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