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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. //计算用了多少潜觉格子
  155. function usedHole(latent)
  156. {
  157. return latent.reduce(function(previous,current){
  158. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  159. },0);
  160. }
  161. //计算所有队伍中有多少个该觉醒
  162. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  163. {
  164. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  165. return previous + awokenCountInTeam(team,awokenIndex,solo);
  166. },0);
  167. return formationAwokenCount;
  168. }
  169. //计算单个队伍中有多少个该觉醒
  170. function awokenCountInTeam(team,awokenIndex,solo)
  171. {
  172. const memberArray = team[0];
  173. const assistArray = team[1];
  174. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  175. if (mon.id<=0)
  176. { //如果是delay和null
  177. return previous;
  178. }
  179. const card = Cards[mon.id];
  180. if (!card || !card.enabled)
  181. { //如果卡片未启用
  182. return previous;
  183. }
  184. const assist = assistArray[idx];
  185. const assistCard = Cards[assist.id];
  186. //启用的觉醒数组片段
  187. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  188. if (solo) //单人增加超觉醒
  189. {
  190. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  191. }
  192. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  193. { //如果卡片未启用
  194. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  195. }
  196. //相同的觉醒数
  197. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  198. return previous + hasAwoken;
  199. },0);
  200. return teamAwokenCount;
  201. }
  202. //返回可用的怪物名称
  203. function returnMonsterNameArr(card, lsList, defaultCode)
  204. {
  205. let monNameArr = lsList.map(function(lc){ //取出每种语言
  206. if (lc == defaultCode)
  207. {return card.name;}
  208. else if(card.otLangName)
  209. {return card.otLangName[lc];}
  210. }).filter(function(ln){ //去掉空值和问号
  211. return typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln);
  212. });
  213. if (monNameArr.length < 1) //如果本来的列表里没有名字
  214. {
  215. monNameArr.push(card.name); //只添加默认名字
  216. }
  217. return monNameArr;
  218. }
  219. //Code From pad-rikuu
  220. function valueAt(level, maxLevel, curve) {
  221. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  222. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  223. }
  224. //Code From pad-rikuu
  225. function curve(c, level, maxLevel, limitBreakIncr) {
  226. let value = valueAt(level, maxLevel, {
  227. min: c.min,
  228. max: c.max || (c.min * maxLevel),
  229. scale: c.scale || 1
  230. });
  231. if (level > maxLevel) {
  232. const exceed = level - maxLevel;
  233. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  234. }
  235. return value;
  236. }
  237. //计算怪物的经验值
  238. function calculateExp(member)
  239. {
  240. if (!member) return null;
  241. const memberCard = Cards[member.id];
  242. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  243. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  244. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  245. return [Math.round(v99Exp),v110Exp];
  246. }
  247. //计算怪物的能力
  248. function calculateAbility(member = null, assist = null, solo = true)
  249. {
  250. if (!member) return null;
  251. const memberCard = Cards[member.id];
  252. const assistCard = assist ? Cards[assist.id] : null;
  253. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  254. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  255. const plusAdd = [10,5,3]; //加值的增加值
  256. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  257. [{index:1,value:500},{index:65,value:-5000}], //HP
  258. [{index:2,value:100},{index:66,value:-1000}], //ATK
  259. [{index:3,value:200},{index:67,value:-2000}] //RCV
  260. ];
  261. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  262. [], //HP
  263. [], //ATK
  264. [] //RCV
  265. ];
  266. if (!solo)
  267. { //协力时计算协力觉醒
  268. awokenScale.forEach(ab=>{
  269. ab.push({index:30,scale:1.5});
  270. });
  271. }
  272. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  273. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  274. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  275. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  276. ];
  277. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  278. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  279. let abilitys = memberCurves.map((ab, idx)=>{
  280. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  281. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  282. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  283. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  284. //单人时增加超觉醒
  285. if (solo && member.sawoken>=0)
  286. {
  287. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  288. }
  289. //如果有武器还要计算武器的觉醒
  290. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  291. {
  292. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  293. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  294. {
  295. awokenList = awokenList.concat(assistAwokenList);
  296. }
  297. if (memberCard.attrs[0] === assistCard.attrs[0])
  298. {
  299. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  300. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  301. }
  302. }
  303. //觉醒增加的数值
  304. const n_awoken = awokenList.length>0 ?
  305. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  306. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  307. if (awokenCount>0)
  308. return previous + aw.value * awokenCount;
  309. else
  310. return previous;
  311. },0)) :
  312. 0;
  313. //潜觉增加的倍率
  314. const n_latent = (member.latent && member.latent.length>0) ?
  315. Math.round(latentScale[idx].reduce(function(previous,la){
  316. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  317. 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
  318. },0)) :
  319. 0;
  320. //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);
  321. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  322. //协力觉醒的倍率
  323. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  324. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  325. if (awokenCount>0)
  326. {
  327. return previous * Math.pow(aw.scale,awokenCount);
  328. }
  329. else
  330. {
  331. return previous;
  332. }
  333. },reValue));
  334. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  335. return reValue;
  336. });
  337. return abilitys;
  338. }
  339. //搜索卡片用
  340. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk,incSawoken)
  341. {
  342. 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
  343. //属性
  344. if (attr1 != null && attr1 === attr2)
  345. { //当两个颜色相同时,主副一样颜色的只需判断一次
  346. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  347. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  348. {
  349. if (attr1 != null)
  350. {
  351. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  352. }
  353. if (attr2 != null)
  354. {
  355. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  356. }
  357. }else //不限定顺序时
  358. {
  359. if (attr1 != null)
  360. {
  361. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  362. }
  363. if (attr2 != null)
  364. {
  365. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  366. }
  367. }
  368. //类型
  369. if (types.length>0)
  370. {
  371. cardsRange = cardsRange.filter(c=>types.some(t=>c.types.includes(t)));
  372. }
  373. //觉醒
  374. //等效觉醒时,事先去除大觉醒
  375. if (equalAk)
  376. {
  377. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  378. bigEqualAwokens.forEach(bak=>{
  379. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  380. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  381. if (!smallEqualAwoken)
  382. {
  383. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  384. awokens.push(smallEqualAwoken);
  385. }
  386. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  387. });
  388. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  389. }
  390. if (awokens.length>0)
  391. {
  392. cardsRange = cardsRange.filter(card => {
  393. let cardAwakeningsArray = [];
  394. if (incSawoken && card.superAwakenings.length > 0)
  395. { //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
  396. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  397. }else
  398. { //单个原始觉醒数组
  399. cardAwakeningsArray.push(card.awakenings);
  400. }
  401. 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
  402. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  403. if (equalAk) //如果开启等效觉醒
  404. {
  405. //搜索等效觉醒
  406. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  407. if (equivalentAwoken)
  408. {
  409. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  410. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  411. return totalNum >= ak.num;
  412. }
  413. }
  414. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  415. })
  416. );
  417. });
  418. }
  419. //超觉醒
  420. if (sawokens.length>0 && !incSawoken)
  421. {
  422. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  423. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  424. return card.superAwakenings.includes(sak) ||
  425. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  426. }) );
  427. }
  428. return cardsRange;
  429. }
  430. //产生一个怪物头像
  431. function createCardA()
  432. {
  433. const cdom = document.createElement("a");
  434. cdom.className = "monster";
  435. cdom.target = "_blank";
  436. const property = cdom.appendChild(document.createElement("div"));
  437. property.className = "property";
  438. const subproperty = cdom.appendChild(document.createElement("div"));
  439. subproperty.className = "subproperty";
  440. const cid = cdom.appendChild(document.createElement("div"));
  441. cid.className = "id";
  442. const cawoken = cdom.appendChild(document.createElement("div"));
  443. cawoken.className = "awoken-count full-awoken";
  444. return cdom;
  445. }
  446. //返回文字说明内怪物Card的纯HTML
  447. function cardN(id){
  448. const monOuterDom = document.createElement("span");
  449. monOuterDom.className = "detail-mon";
  450. const monDom = createCardA(id);
  451. monOuterDom.appendChild(monDom);
  452. changeid({id:id},monDom);
  453. return monOuterDom.outerHTML;
  454. }
  455. //将怪物的文字介绍解析为HTML
  456. function descriptionToHTML(str)
  457. {
  458. str = str.replace(/\n/ig,"<br>"); //换行
  459. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  460. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  461. return str;
  462. }
  463. //默认的技能解释的显示行为
  464. function parseSkillDescription(skill)
  465. {
  466. return descriptionToHTML(skill.description);
  467. }
  468. //大数字缩短长度,默认返回本地定义字符串
  469. function parseBigNumber(number)
  470. {
  471. return number.toLocaleString();
  472. }

智龙迷城队伍图制作工具