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script-universal_function.js 73 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*$/i.test(value)) return true;
  46. else return Boolean(Number(value));
  47. }
  48. // 将字符串转为二进制字符串
  49. String.prototype.toUTF8Blob = function() {
  50. return new Blob([this.valueOf()], {
  51. type: 'text/plain'
  52. });
  53. }
  54. Blob.prototype.toBase64 = function() {
  55. return new Promise((resolve, reject) => {
  56. const fileReader = new FileReader();
  57. fileReader.onload = (event) => {
  58. resolve(event.target?.result);
  59. };
  60. // readAsDataURL
  61. fileReader.readAsDataURL(this.valueOf());
  62. fileReader.onerror = () => {
  63. reject(new Error('blobToBase64 error'));
  64. };
  65. });
  66. }
  67. /**
  68. * @readonly
  69. * @enum {boolean}
  70. */
  71. const Endian = {
  72. little: true,
  73. big: false
  74. };
  75. const ArrayConvert = {
  76. /**
  77. * 将数字数组转为 ArrayBuffer
  78. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  79. * @param {number[]} arr - 传入数据数组
  80. * @param {TypedArray} typed - 输出什么 TypedArray
  81. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  82. * @returns {TypedArray} 输出 ArrayBuffer
  83. */
  84. NumberArrayToBuffer: function(arr, typed, endian = true){
  85. const typedArray = new typed(arr.length);
  86. const buffer = typedArray.buffer;
  87. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  88. const dv = new DataView(buffer);
  89. arr.forEach((num, idx)=>{
  90. dv[`set${typedName}`](idx * typed.BYTES_PER_ELEMENT, num, endian);
  91. });
  92. return typedArray;
  93. },
  94. /**
  95. * 将 ArrayBuffer 或 TypedArray 转为数字数组
  96. * @typedef {(Int8Array|Uint8Array|Uint8ClampedArray|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array)} TypedArray
  97. * @param {(TypedArray|ArrayBuffer)} data - 传入数据
  98. * @param {TypedArray} typed - 读取什么 TypedArray
  99. * @param {boolean=} endian - True 是小端序(Little Endian), False 是大端序(Big Endian)
  100. * @returns {number[]} 输出的数字数组
  101. */
  102. BufferToNumberArray: function(data, typed, endian = true){
  103. const buffer = (data instanceof ArrayBuffer) ? data : data.buffer;
  104. const arr = new Array(buffer.byteLength / typed.BYTES_PER_ELEMENT);
  105. const typedName = typed.name.replace(/(?:Clamped)?Array$/i,"") ;
  106. const dv = new DataView(buffer);
  107. for (let i = 0; i < arr.length; i ++) {
  108. arr[i] = dv[`get${typedName}`](i * typed.BYTES_PER_ELEMENT, endian);
  109. }
  110. return arr;
  111. }
  112. }
  113. const Base64 = {
  114. strToBase64: function(str) {
  115. const encoder = new TextEncoder()
  116. const view = encoder.encode(str);
  117. const base64 = Base64.encodeFromUint8Array(view);
  118. return base64;
  119. },
  120. base64ToStr: function(base64) {
  121. const decoder = new TextDecoder()
  122. const view = Base64.decodeToUint8Array(base64);
  123. const str = decoder.decode(view);
  124. return str;
  125. },
  126. bytesToBase64DataUrl: async function(bytes, type = "application/octet-stream") {
  127. return await new Promise((resolve, reject) => {
  128. const reader = Object.assign(new FileReader(), {
  129. onload: () => resolve(reader.result),
  130. onerror: () => reject(reader.error),
  131. });
  132. reader.readAsDataURL(new File([bytes], "", { type }));
  133. });
  134. },
  135. dataUrlToBytes: async function(dataUrl) {
  136. const res = await fetch(dataUrl);
  137. return new Uint8Array(await res.arrayBuffer());
  138. }
  139. /*
  140. //Base64还原成Uint8Array,已经被原生的 Uint8Array.fromBase64() 替代。
  141. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  142. function b64ToUint6(nChr) {
  143. return nChr > 64 && nChr < 91
  144. ? nChr - 65
  145. : nChr > 96 && nChr < 123
  146. ? nChr - 71
  147. : nChr > 47 && nChr < 58
  148. ? nChr + 4
  149. : nChr === 43
  150. ? 62
  151. : nChr === 47
  152. ? 63
  153. : 0;
  154. }
  155. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  156. const nInLen = sB64Enc.length;
  157. const nOutLen = nBlocksSize
  158. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  159. : (nInLen * 3 + 1) >> 2;
  160. const taBytes = new Uint8Array(nOutLen);
  161. let nMod3;
  162. let nMod4;
  163. let nUint24 = 0;
  164. let nOutIdx = 0;
  165. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  166. nMod4 = nInIdx & 3;
  167. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  168. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  169. nMod3 = 0;
  170. while (nMod3 < 3 && nOutIdx < nOutLen) {
  171. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  172. nMod3++;
  173. nOutIdx++;
  174. }
  175. nUint24 = 0;
  176. }
  177. }
  178. return taBytes;
  179. },
  180. //Uint8Array编码成Base64,已经被原生的 Uint8Array.prototype.toBase64() 替代。
  181. encodeFromUint8Array: function base64EncArr(aBytes) {
  182. function uint6ToB64(nUint6) {
  183. return nUint6 < 26
  184. ? nUint6 + 65
  185. : nUint6 < 52
  186. ? nUint6 + 71
  187. : nUint6 < 62
  188. ? nUint6 - 4
  189. : nUint6 === 62
  190. ? 43
  191. : nUint6 === 63
  192. ? 47
  193. : 65;
  194. }
  195. let nMod3 = 2;
  196. let sB64Enc = "";
  197. const nLen = aBytes.length;
  198. let nUint24 = 0;
  199. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  200. nMod3 = nIdx % 3;
  201. // To break your base64 into several 80-character lines, add:
  202. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  203. // sB64Enc += "\r\n";
  204. // }
  205. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  206. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  207. sB64Enc += String.fromCodePoint(
  208. uint6ToB64((nUint24 >>> 18) & 63),
  209. uint6ToB64((nUint24 >>> 12) & 63),
  210. uint6ToB64((nUint24 >>> 6) & 63),
  211. uint6ToB64(nUint24 & 63)
  212. );
  213. nUint24 = 0;
  214. }
  215. }
  216. return (
  217. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  218. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  219. );
  220. },
  221. */
  222. }
  223. /**
  224. * 大数字以数字量级分隔符形式输出
  225. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  226. * @param {number} splitDigits 分隔位数
  227. * @returns {function} 数字量级分隔符形式输出数字的函数
  228. */
  229. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  230. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  231. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  232. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  233. const grouping = 10 ** splitDigits;
  234. separators = separators.map(String); //确保所有的分割符都是字符串
  235. return function(options = {}){
  236. const thisValue = this.valueOf();
  237. if (thisValue === 0 ||
  238. thisValue === Infinity ||
  239. thisValue === -Infinity
  240. ) {
  241. return this.toLocaleString();
  242. }
  243. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  244. const numLevels = [];
  245. let numTemp = Math.abs(thisValue);
  246. do {
  247. numLevels.push(numTemp % grouping); //这一段数量级的数字
  248. numTemp = Math.floor(numTemp / grouping);
  249. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  250. if (numTemp > 0) {
  251. numLevels.push(numTemp);
  252. }
  253. const { sub: useSubElement } = options;
  254. const outArr = [];
  255. if (thisValue < 0) outArr.push('-'); //小于0的添加负号
  256. for (let i = numLevels.length - 1; i >= 0; i--) {
  257. if (numLevels[i] == 0) continue; //如果这一段是0,直接不显示
  258. let numberStr = numLevels[i].toString(10);
  259. if (i == numLevels.length - 1) numberStr = numberStr.padStart(i == numLevels.length - 1 ? 1 : splitDigits, "0");
  260. outArr.push(numberStr);
  261. if (useSubElement) {
  262. const separator = document.createElement("sub");
  263. separator.textContent = separators[i];
  264. outArr.push(separator);
  265. } else {
  266. outArr.push(separators[i]);
  267. }
  268. }
  269. return useSubElement ? outArr.nodeJoin() : outArr.join('').trim();
  270. }
  271. }
  272. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  273. //最多保留N位小数,不留0
  274. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  275. let newNumber = Number(this.toFixed(decimalDigits));
  276. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  277. }
  278. //Bitwise
  279. Number.prototype.notNeighbour = function() {
  280. const num = this.valueOf();
  281. return ~num & (num << 1 | num >> 1);
  282. }
  283. //数组删除自己尾部的空元素
  284. Array.prototype.deleteLatter = function(item = null) {
  285. let index = this.length - 1;
  286. for (; index >= 0; index--) {
  287. if (this[index] !== item) {
  288. break;
  289. }
  290. }
  291. this.splice(index + 1);
  292. return this;
  293. }
  294. //数组去重,改变自身
  295. Array.prototype.distinct = function() {
  296. const _set = new Set(this);
  297. this.length = 0;
  298. this.push(..._set);
  299. return this.valueOf();
  300. }
  301. //数组交换元素
  302. Array.prototype.switch = function(i1, i2) {
  303. if (Math.max(i1, i2) >= this.length) return false;
  304. let temp = this[i1];
  305. this[i1] = this[i2];
  306. this[i2] = temp;
  307. return true;
  308. }
  309. //数组随机排序
  310. Array.prototype.shuffle = function() {
  311. let length = this.length;
  312. while (length) {
  313. randomIndex = Math.floor(Math.random() * length--);
  314. this.switch(length, randomIndex);
  315. }
  316. return this;
  317. }
  318. //数组随机移除元素
  319. Array.prototype.randomShift = function() {
  320. return this.splice(Math.random() * this.length, 1)?.[0];
  321. }
  322. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  323. Array.prototype.groupBy = function(func) {
  324. const groups = this.reduce((pre,cur)=>{
  325. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  326. if (grp)
  327. grp.push(cur);
  328. else
  329. pre.push([cur]);
  330. return pre;
  331. }, []);
  332. return groups;
  333. }
  334. //将内容添加到代码片段
  335. DocumentFragment.prototype.ap = function(...args)
  336. {
  337. const items = args.flat(Infinity).filter(item=>item !== null && item !== void 0);
  338. this.append(...items);
  339. return this;
  340. }
  341. /**
  342. * 将数组和分隔符添加到一个代码片段,类似join
  343. * @param {(string | Node)} separator 每个对象之间合并的分割符或代码片段
  344. * @returns {DocumentFragment} 一个文档片段
  345. */
  346. Array.prototype.nodeJoin = function(separator)
  347. {
  348. const frg = document.createDocumentFragment();
  349. this.forEach((item, idx, arr)=>{
  350. frg.ap(item);
  351. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  352. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  353. }
  354. });
  355. return frg;
  356. }
  357. //数组随机选择一个元素
  358. Array.prototype.randomItem = function(){
  359. return this[Math.randomInteger(this.length-1)];
  360. };
  361. Math.randomInteger = function(max, min = 0) {
  362. let _max = Math.max(max, min),
  363. _min = Math.min(max, min);
  364. return this.floor(this.random()*(_max-_min+1)+_min);
  365. }
  366. Math.isPowerOfTwo = function(n) {
  367. if (Number.isInteger(n) && n > 0)
  368. return (n & (n - 1)) === 0;
  369. else
  370. return false;
  371. }
  372. class Bin extends Set {
  373. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  374. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  375. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  376. static #typeError_NotInteger = "传入的不是 整数";
  377. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  378. /**
  379. * 构建函数
  380. * @param {(number | bigint | number[])} arg 传入参数
  381. */
  382. constructor (arg) {
  383. if (typeof arg === "number" || typeof arg === "bigint") {
  384. super(Bin.unflags(arg));
  385. } else if (Array.isArray(arg) &&
  386. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  387. ){
  388. super(arg);
  389. } else {
  390. throw new TypeError(Bin.#typeError_Constructor);
  391. }
  392. }
  393. /**
  394. * 将数字或大整形flag转换为数组
  395. * @param {(number | bigint)} number 输入的数字
  396. * @returns {number[]} 输出数组
  397. */
  398. static unflags(number) {
  399. const arr = [];
  400. if (!number) return arr;
  401. const inputType = typeof number;
  402. if (inputType === "number" || inputType === "bigint"){
  403. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  404. throw new RangeError(Bin.#rangeError_NotSafe);
  405. }
  406. const isBigint = inputType === "bigint";
  407. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  408. if (number & flag) {
  409. arr.push(i);
  410. }
  411. }
  412. return arr;
  413. } else {
  414. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  415. }
  416. }
  417. /**
  418. * 将数字序号转换为数字
  419. * @param {number[]} indexArr 输入的序号数组
  420. * @returns {(number | bigint)} 输出的数字
  421. */
  422. static enflags(indexArr) {
  423. if (Array.isArray(indexArr) &&
  424. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  425. ){
  426. let result = 0, isBigint = false, baseNum = 2;
  427. for (let i = 0; i < indexArr.length; i++) {
  428. let value = indexArr[i];
  429. //当数值大于52位,即需要换BigInt
  430. if (value > 52 && !isBigint) {
  431. isBigint = true;
  432. result = BigInt(result);
  433. baseNum = BigInt(baseNum);
  434. }
  435. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  436. 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
  437. }
  438. return result;
  439. } else {
  440. throw new TypeError(Bin.#typeError_FlagsArray);
  441. }
  442. }
  443. get int() {
  444. return Bin.enflags(Array.from(this.values()));
  445. }
  446. add(index) {
  447. if (typeof index === "number" && Number.isSafeInteger(index)){
  448. super.add(index);
  449. } else {
  450. throw new TypeError(Bin.#typeError_NotInteger);
  451. }
  452. }
  453. }
  454. //带标签的模板字符串
  455. function tp(stringsArr, ...keys) {
  456. return ((...values)=>{
  457. const dict = values[values.length - 1] || {};
  458. const fragment = document.createDocumentFragment();
  459. for (let i = 0; i < keys.length; i++) {
  460. fragment.append(stringsArr[i]);
  461. const key = keys[i];
  462. const value = Number.isInteger(key) ? values[key] : dict[key];
  463. if (value !== null && value !== void 0) {
  464. try {
  465. 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)
  466. }
  467. catch(e) {
  468. console.error("模板字符串错误: %o,", e, values, keys, value);
  469. }
  470. }
  471. }
  472. //补上最后一个字符串
  473. fragment.append(stringsArr[keys.length]);
  474. return fragment;
  475. });
  476. }
  477. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  478. function deepMerge(obj1, obj2) {
  479. let key;
  480. for (key in obj2) {
  481. // 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
  482. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  483. obj1[key] =
  484. obj1[key] &&
  485. obj1[key].toString() === "[object Object]" &&
  486. (obj2[key] && obj2[key].toString() === "[object Object]")
  487. ? deepMerge(obj1[key], obj2[key])
  488. : (obj1[key] = obj2[key]);
  489. }
  490. return obj1;
  491. }
  492. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  493. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  494. const pcmImportObj = {
  495. env: {
  496. abortStackOverflow: () => { throw new Error("overflow"); },
  497. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  498. tableBase: 0,
  499. memory: pcmMemory,
  500. memoryBase: 102400,
  501. STACKTOP: 0,
  502. STACK_MAX: pcmMemory.buffer.byteLength,
  503. }
  504. };
  505. let pcmPlayer = null;
  506. let adpcm_wasm = null;
  507. async function decodeAudio(fileName, decodeCallback) {
  508. if (pcmPlayer != null) {
  509. pcmPlayer.close();
  510. }
  511. pcmPlayer = new PCMPlayer(1, 44100);
  512. let request = await fetch(fileName);
  513. let buffer = await request.arrayBuffer();
  514. let audioData = new Uint8Array(buffer);
  515. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  516. console.debug('当前 WAV 为 普通 WAV');
  517. const audioCtx = new AudioContext();
  518. const decodedData = await audioCtx.decodeAudioData(buffer);
  519. const source = new AudioBufferSourceNode(audioCtx);
  520. source.buffer = decodedData;
  521. source.connect(audioCtx.destination);
  522. source.start(0);
  523. } else { //audioData[16] == 0x14
  524. console.debug('当前 WAV 为 PCM WAV');
  525. let step = 160;
  526. for (let i = 0; i < audioData.byteLength; i += step) {
  527. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  528. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  529. pcmPlayer.feed(pcmFloat32Data);
  530. }
  531. }
  532. }
  533. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  534. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  535. .then((wasm) => {
  536. adpcm_wasm = wasm;
  537. /*addButton("adpcm").onclick = function () {
  538. let decoder = new Adpcm(wasm, pcmImportObj);
  539. decoder.resetDecodeState(new Adpcm.State(0, 0));
  540. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  541. }*/
  542. });
  543. function playVoiceById(id) { //点击label才播放语音
  544. if (!Number.isInteger(id)) {
  545. throw new TypeError("传入的音频 ID 不是整数");
  546. }
  547. const sndURL = `sound/voice/${currentDataSource.code}/padv${id.toString().padStart(3,'0')}.wav`;
  548. const decoder = new Adpcm(adpcm_wasm, pcmImportObj);
  549. decoder.resetDecodeState(new Adpcm.State(0, 0));
  550. decodeAudio(sndURL, decoder.decode.bind(decoder));
  551. }
  552. //▲ADPCM播放相关
  553. // 加载 image
  554. function loadImage(url) {
  555. return new Promise(function(resolve, reject) {
  556. const image = new Image();
  557. image.src = url;
  558. image.type = "svg"
  559. image.crossOrigin = 'Anonymous';
  560. image.onload = function() {
  561. resolve(this);
  562. };
  563. image.onerror = function(err) {
  564. reject(err);
  565. };
  566. });
  567. }
  568. //代码来自 https://segmentfault.com/a/1190000004451095
  569. function fileReader (file, options = {}) {
  570. return new Promise(function (resolve, reject) {
  571. const reader = new FileReader();
  572. reader.onload = function () {
  573. resolve(reader);
  574. };
  575. reader.onerror = reject;
  576. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  577. reject({
  578. code: 1,
  579. msg: 'wrong file type'
  580. });
  581. }
  582. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  583. reader.readAsText(file);
  584. } else {
  585. reader.readAsDataURL(file);
  586. }
  587. });
  588. }
  589. function dbReadKey (db, tableName, keys) {
  590. return new Promise(function (resolve, reject) {
  591. const transaction = db.transaction([tableName]);
  592. const objectStore = transaction.objectStore(tableName);
  593. const request = objectStore.get(keys);
  594. request.onsuccess = function(event) {
  595. resolve(request.result);
  596. };
  597. request.onerror = reject;
  598. });
  599. }
  600. function dbCount (db, tableName, key) {
  601. return new Promise(function (resolve, reject) {
  602. const transaction = db.transaction([tableName]);
  603. const objectStore = transaction.objectStore(tableName);
  604. const request = objectStore.count(key);
  605. request.onsuccess = function() {
  606. resolve(request.result);
  607. }
  608. request.onerror = reject;
  609. });
  610. }
  611. function dbReadAll (db, tableName) {
  612. return new Promise(async function (resolve, reject) {
  613. const datas = [];
  614. const transaction = db.transaction([tableName]);
  615. const objectStore = transaction.objectStore(tableName);
  616. const request = objectStore.openCursor();
  617. request.onsuccess = function(event) {
  618. const cursor = event.target.result;
  619. if (cursor) {
  620. // cursor.value 包含正在被遍历的当前记录
  621. // 这里你可以对 result 做些什么
  622. datas.push(cursor.value);
  623. cursor.continue();
  624. } else {
  625. // 没有更多 results
  626. resolve(datas);
  627. }
  628. };
  629. request.onerror = reject;
  630. });
  631. }
  632. function dbWrite (db, tableName, data, keys) {
  633. return new Promise(function (resolve, reject) {
  634. const transaction = db.transaction([tableName], "readwrite");
  635. const objectStore = transaction.objectStore(tableName);
  636. const request = objectStore.put(data, keys);
  637. request.onsuccess = function(event) {
  638. resolve(event);
  639. };
  640. request.onerror = reject;
  641. });
  642. }
  643. function dbDelete (db, tableName, keys) {
  644. return new Promise(function (resolve, reject) {
  645. const transaction = db.transaction([tableName], "readwrite");
  646. const objectStore = transaction.objectStore(tableName);
  647. const request = objectStore.delete(keys);
  648. request.onsuccess = function(event) {
  649. resolve(event);
  650. };
  651. request.onerror = reject;
  652. });
  653. }
  654. //1个潜觉需要用多少格子
  655. function latentUseHole(latentId) {
  656. switch (latentId) {
  657. case 12: case 16: case 17: case 18: case 19:
  658. case 20: case 21: case 22: case 23: case 24:
  659. case 25: case 26: case 27: case 28: case 29:
  660. case 30: case 31: case 32: case 33: case 34:
  661. case 35: case 36: case 43: case 44: case 45:
  662. {
  663. return 2;
  664. }
  665. case 13: case 14: case 15: case 37: case 38:
  666. case 39: case 40: case 41: case 42: case 46:
  667. case 47: case 48: case 49:
  668. {
  669. return 6;
  670. }
  671. case 1: case 2: case 3: case 4: case 5:
  672. case 6: case 7: case 8: case 9: case 10:
  673. case 11: case 12:
  674. default:
  675. {
  676. return 1;
  677. }
  678. }
  679. }
  680. //获取最大潜觉数量
  681. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  682. const card = Cards[id];
  683. return card && card.is8Latent ? 8 : 6;
  684. }
  685. //计算用了多少潜觉格子
  686. function usedHole(latents) {
  687. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  688. }
  689. //计算所有队伍中有多少个该觉醒
  690. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  691. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  692. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  693. }, 0);
  694. return formationAwokenCount;
  695. }
  696. //计算单个队伍中有多少个该觉醒
  697. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  698. const [memberArray, assistArray] = team;
  699. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  700. if (mon.id <= 0) { //如果是delay和null
  701. return previous;
  702. }
  703. const card = Cards[mon.id];
  704. if (!card || !card.enabled) { //如果卡片未启用
  705. return previous;
  706. }
  707. const assist = assistArray[idx];
  708. const assistCard = Cards[assist.id];
  709. //启用的觉醒数组片段
  710. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  711. //单人、3人时,大于等于100级且297时增加超觉醒
  712. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  713. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  714. mon.sawoken === card.syncAwakening)
  715. ) {
  716. enableAwoken.push(mon.sawoken);
  717. }
  718. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  719. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  720. }
  721. //相同的觉醒数
  722. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  723. return previous + hasAwoken;
  724. }, 0);
  725. return teamAwokenCount;
  726. }
  727. //返回可用的怪物名称
  728. function returnMonsterNameArr(card, lsList = currentLanguage.searchlist, defaultCode = currentDataSource.code) {
  729. const monNameArr = lsList.map(lc => { //取出每种语言
  730. if (lc == defaultCode)
  731. return card.name;
  732. else if (card.otLangName)
  733. return card.otLangName[lc];
  734. }).filter(ln => //去掉空值和问号
  735. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  736. );
  737. if (monNameArr.length < 1) //如果本来的列表里没有名字
  738. {
  739. monNameArr.push(card.name); //只添加默认名字
  740. }
  741. return monNameArr;
  742. }
  743. //Code From pad-rikuu
  744. function valueAt(level, maxLevel, curve) {
  745. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  746. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  747. }
  748. //Code From pad-rikuu
  749. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  750. let value = valueAt(level, maxLevel, {
  751. min: c.min,
  752. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  753. scale: c.scale || 1
  754. });
  755. if (level > maxLevel) {
  756. const exceed99 = Math.min(level - maxLevel, 11);
  757. const exceed110 = Math.max(0, level - 110);
  758. value += c.max !== void 0 ?
  759. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  760. (c.min * exceed99 + c.min * exceed110);
  761. }
  762. return value;
  763. }
  764. //计算怪物的经验值
  765. function calculateExp(member) {
  766. if (!member) return null;
  767. const memberCard = Cards[member.id];
  768. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  769. const expArray = [
  770. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  771. ];
  772. if (member.level > 99)
  773. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  774. if (member.level > 110)
  775. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  776. return expArray;
  777. }
  778. //计算怪物的能力
  779. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  780. if (!member) return null;
  781. const memberCard = Cards[member.id];
  782. const assistCard = assist ? Cards[assist.id] : null;
  783. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  784. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  785. const plusAdd = [10, 5, 3]; //加值的增加值
  786. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  787. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  788. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  789. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  790. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  791. ];
  792. 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
  793. [{ index: 63, scale: 1.1 }], //HP
  794. [{ index: 63, scale: 1.1 }], //ATK
  795. [{ index: 63, scale: 1.1 }] //RCV
  796. ];
  797. 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
  798. [{ index: 127, scale: 1.5 }], //HP
  799. [{ index: 127, scale: 1.5 }], //ATK
  800. [{ index: 127, scale: 1.5 }] //RCV
  801. ];
  802. if (!solo) { //协力时计算协力觉醒
  803. latterAwokenScale.forEach(ab => {
  804. ab.push({ index: 30, scale: 1.5 });
  805. });
  806. }
  807. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  808. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  809. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  810. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  811. ];
  812. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  813. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  814. //储存点亮的觉醒
  815. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  816. //单人、3人时,大于等于100级且297时增加超觉醒
  817. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  818. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  819. member.sawoken === memberCard.syncAwakening)
  820. ) {
  821. awokenList.push(member.sawoken)
  822. }
  823. //如果有武器还要计算武器的觉醒
  824. let enableBouns = false;
  825. if (assistCard?.id > 0 && assistCard.enabled) {
  826. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  827. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  828. awokenList.push(...assistAwokenList);
  829. }
  830. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  831. }
  832. //地下城强化
  833. const dge = formation.dungeonEnchance;
  834. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  835. const isDge = (()=>{
  836. const memberAttrsTypesWithWeapon = typeof member.getAttrsTypesWithWeapon === "function" ? member.getAttrsTypesWithWeapon(assist) : memberCard;
  837. const baseBool = dge.rarities.includes(memberCard.rarity) //符合星级
  838. || dge?.collabs?.includes(memberCard.collabId) //符合合作
  839. || dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  840. return {
  841. awoken: baseBool //计算武器觉醒
  842. || memberAttrsTypesWithWeapon.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  843. || memberAttrsTypesWithWeapon.types.some(type=>dge.types.includes(type)) //符合类型
  844. ,
  845. noAwoken: baseBool //不计算武器觉醒
  846. || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  847. || memberCard.types.some(type=>dge.types.includes(type)) //符合类型
  848. ,
  849. };
  850. })();
  851. //地下城阴阳加护强化
  852. if (dge.benefit) { //当存在加护
  853. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  854. Bin.unflags(dge.benefit).forEach(idx=>{
  855. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  856. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  857. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  858. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  859. });
  860. }
  861. if (dge.stage > 1) { //当存在地下城层数
  862. let scale = 1;
  863. if (dge.stage>=10) scale = 2;
  864. else if (dge.stage>=5) scale = 1.5;
  865. const akId = 130; //130号熟成觉醒
  866. latterAwokenScale.forEach(ab => {
  867. ab.push({ index: akId, scale: scale });
  868. });
  869. }
  870. if (dge.brokens > 0) { //破坏部位个数
  871. //131号部位破坏觉醒
  872. latterAwokenScale.forEach(ab => {
  873. ab.push({ index: 131, scale: 1.2 ** dge.brokens });
  874. });
  875. }
  876. const abilitys = memberCurves.map((ab, idx) => {
  877. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  878. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  879. let n_assist_base = 0,
  880. n_assist_plus = 0; //辅助的bonus
  881. //计算辅助的额外血量
  882. if (assistCurves && enableBouns) {
  883. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  884. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  885. }
  886. //用来计算倍率觉醒的最终倍率是多少,reduce用
  887. function calculateAwokenScale(previous, aw) {
  888. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  889. return previous * aw.scale ** awokenCount;
  890. }
  891. //倍率类觉醒的比例,直接从1开始乘
  892. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  893. //觉醒增加的数值
  894. const n_awoken = awokenList.length > 0 ?
  895. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  896. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  897. if (awokenCount > 0)
  898. return previous + aw.value * awokenCount;
  899. else
  900. return previous;
  901. }, 0)) :
  902. 0;
  903. //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
  904. const n_latentScale = (member.latent && member.latent.length > 0) ?
  905. latentScale[idx].reduce((previous, la) => {
  906. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  907. return previous + la.scale * latentCount;
  908. }, 0) :
  909. 0;
  910. const dgeScale = { //地下城强化比例
  911. awoken: isDge.awoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  912. noAwoken: isDge.noAwoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  913. };
  914. if (idx === 1 && dgeScale.awoken < 1 && awokenList.includes(106)) {
  915. //觉醒有浮游,比例乘以20
  916. dgeScale.awoken = Math.min(1, dgeScale.awoken * 20);
  917. }
  918. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  919. Math.round(n_base * n_latentScale) + n_awoken +
  920. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  921. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  922. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale.awoken);
  923. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  924. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  925. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  926. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale.noAwoken)
  927. if (idx < 2) //idx顺序为HP、ATK、RCV
  928. { //HP和ATK最低为1
  929. reValue = Math.max(reValue, 1);
  930. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  931. }
  932. return [reValue, reValueNoAwoken];
  933. });
  934. return abilitys;
  935. }
  936. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  937. const card = Cards[id];
  938. const tempMon = {
  939. id: id,
  940. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  941. 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
  942. awoken: card.awakenings.length,
  943. sawoken: 0
  944. };
  945. /*强制计算超觉醒
  946. if (card.superAwakenings.includes(127)) {
  947. tempMon.sawoken = 127;
  948. }*/
  949. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  950. if (abilities) {
  951. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  952. return {
  953. withAwoken: {
  954. hp: hp,
  955. atk: atk,
  956. rcv: rcv,
  957. },
  958. noAwoken: {
  959. hp: hpNA,
  960. atk: atkNA,
  961. rcv: rcvNA,
  962. },
  963. };
  964. } else {
  965. return null;
  966. }
  967. }
  968. //搜索卡片用
  969. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  970. 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
  971. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  972. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  973. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  974. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  975. !card.stackable); //不可堆叠
  976. //属性
  977. const anyAttrsFlag = 0b101_1111; //所有颜色的查找,注意右边才是最低位
  978. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  979. 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
  980. //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
  981. // const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  982. // .map(attr=>{
  983. // const attrNum = Bin.unflags(attr);
  984. // if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  985. // return attrNum;
  986. // });
  987. if (fixMainColor) {//如果固定了顺序
  988. //只有第一属性有搜索内容时才搜索无主属性
  989. const isSearchNoMainAttr = (sAttrs[0] ^ 0b100_0000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  990. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  991. //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
  992. //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
  993. return sAttrs.every((sAttr, idx)=>{
  994. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  995. //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
  996. cAttrs[0] === 6 && //角色第一属性为无主属性
  997. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  998. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  999. return sAttr & flag;
  1000. });
  1001. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  1002. // 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
  1003. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  1004. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  1005. });
  1006. }
  1007. else {//不限定顺序时
  1008. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  1009. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  1010. cAttrs = [...cAttrs];
  1011. for (let i = 1; i < sAttrs.length; i++) {
  1012. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  1013. }
  1014. /*
  1015. 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
  1016. */
  1017. const matrix3x3 = sAttrs.map(sAttr=>{
  1018. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  1019. });
  1020. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  1021. // const columValues = []; //每个 filter 都能匹配属性
  1022. // for (let i = 0; i < notAnyAttrsCount; i++) {
  1023. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  1024. // columValues.push(columValue);
  1025. // }
  1026. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  1027. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  1028. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  1029. });
  1030. const match = crossValue.every(Boolean);
  1031. // if (match) {
  1032. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  1033. // }
  1034. return match;
  1035. });
  1036. }
  1037. }
  1038. //类型
  1039. if (types.length > 0) {
  1040. //所有type都满足,或只需要满足一个type
  1041. const logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  1042. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  1043. }
  1044. //稀有度
  1045. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  1046. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  1047. }
  1048. //觉醒
  1049. const searchAwokens = [];
  1050. //等效觉醒时,把大觉醒数量变成小觉醒数量
  1051. if (equalAk) {
  1052. awokens.forEach(ak=>{
  1053. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  1054. if (equivalentAwoken) {
  1055. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  1056. if (!smallAwoken) {
  1057. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  1058. }
  1059. smallAwoken.num += ak.num * equivalentAwoken.times;
  1060. searchAwokens.push(smallAwoken);
  1061. } else {
  1062. searchAwokens.push(ak);
  1063. }
  1064. });
  1065. } else {
  1066. searchAwokens.push(...awokens);
  1067. }
  1068. if (searchAwokens.length > 0) {
  1069. cardsRange = cardsRange.filter(card => {
  1070. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  1071. if (incSawoken && //搜索超觉醒
  1072. card.superAwakenings.length > 0 && //卡片有超觉醒
  1073. !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
  1074. ) { //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
  1075. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1076. } else { //单个原始觉醒数组
  1077. cardAwakeningsCombos.push(card.awakenings);
  1078. }
  1079. 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
  1080. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1081. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1082. let equivalentAwoken;
  1083. 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
  1084. {
  1085. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1086. }
  1087. return akNum >= ak.num;
  1088. })
  1089. );
  1090. });
  1091. }
  1092. //超觉醒
  1093. if (sawokens.length > 0 && !incSawoken) {
  1094. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1095. let equivalentAwoken;
  1096. return card.superAwakenings.includes(sak) ||
  1097. //如果开启等效觉醒
  1098. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1099. card.superAwakenings.includes(equivalentAwoken.big);
  1100. }));
  1101. }
  1102. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1103. return cardsRange;
  1104. }
  1105. function searchByString(str)
  1106. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1107. str = str.trim();
  1108. if (str.length>0)
  1109. {
  1110. return Cards.filter(card =>
  1111. {
  1112. const names = [card.name];
  1113. if (card.otLangName)
  1114. {
  1115. names.push(...Object.values(card.otLangName));
  1116. }
  1117. const tags = card.altName.concat();
  1118. if (card.otTags)
  1119. {
  1120. tags.push(...card.otTags);
  1121. }
  1122. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1123. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1124. }
  1125. );
  1126. }else
  1127. {
  1128. return [];
  1129. }
  1130. }
  1131. function copyString(input) {
  1132. input.focus(); //设input为焦点
  1133. input.select(); //选择全部
  1134. navigator.clipboard.writeText(input.value).then(function() {
  1135. /* clipboard successfully set */
  1136. //复制成功
  1137. }, function() {
  1138. /* clipboard write failed */
  1139. document.execCommand('copy'); //尝试废弃的老方法
  1140. });
  1141. //input.blur(); //取消焦点
  1142. }
  1143. //产生一个怪物头像
  1144. function createCardA(option) {
  1145. const t = document.body.querySelector('#template-card-a');
  1146. const clone = document.importNode(t.content, true);
  1147. const monster = clone.querySelector(".monster");
  1148. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1149. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1150. return monster;
  1151. }
  1152. //返回文字说明内怪物Card的纯HTML
  1153. function cardN(id) {
  1154. const monOuterDom = document.createElement("span");
  1155. monOuterDom.className = "detail-mon";
  1156. const monDom = createCardA({noBoxCount: true});
  1157. monOuterDom.appendChild(monDom);
  1158. monOuterDom.monDom = monDom;
  1159. monOuterDom.monDom.onclick = cardNClick
  1160. changeid({ id: id }, monDom);
  1161. function cardNClick(event) {
  1162. event?.preventDefault();
  1163. const monstersID = document.getElementById("card-id");
  1164. const formIdSearch = document.getElementById("form-id-search");
  1165. monstersID.value = this.getAttribute("data-cardid");
  1166. formIdSearch.onchange();
  1167. editBox.show();
  1168. }
  1169. return monOuterDom;
  1170. }
  1171. //产生队伍目标类型
  1172. function createTeamFlags(target, type)
  1173. {
  1174. const ul = document.createElement("ul");
  1175. ul.className = "team-flags";
  1176. for (let i = 0; i<6; i++) {
  1177. const li = ul.appendChild(document.createElement("li"));
  1178. li.className = "team-member-icon";
  1179. }
  1180. const targetTypes = type == 2 ? SkillTarget.type2 : SkillTarget.type1;
  1181. let _target = [];
  1182. if (Number.isInteger(target)) {
  1183. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1184. }
  1185. else if (Array.isArray(target)) {
  1186. if (target.every(item=>Number.isInteger(item))) {
  1187. _target = target.map(n=>targetTypes[n]);
  1188. }
  1189. else if (target.every(item=>typeof(item) === 'string')) {
  1190. _target = target;
  1191. }
  1192. }
  1193. _target.forEach(tar=>ul.classList.add(tar));
  1194. return ul;
  1195. }
  1196. function showSearchBySeriesId(sId, sType) {
  1197. switch (sType) {
  1198. case "collab": {//合作
  1199. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1200. showSearch(Cards.filter(card => card.collabId == sId));
  1201. break;
  1202. }
  1203. case "gacha": {//桶,是数组
  1204. if (!sId.every(id=>Number.isInteger(id))) sId = sId,map(id=>parseInt(id, 10));
  1205. showSearch(sId.flatMap(gachaId=>Cards.filter(card => card.gachaIds.includes(gachaId))));
  1206. break;
  1207. }
  1208. case "series":
  1209. default: { //系列
  1210. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1211. showSearch(Cards.filter(card => card.seriesId == sId));
  1212. break;
  1213. }
  1214. }
  1215. }
  1216. //创建序号类图标
  1217. function createIndexedIcon(type, index) {
  1218. if (type == 'card') {//卡片头像
  1219. const avatar = cardN(index);
  1220. avatar.contentEditable = false;
  1221. //avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1222. return avatar;
  1223. }
  1224. const icon = document.createElement("icon");
  1225. icon.setAttribute("contenteditable", false);
  1226. //icon.contentEditable = false;
  1227. switch(type) {
  1228. case 'awoken': { //觉醒
  1229. icon.className = "awoken-icon";
  1230. icon.setAttribute("data-awoken-icon", index);
  1231. break;
  1232. }
  1233. case 'type': { //类型
  1234. icon.className = "type-icon";
  1235. icon.setAttribute("data-type-icon", index);
  1236. break;
  1237. }
  1238. case 'orb': { //宝珠
  1239. icon.className = "orb";
  1240. icon.setAttribute("data-orb-icon", index);
  1241. break;
  1242. }
  1243. case 'latent': { //潜觉
  1244. icon.className = `latent-icon`;
  1245. icon.setAttribute("data-latent-icon", index);
  1246. icon.setAttribute("data-latent-hole", 1);
  1247. break;
  1248. }
  1249. }
  1250. return icon;
  1251. }
  1252. //将怪物的文字介绍解析为HTML
  1253. function descriptionToHTML(str)
  1254. {
  1255. function formatParse(reg, subMatchCount, transFunc) {
  1256. //const subMatchCount = transFunc.length;
  1257. return function(item){
  1258. if (typeof item == "string") {
  1259. const subArr = item.split(new RegExp(reg));
  1260. const newArr = [];
  1261. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1262. newArr.push(subArr[i]);
  1263. if (subArr[i+subMatchCount] !== undefined) {
  1264. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1265. }
  1266. }
  1267. return newArr;
  1268. } else {
  1269. return item;
  1270. }
  1271. };
  1272. }
  1273. let nodeArr = [str];
  1274. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1275. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1276. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1277. function fontcolorTrans(color, content){
  1278. const sp = document.createElement("span");
  1279. sp.appendChild(descriptionToHTML(content))
  1280. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1281. sp.style.color = `#${color}`;
  1282. } else if (/qs/i.test(color)) {
  1283. sp.style.color = `blue`;
  1284. } else {
  1285. sp.style.color = color;
  1286. }
  1287. return sp;
  1288. }
  1289. function iconTrans(type, id){
  1290. id = parseInt(id,10);
  1291. type = type.toLowerCase();
  1292. switch(type) {
  1293. case 'card':case 'm': { //卡片头像
  1294. return createIndexedIcon('card', id);
  1295. }
  1296. case 'awoken':case 'a': { //觉醒
  1297. return createIndexedIcon('awoken', id);
  1298. }
  1299. case 'type':case 't': { //类型
  1300. return createIndexedIcon('type', id);
  1301. }
  1302. case 'orb':case 'o': { //宝珠
  1303. return createIndexedIcon('orb', id);
  1304. }
  1305. case 'latent':case 'l': { //潜觉
  1306. return createIndexedIcon('latent', id);
  1307. }
  1308. default: {
  1309. return `{${type}.${id}}`;
  1310. }
  1311. }
  1312. }
  1313. return nodeArr.nodeJoin();
  1314. }
  1315. //默认的技能解释的显示行为
  1316. function parseSkillDescription(skill) {
  1317. return descriptionToHTML(skill?.description);
  1318. }
  1319. //判断是否是转生和超转生
  1320. function isReincarnated(card) {
  1321. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1322. }
  1323. //计算队伍中有多少血量
  1324. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1325. let memberArr = team[0], assistArr = team[1];
  1326. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1327. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1328. const mHpArr = [];
  1329. for (let idx = 0; idx < memberArr.length ; idx++) {
  1330. let tMember = new MemberTeam(),
  1331. tAssist = new MemberAssist();
  1332. tMember.loadFromMember(memberArr[idx]);
  1333. tAssist.loadFromMember(assistArr[idx]);
  1334. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1335. tAssist.awoken = 0;
  1336. }
  1337. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1338. const hp = ability?.[0] ?? 0;
  1339. if (!hp) continue;
  1340. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1341. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1342. //演示用代码
  1343. //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);
  1344. mHpArr.push(mulHP);
  1345. }
  1346. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1347. function memberHpMul(member, assist, ls, memberArr, solo) {
  1348. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1349. function hpMul(parm, scale) {
  1350. if (scale == undefined || scale == 0) return 1;
  1351. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1352. return scale / 100;
  1353. }
  1354. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1355. return scale / 100;
  1356. }
  1357. return 1;
  1358. }
  1359. const sk = ls?.params;
  1360. let scale = 1;
  1361. switch (ls?.type) {
  1362. case 23:
  1363. case 30:
  1364. case 62:
  1365. case 77:
  1366. case 63:
  1367. case 65:
  1368. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1369. break;
  1370. case 29:
  1371. case 114:
  1372. case 45:
  1373. case 111:
  1374. case 46:
  1375. case 48:
  1376. case 67:
  1377. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1378. break;
  1379. case 73:
  1380. case 76:
  1381. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1382. break;
  1383. case 106:
  1384. case 107:
  1385. case 108:
  1386. scale = sk[0] / 100;
  1387. break;
  1388. case 121:
  1389. case 129:
  1390. case 163:
  1391. case 177:
  1392. case 186:
  1393. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1394. break;
  1395. case 125: //队伍中必须有指定队员
  1396. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1397. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1398. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1399. break;
  1400. case 136:
  1401. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1402. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1403. break;
  1404. case 137:
  1405. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1406. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1407. break;
  1408. case 155:
  1409. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1410. break;
  1411. case 158:
  1412. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1413. break;
  1414. case 175: //队伍组成全为合作,不包括双方队长
  1415. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1416. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1417. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1418. break;
  1419. case 178:
  1420. case 185:
  1421. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1422. break;
  1423. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1424. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1425. switch (sk[0]) {
  1426. case 0: //全是像素进化
  1427. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1428. break;
  1429. case 2: //全是转生、超转生(8格潜觉)
  1430. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1431. break;
  1432. }
  1433. break;
  1434. }
  1435. case 217:{ //限定队伍星级,不包括好友队长
  1436. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1437. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1438. return pre + (memberCard?.rarity || 1);
  1439. }, 0);
  1440. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1441. break;
  1442. }
  1443. case 229:{ //队员中存在每个属性或Type都算一次
  1444. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1445. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1446. //符合的次数
  1447. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1448. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1449. scale = sk[2] * correTimes / 100 + 1;
  1450. 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);
  1451. break;
  1452. }
  1453. 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
  1454. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1455. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1456. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1457. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1458. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1459. ) {
  1460. scale = sk[3] / 100;
  1461. }
  1462. break;
  1463. }
  1464. case 138: //调用其他队长技
  1465. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1466. break;
  1467. default:
  1468. }
  1469. return scale || 1;
  1470. }
  1471. return mHpArr;
  1472. }
  1473. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1474. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1475. //之前用的Map,现在为了性能改成数组
  1476. const attrsCount = [];
  1477. const typesCount = [];
  1478. for (let idx = 0; idx < memberArr.length; idx++) {
  1479. const member = memberArr[idx], assist = assistArr[idx];
  1480. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1481. if (memberAttrsTypes) {
  1482. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1483. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1484. }
  1485. }
  1486. return {attrs: attrsCount, types: typesCount};
  1487. }
  1488. //返回卡片的队长技能
  1489. function getCardLeaderSkills(card, skillTypes) {
  1490. if (!card) return [];
  1491. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1492. }
  1493. //返回卡片的主动技能
  1494. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1495. if (!card) return [];
  1496. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1497. }
  1498. //查找到真正起作用的那一个技能
  1499. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1500. if (!skill) return [];
  1501. if (skillTypes.includes(skill.type))
  1502. {
  1503. return [skill];
  1504. }
  1505. else if (skill.type == 116 || //多个主动技
  1506. (searchRandom && skill.type == 118) || //随机主动技
  1507. skill.type == 138 || //多个队长技
  1508. skill.type == 232 || //进化技能不循环
  1509. skill.type == 233 || //进化技能循环
  1510. skill.type == 248 //延迟生效技能
  1511. ){
  1512. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1513. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1514. //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
  1515. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1516. return subSkills;
  1517. }
  1518. else
  1519. {
  1520. return [];
  1521. }
  1522. }
  1523. function getSkillMinCD(skill){
  1524. return skill.initialCooldown - (skill.maxLevel - 1);
  1525. }
  1526. //返回变身宠的初级
  1527. function henshinBase(cardid, firstId)
  1528. {
  1529. let member;
  1530. if (cardid instanceof Member) {
  1531. member = cardid;
  1532. cardid = member.id;
  1533. }
  1534. if (firstId == undefined) firstId = cardid;
  1535. let card = Cards[cardid];
  1536. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1537. && (member?.level ?? 1) <= card.maxLevel
  1538. )
  1539. {
  1540. card = henshinBase(card.henshinFrom[0], firstId);
  1541. }
  1542. return card;
  1543. }
  1544. //计算卡片队长技+C
  1545. function getSkillAddCombo(card) {
  1546. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235, 271];
  1547. const skills = getCardLeaderSkills(card, searchTypeArray);
  1548. return skills.map(skill=>{
  1549. switch (skill.type) {
  1550. case 192:
  1551. case 194:
  1552. case 271:
  1553. return skill.params[3] ?? 0;
  1554. case 206:
  1555. return skill.params[6] ?? 0;
  1556. case 209:
  1557. return skill.params[0] ?? 0;
  1558. case 210:
  1559. case 219:
  1560. return skill.params[2] ?? 0;
  1561. case 220:
  1562. return skill.params[1] ?? 0;
  1563. case 235:
  1564. return skill.params[5] ?? 0;
  1565. default:
  1566. return 0;
  1567. }
  1568. }).reduce((p,v)=>p+v, 0);
  1569. }
  1570. //计算卡片队长技追打
  1571. function getSkillFixedDamage(card) {
  1572. const searchTypeArray = [199, 200, 201, 223, 235, 271];
  1573. const skills = getCardLeaderSkills(card, searchTypeArray);
  1574. return skills.map(skill=>{
  1575. switch (skill.type) {
  1576. case 199:
  1577. case 200:
  1578. return skill.params[2] ?? 0;
  1579. case 201:
  1580. return skill.params[5] ?? 0;
  1581. case 223:
  1582. return skill.params[1] ?? 0;
  1583. case 235:
  1584. return skill.params[6] ?? 0;
  1585. case 271:
  1586. return skill.params[4] ?? 0;
  1587. default:
  1588. return 0;
  1589. }
  1590. }).reduce((p,v)=>p+v, 0);
  1591. }
  1592. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1593. let effect = {
  1594. board76: false,
  1595. noSkyfall: false,
  1596. poisonNoEffect: false,
  1597. resolve: false,
  1598. addCombo: [0,0],
  1599. inflicts: [0,0],
  1600. };
  1601. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1602. { //计算队伍是否为76
  1603. const searchTypeArray = [162, 186];
  1604. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1605. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1606. }
  1607. { //计算队伍是否为无天降
  1608. const searchTypeArray = [163, 177];
  1609. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1610. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1611. }
  1612. { //计算队伍是否为毒无效
  1613. const searchTypeArray = [197];
  1614. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1615. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1616. }
  1617. { //计算队伍是否有根性
  1618. const searchTypeArray = [14];
  1619. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1620. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1621. }
  1622. { //计算队伍的+C
  1623. effect.addCombo[0] = getSkillAddCombo(card1);
  1624. effect.addCombo[1] = getSkillAddCombo(card2);
  1625. }
  1626. { //计算队伍的追打
  1627. effect.inflicts[0] = getSkillFixedDamage(card1);
  1628. effect.inflicts[1] = getSkillFixedDamage(card2);
  1629. }
  1630. return effect;
  1631. }
  1632. //计算队伍SB
  1633. function countTeamSB(team, solo) {
  1634. let sbn = 0;
  1635. const [members, assists, badge] = team;
  1636. for (let mi = 0; mi < members.length; mi++) {
  1637. const member = members[mi];
  1638. const assist = assists[mi];
  1639. if (member.id < 0) continue;
  1640. const memberCard = henshinBase(member);
  1641. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1642. //单人、3人时,大于等于100级且297时增加超觉醒
  1643. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1644. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1645. member.sawoken === memberCard.syncAwakening)
  1646. ) {
  1647. enableAwoken.push(member.sawoken);
  1648. }
  1649. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1650. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1651. }
  1652. //大SB 56,小SB 21
  1653. sbn += enableAwoken.filter(n=>n===21).length;
  1654. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1655. //负sb 105
  1656. sbn -= enableAwoken.filter(n=>n===105).length;
  1657. //心L 59,心L大SB潜觉 47
  1658. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1659. }
  1660. if (solo || teamsCount === 3) {
  1661. switch (badge) {
  1662. case 7: //SB
  1663. sbn += 2;
  1664. break;
  1665. case 23: //SB++ 辅助无效 +20
  1666. sbn += 20;
  1667. break;
  1668. }
  1669. }
  1670. return sbn;
  1671. }
  1672. //判断两个角色是否是同一进化链
  1673. function isSameEvoTree(mon1, mon2) {
  1674. if (mon1.id <= 0 || mon2.id <= 0) return false;
  1675. //返回一个角色的根ID
  1676. function returnRootId(mid, henshin = true)
  1677. {
  1678. let rootid = Cards[mid].evoRootId;
  1679. const m = Cards[rootid];
  1680. if (henshin && Array.isArray(m.henshinFrom) && m.henshinFrom[0] < m.id)
  1681. { //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
  1682. rootid = returnRootId(m.henshinFrom[0]);
  1683. }
  1684. return rootid;
  1685. }
  1686. const mon1RootId = returnRootId(mon1.id, mon1.level <= mon1.card.maxLevel);
  1687. const mon2RootId = returnRootId(mon2.id, mon2.level <= mon2.card.maxLevel);
  1688. return mon1RootId == mon2RootId;
  1689. }
  1690. //计算队伍操作时间
  1691. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1692. const [members, assists, badge] = team;
  1693. const searchTypeArray = [178, 15, 185];
  1694. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1695. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1696. const time1 = leaderSkillMoveTime(ls1);
  1697. const time2 = leaderSkillMoveTime(ls2);
  1698. function leaderSkillMoveTime(ls) {
  1699. const moveTime = { fixed: false, duration: 0 };
  1700. if (!ls) return moveTime;
  1701. const sk = ls.params;
  1702. switch (ls.type) {
  1703. case 178: //固定操作时间
  1704. moveTime.fixed = true;
  1705. moveTime.duration = sk[0];
  1706. break;
  1707. case 15:
  1708. case 185:
  1709. moveTime.duration += sk[0] / 100;
  1710. break;
  1711. default:
  1712. }
  1713. return moveTime;
  1714. }
  1715. let moveTime = {
  1716. fixed: false,
  1717. duration: {
  1718. default: 6,
  1719. leader: 0,
  1720. badge: 0,
  1721. awoken: 0,
  1722. }
  1723. }; //基础5秒
  1724. //固定操作时间的直接返回
  1725. if (time1.fixed || time2.fixed) {
  1726. moveTime.fixed = true;
  1727. moveTime.duration.leader = time1.fixed ?
  1728. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1729. time2.duration;
  1730. } else {
  1731. moveTime.duration.leader = time1.duration + time2.duration;
  1732. let _team = team.concat();
  1733. //1人、3人计算徽章
  1734. if (solo || teamsCount === 3) {
  1735. switch (badge) {
  1736. case 2: //小手指
  1737. moveTime.duration.badge = 3;
  1738. break;
  1739. case 21: //大手指
  1740. moveTime.duration.badge = 4;
  1741. break;
  1742. case PAD_PASS_BADGE: //月卡
  1743. moveTime.duration.badge = 4;
  1744. break;
  1745. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1746. moveTime.duration.badge = 3;
  1747. break;
  1748. }
  1749. } else if (teamsCount === 2) //2人协力时的特殊处理
  1750. {
  1751. const teams = formation.teams;
  1752. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1753. const [members2, assists2, badge2, swapId2] = team2;
  1754. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1755. _team = [
  1756. members.concat(),
  1757. assists.concat()
  1758. ];
  1759. //把队伍2的队长和武器添加到复制的队伍1里面
  1760. _team[0].push(members2[swapId2]);
  1761. _team[1].push(assists2[swapId2]);
  1762. }
  1763. //觉醒
  1764. const awokenMoveTime = [
  1765. { index: 19, value: 0.5 }, //小手指
  1766. { index: 53, value: 1 }, //大手指
  1767. ];
  1768. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1769. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1770. //潜觉
  1771. const latentMoveTime = [
  1772. { index: 4, value: 0.05 }, //小手指潜觉
  1773. { index: 31, value: 0.12 }, //大手指潜觉
  1774. ];
  1775. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1776. duration + _team[0].reduce((count, member) =>
  1777. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1778. }
  1779. return moveTime;
  1780. }
  1781. //将盾减伤比例组叠加为一个减伤范围组
  1782. function getReduceRange(reduceScales)
  1783. {
  1784. class reduceRange{
  1785. constructor(obj)
  1786. {
  1787. this.min = 0;
  1788. this.max = 100;
  1789. this.scale = 0;
  1790. this.probability = 1;
  1791. if (typeof obj == "object") Object.assign(this, obj);
  1792. }
  1793. }
  1794. const ranges = [new reduceRange()];
  1795. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1796. function processingRanges(ranges, scale)
  1797. {
  1798. //先找scale.min在某个范围内的
  1799. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1800. //再找scale.max在某个范围内的
  1801. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1802. //先只拆分不乘比例
  1803. if (rgLessIdx >= 0)
  1804. {
  1805. const range = ranges[rgLessIdx];
  1806. ranges.splice(rgLessIdx, 1,
  1807. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1808. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1809. );
  1810. }
  1811. if (rgMoreIdx >= 0)
  1812. {
  1813. const range = ranges[rgMoreIdx];
  1814. ranges.splice(rgMoreIdx, 1,
  1815. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1816. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1817. );
  1818. }
  1819. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1820. needChangeScaleRanges.forEach(range=>{
  1821. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1822. range.probability *= scale.probability;
  1823. });
  1824. }
  1825. //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
  1826. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1827. reduceScales.forEach(scale=>{
  1828. if (scale.attrs == 0) //没有属性的
  1829. {
  1830. return;
  1831. }
  1832. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1833. {
  1834. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1835. attrs.forEach(n=>{
  1836. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1837. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1838. });
  1839. }
  1840. else
  1841. { //只处理第一数组
  1842. processingRanges(ranges, scale);
  1843. }
  1844. });
  1845. return attrsRanges;
  1846. }
  1847. //获取盾潜觉的减伤比例组
  1848. function getAttrShieldAwokenReduceScales(team) {
  1849. //5种盾潜觉
  1850. return [
  1851. {awoken:4,latent1:6,latent2:32},
  1852. {awoken:5,latent1:7,latent2:33},
  1853. {awoken:6,latent1:8,latent2:34},
  1854. {awoken:7,latent1:9,latent2:35},
  1855. {awoken:8,latent1:10,latent2:36},
  1856. ].map((shield, attrIdx)=>{
  1857. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1858. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1859. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1860. const reduce = {
  1861. scale: 0,
  1862. hp: {
  1863. max: 100,
  1864. min: 0
  1865. },
  1866. probability: 1,
  1867. attrs: 31, //5色是31
  1868. };
  1869. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1870. if (reduce.scale == 0) return false;
  1871. reduce.attrs = 1 << attrIdx;
  1872. return reduce;
  1873. }).filter(Boolean);
  1874. }
  1875. //获取盾减伤比例组
  1876. function getReduceScales(leaderid) {
  1877. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235, 271];
  1878. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1879. function leaderReduceScale(ls) {
  1880. const reduce = {
  1881. scale: 0,
  1882. hp: {
  1883. max: 100,
  1884. min: 0
  1885. },
  1886. probability: 1,
  1887. attrs: 31, //5色是31
  1888. };
  1889. if (!ls) return reduce;
  1890. const sk = ls.params;
  1891. switch (ls.type) {
  1892. case 16: //无条件盾
  1893. reduce.scale = sk[0] / 100;
  1894. break;
  1895. case 17: //单属性盾
  1896. reduce.scale = sk[1] / 100;
  1897. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1898. break;
  1899. case 36: //2个属性盾
  1900. reduce.scale = sk[2] / 100;
  1901. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1902. break;
  1903. case 38: //血线下 + 可能几率
  1904. case 43: //血线上 + 可能几率
  1905. reduce.scale = (sk[2] || 0) / 100;
  1906. reduce.probability = sk[1] / 100;
  1907. if (sk[0] == 100)
  1908. {
  1909. reduce.hp.max = sk[0];
  1910. reduce.hp.min = 99;
  1911. }else
  1912. {
  1913. if(ls.type == 38)
  1914. {
  1915. reduce.hp.max = sk[0];
  1916. reduce.hp.min = 0;
  1917. }else
  1918. {
  1919. reduce.hp.max = 100;
  1920. reduce.hp.min = sk[0];
  1921. }
  1922. }
  1923. break;
  1924. case 129: //无条件盾,属性个数不固定
  1925. case 163: //无条件盾,属性个数不固定
  1926. case 130: //血线下 + 属性个数不固定
  1927. case 131: //血线上 + 属性个数不固定
  1928. reduce.scale = (sk[6] || 0) / 100;
  1929. reduce.attrs = 0 | sk[5];
  1930. if (ls.type == 130 || ls.type == 131)
  1931. {
  1932. if (sk[0] == 100)
  1933. {
  1934. reduce.hp.max = sk[0];
  1935. reduce.hp.min = 99;
  1936. }else
  1937. {
  1938. if(ls.type == 130)
  1939. {
  1940. reduce.hp.max = sk[0];
  1941. reduce.hp.min = 0;
  1942. }else
  1943. {
  1944. reduce.hp.max = 100;
  1945. reduce.hp.min = sk[0];
  1946. }
  1947. }
  1948. }
  1949. break;
  1950. case 178: //无条件盾,属性个数不固定
  1951. reduce.scale = (sk[7] || 0) / 100;
  1952. reduce.attrs = 0 | sk[6];
  1953. break;
  1954. case 151: //十字心触发
  1955. case 169: //C触发
  1956. case 198: //回血触发
  1957. case 271: //激活觉醒触发
  1958. reduce.scale = (sk[2] || 0) / 100;
  1959. break;
  1960. case 170: //多色触发
  1961. case 182: //长串触发
  1962. case 193: //L触发
  1963. reduce.scale = (sk[3] || 0) / 100;
  1964. break;
  1965. case 171: //多串触发
  1966. reduce.scale = (sk[6] || 0) / 100;
  1967. break;
  1968. case 183: //又是个有两段血线的队长技
  1969. reduce.scale = (sk[4] || 0) / 100;
  1970. if (sk[2] == 100)
  1971. {
  1972. reduce.hp.max = sk[2];
  1973. reduce.hp.min = 99;
  1974. }else
  1975. {
  1976. reduce.hp.max = 100;
  1977. reduce.hp.min = sk[2];
  1978. }
  1979. break;
  1980. case 210: //十字触发
  1981. reduce.scale = (sk[1] || 0) / 100;
  1982. break;
  1983. case 235: { //可多次触发
  1984. reduce.scale = (sk[4] || 0) / 100;
  1985. break;
  1986. }
  1987. default:
  1988. }
  1989. return reduce;
  1990. }
  1991. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1992. }
  1993. function cardFixId(id, reverse = false) {
  1994. if (id === 0xFFFF) return id;
  1995. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1996. }