
  10. "3":[18,22],//3回复
  11. "4":[20,24],//4龙
  12. "5":[19],//5神
  13. "6":[19,23],//6攻击
  14. "7":[17],//7恶魔
  15. "8":[17,20,21,24],//8机械
  16. };
  17. //等效觉醒列表
  18. const equivalent_awoken = [
  19. {small:10,big:52,times:2}, //防封
  20. {small:11,big:68,times:5}, //防暗
  21. {small:12,big:69,times:5}, //防废
  22. {small:13,big:70,times:5}, //防毒
  23. {small:19,big:53,times:2}, //手指
  24. {small:21,big:56,times:2}, //SB
  25. ];
  26. const equivalent_awoken_small = equivalent_awoken.map(eak=>{return eak.small;});
  27. const equivalent_awoken_big = equivalent_awoken.map(eak=>{return eak.big;});
  28. //仿GM_xmlhttpRequest函数v1.3
  29. const GM_xmlhttpRequest = function(GM_param) {
  30. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  31. xhr.open(GM_param.method, GM_param.url, true);
  32. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  33. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  34. xhr.onreadystatechange = function() //设置回调函数
  35. {
  36. if (xhr.readyState === xhr.DONE) { //请求完成时
  37. if (xhr.status === 200 && GM_param.onload) //正确加载时
  38. {
  39. GM_param.onload(xhr);
  40. }
  41. if (xhr.status !== 200 && GM_param.onerror) //发生错误时
  42. {
  43. GM_param.onerror(xhr);
  44. }
  45. }
  46. };
  47. //添加header
  48. for (let header in GM_param.headers) {
  49. xhr.setRequestHeader(header, GM_param.headers[header]);
  50. }
  51. //发送数据
  52. xhr.send(GM_param.data ? GM_param.data : null);
  53. };
  54. //数字补前导0
  55. function PrefixInteger(num, length)
  56. {
  57. return (Array(length).join('0') + num).slice(-length);
  58. }
  59. //获取URL参数
  60. function getQueryString(name,url) {
  61. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  62. const searchStr = url || location.search.substr(1);
  63. const r = searchStr.match(reg);
  64. if (r != null)
  65. {
  66. return decodeURIComponent(r[1]);
  67. }else
  68. {
  69. return null;
  70. }
  71. }
  72. //数组去重
  73. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  74. * 实现思路:获取没重复的最右一值放入新数组。
  75. * (检测到有重复值时终止当前循环同时进入顶层循环的下一轮判断)*/
  76. function uniq(array){
  77. let temp = [];
  78. const l = array.length;
  79. for(let i = 0; i < l; i++) {
  80. for(let j = i + 1; j < l; j++){
  81. if (array[i] === array[j]){
  82. i++;
  83. j = i;
  84. }
  85. }
  86. temp.push(array[i]);
  87. }
  88. return temp;
  89. }
  90. //计算用了多少潜觉格子
  91. function usedHole(latent)
  92. {
  93. return latent.reduce(function(previous,current){
  94. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  95. },0);
  96. }
  97. //计算所有队伍中有多少个该觉醒
  98. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  99. {
  100. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  101. return previous + awokenCountInTeam(team,awokenIndex,solo);
  102. },0);
  103. return formationAwokenCount;
  104. }
  105. //计算单个队伍中有多少个该觉醒
  106. function awokenCountInTeam(team,awokenIndex,solo)
  107. {
  108. const memberArray = team[0];
  109. const assistArray = team[1];
  110. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  111. if (mon.id<=0)
  112. { //如果是delay和null
  113. return previous;
  114. }
  115. const card = Cards[mon.id];
  116. if (!card || !card.enabled)
  117. { //如果卡片未启用
  118. return previous;
  119. }
  120. const assist = assistArray[idx];
  121. const assistCard = Cards[assist.id];
  122. //启用的觉醒数组片段
  123. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  124. if (solo) //单人增加超觉醒
  125. {
  126. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  127. }
  128. if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
  129. { //如果卡片未启用
  130. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  131. }
  132. //相同的觉醒数
  133. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  134. return previous + hasAwoken;
  135. },0);
  136. return teamAwokenCount;
  137. }
  138. //返回可用的怪物名称
  139. function returnMonsterNameArr(card, lsList, defaultCode)
  140. {
  141. let monNameArr = lsList.map(function(lc){ //取出每种语言
  142. if (lc == defaultCode)
  143. {return card.name;}
  144. else if(card.otLangName)
  145. {return card.otLangName[lc];}
  146. }).filter(function(ln){ //去掉空值和问号
  147. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  148. });
  149. if (monNameArr.length < 1) //如果本来的列表里没有名字
  150. {
  151. monNameArr.push(card.name); //只添加默认名字
  152. }
  153. return monNameArr;
  154. }
  155. //Code From pad-rikuu
  156. function valueAt(level, maxLevel, curve) {
  157. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  158. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  159. }
  160. //Code From pad-rikuu
  161. function curve(c, level, maxLevel, limitBreakIncr) {
  162. let value = valueAt(level, maxLevel, {
  163. min: c.min,
  164. max: c.max || (c.min * maxLevel),
  165. scale: c.scale || 1
  166. });
  167. if (level > maxLevel) {
  168. const exceed = level - maxLevel;
  169. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  170. }
  171. return value;
  172. }
  173. //计算怪物的经验值
  174. function calculateExp(member)
  175. {
  176. if (!member) return null;
  177. const memberCard = Cards[member.id];
  178. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  179. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  180. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  181. return [Math.round(v99Exp),v110Exp];
  182. }
  183. //计算怪物的能力
  184. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  185. function calculateAbility(member = null, assist = null, solo = true)
  186. {
  187. if (!member) return null;
  188. /*
  189. const monid = member.id || 0;
  190. const level = member.level || 1;
  191. const plus = member.plus || [0,0,0];
  192. const awoken = member.awoken || 0;
  193. const latent = member.latent || [];
  194. const sawoken = member.sawoken;
  195. const weaponId = assist ? assist.id : null;
  196. const weaponAwoken = assist ? assist.awoken : null;
  197. const card = Cards[monid]; //怪物数据
  198. */
  199. const memberCard = Cards[member.id];
  200. const assistCard = assist ? Cards[assist.id] : null;
  201. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  202. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  203. const plusAdd = [10,5,3]; //加值的增加值
  204. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  205. [{index:1,value:500},{index:65,value:-5000}], //HP
  206. [{index:2,value:100},{index:66,value:-1000}], //ATK
  207. [{index:3,value:200},{index:67,value:-2000}] //RCV
  208. ];
  209. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  210. [], //HP
  211. [], //ATK
  212. [] //RCV
  213. ];
  214. if (!solo)
  215. { //协力时计算协力觉醒
  216. awokenScale.forEach(ab=>{
  217. ab.push({index:30,scale:1.5});
  218. });
  219. }
  220. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  221. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  222. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  223. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  224. ];
  225. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  226. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  227. let abilitys = memberCurves.map((ab, idx)=>{
  228. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  229. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  230. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  231. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  232. //单人时增加超觉醒
  233. if (solo && member.sawoken>=0)
  234. {
  235. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  236. }
  237. //如果有武器还要计算武器的觉醒
  238. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  239. {
  240. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  241. if (assistAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
  242. {
  243. awokenList = awokenList.concat(assistAwokenList);
  244. }
  245. if (memberCard.attrs[0] === assistCard.attrs[0])
  246. {
  247. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  248. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  249. }
  250. }
  251. //觉醒增加的数值
  252. const n_awoken = awokenList.length>0 ?
  253. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  254. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
  255. if (awokenCount>0)
  256. return previous + aw.value * awokenCount;
  257. else
  258. return previous;
  259. },0)) :
  260. 0;
  261. //潜觉增加的倍率
  262. const n_latent = (member.latent && member.latent.length>0) ?
  263. Math.round(latentScale[idx].reduce(function(previous,la){
  264. const latentCount = member.latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  265. return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
  266. },0)) :
  267. 0;
  268. //console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
  269. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  270. //协力觉醒的倍率
  271. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  272. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
  273. if (awokenCount>0)
  274. {
  275. return previous * Math.pow(aw.scale,awokenCount);
  276. }
  277. else
  278. {
  279. return previous;
  280. }
  281. },reValue));
  282. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  283. return reValue;
  284. });
  285. return abilitys;
  286. }
  287. //搜索卡片用
  288. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk)
  289. {
  290. let cardsRange = cards;
  291. //属性
  292. if (attr1 != null && attr1 === attr2)
  293. { //当两个颜色相同时,主副一样颜色的只需判断一次
  294. cardsRange = cardsRange.filter(c=>{return c.attrs[0] == attr1 && c.attrs[1] == attr1;});
  295. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  296. {
  297. if (attr1 != null)
  298. {
  299. cardsRange = cardsRange.filter(c=>{return c.attrs[0] == attr1;});
  300. }
  301. if (attr2 != null)
  302. {
  303. cardsRange = cardsRange.filter(c=>{return c.attrs[1] == attr2;});
  304. }
  305. }else //不限定顺序时
  306. {
  307. if (attr1 != null)
  308. {
  309. cardsRange = cardsRange.filter(c=>{return c.attrs.indexOf(attr1)>=0;});
  310. }
  311. if (attr2 != null)
  312. {
  313. cardsRange = cardsRange.filter(c=>{return c.attrs.indexOf(attr2)>=0;});
  314. }
  315. }
  316. //类型
  317. if (types.length>0)
  318. {
  319. cardsRange = cardsRange.filter(c=>{return types.some(t=>{return c.types.indexOf(t)>=0;});});
  320. }
  321. //觉醒
  322. if (awokens.length>0)
  323. {
  324. cardsRange = cardsRange.filter(card=>{return awokens.every(ak=>{
  325. if (equalAk) //如果开启等效觉醒
  326. {
  327. //搜索等效觉醒
  328. if (equivalent_awoken_small.indexOf(ak.id) >= 0)
  329. {
  330. const equivalentAwoken = equivalent_awoken.filter((eak)=>{return eak.small == ak.id;})[0];
  331. const totalNum = card.awakenings.filter(cak=>{return cak == equivalentAwoken.small;}).length +
  332. card.awakenings.filter(cak=>{return cak == equivalentAwoken.big;}).length * equivalentAwoken.times;
  333. return totalNum >= ak.num;
  334. }else if(equivalent_awoken_big.indexOf(ak.id) >= 0)
  335. { //属于大觉醒,直接忽略
  336. return true;
  337. }
  338. }
  339. return card.awakenings.filter(cak=>{return cak == ak.id;}).length >= ak.num;
  340. });});
  341. }
  342. //超觉醒
  343. if (sawokens.length>0)
  344. {
  345. cardsRange = cardsRange.filter(card=>{return sawokens.some(sak=>{return card.superAwakenings.indexOf(sak)>=0;});});
  346. }
  347. return cardsRange;
  348. }
  349. //产生一个怪物头像
  350. function createCardA(id)
  351. {
  352. const cdom = document.createElement("a");
  353. cdom.class = "monster";
  354. cdom.target = "_blank";
  355. const property = cdom.appendChild(document.createElement("div"));
  356. property.className = "property";
  357. const subproperty = cdom.appendChild(document.createElement("div"));
  358. subproperty.className = "subproperty";
  359. const cid = cdom.appendChild(document.createElement("div"));
  360. cid.className = "id";
  361. return cdom;
  362. }
  363. //将怪物的文字介绍解析为HTML
  364. function descriptionToHTML(str)
  365. {
  366. str = str.replace(/\n/ig,"<br>"); //换行
  367. str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  368. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  369. return str;
  370. }
  371. //返回怪物名
  372. function cardN(id){
  373. let card = Cards[id || 0];
  374. if (!card)
  375. {
  376. return "没有该宠物 " + id;
  377. }else
  378. {
  379. const monOuterDom = document.createElement("span");
  380. monOuterDom.className = "detail-mon";
  381. const monDom = createCardA(id);
  382. monOuterDom.appendChild(monDom);
  383. changeid({id:id},monDom);
  384. return monOuterDom.outerHTML;
  385. }
  386. }
  387. //默认的技能解释的显示行为
  388. function parseSkillDescription(skill)
  389. {
  390. return descriptionToHTML(skill.description);
  391. }
  392. //大数字缩短长度,默认返回本地定义字符串
  393. function parseBigNumber(number)
  394. {
  395. /* //千位分隔符
  396. const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分
  397. return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){
  398. return $1+",";
  399. });
  400. })
  401. */
  402. return number.toLocaleString();
  403. }

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