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script-universal_function.js 70 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. /* 写了,但是暂时不用
  49. // 将字符串转为二进制字符串
  50. String.prototype.toUTF8Blob = function() {
  51. return new Blob([this.valueOf()], {
  52. type: 'text/plain'
  53. });
  54. }
  55. Blob.prototype.toBase64 = function() {
  56. return new Promise((resolve, reject) => {
  57. const fileReader = new FileReader();
  58. fileReader.onload = (event) => {
  59. resolve(event.target?.result);
  60. };
  61. // readAsDataURL
  62. fileReader.readAsDataURL(this.valueOf());
  63. fileReader.onerror = () => {
  64. reject(new Error('blobToBase64 error'));
  65. };
  66. });
  67. }
  68. const Base64 = {
  69. strToBase64: function(str) {
  70. const encoder = new TextEncoder()
  71. const view = encoder.encode(str);
  72. const base64 = Base64.encodeFromUint8Array(view);
  73. return base64;
  74. },
  75. base64ToStr: function(base64) {
  76. const decoder = new TextDecoder()
  77. const view = Base64.decodeToUint8Array(base64);
  78. const str = decoder.decode(view);
  79. return str;
  80. },
  81. //Base64还原成Uint8Array
  82. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  83. function b64ToUint6(nChr) {
  84. return nChr > 64 && nChr < 91
  85. ? nChr - 65
  86. : nChr > 96 && nChr < 123
  87. ? nChr - 71
  88. : nChr > 47 && nChr < 58
  89. ? nChr + 4
  90. : nChr === 43
  91. ? 62
  92. : nChr === 47
  93. ? 63
  94. : 0;
  95. }
  96. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  97. const nInLen = sB64Enc.length;
  98. const nOutLen = nBlocksSize
  99. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  100. : (nInLen * 3 + 1) >> 2;
  101. const taBytes = new Uint8Array(nOutLen);
  102. let nMod3;
  103. let nMod4;
  104. let nUint24 = 0;
  105. let nOutIdx = 0;
  106. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  107. nMod4 = nInIdx & 3;
  108. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  109. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  110. nMod3 = 0;
  111. while (nMod3 < 3 && nOutIdx < nOutLen) {
  112. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  113. nMod3++;
  114. nOutIdx++;
  115. }
  116. nUint24 = 0;
  117. }
  118. }
  119. return taBytes;
  120. },
  121. //Uint8Array编码成Base64
  122. encodeFromUint8Array: function base64EncArr(aBytes) {
  123. function uint6ToB64(nUint6) {
  124. return nUint6 < 26
  125. ? nUint6 + 65
  126. : nUint6 < 52
  127. ? nUint6 + 71
  128. : nUint6 < 62
  129. ? nUint6 - 4
  130. : nUint6 === 62
  131. ? 43
  132. : nUint6 === 63
  133. ? 47
  134. : 65;
  135. }
  136. let nMod3 = 2;
  137. let sB64Enc = "";
  138. const nLen = aBytes.length;
  139. let nUint24 = 0;
  140. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  141. nMod3 = nIdx % 3;
  142. // To break your base64 into several 80-character lines, add:
  143. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  144. // sB64Enc += "\r\n";
  145. // }
  146. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  147. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  148. sB64Enc += String.fromCodePoint(
  149. uint6ToB64((nUint24 >>> 18) & 63),
  150. uint6ToB64((nUint24 >>> 12) & 63),
  151. uint6ToB64((nUint24 >>> 6) & 63),
  152. uint6ToB64(nUint24 & 63)
  153. );
  154. nUint24 = 0;
  155. }
  156. }
  157. return (
  158. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  159. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  160. );
  161. }
  162. }
  163. //Buffer转16进制字符串
  164. Uint8Array.prototype.toHex = function() {
  165. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  166. }
  167. */
  168. /**
  169. * 大数字以数字量级分隔符形式输出
  170. * @param {Array} separators 数字量级分隔符数组,从低到高排列
  171. * @param {number} splitDigits 分隔位数
  172. * @returns {function} 数字量级分隔符形式输出数字的函数
  173. */
  174. function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
  175. if (!Array.isArray(separators)) throw new TypeError('分隔符需要使用数组列出数字量级');
  176. if (!Number.isInteger(splitDigits)) throw new TypeError('数字分隔位数必须为整数');
  177. if (splitDigits < 1) throw new RangeError('数字分隔位数至少是1位');
  178. const grouping = 10 ** splitDigits;
  179. separators = separators.map(String); //确保所有的分割符都是字符串
  180. return function(options = {}){
  181. const thisValue = this.valueOf();
  182. if (thisValue === 0 ||
  183. thisValue === Infinity ||
  184. thisValue === -Infinity
  185. ) {
  186. return this.toLocaleString();
  187. }
  188. if (Number.isNaN(thisValue)) return 0..bigNumberToString();
  189. const numLevels = [];
  190. let numTemp = Math.abs(thisValue);
  191. do {
  192. numLevels.push(numTemp % grouping); //这一段数量级的数字
  193. numTemp = Math.floor(numTemp / grouping);
  194. } while (numTemp > 0 && numLevels.length < (separators.length - 1))
  195. if (numTemp > 0) {
  196. numLevels.push(numTemp);
  197. }
  198. const { sub: useSubElement } = options;
  199. const outArr = [];
  200. if (thisValue < 0) outArr.push('-'); //小于0的添加负号
  201. for (let i = numLevels.length - 1; i >= 0; i--) {
  202. if (numLevels[i] == 0) continue; //如果这一段是0,直接不显示
  203. let numberStr = numLevels[i].toString(10);
  204. if (i == numLevels.length - 1) numberStr = numberStr.padStart(i == numLevels.length - 1 ? 1 : splitDigits, "0");
  205. outArr.push(numberStr);
  206. if (useSubElement) {
  207. const separator = document.createElement("sub");
  208. separator.textContent = separators[i];
  209. outArr.push(separator);
  210. } else {
  211. outArr.push(separators[i]);
  212. }
  213. }
  214. return useSubElement ? outArr.nodeJoin() : outArr.join('').trim();
  215. }
  216. }
  217. Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y', 'R', 'Q'], 3);
  218. //最多保留N位小数,不留0
  219. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false) {
  220. let newNumber = Number(this.toFixed(decimalDigits));
  221. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  222. }
  223. //Bitwise
  224. Number.prototype.notNeighbour = function() {
  225. const num = this.valueOf();
  226. return ~num & (num << 1 | num >> 1);
  227. }
  228. //数组删除自己尾部的空元素
  229. Array.prototype.deleteLatter = function(item = null) {
  230. let index = this.length - 1;
  231. for (; index >= 0; index--) {
  232. if (this[index] !== item) {
  233. break;
  234. }
  235. }
  236. this.splice(index + 1);
  237. return this;
  238. }
  239. //数组去重,改变自身
  240. Array.prototype.distinct = function() {
  241. const _set = new Set(this);
  242. this.length = 0;
  243. this.push(..._set);
  244. return this.valueOf();
  245. }
  246. //数组交换元素
  247. Array.prototype.switch = function(i1, i2) {
  248. if (Math.max(i1, i2) >= this.length) return false;
  249. let temp = this[i1];
  250. this[i1] = this[i2];
  251. this[i2] = temp;
  252. return true;
  253. }
  254. //数组随机排序
  255. Array.prototype.shuffle = function() {
  256. let length = this.length;
  257. while (length) {
  258. randomIndex = Math.floor(Math.random() * length--);
  259. this.switch(length, randomIndex);
  260. }
  261. return this;
  262. }
  263. //数组随机移除元素
  264. Array.prototype.randomShift = function() {
  265. return this.splice(Math.random() * this.length, 1)?.[0];
  266. }
  267. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  268. Array.prototype.groupBy = function(func) {
  269. const groups = this.reduce((pre,cur)=>{
  270. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  271. if (grp)
  272. grp.push(cur);
  273. else
  274. pre.push([cur]);
  275. return pre;
  276. }, []);
  277. return groups;
  278. }
  279. //将内容添加到代码片段
  280. DocumentFragment.prototype.ap = function(...args)
  281. {
  282. const items = args.flat(Infinity).filter(item=>item !== null && item !== void 0);
  283. this.append(...items);
  284. return this;
  285. }
  286. /**
  287. * 将数组和分隔符添加到一个代码片段,类似join
  288. * @param {(string | Node)} separator 每个对象之间合并的分割符或代码片段
  289. * @returns {DocumentFragment} 一个文档片段
  290. */
  291. Array.prototype.nodeJoin = function(separator)
  292. {
  293. const frg = document.createDocumentFragment();
  294. this.forEach((item, idx, arr)=>{
  295. frg.ap(item);
  296. if (idx < (arr.length - 1) && separator !== null && separator !== void 0) {
  297. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  298. }
  299. });
  300. return frg;
  301. }
  302. //数组随机选择一个元素
  303. Array.prototype.randomItem = function(){
  304. return this[Math.randomInteger(this.length-1)];
  305. };
  306. Math.randomInteger = function(max, min = 0) {
  307. let _max = Math.max(max, min),
  308. _min = Math.min(max, min);
  309. return this.floor(this.random()*(_max-_min+1)+_min);
  310. }
  311. Math.isPowerOfTwo = function(n) {
  312. if (Number.isInteger(n) && n > 0)
  313. return (n & (n - 1)) === 0;
  314. else
  315. return false;
  316. }
  317. class Bin extends Set {
  318. static #typeError_Constructor = "传入的不是 number 和 bigint 类型或这个两个类型的数组";
  319. static #typeError_FlagsNum = "传入的不是 number 和 bigint 类型";
  320. static #typeError_FlagsArray = "传入的不是 number 类型的数组";
  321. static #typeError_NotInteger = "传入的不是 整数";
  322. static #rangeError_NotSafe = "传入的 number 大于 53 位";
  323. /**
  324. * 构建函数
  325. * @param {(number | bigint | number[])} arg 传入参数
  326. */
  327. constructor (arg) {
  328. if (typeof arg === "number" || typeof arg === "bigint") {
  329. super(Bin.unflags(arg));
  330. } else if (Array.isArray(arg) &&
  331. arg.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  332. ){
  333. super(arg);
  334. } else {
  335. throw new TypeError(Bin.#typeError_Constructor);
  336. }
  337. }
  338. /**
  339. * 将数字或大整形flag转换为数组
  340. * @param {(number | bigint)} number 输入的数字
  341. * @returns {number[]} 输出数组
  342. */
  343. static unflags(number) {
  344. const arr = [];
  345. if (!number) return arr;
  346. const inputType = typeof number;
  347. if (inputType === "number" || inputType === "bigint"){
  348. if (inputType === "number" && number > Number.MAX_SAFE_INTEGER) {
  349. throw new RangeError(Bin.#rangeError_NotSafe);
  350. }
  351. const isBigint = inputType === "bigint";
  352. for (let i = 0, flag = isBigint ? 1n : 1; flag <= number; i++, flag = (isBigint ? 2n : 2) ** (isBigint ? BigInt(i) : i)) {
  353. if (number & flag) {
  354. arr.push(i);
  355. }
  356. }
  357. return arr;
  358. } else {
  359. throw new TypeError(Bin.#typeError_FlagsNum + " " + number);
  360. }
  361. }
  362. /**
  363. * 将数字序号转换为数字
  364. * @param {number[]} indexArr 输入的序号数组
  365. * @returns {(number | bigint)} 输出的数字
  366. */
  367. static enflags(indexArr) {
  368. if (Array.isArray(indexArr) &&
  369. indexArr.every(item=>typeof item === "number" && Number.isSafeInteger(item))
  370. ){
  371. let result = 0, isBigint = false, baseNum = 2;
  372. for (let i = 0; i < indexArr.length; i++) {
  373. let value = indexArr[i];
  374. //当数值大于52位,即需要换BigInt
  375. if (value > 52 && !isBigint) {
  376. isBigint = true;
  377. result = BigInt(result);
  378. baseNum = BigInt(baseNum);
  379. }
  380. isBigint && (value = BigInt(value)); //一旦需要BigInt了,就转换
  381. 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
  382. }
  383. return result;
  384. } else {
  385. throw new TypeError(Bin.#typeError_FlagsArray);
  386. }
  387. }
  388. get int() {
  389. return Bin.enflags(Array.from(this.values()));
  390. }
  391. add(index) {
  392. if (typeof index === "number" && Number.isSafeInteger(index)){
  393. super.add(index);
  394. } else {
  395. throw new TypeError(Bin.#typeError_NotInteger);
  396. }
  397. }
  398. }
  399. //带标签的模板字符串
  400. function tp(stringsArr, ...keys) {
  401. return ((...values)=>{
  402. const dict = values[values.length - 1] || {};
  403. const fragment = document.createDocumentFragment();
  404. for (let i = 0; i < keys.length; i++) {
  405. fragment.append(stringsArr[i]);
  406. const key = keys[i];
  407. const value = Number.isInteger(key) ? values[key] : dict[key];
  408. if (value !== null && value !== void 0) {
  409. try {
  410. 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)
  411. }
  412. catch(e) {
  413. console.error("模板字符串错误: %o,", e, values, keys, value);
  414. }
  415. }
  416. }
  417. //补上最后一个字符串
  418. fragment.append(stringsArr[keys.length]);
  419. return fragment;
  420. });
  421. }
  422. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  423. function deepMerge(obj1, obj2) {
  424. let key;
  425. for (key in obj2) {
  426. // 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
  427. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  428. obj1[key] =
  429. obj1[key] &&
  430. obj1[key].toString() === "[object Object]" &&
  431. (obj2[key] && obj2[key].toString() === "[object Object]")
  432. ? deepMerge(obj1[key], obj2[key])
  433. : (obj1[key] = obj2[key]);
  434. }
  435. return obj1;
  436. }
  437. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  438. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  439. const pcmImportObj = {
  440. env: {
  441. abortStackOverflow: () => { throw new Error("overflow"); },
  442. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  443. tableBase: 0,
  444. memory: pcmMemory,
  445. memoryBase: 102400,
  446. STACKTOP: 0,
  447. STACK_MAX: pcmMemory.buffer.byteLength,
  448. }
  449. };
  450. let pcmPlayer = null;
  451. let adpcm_wasm = null;
  452. async function decodeAudio(fileName, decodeCallback) {
  453. if (pcmPlayer != null) {
  454. pcmPlayer.close();
  455. }
  456. pcmPlayer = new PCMPlayer(1, 44100);
  457. let request = await fetch(fileName);
  458. let buffer = await request.arrayBuffer();
  459. let audioData = new Uint8Array(buffer);
  460. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  461. console.debug('当前 WAV 为 普通 WAV');
  462. const audioCtx = new AudioContext();
  463. const decodedData = await audioCtx.decodeAudioData(buffer);
  464. const source = new AudioBufferSourceNode(audioCtx);
  465. source.buffer = decodedData;
  466. source.connect(audioCtx.destination);
  467. source.start(0);
  468. } else { //audioData[16] == 0x14
  469. console.debug('当前 WAV 为 PCM WAV');
  470. let step = 160;
  471. for (let i = 0; i < audioData.byteLength; i += step) {
  472. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  473. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  474. pcmPlayer.feed(pcmFloat32Data);
  475. }
  476. }
  477. }
  478. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  479. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  480. .then((wasm) => {
  481. adpcm_wasm = wasm;
  482. /*addButton("adpcm").onclick = function () {
  483. let decoder = new Adpcm(wasm, pcmImportObj);
  484. decoder.resetDecodeState(new Adpcm.State(0, 0));
  485. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  486. }*/
  487. });
  488. function playVoiceById(id) { //点击label才播放语音
  489. if (!Number.isInteger(id)) {
  490. throw new TypeError("传入的音频 ID 不是整数");
  491. }
  492. const sndURL = `sound/voice/${currentDataSource.code}/padv${id.toString().padStart(3,'0')}.wav`;
  493. const decoder = new Adpcm(adpcm_wasm, pcmImportObj);
  494. decoder.resetDecodeState(new Adpcm.State(0, 0));
  495. decodeAudio(sndURL, decoder.decode.bind(decoder));
  496. }
  497. //▲ADPCM播放相关
  498. // 加载 image
  499. function loadImage(url) {
  500. return new Promise(function(resolve, reject) {
  501. const image = new Image();
  502. image.src = url;
  503. image.type = "svg"
  504. image.crossOrigin = 'Anonymous';
  505. image.onload = function() {
  506. resolve(this);
  507. };
  508. image.onerror = function(err) {
  509. reject(err);
  510. };
  511. });
  512. }
  513. //代码来自 https://segmentfault.com/a/1190000004451095
  514. function fileReader (file, options = {}) {
  515. return new Promise(function (resolve, reject) {
  516. const reader = new FileReader();
  517. reader.onload = function () {
  518. resolve(reader);
  519. };
  520. reader.onerror = reject;
  521. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  522. reject({
  523. code: 1,
  524. msg: 'wrong file type'
  525. });
  526. }
  527. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  528. reader.readAsText(file);
  529. } else {
  530. reader.readAsDataURL(file);
  531. }
  532. });
  533. }
  534. function dbReadKey (db, tableName, keys) {
  535. return new Promise(function (resolve, reject) {
  536. const transaction = db.transaction([tableName]);
  537. const objectStore = transaction.objectStore(tableName);
  538. const request = objectStore.get(keys);
  539. request.onsuccess = function(event) {
  540. resolve(request.result);
  541. };
  542. request.onerror = reject;
  543. });
  544. }
  545. function dbCount (db, tableName, key) {
  546. return new Promise(function (resolve, reject) {
  547. const transaction = db.transaction([tableName]);
  548. const objectStore = transaction.objectStore(tableName);
  549. const request = objectStore.count(key);
  550. request.onsuccess = function() {
  551. resolve(request.result);
  552. }
  553. request.onerror = reject;
  554. });
  555. }
  556. function dbReadAll (db, tableName) {
  557. return new Promise(async function (resolve, reject) {
  558. const datas = [];
  559. const transaction = db.transaction([tableName]);
  560. const objectStore = transaction.objectStore(tableName);
  561. const request = objectStore.openCursor();
  562. request.onsuccess = function(event) {
  563. const cursor = event.target.result;
  564. if (cursor) {
  565. // cursor.value 包含正在被遍历的当前记录
  566. // 这里你可以对 result 做些什么
  567. datas.push(cursor.value);
  568. cursor.continue();
  569. } else {
  570. // 没有更多 results
  571. resolve(datas);
  572. }
  573. };
  574. request.onerror = reject;
  575. });
  576. }
  577. function dbWrite (db, tableName, data, keys) {
  578. return new Promise(function (resolve, reject) {
  579. const transaction = db.transaction([tableName], "readwrite");
  580. const objectStore = transaction.objectStore(tableName);
  581. const request = objectStore.put(data, keys);
  582. request.onsuccess = function(event) {
  583. resolve(event);
  584. };
  585. request.onerror = reject;
  586. });
  587. }
  588. function dbDelete (db, tableName, keys) {
  589. return new Promise(function (resolve, reject) {
  590. const transaction = db.transaction([tableName], "readwrite");
  591. const objectStore = transaction.objectStore(tableName);
  592. const request = objectStore.delete(keys);
  593. request.onsuccess = function(event) {
  594. resolve(event);
  595. };
  596. request.onerror = reject;
  597. });
  598. }
  599. //1个潜觉需要用多少格子
  600. function latentUseHole(latentId) {
  601. switch (latentId) {
  602. case 12: case 16: case 17: case 18: case 19:
  603. case 20: case 21: case 22: case 23: case 24:
  604. case 25: case 26: case 27: case 28: case 29:
  605. case 30: case 31: case 32: case 33: case 34:
  606. case 35: case 36: case 43: case 44: case 45:
  607. {
  608. return 2;
  609. }
  610. case 13: case 14: case 15: case 37: case 38:
  611. case 39: case 40: case 41: case 42: case 46:
  612. case 47: case 48: case 49:
  613. {
  614. return 6;
  615. }
  616. case 1: case 2: case 3: case 4: case 5:
  617. case 6: case 7: case 8: case 9: case 10:
  618. case 11: case 12:
  619. default:
  620. {
  621. return 1;
  622. }
  623. }
  624. }
  625. //获取最大潜觉数量
  626. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  627. const card = Cards[id];
  628. return card && card.is8Latent ? 8 : 6;
  629. }
  630. //计算用了多少潜觉格子
  631. function usedHole(latents) {
  632. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  633. }
  634. //计算所有队伍中有多少个该觉醒
  635. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  636. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  637. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  638. }, 0);
  639. return formationAwokenCount;
  640. }
  641. //计算单个队伍中有多少个该觉醒
  642. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  643. const [memberArray, assistArray] = team;
  644. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  645. if (mon.id <= 0) { //如果是delay和null
  646. return previous;
  647. }
  648. const card = Cards[mon.id];
  649. if (!card || !card.enabled) { //如果卡片未启用
  650. return previous;
  651. }
  652. const assist = assistArray[idx];
  653. const assistCard = Cards[assist.id];
  654. //启用的觉醒数组片段
  655. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  656. //单人、3人时,大于等于100级且297时增加超觉醒
  657. if ((solo || teamsCount === 3) && mon.sawoken > 0 &&
  658. (mon.level >= 100 && mon.plus.every(p=>p>=99) ||
  659. mon.sawoken === card.syncAwakening)
  660. ) {
  661. enableAwoken.push(mon.sawoken);
  662. }
  663. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  664. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  665. }
  666. //相同的觉醒数
  667. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  668. return previous + hasAwoken;
  669. }, 0);
  670. return teamAwokenCount;
  671. }
  672. //返回可用的怪物名称
  673. function returnMonsterNameArr(card, lsList = currentLanguage.searchlist, defaultCode = currentDataSource.code) {
  674. const monNameArr = lsList.map(lc => { //取出每种语言
  675. if (lc == defaultCode)
  676. return card.name;
  677. else if (card.otLangName)
  678. return card.otLangName[lc];
  679. }).filter(ln => //去掉空值和问号
  680. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  681. );
  682. if (monNameArr.length < 1) //如果本来的列表里没有名字
  683. {
  684. monNameArr.push(card.name); //只添加默认名字
  685. }
  686. return monNameArr;
  687. }
  688. //Code From pad-rikuu
  689. function valueAt(level, maxLevel, curve) {
  690. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  691. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  692. }
  693. //Code From pad-rikuu
  694. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  695. let value = valueAt(level, maxLevel, {
  696. min: c.min,
  697. max: c.max !== void 0 ? c.max : (c.min * maxLevel),
  698. scale: c.scale || 1
  699. });
  700. if (level > maxLevel) {
  701. const exceed99 = Math.min(level - maxLevel, 11);
  702. const exceed110 = Math.max(0, level - 110);
  703. value += c.max !== void 0 ?
  704. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  705. (c.min * exceed99 + c.min * exceed110);
  706. }
  707. return value;
  708. }
  709. //计算怪物的经验值
  710. function calculateExp(member) {
  711. if (!member) return null;
  712. const memberCard = Cards[member.id];
  713. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  714. const expArray = [
  715. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  716. ];
  717. if (member.level > 99)
  718. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  719. if (member.level > 110)
  720. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  721. return expArray;
  722. }
  723. //计算怪物的能力
  724. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  725. if (!member) return null;
  726. const memberCard = Cards[member.id];
  727. const assistCard = assist ? Cards[assist.id] : null;
  728. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  729. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  730. const plusAdd = [10, 5, 3]; //加值的增加值
  731. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  732. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  733. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  734. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  735. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  736. ];
  737. 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
  738. [{ index: 63, scale: 1.1 }], //HP
  739. [{ index: 63, scale: 1.1 }], //ATK
  740. [{ index: 63, scale: 1.1 }] //RCV
  741. ];
  742. 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
  743. [{ index: 127, scale: 1.5 }], //HP
  744. [{ index: 127, scale: 1.5 }], //ATK
  745. [{ index: 127, scale: 1.5 }] //RCV
  746. ];
  747. if (!solo) { //协力时计算协力觉醒
  748. latterAwokenScale.forEach(ab => {
  749. ab.push({ index: 30, scale: 1.5 });
  750. });
  751. }
  752. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  753. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  754. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  755. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  756. ];
  757. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  758. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  759. //储存点亮的觉醒
  760. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  761. //单人、3人时,大于等于100级且297时增加超觉醒
  762. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  763. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  764. member.sawoken === memberCard.syncAwakening)
  765. ) {
  766. awokenList.push(member.sawoken)
  767. }
  768. //如果有武器还要计算武器的觉醒
  769. let enableBouns = false;
  770. if (assistCard?.id > 0 && assistCard.enabled) {
  771. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  772. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  773. awokenList.push(...assistAwokenList);
  774. }
  775. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  776. }
  777. //地下城强化
  778. const dge = formation.dungeonEnchance;
  779. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  780. const isDge = (()=>{
  781. const memberAttrsTypesWithWeapon = typeof member.getAttrsTypesWithWeapon === "function" ? member.getAttrsTypesWithWeapon(assist) : memberCard;
  782. const baseBool = dge.rarities.includes(memberCard.rarity) //符合星级
  783. || dge?.collabs?.includes(memberCard.collabId) //符合合作
  784. || dge?.gachas?.some(n=>memberCard.gachaIds.includes(n)); //符合抽蛋桶
  785. return {
  786. awoken: baseBool //计算武器觉醒
  787. || memberAttrsTypesWithWeapon.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  788. || memberAttrsTypesWithWeapon.types.some(type=>dge.types.includes(type)) //符合类型
  789. ,
  790. noAwoken: baseBool //不计算武器觉醒
  791. || memberCard.attrs.some(attr=>dge.attrs.includes(attr)) //符合属性
  792. || memberCard.types.some(type=>dge.types.includes(type)) //符合类型
  793. ,
  794. };
  795. })();
  796. //地下城阴阳加护强化
  797. if (dge.benefit) { //当存在加护
  798. const benefitAwokens = [128 , 129]; //0b1是阳,0b10是阴,可以两者都强化
  799. Bin.unflags(dge.benefit).forEach(idx=>{
  800. const akId = benefitAwokens[idx]; //得到加护觉醒编号
  801. latterAwokenScale[0].push({ index: akId, scale: 1.2 }); //HP
  802. latterAwokenScale[1].push({ index: akId, scale: 5 }); //ATK
  803. latterAwokenScale[2].push({ index: akId, scale: 1.2 }); //RCV
  804. });
  805. }
  806. if (dge.stage > 1) { //当存在地下城层数
  807. let scale = 1;
  808. if (dge.stage>=10) scale = 2;
  809. else if (dge.stage>=5) scale = 1.5;
  810. const akId = 130; //130号熟成觉醒
  811. latterAwokenScale.forEach(ab => {
  812. ab.push({ index: akId, scale: scale });
  813. });
  814. }
  815. const abilitys = memberCurves.map((ab, idx) => {
  816. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  817. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  818. let n_assist_base = 0,
  819. n_assist_plus = 0; //辅助的bonus
  820. //计算辅助的额外血量
  821. if (assistCurves && enableBouns) {
  822. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  823. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  824. }
  825. //用来计算倍率觉醒的最终倍率是多少,reduce用
  826. function calculateAwokenScale(previous, aw) {
  827. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  828. return previous * aw.scale ** awokenCount;
  829. }
  830. //倍率类觉醒的比例,直接从1开始乘
  831. const n_previousAwokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  832. //觉醒增加的数值
  833. const n_awoken = awokenList.length > 0 ?
  834. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  835. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  836. if (awokenCount > 0)
  837. return previous + aw.value * awokenCount;
  838. else
  839. return previous;
  840. }, 0)) :
  841. 0;
  842. //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
  843. const n_latentScale = (member.latent && member.latent.length > 0) ?
  844. latentScale[idx].reduce((previous, la) => {
  845. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  846. return previous + la.scale * latentCount;
  847. }, 0) :
  848. 0;
  849. const dgeScale = { //地下城强化比例
  850. awoken: isDge.awoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  851. noAwoken: isDge.noAwoken && dgeRate[idx] !== 1 ? dgeRate[idx] : 1,
  852. };
  853. if (idx === 1 && dgeScale.awoken < 1 && awokenList.includes(106)) {
  854. //觉醒有浮游,比例乘以20
  855. dgeScale.awoken = Math.min(1, dgeScale.awoken * 20);
  856. }
  857. let reValue = Math.round(n_base * n_previousAwokenScale) + n_plus +
  858. Math.round(n_base * n_latentScale) + n_awoken +
  859. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  860. //觉醒生效时的协力、1.5三维、阴阳、熟成等的倍率
  861. reValue = Math.floor(reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1) * dgeScale.awoken);
  862. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  863. let reValueNoAwoken = Math.round(n_base * n_previousAwokenScale) + n_plus +
  864. Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  865. reValueNoAwoken = Math.floor(reValueNoAwoken * dgeScale.noAwoken)
  866. if (idx < 2) //idx顺序为HP、ATK、RCV
  867. { //HP和ATK最低为1
  868. reValue = Math.max(reValue, 1);
  869. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  870. }
  871. return [reValue, reValueNoAwoken];
  872. });
  873. return abilitys;
  874. }
  875. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  876. const card = Cards[id];
  877. const tempMon = {
  878. id: id,
  879. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  880. 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
  881. awoken: card.awakenings.length,
  882. sawoken: 0
  883. };
  884. /*强制计算超觉醒
  885. if (card.superAwakenings.includes(127)) {
  886. tempMon.sawoken = 127;
  887. }*/
  888. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  889. if (abilities) {
  890. const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
  891. return {
  892. withAwoken: {
  893. hp: hp,
  894. atk: atk,
  895. rcv: rcv,
  896. },
  897. noAwoken: {
  898. hp: hpNA,
  899. atk: atkNA,
  900. rcv: rcvNA,
  901. },
  902. };
  903. } else {
  904. return null;
  905. }
  906. }
  907. //搜索卡片用
  908. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  909. 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
  910. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  911. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  912. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  913. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49) && //不是武器
  914. !card.stackable); //不可堆叠
  915. //属性
  916. const anyAttrsFlag = 0b101_1111; //所有颜色的查找,注意右边才是最低位
  917. sAttrs = sAttrs.map(attr=>attr || anyAttrsFlag); //如果传入搜索为0,提高到任意色
  918. 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
  919. //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
  920. // const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag)
  921. // .map(attr=>{
  922. // const attrNum = Bin.unflags(attr);
  923. // if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  924. // return attrNum;
  925. // });
  926. if (fixMainColor) {//如果固定了顺序
  927. //只有第一属性有搜索内容时才搜索无主属性
  928. const isSearchNoMainAttr = (sAttrs[0] ^ 0b100_0000) > 0 && sAttrs.slice(1).every(attr=>(attr & anyAttrsFlag) === anyAttrsFlag);
  929. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  930. //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
  931. //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
  932. return sAttrs.every((sAttr, idx)=>{
  933. if (idx === 0 && isSearchNoMainAttr && //第一属性搜索,需要搜索无主属性时
  934. //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
  935. cAttrs[0] === 6 && //角色第一属性为无主属性
  936. (sAttr & 1 << cAttrs[1])) return true; //第二属性计算flag
  937. const flag = 1 << (Number.isInteger(cAttrs[idx]) ? cAttrs[idx] : 6);
  938. return sAttr & flag;
  939. });
  940. // (isAnyAttrs[0] || attrNums[0].includes(cAttrs[0]) ||
  941. // 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
  942. // (isAnyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  943. // (isAnyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  944. });
  945. }
  946. else {//不限定顺序时
  947. //const notAnyAttrsCount = isAnyAttrs.filter(b=>!b).length;
  948. cardsRange = cardsRange.filter(({attrs:cAttrs, id}) => {
  949. cAttrs = [...cAttrs];
  950. for (let i = 1; i < sAttrs.length; i++) {
  951. if (!Number.isInteger(cAttrs[i])) cAttrs[i] = 6;
  952. }
  953. /*
  954. 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
  955. */
  956. const matrix3x3 = sAttrs.map(sAttr=>{
  957. return cAttrs.map(cAttr=>1 << cAttr & sAttr);
  958. });
  959. const rowValues = matrix3x3.map(row=>row.reduce((p,v)=>p | v,0)); //每个属性都有 filter 匹配
  960. // const columValues = []; //每个 filter 都能匹配属性
  961. // for (let i = 0; i < notAnyAttrsCount; i++) {
  962. // const columValue = matrix3x3.reduce((p,v)=>p | v[i],0);
  963. // columValues.push(columValue);
  964. // }
  965. if (!rowValues.every(Boolean)) return false; //如果有哪个选择器没有匹配上,直接跳过
  966. const crossValue = cAttrs.map((cAttr, idx, arr)=> {
  967. return arr.filter(item=>item===cAttr).length <= rowValues.filter(item=>item & 1 << cAttr).length;
  968. });
  969. const match = crossValue.every(Boolean);
  970. // if (match) {
  971. // console.debug("id: %d, matrix3x3: %o, rowValues: %o, columValues: %o, crossValue: %o", id, matrix3x3, rowValues, columValues, crossValue);
  972. // }
  973. return match;
  974. });
  975. }
  976. }
  977. //类型
  978. if (types.length > 0) {
  979. //所有type都满足,或只需要满足一个type
  980. const logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  981. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  982. }
  983. //稀有度
  984. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  985. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  986. }
  987. //觉醒
  988. const searchAwokens = [];
  989. //等效觉醒时,把大觉醒数量变成小觉醒数量
  990. if (equalAk) {
  991. awokens.forEach(ak=>{
  992. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  993. if (equivalentAwoken) {
  994. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  995. if (!smallAwoken) {
  996. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  997. }
  998. smallAwoken.num += ak.num * equivalentAwoken.times;
  999. searchAwokens.push(smallAwoken);
  1000. } else {
  1001. searchAwokens.push(ak);
  1002. }
  1003. });
  1004. } else {
  1005. searchAwokens.push(...awokens);
  1006. }
  1007. if (searchAwokens.length > 0) {
  1008. cardsRange = cardsRange.filter(card => {
  1009. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  1010. if (incSawoken && //搜索超觉醒
  1011. card.superAwakenings.length > 0 && //卡片有超觉醒
  1012. !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
  1013. ) { //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
  1014. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  1015. } else { //单个原始觉醒数组
  1016. cardAwakeningsCombos.push(card.awakenings);
  1017. }
  1018. 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
  1019. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  1020. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  1021. let equivalentAwoken;
  1022. 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
  1023. {
  1024. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  1025. }
  1026. return akNum >= ak.num;
  1027. })
  1028. );
  1029. });
  1030. }
  1031. //超觉醒
  1032. if (sawokens.length > 0 && !incSawoken) {
  1033. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  1034. let equivalentAwoken;
  1035. return card.superAwakenings.includes(sak) ||
  1036. //如果开启等效觉醒
  1037. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  1038. card.superAwakenings.includes(equivalentAwoken.big);
  1039. }));
  1040. }
  1041. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  1042. return cardsRange;
  1043. }
  1044. function searchByString(str)
  1045. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  1046. str = str.trim();
  1047. if (str.length>0)
  1048. {
  1049. return Cards.filter(card =>
  1050. {
  1051. const names = [card.name];
  1052. if (card.otLangName)
  1053. {
  1054. names.push(...Object.values(card.otLangName));
  1055. }
  1056. const tags = card.altName.concat();
  1057. if (card.otTags)
  1058. {
  1059. tags.push(...card.otTags);
  1060. }
  1061. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  1062. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  1063. }
  1064. );
  1065. }else
  1066. {
  1067. return [];
  1068. }
  1069. }
  1070. function copyString(input) {
  1071. input.focus(); //设input为焦点
  1072. input.select(); //选择全部
  1073. navigator.clipboard.writeText(input.value).then(function() {
  1074. /* clipboard successfully set */
  1075. //复制成功
  1076. }, function() {
  1077. /* clipboard write failed */
  1078. document.execCommand('copy'); //尝试废弃的老方法
  1079. });
  1080. //input.blur(); //取消焦点
  1081. }
  1082. //产生一个怪物头像
  1083. function createCardA(option) {
  1084. const t = document.body.querySelector('#template-card-a');
  1085. const clone = document.importNode(t.content, true);
  1086. const monster = clone.querySelector(".monster");
  1087. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  1088. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  1089. return monster;
  1090. }
  1091. //返回文字说明内怪物Card的纯HTML
  1092. function cardN(id) {
  1093. const monOuterDom = document.createElement("span");
  1094. monOuterDom.className = "detail-mon";
  1095. const monDom = createCardA({noBoxCount: true});
  1096. monOuterDom.appendChild(monDom);
  1097. monOuterDom.monDom = monDom;
  1098. monOuterDom.monDom.onclick = cardNClick
  1099. changeid({ id: id }, monDom);
  1100. function cardNClick(event) {
  1101. event?.preventDefault();
  1102. const monstersID = document.getElementById("card-id");
  1103. const formIdSearch = document.getElementById("form-id-search");
  1104. monstersID.value = this.getAttribute("data-cardid");
  1105. formIdSearch.onchange();
  1106. editBox.show();
  1107. }
  1108. return monOuterDom;
  1109. }
  1110. //产生队伍目标类型
  1111. function createTeamFlags(target)
  1112. {
  1113. const ul = document.createElement("ul");
  1114. ul.className = "team-flags";
  1115. for (let i = 0; i<6; i++) {
  1116. const li = ul.appendChild(document.createElement("li"));
  1117. li.className = "team-member-icon";
  1118. }
  1119. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1120. let _target = [];
  1121. if (Number.isInteger(target)) {
  1122. _target = Bin.unflags(target).map(n=>targetTypes[n]);
  1123. }
  1124. else if (Array.isArray(target)) {
  1125. if (target.every(item=>Number.isInteger(item))) {
  1126. _target = target.map(n=>targetTypes[n]);
  1127. }
  1128. else if (target.every(item=>typeof(item) === 'string')) {
  1129. _target = target;
  1130. }
  1131. }
  1132. _target.forEach(tar=>ul.classList.add(tar));
  1133. return ul;
  1134. }
  1135. function showSearchBySeriesId(sId, sType) {
  1136. switch (sType) {
  1137. case "collab": {//合作
  1138. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1139. showSearch(Cards.filter(card => card.collabId == sId));
  1140. break;
  1141. }
  1142. case "gacha": {//桶,是数组
  1143. if (!sId.every(id=>Number.isInteger(id))) sId = sId,map(id=>parseInt(id, 10));
  1144. showSearch(sId.flatMap(gachaId=>Cards.filter(card => card.gachaIds.includes(gachaId))));
  1145. break;
  1146. }
  1147. case "series":
  1148. default: { //系列
  1149. if (!Number.isInteger(sId)) sId = parseInt(sId, 10);
  1150. showSearch(Cards.filter(card => card.seriesId == sId));
  1151. break;
  1152. }
  1153. }
  1154. }
  1155. //创建序号类图标
  1156. function createIndexedIcon(type, index) {
  1157. if (type == 'card') {//卡片头像
  1158. const avatar = cardN(index);
  1159. avatar.contentEditable = false;
  1160. //avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  1161. return avatar;
  1162. }
  1163. const icon = document.createElement("icon");
  1164. icon.setAttribute("contenteditable", false);
  1165. //icon.contentEditable = false;
  1166. switch(type) {
  1167. case 'awoken': { //觉醒
  1168. icon.className = "awoken-icon";
  1169. icon.setAttribute("data-awoken-icon", index);
  1170. break;
  1171. }
  1172. case 'type': { //类型
  1173. icon.className = "type-icon";
  1174. icon.setAttribute("data-type-icon", index);
  1175. break;
  1176. }
  1177. case 'orb': { //宝珠
  1178. icon.className = "orb";
  1179. icon.setAttribute("data-orb-icon", index);
  1180. break;
  1181. }
  1182. case 'latent': { //潜觉
  1183. icon.className = `latent-icon`;
  1184. icon.setAttribute("data-latent-icon", index);
  1185. icon.setAttribute("data-latent-hole", 1);
  1186. break;
  1187. }
  1188. }
  1189. return icon;
  1190. }
  1191. //将怪物的文字介绍解析为HTML
  1192. function descriptionToHTML(str)
  1193. {
  1194. function formatParse(reg, subMatchCount, transFunc) {
  1195. //const subMatchCount = transFunc.length;
  1196. return function(item){
  1197. if (typeof item == "string") {
  1198. const subArr = item.split(new RegExp(reg));
  1199. const newArr = [];
  1200. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  1201. newArr.push(subArr[i]);
  1202. if (subArr[i+subMatchCount] !== undefined) {
  1203. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  1204. }
  1205. }
  1206. return newArr;
  1207. } else {
  1208. return item;
  1209. }
  1210. };
  1211. }
  1212. let nodeArr = [str];
  1213. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  1214. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  1215. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  1216. function fontcolorTrans(color, content){
  1217. const sp = document.createElement("span");
  1218. sp.appendChild(descriptionToHTML(content))
  1219. if (/^[a-fA-F0-9]+$/g.test(color)) {
  1220. sp.style.color = `#${color}`;
  1221. } else if (/qs/i.test(color)) {
  1222. sp.style.color = `blue`;
  1223. } else {
  1224. sp.style.color = color;
  1225. }
  1226. return sp;
  1227. }
  1228. function iconTrans(type, id){
  1229. id = parseInt(id,10);
  1230. type = type.toLowerCase();
  1231. switch(type) {
  1232. case 'card':case 'm': { //卡片头像
  1233. return createIndexedIcon('card', id);
  1234. }
  1235. case 'awoken':case 'a': { //觉醒
  1236. return createIndexedIcon('awoken', id);
  1237. }
  1238. case 'type':case 't': { //类型
  1239. return createIndexedIcon('type', id);
  1240. }
  1241. case 'orb':case 'o': { //宝珠
  1242. return createIndexedIcon('orb', id);
  1243. }
  1244. case 'latent':case 'l': { //潜觉
  1245. return createIndexedIcon('latent', id);
  1246. }
  1247. default: {
  1248. return `{${type}.${id}}`;
  1249. }
  1250. }
  1251. }
  1252. return nodeArr.nodeJoin();
  1253. }
  1254. //默认的技能解释的显示行为
  1255. function parseSkillDescription(skill) {
  1256. return descriptionToHTML(skill?.description);
  1257. }
  1258. //判断是否是转生和超转生
  1259. function isReincarnated(card) {
  1260. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1261. }
  1262. //计算队伍中有多少血量
  1263. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1264. let memberArr = team[0], assistArr = team[1];
  1265. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1266. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1267. const mHpArr = [];
  1268. for (let idx = 0; idx < memberArr.length ; idx++) {
  1269. let tMember = new MemberTeam(),
  1270. tAssist = new MemberAssist();
  1271. tMember.loadFromMember(memberArr[idx]);
  1272. tAssist.loadFromMember(assistArr[idx]);
  1273. if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
  1274. tAssist.awoken = 0;
  1275. }
  1276. const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
  1277. const hp = ability?.[0] ?? 0;
  1278. if (!hp) continue;
  1279. const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
  1280. * memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
  1281. //演示用代码
  1282. //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);
  1283. mHpArr.push(mulHP);
  1284. }
  1285. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1286. function memberHpMul(member, assist, ls, memberArr, solo) {
  1287. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1288. function hpMul(parm, scale) {
  1289. if (scale == undefined || scale == 0) return 1;
  1290. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1291. return scale / 100;
  1292. }
  1293. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1294. return scale / 100;
  1295. }
  1296. return 1;
  1297. }
  1298. const sk = ls?.params;
  1299. let scale = 1;
  1300. switch (ls?.type) {
  1301. case 23:
  1302. case 30:
  1303. case 62:
  1304. case 77:
  1305. case 63:
  1306. case 65:
  1307. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1308. break;
  1309. case 29:
  1310. case 114:
  1311. case 45:
  1312. case 111:
  1313. case 46:
  1314. case 48:
  1315. case 67:
  1316. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1317. break;
  1318. case 73:
  1319. case 76:
  1320. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1321. break;
  1322. case 106:
  1323. case 107:
  1324. case 108:
  1325. scale = sk[0] / 100;
  1326. break;
  1327. case 121:
  1328. case 129:
  1329. case 163:
  1330. case 177:
  1331. case 186:
  1332. scale = hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1333. break;
  1334. case 125: //队伍中必须有指定队员
  1335. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1336. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1337. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1338. break;
  1339. case 136:
  1340. scale = hpMul({ attrs: Bin.unflags(sk[0]) }, sk[1]);
  1341. if (sk[4]) scale *= hpMul({ attrs: Bin.unflags(sk[4]) }, sk[5]);
  1342. break;
  1343. case 137:
  1344. scale = hpMul({ types: Bin.unflags(sk[0]) }, sk[1]);
  1345. if (sk[4]) scale *= hpMul({ types: Bin.unflags(sk[4]) }, sk[5]);
  1346. break;
  1347. case 155:
  1348. scale = solo ? 1 : hpMul({ attrs: Bin.unflags(sk[0]), types: Bin.unflags(sk[1]) }, sk[2]);
  1349. break;
  1350. case 158:
  1351. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[4]);
  1352. break;
  1353. case 175: //队伍组成全为合作,不包括双方队长
  1354. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1355. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1356. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1357. break;
  1358. case 178:
  1359. case 185:
  1360. scale = hpMul({ attrs: Bin.unflags(sk[1]), types: Bin.unflags(sk[2]) }, sk[3]);
  1361. break;
  1362. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1363. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1364. switch (sk[0]) {
  1365. case 0: //全是像素进化
  1366. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1367. break;
  1368. case 2: //全是转生、超转生(8格潜觉)
  1369. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1370. break;
  1371. }
  1372. break;
  1373. }
  1374. case 217:{ //限定队伍星级,不包括好友队长
  1375. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1376. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1377. return pre + (memberCard?.rarity || 1);
  1378. }, 0);
  1379. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1380. break;
  1381. }
  1382. case 229:{ //队员中存在每个属性或Type都算一次
  1383. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1384. let correAttrs = Bin.unflags(sk[0]), correTypes = Bin.unflags(sk[1]); //符合的属性/类型
  1385. //符合的次数
  1386. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1387. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1388. scale = sk[2] * correTimes / 100 + 1;
  1389. 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);
  1390. break;
  1391. }
  1392. 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
  1393. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1394. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1395. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1396. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1397. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1398. ) {
  1399. scale = sk[3] / 100;
  1400. }
  1401. break;
  1402. }
  1403. case 138: //调用其他队长技
  1404. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1405. break;
  1406. default:
  1407. }
  1408. return scale || 1;
  1409. }
  1410. return mHpArr;
  1411. }
  1412. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1413. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1414. //之前用的Map,现在为了性能改成数组
  1415. const attrsCount = [];
  1416. const typesCount = [];
  1417. for (let idx = 0; idx < memberArr.length; idx++) {
  1418. const member = memberArr[idx], assist = assistArr[idx];
  1419. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1420. if (memberAttrsTypes) {
  1421. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1422. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1423. }
  1424. }
  1425. return {attrs: attrsCount, types: typesCount};
  1426. }
  1427. //返回卡片的队长技能
  1428. function getCardLeaderSkills(card, skillTypes) {
  1429. if (!card) return [];
  1430. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1431. }
  1432. //返回卡片的主动技能
  1433. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1434. if (!card) return [];
  1435. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1436. }
  1437. //查找到真正起作用的那一个技能
  1438. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1439. if (!skill) return [];
  1440. if (skillTypes.includes(skill.type))
  1441. {
  1442. return [skill];
  1443. }
  1444. else if (skill.type == 116 || //多个主动技
  1445. (searchRandom && skill.type == 118) || //随机主动技
  1446. skill.type == 138 || //多个队长技
  1447. skill.type == 232 || //进化技能不循环
  1448. skill.type == 233 || //进化技能循环
  1449. skill.type == 248 //延迟生效技能
  1450. ){
  1451. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1452. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1453. //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
  1454. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1455. return subSkills;
  1456. }
  1457. else
  1458. {
  1459. return [];
  1460. }
  1461. }
  1462. //返回变身宠的初级
  1463. function henshinBase(cardid, firstId)
  1464. {
  1465. let member;
  1466. if (cardid instanceof Member) {
  1467. member = cardid;
  1468. cardid = member.id;
  1469. }
  1470. if (firstId == undefined) firstId = cardid;
  1471. let card = Cards[cardid];
  1472. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1473. && (member?.level ?? 1) <= card.maxLevel
  1474. )
  1475. {
  1476. card = henshinBase(card.henshinFrom[0], firstId);
  1477. }
  1478. return card;
  1479. }
  1480. //计算卡片队长技+C
  1481. function getSkillAddCombo(card) {
  1482. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1483. const skills = getCardLeaderSkills(card, searchTypeArray);
  1484. return skills.map(skill=>{
  1485. switch (skill.type) {
  1486. case 192:
  1487. case 194:
  1488. return skill.params[3] ?? 0;
  1489. case 206:
  1490. return skill.params[6] ?? 0;
  1491. case 209:
  1492. return skill.params[0] ?? 0;
  1493. case 210:
  1494. case 219:
  1495. return skill.params[2] ?? 0;
  1496. case 220:
  1497. return skill.params[1] ?? 0;
  1498. case 235:
  1499. return skill.params[5] ?? 0;
  1500. default:
  1501. return 0;
  1502. }
  1503. }).reduce((p,v)=>p+v, 0);
  1504. }
  1505. //计算卡片队长技追打
  1506. function getSkillFixedDamage(card) {
  1507. const searchTypeArray = [199, 200, 201, 223, 235];
  1508. const skills = getCardLeaderSkills(card, searchTypeArray);
  1509. return skills.map(skill=>{
  1510. switch (skill.type) {
  1511. case 199:
  1512. case 200:
  1513. return skill.params[2] ?? 0;
  1514. case 201:
  1515. return skill.params[5] ?? 0;
  1516. case 223:
  1517. return skill.params[1] ?? 0;
  1518. case 235:
  1519. return skill.params[6] ?? 0;
  1520. default:
  1521. return 0;
  1522. }
  1523. }).reduce((p,v)=>p+v, 0);
  1524. }
  1525. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1526. let effect = {
  1527. board76: false,
  1528. noSkyfall: false,
  1529. poisonNoEffect: false,
  1530. resolve: false,
  1531. addCombo: [0,0],
  1532. inflicts: [0,0],
  1533. };
  1534. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1535. { //计算队伍是否为76
  1536. const searchTypeArray = [162, 186];
  1537. effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1538. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1539. }
  1540. { //计算队伍是否为无天降
  1541. const searchTypeArray = [163, 177];
  1542. effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1543. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1544. }
  1545. { //计算队伍是否为毒无效
  1546. const searchTypeArray = [197];
  1547. effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1548. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1549. }
  1550. { //计算队伍是否有根性
  1551. const searchTypeArray = [14];
  1552. effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
  1553. Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
  1554. }
  1555. { //计算队伍的+C
  1556. effect.addCombo[0] = getSkillAddCombo(card1);
  1557. effect.addCombo[1] = getSkillAddCombo(card2);
  1558. }
  1559. { //计算队伍的追打
  1560. effect.inflicts[0] = getSkillFixedDamage(card1);
  1561. effect.inflicts[1] = getSkillFixedDamage(card2);
  1562. }
  1563. return effect;
  1564. }
  1565. //计算队伍SB
  1566. function countTeamSB(team, solo) {
  1567. let sbn = 0;
  1568. const [members, assists, badge] = team;
  1569. for (let mi = 0; mi < members.length; mi++) {
  1570. const member = members[mi];
  1571. const assist = assists[mi];
  1572. if (member.id < 0) continue;
  1573. const memberCard = henshinBase(member);
  1574. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1575. //单人、3人时,大于等于100级且297时增加超觉醒
  1576. if ((solo || teamsCount === 3) && member.sawoken > 0 &&
  1577. (member.level >= 100 && member.plus.every(p=>p>=99) ||
  1578. member.sawoken === memberCard.syncAwakening)
  1579. ) {
  1580. enableAwoken.push(member.sawoken);
  1581. }
  1582. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1583. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1584. }
  1585. //大SB 56,小SB 21
  1586. sbn += enableAwoken.filter(n=>n===21).length;
  1587. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1588. //负sb 105
  1589. sbn -= enableAwoken.filter(n=>n===105).length;
  1590. //心L 59,心L大SB潜觉 47
  1591. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1592. }
  1593. if (solo || teamsCount === 3) {
  1594. switch (badge) {
  1595. case 7: //SB
  1596. sbn += 2;
  1597. break;
  1598. case 23: //SB++ 辅助无效 +20
  1599. sbn += 20;
  1600. break;
  1601. }
  1602. }
  1603. return sbn;
  1604. }
  1605. //判断两个角色是否是同一进化链
  1606. function isSameEvoTree(mon1, mon2) {
  1607. if (mon1.id <= 0 || mon2.id <= 0) return false;
  1608. //返回一个角色的根ID
  1609. function returnRootId(mid, henshin = true)
  1610. {
  1611. let rootid = Cards[mid].evoRootId;
  1612. const m = Cards[rootid];
  1613. if (henshin && Array.isArray(m.henshinFrom) && m.henshinFrom[0] < m.id)
  1614. { //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
  1615. rootid = returnRootId(m.henshinFrom[0]);
  1616. }
  1617. return rootid;
  1618. }
  1619. const mon1RootId = returnRootId(mon1.id, mon1.level <= mon1.card.maxLevel);
  1620. const mon2RootId = returnRootId(mon2.id, mon2.level <= mon2.card.maxLevel);
  1621. return mon1RootId == mon2RootId;
  1622. }
  1623. //计算队伍操作时间
  1624. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1625. const [members, assists, badge] = team;
  1626. const searchTypeArray = [178, 15, 185];
  1627. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
  1628. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
  1629. const time1 = leaderSkillMoveTime(ls1);
  1630. const time2 = leaderSkillMoveTime(ls2);
  1631. function leaderSkillMoveTime(ls) {
  1632. const moveTime = { fixed: false, duration: 0 };
  1633. if (!ls) return moveTime;
  1634. const sk = ls.params;
  1635. switch (ls.type) {
  1636. case 178: //固定操作时间
  1637. moveTime.fixed = true;
  1638. moveTime.duration = sk[0];
  1639. break;
  1640. case 15:
  1641. case 185:
  1642. moveTime.duration += sk[0] / 100;
  1643. break;
  1644. default:
  1645. }
  1646. return moveTime;
  1647. }
  1648. let moveTime = {
  1649. fixed: false,
  1650. duration: {
  1651. default: currentDataSource.code === "ja" ? 6 : 5, // v21.7 +5变+6
  1652. leader: 0,
  1653. badge: 0,
  1654. awoken: 0,
  1655. }
  1656. }; //基础5秒
  1657. //固定操作时间的直接返回
  1658. if (time1.fixed || time2.fixed) {
  1659. moveTime.fixed = true;
  1660. moveTime.duration.leader = time1.fixed ?
  1661. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1662. time2.duration;
  1663. } else {
  1664. moveTime.duration.leader = time1.duration + time2.duration;
  1665. let _team = team.concat();
  1666. //1人、3人计算徽章
  1667. if (solo || teamsCount === 3) {
  1668. switch (badge) {
  1669. case 2: //小手指
  1670. moveTime.duration.badge = 3;
  1671. break;
  1672. case 21: //大手指
  1673. moveTime.duration.badge = 4;
  1674. break;
  1675. case PAD_PASS_BADGE: //月卡
  1676. moveTime.duration.badge = 4;
  1677. break;
  1678. case 22: case 23: //状态异常耐性&SB++ 辅助无效
  1679. moveTime.duration.badge = 3;
  1680. break;
  1681. }
  1682. } else if (teamsCount === 2) //2人协力时的特殊处理
  1683. {
  1684. const teams = formation.teams;
  1685. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1686. const [members2, assists2, badge2, swapId2] = team2;
  1687. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1688. _team = [
  1689. members.concat(),
  1690. assists.concat()
  1691. ];
  1692. //把队伍2的队长和武器添加到复制的队伍1里面
  1693. _team[0].push(members2[swapId2]);
  1694. _team[1].push(assists2[swapId2]);
  1695. }
  1696. //觉醒
  1697. const awokenMoveTime = [
  1698. { index: 19, value: 0.5 }, //小手指
  1699. { index: 53, value: 1 }, //大手指
  1700. ];
  1701. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1702. duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
  1703. //潜觉
  1704. const latentMoveTime = [
  1705. { index: 4, value: 0.05 }, //小手指潜觉
  1706. { index: 31, value: 0.12 }, //大手指潜觉
  1707. ];
  1708. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1709. duration + _team[0].reduce((count, member) =>
  1710. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1711. }
  1712. return moveTime;
  1713. }
  1714. //将盾减伤比例组叠加为一个减伤范围组
  1715. function getReduceRange(reduceScales)
  1716. {
  1717. class reduceRange{
  1718. constructor(obj)
  1719. {
  1720. this.min = 0;
  1721. this.max = 100;
  1722. this.scale = 0;
  1723. this.probability = 1;
  1724. if (typeof obj == "object") Object.assign(this, obj);
  1725. }
  1726. }
  1727. const ranges = [new reduceRange()];
  1728. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1729. function processingRanges(ranges, scale)
  1730. {
  1731. //先找scale.min在某个范围内的
  1732. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1733. //再找scale.max在某个范围内的
  1734. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1735. //先只拆分不乘比例
  1736. if (rgLessIdx >= 0)
  1737. {
  1738. const range = ranges[rgLessIdx];
  1739. ranges.splice(rgLessIdx, 1,
  1740. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1741. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1742. );
  1743. }
  1744. if (rgMoreIdx >= 0)
  1745. {
  1746. const range = ranges[rgMoreIdx];
  1747. ranges.splice(rgMoreIdx, 1,
  1748. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1749. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1750. );
  1751. }
  1752. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1753. needChangeScaleRanges.forEach(range=>{
  1754. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1755. range.probability *= scale.probability;
  1756. });
  1757. }
  1758. //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
  1759. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1760. reduceScales.forEach(scale=>{
  1761. if (scale.attrs == 0) //没有属性的
  1762. {
  1763. return;
  1764. }
  1765. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1766. {
  1767. const attrs = Bin.unflags(scale.attrs); //得到属性数组
  1768. attrs.forEach(n=>{
  1769. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1770. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1771. });
  1772. }
  1773. else
  1774. { //只处理第一数组
  1775. processingRanges(ranges, scale);
  1776. }
  1777. });
  1778. return attrsRanges;
  1779. }
  1780. //获取盾潜觉的减伤比例组
  1781. function getAttrShieldAwokenReduceScales(team) {
  1782. //5种盾潜觉
  1783. return [
  1784. {awoken:4,latent1:6,latent2:32},
  1785. {awoken:5,latent1:7,latent2:33},
  1786. {awoken:6,latent1:8,latent2:34},
  1787. {awoken:7,latent1:9,latent2:35},
  1788. {awoken:8,latent1:10,latent2:36},
  1789. ].map((shield, attrIdx)=>{
  1790. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1791. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1792. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1793. const reduce = {
  1794. scale: 0,
  1795. hp: {
  1796. max: 100,
  1797. min: 0
  1798. },
  1799. probability: 1,
  1800. attrs: 31, //5色是31
  1801. };
  1802. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1803. if (reduce.scale == 0) return false;
  1804. reduce.attrs = 1 << attrIdx;
  1805. return reduce;
  1806. }).filter(Boolean);
  1807. }
  1808. //获取盾减伤比例组
  1809. function getReduceScales(leaderid) {
  1810. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1811. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1812. function leaderReduceScale(ls) {
  1813. const reduce = {
  1814. scale: 0,
  1815. hp: {
  1816. max: 100,
  1817. min: 0
  1818. },
  1819. probability: 1,
  1820. attrs: 31, //5色是31
  1821. };
  1822. if (!ls) return reduce;
  1823. const sk = ls.params;
  1824. switch (ls.type) {
  1825. case 16: //无条件盾
  1826. reduce.scale = sk[0] / 100;
  1827. break;
  1828. case 17: //单属性盾
  1829. reduce.scale = sk[1] / 100;
  1830. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1831. break;
  1832. case 36: //2个属性盾
  1833. reduce.scale = sk[2] / 100;
  1834. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1835. break;
  1836. case 38: //血线下 + 可能几率
  1837. case 43: //血线上 + 可能几率
  1838. reduce.scale = (sk[2] || 0) / 100;
  1839. reduce.probability = sk[1] / 100;
  1840. if (sk[0] == 100)
  1841. {
  1842. reduce.hp.max = sk[0];
  1843. reduce.hp.min = 99;
  1844. }else
  1845. {
  1846. if(ls.type == 38)
  1847. {
  1848. reduce.hp.max = sk[0];
  1849. reduce.hp.min = 0;
  1850. }else
  1851. {
  1852. reduce.hp.max = 100;
  1853. reduce.hp.min = sk[0];
  1854. }
  1855. }
  1856. break;
  1857. case 129: //无条件盾,属性个数不固定
  1858. case 163: //无条件盾,属性个数不固定
  1859. case 130: //血线下 + 属性个数不固定
  1860. case 131: //血线上 + 属性个数不固定
  1861. reduce.scale = (sk[6] || 0) / 100;
  1862. reduce.attrs = 0 | sk[5];
  1863. if (ls.type == 130 || ls.type == 131)
  1864. {
  1865. if (sk[0] == 100)
  1866. {
  1867. reduce.hp.max = sk[0];
  1868. reduce.hp.min = 99;
  1869. }else
  1870. {
  1871. if(ls.type == 130)
  1872. {
  1873. reduce.hp.max = sk[0];
  1874. reduce.hp.min = 0;
  1875. }else
  1876. {
  1877. reduce.hp.max = 100;
  1878. reduce.hp.min = sk[0];
  1879. }
  1880. }
  1881. }
  1882. break;
  1883. case 178: //无条件盾,属性个数不固定
  1884. reduce.scale = (sk[7] || 0) / 100;
  1885. reduce.attrs = 0 | sk[6];
  1886. break;
  1887. case 151: //十字心触发
  1888. case 169: //C触发
  1889. case 198: //回血触发
  1890. reduce.scale = (sk[2] || 0) / 100;
  1891. break;
  1892. case 170: //多色触发
  1893. case 182: //长串触发
  1894. case 193: //L触发
  1895. reduce.scale = (sk[3] || 0) / 100;
  1896. break;
  1897. case 171: //多串触发
  1898. reduce.scale = (sk[6] || 0) / 100;
  1899. break;
  1900. case 183: //又是个有两段血线的队长技
  1901. reduce.scale = (sk[4] || 0) / 100;
  1902. if (sk[2] == 100)
  1903. {
  1904. reduce.hp.max = sk[2];
  1905. reduce.hp.min = 99;
  1906. }else
  1907. {
  1908. reduce.hp.max = 100;
  1909. reduce.hp.min = sk[2];
  1910. }
  1911. break;
  1912. case 210: //十字触发
  1913. reduce.scale = (sk[1] || 0) / 100;
  1914. break;
  1915. case 235: { //可多次触发
  1916. reduce.scale = (sk[4] || 0) / 100;
  1917. break;
  1918. }
  1919. default:
  1920. }
  1921. return reduce;
  1922. }
  1923. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1924. }
  1925. function cardFixId(id, reverse = false) {
  1926. if (id === 0xFFFF) return id;
  1927. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1928. }