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script-universal_function.js 17 kB

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  1. //仿GM_xmlhttpRequest函数v1.4
  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. if (_xhr.status === 200 && GM_param.onload) //正确加载时
  12. {
  13. GM_param.onload(_xhr);
  14. }
  15. 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. //仿GM_getValue函数v1.0
  31. const GM_getValue = function(name, type){
  32. let value = localStorage.getItem(name);
  33. if (value == undefined) return value;
  34. if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean")
  35. {
  36. if (/^true$/i.test(value))
  37. return true;
  38. else if (/^false$/i.test(value))
  39. return false;
  40. else
  41. return Boolean(value);
  42. }
  43. else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number")
  44. return Number(value);
  45. else
  46. return value;
  47. };
  48. //仿GM_setValue函数v1.0
  49. const GM_setValue = function(name, value){
  50. localStorage.setItem(name, value);
  51. };
  52. //仿GM_deleteValue函数v1.0
  53. const GM_deleteValue = function(name){
  54. localStorage.removeItem(name);
  55. };
  56. //仿GM_listValues函数v1.0
  57. const GM_listValues = function(){
  58. var keys = [];
  59. for (let ki=0, kilen=localStorage.length; ki<kilen; ki++)
  60. {
  61. keys.push(localStorage.key(ki));
  62. }
  63. return keys;
  64. };
  65. //数字补前导0
  66. function PrefixInteger(num, length)
  67. {
  68. return (Array(length).join('0') + num).slice(-length);
  69. }
  70. //获取URL参数
  71. function getQueryString(name,url) {
  72. if (!!(window.URL && window.URLSearchParams))
  73. { //浏览器原生支持的API
  74. const urlObj = new URL(url || document.location);
  75. return urlObj.searchParams.get(name);
  76. }else
  77. {
  78. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  79. const searchStr = url || location.search.substr(1);
  80. const r = searchStr.match(reg);
  81. if (r != null)
  82. {
  83. return decodeURIComponent(r[1]);
  84. }else
  85. {
  86. return null;
  87. }
  88. }
  89. }
  90. //数组去重
  91. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  92. * 实现思路:获取没重复的最右一值放入新数组。
  93. * (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)*/
  94. Array.prototype.uniq = function()
  95. {
  96. let temp = [];
  97. const l = this.length;
  98. for(let i = 0; i < l; i++) {
  99. for(let j = i + 1; j < l; j++){
  100. if (this[i] === this[j]){
  101. i++;
  102. j = i;
  103. }
  104. }
  105. temp.push(this[i]);
  106. }
  107. return temp;
  108. };
  109. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  110. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  111. const pcmImportObj = {
  112. env: {
  113. abortStackOverflow: () => { throw new Error("overflow"); },
  114. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  115. tableBase: 0,
  116. memory: pcmMemory,
  117. memoryBase: 102400,
  118. STACKTOP: 0,
  119. STACK_MAX: pcmMemory.buffer.byteLength,
  120. }
  121. };
  122. let pcmPlayer = null;
  123. let adpcm_wasm = null;
  124. function decodeAudio(fileName, decodeCallback)
  125. {
  126. if(pcmPlayer != null)
  127. {
  128. pcmPlayer.close();
  129. }
  130. pcmPlayer = new PCMPlayer(1, 44100);
  131. fetch(fileName).then((response) => response.arrayBuffer())
  132. .then((bytes) => {
  133. let audioData = new Uint8Array(bytes);
  134. let step = 160;
  135. for(let i = 0; i < audioData.byteLength; i += step)
  136. {
  137. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  138. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  139. pcmPlayer.feed(pcmFloat32Data);
  140. }
  141. });
  142. }
  143. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  144. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  145. .then((wasm) => {
  146. adpcm_wasm = wasm;
  147. /*addButton("adpcm").onclick = function () {
  148. let decoder = new Adpcm(wasm, pcmImportObj);
  149. decoder.resetDecodeState(new Adpcm.State(0, 0));
  150. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  151. }*/
  152. });
  153. //▲ADPCM播放相关
  154. function latentUseHole(latentId)
  155. {
  156. //12号以后都是2格的潜觉,37号后是6格的潜觉
  157. return latentId >= 37 ? 6 : (latentId>= 12 ? 2 : 1);
  158. }
  159. //计算用了多少潜觉格子
  160. function usedHole(latents)
  161. {
  162. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  163. }
  164. //计算所有队伍中有多少个该觉醒
  165. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  166. {
  167. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  168. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  169. },0);
  170. return formationAwokenCount;
  171. }
  172. //计算单个队伍中有多少个该觉醒
  173. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  174. {
  175. const memberArray = team[0];
  176. const assistArray = team[1];
  177. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  178. if (mon.id<=0)
  179. { //如果是delay和null
  180. return previous;
  181. }
  182. const card = Cards[mon.id];
  183. if (!card || !card.enabled)
  184. { //如果卡片未启用
  185. return previous;
  186. }
  187. const assist = assistArray[idx];
  188. const assistCard = Cards[assist.id];
  189. //启用的觉醒数组片段
  190. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  191. if (solo || (teamsCount === 3 && currentDataSource.code === 'ja')) //单人、3人日服增加超觉醒
  192. {
  193. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  194. }
  195. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  196. { //如果卡片未启用
  197. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  198. }
  199. //相同的觉醒数
  200. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  201. return previous + hasAwoken;
  202. },0);
  203. return teamAwokenCount;
  204. }
  205. //返回可用的怪物名称
  206. function returnMonsterNameArr(card, lsList, defaultCode)
  207. {
  208. let monNameArr = lsList.map(function(lc){ //取出每种语言
  209. if (lc == defaultCode)
  210. {return card.name;}
  211. else if(card.otLangName)
  212. {return card.otLangName[lc];}
  213. }).filter(function(ln){ //去掉空值和问号
  214. return typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln);
  215. });
  216. if (monNameArr.length < 1) //如果本来的列表里没有名字
  217. {
  218. monNameArr.push(card.name); //只添加默认名字
  219. }
  220. return monNameArr;
  221. }
  222. //Code From pad-rikuu
  223. function valueAt(level, maxLevel, curve) {
  224. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  225. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  226. }
  227. //Code From pad-rikuu
  228. function curve(c, level, maxLevel, limitBreakIncr) {
  229. let value = valueAt(level, maxLevel, {
  230. min: c.min,
  231. max: c.max || (c.min * maxLevel),
  232. scale: c.scale || 1
  233. });
  234. if (level > maxLevel) {
  235. const exceed = level - maxLevel;
  236. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  237. }
  238. return value;
  239. }
  240. //计算怪物的经验值
  241. function calculateExp(member)
  242. {
  243. if (!member) return null;
  244. const memberCard = Cards[member.id];
  245. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  246. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  247. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  248. return [Math.round(v99Exp),v110Exp];
  249. }
  250. //计算怪物的能力
  251. function calculateAbility(member = null, assist = null, solo = true)
  252. {
  253. if (!member) return null;
  254. const memberCard = Cards[member.id];
  255. const assistCard = assist ? Cards[assist.id] : null;
  256. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  257. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  258. const plusAdd = [10,5,3]; //加值的增加值
  259. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  260. [{index:1,value:500},{index:65,value:-5000}], //HP
  261. [{index:2,value:100},{index:66,value:-1000}], //ATK
  262. [{index:3,value:200},{index:67,value:-2000}] //RCV
  263. ];
  264. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  265. [], //HP
  266. [], //ATK
  267. [] //RCV
  268. ];
  269. if (!solo)
  270. { //协力时计算协力觉醒
  271. awokenScale.forEach(ab=>{
  272. ab.push({index:30,scale:1.5});
  273. });
  274. }
  275. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  276. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  277. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  278. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  279. ];
  280. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  281. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  282. let abilitys = memberCurves.map((ab, idx)=>{
  283. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  284. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  285. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  286. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  287. //单人时增加超觉醒
  288. if (solo && member.sawoken>=0)
  289. {
  290. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  291. }
  292. //如果有武器还要计算武器的觉醒
  293. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  294. {
  295. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  296. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  297. {
  298. awokenList = awokenList.concat(assistAwokenList);
  299. }
  300. if (memberCard.attrs[0] === assistCard.attrs[0])
  301. {
  302. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  303. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  304. }
  305. }
  306. //觉醒增加的数值
  307. const n_awoken = awokenList.length>0 ?
  308. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  309. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  310. if (awokenCount>0)
  311. return previous + aw.value * awokenCount;
  312. else
  313. return previous;
  314. },0)) :
  315. 0;
  316. //潜觉增加的倍率
  317. const n_latent = (member.latent && member.latent.length>0) ?
  318. Math.round(latentScale[idx].reduce(function(previous,la){
  319. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  320. 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
  321. },0)) :
  322. 0;
  323. //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);
  324. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  325. //协力觉醒的倍率
  326. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  327. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  328. if (awokenCount>0)
  329. {
  330. return previous * Math.pow(aw.scale,awokenCount);
  331. }
  332. else
  333. {
  334. return previous;
  335. }
  336. },reValue));
  337. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  338. return reValue;
  339. });
  340. return abilitys;
  341. }
  342. //搜索卡片用
  343. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  344. {
  345. 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
  346. //属性
  347. if (attr1 != null && attr1 === attr2)
  348. { //当两个颜色相同时,主副一样颜色的只需判断一次
  349. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  350. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  351. {
  352. if (attr1 != null)
  353. {
  354. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  355. }
  356. if (attr2 != null)
  357. {
  358. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  359. }
  360. }else //不限定顺序时
  361. {
  362. if (attr1 != null)
  363. {
  364. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  365. }
  366. if (attr2 != null)
  367. {
  368. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  369. }
  370. }
  371. //类型
  372. if (types.length>0)
  373. {
  374. cardsRange = cardsRange.filter(c=>typeAndOr ?
  375. types.every(t=>c.types.includes(t)) : //所有type都满足
  376. types.some(t=>c.types.includes(t)) //只需要满足一个type
  377. );
  378. }
  379. //觉醒
  380. //等效觉醒时,事先去除大觉醒
  381. if (equalAk)
  382. {
  383. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  384. bigEqualAwokens.forEach(bak=>{
  385. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  386. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  387. if (!smallEqualAwoken)
  388. {
  389. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  390. awokens.push(smallEqualAwoken);
  391. }
  392. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  393. });
  394. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  395. }
  396. if (awokens.length>0)
  397. {
  398. cardsRange = cardsRange.filter(card => {
  399. let cardAwakeningsArray = [];
  400. if (incSawoken && card.superAwakenings.length > 0)
  401. { //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
  402. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  403. }else
  404. { //单个原始觉醒数组
  405. cardAwakeningsArray.push(card.awakenings);
  406. }
  407. return cardAwakeningsArray.some(cardAwakening=> //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  408. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  409. if (equalAk) //如果开启等效觉醒
  410. {
  411. //搜索等效觉醒
  412. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  413. if (equivalentAwoken)
  414. {
  415. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  416. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  417. return totalNum >= ak.num;
  418. }
  419. }
  420. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  421. })
  422. );
  423. });
  424. }
  425. //超觉醒
  426. if (sawokens.length>0 && !incSawoken)
  427. {
  428. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  429. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  430. return card.superAwakenings.includes(sak) ||
  431. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  432. }) );
  433. }
  434. return cardsRange;
  435. }
  436. //产生一个怪物头像
  437. function createCardA()
  438. {
  439. const cdom = document.createElement("a");
  440. cdom.className = "monster";
  441. cdom.target = "_blank";
  442. const property = cdom.appendChild(document.createElement("div"));
  443. property.className = "property";
  444. const subproperty = cdom.appendChild(document.createElement("div"));
  445. subproperty.className = "subproperty";
  446. const cid = cdom.appendChild(document.createElement("div"));
  447. cid.className = "id";
  448. const cawoken = cdom.appendChild(document.createElement("div"));
  449. cawoken.className = "awoken-count full-awoken";
  450. return cdom;
  451. }
  452. //返回文字说明内怪物Card的纯HTML
  453. function cardN(id){
  454. const monOuterDom = document.createElement("span");
  455. monOuterDom.className = "detail-mon";
  456. const monDom = createCardA(id);
  457. monOuterDom.appendChild(monDom);
  458. changeid({id:id},monDom);
  459. return monOuterDom.outerHTML;
  460. }
  461. //将怪物的文字介绍解析为HTML
  462. function descriptionToHTML(str)
  463. {
  464. str = str.replace(/\n/ig,"<br>"); //换行
  465. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  466. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  467. return str;
  468. }
  469. //默认的技能解释的显示行为
  470. function parseSkillDescription(skill)
  471. {
  472. return descriptionToHTML(skill.description);
  473. }
  474. //大数字缩短长度,默认返回本地定义字符串
  475. function parseBigNumber(number)
  476. {
  477. return number.toLocaleString();
  478. }

智龙迷城队伍图制作工具