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universal_function.js 13 kB

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  1. //类型允许的潜觉杀,前面的数字是官方数据的类型编号,后面的杀是自己做的图片中的潜觉序号
  2. const type_allowable_latent = {
  3. "0":[], //0进化
  4. "12":[], //12觉醒
  5. "14":[], //14强化
  6. "15":[], //15卖钱
  7. "9":[],//特殊保护
  8. "1":[17,18,19,20,21,22,23,24], //1平衡
  9. "2":[20,24],//2体力
  10. "3":[18,22],//3回复
  11. "4":[20,24],//4龙
  12. "5":[19],//5神
  13. "6":[19,23],//6攻击
  14. "7":[17],//7恶魔
  15. "8":[17,20,21,24],//8机械
  16. };
  17. //仿GM_xmlhttpRequest函数v1.3
  18. const GM_xmlhttpRequest = function(GM_param) {
  19. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  20. xhr.open(GM_param.method, GM_param.url, true);
  21. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  22. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  23. xhr.onreadystatechange = function() //设置回调函数
  24. {
  25. if (xhr.readyState === xhr.DONE) { //请求完成时
  26. if (xhr.status === 200 && GM_param.onload) //正确加载时
  27. {
  28. GM_param.onload(xhr);
  29. }
  30. if (xhr.status !== 200 && GM_param.onerror) //发生错误时
  31. {
  32. GM_param.onerror(xhr);
  33. }
  34. }
  35. };
  36. //添加header
  37. for (let header in GM_param.headers) {
  38. xhr.setRequestHeader(header, GM_param.headers[header]);
  39. }
  40. //发送数据
  41. xhr.send(GM_param.data ? GM_param.data : null);
  42. };
  43. //数字补前导0
  44. function PrefixInteger(num, length)
  45. {
  46. return (Array(length).join('0') + num).slice(-length);
  47. }
  48. //获取URL参数
  49. function getQueryString(name,url) {
  50. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  51. const searchStr = url || location.search.substr(1);
  52. const r = searchStr.match(reg);
  53. if (r != null)
  54. {
  55. return decodeURIComponent(r[1]);
  56. }else
  57. {
  58. return null;
  59. }
  60. }
  61. //数组去重
  62. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  63. * 实现思路:获取没重复的最右一值放入新数组。
  64. * (检测到有重复值时终止当前循环同时进入顶层循环的下一轮判断)*/
  65. function uniq(array){
  66. let temp = [];
  67. const l = array.length;
  68. for(let i = 0; i < l; i++) {
  69. for(let j = i + 1; j < l; j++){
  70. if (array[i] === array[j]){
  71. i++;
  72. j = i;
  73. }
  74. }
  75. temp.push(array[i]);
  76. }
  77. return temp;
  78. }
  79. //计算用了多少潜觉格子
  80. function usedHole(latent)
  81. {
  82. return latent.reduce(function(previous,current){
  83. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  84. },0);
  85. }
  86. //计算所有队伍中有多少个该觉醒
  87. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  88. {
  89. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  90. return previous + awokenCountInTeam(team,awokenIndex,solo);
  91. },0);
  92. return formationAwokenCount;
  93. }
  94. //计算单个队伍中有多少个该觉醒
  95. function awokenCountInTeam(team,awokenIndex,solo)
  96. {
  97. const memberArray = team[0];
  98. const assistArray = team[1];
  99. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  100. if (mon.id<=0)
  101. { //如果是delay和null
  102. return previous;
  103. }
  104. const card = Cards[mon.id];
  105. if (!card || !card.enabled)
  106. { //如果卡片未启用
  107. return previous;
  108. }
  109. const assist = assistArray[idx];
  110. const assistCard = Cards[assist.id];
  111. //启用的觉醒数组片段
  112. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  113. if (solo) //单人增加超觉醒
  114. {
  115. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  116. }
  117. if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
  118. { //如果卡片未启用
  119. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  120. }
  121. //相同的觉醒数
  122. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  123. return previous + hasAwoken;
  124. },0);
  125. return teamAwokenCount;
  126. }
  127. //返回可用的怪物名称
  128. function returnMonsterNameArr(card, lsList, defaultCode)
  129. {
  130. let monNameArr = lsList.map(function(lc){ //取出每种语言
  131. if (lc == defaultCode)
  132. {return card.name;}
  133. else if(card.otLangName)
  134. {return card.otLangName[lc];}
  135. }).filter(function(ln){ //去掉空值和问号
  136. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  137. });
  138. if (monNameArr.length < 1) //如果本来的列表里没有名字
  139. {
  140. monNameArr.push(card.name); //只添加默认名字
  141. }
  142. return monNameArr;
  143. }
  144. //Code From pad-rikuu
  145. function valueAt(level, maxLevel, curve) {
  146. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  147. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  148. }
  149. //Code From pad-rikuu
  150. function curve(c, level, maxLevel, limitBreakIncr) {
  151. let value = valueAt(level, maxLevel, {
  152. min: c.min,
  153. max: c.max || (c.min * maxLevel),
  154. scale: c.scale || 1
  155. });
  156. if (level > maxLevel) {
  157. const exceed = level - maxLevel;
  158. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  159. }
  160. return value;
  161. }
  162. //计算怪物的经验值
  163. function calculateExp(member)
  164. {
  165. if (!member) return null;
  166. const memberCard = Cards[member.id];
  167. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  168. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  169. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  170. return [Math.round(v99Exp),v110Exp];
  171. }
  172. //计算怪物的能力
  173. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  174. function calculateAbility(member = null, assist = null, solo = true)
  175. {
  176. if (!member) return null;
  177. /*
  178. const monid = member.id || 0;
  179. const level = member.level || 1;
  180. const plus = member.plus || [0,0,0];
  181. const awoken = member.awoken || 0;
  182. const latent = member.latent || [];
  183. const sawoken = member.sawoken;
  184. const weaponId = assist ? assist.id : null;
  185. const weaponAwoken = assist ? assist.awoken : null;
  186. const card = Cards[monid]; //怪物数据
  187. */
  188. const memberCard = Cards[member.id];
  189. const assistCard = assist ? Cards[assist.id] : null;
  190. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  191. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  192. const plusAdd = [10,5,3]; //加值的增加值
  193. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  194. [{index:1,value:500},{index:65,value:-5000}], //HP
  195. [{index:2,value:100},{index:66,value:-1000}], //ATK
  196. [{index:3,value:200},{index:67,value:-2000}] //RCV
  197. ];
  198. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  199. [], //HP
  200. [], //ATK
  201. [] //RCV
  202. ];
  203. if (!solo)
  204. { //协力时计算协力觉醒
  205. awokenScale.forEach(ab=>{
  206. ab.push({index:30,scale:1.5});
  207. });
  208. }
  209. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  210. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  211. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  212. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  213. ];
  214. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  215. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  216. let abilitys = memberCurves.map((ab, idx)=>{
  217. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  218. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  219. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  220. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  221. //单人时增加超觉醒
  222. if (solo && member.sawoken>=0)
  223. {
  224. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  225. }
  226. //如果有武器还要计算武器的觉醒
  227. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  228. {
  229. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  230. if (assistAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
  231. {
  232. awokenList = awokenList.concat(assistAwokenList);
  233. }
  234. if (memberCard.attrs[0] === assistCard.attrs[0])
  235. {
  236. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  237. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  238. }
  239. }
  240. //觉醒增加的数值
  241. const n_awoken = awokenList.length>0 ?
  242. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  243. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
  244. if (awokenCount>0)
  245. return previous + aw.value * awokenCount;
  246. else
  247. return previous;
  248. },0)) :
  249. 0;
  250. //潜觉增加的倍率
  251. const n_latent = (member.latent && member.latent.length>0) ?
  252. Math.round(latentScale[idx].reduce(function(previous,la){
  253. const latentCount = member.latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  254. 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
  255. },0)) :
  256. 0;
  257. //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);
  258. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  259. //协力觉醒的倍率
  260. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  261. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
  262. if (awokenCount>0)
  263. {
  264. return previous * Math.pow(aw.scale,awokenCount);
  265. }
  266. else
  267. {
  268. return previous;
  269. }
  270. },reValue));
  271. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  272. return reValue;
  273. });
  274. return abilitys;
  275. }
  276. //搜索卡片用
  277. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens)
  278. {
  279. let res = cards;
  280. if (attr1 != null && attr1 === attr2)
  281. { //当两个颜色相同时,主副一样颜色的只需判断一次
  282. res = res.filter(c=>{return c.attrs[0] == attr1 && c.attrs[1] == attr1;});
  283. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  284. {
  285. if (attr1 != null)
  286. {
  287. res = res.filter(c=>{return c.attrs[0] == attr1;});
  288. }
  289. if (attr2 != null)
  290. {
  291. res = res.filter(c=>{return c.attrs[1] == attr2;});
  292. }
  293. }else //不限定顺序时
  294. {
  295. if (attr1 != null)
  296. {
  297. res = res.filter(c=>{return c.attrs.indexOf(attr1)>=0;});
  298. }
  299. if (attr2 != null)
  300. {
  301. res = res.filter(c=>{return c.attrs.indexOf(attr2)>=0;});
  302. }
  303. }
  304. if (types.length>0)
  305. {
  306. res = res.filter(c=>{return types.some(t=>{return c.types.indexOf(t)>=0;});});
  307. }
  308. if (awokens.length>0)
  309. {
  310. res = res.filter(c=>{return awokens.every(a=>{
  311. return c.awakenings.filter(ca=>{return ca == a.id;}).length >= a.num;
  312. });});
  313. }
  314. if (sawokens.length>0)
  315. {
  316. res = res.filter(c=>{return sawokens.some(sa=>{return c.superAwakenings.indexOf(sa)>=0;});});
  317. }
  318. return res;
  319. }
  320. //产生一个怪物头像
  321. function createCardA(id)
  322. {
  323. const cdom = document.createElement("a");
  324. cdom.class = "monster";
  325. cdom.target = "_blank";
  326. const property = cdom.appendChild(document.createElement("div"));
  327. property.className = "property";
  328. const subproperty = cdom.appendChild(document.createElement("div"));
  329. subproperty.className = "subproperty";
  330. const cid = cdom.appendChild(document.createElement("div"));
  331. cid.className = "id";
  332. return cdom;
  333. }
  334. //将怪物的文字介绍解析为HTML
  335. function descriptionToHTML(str)
  336. {
  337. str = str.replace(/\n/ig,"<br>"); //换行
  338. str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  339. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  340. return str;
  341. }
  342. //返回怪物名
  343. function cardN(id){
  344. let card = Cards[id || 0];
  345. if (!card)
  346. {
  347. return "没有该宠物 " + id;
  348. }else
  349. {
  350. const monOuterDom = document.createElement("span");
  351. monOuterDom.className = "detail-mon";
  352. const monDom = createCardA(id);
  353. monOuterDom.appendChild(monDom);
  354. changeid({id:id},monDom);
  355. return monOuterDom.outerHTML;
  356. }
  357. }
  358. //默认的技能解释的显示行为
  359. function parseSkillDescription(skill)
  360. {
  361. return descriptionToHTML(skill.description);
  362. }
  363. //大数字缩短长度,默认返回本地定义字符串
  364. function parseBigNumber(number)
  365. {
  366. /* //千位分隔符
  367. const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分
  368. return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){
  369. return $1+",";
  370. });
  371. })
  372. */
  373. return number.toLocaleString();
  374. }

智龙迷城队伍图制作工具