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script-universal_function.js 69 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, inputURL = document.location) {
  32. const url = new URL(inputURL);
  33. if (!Array.isArray(name)) name = [name];
  34. //可以以数组形式传递 name 的多个别名,比如 getQueryString(["l","lang"])
  35. let value;
  36. for (let index = 0; index < name.length; index++) {
  37. value = url.searchParams.get(name[index]);
  38. if (value) break;
  39. }
  40. return value;
  41. }
  42. const localStorage_getBoolean = function(name, defaultValue = false) {
  43. const value = localStorage.getItem(name);
  44. if (value === null) return defaultValue;
  45. else if (typeof value === 'string' && /^\s*true\s*$/i.test(value)) return true;
  46. else return Boolean(Number(value));
  47. }
  48. /* 写了,但是暂时不用
  49. // 将字符串转为二进制字符串
  50. String.prototype.toUTF8Blob = function() {
  51. return new Blob([this.valueOf()], {
  52. type: 'text/plain'
  53. });
  54. }
  55. Blob.prototype.toBase64 = function() {
  56. return new Promise((resolve, reject) => {
  57. const fileReader = new FileReader();
  58. fileReader.onload = (event) => {
  59. resolve(event.target?.result);
  60. };
  61. // readAsDataURL
  62. fileReader.readAsDataURL(this.valueOf());
  63. fileReader.onerror = () => {
  64. reject(new Error('blobToBase64 error'));
  65. };
  66. });
  67. }
  68. const Base64 = {
  69. strToBase64: function(str) {
  70. const encoder = new TextEncoder()
  71. const view = encoder.encode(str);
  72. const base64 = Base64.encodeFromUint8Array(view);
  73. return base64;
  74. },
  75. base64ToStr: function(base64) {
  76. const decoder = new TextDecoder()
  77. const view = Base64.decodeToUint8Array(base64);
  78. const str = decoder.decode(view);
  79. return str;
  80. },
  81. //Base64还原成Uint8Array
  82. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  83. function b64ToUint6(nChr) {
  84. return nChr > 64 && nChr < 91
  85. ? nChr - 65
  86. : nChr > 96 && nChr < 123
  87. ? nChr - 71
  88. : nChr > 47 && nChr < 58
  89. ? nChr + 4
  90. : nChr === 43
  91. ? 62
  92. : nChr === 47
  93. ? 63
  94. : 0;
  95. }
  96. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  97. const nInLen = sB64Enc.length;
  98. const nOutLen = nBlocksSize
  99. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  100. : (nInLen * 3 + 1) >> 2;
  101. const taBytes = new Uint8Array(nOutLen);
  102. let nMod3;
  103. let nMod4;
  104. let nUint24 = 0;
  105. let nOutIdx = 0;
  106. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  107. nMod4 = nInIdx & 3;
  108. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  109. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  110. nMod3 = 0;
  111. while (nMod3 < 3 && nOutIdx < nOutLen) {
  112. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  113. nMod3++;
  114. nOutIdx++;
  115. }
  116. nUint24 = 0;
  117. }
  118. }
  119. return taBytes;
  120. },
  121. //Uint8Array编码成Base64
  122. encodeFromUint8Array: function base64EncArr(aBytes) {
  123. function uint6ToB64(nUint6) {
  124. return nUint6 < 26
  125. ? nUint6 + 65
  126. : nUint6 < 52
  127. ? nUint6 + 71
  128. : nUint6 < 62
  129. ? nUint6 - 4
  130. : nUint6 === 62
  131. ? 43
  132. : nUint6 === 63
  133. ? 47
  134. : 65;
  135. }
  136. let nMod3 = 2;
  137. let sB64Enc = "";
  138. const nLen = aBytes.length;
  139. let nUint24 = 0;
  140. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  141. nMod3 = nIdx % 3;
  142. // To break your base64 into several 80-character lines, add:
  143. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  144. // sB64Enc += "\r\n";
  145. // }
  146. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  147. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  148. sB64Enc += String.fromCodePoint(
  149. uint6ToB64((nUint24 >>> 18) & 63),
  150. uint6ToB64((nUint24 >>> 12) & 63),
  151. uint6ToB64((nUint24 >>> 6) & 63),
  152. uint6ToB64(nUint24 & 63)
  153. );
  154. nUint24 = 0;
  155. }
  156. }
  157. return (
  158. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  159. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  160. );
  161. }
  162. }
  163. //Buffer转16进制字符串
  164. Uint8Array.prototype.toHex = function() {
  165. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  166. }
  167. */
  168. /**
  169. * 大数字以数字量级分隔符形式输出
  170. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  171. * @param {number} splitDigits 分隔位数
  172. * @returns {function} 数字量级分隔符形式输出数字的函数
  173. */
  174. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  175. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  176. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  177. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  178. const grouping = 10 ** splitDigits;
  179. separators = separators.map(s=>s.toString());
  180. return function(options = {}){
  181. const thisValue = this.valueOf();
  182. if (thisValue === 0 ||
  183. thisValue === Infinity ||
  184. thisValue === -Infinity
  185. ) {
  186. return this.toLocaleString();
  187. }
  188. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  189. const numLevels = [];
  190. let numTemp = Math.abs(thisValue);
  191. do {
  192. numLevels.push(numTemp % grouping); //这一段数量级的数字
  193. numTemp = Math.floor(numTemp / grouping);
  194. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  195. if (numTemp > 0) {
  196. numLevels.push(numTemp);
  197. }
  198. if (options?.sub) {
  199. let outFragment = document.createDocumentFragment();
  200. if (thisValue < 0) outFragment.append('-');
  201. for (let i = numLevels.length; i--; ) {
  202. if (numLevels[i] > 0) {
  203. const separator = document.createElement("sub");
  204. separator.textContent = separators[i];
  205. outFragment.append(numLevels[i].toString(10), separator);
  206. }
  207. }
  208. return outFragment;
  209. } else {
  210. let outStr = thisValue < 0 ? '-' : '';
  211. for (let i = numLevels.length; i--; ) {
  212. if (numLevels[i] > 0)
  213. outStr += numLevels[i].toString(10) + separators[i];
  214. }
  215. return outStr.trim();
  216. }
  217. }
  218. }
  219. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  220. //最多保留N位小数,不留0
  221. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  222. let newNumber = Number(this.toFixed(decimalDigits));
  223. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  224. }
  225. //Bitwise
  226. Number.prototype.notNeighbour = function() {
  227. const num = this.valueOf();
  228. return ~num & (num << 1 | num >> 1);
  229. }
  230. //数组删除自己尾部的空元素
  231. Array.prototype.deleteLatter = function(item = null) {
  232. let index = this.length - 1;
  233. for (; index >= 0; index--) {
  234. if (this[index] !== item) {
  235. break;
  236. }
  237. }
  238. this.splice(index + 1);
  239. return this;
  240. }
  241. //数组去重,改变自身
  242. Array.prototype.distinct = function() {
  243. const _set = new Set(this);
  244. this.length = 0;
  245. this.push(..._set);
  246. return this.valueOf();
  247. }
  248. //数组交换元素
  249. Array.prototype.switch = function(i1, i2) {
  250. if (Math.max(i1, i2) >= this.length) return false;
  251. let temp = this[i1];
  252. this[i1] = this[i2];
  253. this[i2] = temp;
  254. return true;
  255. }
  256. //数组随机排序
  257. Array.prototype.shuffle = function() {
  258. let length = this.length;
  259. while (length) {
  260. randomIndex = Math.floor(Math.random() * length--);
  261. this.switch(length, randomIndex);
  262. }
  263. return this;
  264. }
  265. //数组随机移除元素
  266. Array.prototype.randomShift = function() {
  267. return this.splice(Math.random() * this.length, 1)?.[0];
  268. }
  269. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  270. Array.prototype.groupBy = function(func) {
  271. const groups = this.reduce((pre,cur)=>{
  272. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  273. if (grp)
  274. grp.push(cur);
  275. else
  276. pre.push([cur]);
  277. return pre;
  278. }, []);
  279. return groups;
  280. }
  281. //将内容添加到代码片段
  282. DocumentFragment.prototype.ap = function(...args)
  283. {
  284. args.forEach(arg=>{
  285. if (Array.isArray(arg)) //数组,递归自身
  286. {
  287. arg.forEach(item=>this.ap(item));
  288. }
  289. else if (arg !== null && arg !== void 0) //其他内容的转换为文字添加
  290. {
  291. this.append(arg);
  292. }
  293. }, this);
  294. return this;
  295. }
  296. //将数组和分隔符添加到一个代码片段,类似join
  297. Array.prototype.nodeJoin = function(separator)
  298. {
  299. const frg = document.createDocumentFragment();
  300. this.forEach((item, idx, arr)=>{
  301. frg.ap(item);
  302. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  303. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  304. }
  305. });
  306. return frg;
  307. }
  308. //数组随机选择一个元素
  309. Array.prototype.randomItem = function(){
  310. return this[Math.randomInteger(this.length-1)];
  311. };
  312. Math.randomInteger = function(max, min = 0) {
  313. let _max = Math.max(max, min),
  314. _min = Math.min(max, min);
  315. return this.floor(this.random()*(_max-_min+1)+_min);
  316. }
  317. Math.isPowerOfTwo = function(n) {
  318. if (Number.isInteger(n) && n > 0)
  319. return (n & (n - 1)) === 0;
  320. else
  321. return false;
  322. }
  323. class Bin extends Set {
  324. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  325. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  326. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  327. static #typeError_NotInteger = "传入的不是 整数";
  328. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  329. /**
  330. * 构建函数
  331. * @param {(number | bigint | number[])} arg 传入参数
  332. */
  333. constructor (arg) {
  334. if (typeof arg === "number" || typeof arg === "bigint") {
  335. super(Bin.unflags(arg));
  336. } else if (Array.isArray(arg) &&
  337. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  338. ){
  339. super(arg);
  340. } else {
  341. throw new TypeError(Bin.#typeError_Constructor);
  342. }
  343. }
  344. /**
  345. * 将数字或大整形flag转换为数组
  346. * @param {(number | bigint)} number 输入的数字
  347. * @returns {number[]} 输出数组
  348. */
  349. static unflags(number) {
  350. const arr = [];
  351. if (!number) return arr;
  352. const inputType = typeof number;
  353. if (inputType === "number" || inputType === "bigint"){
  354. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  355. throw new RangeError(Bin.#rangeError_NotSafe);
  356. }
  357. const isBigint = inputType === "bigint";
  358. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  359. if (number & flag) {
  360. arr.push(i);
  361. }
  362. }
  363. return arr;
  364. } else {
  365. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  366. }
  367. }
  368. /**
  369. * 将数字序号转换为数字
  370. * @param {number[]} indexArr 输入的序号数组
  371. * @returns {(number | bigint)} 输出的数字
  372. */
  373. static enflags(indexArr) {
  374. if (Array.isArray(indexArr) &&
  375. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  376. ){
  377. let result = 0, isBigint = false, baseNum = 2;
  378. for (let i = 0; i < indexArr.length; i++) {
  379. let value = indexArr[i];
  380. //当数值大于52位,即需要换BigInt
  381. if (value > 52 && !isBigint) {
  382. isBigint = true;
  383. result = BigInt(result);
  384. baseNum = BigInt(baseNum);
  385. }
  386. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  387. 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
  388. }
  389. return result;
  390. } else {
  391. throw new TypeError(Bin.#typeError_FlagsArray);
  392. }
  393. }
  394. get int() {
  395. return Bin.enflags(Array.from(this.values()));
  396. }
  397. add(index) {
  398. if (typeof index === "number" && Number.isSafeInteger(index)){
  399. super.add(index);
  400. } else {
  401. throw new TypeError(Bin.#typeError_NotInteger);
  402. }
  403. }
  404. }
  405. //带标签的模板字符串
  406. function tp(stringsArr, ...keys) {
  407. return ((...values)=>{
  408. const dict = values[values.length - 1] || {};
  409. const fragment = document.createDocumentFragment();
  410. for (let i = 0; i < keys.length; i++) {
  411. fragment.append(stringsArr[i]);
  412. const key = keys[i];
  413. const value = Number.isInteger(key) ? values[key] : dict[key];
  414. if (value !== null && value !== void 0) {
  415. try {
  416. 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)
  417. }
  418. catch(e) {
  419. console.error("模板字符串错误: %o,", e, values, keys, value);
  420. }
  421. }
  422. }
  423. //补上最后一个字符串
  424. fragment.append(stringsArr[keys.length]);
  425. return fragment;
  426. });
  427. }
  428. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  429. function deepMerge(obj1, obj2) {
  430. let key;
  431. for (key in obj2) {
  432. // 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
  433. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  434. obj1[key] =
  435. obj1[key] &&
  436. obj1[key].toString() === "[object Object]" &&
  437. (obj2[key] && obj2[key].toString() === "[object Object]")
  438. ? deepMerge(obj1[key], obj2[key])
  439. : (obj1[key] = obj2[key]);
  440. }
  441. return obj1;
  442. }
  443. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  444. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  445. const pcmImportObj = {
  446. env: {
  447. abortStackOverflow: () => { throw new Error("overflow"); },
  448. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  449. tableBase: 0,
  450. memory: pcmMemory,
  451. memoryBase: 102400,
  452. STACKTOP: 0,
  453. STACK_MAX: pcmMemory.buffer.byteLength,
  454. }
  455. };
  456. let pcmPlayer = null;
  457. let adpcm_wasm = null;
  458. async function decodeAudio(fileName, decodeCallback) {
  459. if (pcmPlayer != null) {
  460. pcmPlayer.close();
  461. }
  462. pcmPlayer = new PCMPlayer(1, 44100);
  463. let request = await fetch(fileName);
  464. let buffer = await request.arrayBuffer();
  465. let audioData = new Uint8Array(buffer);
  466. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  467. console.debug('当前 WAV 为 普通 WAV');
  468. const audioCtx = new AudioContext();
  469. const decodedData = await audioCtx.decodeAudioData(buffer);
  470. const source = new AudioBufferSourceNode(audioCtx);
  471. source.buffer = decodedData;
  472. source.connect(audioCtx.destination);
  473. source.start(0);
  474. } else { //audioData[16] == 0x14
  475. console.debug('当前 WAV 为 PCM WAV');
  476. let step = 160;
  477. for (let i = 0; i < audioData.byteLength; i += step) {
  478. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  479. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  480. pcmPlayer.feed(pcmFloat32Data);
  481. }
  482. }
  483. }
  484. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  485. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  486. .then((wasm) => {
  487. adpcm_wasm = wasm;
  488. /*addButton("adpcm").onclick = function () {
  489. let decoder = new Adpcm(wasm, pcmImportObj);
  490. decoder.resetDecodeState(new Adpcm.State(0, 0));
  491. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  492. }*/
  493. });
  494. function playVoiceById(id) { //点击label才播放语音
  495. if (!Number.isInteger(id)) {
  496. throw new TypeError("传入的音频 ID 不是整数");
  497. }
  498. const sndURL = `sound/voice/${currentDataSource.code}/padv${id.toString().padStart(3,'0')}.wav`;
  499. const decoder = new Adpcm(adpcm_wasm, pcmImportObj);
  500. decoder.resetDecodeState(new Adpcm.State(0, 0));
  501. decodeAudio(sndURL, decoder.decode.bind(decoder));
  502. }
  503. //▲ADPCM播放相关
  504. // 加载 image
  505. function loadImage(url) {
  506. return new Promise(function(resolve, reject) {
  507. const image = new Image();
  508. image.src = url;
  509. image.type = "svg"
  510. image.crossOrigin = 'Anonymous';
  511. image.onload = function() {
  512. resolve(this);
  513. };
  514. image.onerror = function(err) {
  515. reject(err);
  516. };
  517. });
  518. }
  519. //代码来自 https://segmentfault.com/a/1190000004451095
  520. function fileReader (file, options = {}) {
  521. return new Promise(function (resolve, reject) {
  522. const reader = new FileReader();
  523. reader.onload = function () {
  524. resolve(reader);
  525. };
  526. reader.onerror = reject;
  527. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  528. reject({
  529. code: 1,
  530. msg: 'wrong file type'
  531. });
  532. }
  533. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  534. reader.readAsText(file);
  535. } else {
  536. reader.readAsDataURL(file);
  537. }
  538. });
  539. }
  540. function dbReadKey (db, tableName, keys) {
  541. return new Promise(function (resolve, reject) {
  542. const transaction = db.transaction([tableName]);
  543. const objectStore = transaction.objectStore(tableName);
  544. const request = objectStore.get(keys);
  545. request.onsuccess = function(event) {
  546. resolve(request.result);
  547. };
  548. request.onerror = reject;
  549. });
  550. }
  551. function dbCount (db, tableName, key) {
  552. return new Promise(function (resolve, reject) {
  553. const transaction = db.transaction([tableName]);
  554. const objectStore = transaction.objectStore(tableName);
  555. const request = objectStore.count(key);
  556. request.onsuccess = function() {
  557. resolve(request.result);
  558. }
  559. request.onerror = reject;
  560. });
  561. }
  562. function dbReadAll (db, tableName) {
  563. return new Promise(async function (resolve, reject) {
  564. const datas = [];
  565. const transaction = db.transaction([tableName]);
  566. const objectStore = transaction.objectStore(tableName);
  567. const request = objectStore.openCursor();
  568. request.onsuccess = function(event) {
  569. const cursor = event.target.result;
  570. if (cursor) {
  571. // cursor.value 包含正在被遍历的当前记录
  572. // 这里你可以对 result 做些什么
  573. datas.push(cursor.value);
  574. cursor.continue();
  575. } else {
  576. // 没有更多 results
  577. resolve(datas);
  578. }
  579. };
  580. request.onerror = reject;
  581. });
  582. }
  583. function dbWrite (db, tableName, data, keys) {
  584. return new Promise(function (resolve, reject) {
  585. const transaction = db.transaction([tableName], "readwrite");
  586. const objectStore = transaction.objectStore(tableName);
  587. const request = objectStore.put(data, keys);
  588. request.onsuccess = function(event) {
  589. resolve(event);
  590. };
  591. request.onerror = reject;
  592. });
  593. }
  594. function dbDelete (db, tableName, keys) {
  595. return new Promise(function (resolve, reject) {
  596. const transaction = db.transaction([tableName], "readwrite");
  597. const objectStore = transaction.objectStore(tableName);
  598. const request = objectStore.delete(keys);
  599. request.onsuccess = function(event) {
  600. resolve(event);
  601. };
  602. request.onerror = reject;
  603. });
  604. }
  605. //1个潜觉需要用多少格子
  606. function latentUseHole(latentId) {
  607. switch (latentId) {
  608. case 12: case 16: case 17: case 18: case 19:
  609. case 20: case 21: case 22: case 23: case 24:
  610. case 25: case 26: case 27: case 28: case 29:
  611. case 30: case 31: case 32: case 33: case 34:
  612. case 35: case 36: case 43: case 44: case 45:
  613. {
  614. return 2;
  615. }
  616. case 13: case 14: case 15: case 37: case 38:
  617. case 39: case 40: case 41: case 42: case 46:
  618. case 47: case 48: case 49:
  619. {
  620. return 6;
  621. }
  622. case 1: case 2: case 3: case 4: case 5:
  623. case 6: case 7: case 8: case 9: case 10:
  624. case 11: case 12:
  625. default:
  626. {
  627. return 1;
  628. }
  629. }
  630. }
  631. //获取最大潜觉数量
  632. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  633. const card = Cards[id];
  634. return card && card.is8Latent ? 8 : 6;
  635. }
  636. //计算用了多少潜觉格子
  637. function usedHole(latents) {
  638. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  639. }
  640. //计算所有队伍中有多少个该觉醒
  641. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  642. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  643. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  644. }, 0);
  645. return formationAwokenCount;
  646. }
  647. //计算单个队伍中有多少个该觉醒
  648. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  649. const [memberArray, assistArray] = team;
  650. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  651. if (mon.id <= 0) { //如果是delay和null
  652. return previous;
  653. }
  654. const card = Cards[mon.id];
  655. if (!card || !card.enabled) { //如果卡片未启用
  656. return previous;
  657. }
  658. const assist = assistArray[idx];
  659. const assistCard = Cards[assist.id];
  660. //启用的觉醒数组片段
  661. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  662. //单人、3人时,大于等于100级且297时增加超觉醒
  663. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  664. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  665. mon.sawoken === card.syncAwakening)
  666. ) {
  667. enableAwoken.push(mon.sawoken);
  668. }
  669. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  670. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  671. }
  672. //相同的觉醒数
  673. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  674. return previous + hasAwoken;
  675. }, 0);
  676. return teamAwokenCount;
  677. }
  678. //返回可用的怪物名称
  679. function returnMonsterNameArr(card, lsList = currentLanguage.searchlist, defaultCode = currentDataSource.code) {
  680. const monNameArr = lsList.map(lc => { //取出每种语言
  681. if (lc == defaultCode)
  682. return card.name;
  683. else if (card.otLangName)
  684. return card.otLangName[lc];
  685. }).filter(ln => //去掉空值和问号
  686. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  687. );
  688. if (monNameArr.length < 1) //如果本来的列表里没有名字
  689. {
  690. monNameArr.push(card.name); //只添加默认名字
  691. }
  692. return monNameArr;
  693. }
  694. //Code From pad-rikuu
  695. function valueAt(level, maxLevel, curve) {
  696. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  697. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  698. }
  699. //Code From pad-rikuu
  700. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  701. let value = valueAt(level, maxLevel, {
  702. min: c.min,
  703. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  704. scale: c.scale || 1
  705. });
  706. if (level > maxLevel) {
  707. const exceed99 = Math.min(level - maxLevel, 11);
  708. const exceed110 = Math.max(0, level - 110);
  709. value += c.max !== void 0 ?
  710. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  711. (c.min * exceed99 + c.min * exceed110);
  712. }
  713. return value;
  714. }
  715. //计算怪物的经验值
  716. function calculateExp(member) {
  717. if (!member) return null;
  718. const memberCard = Cards[member.id];
  719. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  720. const expArray = [
  721. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  722. ];
  723. if (member.level > 99)
  724. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  725. if (member.level > 110)
  726. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  727. return expArray;
  728. }
  729. //计算怪物的能力
  730. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  731. if (!member) return null;
  732. const memberCard = Cards[member.id];
  733. const assistCard = assist ? Cards[assist.id] : null;
  734. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  735. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  736. const plusAdd = [10, 5, 3]; //加值的增加值
  737. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  738. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  739. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  740. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  741. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  742. ];
  743. 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
  744. [{ index: 63, scale: 1.1 }], //HP
  745. [{ index: 63, scale: 1.1 }], //ATK
  746. [{ index: 63, scale: 1.1 }] //RCV
  747. ];
  748. 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
  749. [{ index: 127, scale: 1.5 }], //HP
  750. [{ index: 127, scale: 1.5 }], //ATK
  751. [{ index: 127, scale: 1.5 }] //RCV
  752. ];
  753. if (!solo) { //协力时计算协力觉醒
  754. latterAwokenScale.forEach(ab => {
  755. ab.push({ index: 30, scale: 1.5 });
  756. });
  757. }
  758. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  759. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  760. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  761. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  762. ];
  763. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  764. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  765. //储存点亮的觉醒
  766. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  767. //单人、3人时,大于等于100级且297时增加超觉醒
  768. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  769. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  770. member.sawoken === memberCard.syncAwakening)
  771. ) {
  772. awokenList.push(member.sawoken)
  773. }
  774. //如果有武器还要计算武器的觉醒
  775. let enableBouns = false;
  776. if (assistCard?.id > 0 && assistCard.enabled) {
  777. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  778. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  779. awokenList.push(...assistAwokenList);
  780. }
  781. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  782. }
  783. //地下城强化
  784. const dge = formation.dungeonEnchance;
  785. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  786. const isDge = (()=>{
  787. const memberAttrsTypesWithWeapon = typeof member.getAttrsTypesWithWeapon === "function" ? member.getAttrsTypesWithWeapon(assist) : memberCard;
  788. const baseBool = dge.rarities.includes(memberCard.rarity) //符合星级
  789. || dge?.collabs?.includes(memberCard.collabId) //符合合作
  790. || dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  791. return {
  792. awoken: baseBool //计算武器觉醒
  793. || memberAttrsTypesWithWeapon.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  794. || memberAttrsTypesWithWeapon.types.some(type=>dge.types.includes(type)) //符合类型
  795. ,
  796. noAwoken: baseBool //不计算武器觉醒
  797. || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  798. || memberCard.types.some(type=>dge.types.includes(type)) //符合类型
  799. ,
  800. };
  801. })();
  802. //地下城阴阳加护强化
  803. if (dge.benefit) { //当存在加护
  804. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  805. Bin.unflags(dge.benefit).forEach(idx=>{
  806. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  807. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  808. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  809. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  810. });
  811. }
  812. if (dge.stage > 1) { //当存在地下城层数
  813. let scale = 1;
  814. if (dge.stage>=10) scale = 2;
  815. else if (dge.stage>=5) scale = 1.5;
  816. const akId = 130; //130号熟成觉醒
  817. latterAwokenScale.forEach(ab => {
  818. ab.push({ index: akId, scale: scale });
  819. });
  820. }
  821. const abilitys = memberCurves.map((ab, idx) => {
  822. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  823. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  824. let n_assist_base = 0,
  825. n_assist_plus = 0; //辅助的bonus
  826. //计算辅助的额外血量
  827. if (assistCurves && enableBouns) {
  828. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  829. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  830. }
  831. //用来计算倍率觉醒的最终倍率是多少,reduce用
  832. function calculateAwokenScale(previous, aw) {
  833. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  834. return previous * aw.scale ** awokenCount;
  835. }
  836. //倍率类觉醒的比例,直接从1开始乘
  837. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  838. //觉醒增加的数值
  839. const n_awoken = awokenList.length > 0 ?
  840. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  841. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  842. if (awokenCount > 0)
  843. return previous + aw.value * awokenCount;
  844. else
  845. return previous;
  846. }, 0)) :
  847. 0;
  848. //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
  849. const n_latentScale = (member.latent && member.latent.length > 0) ?
  850. latentScale[idx].reduce((previous, la) => {
  851. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  852. return previous + la.scale * latentCount;
  853. }, 0) :
  854. 0;
  855. const dgeScale = { //地下城强化比例
  856. awoken: isDge.awoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  857. noAwoken: isDge.noAwoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  858. };
  859. if (idx === 1 && dgeScale.awoken < 1 && awokenList.includes(106)) {
  860. //觉醒有浮游,比例乘以20
  861. dgeScale.awoken = Math.min(1, dgeScale.awoken * 20);
  862. }
  863. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  864. Math.round(n_base * n_latentScale) + n_awoken +
  865. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  866. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  867. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale.awoken);
  868. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  869. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  870. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  871. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale.noAwoken)
  872. if (idx < 2) //idx顺序为HP、ATK、RCV
  873. { //HP和ATK最低为1
  874. reValue = Math.max(reValue, 1);
  875. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  876. }
  877. return [reValue, reValueNoAwoken];
  878. });
  879. return abilitys;
  880. }
  881. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  882. const card = Cards[id];
  883. const tempMon = {
  884. id: id,
  885. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  886. 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
  887. awoken: card.awakenings.length,
  888. sawoken: 0
  889. };
  890. /*强制计算超觉醒
  891. if (card.superAwakenings.includes(127)) {
  892. tempMon.sawoken = 127;
  893. }*/
  894. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  895. if (abilities) {
  896. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  897. return {
  898. withAwoken: {
  899. hp: hp,
  900. atk: atk,
  901. rcv: rcv,
  902. },
  903. noAwoken: {
  904. hp: hpNA,
  905. atk: atkNA,
  906. rcv: rcvNA,
  907. },
  908. };
  909. } else {
  910. return null;
  911. }
  912. }
  913. //搜索卡片用
  914. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  915. let cardsRange = [...cards]; //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  916. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  917. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  918. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  919. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  920. !card.stackable); //不可堆叠
  921. //属性
  922. const anyAttrsFlag = 0b101_1111; //所有颜色的查找,注意右边才是最低位
  923. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  924. 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
  925. //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
  926. // const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  927. // .map(attr=>{
  928. // const attrNum = Bin.unflags(attr);
  929. // if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  930. // return attrNum;
  931. // });
  932. if (fixMainColor) {//如果固定了顺序
  933. //只有第一属性有搜索内容时才搜索无主属性
  934. const isSearchNoMainAttr = (sAttrs[0] ^ 0b100_0000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  935. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  936. //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
  937. //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
  938. return sAttrs.every((sAttr, idx)=>{
  939. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  940. //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
  941. cAttrs[0] === 6 && //角色第一属性为无主属性
  942. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  943. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  944. return sAttr & flag;
  945. });
  946. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  947. // 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
  948. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  949. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  950. });
  951. }
  952. else {//不限定顺序时
  953. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  954. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  955. cAttrs = [...cAttrs];
  956. for (let i = 1; i < sAttrs.length; i++) {
  957. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  958. }
  959. /*
  960. 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
  961. */
  962. const matrix3x3 = sAttrs.map(sAttr=>{
  963. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  964. });
  965. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  966. // const columValues = []; //每个 filter 都能匹配属性
  967. // for (let i = 0; i < notAnyAttrsCount; i++) {
  968. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  969. // columValues.push(columValue);
  970. // }
  971. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  972. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  973. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  974. });
  975. const match = crossValue.every(Boolean);
  976. // if (match) {
  977. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  978. // }
  979. return match;
  980. });
  981. }
  982. }
  983. //类型
  984. if (types.length > 0) {
  985. //所有type都满足,或只需要满足一个type
  986. const logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  987. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  988. }
  989. //稀有度
  990. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  991. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  992. }
  993. //觉醒
  994. const searchAwokens = [];
  995. //等效觉醒时,把大觉醒数量变成小觉醒数量
  996. if (equalAk) {
  997. awokens.forEach(ak=>{
  998. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  999. if (equivalentAwoken) {
  1000. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  1001. if (!smallAwoken) {
  1002. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  1003. }
  1004. smallAwoken.num += ak.num * equivalentAwoken.times;
  1005. searchAwokens.push(smallAwoken);
  1006. } else {
  1007. searchAwokens.push(ak);
  1008. }
  1009. });
  1010. } else {
  1011. searchAwokens.push(...awokens);
  1012. }
  1013. if (searchAwokens.length > 0) {
  1014. cardsRange = cardsRange.filter(card => {
  1015. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  1016. if (incSawoken && //搜索超觉醒
  1017. card.superAwakenings.length > 0 && //卡片有超觉醒
  1018. !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
  1019. ) { //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
  1020. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1021. } else { //单个原始觉醒数组
  1022. cardAwakeningsCombos.push(card.awakenings);
  1023. }
  1024. 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
  1025. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1026. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1027. let equivalentAwoken;
  1028. 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
  1029. {
  1030. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1031. }
  1032. return akNum >= ak.num;
  1033. })
  1034. );
  1035. });
  1036. }
  1037. //超觉醒
  1038. if (sawokens.length > 0 && !incSawoken) {
  1039. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1040. let equivalentAwoken;
  1041. return card.superAwakenings.includes(sak) ||
  1042. //如果开启等效觉醒
  1043. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1044. card.superAwakenings.includes(equivalentAwoken.big);
  1045. }));
  1046. }
  1047. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1048. return cardsRange;
  1049. }
  1050. function searchByString(str)
  1051. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1052. str = str.trim();
  1053. if (str.length>0)
  1054. {
  1055. return Cards.filter(card =>
  1056. {
  1057. const names = [card.name];
  1058. if (card.otLangName)
  1059. {
  1060. names.push(...Object.values(card.otLangName));
  1061. }
  1062. const tags = card.altName.concat();
  1063. if (card.otTags)
  1064. {
  1065. tags.push(...card.otTags);
  1066. }
  1067. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1068. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1069. }
  1070. );
  1071. }else
  1072. {
  1073. return [];
  1074. }
  1075. }
  1076. function copyString(input) {
  1077. input.focus(); //设input为焦点
  1078. input.select(); //选择全部
  1079. navigator.clipboard.writeText(input.value).then(function() {
  1080. /* clipboard successfully set */
  1081. //复制成功
  1082. }, function() {
  1083. /* clipboard write failed */
  1084. document.execCommand('copy'); //尝试废弃的老方法
  1085. });
  1086. //input.blur(); //取消焦点
  1087. }
  1088. //产生一个怪物头像
  1089. function createCardA(option) {
  1090. const t = document.body.querySelector('#template-card-a');
  1091. const clone = document.importNode(t.content, true);
  1092. const monster = clone.querySelector(".monster");
  1093. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1094. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1095. return monster;
  1096. }
  1097. //返回文字说明内怪物Card的纯HTML
  1098. function cardN(id) {
  1099. const monOuterDom = document.createElement("span");
  1100. monOuterDom.className = "detail-mon";
  1101. const monDom = createCardA({noBoxCount: true});
  1102. monOuterDom.appendChild(monDom);
  1103. monOuterDom.monDom = monDom;
  1104. monOuterDom.monDom.onclick = cardNClick
  1105. changeid({ id: id }, monDom);
  1106. function cardNClick(event) {
  1107. event?.preventDefault();
  1108. const monstersID = document.getElementById("card-id");
  1109. const formIdSearch = document.getElementById("form-id-search");
  1110. monstersID.value = this.getAttribute("data-cardid");
  1111. formIdSearch.onchange();
  1112. editBox.show();
  1113. }
  1114. return monOuterDom;
  1115. }
  1116. //产生队伍目标类型
  1117. function createTeamFlags(target)
  1118. {
  1119. const ul = document.createElement("ul");
  1120. ul.className = "team-flags";
  1121. for (let i = 0; i<6; i++) {
  1122. const li = ul.appendChild(document.createElement("li"));
  1123. li.className = "team-member-icon";
  1124. }
  1125. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1126. let _target = [];
  1127. if (Number.isInteger(target)) {
  1128. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1129. }
  1130. else if (Array.isArray(target)) {
  1131. if (target.every(item=>Number.isInteger(item))) {
  1132. _target = target.map(n=>targetTypes[n]);
  1133. }
  1134. else if (target.every(item=>typeof(item) === 'string')) {
  1135. _target = target;
  1136. }
  1137. }
  1138. _target.forEach(tar=>ul.classList.add(tar));
  1139. return ul;
  1140. }
  1141. function showSearchBySeriesId(sId, sType) {
  1142. switch (sType) {
  1143. case "collab": {//合作
  1144. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1145. showSearch(Cards.filter(card => card.collabId == sId));
  1146. break;
  1147. }
  1148. case "gacha": {//桶,是数组
  1149. if (!sId.every(id=>Number.isInteger(id))) sId = sId,map(id=>parseInt(id, 10));
  1150. showSearch(sId.flatMap(gachaId=>Cards.filter(card => card.gachaIds.includes(gachaId))));
  1151. break;
  1152. }
  1153. case "series":
  1154. default: { //系列
  1155. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1156. showSearch(Cards.filter(card => card.seriesId == sId));
  1157. break;
  1158. }
  1159. }
  1160. }
  1161. //创建序号类图标
  1162. function createIndexedIcon(type, index) {
  1163. if (type == 'card') {//卡片头像
  1164. const avatar = cardN(index);
  1165. avatar.contentEditable = false;
  1166. //avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1167. return avatar;
  1168. }
  1169. const icon = document.createElement("icon");
  1170. icon.setAttribute("contenteditable", false);
  1171. //icon.contentEditable = false;
  1172. switch(type) {
  1173. case 'awoken': { //觉醒
  1174. icon.className = "awoken-icon";
  1175. icon.setAttribute("data-awoken-icon", index);
  1176. break;
  1177. }
  1178. case 'type': { //类型
  1179. icon.className = "type-icon";
  1180. icon.setAttribute("data-type-icon", index);
  1181. break;
  1182. }
  1183. case 'orb': { //宝珠
  1184. icon.className = "orb";
  1185. icon.setAttribute("data-orb-icon", index);
  1186. break;
  1187. }
  1188. case 'latent': { //潜觉
  1189. icon.className = `latent-icon`;
  1190. icon.setAttribute("data-latent-icon", index);
  1191. icon.setAttribute("data-latent-hole", 1);
  1192. break;
  1193. }
  1194. }
  1195. return icon;
  1196. }
  1197. //将怪物的文字介绍解析为HTML
  1198. function descriptionToHTML(str)
  1199. {
  1200. function formatParse(reg, subMatchCount, transFunc) {
  1201. //const subMatchCount = transFunc.length;
  1202. return function(item){
  1203. if (typeof item == "string") {
  1204. const subArr = item.split(new RegExp(reg));
  1205. const newArr = [];
  1206. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1207. newArr.push(subArr[i]);
  1208. if (subArr[i+subMatchCount] !== undefined) {
  1209. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1210. }
  1211. }
  1212. return newArr;
  1213. } else {
  1214. return item;
  1215. }
  1216. };
  1217. }
  1218. let nodeArr = [str];
  1219. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1220. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1221. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1222. function fontcolorTrans(color, content){
  1223. const sp = document.createElement("span");
  1224. sp.appendChild(descriptionToHTML(content))
  1225. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1226. sp.style.color = `#${color}`;
  1227. } else if (/qs/i.test(color)) {
  1228. sp.style.color = `blue`;
  1229. } else {
  1230. sp.style.color = color;
  1231. }
  1232. return sp;
  1233. }
  1234. function iconTrans(type, id){
  1235. id = parseInt(id,10);
  1236. type = type.toLowerCase();
  1237. switch(type) {
  1238. case 'card':case 'm': { //卡片头像
  1239. return createIndexedIcon('card', id);
  1240. }
  1241. case 'awoken':case 'a': { //觉醒
  1242. return createIndexedIcon('awoken', id);
  1243. }
  1244. case 'type':case 't': { //类型
  1245. return createIndexedIcon('type', id);
  1246. }
  1247. case 'orb':case 'o': { //宝珠
  1248. return createIndexedIcon('orb', id);
  1249. }
  1250. case 'latent':case 'l': { //潜觉
  1251. return createIndexedIcon('latent', id);
  1252. }
  1253. default: {
  1254. return `{${type}.${id}}`;
  1255. }
  1256. }
  1257. }
  1258. return nodeArr.nodeJoin();
  1259. }
  1260. //默认的技能解释的显示行为
  1261. function parseSkillDescription(skill) {
  1262. return descriptionToHTML(skill?.description);
  1263. }
  1264. //判断是否是转生和超转生
  1265. function isReincarnated(card) {
  1266. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1267. }
  1268. //计算队伍中有多少血量
  1269. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1270. let memberArr = team[0], assistArr = team[1];
  1271. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1272. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1273. const mHpArr = [];
  1274. for (let idx = 0; idx < memberArr.length ; idx++) {
  1275. let tMember = new MemberTeam(),
  1276. tAssist = new MemberAssist();
  1277. tMember.loadFromMember(memberArr[idx]);
  1278. tAssist.loadFromMember(assistArr[idx]);
  1279. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1280. tAssist.awoken = 0;
  1281. }
  1282. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1283. const hp = ability?.[0] ?? 0;
  1284. if (!hp) continue;
  1285. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1286. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1287. //演示用代码
  1288. //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);
  1289. mHpArr.push(mulHP);
  1290. }
  1291. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1292. function memberHpMul(member, assist, ls, memberArr, solo) {
  1293. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1294. function hpMul(parm, scale) {
  1295. if (scale == undefined || scale == 0) return 1;
  1296. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1297. return scale / 100;
  1298. }
  1299. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1300. return scale / 100;
  1301. }
  1302. return 1;
  1303. }
  1304. const sk = ls?.params;
  1305. let scale = 1;
  1306. switch (ls?.type) {
  1307. case 23:
  1308. case 30:
  1309. case 62:
  1310. case 77:
  1311. case 63:
  1312. case 65:
  1313. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1314. break;
  1315. case 29:
  1316. case 114:
  1317. case 45:
  1318. case 111:
  1319. case 46:
  1320. case 48:
  1321. case 67:
  1322. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1323. break;
  1324. case 73:
  1325. case 76:
  1326. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1327. break;
  1328. case 106:
  1329. case 107:
  1330. case 108:
  1331. scale = sk[0] / 100;
  1332. break;
  1333. case 121:
  1334. case 129:
  1335. case 163:
  1336. case 177:
  1337. case 186:
  1338. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1339. break;
  1340. case 125: //队伍中必须有指定队员
  1341. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1342. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1343. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1344. break;
  1345. case 136:
  1346. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1347. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1348. break;
  1349. case 137:
  1350. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1351. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1352. break;
  1353. case 155:
  1354. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1355. break;
  1356. case 158:
  1357. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1358. break;
  1359. case 175: //队伍组成全为合作,不包括双方队长
  1360. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1361. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1362. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1363. break;
  1364. case 178:
  1365. case 185:
  1366. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1367. break;
  1368. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1369. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1370. switch (sk[0]) {
  1371. case 0: //全是像素进化
  1372. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1373. break;
  1374. case 2: //全是转生、超转生(8格潜觉)
  1375. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1376. break;
  1377. }
  1378. break;
  1379. }
  1380. case 217:{ //限定队伍星级,不包括好友队长
  1381. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1382. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1383. return pre + (memberCard?.rarity || 1);
  1384. }, 0);
  1385. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1386. break;
  1387. }
  1388. case 229:{ //队员中存在每个属性或Type都算一次
  1389. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1390. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1391. //符合的次数
  1392. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1393. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1394. scale = sk[2] * correTimes / 100 + 1;
  1395. 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);
  1396. break;
  1397. }
  1398. 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
  1399. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1400. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1401. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1402. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1403. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1404. ) {
  1405. scale = sk[3] / 100;
  1406. }
  1407. break;
  1408. }
  1409. case 138: //调用其他队长技
  1410. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1411. break;
  1412. default:
  1413. }
  1414. return scale || 1;
  1415. }
  1416. return mHpArr;
  1417. }
  1418. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1419. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1420. //之前用的Map,现在为了性能改成数组
  1421. const attrsCount = [];
  1422. const typesCount = [];
  1423. for (let idx = 0; idx < memberArr.length; idx++) {
  1424. const member = memberArr[idx], assist = assistArr[idx];
  1425. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1426. if (memberAttrsTypes) {
  1427. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1428. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1429. }
  1430. }
  1431. return {attrs: attrsCount, types: typesCount};
  1432. }
  1433. //返回卡片的队长技能
  1434. function getCardLeaderSkills(card, skillTypes) {
  1435. if (!card) return [];
  1436. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1437. }
  1438. //返回卡片的主动技能
  1439. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1440. if (!card) return [];
  1441. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1442. }
  1443. //查找到真正起作用的那一个技能
  1444. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1445. if (!skill) return [];
  1446. if (skillTypes.includes(skill.type))
  1447. {
  1448. return [skill];
  1449. }
  1450. else if (skill.type == 116 || //多个主动技
  1451. (searchRandom && skill.type == 118) || //随机主动技
  1452. skill.type == 138 || //多个队长技
  1453. skill.type == 232 || //进化技能不循环
  1454. skill.type == 233 || //进化技能循环
  1455. skill.type == 248 //延迟生效技能
  1456. ){
  1457. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1458. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1459. //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
  1460. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1461. return subSkills;
  1462. }
  1463. else
  1464. {
  1465. return [];
  1466. }
  1467. }
  1468. //返回变身宠的初级
  1469. function henshinBase(cardid, firstId)
  1470. {
  1471. let member;
  1472. if (cardid instanceof Member) {
  1473. member = cardid;
  1474. cardid = member.id;
  1475. }
  1476. if (firstId == undefined) firstId = cardid;
  1477. let card = Cards[cardid];
  1478. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1479. && (member?.level ?? 1) <= card.maxLevel
  1480. )
  1481. {
  1482. card = henshinBase(card.henshinFrom[0], firstId);
  1483. }
  1484. return card;
  1485. }
  1486. //计算卡片队长技+C
  1487. function getSkillAddCombo(card) {
  1488. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1489. const skills = getCardLeaderSkills(card, searchTypeArray);
  1490. return skills.map(skill=>{
  1491. switch (skill.type) {
  1492. case 192:
  1493. case 194:
  1494. return skill.params[3] ?? 0;
  1495. case 206:
  1496. return skill.params[6] ?? 0;
  1497. case 209:
  1498. return skill.params[0] ?? 0;
  1499. case 210:
  1500. case 219:
  1501. return skill.params[2] ?? 0;
  1502. case 220:
  1503. return skill.params[1] ?? 0;
  1504. case 235:
  1505. return skill.params[5] ?? 0;
  1506. default:
  1507. return 0;
  1508. }
  1509. }).reduce((p,v)=>p+v, 0);
  1510. }
  1511. //计算卡片队长技追打
  1512. function getSkillFixedDamage(card) {
  1513. const searchTypeArray = [199, 200, 201, 223, 235];
  1514. const skills = getCardLeaderSkills(card, searchTypeArray);
  1515. return skills.map(skill=>{
  1516. switch (skill.type) {
  1517. case 199:
  1518. case 200:
  1519. return skill.params[2] ?? 0;
  1520. case 201:
  1521. return skill.params[5] ?? 0;
  1522. case 223:
  1523. return skill.params[1] ?? 0;
  1524. case 235:
  1525. return skill.params[6] ?? 0;
  1526. default:
  1527. return 0;
  1528. }
  1529. }).reduce((p,v)=>p+v, 0);
  1530. }
  1531. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1532. let effect = {
  1533. board76: false,
  1534. noSkyfall: false,
  1535. poisonNoEffect: false,
  1536. resolve: false,
  1537. addCombo: [0,0],
  1538. inflicts: [0,0],
  1539. };
  1540. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1541. { //计算队伍是否为76
  1542. const searchTypeArray = [162, 186];
  1543. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1544. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1545. }
  1546. { //计算队伍是否为无天降
  1547. const searchTypeArray = [163, 177];
  1548. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1549. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1550. }
  1551. { //计算队伍是否为毒无效
  1552. const searchTypeArray = [197];
  1553. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1554. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1555. }
  1556. { //计算队伍是否有根性
  1557. const searchTypeArray = [14];
  1558. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1559. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1560. }
  1561. { //计算队伍的+C
  1562. effect.addCombo[0] = getSkillAddCombo(card1);
  1563. effect.addCombo[1] = getSkillAddCombo(card2);
  1564. }
  1565. { //计算队伍的追打
  1566. effect.inflicts[0] = getSkillFixedDamage(card1);
  1567. effect.inflicts[1] = getSkillFixedDamage(card2);
  1568. }
  1569. return effect;
  1570. }
  1571. //计算队伍SB
  1572. function countTeamSB(team, solo) {
  1573. let sbn = 0;
  1574. const [members, assists, badge] = team;
  1575. for (let mi = 0; mi < members.length; mi++) {
  1576. const member = members[mi];
  1577. const assist = assists[mi];
  1578. if (member.id < 0) continue;
  1579. const memberCard = henshinBase(member);
  1580. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1581. //单人、3人时,大于等于100级且297时增加超觉醒
  1582. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1583. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1584. member.sawoken === memberCard.syncAwakening)
  1585. ) {
  1586. enableAwoken.push(member.sawoken);
  1587. }
  1588. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1589. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1590. }
  1591. //大SB 56,小SB 21
  1592. sbn += enableAwoken.filter(n=>n===21).length;
  1593. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1594. //负sb 105
  1595. sbn -= enableAwoken.filter(n=>n===105).length;
  1596. //心L 59,心L大SB潜觉 47
  1597. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1598. }
  1599. if (solo || teamsCount === 3) {
  1600. switch (badge) {
  1601. case 7: //SB
  1602. sbn += 2;
  1603. break;
  1604. case 23: //SB++ 辅助无效 +20
  1605. sbn += 20;
  1606. break;
  1607. }
  1608. }
  1609. return sbn;
  1610. }
  1611. //计算队伍操作时间
  1612. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1613. const [members, assists, badge] = team;
  1614. const searchTypeArray = [178, 15, 185];
  1615. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1616. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1617. const time1 = leaderSkillMoveTime(ls1);
  1618. const time2 = leaderSkillMoveTime(ls2);
  1619. function leaderSkillMoveTime(ls) {
  1620. const moveTime = { fixed: false, duration: 0 };
  1621. if (!ls) return moveTime;
  1622. const sk = ls.params;
  1623. switch (ls.type) {
  1624. case 178: //固定操作时间
  1625. moveTime.fixed = true;
  1626. moveTime.duration = sk[0];
  1627. break;
  1628. case 15:
  1629. case 185:
  1630. moveTime.duration += sk[0] / 100;
  1631. break;
  1632. default:
  1633. }
  1634. return moveTime;
  1635. }
  1636. let moveTime = {
  1637. fixed: false,
  1638. duration: {
  1639. default: currentDataSource.code === "ja" ? 6 : 5, // v21.7 +5变+6
  1640. leader: 0,
  1641. badge: 0,
  1642. awoken: 0,
  1643. }
  1644. }; //基础5秒
  1645. //固定操作时间的直接返回
  1646. if (time1.fixed || time2.fixed) {
  1647. moveTime.fixed = true;
  1648. moveTime.duration.leader = time1.fixed ?
  1649. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1650. time2.duration;
  1651. } else {
  1652. moveTime.duration.leader = time1.duration + time2.duration;
  1653. let _team = team.concat();
  1654. //1人、3人计算徽章
  1655. if (solo || teamsCount === 3) {
  1656. switch (badge) {
  1657. case 2: //小手指
  1658. moveTime.duration.badge = 3;
  1659. break;
  1660. case 21: //大手指
  1661. moveTime.duration.badge = 4;
  1662. break;
  1663. case PAD_PASS_BADGE: //月卡
  1664. moveTime.duration.badge = 4;
  1665. break;
  1666. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1667. moveTime.duration.badge = 3;
  1668. break;
  1669. }
  1670. } else if (teamsCount === 2) //2人协力时的特殊处理
  1671. {
  1672. const teams = formation.teams;
  1673. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1674. const [members2, assists2, badge2, swapId2] = team2;
  1675. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1676. _team = [
  1677. members.concat(),
  1678. assists.concat()
  1679. ];
  1680. //把队伍2的队长和武器添加到复制的队伍1里面
  1681. _team[0].push(members2[swapId2]);
  1682. _team[1].push(assists2[swapId2]);
  1683. }
  1684. //觉醒
  1685. const awokenMoveTime = [
  1686. { index: 19, value: 0.5 }, //小手指
  1687. { index: 53, value: 1 }, //大手指
  1688. ];
  1689. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1690. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1691. //潜觉
  1692. const latentMoveTime = [
  1693. { index: 4, value: 0.05 }, //小手指潜觉
  1694. { index: 31, value: 0.12 }, //大手指潜觉
  1695. ];
  1696. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1697. duration + _team[0].reduce((count, member) =>
  1698. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1699. }
  1700. return moveTime;
  1701. }
  1702. //将盾减伤比例组叠加为一个减伤范围组
  1703. function getReduceRange(reduceScales)
  1704. {
  1705. class reduceRange{
  1706. constructor(obj)
  1707. {
  1708. this.min = 0;
  1709. this.max = 100;
  1710. this.scale = 0;
  1711. this.probability = 1;
  1712. if (typeof obj == "object") Object.assign(this, obj);
  1713. }
  1714. }
  1715. const ranges = [new reduceRange()];
  1716. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1717. function processingRanges(ranges, scale)
  1718. {
  1719. //先找scale.min在某个范围内的
  1720. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1721. //再找scale.max在某个范围内的
  1722. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1723. //先只拆分不乘比例
  1724. if (rgLessIdx >= 0)
  1725. {
  1726. const range = ranges[rgLessIdx];
  1727. ranges.splice(rgLessIdx, 1,
  1728. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1729. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1730. );
  1731. }
  1732. if (rgMoreIdx >= 0)
  1733. {
  1734. const range = ranges[rgMoreIdx];
  1735. ranges.splice(rgMoreIdx, 1,
  1736. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1737. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1738. );
  1739. }
  1740. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1741. needChangeScaleRanges.forEach(range=>{
  1742. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1743. range.probability *= scale.probability;
  1744. });
  1745. }
  1746. //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
  1747. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1748. reduceScales.forEach(scale=>{
  1749. if (scale.attrs == 0) //没有属性的
  1750. {
  1751. return;
  1752. }
  1753. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1754. {
  1755. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1756. attrs.forEach(n=>{
  1757. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1758. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1759. });
  1760. }
  1761. else
  1762. { //只处理第一数组
  1763. processingRanges(ranges, scale);
  1764. }
  1765. });
  1766. return attrsRanges;
  1767. }
  1768. //获取盾潜觉的减伤比例组
  1769. function getAttrShieldAwokenReduceScales(team) {
  1770. //5种盾潜觉
  1771. return [
  1772. {awoken:4,latent1:6,latent2:32},
  1773. {awoken:5,latent1:7,latent2:33},
  1774. {awoken:6,latent1:8,latent2:34},
  1775. {awoken:7,latent1:9,latent2:35},
  1776. {awoken:8,latent1:10,latent2:36},
  1777. ].map((shield, attrIdx)=>{
  1778. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1779. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1780. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1781. const reduce = {
  1782. scale: 0,
  1783. hp: {
  1784. max: 100,
  1785. min: 0
  1786. },
  1787. probability: 1,
  1788. attrs: 31, //5色是31
  1789. };
  1790. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1791. if (reduce.scale == 0) return false;
  1792. reduce.attrs = 1 << attrIdx;
  1793. return reduce;
  1794. }).filter(Boolean);
  1795. }
  1796. //获取盾减伤比例组
  1797. function getReduceScales(leaderid) {
  1798. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1799. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1800. function leaderReduceScale(ls) {
  1801. const reduce = {
  1802. scale: 0,
  1803. hp: {
  1804. max: 100,
  1805. min: 0
  1806. },
  1807. probability: 1,
  1808. attrs: 31, //5色是31
  1809. };
  1810. if (!ls) return reduce;
  1811. const sk = ls.params;
  1812. switch (ls.type) {
  1813. case 16: //无条件盾
  1814. reduce.scale = sk[0] / 100;
  1815. break;
  1816. case 17: //单属性盾
  1817. reduce.scale = sk[1] / 100;
  1818. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1819. break;
  1820. case 36: //2个属性盾
  1821. reduce.scale = sk[2] / 100;
  1822. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1823. break;
  1824. case 38: //血线下 + 可能几率
  1825. case 43: //血线上 + 可能几率
  1826. reduce.scale = (sk[2] || 0) / 100;
  1827. reduce.probability = sk[1] / 100;
  1828. if (sk[0] == 100)
  1829. {
  1830. reduce.hp.max = sk[0];
  1831. reduce.hp.min = 99;
  1832. }else
  1833. {
  1834. if(ls.type == 38)
  1835. {
  1836. reduce.hp.max = sk[0];
  1837. reduce.hp.min = 0;
  1838. }else
  1839. {
  1840. reduce.hp.max = 100;
  1841. reduce.hp.min = sk[0];
  1842. }
  1843. }
  1844. break;
  1845. case 129: //无条件盾,属性个数不固定
  1846. case 163: //无条件盾,属性个数不固定
  1847. case 130: //血线下 + 属性个数不固定
  1848. case 131: //血线上 + 属性个数不固定
  1849. reduce.scale = (sk[6] || 0) / 100;
  1850. reduce.attrs = 0 | sk[5];
  1851. if (ls.type == 130 || ls.type == 131)
  1852. {
  1853. if (sk[0] == 100)
  1854. {
  1855. reduce.hp.max = sk[0];
  1856. reduce.hp.min = 99;
  1857. }else
  1858. {
  1859. if(ls.type == 130)
  1860. {
  1861. reduce.hp.max = sk[0];
  1862. reduce.hp.min = 0;
  1863. }else
  1864. {
  1865. reduce.hp.max = 100;
  1866. reduce.hp.min = sk[0];
  1867. }
  1868. }
  1869. }
  1870. break;
  1871. case 178: //无条件盾,属性个数不固定
  1872. reduce.scale = (sk[7] || 0) / 100;
  1873. reduce.attrs = 0 | sk[6];
  1874. break;
  1875. case 151: //十字心触发
  1876. case 169: //C触发
  1877. case 198: //回血触发
  1878. reduce.scale = (sk[2] || 0) / 100;
  1879. break;
  1880. case 170: //多色触发
  1881. case 182: //长串触发
  1882. case 193: //L触发
  1883. reduce.scale = (sk[3] || 0) / 100;
  1884. break;
  1885. case 171: //多串触发
  1886. reduce.scale = (sk[6] || 0) / 100;
  1887. break;
  1888. case 183: //又是个有两段血线的队长技
  1889. reduce.scale = (sk[4] || 0) / 100;
  1890. if (sk[2] == 100)
  1891. {
  1892. reduce.hp.max = sk[2];
  1893. reduce.hp.min = 99;
  1894. }else
  1895. {
  1896. reduce.hp.max = 100;
  1897. reduce.hp.min = sk[2];
  1898. }
  1899. break;
  1900. case 210: //十字触发
  1901. reduce.scale = (sk[1] || 0) / 100;
  1902. break;
  1903. case 235: { //可多次触发
  1904. reduce.scale = (sk[4] || 0) / 100;
  1905. break;
  1906. }
  1907. default:
  1908. }
  1909. return reduce;
  1910. }
  1911. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1912. }
  1913. function cardFixId(id, reverse = false) {
  1914. if (id === 0xFFFF) return id;
  1915. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1916. }