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universal_function.js 15 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. //计算用了多少潜觉格子
  88. function usedHole(latent)
  89. {
  90. return latent.reduce(function(previous,current){
  91. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  92. },0);
  93. }
  94. //计算所有队伍中有多少个该觉醒
  95. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  96. {
  97. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  98. return previous + awokenCountInTeam(team,awokenIndex,solo);
  99. },0);
  100. return formationAwokenCount;
  101. }
  102. //计算单个队伍中有多少个该觉醒
  103. function awokenCountInTeam(team,awokenIndex,solo)
  104. {
  105. const memberArray = team[0];
  106. const assistArray = team[1];
  107. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  108. if (mon.id<=0)
  109. { //如果是delay和null
  110. return previous;
  111. }
  112. const card = Cards[mon.id];
  113. if (!card || !card.enabled)
  114. { //如果卡片未启用
  115. return previous;
  116. }
  117. const assist = assistArray[idx];
  118. const assistCard = Cards[assist.id];
  119. //启用的觉醒数组片段
  120. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  121. if (solo) //单人增加超觉醒
  122. {
  123. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  124. }
  125. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  126. { //如果卡片未启用
  127. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  128. }
  129. //相同的觉醒数
  130. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  131. return previous + hasAwoken;
  132. },0);
  133. return teamAwokenCount;
  134. }
  135. //返回可用的怪物名称
  136. function returnMonsterNameArr(card, lsList, defaultCode)
  137. {
  138. let monNameArr = lsList.map(function(lc){ //取出每种语言
  139. if (lc == defaultCode)
  140. {return card.name;}
  141. else if(card.otLangName)
  142. {return card.otLangName[lc];}
  143. }).filter(function(ln){ //去掉空值和问号
  144. return typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln);
  145. });
  146. if (monNameArr.length < 1) //如果本来的列表里没有名字
  147. {
  148. monNameArr.push(card.name); //只添加默认名字
  149. }
  150. return monNameArr;
  151. }
  152. //Code From pad-rikuu
  153. function valueAt(level, maxLevel, curve) {
  154. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  155. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  156. }
  157. //Code From pad-rikuu
  158. function curve(c, level, maxLevel, limitBreakIncr) {
  159. let value = valueAt(level, maxLevel, {
  160. min: c.min,
  161. max: c.max || (c.min * maxLevel),
  162. scale: c.scale || 1
  163. });
  164. if (level > maxLevel) {
  165. const exceed = level - maxLevel;
  166. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  167. }
  168. return value;
  169. }
  170. //计算怪物的经验值
  171. function calculateExp(member)
  172. {
  173. if (!member) return null;
  174. const memberCard = Cards[member.id];
  175. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  176. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  177. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  178. return [Math.round(v99Exp),v110Exp];
  179. }
  180. //计算怪物的能力
  181. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  182. function calculateAbility(member = null, assist = null, solo = true)
  183. {
  184. if (!member) return null;
  185. /*
  186. const monid = member.id || 0;
  187. const level = member.level || 1;
  188. const plus = member.plus || [0,0,0];
  189. const awoken = member.awoken || 0;
  190. const latent = member.latent || [];
  191. const sawoken = member.sawoken;
  192. const weaponId = assist ? assist.id : null;
  193. const weaponAwoken = assist ? assist.awoken : null;
  194. const card = Cards[monid]; //怪物数据
  195. */
  196. const memberCard = Cards[member.id];
  197. const assistCard = assist ? Cards[assist.id] : null;
  198. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  199. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  200. const plusAdd = [10,5,3]; //加值的增加值
  201. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  202. [{index:1,value:500},{index:65,value:-5000}], //HP
  203. [{index:2,value:100},{index:66,value:-1000}], //ATK
  204. [{index:3,value:200},{index:67,value:-2000}] //RCV
  205. ];
  206. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  207. [], //HP
  208. [], //ATK
  209. [] //RCV
  210. ];
  211. if (!solo)
  212. { //协力时计算协力觉醒
  213. awokenScale.forEach(ab=>{
  214. ab.push({index:30,scale:1.5});
  215. });
  216. }
  217. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  218. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  219. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  220. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  221. ];
  222. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  223. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  224. let abilitys = memberCurves.map((ab, idx)=>{
  225. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  226. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  227. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  228. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  229. //单人时增加超觉醒
  230. if (solo && member.sawoken>=0)
  231. {
  232. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  233. }
  234. //如果有武器还要计算武器的觉醒
  235. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  236. {
  237. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  238. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  239. {
  240. awokenList = awokenList.concat(assistAwokenList);
  241. }
  242. if (memberCard.attrs[0] === assistCard.attrs[0])
  243. {
  244. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  245. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  246. }
  247. }
  248. //觉醒增加的数值
  249. const n_awoken = awokenList.length>0 ?
  250. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  251. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  252. if (awokenCount>0)
  253. return previous + aw.value * awokenCount;
  254. else
  255. return previous;
  256. },0)) :
  257. 0;
  258. //潜觉增加的倍率
  259. const n_latent = (member.latent && member.latent.length>0) ?
  260. Math.round(latentScale[idx].reduce(function(previous,la){
  261. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  262. 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
  263. },0)) :
  264. 0;
  265. //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);
  266. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  267. //协力觉醒的倍率
  268. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  269. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  270. if (awokenCount>0)
  271. {
  272. return previous * Math.pow(aw.scale,awokenCount);
  273. }
  274. else
  275. {
  276. return previous;
  277. }
  278. },reValue));
  279. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  280. return reValue;
  281. });
  282. return abilitys;
  283. }
  284. //搜索卡片用
  285. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk,incSawoken)
  286. {
  287. 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
  288. //属性
  289. if (attr1 != null && attr1 === attr2)
  290. { //当两个颜色相同时,主副一样颜色的只需判断一次
  291. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  292. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  293. {
  294. if (attr1 != null)
  295. {
  296. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  297. }
  298. if (attr2 != null)
  299. {
  300. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  301. }
  302. }else //不限定顺序时
  303. {
  304. if (attr1 != null)
  305. {
  306. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  307. }
  308. if (attr2 != null)
  309. {
  310. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  311. }
  312. }
  313. //类型
  314. if (types.length>0)
  315. {
  316. cardsRange = cardsRange.filter(c=>types.some(t=>c.types.includes(t)));
  317. }
  318. //觉醒
  319. //等效觉醒时,事先去除大觉醒
  320. if (equalAk)
  321. {
  322. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  323. bigEqualAwokens.forEach(bak=>{
  324. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  325. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  326. if (!smallEqualAwoken)
  327. {
  328. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  329. awokens.push(smallEqualAwoken);
  330. }
  331. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  332. });
  333. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  334. }
  335. if (awokens.length>0)
  336. {
  337. cardsRange = cardsRange.filter(card => {
  338. let cardAwakeningsArray = [];
  339. if (incSawoken && card.superAwakenings.length > 0)
  340. { //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
  341. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  342. }else
  343. { //单个原始觉醒数组
  344. cardAwakeningsArray.push(card.awakenings);
  345. }
  346. 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
  347. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  348. if (equalAk) //如果开启等效觉醒
  349. {
  350. //搜索等效觉醒
  351. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  352. if (equivalentAwoken)
  353. {
  354. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  355. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  356. return totalNum >= ak.num;
  357. }
  358. }
  359. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  360. })
  361. );
  362. });
  363. }
  364. //超觉醒
  365. if (sawokens.length>0 && !incSawoken)
  366. {
  367. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  368. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  369. return card.superAwakenings.includes(sak) ||
  370. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  371. }) );
  372. }
  373. return cardsRange;
  374. }
  375. //产生一个怪物头像
  376. function createCardA()
  377. {
  378. const cdom = document.createElement("a");
  379. cdom.class = "monster";
  380. cdom.target = "_blank";
  381. const property = cdom.appendChild(document.createElement("div"));
  382. property.className = "property";
  383. const subproperty = cdom.appendChild(document.createElement("div"));
  384. subproperty.className = "subproperty";
  385. const cid = cdom.appendChild(document.createElement("div"));
  386. cid.className = "id";
  387. return cdom;
  388. }
  389. //将怪物的文字介绍解析为HTML
  390. function descriptionToHTML(str)
  391. {
  392. str = str.replace(/\n/ig,"<br>"); //换行
  393. str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  394. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  395. return str;
  396. }
  397. //返回怪物名
  398. function cardN(id){
  399. let card = Cards[id || 0];
  400. if (!card)
  401. {
  402. return "没有该宠物 " + id;
  403. }else
  404. {
  405. const monOuterDom = document.createElement("span");
  406. monOuterDom.className = "detail-mon";
  407. const monDom = createCardA(id);
  408. monOuterDom.appendChild(monDom);
  409. changeid({id:id},monDom);
  410. return monOuterDom.outerHTML;
  411. }
  412. }
  413. //默认的技能解释的显示行为
  414. function parseSkillDescription(skill)
  415. {
  416. return descriptionToHTML(skill.description);
  417. }
  418. //大数字缩短长度,默认返回本地定义字符串
  419. function parseBigNumber(number)
  420. {
  421. /* //千位分隔符
  422. const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分
  423. return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){
  424. return $1+",";
  425. });
  426. })
  427. */
  428. return number.toLocaleString();
  429. }

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