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script-universal_function.js 75 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*$/i.test(value)) return true;
  46. else return Boolean(Number(value));
  47. }
  48. // 将字符串转为 Blob
  49. String.prototype.toUTF8Blob = function() {
  50. return new Blob([this.valueOf()], {
  51. type: 'text/plain'
  52. });
  53. }
  54. //将 Blob 转为 Base64
  55. Blob.prototype.toBase64 = function() {
  56. return new Promise((resolve, reject) => {
  57. const fileReader = new FileReader();
  58. fileReader.onload = (event) => {
  59. resolve(event.target?.result);
  60. };
  61. // readAsDataURL
  62. fileReader.readAsDataURL(this.valueOf());
  63. fileReader.onerror = () => {
  64. reject(new Error('blobToBase64 error'));
  65. };
  66. });
  67. }
  68. /**
  69. * @readonly
  70. * @enum {boolean}
  71. */
  72. const Endian = {
  73. little: true,
  74. big: false
  75. };
  76. const ArrayConvert = {
  77. /**
  78. * 将数字数组转为 ArrayBuffer
  79. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  80. * @param {number[]} arr - 传入数据数组
  81. * @param {TypedArray} typed - 输出什么 TypedArray
  82. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  83. * @returns {TypedArray} 输出 ArrayBuffer
  84. */
  85. NumberArrayToBuffer: function(arr, typed, endian = true){
  86. const typedArray = new typed(arr.length);
  87. const buffer = typedArray.buffer;
  88. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  89. const dv = new DataView(buffer);
  90. arr.forEach((num, idx)=>{
  91. dv[`set${typedName}`](idx * typed.BYTES_PER_ELEMENT, num, endian);
  92. });
  93. return typedArray;
  94. },
  95. /**
  96. * 将 ArrayBuffer 或 TypedArray 转为数字数组
  97. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  98. * @param {(TypedArray|ArrayBuffer)} data - 传入数据
  99. * @param {TypedArray} typed - 读取什么 TypedArray
  100. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  101. * @returns {number[]} 输出的数字数组
  102. */
  103. BufferToNumberArray: function(data, typed, endian = true){
  104. const buffer = (data instanceof ArrayBuffer) ? data : data.buffer;
  105. const arr = new Array(buffer.byteLength / typed.BYTES_PER_ELEMENT);
  106. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  107. const dv = new DataView(buffer);
  108. for (let i = 0; i < arr.length; i ++) {
  109. arr[i] = dv[`get${typedName}`](i * typed.BYTES_PER_ELEMENT, endian);
  110. }
  111. return arr;
  112. }
  113. }
  114. const Base64 = {
  115. strToBase64: function(str) {
  116. const encoder = new TextEncoder()
  117. const view = encoder.encode(str);
  118. const base64 = view.toBase64(view);
  119. return base64;
  120. },
  121. base64ToStr: function(base64) {
  122. const decoder = new TextDecoder()
  123. const view = Uint8Array.fromBase64(base64);
  124. const str = decoder.decode(view);
  125. return str;
  126. },
  127. bytesToBase64DataUrl: async function(bytes, type = "application/octet-stream") {
  128. return await new Promise((resolve, reject) => {
  129. const reader = Object.assign(new FileReader(), {
  130. onload: () => resolve(reader.result),
  131. onerror: () => reject(reader.error),
  132. });
  133. reader.readAsDataURL(new File([bytes], "", { type }));
  134. });
  135. },
  136. dataUrlToBytes: async function(dataUrl) {
  137. const res = await fetch(dataUrl);
  138. return new Uint8Array(await res.arrayBuffer());
  139. }
  140. /*
  141. //Base64还原成Uint8Array,已经被原生的 Uint8Array.fromBase64() 替代。
  142. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  143. function b64ToUint6(nChr) {
  144. return nChr > 64 && nChr < 91
  145. ? nChr - 65
  146. : nChr > 96 && nChr < 123
  147. ? nChr - 71
  148. : nChr > 47 && nChr < 58
  149. ? nChr + 4
  150. : nChr === 43
  151. ? 62
  152. : nChr === 47
  153. ? 63
  154. : 0;
  155. }
  156. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  157. const nInLen = sB64Enc.length;
  158. const nOutLen = nBlocksSize
  159. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  160. : (nInLen * 3 + 1) >> 2;
  161. const taBytes = new Uint8Array(nOutLen);
  162. let nMod3;
  163. let nMod4;
  164. let nUint24 = 0;
  165. let nOutIdx = 0;
  166. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  167. nMod4 = nInIdx & 3;
  168. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  169. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  170. nMod3 = 0;
  171. while (nMod3 < 3 && nOutIdx < nOutLen) {
  172. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  173. nMod3++;
  174. nOutIdx++;
  175. }
  176. nUint24 = 0;
  177. }
  178. }
  179. return taBytes;
  180. },
  181. //Uint8Array编码成Base64,已经被原生的 Uint8Array.prototype.toBase64() 替代。
  182. encodeFromUint8Array: function base64EncArr(aBytes) {
  183. function uint6ToB64(nUint6) {
  184. return nUint6 < 26
  185. ? nUint6 + 65
  186. : nUint6 < 52
  187. ? nUint6 + 71
  188. : nUint6 < 62
  189. ? nUint6 - 4
  190. : nUint6 === 62
  191. ? 43
  192. : nUint6 === 63
  193. ? 47
  194. : 65;
  195. }
  196. let nMod3 = 2;
  197. let sB64Enc = "";
  198. const nLen = aBytes.length;
  199. let nUint24 = 0;
  200. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  201. nMod3 = nIdx % 3;
  202. // To break your base64 into several 80-character lines, add:
  203. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  204. // sB64Enc += "\r\n";
  205. // }
  206. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  207. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  208. sB64Enc += String.fromCodePoint(
  209. uint6ToB64((nUint24 >>> 18) & 63),
  210. uint6ToB64((nUint24 >>> 12) & 63),
  211. uint6ToB64((nUint24 >>> 6) & 63),
  212. uint6ToB64(nUint24 & 63)
  213. );
  214. nUint24 = 0;
  215. }
  216. }
  217. return (
  218. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  219. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  220. );
  221. },
  222. */
  223. }
  224. /**
  225. * 大数字以数字量级分隔符形式输出
  226. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  227. * @param {number} splitDigits 分隔位数
  228. * @returns {function} 数字量级分隔符形式输出数字的函数
  229. */
  230. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  231. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  232. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  233. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  234. const grouping = 10 ** splitDigits;
  235. separators = separators.map(String); //确保所有的分割符都是字符串
  236. return function(options = {}){
  237. const thisValue = this.valueOf();
  238. if (thisValue === 0 ||
  239. thisValue === Infinity ||
  240. thisValue === -Infinity
  241. ) {
  242. return this.toLocaleString();
  243. }
  244. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  245. const numLevels = [];
  246. let numTemp = Math.abs(thisValue);
  247. do {
  248. numLevels.push(numTemp % grouping); //这一段数量级的数字
  249. numTemp = Math.floor(numTemp / grouping);
  250. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  251. if (numTemp > 0) {
  252. numLevels.push(numTemp);
  253. }
  254. const { sub: useSubElement } = options;
  255. const outArr = [];
  256. if (thisValue < 0) outArr.push('-'); //小于0的添加负号
  257. for (let i = numLevels.length - 1; i >= 0; i--) {
  258. if (numLevels[i] == 0) continue; //如果这一段是0,直接不显示
  259. let numberStr = numLevels[i].toString(10);
  260. if (i == numLevels.length - 1) numberStr = numberStr.padStart(i == numLevels.length - 1 ? 1 : splitDigits, "0");
  261. outArr.push(numberStr);
  262. if (useSubElement) {
  263. const separator = document.createElement("sub");
  264. separator.textContent = separators[i];
  265. outArr.push(separator);
  266. } else {
  267. outArr.push(separators[i]);
  268. }
  269. }
  270. return useSubElement ? outArr.nodeJoin() : outArr.join('').trim();
  271. }
  272. }
  273. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  274. //最多保留N位小数,不留0
  275. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  276. let newNumber = Number(this.toFixed(decimalDigits));
  277. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  278. }
  279. //Bitwise
  280. Number.prototype.notNeighbour = function() {
  281. const num = this.valueOf();
  282. return ~num & (num << 1 | num >> 1);
  283. }
  284. //数组删除自己尾部的空元素
  285. Array.prototype.deleteLatter = function(item = null) {
  286. let index = this.length - 1;
  287. for (; index >= 0; index--) {
  288. if (this[index] !== item) {
  289. break;
  290. }
  291. }
  292. this.splice(index + 1);
  293. return this;
  294. }
  295. //数组去重,改变自身
  296. Array.prototype.distinct = function() {
  297. const _set = new Set(this);
  298. this.length = 0;
  299. this.push(..._set);
  300. return this.valueOf();
  301. }
  302. //数组交换元素
  303. Array.prototype.switch = function(i1, i2) {
  304. if (Math.max(i1, i2) >= this.length) return false;
  305. let temp = this[i1];
  306. this[i1] = this[i2];
  307. this[i2] = temp;
  308. return true;
  309. }
  310. //数组随机排序
  311. Array.prototype.shuffle = function() {
  312. let length = this.length;
  313. while (length) {
  314. randomIndex = Math.floor(Math.random() * length--);
  315. this.switch(length, randomIndex);
  316. }
  317. return this;
  318. }
  319. //数组随机移除元素
  320. Array.prototype.randomShift = function() {
  321. if (this.length === 0) {
  322. return null;
  323. } else if (this.length === 1) {
  324. return this.shift();
  325. } else {
  326. return this.splice(Math.random() * this.length, 1)?.[0];
  327. }
  328. }
  329. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  330. Array.prototype.groupBy = function(func) {
  331. const groups = this.reduce((pre,cur)=>{
  332. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  333. if (grp)
  334. grp.push(cur);
  335. else
  336. pre.push([cur]);
  337. return pre;
  338. }, []);
  339. return groups;
  340. }
  341. //将内容添加到代码片段
  342. DocumentFragment.prototype.ap = function(...args)
  343. {
  344. const items = args.flat(Infinity).filter(item=>item !== null && item !== void 0);
  345. this.append(...items);
  346. return this;
  347. }
  348. /**
  349. * 将数组和分隔符添加到一个代码片段,类似join
  350. * @param {(string | Node)} separator 每个对象之间合并的分割符或代码片段
  351. * @returns {DocumentFragment} 一个文档片段
  352. */
  353. Array.prototype.nodeJoin = function(separator)
  354. {
  355. const frg = document.createDocumentFragment();
  356. this.forEach((item, idx, arr)=>{
  357. frg.ap(item);
  358. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  359. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  360. }
  361. });
  362. return frg;
  363. }
  364. //数组随机选择一个元素
  365. Array.prototype.randomItem = function(){
  366. if (this.length === 0) {
  367. return null;
  368. } else if (this.length === 1) {
  369. return this[0];
  370. } else {
  371. return this[Math.randomInteger(this.length-1)];
  372. }
  373. };
  374. Math.randomInteger = function(max, min = 0) {
  375. let _max = Math.max(max, min),
  376. _min = Math.min(max, min);
  377. return this.floor(this.random()*(_max-_min+1)+_min);
  378. }
  379. Math.isPowerOfTwo = function(n) {
  380. if (Number.isInteger(n) && n > 0)
  381. return (n & (n - 1)) === 0;
  382. else
  383. return false;
  384. }
  385. class Bin extends Set {
  386. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  387. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  388. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  389. static #typeError_NotInteger = "传入的不是 整数";
  390. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  391. /**
  392. * 构建函数
  393. * @param {(number | bigint | number[])} arg 传入参数
  394. */
  395. constructor (arg) {
  396. if (typeof arg === "number" || typeof arg === "bigint") {
  397. super(Bin.unflags(arg));
  398. } else if (Array.isArray(arg) &&
  399. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  400. ){
  401. super(arg);
  402. } else {
  403. throw new TypeError(Bin.#typeError_Constructor);
  404. }
  405. }
  406. /**
  407. * 将数字或大整形flag转换为数组
  408. * @param {(number | bigint)} number 输入的数字
  409. * @returns {number[]} 输出数组
  410. */
  411. static unflags(number) {
  412. const arr = [];
  413. if (!number) return arr;
  414. const inputType = typeof number;
  415. if (inputType === "number" || inputType === "bigint"){
  416. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  417. throw new RangeError(Bin.#rangeError_NotSafe);
  418. }
  419. const isBigint = inputType === "bigint";
  420. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  421. if (number & flag) {
  422. arr.push(i);
  423. }
  424. }
  425. return arr;
  426. } else {
  427. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  428. }
  429. }
  430. /**
  431. * 将数字序号转换为数字
  432. * @param {number[]} indexArr 输入的序号数组
  433. * @returns {(number | bigint)} 输出的数字
  434. */
  435. static enflags(indexArr) {
  436. if (Array.isArray(indexArr) &&
  437. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  438. ){
  439. let result = 0, isBigint = false, baseNum = 2;
  440. for (let i = 0; i < indexArr.length; i++) {
  441. let value = indexArr[i];
  442. //当数值大于52位,即需要换BigInt
  443. if (value > 52 && !isBigint) {
  444. isBigint = true;
  445. result = BigInt(result);
  446. baseNum = BigInt(baseNum);
  447. }
  448. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  449. 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
  450. }
  451. return result;
  452. } else {
  453. throw new TypeError(Bin.#typeError_FlagsArray);
  454. }
  455. }
  456. get int() {
  457. return Bin.enflags(Array.from(this.values()));
  458. }
  459. add(index) {
  460. if (typeof index === "number" && Number.isSafeInteger(index)){
  461. super.add(index);
  462. } else {
  463. throw new TypeError(Bin.#typeError_NotInteger);
  464. }
  465. }
  466. }
  467. //带标签的模板字符串
  468. function tp(stringsArr, ...keys) {
  469. return ((...values)=>{
  470. const dict = values[values.length - 1] || {};
  471. const fragment = document.createDocumentFragment();
  472. for (let i = 0; i < keys.length; i++) {
  473. fragment.append(stringsArr[i]);
  474. const key = keys[i];
  475. const value = Number.isInteger(key) ? values[key] : dict[key];
  476. if (value !== null && value !== void 0) {
  477. try {
  478. 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)
  479. }
  480. catch(e) {
  481. console.error("模板字符串错误: %o,", e, values, keys, value);
  482. }
  483. }
  484. }
  485. //补上最后一个字符串
  486. fragment.append(stringsArr[keys.length]);
  487. return fragment;
  488. });
  489. }
  490. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  491. function deepMerge(obj1, obj2) {
  492. let key;
  493. for (key in obj2) {
  494. // 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
  495. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  496. obj1[key] =
  497. obj1[key] &&
  498. obj1[key].toString() === "[object Object]" &&
  499. (obj2[key] && obj2[key].toString() === "[object Object]")
  500. ? deepMerge(obj1[key], obj2[key])
  501. : (obj1[key] = obj2[key]);
  502. }
  503. return obj1;
  504. }
  505. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  506. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  507. const pcmImportObj = {
  508. env: {
  509. abortStackOverflow: () => { throw new Error("overflow"); },
  510. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  511. tableBase: 0,
  512. memory: pcmMemory,
  513. memoryBase: 102400,
  514. STACKTOP: 0,
  515. STACK_MAX: pcmMemory.buffer.byteLength,
  516. }
  517. };
  518. let pcmPlayer = null;
  519. let adpcm_wasm = null;
  520. async function decodeAudio(fileName, decodeCallback) {
  521. if (pcmPlayer != null) {
  522. pcmPlayer.close();
  523. }
  524. pcmPlayer = new PCMPlayer(1, 44100);
  525. let request = await fetch(fileName);
  526. let buffer = await request.arrayBuffer();
  527. let audioData = new Uint8Array(buffer);
  528. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  529. console.debug('当前 WAV 为 普通 WAV');
  530. const audioCtx = new AudioContext();
  531. const decodedData = await audioCtx.decodeAudioData(buffer);
  532. const source = new AudioBufferSourceNode(audioCtx);
  533. source.buffer = decodedData;
  534. source.connect(audioCtx.destination);
  535. source.start(0);
  536. } else { //audioData[16] == 0x14
  537. console.debug('当前 WAV 为 PCM WAV');
  538. let step = 160;
  539. for (let i = 0; i < audioData.byteLength; i += step) {
  540. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  541. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  542. pcmPlayer.feed(pcmFloat32Data);
  543. }
  544. }
  545. }
  546. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  547. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  548. .then((wasm) => {
  549. adpcm_wasm = wasm;
  550. /*addButton("adpcm").onclick = function () {
  551. let decoder = new Adpcm(wasm, pcmImportObj);
  552. decoder.resetDecodeState(new Adpcm.State(0, 0));
  553. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  554. }*/
  555. });
  556. function playVoiceById(id) { //点击label才播放语音
  557. if (!Number.isInteger(id)) {
  558. throw new TypeError("传入的音频 ID 不是整数");
  559. }
  560. const sndURL = `sound/voice/${currentDataSource.code}/padv${id.toString().padStart(3,'0')}.wav`;
  561. const decoder = new Adpcm(adpcm_wasm, pcmImportObj);
  562. decoder.resetDecodeState(new Adpcm.State(0, 0));
  563. decodeAudio(sndURL, decoder.decode.bind(decoder));
  564. }
  565. //▲ADPCM播放相关
  566. // 加载 image
  567. function loadImage(url) {
  568. return new Promise(function(resolve, reject) {
  569. const image = new Image();
  570. image.src = url;
  571. image.type = "svg"
  572. image.crossOrigin = 'Anonymous';
  573. image.onload = function() {
  574. resolve(this);
  575. };
  576. image.onerror = function(err) {
  577. reject(err);
  578. };
  579. });
  580. }
  581. //代码来自 https://segmentfault.com/a/1190000004451095
  582. function fileReader (file, options = {}) {
  583. return new Promise(function (resolve, reject) {
  584. const reader = new FileReader();
  585. reader.onload = function () {
  586. resolve(reader);
  587. };
  588. reader.onerror = reject;
  589. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  590. reject({
  591. code: 1,
  592. msg: 'wrong file type'
  593. });
  594. }
  595. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  596. reader.readAsText(file);
  597. } else {
  598. reader.readAsDataURL(file);
  599. }
  600. });
  601. }
  602. function dbReadKey (db, tableName, keys) {
  603. return new Promise(function (resolve, reject) {
  604. const transaction = db.transaction([tableName]);
  605. const objectStore = transaction.objectStore(tableName);
  606. const request = objectStore.get(keys);
  607. request.onsuccess = function(event) {
  608. resolve(request.result);
  609. };
  610. request.onerror = reject;
  611. });
  612. }
  613. function dbCount (db, tableName, key) {
  614. return new Promise(function (resolve, reject) {
  615. const transaction = db.transaction([tableName]);
  616. const objectStore = transaction.objectStore(tableName);
  617. const request = objectStore.count(key);
  618. request.onsuccess = function() {
  619. resolve(request.result);
  620. }
  621. request.onerror = reject;
  622. });
  623. }
  624. function dbReadAll (db, tableName) {
  625. return new Promise(async function (resolve, reject) {
  626. const datas = [];
  627. const transaction = db.transaction([tableName]);
  628. const objectStore = transaction.objectStore(tableName);
  629. const request = objectStore.openCursor();
  630. request.onsuccess = function(event) {
  631. const cursor = event.target.result;
  632. if (cursor) {
  633. // cursor.value 包含正在被遍历的当前记录
  634. // 这里你可以对 result 做些什么
  635. datas.push(cursor.value);
  636. cursor.continue();
  637. } else {
  638. // 没有更多 results
  639. resolve(datas);
  640. }
  641. };
  642. request.onerror = reject;
  643. });
  644. }
  645. function dbWrite (db, tableName, data, keys) {
  646. return new Promise(function (resolve, reject) {
  647. const transaction = db.transaction([tableName], "readwrite");
  648. const objectStore = transaction.objectStore(tableName);
  649. const request = objectStore.put(data, keys);
  650. request.onsuccess = function(event) {
  651. resolve(event);
  652. };
  653. request.onerror = reject;
  654. });
  655. }
  656. function dbDelete (db, tableName, keys) {
  657. return new Promise(function (resolve, reject) {
  658. const transaction = db.transaction([tableName], "readwrite");
  659. const objectStore = transaction.objectStore(tableName);
  660. const request = objectStore.delete(keys);
  661. request.onsuccess = function(event) {
  662. resolve(event);
  663. };
  664. request.onerror = reject;
  665. });
  666. }
  667. //1个潜觉需要用多少格子
  668. function latentUseHole(latentId) {
  669. switch (latentId) {
  670. case 12: case 16: case 17: case 18: case 19:
  671. case 20: case 21: case 22: case 23: case 24:
  672. case 25: case 26: case 27: case 28: case 29:
  673. case 30: case 31: case 32: case 33: case 34:
  674. case 35: case 36: case 43: case 44: case 45:
  675. {
  676. return 2;
  677. }
  678. case 13: case 14: case 15: case 37: case 38:
  679. case 39: case 40: case 41: case 42: case 46:
  680. case 47: case 48: case 49:
  681. {
  682. return 6;
  683. }
  684. case 1: case 2: case 3: case 4: case 5:
  685. case 6: case 7: case 8: case 9: case 10:
  686. case 11: case 12:
  687. default:
  688. {
  689. return 1;
  690. }
  691. }
  692. }
  693. //获取最大潜觉数量
  694. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  695. const card = Cards[id];
  696. return card && card.is8Latent ? 8 : 6;
  697. }
  698. //计算用了多少潜觉格子
  699. function usedHole(latents) {
  700. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  701. }
  702. //计算所有队伍中有多少个该觉醒
  703. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  704. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  705. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  706. }, 0);
  707. return formationAwokenCount;
  708. }
  709. //计算单个队伍中有多少个该觉醒
  710. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  711. const [memberArray, assistArray] = team;
  712. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  713. if (mon.id <= 0) { //如果是delay和null
  714. return previous;
  715. }
  716. const card = Cards[mon.id];
  717. if (!card || !card.enabled) { //如果卡片未启用
  718. return previous;
  719. }
  720. const assist = assistArray[idx];
  721. const assistCard = Cards[assist.id];
  722. //启用的觉醒数组片段
  723. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  724. //单人、3人时,大于等于100级且297时增加超觉醒
  725. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  726. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  727. mon.sawoken === card.syncAwakening)
  728. ) {
  729. enableAwoken.push(mon.sawoken);
  730. }
  731. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  732. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  733. }
  734. //相同的觉醒数
  735. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  736. return previous + hasAwoken;
  737. }, 0);
  738. return teamAwokenCount;
  739. }
  740. //返回可用的怪物名称
  741. function returnMonsterNameArr(card, lsList = currentLanguage.searchlist, defaultCode = currentDataSource.code) {
  742. const monNameArr = lsList.map(lc => { //取出每种语言
  743. if (lc == defaultCode)
  744. return card.name;
  745. else if (card.otLangName)
  746. return card.otLangName[lc];
  747. }).filter(ln => //去掉空值和问号
  748. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  749. );
  750. if (monNameArr.length < 1) //如果本来的列表里没有名字
  751. {
  752. monNameArr.push(card.name); //只添加默认名字
  753. }
  754. return monNameArr;
  755. }
  756. //Code From pad-rikuu
  757. function valueAt(level, maxLevel, curve) {
  758. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  759. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  760. }
  761. //Code From pad-rikuu
  762. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  763. let value = valueAt(level, maxLevel, {
  764. min: c.min,
  765. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  766. scale: c.scale || 1
  767. });
  768. if (level > maxLevel) {
  769. const exceed99 = Math.min(level - maxLevel, 11);
  770. const exceed110 = Math.max(0, level - 110);
  771. value += c.max !== void 0 ?
  772. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  773. (c.min * exceed99 + c.min * exceed110);
  774. }
  775. return value;
  776. }
  777. //计算怪物的经验值
  778. function calculateExp(member) {
  779. if (!member) return null;
  780. const memberCard = Cards[member.id];
  781. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  782. const expArray = [
  783. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  784. ];
  785. if (member.level > 99)
  786. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  787. if (member.level > 110)
  788. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  789. return expArray;
  790. }
  791. //计算怪物的能力
  792. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  793. if (!member) return null;
  794. const memberCard = Cards[member.id];
  795. const assistCard = assist ? Cards[assist.id] : null;
  796. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  797. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  798. const plusAdd = [10, 5, 3]; //加值的增加值
  799. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  800. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  801. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  802. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  803. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  804. ];
  805. 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
  806. [{ index: 63, scale: 1.1 }], //HP
  807. [{ index: 63, scale: 1.1 }], //ATK
  808. [{ index: 63, scale: 1.1 }] //RCV
  809. ];
  810. 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
  811. [{ index: 127, scale: 1.5 }], //HP
  812. [{ index: 127, scale: 1.5 }], //ATK
  813. [{ index: 127, scale: 1.5 }] //RCV
  814. ];
  815. if (!solo) { //协力时计算协力觉醒
  816. latterAwokenScale.forEach(ab => {
  817. ab.push({ index: 30, scale: 1.5 });
  818. });
  819. }
  820. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  821. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  822. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  823. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  824. ];
  825. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  826. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  827. //储存点亮的觉醒
  828. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  829. //单人、3人时,大于等于100级且297时增加超觉醒
  830. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  831. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  832. member.sawoken === memberCard.syncAwakening)
  833. ) {
  834. awokenList.push(member.sawoken)
  835. }
  836. //如果有武器还要计算武器的觉醒
  837. let enableBouns = false;
  838. if (assistCard?.id > 0 && assistCard.enabled) {
  839. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  840. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  841. awokenList.push(...assistAwokenList);
  842. }
  843. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  844. }
  845. //地下城强化
  846. const dge = formation.dungeonEnchance;
  847. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  848. const isDge = (()=>{
  849. const memberAttrsTypesWithWeapon = typeof member.getAttrsTypesWithWeapon === "function" ? member.getAttrsTypesWithWeapon(assist) : memberCard;
  850. const baseBool = dge.rarities.includes(memberCard.rarity) //符合星级
  851. || dge?.collabs?.includes(memberCard.collabId) //符合合作
  852. || dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  853. return {
  854. awoken: baseBool //计算武器觉醒
  855. || memberAttrsTypesWithWeapon.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  856. || memberAttrsTypesWithWeapon.types.some(type=>dge.types.includes(type)) //符合类型
  857. ,
  858. noAwoken: baseBool //不计算武器觉醒
  859. || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  860. || memberCard.types.some(type=>dge.types.includes(type)) //符合类型
  861. ,
  862. };
  863. })();
  864. //地下城阴阳加护强化
  865. if (dge.benefit) { //当存在加护
  866. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  867. Bin.unflags(dge.benefit).forEach(idx=>{
  868. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  869. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  870. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  871. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  872. });
  873. }
  874. if (dge.stage > 1) { //当存在地下城层数
  875. let scale = 1;
  876. if (dge.stage>=10) scale = 2;
  877. else if (dge.stage>=5) scale = 1.5;
  878. const akId = 130; //130号熟成觉醒
  879. latterAwokenScale.forEach(ab => {
  880. ab.push({ index: akId, scale: scale });
  881. });
  882. }
  883. if (dge.brokens > 0) { //破坏部位个数
  884. //131号部位破坏觉醒
  885. latterAwokenScale.forEach(ab => {
  886. ab.push({ index: 131, scale: 1.2 ** dge.brokens });
  887. });
  888. }
  889. const abilitys = memberCurves.map((ab, idx) => {
  890. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  891. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  892. let n_assist_base = 0,
  893. n_assist_plus = 0; //辅助的bonus
  894. //计算辅助的额外血量
  895. if (assistCurves && enableBouns) {
  896. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  897. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  898. }
  899. //用来计算倍率觉醒的最终倍率是多少,reduce用
  900. function calculateAwokenScale(previous, aw) {
  901. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  902. return previous * aw.scale ** awokenCount;
  903. }
  904. //倍率类觉醒的比例,直接从1开始乘
  905. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  906. //觉醒增加的数值
  907. const n_awoken = awokenList.length > 0 ?
  908. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  909. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  910. if (awokenCount > 0)
  911. return previous + aw.value * awokenCount;
  912. else
  913. return previous;
  914. }, 0)) :
  915. 0;
  916. //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
  917. const n_latentScale = (member.latent && member.latent.length > 0) ?
  918. latentScale[idx].reduce((previous, la) => {
  919. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  920. return previous + la.scale * latentCount;
  921. }, 0) :
  922. 0;
  923. const dgeScale = { //地下城强化比例
  924. awoken: isDge.awoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  925. noAwoken: isDge.noAwoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  926. };
  927. if (idx === 1 && dgeScale.awoken < 1 && awokenList.includes(106)) {
  928. //觉醒有浮游,比例乘以20
  929. dgeScale.awoken = Math.min(1, dgeScale.awoken * 20);
  930. }
  931. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  932. Math.round(n_base * n_latentScale) + n_awoken +
  933. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  934. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  935. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale.awoken);
  936. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  937. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  938. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  939. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale.noAwoken)
  940. if (idx < 2) //idx顺序为HP、ATK、RCV
  941. { //HP和ATK最低为1
  942. reValue = Math.max(reValue, 1);
  943. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  944. }
  945. return [reValue, reValueNoAwoken];
  946. });
  947. return abilitys;
  948. }
  949. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  950. const card = Cards[id];
  951. const tempMon = {
  952. id: id,
  953. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  954. 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
  955. awoken: card.awakenings.length,
  956. sawoken: 0
  957. };
  958. /*强制计算超觉醒
  959. if (card.superAwakenings.includes(127)) {
  960. tempMon.sawoken = 127;
  961. }*/
  962. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  963. if (abilities) {
  964. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  965. return {
  966. withAwoken: {
  967. hp: hp,
  968. atk: atk,
  969. rcv: rcv,
  970. },
  971. noAwoken: {
  972. hp: hpNA,
  973. atk: atkNA,
  974. rcv: rcvNA,
  975. },
  976. };
  977. } else {
  978. return null;
  979. }
  980. }
  981. //搜索卡片用
  982. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  983. 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
  984. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  985. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  986. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  987. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  988. !card.stackable); //不可堆叠
  989. //属性
  990. const anyAttrsFlag = 0b101_1111; //所有颜色的查找,注意右边才是最低位
  991. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  992. 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
  993. //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
  994. // const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  995. // .map(attr=>{
  996. // const attrNum = Bin.unflags(attr);
  997. // if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  998. // return attrNum;
  999. // });
  1000. if (fixMainColor) {//如果固定了顺序
  1001. //只有第一属性有搜索内容时才搜索无主属性
  1002. const isSearchNoMainAttr = (sAttrs[0] ^ 0b100_0000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  1003. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  1004. //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
  1005. //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
  1006. return sAttrs.every((sAttr, idx)=>{
  1007. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  1008. //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
  1009. cAttrs[0] === 6 && //角色第一属性为无主属性
  1010. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  1011. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  1012. return sAttr & flag;
  1013. });
  1014. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  1015. // 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
  1016. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  1017. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  1018. });
  1019. }
  1020. else {//不限定顺序时
  1021. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  1022. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  1023. cAttrs = [...cAttrs];
  1024. for (let i = 1; i < sAttrs.length; i++) {
  1025. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  1026. }
  1027. /*
  1028. 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
  1029. */
  1030. const matrix3x3 = sAttrs.map(sAttr=>{
  1031. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  1032. });
  1033. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  1034. // const columValues = []; //每个 filter 都能匹配属性
  1035. // for (let i = 0; i < notAnyAttrsCount; i++) {
  1036. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  1037. // columValues.push(columValue);
  1038. // }
  1039. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  1040. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  1041. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  1042. });
  1043. const match = crossValue.every(Boolean);
  1044. // if (match) {
  1045. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  1046. // }
  1047. return match;
  1048. });
  1049. }
  1050. }
  1051. //类型
  1052. if (types.length > 0) {
  1053. //所有type都满足,或只需要满足一个type
  1054. const logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  1055. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  1056. }
  1057. //稀有度
  1058. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  1059. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  1060. }
  1061. //觉醒
  1062. const searchAwokens = [];
  1063. //等效觉醒时,把大觉醒数量变成小觉醒数量
  1064. if (equalAk) {
  1065. awokens.forEach(ak=>{
  1066. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  1067. if (equivalentAwoken) {
  1068. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  1069. if (!smallAwoken) {
  1070. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  1071. }
  1072. smallAwoken.num += ak.num * equivalentAwoken.times;
  1073. searchAwokens.push(smallAwoken);
  1074. } else {
  1075. searchAwokens.push(ak);
  1076. }
  1077. });
  1078. } else {
  1079. searchAwokens.push(...awokens);
  1080. }
  1081. if (searchAwokens.length > 0) {
  1082. cardsRange = cardsRange.filter(card => {
  1083. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  1084. if (incSawoken && //搜索超觉醒
  1085. card.superAwakenings.length > 0 && //卡片有超觉醒
  1086. !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
  1087. ) { //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
  1088. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1089. } else { //单个原始觉醒数组
  1090. cardAwakeningsCombos.push(card.awakenings);
  1091. }
  1092. 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
  1093. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1094. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1095. let equivalentAwoken;
  1096. 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
  1097. {
  1098. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1099. }
  1100. return akNum >= ak.num;
  1101. })
  1102. );
  1103. });
  1104. }
  1105. //超觉醒
  1106. if (sawokens.length > 0 && !incSawoken) {
  1107. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1108. let equivalentAwoken;
  1109. return card.superAwakenings.includes(sak) ||
  1110. //如果开启等效觉醒
  1111. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1112. card.superAwakenings.includes(equivalentAwoken.big);
  1113. }));
  1114. }
  1115. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1116. return cardsRange;
  1117. }
  1118. function searchByString(str)
  1119. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1120. str = str.trim();
  1121. if (str.length>0)
  1122. {
  1123. return Cards.filter(card =>
  1124. {
  1125. const names = [card.name];
  1126. if (card.otLangName)
  1127. {
  1128. names.push(...Object.values(card.otLangName));
  1129. }
  1130. const tags = card.altName.concat();
  1131. if (card.otTags)
  1132. {
  1133. tags.push(...card.otTags);
  1134. }
  1135. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1136. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1137. }
  1138. );
  1139. }else
  1140. {
  1141. return [];
  1142. }
  1143. }
  1144. function copyString(input) {
  1145. input.focus(); //设input为焦点
  1146. input.select(); //选择全部
  1147. navigator.clipboard.writeText(input.value).then(function() {
  1148. /* clipboard successfully set */
  1149. //复制成功
  1150. }, function() {
  1151. /* clipboard write failed */
  1152. document.execCommand('copy'); //尝试废弃的老方法
  1153. });
  1154. //input.blur(); //取消焦点
  1155. }
  1156. function cardAOnDragStart(event){
  1157. if (event.dataTransfer) {
  1158. event.dataTransfer.setData("card-id", this.dataset.cardid);
  1159. }
  1160. }
  1161. //产生一个怪物头像
  1162. function createCardA(option) {
  1163. const t = document.body.querySelector('#template-card-a');
  1164. const clone = document.importNode(t.content, true);
  1165. const monster = clone.querySelector(".monster");
  1166. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1167. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1168. monster.ondragstart = cardAOnDragStart; //拖拽怪物头像时,记录怪物id到拖拽
  1169. return monster;
  1170. }
  1171. //返回文字说明内怪物Card的纯HTML
  1172. function cardN(id) {
  1173. const monOuterDom = document.createElement("span");
  1174. monOuterDom.className = "detail-mon";
  1175. const monDom = createCardA({noBoxCount: true});
  1176. monDom.onclick = cardNClick
  1177. changeid({ id: id }, monDom);
  1178. monOuterDom.monDom = monDom;
  1179. monOuterDom.appendChild(monDom);
  1180. return monOuterDom;
  1181. }
  1182. function cardNClick(event) {
  1183. event?.preventDefault();
  1184. const monstersID = document.getElementById("card-id");
  1185. const formIdSearch = document.getElementById("form-id-search");
  1186. monstersID.value = this.getAttribute("data-cardid");
  1187. formIdSearch.onchange();
  1188. editBox.show();
  1189. }
  1190. //产生队伍目标类型
  1191. function createTeamFlags(target, type)
  1192. {
  1193. const ul = document.createElement("ul");
  1194. ul.className = "team-flags";
  1195. for (let i = 0; i<6; i++) {
  1196. const li = ul.appendChild(document.createElement("li"));
  1197. li.className = "team-member-icon";
  1198. }
  1199. const targetTypes = type == 2 ? SkillTarget.type2 : SkillTarget.type1;
  1200. let _target = [];
  1201. if (Number.isInteger(target)) {
  1202. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1203. }
  1204. else if (Array.isArray(target)) {
  1205. if (target.every(item=>Number.isInteger(item))) {
  1206. _target = target.map(n=>targetTypes[n]);
  1207. }
  1208. else if (target.every(item=>typeof(item) === 'string')) {
  1209. _target = target;
  1210. }
  1211. }
  1212. _target.forEach(tar=>ul.classList.add(tar));
  1213. return ul;
  1214. }
  1215. function searchBySeriesId(sId, sType) {
  1216. switch (sType) {
  1217. case "collab": {//合作
  1218. if (!Number.isInteger(sId))
  1219. sId = parseInt(sId, 10);
  1220. return Cards.filter(card => card.collabId == sId);
  1221. }
  1222. case "gacha": {//桶,是数组
  1223. if (!sId.every(id=>Number.isInteger(id)))
  1224. sId = sId.map(id=>parseInt(id, 10));
  1225. return sId.flatMap(gachaId=>
  1226. Cards.filter(card => card.gachaIds.includes(gachaId)));
  1227. }
  1228. case "series":
  1229. default: { //系列
  1230. if (!Number.isInteger(sId))
  1231. sId = parseInt(sId, 10);
  1232. return Cards.filter(card => card.seriesId == sId);
  1233. }
  1234. }
  1235. }
  1236. function richTextCardNClick(){
  1237. this.querySelector(".monster").onclick();
  1238. }
  1239. //创建序号类图标
  1240. function createIndexedIcon(type, index, noFocus = false) {
  1241. const className = "drag-able-icon";
  1242. let icon;
  1243. if (type == 'card') {//卡片头像
  1244. icon = cardN(index);
  1245. } else {
  1246. icon = document.createElement("icon");
  1247. switch(type) {
  1248. case 'awoken': { //觉醒
  1249. icon.className = "awoken-icon";
  1250. icon.setAttribute("data-awoken-icon", index);
  1251. break;
  1252. }
  1253. case 'type': { //类型
  1254. icon.className = "type-icon";
  1255. icon.setAttribute("data-type-icon", index);
  1256. break;
  1257. }
  1258. case 'orb': { //宝珠
  1259. icon.className = "orb";
  1260. icon.setAttribute("data-orb-icon", index);
  1261. break;
  1262. }
  1263. case 'latent': { //潜觉
  1264. icon.className = `latent-icon`;
  1265. icon.setAttribute("data-latent-icon", index);
  1266. icon.setAttribute("data-latent-hole", 1);
  1267. break;
  1268. }
  1269. }
  1270. }
  1271. icon.classList.add(className);
  1272. icon.contentEditable = false;
  1273. icon.draggable = true;
  1274. //icon.tabIndex = 0; // 为了让 :focus 生效
  1275. icon.ondragstart = indexedIconOnDragStart;
  1276. if (!noFocus) icon.addEventListener("click", indexedIconFocusSelf);
  1277. icon.indexedIcon = {type, index}; //拖拽用的
  1278. return icon;
  1279. }
  1280. function indexedIconOnDragStart(event){
  1281. if (event.dataTransfer) {
  1282. draggedNode = this; // 记录原始节点
  1283. event.dataTransfer.effectAllowed = 'copyMove';
  1284. event.dataTransfer.setData("indexed-icon", JSON.stringify(this.indexedIcon));
  1285. }
  1286. }
  1287. function indexedIconFocusSelf(event){
  1288. const selectRange = document.createRange();
  1289. const selection = document.getSelection();
  1290. if (!event?.ctrlKey) {
  1291. //调整为只选中节点开始的部位
  1292. selectRange.setEndBefore(this);
  1293. selectRange.setStartBefore(this);
  1294. // //调整为只选中节点结束的部位
  1295. // selectRange.setEndAfter(this);
  1296. // selectRange.setStartAfter(this);
  1297. selection.removeAllRanges();
  1298. }
  1299. else {
  1300. selectRange.selectNode(this); //按住Ctrl时选中整个节点
  1301. }
  1302. selection.addRange(selectRange);
  1303. }
  1304. //获取光标插入点位置(惰性函数)
  1305. const getCaretRange = (()=>{
  1306. if (document.caretPositionFromPoint) {
  1307. return function(event){
  1308. const pos = document.caretPositionFromPoint(event.clientX, event.clientY);
  1309. const range = document.createRange();
  1310. range.setStart(pos.offsetNode, pos.offset);
  1311. return range;
  1312. }
  1313. }
  1314. else if (document.caretRangeFromPoint) {
  1315. return function(event){
  1316. const range = document.caretRangeFromPoint(event.clientX, event.clientY);
  1317. return range;
  1318. }
  1319. } else {
  1320. return ()=>{};
  1321. }
  1322. })();
  1323. //将怪物的文字介绍解析为HTML
  1324. function descriptionToHTML(str)
  1325. {
  1326. function formatParse(reg, subMatchCount, transFunc) {
  1327. //const subMatchCount = transFunc.length;
  1328. return function(item){
  1329. if (typeof item == "string") {
  1330. const subArr = item.split(new RegExp(reg));
  1331. const newArr = [];
  1332. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1333. newArr.push(subArr[i]);
  1334. if (subArr[i+subMatchCount] !== undefined) {
  1335. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1336. }
  1337. }
  1338. return newArr;
  1339. } else {
  1340. return item;
  1341. }
  1342. };
  1343. }
  1344. let nodeArr = [str];
  1345. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1346. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1347. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1348. function fontcolorTrans(color, content){
  1349. const sp = document.createElement("span");
  1350. sp.appendChild(descriptionToHTML(content))
  1351. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1352. sp.style.color = `#${color}`;
  1353. } else if (/qs/i.test(color)) {
  1354. sp.style.color = `blue`;
  1355. } else {
  1356. sp.style.color = color;
  1357. }
  1358. return sp;
  1359. }
  1360. function iconTrans(type, id){
  1361. id = parseInt(id,10);
  1362. type = type.toLowerCase();
  1363. switch(type) {
  1364. case 'card':case 'm': { //卡片头像
  1365. return createIndexedIcon('card', id);
  1366. }
  1367. case 'awoken':case 'a': { //觉醒
  1368. return createIndexedIcon('awoken', id);
  1369. }
  1370. case 'type':case 't': { //类型
  1371. return createIndexedIcon('type', id);
  1372. }
  1373. case 'orb':case 'o': { //宝珠
  1374. return createIndexedIcon('orb', id);
  1375. }
  1376. case 'latent':case 'l': { //潜觉
  1377. return createIndexedIcon('latent', id);
  1378. }
  1379. default: {
  1380. return `{${type}.${id}}`;
  1381. }
  1382. }
  1383. }
  1384. return nodeArr.nodeJoin();
  1385. }
  1386. //默认的技能解释的显示行为
  1387. function parseSkillDescription(skill) {
  1388. return descriptionToHTML(skill?.description);
  1389. }
  1390. //判断是否是转生和超转生
  1391. function isReincarnated(card) {
  1392. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1393. }
  1394. //计算队伍中有多少血量
  1395. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1396. let memberArr = team[0], assistArr = team[1];
  1397. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1398. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1399. const mHpArr = [];
  1400. for (let idx = 0; idx < memberArr.length ; idx++) {
  1401. let tMember = new MemberTeam(),
  1402. tAssist = new MemberAssist();
  1403. tMember.loadFromMember(memberArr[idx]);
  1404. tAssist.loadFromMember(assistArr[idx]);
  1405. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1406. tAssist.awoken = 0;
  1407. }
  1408. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1409. const hp = ability?.[0] ?? 0;
  1410. if (!hp) continue;
  1411. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1412. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1413. //演示用代码
  1414. //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);
  1415. mHpArr.push(mulHP);
  1416. }
  1417. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1418. function memberHpMul(member, assist, ls, memberArr, solo) {
  1419. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1420. function hpMul(parm, scale) {
  1421. if (scale == undefined || scale == 0) return 1;
  1422. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1423. return scale / 100;
  1424. }
  1425. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1426. return scale / 100;
  1427. }
  1428. return 1;
  1429. }
  1430. const sk = ls?.params;
  1431. let scale = 1;
  1432. switch (ls?.type) {
  1433. case 23:
  1434. case 30:
  1435. case 62:
  1436. case 77:
  1437. case 63:
  1438. case 65:
  1439. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1440. break;
  1441. case 29:
  1442. case 114:
  1443. case 45:
  1444. case 111:
  1445. case 46:
  1446. case 48:
  1447. case 67:
  1448. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1449. break;
  1450. case 73:
  1451. case 76:
  1452. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1453. break;
  1454. case 106:
  1455. case 107:
  1456. case 108:
  1457. scale = sk[0] / 100;
  1458. break;
  1459. case 121:
  1460. case 129:
  1461. case 163:
  1462. case 177:
  1463. case 186:
  1464. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1465. break;
  1466. case 125: //队伍中必须有指定队员
  1467. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1468. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1469. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1470. break;
  1471. case 136:
  1472. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1473. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1474. break;
  1475. case 137:
  1476. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1477. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1478. break;
  1479. case 155:
  1480. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1481. break;
  1482. case 158:
  1483. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1484. break;
  1485. case 175: //队伍组成全为合作,不包括双方队长
  1486. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1487. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1488. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1489. break;
  1490. case 178:
  1491. case 185:
  1492. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1493. break;
  1494. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1495. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1496. switch (sk[0]) {
  1497. case 0: //全是像素进化
  1498. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1499. break;
  1500. case 2: //全是转生、超转生(8格潜觉)
  1501. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1502. break;
  1503. }
  1504. break;
  1505. }
  1506. case 217:{ //限定队伍星级,不包括好友队长
  1507. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1508. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1509. return pre + (memberCard?.rarity || 1);
  1510. }, 0);
  1511. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1512. break;
  1513. }
  1514. case 229:{ //队员中存在每个属性或Type都算一次
  1515. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1516. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1517. //符合的次数
  1518. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1519. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1520. scale = sk[2] * correTimes / 100 + 1;
  1521. 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);
  1522. break;
  1523. }
  1524. 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
  1525. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1526. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1527. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1528. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1529. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1530. ) {
  1531. scale = sk[3] / 100;
  1532. }
  1533. break;
  1534. }
  1535. case 138: //调用其他队长技
  1536. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1537. break;
  1538. default:
  1539. }
  1540. return scale || 1;
  1541. }
  1542. return mHpArr;
  1543. }
  1544. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1545. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1546. //之前用的Map,现在为了性能改成数组
  1547. const attrsCount = [];
  1548. const typesCount = [];
  1549. for (let idx = 0; idx < memberArr.length; idx++) {
  1550. const member = memberArr[idx], assist = assistArr[idx];
  1551. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1552. if (memberAttrsTypes) {
  1553. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1554. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1555. }
  1556. }
  1557. return {attrs: attrsCount, types: typesCount};
  1558. }
  1559. //返回卡片的队长技能
  1560. function getCardLeaderSkills(card, skillTypes) {
  1561. if (!card) return [];
  1562. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1563. }
  1564. //返回卡片的主动技能
  1565. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1566. if (!card) return [];
  1567. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1568. }
  1569. //查找到真正起作用的那一个技能
  1570. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1571. if (!skill) return [];
  1572. if (skillTypes.includes(skill.type))
  1573. {
  1574. return [skill];
  1575. }
  1576. else if (skill.type == 116 || //多个主动技
  1577. (searchRandom && skill.type == 118) || //随机主动技
  1578. skill.type == 138 || //多个队长技
  1579. skill.type == 232 || //进化技能不循环
  1580. skill.type == 233 || //进化技能循环
  1581. skill.type == 248 //延迟生效技能
  1582. ){
  1583. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1584. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1585. //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
  1586. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1587. return subSkills;
  1588. }
  1589. else
  1590. {
  1591. return [];
  1592. }
  1593. }
  1594. function getSkillMinCD(skill){
  1595. return skill.initialCooldown - (skill.maxLevel - 1);
  1596. }
  1597. //返回变身宠的初级
  1598. function henshinBase(cardid, firstId)
  1599. {
  1600. let member;
  1601. if (cardid instanceof Member) {
  1602. member = cardid;
  1603. cardid = member.id;
  1604. }
  1605. if (firstId == undefined) firstId = cardid;
  1606. let card = Cards[cardid];
  1607. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1608. && (member?.level ?? 1) <= card.maxLevel
  1609. )
  1610. {
  1611. card = henshinBase(card.henshinFrom[0], firstId);
  1612. }
  1613. return card;
  1614. }
  1615. //计算卡片队长技+C
  1616. function getSkillAddCombo(card) {
  1617. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235, 271];
  1618. const skills = getCardLeaderSkills(card, searchTypeArray);
  1619. return skills.map(skill=>{
  1620. switch (skill.type) {
  1621. case 192:
  1622. case 194:
  1623. case 271:
  1624. return skill.params[3] ?? 0;
  1625. case 206:
  1626. return skill.params[6] ?? 0;
  1627. case 209:
  1628. return skill.params[0] ?? 0;
  1629. case 210:
  1630. case 219:
  1631. return skill.params[2] ?? 0;
  1632. case 220:
  1633. return skill.params[1] ?? 0;
  1634. case 235:
  1635. return skill.params[5] ?? 0;
  1636. default:
  1637. return 0;
  1638. }
  1639. }).reduce((p,v)=>p+v, 0);
  1640. }
  1641. //计算卡片队长技追打
  1642. function getSkillFixedDamage(card) {
  1643. const searchTypeArray = [199, 200, 201, 223, 235, 271];
  1644. const skills = getCardLeaderSkills(card, searchTypeArray);
  1645. return skills.map(skill=>{
  1646. switch (skill.type) {
  1647. case 199:
  1648. case 200:
  1649. return skill.params[2] ?? 0;
  1650. case 201:
  1651. return skill.params[5] ?? 0;
  1652. case 223:
  1653. return skill.params[1] ?? 0;
  1654. case 235:
  1655. return skill.params[6] ?? 0;
  1656. case 271:
  1657. return skill.params[4] ?? 0;
  1658. default:
  1659. return 0;
  1660. }
  1661. }).reduce((p,v)=>p+v, 0);
  1662. }
  1663. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1664. let effect = {
  1665. board76: false,
  1666. noSkyfall: false,
  1667. poisonNoEffect: false,
  1668. resolve: false,
  1669. addCombo: [0,0],
  1670. inflicts: [0,0],
  1671. };
  1672. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1673. const card1_original = henshinBase(leader1id_original), card2_original = henshinBase(leader2id_original);
  1674. { //计算队伍是否为76,判断初始队长+变身前
  1675. const searchTypeArray = [162, 186];
  1676. effect.board76 = Boolean(getCardLeaderSkills(card1_original, searchTypeArray).length) ||
  1677. Boolean(getCardLeaderSkills(card2_original, searchTypeArray).length);
  1678. }
  1679. { //计算队伍是否为无天降
  1680. const searchTypeArray = [163, 177];
  1681. effect.noSkyfall = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1682. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1683. }
  1684. { //计算队伍是否为毒无效
  1685. const searchTypeArray = [197];
  1686. effect.poisonNoEffect = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1687. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1688. }
  1689. { //计算队伍是否有根性
  1690. const searchTypeArray = [14];
  1691. effect.resolve = Boolean(getCardLeaderSkills(card1, searchTypeArray).length) ||
  1692. Boolean(getCardLeaderSkills(card2, searchTypeArray).length);
  1693. }
  1694. { //计算队伍的+C
  1695. effect.addCombo[0] = getSkillAddCombo(card1);
  1696. effect.addCombo[1] = getSkillAddCombo(card2);
  1697. }
  1698. { //计算队伍的追打
  1699. effect.inflicts[0] = getSkillFixedDamage(card1);
  1700. effect.inflicts[1] = getSkillFixedDamage(card2);
  1701. }
  1702. return effect;
  1703. }
  1704. //计算队伍SB
  1705. function countTeamSB(team, solo) {
  1706. let sbn = 0;
  1707. const [members, assists, badge] = team;
  1708. for (let mi = 0; mi < members.length; mi++) {
  1709. const member = members[mi];
  1710. const assist = assists[mi];
  1711. if (member.id < 0) continue;
  1712. const memberCard = henshinBase(member);
  1713. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1714. //单人、3人时,大于等于100级且297时增加超觉醒
  1715. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1716. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1717. member.sawoken === memberCard.syncAwakening)
  1718. ) {
  1719. enableAwoken.push(member.sawoken);
  1720. }
  1721. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1722. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1723. }
  1724. //大SB 56,小SB 21
  1725. sbn += enableAwoken.filter(n=>n===21).length;
  1726. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1727. //负sb 105
  1728. sbn -= enableAwoken.filter(n=>n===105).length;
  1729. //心L 59,心L大SB潜觉 47
  1730. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1731. }
  1732. if (solo || teamsCount === 3) {
  1733. switch (badge) {
  1734. case 7: //SB
  1735. sbn += 2;
  1736. break;
  1737. case 23: //SB++ 辅助无效 +20
  1738. sbn += 20;
  1739. break;
  1740. }
  1741. }
  1742. return sbn;
  1743. }
  1744. //判断两个角色是否是同一进化链
  1745. function isSameEvoTree(mon1, mon2) {
  1746. if (mon1.id <= 0 || mon2.id <= 0) return false;
  1747. //返回一个角色的根ID
  1748. function returnRootId(mid, henshin = true)
  1749. {
  1750. let rootid = Cards[mid].evoRootId;
  1751. const m = Cards[rootid];
  1752. if (henshin && Array.isArray(m.henshinFrom) && m.henshinFrom[0] < m.id)
  1753. { //只有变身来源小于目前id的,才继续找base,为了解决黑魔导女孩的问题,将来如果需要要可以改成检测是否能110级
  1754. rootid = returnRootId(m.henshinFrom[0]);
  1755. }
  1756. return rootid;
  1757. }
  1758. const mon1RootId = returnRootId(mon1.id, mon1.level <= mon1.card.maxLevel);
  1759. const mon2RootId = returnRootId(mon2.id, mon2.level <= mon2.card.maxLevel);
  1760. return mon1RootId == mon2RootId;
  1761. }
  1762. //计算队伍操作时间
  1763. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1764. const [members, assists, badge] = team;
  1765. const searchTypeArray = [178, 15, 185];
  1766. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1767. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1768. const time1 = leaderSkillMoveTime(ls1);
  1769. const time2 = leaderSkillMoveTime(ls2);
  1770. function leaderSkillMoveTime(ls) {
  1771. const moveTime = { fixed: false, duration: 0 };
  1772. if (!ls) return moveTime;
  1773. const sk = ls.params;
  1774. switch (ls.type) {
  1775. case 178: //固定操作时间
  1776. moveTime.fixed = true;
  1777. moveTime.duration = sk[0];
  1778. break;
  1779. case 15:
  1780. case 185:
  1781. moveTime.duration += sk[0] / 100;
  1782. break;
  1783. default:
  1784. }
  1785. return moveTime;
  1786. }
  1787. let moveTime = {
  1788. fixed: false,
  1789. duration: {
  1790. default: 6,
  1791. leader: 0,
  1792. badge: 0,
  1793. awoken: 0,
  1794. }
  1795. }; //基础5秒
  1796. //固定操作时间的直接返回
  1797. if (time1.fixed || time2.fixed) {
  1798. moveTime.fixed = true;
  1799. moveTime.duration.leader = time1.fixed ?
  1800. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1801. time2.duration;
  1802. } else {
  1803. moveTime.duration.leader = time1.duration + time2.duration;
  1804. let _team = team.concat();
  1805. //1人、3人计算徽章
  1806. if (solo || teamsCount === 3) {
  1807. switch (badge) {
  1808. case 2: //小手指
  1809. moveTime.duration.badge = 3;
  1810. break;
  1811. case 21: //大手指
  1812. moveTime.duration.badge = 4;
  1813. break;
  1814. case PAD_PASS_BADGE: //月卡
  1815. moveTime.duration.badge = 4;
  1816. break;
  1817. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1818. moveTime.duration.badge = 3;
  1819. break;
  1820. }
  1821. } else if (teamsCount === 2) //2人协力时的特殊处理
  1822. {
  1823. const teams = formation.teams;
  1824. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1825. const [members2, assists2, badge2, swapId2] = team2;
  1826. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1827. _team = [
  1828. members.concat(),
  1829. assists.concat()
  1830. ];
  1831. //把队伍2的队长和武器添加到复制的队伍1里面
  1832. _team[0].push(members2[swapId2]);
  1833. _team[1].push(assists2[swapId2]);
  1834. }
  1835. //觉醒
  1836. const awokenMoveTime = [
  1837. { index: 19, value: 0.5 }, //小手指
  1838. { index: 53, value: 1 }, //大手指
  1839. ];
  1840. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1841. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1842. //潜觉
  1843. const latentMoveTime = [
  1844. { index: 4, value: 0.05 }, //小手指潜觉
  1845. { index: 31, value: 0.12 }, //大手指潜觉
  1846. ];
  1847. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1848. duration + _team[0].reduce((count, member) =>
  1849. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1850. }
  1851. return moveTime;
  1852. }
  1853. //将盾减伤比例组叠加为一个减伤范围组
  1854. function getReduceRange(reduceScales)
  1855. {
  1856. class reduceRange{
  1857. constructor(obj)
  1858. {
  1859. this.min = 0;
  1860. this.max = 100;
  1861. this.scale = 0;
  1862. this.probability = 1;
  1863. if (typeof obj == "object") Object.assign(this, obj);
  1864. }
  1865. }
  1866. const ranges = [new reduceRange()];
  1867. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1868. function processingRanges(ranges, scale)
  1869. {
  1870. //先找scale.min在某个范围内的
  1871. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1872. //再找scale.max在某个范围内的
  1873. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1874. //先只拆分不乘比例
  1875. if (rgLessIdx >= 0)
  1876. {
  1877. const range = ranges[rgLessIdx];
  1878. ranges.splice(rgLessIdx, 1,
  1879. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1880. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1881. );
  1882. }
  1883. if (rgMoreIdx >= 0)
  1884. {
  1885. const range = ranges[rgMoreIdx];
  1886. ranges.splice(rgMoreIdx, 1,
  1887. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1888. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1889. );
  1890. }
  1891. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1892. needChangeScaleRanges.forEach(range=>{
  1893. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1894. range.probability *= scale.probability;
  1895. });
  1896. }
  1897. //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
  1898. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1899. reduceScales.forEach(scale=>{
  1900. if (scale.attrs == 0) //没有属性的
  1901. {
  1902. return;
  1903. }
  1904. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1905. {
  1906. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1907. attrs.forEach(n=>{
  1908. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1909. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1910. });
  1911. }
  1912. else
  1913. { //只处理第一数组
  1914. processingRanges(ranges, scale);
  1915. }
  1916. });
  1917. return attrsRanges;
  1918. }
  1919. //获取盾潜觉的减伤比例组
  1920. function getAttrShieldAwokenReduceScales(team) {
  1921. //5种盾潜觉
  1922. return [
  1923. {awoken:4,latent1:6,latent2:32},
  1924. {awoken:5,latent1:7,latent2:33},
  1925. {awoken:6,latent1:8,latent2:34},
  1926. {awoken:7,latent1:9,latent2:35},
  1927. {awoken:8,latent1:10,latent2:36},
  1928. ].map((shield, attrIdx)=>{
  1929. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1930. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1931. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1932. const reduce = {
  1933. scale: 0,
  1934. hp: {
  1935. max: 100,
  1936. min: 0
  1937. },
  1938. probability: 1,
  1939. attrs: 31, //5色是31
  1940. };
  1941. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1942. if (reduce.scale == 0) return false;
  1943. reduce.attrs = 1 << attrIdx;
  1944. return reduce;
  1945. }).filter(Boolean);
  1946. }
  1947. //获取盾减伤比例组
  1948. function getReduceScales(leaderid) {
  1949. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235, 271];
  1950. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1951. function leaderReduceScale(ls) {
  1952. const reduce = {
  1953. scale: 0,
  1954. hp: {
  1955. max: 100,
  1956. min: 0
  1957. },
  1958. probability: 1,
  1959. attrs: 31, //5色是31
  1960. };
  1961. if (!ls) return reduce;
  1962. const sk = ls.params;
  1963. switch (ls.type) {
  1964. case 16: //无条件盾
  1965. reduce.scale = sk[0] / 100;
  1966. break;
  1967. case 17: //单属性盾
  1968. reduce.scale = sk[1] / 100;
  1969. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1970. break;
  1971. case 36: //2个属性盾
  1972. reduce.scale = sk[2] / 100;
  1973. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1974. break;
  1975. case 38: //血线下 + 可能几率
  1976. case 43: //血线上 + 可能几率
  1977. reduce.scale = (sk[2] || 0) / 100;
  1978. reduce.probability = sk[1] / 100;
  1979. if (sk[0] == 100)
  1980. {
  1981. reduce.hp.max = sk[0];
  1982. reduce.hp.min = 99;
  1983. }else
  1984. {
  1985. if(ls.type == 38)
  1986. {
  1987. reduce.hp.max = sk[0];
  1988. reduce.hp.min = 0;
  1989. }else
  1990. {
  1991. reduce.hp.max = 100;
  1992. reduce.hp.min = sk[0];
  1993. }
  1994. }
  1995. break;
  1996. case 129: //无条件盾,属性个数不固定
  1997. case 163: //无条件盾,属性个数不固定
  1998. case 130: //血线下 + 属性个数不固定
  1999. case 131: //血线上 + 属性个数不固定
  2000. reduce.scale = (sk[6] || 0) / 100;
  2001. reduce.attrs = 0 | sk[5];
  2002. if (ls.type == 130 || ls.type == 131)
  2003. {
  2004. if (sk[0] == 100)
  2005. {
  2006. reduce.hp.max = sk[0];
  2007. reduce.hp.min = 99;
  2008. }else
  2009. {
  2010. if(ls.type == 130)
  2011. {
  2012. reduce.hp.max = sk[0];
  2013. reduce.hp.min = 0;
  2014. }else
  2015. {
  2016. reduce.hp.max = 100;
  2017. reduce.hp.min = sk[0];
  2018. }
  2019. }
  2020. }
  2021. break;
  2022. case 178: //无条件盾,属性个数不固定
  2023. reduce.scale = (sk[7] || 0) / 100;
  2024. reduce.attrs = 0 | sk[6];
  2025. break;
  2026. case 151: //十字心触发
  2027. case 169: //C触发
  2028. case 198: //回血触发
  2029. case 271: //激活觉醒触发
  2030. reduce.scale = (sk[2] || 0) / 100;
  2031. break;
  2032. case 170: //多色触发
  2033. case 182: //长串触发
  2034. case 193: //L触发
  2035. reduce.scale = (sk[3] || 0) / 100;
  2036. break;
  2037. case 171: //多串触发
  2038. reduce.scale = (sk[6] || 0) / 100;
  2039. break;
  2040. case 183: //又是个有两段血线的队长技
  2041. reduce.scale = (sk[4] || 0) / 100;
  2042. if (sk[2] == 100)
  2043. {
  2044. reduce.hp.max = sk[2];
  2045. reduce.hp.min = 99;
  2046. }else
  2047. {
  2048. reduce.hp.max = 100;
  2049. reduce.hp.min = sk[2];
  2050. }
  2051. break;
  2052. case 210: //十字触发
  2053. reduce.scale = (sk[1] || 0) / 100;
  2054. break;
  2055. case 235: { //可多次触发
  2056. reduce.scale = (sk[4] || 0) / 100;
  2057. break;
  2058. }
  2059. default:
  2060. }
  2061. return reduce;
  2062. }
  2063. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  2064. }
  2065. function cardFixId(id, reverse = false) {
  2066. if (id === 0xFFFF) return id;
  2067. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  2068. }