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universal_function.js 12 kB

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

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