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universal_function.js 16 kB

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  1. //仿GM_xmlhttpRequest函数v1.3
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function() //设置回调函数
  8. {
  9. if (xhr.readyState === xhr.DONE) { //请求完成时
  10. if (xhr.status === 200 && GM_param.onload) //正确加载时
  11. {
  12. GM_param.onload(xhr);
  13. }
  14. if (xhr.status !== 200 && GM_param.onerror) //发生错误时
  15. {
  16. GM_param.onerror(xhr);
  17. }
  18. }
  19. };
  20. //添加header
  21. for (let header in GM_param.headers) {
  22. xhr.setRequestHeader(header, GM_param.headers[header]);
  23. }
  24. //发送数据
  25. xhr.send(GM_param.data ? GM_param.data : null);
  26. };
  27. //仿GM_getValue函数v1.0
  28. const GM_getValue = function(name, type){
  29. let value = localStorage.getItem(name);
  30. if (value == undefined) return value;
  31. if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean")
  32. {
  33. if (/^true$/i.test(value))
  34. return true;
  35. else if (/^false$/i.test(value))
  36. return false;
  37. else
  38. return Boolean(value);
  39. }
  40. else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number")
  41. return Number(value);
  42. else
  43. return value;
  44. }
  45. //仿GM_setValue函数v1.0
  46. const GM_setValue = function(name, value){
  47. localStorage.setItem(name, value);
  48. }
  49. //仿GM_deleteValue函数v1.0
  50. const GM_deleteValue = function(name){
  51. localStorage.removeItem(name);
  52. }
  53. //仿GM_listValues函数v1.0
  54. const GM_listValues = function(){
  55. var keys = [];
  56. for (let ki=0, kilen=localStorage.length; ki<kilen; ki++)
  57. {
  58. keys.push(localStorage.key(ki));
  59. }
  60. return keys;
  61. }
  62. //数字补前导0
  63. function PrefixInteger(num, length)
  64. {
  65. return (Array(length).join('0') + num).slice(-length);
  66. }
  67. //获取URL参数
  68. function getQueryString(name,url) {
  69. if (!!(window.URL && window.URLSearchParams))
  70. { //浏览器原生支持的API
  71. const urlObj = new URL(url || document.location);
  72. return urlObj.searchParams.get(name);
  73. }else
  74. {
  75. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  76. const searchStr = url || location.search.substr(1);
  77. const r = searchStr.match(reg);
  78. if (r != null)
  79. {
  80. return decodeURIComponent(r[1]);
  81. }else
  82. {
  83. return null;
  84. }
  85. }
  86. }
  87. //数组去重
  88. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  89. * 实现思路:获取没重复的最右一值放入新数组。
  90. * (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)*/
  91. function uniq(array){
  92. let temp = [];
  93. const l = array.length;
  94. for(let i = 0; i < l; i++) {
  95. for(let j = i + 1; j < l; j++){
  96. if (array[i] === array[j]){
  97. i++;
  98. j = i;
  99. }
  100. }
  101. temp.push(array[i]);
  102. }
  103. return temp;
  104. }
  105. //计算用了多少潜觉格子
  106. function usedHole(latent)
  107. {
  108. return latent.reduce(function(previous,current){
  109. return previous + (current>= 12?2:1); //12号以后都是2格的潜觉
  110. },0);
  111. }
  112. //计算所有队伍中有多少个该觉醒
  113. function awokenCountInFormation(formationTeams,awokenIndex,solo)
  114. {
  115. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  116. return previous + awokenCountInTeam(team,awokenIndex,solo);
  117. },0);
  118. return formationAwokenCount;
  119. }
  120. //计算单个队伍中有多少个该觉醒
  121. function awokenCountInTeam(team,awokenIndex,solo)
  122. {
  123. const memberArray = team[0];
  124. const assistArray = team[1];
  125. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  126. if (mon.id<=0)
  127. { //如果是delay和null
  128. return previous;
  129. }
  130. const card = Cards[mon.id];
  131. if (!card || !card.enabled)
  132. { //如果卡片未启用
  133. return previous;
  134. }
  135. const assist = assistArray[idx];
  136. const assistCard = Cards[assist.id];
  137. //启用的觉醒数组片段
  138. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  139. if (solo) //单人增加超觉醒
  140. {
  141. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  142. }
  143. if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
  144. { //如果卡片未启用
  145. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  146. }
  147. //相同的觉醒数
  148. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  149. return previous + hasAwoken;
  150. },0);
  151. return teamAwokenCount;
  152. }
  153. //返回可用的怪物名称
  154. function returnMonsterNameArr(card, lsList, defaultCode)
  155. {
  156. let monNameArr = lsList.map(function(lc){ //取出每种语言
  157. if (lc == defaultCode)
  158. {return card.name;}
  159. else if(card.otLangName)
  160. {return card.otLangName[lc];}
  161. }).filter(function(ln){ //去掉空值和问号
  162. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  163. });
  164. if (monNameArr.length < 1) //如果本来的列表里没有名字
  165. {
  166. monNameArr.push(card.name); //只添加默认名字
  167. }
  168. return monNameArr;
  169. }
  170. //Code From pad-rikuu
  171. function valueAt(level, maxLevel, curve) {
  172. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  173. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  174. }
  175. //Code From pad-rikuu
  176. function curve(c, level, maxLevel, limitBreakIncr) {
  177. let value = valueAt(level, maxLevel, {
  178. min: c.min,
  179. max: c.max || (c.min * maxLevel),
  180. scale: c.scale || 1
  181. });
  182. if (level > maxLevel) {
  183. const exceed = level - maxLevel;
  184. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  185. }
  186. return value;
  187. }
  188. //计算怪物的经验值
  189. function calculateExp(member)
  190. {
  191. if (!member) return null;
  192. const memberCard = Cards[member.id];
  193. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  194. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  195. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  196. return [Math.round(v99Exp),v110Exp];
  197. }
  198. //计算怪物的能力
  199. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  200. function calculateAbility(member = null, assist = null, solo = true)
  201. {
  202. if (!member) return null;
  203. /*
  204. const monid = member.id || 0;
  205. const level = member.level || 1;
  206. const plus = member.plus || [0,0,0];
  207. const awoken = member.awoken || 0;
  208. const latent = member.latent || [];
  209. const sawoken = member.sawoken;
  210. const weaponId = assist ? assist.id : null;
  211. const weaponAwoken = assist ? assist.awoken : null;
  212. const card = Cards[monid]; //怪物数据
  213. */
  214. const memberCard = Cards[member.id];
  215. const assistCard = assist ? Cards[assist.id] : null;
  216. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  217. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  218. const plusAdd = [10,5,3]; //加值的增加值
  219. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  220. [{index:1,value:500},{index:65,value:-5000}], //HP
  221. [{index:2,value:100},{index:66,value:-1000}], //ATK
  222. [{index:3,value:200},{index:67,value:-2000}] //RCV
  223. ];
  224. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  225. [], //HP
  226. [], //ATK
  227. [] //RCV
  228. ];
  229. if (!solo)
  230. { //协力时计算协力觉醒
  231. awokenScale.forEach(ab=>{
  232. ab.push({index:30,scale:1.5});
  233. });
  234. }
  235. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  236. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  237. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  238. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  239. ];
  240. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  241. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  242. let abilitys = memberCurves.map((ab, idx)=>{
  243. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  244. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  245. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  246. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  247. //单人时增加超觉醒
  248. if (solo && member.sawoken>=0)
  249. {
  250. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  251. }
  252. //如果有武器还要计算武器的觉醒
  253. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  254. {
  255. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  256. if (assistAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
  257. {
  258. awokenList = awokenList.concat(assistAwokenList);
  259. }
  260. if (memberCard.attrs[0] === assistCard.attrs[0])
  261. {
  262. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  263. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  264. }
  265. }
  266. //觉醒增加的数值
  267. const n_awoken = awokenList.length>0 ?
  268. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  269. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
  270. if (awokenCount>0)
  271. return previous + aw.value * awokenCount;
  272. else
  273. return previous;
  274. },0)) :
  275. 0;
  276. //潜觉增加的倍率
  277. const n_latent = (member.latent && member.latent.length>0) ?
  278. Math.round(latentScale[idx].reduce(function(previous,la){
  279. const latentCount = member.latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  280. 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
  281. },0)) :
  282. 0;
  283. //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);
  284. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  285. //协力觉醒的倍率
  286. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  287. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
  288. if (awokenCount>0)
  289. {
  290. return previous * Math.pow(aw.scale,awokenCount);
  291. }
  292. else
  293. {
  294. return previous;
  295. }
  296. },reValue));
  297. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  298. return reValue;
  299. });
  300. return abilitys;
  301. }
  302. //搜索卡片用
  303. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk,incSawoken)
  304. {
  305. let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  306. //属性
  307. if (attr1 != null && attr1 === attr2)
  308. { //当两个颜色相同时,主副一样颜色的只需判断一次
  309. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  310. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  311. {
  312. if (attr1 != null)
  313. {
  314. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  315. }
  316. if (attr2 != null)
  317. {
  318. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  319. }
  320. }else //不限定顺序时
  321. {
  322. if (attr1 != null)
  323. {
  324. cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr1)>=0);
  325. }
  326. if (attr2 != null)
  327. {
  328. cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr2)>=0);
  329. }
  330. }
  331. //类型
  332. if (types.length>0)
  333. {
  334. cardsRange = cardsRange.filter(c=>types.some(t=>c.types.indexOf(t)>=0));
  335. }
  336. //觉醒
  337. //等效觉醒时,事先去除大觉醒
  338. if (equalAk)
  339. {
  340. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  341. bigEqualAwokens.forEach(bak=>{
  342. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  343. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  344. if (!smallEqualAwoken)
  345. {
  346. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  347. awokens.push(smallEqualAwoken);
  348. }
  349. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  350. });
  351. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  352. }
  353. if (awokens.length>0)
  354. {
  355. cardsRange = cardsRange.filter(card => {
  356. let cardAwakeningsArray = [];
  357. if (incSawoken && card.superAwakenings.length > 0)
  358. { //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
  359. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  360. }else
  361. { //单个原始觉醒数组
  362. cardAwakeningsArray.push(card.awakenings);
  363. }
  364. return cardAwakeningsArray.some(cardAwakening=>{ //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  365. return awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  366. if (equalAk) //如果开启等效觉醒
  367. {
  368. //搜索等效觉醒
  369. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  370. if (equivalentAwoken)
  371. {
  372. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  373. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  374. return totalNum >= ak.num;
  375. }
  376. }
  377. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  378. });
  379. });
  380. });
  381. }
  382. //超觉醒
  383. if (sawokens.length>0 && !incSawoken)
  384. {
  385. cardsRange = cardsRange.filter(card=>{return sawokens.some(sak=>{
  386. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  387. return card.superAwakenings.indexOf(sak)>=0 ||
  388. equalAk && equivalentAwoken && card.superAwakenings.indexOf(equivalentAwoken.big)>=0; //如果开启等效觉醒
  389. });});
  390. }
  391. return cardsRange;
  392. }
  393. //产生一个怪物头像
  394. function createCardA()
  395. {
  396. const cdom = document.createElement("a");
  397. cdom.class = "monster";
  398. cdom.target = "_blank";
  399. const property = cdom.appendChild(document.createElement("div"));
  400. property.className = "property";
  401. const subproperty = cdom.appendChild(document.createElement("div"));
  402. subproperty.className = "subproperty";
  403. const cid = cdom.appendChild(document.createElement("div"));
  404. cid.className = "id";
  405. return cdom;
  406. }
  407. //将怪物的文字介绍解析为HTML
  408. function descriptionToHTML(str)
  409. {
  410. str = str.replace(/\n/ig,"<br>"); //换行
  411. str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  412. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  413. return str;
  414. }
  415. //返回怪物名
  416. function cardN(id){
  417. let card = Cards[id || 0];
  418. if (!card)
  419. {
  420. return "没有该宠物 " + id;
  421. }else
  422. {
  423. const monOuterDom = document.createElement("span");
  424. monOuterDom.className = "detail-mon";
  425. const monDom = createCardA(id);
  426. monOuterDom.appendChild(monDom);
  427. changeid({id:id},monDom);
  428. return monOuterDom.outerHTML;
  429. }
  430. }
  431. //默认的技能解释的显示行为
  432. function parseSkillDescription(skill)
  433. {
  434. return descriptionToHTML(skill.description);
  435. }
  436. //大数字缩短长度,默认返回本地定义字符串
  437. function parseBigNumber(number)
  438. {
  439. /* //千位分隔符
  440. const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分
  441. return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){
  442. return $1+",";
  443. });
  444. })
  445. */
  446. return number.toLocaleString();
  447. }

智龙迷城队伍图制作工具