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script-universal_function.js 17 kB

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  1. //仿GM_xmlhttpRequest函数v1.3
  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() //设置回调函数
  8. {
  9. if (xhr.readyState === xhr.DONE) { //请求完成时
  10. if (xhr.status === 200 && GM_param.onload) //正确加载时
  11. {
  12. GM_param.onload(xhr);
  13. }
  14. if (xhr.status !== 200 && GM_param.onerror) //发生错误时
  15. {
  16. GM_param.onerror(xhr);
  17. }
  18. }
  19. };
  20. //添加header
  21. for (let header in GM_param.headers) {
  22. xhr.setRequestHeader(header, GM_param.headers[header]);
  23. }
  24. //发送数据
  25. xhr.send(GM_param.data ? GM_param.data : null);
  26. };
  27. //仿GM_getValue函数v1.0
  28. const GM_getValue = function(name, type){
  29. let value = localStorage.getItem(name);
  30. if (value == undefined) return value;
  31. if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean")
  32. {
  33. if (/^true$/i.test(value))
  34. return true;
  35. else if (/^false$/i.test(value))
  36. return false;
  37. else
  38. return Boolean(value);
  39. }
  40. else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number")
  41. return Number(value);
  42. else
  43. return value;
  44. };
  45. //仿GM_setValue函数v1.0
  46. const GM_setValue = function(name, value){
  47. localStorage.setItem(name, value);
  48. };
  49. //仿GM_deleteValue函数v1.0
  50. const GM_deleteValue = function(name){
  51. localStorage.removeItem(name);
  52. };
  53. //仿GM_listValues函数v1.0
  54. const GM_listValues = function(){
  55. var keys = [];
  56. for (let ki=0, kilen=localStorage.length; ki<kilen; ki++)
  57. {
  58. keys.push(localStorage.key(ki));
  59. }
  60. return keys;
  61. };
  62. //数字补前导0
  63. function PrefixInteger(num, length)
  64. {
  65. return (Array(length).join('0') + num).slice(-length);
  66. }
  67. //获取URL参数
  68. function getQueryString(name,url) {
  69. if (!!(window.URL && window.URLSearchParams))
  70. { //浏览器原生支持的API
  71. const urlObj = new URL(url || document.location);
  72. return urlObj.searchParams.get(name);
  73. }else
  74. {
  75. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  76. const searchStr = url || location.search.substr(1);
  77. const r = searchStr.match(reg);
  78. if (r != null)
  79. {
  80. return decodeURIComponent(r[1]);
  81. }else
  82. {
  83. return null;
  84. }
  85. }
  86. }
  87. //数组去重
  88. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  89. * 实现思路:获取没重复的最右一值放入新数组。
  90. * (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)*/
  91. Array.prototype.uniq = function()
  92. {
  93. let temp = [];
  94. const l = this.length;
  95. for(let i = 0; i < l; i++) {
  96. for(let j = i + 1; j < l; j++){
  97. if (this[i] === this[j]){
  98. i++;
  99. j = i;
  100. }
  101. }
  102. temp.push(this[i]);
  103. }
  104. return temp;
  105. };
  106. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  107. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  108. const pcmImportObj = {
  109. env: {
  110. abortStackOverflow: () => { throw new Error("overflow"); },
  111. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  112. tableBase: 0,
  113. memory: pcmMemory,
  114. memoryBase: 102400,
  115. STACKTOP: 0,
  116. STACK_MAX: pcmMemory.buffer.byteLength,
  117. }
  118. };
  119. let pcmPlayer = null;
  120. let adpcm_wasm = null;
  121. function decodeAudio(fileName, decodeCallback)
  122. {
  123. if(pcmPlayer != null)
  124. {
  125. pcmPlayer.close();
  126. }
  127. pcmPlayer = new PCMPlayer(1, 44100);
  128. fetch(fileName).then((response) => response.arrayBuffer())
  129. .then((bytes) => {
  130. let audioData = new Uint8Array(bytes);
  131. let step = 160;
  132. for(let i = 0; i < audioData.byteLength; i += step)
  133. {
  134. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  135. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  136. pcmPlayer.feed(pcmFloat32Data);
  137. }
  138. });
  139. }
  140. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  141. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  142. .then((wasm) => {
  143. adpcm_wasm = wasm;
  144. /*addButton("adpcm").onclick = function () {
  145. let decoder = new Adpcm(wasm, pcmImportObj);
  146. decoder.resetDecodeState(new Adpcm.State(0, 0));
  147. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  148. }*/
  149. });
  150. //▲ADPCM播放相关
  151. //计算用了多少潜觉格子
  152. function usedHole(latent)
  153. {
  154. return latent.reduce(function(previous,current){
  155. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  156. },0);
  157. }
  158. //计算所有队伍中有多少个该觉醒
  159. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  160. {
  161. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  162. return previous + awokenCountInTeam(team,awokenIndex,solo);
  163. },0);
  164. return formationAwokenCount;
  165. }
  166. //计算单个队伍中有多少个该觉醒
  167. function awokenCountInTeam(team,awokenIndex,solo)
  168. {
  169. const memberArray = team[0];
  170. const assistArray = team[1];
  171. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  172. if (mon.id<=0)
  173. { //如果是delay和null
  174. return previous;
  175. }
  176. const card = Cards[mon.id];
  177. if (!card || !card.enabled)
  178. { //如果卡片未启用
  179. return previous;
  180. }
  181. const assist = assistArray[idx];
  182. const assistCard = Cards[assist.id];
  183. //启用的觉醒数组片段
  184. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  185. if (solo) //单人增加超觉醒
  186. {
  187. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  188. }
  189. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  190. { //如果卡片未启用
  191. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  192. }
  193. //相同的觉醒数
  194. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  195. return previous + hasAwoken;
  196. },0);
  197. return teamAwokenCount;
  198. }
  199. //返回可用的怪物名称
  200. function returnMonsterNameArr(card, lsList, defaultCode)
  201. {
  202. let monNameArr = lsList.map(function(lc){ //取出每种语言
  203. if (lc == defaultCode)
  204. {return card.name;}
  205. else if(card.otLangName)
  206. {return card.otLangName[lc];}
  207. }).filter(function(ln){ //去掉空值和问号
  208. return typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln);
  209. });
  210. if (monNameArr.length < 1) //如果本来的列表里没有名字
  211. {
  212. monNameArr.push(card.name); //只添加默认名字
  213. }
  214. return monNameArr;
  215. }
  216. //Code From pad-rikuu
  217. function valueAt(level, maxLevel, curve) {
  218. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  219. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  220. }
  221. //Code From pad-rikuu
  222. function curve(c, level, maxLevel, limitBreakIncr) {
  223. let value = valueAt(level, maxLevel, {
  224. min: c.min,
  225. max: c.max || (c.min * maxLevel),
  226. scale: c.scale || 1
  227. });
  228. if (level > maxLevel) {
  229. const exceed = level - maxLevel;
  230. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  231. }
  232. return value;
  233. }
  234. //计算怪物的经验值
  235. function calculateExp(member)
  236. {
  237. if (!member) return null;
  238. const memberCard = Cards[member.id];
  239. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  240. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  241. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  242. return [Math.round(v99Exp),v110Exp];
  243. }
  244. //计算怪物的能力
  245. function calculateAbility(member = null, assist = null, solo = true)
  246. {
  247. if (!member) return null;
  248. const memberCard = Cards[member.id];
  249. const assistCard = assist ? Cards[assist.id] : null;
  250. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  251. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  252. const plusAdd = [10,5,3]; //加值的增加值
  253. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  254. [{index:1,value:500},{index:65,value:-5000}], //HP
  255. [{index:2,value:100},{index:66,value:-1000}], //ATK
  256. [{index:3,value:200},{index:67,value:-2000}] //RCV
  257. ];
  258. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  259. [], //HP
  260. [], //ATK
  261. [] //RCV
  262. ];
  263. if (!solo)
  264. { //协力时计算协力觉醒
  265. awokenScale.forEach(ab=>{
  266. ab.push({index:30,scale:1.5});
  267. });
  268. }
  269. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  270. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  271. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  272. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  273. ];
  274. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  275. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  276. let abilitys = memberCurves.map((ab, idx)=>{
  277. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  278. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  279. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  280. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  281. //单人时增加超觉醒
  282. if (solo && member.sawoken>=0)
  283. {
  284. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  285. }
  286. //如果有武器还要计算武器的觉醒
  287. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  288. {
  289. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  290. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  291. {
  292. awokenList = awokenList.concat(assistAwokenList);
  293. }
  294. if (memberCard.attrs[0] === assistCard.attrs[0])
  295. {
  296. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  297. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  298. }
  299. }
  300. //觉醒增加的数值
  301. const n_awoken = awokenList.length>0 ?
  302. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  303. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  304. if (awokenCount>0)
  305. return previous + aw.value * awokenCount;
  306. else
  307. return previous;
  308. },0)) :
  309. 0;
  310. //潜觉增加的倍率
  311. const n_latent = (member.latent && member.latent.length>0) ?
  312. Math.round(latentScale[idx].reduce(function(previous,la){
  313. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  314. 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
  315. },0)) :
  316. 0;
  317. //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);
  318. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  319. //协力觉醒的倍率
  320. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  321. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  322. if (awokenCount>0)
  323. {
  324. return previous * Math.pow(aw.scale,awokenCount);
  325. }
  326. else
  327. {
  328. return previous;
  329. }
  330. },reValue));
  331. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  332. return reValue;
  333. });
  334. return abilitys;
  335. }
  336. //搜索卡片用
  337. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk,incSawoken)
  338. {
  339. 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
  340. //属性
  341. if (attr1 != null && attr1 === attr2)
  342. { //当两个颜色相同时,主副一样颜色的只需判断一次
  343. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  344. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  345. {
  346. if (attr1 != null)
  347. {
  348. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  349. }
  350. if (attr2 != null)
  351. {
  352. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  353. }
  354. }else //不限定顺序时
  355. {
  356. if (attr1 != null)
  357. {
  358. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  359. }
  360. if (attr2 != null)
  361. {
  362. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  363. }
  364. }
  365. //类型
  366. if (types.length>0)
  367. {
  368. cardsRange = cardsRange.filter(c=>types.some(t=>c.types.includes(t)));
  369. }
  370. //觉醒
  371. //等效觉醒时,事先去除大觉醒
  372. if (equalAk)
  373. {
  374. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  375. bigEqualAwokens.forEach(bak=>{
  376. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  377. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  378. if (!smallEqualAwoken)
  379. {
  380. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  381. awokens.push(smallEqualAwoken);
  382. }
  383. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  384. });
  385. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  386. }
  387. if (awokens.length>0)
  388. {
  389. cardsRange = cardsRange.filter(card => {
  390. let cardAwakeningsArray = [];
  391. if (incSawoken && card.superAwakenings.length > 0)
  392. { //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
  393. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  394. }else
  395. { //单个原始觉醒数组
  396. cardAwakeningsArray.push(card.awakenings);
  397. }
  398. 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
  399. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  400. if (equalAk) //如果开启等效觉醒
  401. {
  402. //搜索等效觉醒
  403. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  404. if (equivalentAwoken)
  405. {
  406. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  407. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  408. return totalNum >= ak.num;
  409. }
  410. }
  411. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  412. })
  413. );
  414. });
  415. }
  416. //超觉醒
  417. if (sawokens.length>0 && !incSawoken)
  418. {
  419. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  420. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  421. return card.superAwakenings.includes(sak) ||
  422. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  423. }) );
  424. }
  425. return cardsRange;
  426. }
  427. //产生一个怪物头像
  428. function createCardA()
  429. {
  430. const cdom = document.createElement("a");
  431. cdom.className = "monster";
  432. cdom.target = "_blank";
  433. const property = cdom.appendChild(document.createElement("div"));
  434. property.className = "property";
  435. const subproperty = cdom.appendChild(document.createElement("div"));
  436. subproperty.className = "subproperty";
  437. const cid = cdom.appendChild(document.createElement("div"));
  438. cid.className = "id";
  439. return cdom;
  440. }
  441. //返回文字说明内怪物Card的纯HTML
  442. function cardN(id){
  443. const monOuterDom = document.createElement("span");
  444. monOuterDom.className = "detail-mon";
  445. const monDom = createCardA(id);
  446. monOuterDom.appendChild(monDom);
  447. changeid({id:id},monDom);
  448. return monOuterDom.outerHTML;
  449. }
  450. //将怪物的文字介绍解析为HTML
  451. function descriptionToHTML(str)
  452. {
  453. str = str.replace(/\n/ig,"<br>"); //换行
  454. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  455. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  456. return str;
  457. }
  458. //默认的技能解释的显示行为
  459. function parseSkillDescription(skill)
  460. {
  461. return descriptionToHTML(skill.description);
  462. }
  463. //大数字缩短长度,默认返回本地定义字符串
  464. function parseBigNumber(number)
  465. {
  466. return number.toLocaleString();
  467. }

智龙迷城队伍图制作工具