1770 lines
58 KiB
JavaScript
1770 lines
58 KiB
JavaScript
//仿GM_xmlhttpRequest函数v1.5
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const GM_xmlhttpRequest = function(GM_param) {
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const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
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xhr.open(GM_param.method, GM_param.url, true);
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if (GM_param.responseType) xhr.responseType = GM_param.responseType;
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if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
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xhr.onreadystatechange = function(e) //设置回调函数
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{
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const _xhr = e.target;
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if (_xhr.readyState === _xhr.DONE) { //请求完成时
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console.debug("http状态码:", _xhr.status);
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if ((_xhr.status === 200 || _xhr.status === 0) && GM_param.onload) //正确加载时
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{
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GM_param.onload(_xhr);
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} else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
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{
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GM_param.onerror(_xhr);
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}
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}
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};
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if (GM_param.onprogress)
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xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
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//添加header
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for (let header in GM_param.headers) {
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xhr.setRequestHeader(header, GM_param.headers[header]);
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}
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//发送数据
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xhr.send(GM_param.data ? GM_param.data : null);
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};
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//获取URL参数
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function getQueryString(name, url) {
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const urlObj = new URL(url || document.location);
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if (!Array.isArray(name)) name = [name];
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let n_e = name.entries(), n;
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let value;
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do
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{
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n = n_e.next();
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if (!n.done)
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{
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value = urlObj.searchParams.get(n.value[1]);
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}
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}while(!n.done && value == undefined)
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return value;
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}
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function localStorage_getBoolean(name, defaultValue = false){
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let value = localStorage.getItem(name);
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if (value === "true") return true;
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else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
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}
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// 将字符串转为二进制字符串
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String.prototype.toUTF8Blob = function() {
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return new Blob([this.valueOf()], {
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type: 'text/plain'
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});
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}
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Blob.prototype.toBase64 = function() {
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return new Promise((resolve, reject) => {
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const fileReader = new FileReader();
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fileReader.onload = (event) => {
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resolve(event.target?.result);
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};
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// readAsDataURL
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fileReader.readAsDataURL(this.valueOf());
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fileReader.onerror = () => {
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reject(new Error('blobToBase64 error'));
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};
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});
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}
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const Base64 = {
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strToBase64: function(str) {
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const encoder = new TextEncoder()
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const view = encoder.encode(str);
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const base64 = Base64.encodeFromUint8Array(view);
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return base64;
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},
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base64ToStr: function(base64) {
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const decoder = new TextDecoder()
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const view = Base64.decodeToUint8Array(base64);
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const str = decoder.decode(view);
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return str;
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},
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//Base64还原成Uint8Array
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decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
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function b64ToUint6(nChr) {
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return nChr > 64 && nChr < 91
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? nChr - 65
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: nChr > 96 && nChr < 123
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? nChr - 71
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: nChr > 47 && nChr < 58
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? nChr + 4
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: nChr === 43
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? 62
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: nChr === 47
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? 63
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: 0;
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}
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const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
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const nInLen = sB64Enc.length;
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const nOutLen = nBlocksSize
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? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
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: (nInLen * 3 + 1) >> 2;
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const taBytes = new Uint8Array(nOutLen);
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let nMod3;
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let nMod4;
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let nUint24 = 0;
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let nOutIdx = 0;
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for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
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nMod4 = nInIdx & 3;
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nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
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if (nMod4 === 3 || nInLen - nInIdx === 1) {
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nMod3 = 0;
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while (nMod3 < 3 && nOutIdx < nOutLen) {
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taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
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nMod3++;
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nOutIdx++;
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}
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nUint24 = 0;
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}
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}
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return taBytes;
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},
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//Uint8Array编码成Base64
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encodeFromUint8Array: function base64EncArr(aBytes) {
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function uint6ToB64(nUint6) {
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return nUint6 < 26
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? nUint6 + 65
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: nUint6 < 52
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? nUint6 + 71
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: nUint6 < 62
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? nUint6 - 4
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: nUint6 === 62
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? 43
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: nUint6 === 63
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? 47
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: 65;
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}
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let nMod3 = 2;
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let sB64Enc = "";
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const nLen = aBytes.length;
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let nUint24 = 0;
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for (let nIdx = 0; nIdx < nLen; nIdx++) {
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nMod3 = nIdx % 3;
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// To break your base64 into several 80-character lines, add:
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// if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
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// sB64Enc += "\r\n";
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// }
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nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
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if (nMod3 === 2 || aBytes.length - nIdx === 1) {
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sB64Enc += String.fromCodePoint(
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uint6ToB64((nUint24 >>> 18) & 63),
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uint6ToB64((nUint24 >>> 12) & 63),
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uint6ToB64((nUint24 >>> 6) & 63),
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uint6ToB64(nUint24 & 63)
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);
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nUint24 = 0;
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}
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}
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return (
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sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
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(nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
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);
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}
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}
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//Buffer转16进制字符串
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Uint8Array.prototype.toHex = function() {
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return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
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}
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//大数字缩短长度
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function BigNumberToStringLocalise(separators, splitDigits = 3 ) {
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return function(){
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if (splitDigits < 1) throw new Error('数字分割数量至少是1位');
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if (Number.isNaN(this)) return 0..bigNumberToString();
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if (this === Infinity || this === -Infinity) return this.toLocaleString();
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const grouping = 10 ** splitDigits;
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const numParts = [];
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let numTemp = Math.abs(this);
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do {
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numParts.push(numTemp % grouping);
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numTemp = Math.floor(numTemp / grouping);
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} while (numTemp > 0 && numParts.length < (separators.length - 1))
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if (numTemp > 0) {
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numParts.push(numTemp);
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}
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let numPartsStr = numParts.map((num, idx) => {
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if (num > 0) {
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return num + separators[idx];
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} else
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return '';
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});
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numPartsStr.reverse(); //反向
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let outStr = numPartsStr.join('');
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const negative = this < 0;
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return (negative ? "-" : "") + outStr;
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}
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}
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Number.prototype.bigNumberToString = BigNumberToStringLocalise(['', 'K ', 'M ', 'G ', 'T ', 'P ', 'E ', 'Z ', 'Y ', 'R ', 'Q '], 3);
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//最多保留N位小数,不留0
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Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
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{
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let newNumber = Number(this.toFixed(decimalDigits));
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return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
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}
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//Bitwise
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Number.prototype.notNeighbour = function() {
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const num = this.valueOf();
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return ~num & (num << 1 | num >> 1);
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}
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//数组删除自己尾部的空元素
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Array.prototype.deleteLatter = function(item = null) {
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let index = this.length - 1;
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for (; index >= 0; index--) {
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if (this[index] !== item) {
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break;
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}
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}
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this.splice(index + 1);
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return this;
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}
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//数组去重,改变自身
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Array.prototype.distinct = function() {
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const _set = new Set(this);
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this.length = 0;
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this.push(..._set);
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return this.valueOf();
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}
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//数组交换元素
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Array.prototype.switch = function(i1, i2) {
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if (Math.max(i1, i2) >= this.length) return false;
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let temp = this[i1];
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this[i1] = this[i2];
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this[i2] = temp;
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return true;
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}
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//数组随机排序
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Array.prototype.shuffle = function() {
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let length = this.length;
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while (length) {
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randomIndex = Math.floor(Math.random() * length--);
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this.switch(length, randomIndex);
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}
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return this;
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}
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Array.prototype.randomShift = function() {
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return this.splice(Math.random() * this.length, 1)?.[0];
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}
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//数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
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Array.prototype.groupBy = function(func) {
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const groups = this.reduce((pre,cur)=>{
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const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
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if (grp)
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grp.push(cur);
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else
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pre.push([cur]);
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return pre;
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}, []);
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return groups;
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}
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//将内容添加到代码片段
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DocumentFragment.prototype.ap = function(...args)
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{
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args.forEach(arg=>{
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if (Array.isArray(arg)) //数组,递归自身
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{
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arg.forEach(item=>this.ap(item));
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}
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else //其他内容的转换为文字添加
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{
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this.append(arg);
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}
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}, this);
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return this;
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}
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//将数组和分隔符添加到一个代码片段,类似join
|
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Array.prototype.nodeJoin = function(separator)
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{
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const frg = document.createDocumentFragment();
|
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this.forEach((item, idx, arr)=>{
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frg.ap(item);
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if (idx < (arr.length - 1) && separator !== undefined)
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frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
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});
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return frg;
|
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}
|
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|
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Math.randomInteger = function(max, min = 0) {
|
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return this.floor(this.random() * (max - min + 1) + min);
|
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}
|
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Math.isPowerOfTwo = function(n) {
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if (Number.isInteger(0) && n > 0)
|
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return (n & (n - 1)) === 0;
|
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else
|
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return false;
|
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}
|
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//将二进制flag转为数组
|
||
function flags(num) {
|
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const arr = [];
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for (let i = 0; i < 32; i++) {
|
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if (num & (1 << i)) {
|
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arr.push(i);
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}
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}
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return arr;
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}
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//将二进制flag转为数组
|
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function reflags(arr) {
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return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
|
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}
|
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|
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//带标签的模板字符串
|
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function tp(strings, ...keys) {
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return (function(...values) {
|
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let dict = values[values.length - 1] || {};
|
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let fragment = document.createDocumentFragment();
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fragment.append(strings[0]);
|
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keys.forEach(function(key, i, arr) {
|
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let value = Number.isInteger(key) ? values[key] : dict[key];
|
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if (value != undefined)
|
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{
|
||
try{
|
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fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
|
||
}catch(e)
|
||
{
|
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console.log("模板字符串错误: %o,", e, values, keys, value);
|
||
}
|
||
}
|
||
fragment.append(strings[i + 1]);
|
||
});
|
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return fragment;
|
||
});
|
||
}
|
||
|
||
//来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
|
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function deepMerge(obj1, obj2) {
|
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let key;
|
||
for (key in obj2) {
|
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// 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
|
||
// 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
|
||
obj1[key] =
|
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obj1[key] &&
|
||
obj1[key].toString() === "[object Object]" &&
|
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(obj2[key] && obj2[key].toString() === "[object Object]")
|
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? deepMerge(obj1[key], obj2[key])
|
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: (obj1[key] = obj2[key]);
|
||
}
|
||
return obj1;
|
||
}
|
||
//▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
|
||
const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
|
||
|
||
const pcmImportObj = {
|
||
env: {
|
||
abortStackOverflow: () => { throw new Error("overflow"); },
|
||
table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
|
||
tableBase: 0,
|
||
memory: pcmMemory,
|
||
memoryBase: 102400,
|
||
STACKTOP: 0,
|
||
STACK_MAX: pcmMemory.buffer.byteLength,
|
||
}
|
||
};
|
||
|
||
let pcmPlayer = null;
|
||
let adpcm_wasm = null;
|
||
|
||
async function decodeAudio(fileName, decodeCallback) {
|
||
if (pcmPlayer != null) {
|
||
pcmPlayer.close();
|
||
}
|
||
pcmPlayer = new PCMPlayer(1, 44100);
|
||
let request = await fetch(fileName);
|
||
let buffer = await request.arrayBuffer();
|
||
|
||
let audioData = new Uint8Array(buffer);
|
||
if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
|
||
console.debug('当前 WAV 为 普通 WAV');
|
||
const audioCtx = new AudioContext();
|
||
const decodedData = await audioCtx.decodeAudioData(buffer);
|
||
const source = new AudioBufferSourceNode(audioCtx);
|
||
source.buffer = decodedData;
|
||
source.connect(audioCtx.destination);
|
||
source.start(0);
|
||
} else { //audioData[16] == 0x14
|
||
console.debug('当前 WAV 为 PCM WAV');
|
||
let step = 160;
|
||
for (let i = 0; i < audioData.byteLength; i += step) {
|
||
let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
|
||
let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
|
||
pcmPlayer.feed(pcmFloat32Data);
|
||
}
|
||
}
|
||
}
|
||
|
||
fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
|
||
.then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
|
||
.then((wasm) => {
|
||
adpcm_wasm = wasm;
|
||
/*addButton("adpcm").onclick = function () {
|
||
let decoder = new Adpcm(wasm, pcmImportObj);
|
||
decoder.resetDecodeState(new Adpcm.State(0, 0));
|
||
decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
|
||
}*/
|
||
});
|
||
//▲ADPCM播放相关
|
||
|
||
// 加载 image
|
||
function loadImage(url) {
|
||
return new Promise(function(resolve, reject) {
|
||
var image = new Image();
|
||
|
||
image.src = url;
|
||
image.type = "svg"
|
||
image.crossOrigin = 'Anonymous';
|
||
image.onload = function() {
|
||
resolve(this);
|
||
};
|
||
|
||
image.onerror = function(err) {
|
||
reject(err);
|
||
};
|
||
});
|
||
}
|
||
|
||
//代码来自 https://segmentfault.com/a/1190000004451095
|
||
function fileReader (file, options = {}) {
|
||
return new Promise(function (resolve, reject) {
|
||
const reader = new FileReader();
|
||
|
||
reader.onload = function () {
|
||
resolve(reader);
|
||
};
|
||
reader.onerror = reject;
|
||
|
||
if (options.accept && !new RegExp(options.accept).test(file.type)) {
|
||
reject({
|
||
code: 1,
|
||
msg: 'wrong file type'
|
||
});
|
||
}
|
||
|
||
if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
|
||
reader.readAsText(file);
|
||
} else {
|
||
reader.readAsDataURL(file);
|
||
}
|
||
});
|
||
}
|
||
|
||
function dbReadKey (db, tableName, keys) {
|
||
return new Promise(function (resolve, reject) {
|
||
const transaction = db.transaction([tableName]);
|
||
const objectStore = transaction.objectStore(tableName);
|
||
const request = objectStore.get(keys);
|
||
request.onsuccess = function(event) {
|
||
resolve(request.result);
|
||
};
|
||
request.onerror = reject;
|
||
});
|
||
}
|
||
|
||
function dbCount (db, tableName, key) {
|
||
return new Promise(function (resolve, reject) {
|
||
const transaction = db.transaction([tableName]);
|
||
const objectStore = transaction.objectStore(tableName);
|
||
const request = objectStore.count(key);
|
||
request.onsuccess = function() {
|
||
resolve(request.result);
|
||
}
|
||
request.onerror = reject;
|
||
});
|
||
}
|
||
|
||
function dbReadAll (db, tableName) {
|
||
return new Promise(async function (resolve, reject) {
|
||
let datas = [];
|
||
const transaction = db.transaction([tableName]);
|
||
const objectStore = transaction.objectStore(tableName);
|
||
const request = objectStore.openCursor();
|
||
request.onsuccess = function(event) {
|
||
var cursor = event.target.result;
|
||
if (cursor) {
|
||
// cursor.value 包含正在被遍历的当前记录
|
||
// 这里你可以对 result 做些什么
|
||
datas.push(cursor.value);
|
||
cursor.continue();
|
||
} else {
|
||
// 没有更多 results
|
||
resolve(datas);
|
||
}
|
||
};
|
||
request.onerror = reject;
|
||
});
|
||
}
|
||
|
||
function dbWrite (db, tableName, data, keys) {
|
||
return new Promise(function (resolve, reject) {
|
||
const transaction = db.transaction([tableName], "readwrite");
|
||
const objectStore = transaction.objectStore(tableName);
|
||
const request = objectStore.put(data, keys);
|
||
request.onsuccess = function(event) {
|
||
resolve(event);
|
||
};
|
||
request.onerror = reject;
|
||
});
|
||
}
|
||
|
||
function dbDelete (db, tableName, keys) {
|
||
return new Promise(function (resolve, reject) {
|
||
const transaction = db.transaction([tableName], "readwrite");
|
||
const objectStore = transaction.objectStore(tableName);
|
||
const request = objectStore.delete(keys);
|
||
request.onsuccess = function(event) {
|
||
resolve(event);
|
||
};
|
||
request.onerror = reject;
|
||
});
|
||
}
|
||
|
||
function latentUseHole(latentId) {
|
||
switch (latentId) {
|
||
case 12: case 16: case 17: case 18: case 19:
|
||
case 20: case 21: case 22: case 23: case 24:
|
||
case 25: case 26: case 27: case 28: case 29:
|
||
case 30: case 31: case 32: case 33: case 34:
|
||
case 35: case 36: case 43: case 44: case 45:
|
||
{
|
||
return 2;
|
||
}
|
||
case 13: case 14: case 15: case 37: case 38:
|
||
case 39: case 40: case 41: case 42: case 46:
|
||
case 47: case 48: case 49:
|
||
{
|
||
return 6;
|
||
}
|
||
case 1: case 2: case 3: case 4: case 5:
|
||
case 6: case 7: case 8: case 9: case 10:
|
||
case 11: case 12:
|
||
default:
|
||
{
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
//获取最大潜觉数量
|
||
function getMaxLatentCount(id) { //转生2和超转生3为8个格子
|
||
const card = Cards[id];
|
||
return card && card.is8Latent ? 8 : 6;
|
||
}
|
||
//计算用了多少潜觉格子
|
||
function usedHole(latents) {
|
||
return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
|
||
}
|
||
//计算所有队伍中有多少个该觉醒
|
||
function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
|
||
const formationAwokenCount = formationTeams.reduce(function(previous, team) {
|
||
return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
|
||
}, 0);
|
||
return formationAwokenCount;
|
||
}
|
||
//计算单个队伍中有多少个该觉醒
|
||
function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
|
||
const [memberArray, assistArray] = team;
|
||
|
||
const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
|
||
if (mon.id <= 0) { //如果是delay和null
|
||
return previous;
|
||
}
|
||
const card = Cards[mon.id];
|
||
if (!card || !card.enabled) { //如果卡片未启用
|
||
return previous;
|
||
}
|
||
|
||
const assist = assistArray[idx];
|
||
const assistCard = Cards[assist.id];
|
||
//启用的觉醒数组片段
|
||
let enableAwoken = card.awakenings.slice(0, mon.awoken);
|
||
//单人、3人时,大于等于100级且297时增加超觉醒
|
||
if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
|
||
enableAwoken.push(mon.sawoken);
|
||
}
|
||
if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
|
||
enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
|
||
}
|
||
|
||
//相同的觉醒数
|
||
const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
|
||
return previous + hasAwoken;
|
||
}, 0);
|
||
return teamAwokenCount;
|
||
}
|
||
//返回可用的怪物名称
|
||
function returnMonsterNameArr(card, lsList, defaultCode) {
|
||
const monNameArr = lsList.map(lc => { //取出每种语言
|
||
if (lc == defaultCode)
|
||
return card.name;
|
||
else if (card.otLangName)
|
||
return card.otLangName[lc];
|
||
}).filter(ln => //去掉空值和问号
|
||
typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
|
||
);
|
||
|
||
if (monNameArr.length < 1) //如果本来的列表里没有名字
|
||
{
|
||
monNameArr.push(card.name); //只添加默认名字
|
||
}
|
||
return monNameArr;
|
||
}
|
||
//Code From pad-rikuu
|
||
function valueAt(level, maxLevel, curve) {
|
||
const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
|
||
return curve.min + (curve.max - curve.min) * f ** curve.scale;
|
||
}
|
||
//Code From pad-rikuu
|
||
function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
|
||
let value = valueAt(level, maxLevel, {
|
||
min: c.min,
|
||
max: c.max !== undefined ? c.max : (c.min * maxLevel),
|
||
scale: c.scale || 1
|
||
});
|
||
|
||
if (level > maxLevel) {
|
||
const exceed99 = Math.min(level - maxLevel, 11);
|
||
const exceed110 = Math.max(0, level - 110);
|
||
value += c.max !== undefined ?
|
||
((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
|
||
(c.min * exceed99 + c.min * exceed110);
|
||
}
|
||
return value;
|
||
}
|
||
//计算怪物的经验值
|
||
function calculateExp(member) {
|
||
if (!member) return null;
|
||
const memberCard = Cards[member.id];
|
||
if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
|
||
const expArray = [
|
||
Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
|
||
];
|
||
if (member.level > 99)
|
||
expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
|
||
if (member.level > 110)
|
||
expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
|
||
return expArray;
|
||
}
|
||
//计算怪物的能力
|
||
function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
|
||
if (!member) return null;
|
||
|
||
const memberCard = Cards[member.id];
|
||
const assistCard = assist ? Cards[assist.id] : null;
|
||
if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
|
||
|
||
const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
|
||
const plusAdd = [10, 5, 3]; //加值的增加值
|
||
const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
|
||
|
||
const awokenAdd = [ //对应加三维觉醒的序号与增加值
|
||
[{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
|
||
[{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
|
||
[{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
|
||
];
|
||
const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒
|
||
[{ index: 63, scale: 1.1 }], //HP
|
||
[{ index: 63, scale: 1.1 }], //ATK
|
||
[{ index: 63, scale: 1.1 }] //RCV
|
||
];
|
||
const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
|
||
[], //HP
|
||
[], //ATK
|
||
[] //RCV
|
||
];
|
||
|
||
if (!solo) { //协力时计算协力觉醒
|
||
latterAwokenScale.forEach(ab => {
|
||
ab.push({ index: 30, scale: 1.5 });
|
||
});
|
||
}
|
||
const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
|
||
[{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
|
||
[{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
|
||
[{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
|
||
];
|
||
const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
|
||
const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
|
||
|
||
const dge = formation.dungeonEnchance;
|
||
const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
|
||
const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
|
||
memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
|
||
memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
|
||
dge?.collabs?.includes(memberCard.collabId) || //符合合作
|
||
dge?.gachas?.includes(memberCard.gachaId); //符合抽蛋桶
|
||
|
||
//储存点亮的觉醒
|
||
let awokenList = memberCard.awakenings.slice(0, member.awoken);
|
||
//单人、3人时,大于等于100级且297时增加超觉醒
|
||
if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
|
||
awokenList.push(member.sawoken)
|
||
}
|
||
//如果有武器还要计算武器的觉醒
|
||
let enableBouns = false;
|
||
if (assistCard?.id > 0 && assistCard.enabled) {
|
||
const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
|
||
if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
|
||
awokenList.push(...assistAwokenList);
|
||
}
|
||
enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
|
||
}
|
||
|
||
|
||
const abilitys = memberCurves.map((ab, idx) => {
|
||
const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
|
||
const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
|
||
let n_assist_base = 0,
|
||
n_assist_plus = 0; //辅助的bonus
|
||
//计算辅助的额外血量
|
||
if (assistCurves && enableBouns) {
|
||
n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
|
||
n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
|
||
}
|
||
|
||
//用来计算倍率觉醒的最终倍率是多少,reduce用
|
||
function calculateAwokenScale(previous, aw) {
|
||
const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
|
||
return previous * aw.scale ** awokenCount;
|
||
}
|
||
|
||
//倍率类觉醒的比例,直接从1开始乘
|
||
const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
|
||
|
||
//觉醒增加的数值
|
||
const n_awoken = awokenList.length > 0 ?
|
||
Math.round(awokenAdd[idx].reduce((previous, aw) => {
|
||
const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
|
||
if (awokenCount > 0)
|
||
return previous + aw.value * awokenCount;
|
||
else
|
||
return previous;
|
||
}, 0)) :
|
||
0;
|
||
|
||
//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
|
||
const n_latentScale = (member.latent && member.latent.length > 0) ?
|
||
latentScale[idx].reduce((previous, la) => {
|
||
const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
|
||
return previous + la.scale * latentCount;
|
||
}, 0) :
|
||
0;
|
||
|
||
let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
|
||
//因为语音觉醒觉醒无效也生效,所以这里需要计算
|
||
let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
|
||
|
||
//觉醒生效时的协力、语音觉醒等的倍率
|
||
reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
|
||
|
||
//都要做四舍五入
|
||
if (isDge && dgeRate[idx] !== 1)
|
||
{
|
||
let rate = dgeRate[idx];
|
||
//计算攻击力,有浮游觉醒,且比例小于1时
|
||
if (idx === 1 && rate < 1 && awokenList.includes(106)) {
|
||
//比例乘以20,但是不得大于1
|
||
rate = Math.min(1, rate * 20);
|
||
}
|
||
reValue = Math.round(reValue * rate);
|
||
reValueNoAwoken = Math.round(reValueNoAwoken * rate);
|
||
}else
|
||
{
|
||
reValue = Math.round(reValue);
|
||
reValueNoAwoken = Math.round(reValueNoAwoken);
|
||
}
|
||
if (idx < 2) //idx顺序为HP、ATK、RCV
|
||
{ //HP和ATK最低为1
|
||
reValue = Math.max(reValue, 1);
|
||
reValueNoAwoken = Math.max(reValueNoAwoken, 1);
|
||
}
|
||
return [reValue, reValueNoAwoken];
|
||
});
|
||
return abilitys;
|
||
}
|
||
|
||
function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
|
||
const card = Cards[id];
|
||
const tempMon = {
|
||
id: id,
|
||
level: card.limitBreakIncr ? maxLevel : card.maxLevel,
|
||
plus: (card.stacking || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
|
||
awoken: card.awakenings.length,
|
||
};
|
||
const abilities = calculateAbility(tempMon, null, solo, teamsCount);
|
||
if (abilities) {
|
||
const [[hp,hpNA], [atk,atkNA], [rcv,rcvNA]] = abilities;
|
||
return {
|
||
withAwoken: {
|
||
hp: hp,
|
||
atk: atk,
|
||
rcv: rcv,
|
||
},
|
||
noAwoken: {
|
||
hp: hpNA,
|
||
atk: atkNA,
|
||
rcv: rcvNA,
|
||
},
|
||
};
|
||
} else {
|
||
return null;
|
||
}
|
||
}
|
||
//搜索卡片用
|
||
function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
|
||
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
|
||
if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
|
||
if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
|
||
if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
|
||
if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49));
|
||
//属性
|
||
const anyAttrsFlag = 0b1111101;
|
||
const anyAttrs = sAttrs.map(attr=>attr === 0 || (attr & anyAttrsFlag) == anyAttrsFlag);
|
||
if (anyAttrs.some(any=>!any)) { //当任一属性不为任意颜色时才需要筛选属性
|
||
const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag) //如果固定顺序就全部返回,否则只返回不为任意色的不考虑顺序
|
||
.map(attr=>{
|
||
let attrNum = flags(attr);
|
||
if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
|
||
return attrNum;
|
||
});
|
||
if (fixMainColor) {//如果固定了顺序
|
||
cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
|
||
//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
|
||
//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
|
||
return (anyAttrs[0] || attrNums[0].includes(cAttrs[0]) || anyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) &&
|
||
(anyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
|
||
(anyAttrs[2] || attrNums[2].includes(cAttrs[2]));
|
||
});
|
||
}
|
||
else {//不限定顺序时
|
||
cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
|
||
let remainAttrNum = cAttrs.reduce((pre, attr)=>{
|
||
let findIndex = pre.findIndex(attrNum=>attrNum.includes(attr)); //每找到一组属性就去掉一个
|
||
if (findIndex >= 0) return pre.slice(0,findIndex).concat(pre.slice(findIndex+1));
|
||
else return pre;
|
||
}, attrNums);
|
||
return remainAttrNum.length === 0;
|
||
});
|
||
}
|
||
}
|
||
//类型
|
||
if (types.length > 0) {
|
||
//所有type都满足,或只需要满足一个type
|
||
let logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
|
||
cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
|
||
}
|
||
//稀有度
|
||
if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
|
||
cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
|
||
}
|
||
//觉醒
|
||
let searchAwokens = [];
|
||
//等效觉醒时,把大觉醒数量变成小觉醒数量
|
||
if (equalAk) {
|
||
awokens.forEach(ak=>{
|
||
const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
|
||
if (equivalentAwoken) {
|
||
let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
|
||
if (!smallAwoken) {
|
||
smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
|
||
}
|
||
smallAwoken.num += ak.num * equivalentAwoken.times;
|
||
searchAwokens.push(smallAwoken);
|
||
} else {
|
||
searchAwokens.push(ak);
|
||
}
|
||
});
|
||
} else {
|
||
searchAwokens = awokens.concat();
|
||
}
|
||
if (searchAwokens.length > 0) {
|
||
cardsRange = cardsRange.filter(card => {
|
||
let cardAwakeningsCombos= []; //加上超觉醒的数种组合
|
||
if (incSawoken && //搜索超觉醒
|
||
card.superAwakenings.length > 0 && //卡片有超觉醒
|
||
!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
|
||
) { //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
|
||
cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
|
||
} else { //单个原始觉醒数组
|
||
cardAwakeningsCombos.push(card.awakenings);
|
||
}
|
||
|
||
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
|
||
searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
|
||
let akNum = cardAwakening.filter(cak => cak === ak.id).length;
|
||
let equivalentAwoken;
|
||
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
|
||
{
|
||
akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
|
||
}
|
||
return akNum >= ak.num;
|
||
})
|
||
);
|
||
});
|
||
}
|
||
|
||
//超觉醒
|
||
if (sawokens.length > 0 && !incSawoken) {
|
||
cardsRange = cardsRange.filter(card => sawokens.some(sak => {
|
||
let equivalentAwoken;
|
||
return card.superAwakenings.includes(sak) ||
|
||
//如果开启等效觉醒
|
||
equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
|
||
card.superAwakenings.includes(equivalentAwoken.big);
|
||
}));
|
||
}
|
||
|
||
cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
|
||
return cardsRange;
|
||
}
|
||
function searchByString(str)
|
||
{ // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
|
||
str = str.trim();
|
||
if (str.length>0)
|
||
{
|
||
return Cards.filter(card =>
|
||
{
|
||
const names = [card.name];
|
||
if (card.otLangName)
|
||
{
|
||
names.push(...Object.values(card.otLangName));
|
||
}
|
||
const tags = card.altName.concat();
|
||
if (card.otTags)
|
||
{
|
||
tags.push(...card.otTags);
|
||
}
|
||
return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
|
||
names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
|
||
}
|
||
);
|
||
}else
|
||
{
|
||
return [];
|
||
}
|
||
}
|
||
function copyString(input) {
|
||
input.focus(); //设input为焦点
|
||
input.select(); //选择全部
|
||
|
||
navigator.clipboard.writeText(input.value).then(function() {
|
||
/* clipboard successfully set */
|
||
//复制成功
|
||
}, function() {
|
||
/* clipboard write failed */
|
||
document.execCommand('copy'); //尝试废弃的老方法
|
||
});
|
||
//input.blur(); //取消焦点
|
||
}
|
||
//产生一个怪物头像
|
||
function createCardA(option) {
|
||
const t = document.body.querySelector('#template-card-a');
|
||
const clone = document.importNode(t.content, true);
|
||
const monster = clone.querySelector(".monster");
|
||
if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
|
||
if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
|
||
return monster;
|
||
}
|
||
//返回文字说明内怪物Card的纯HTML
|
||
function cardN(id) {
|
||
const monOuterDom = document.createElement("span");
|
||
monOuterDom.className = "detail-mon";
|
||
const monDom = createCardA({noBoxCount: true});
|
||
monOuterDom.appendChild(monDom);
|
||
monOuterDom.monDom = monDom;
|
||
changeid({ id: id }, monDom);
|
||
return monOuterDom;
|
||
}
|
||
//返回文字说明内怪物Card的纯HTML
|
||
function cardNClick() {
|
||
const id = parseInt(this.getAttribute("data-cardid"), 10);
|
||
editBox.show();
|
||
editBox.mid = id;
|
||
editBoxChangeMonId(id);
|
||
//showSearch([id]);
|
||
return false;
|
||
}
|
||
//技能介绍里的头像的切换
|
||
function changeToIdInSkillDetail(event) {
|
||
const settingBox = editBox.querySelector(".setting-box");
|
||
const monstersID = settingBox.querySelector(".row-mon-id .m-id");
|
||
const mid = this.getAttribute("data-cardid");
|
||
monstersID.value = mid;
|
||
monstersID.onchange();
|
||
return false; //取消链接的默认操作
|
||
}
|
||
//搜索并显示合作
|
||
function searchCollab(event) {
|
||
const collabId = parseInt(this.getAttribute('data-collabId'), 10);
|
||
showSearch(Cards.filter(card => card.collabId == collabId));
|
||
return false;
|
||
}
|
||
//创建序号类图标
|
||
function createIndexedIcon(type, index) {
|
||
if (type == 'card') {//卡片头像
|
||
const avatar = cardN(index);
|
||
avatar.contentEditable = false;
|
||
avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
|
||
return avatar;
|
||
}
|
||
const icon = document.createElement("icon");
|
||
icon.setAttribute("contenteditable", false);
|
||
//icon.contentEditable = false;
|
||
switch(type) {
|
||
case 'awoken': { //觉醒
|
||
icon.className = "awoken-icon";
|
||
icon.setAttribute("data-awoken-icon", index);
|
||
break;
|
||
}
|
||
case 'type': { //类型
|
||
icon.className = "type-icon";
|
||
icon.setAttribute("data-type-icon", index);
|
||
break;
|
||
}
|
||
case 'orb': { //宝珠
|
||
icon.className = "orb";
|
||
icon.setAttribute("data-orb-icon", index);
|
||
break;
|
||
}
|
||
case 'latent': { //潜觉
|
||
icon.className = `latent-icon`;
|
||
icon.setAttribute("data-latent-icon", index);
|
||
icon.setAttribute("data-latent-hole", 1);
|
||
break;
|
||
}
|
||
}
|
||
return icon;
|
||
}
|
||
//将怪物的文字介绍解析为HTML
|
||
function descriptionToHTML(str)
|
||
{
|
||
function formatParse(reg, subMatchCount, transFunc) {
|
||
//const subMatchCount = transFunc.length;
|
||
return function(item){
|
||
if (typeof item == "string") {
|
||
const subArr = item.split(new RegExp(reg));
|
||
const newArr = [];
|
||
for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
|
||
newArr.push(subArr[i]);
|
||
if (subArr[i+subMatchCount] !== undefined) {
|
||
newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
|
||
}
|
||
}
|
||
return newArr;
|
||
} else {
|
||
return item;
|
||
}
|
||
};
|
||
}
|
||
let nodeArr = [str];
|
||
nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
|
||
nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
|
||
nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
|
||
|
||
function fontcolorTrans(color, content){
|
||
const sp = document.createElement("span");
|
||
sp.appendChild(descriptionToHTML(content))
|
||
if (/^[a-fA-F0-9]+$/g.test(color)) {
|
||
sp.style.color = `#${color}`;
|
||
} else if (/qs/i.test(color)) {
|
||
sp.style.color = `blue`;
|
||
} else {
|
||
sp.style.color = color;
|
||
}
|
||
return sp;
|
||
}
|
||
function iconTrans(type, id){
|
||
id = parseInt(id,10);
|
||
type = type.toLowerCase();
|
||
switch(type) {
|
||
case 'card':case 'm': { //卡片头像
|
||
return createIndexedIcon('card', id);
|
||
}
|
||
case 'awoken':case 'a': { //觉醒
|
||
return createIndexedIcon('awoken', id);
|
||
}
|
||
case 'type':case 't': { //类型
|
||
return createIndexedIcon('type', id);
|
||
}
|
||
case 'orb':case 'o': { //宝珠
|
||
return createIndexedIcon('orb', id);
|
||
}
|
||
case 'latent':case 'l': { //潜觉
|
||
return createIndexedIcon('latent', id);
|
||
}
|
||
default: {
|
||
return `{${type}.${id}}`;
|
||
}
|
||
}
|
||
}
|
||
return nodeArr.nodeJoin();
|
||
}
|
||
//默认的技能解释的显示行为
|
||
function parseSkillDescription(skill) {
|
||
return descriptionToHTML(skill?.description);
|
||
}
|
||
//大数字缩短长度,默认返回本地定义字符串
|
||
function parseBigNumber(number) {
|
||
return number.toLocaleString();
|
||
}
|
||
//判断是否是转生和超转生
|
||
function isReincarnated(card) {
|
||
return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
|
||
}
|
||
//计算队伍中有多少血量
|
||
function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
|
||
let memberArr = team[0], assistArr = team[1];
|
||
const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
|
||
const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
|
||
const mHpArr = memberArr.map((member, idx) => {
|
||
const ability = noAwoken ? member.abilityNoAwoken : member.ability;
|
||
const hp = ability ? ability[0] : 0;
|
||
if (!hp) return 0;
|
||
const mulHP = hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo) //战友队长技
|
||
* memberHpMul(member, assistArr[idx], ls1, memberArr, solo);//我方队长技
|
||
|
||
//演示用代码
|
||
//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);
|
||
|
||
return Math.round(mulHP);
|
||
|
||
});
|
||
|
||
//console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
|
||
|
||
function memberHpMul(member, assist, ls, memberArr, solo) {
|
||
let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
|
||
|
||
function hpMul(parm, scale) {
|
||
if (scale == undefined || scale == 0) return 1;
|
||
if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
|
||
return scale / 100;
|
||
}
|
||
if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
|
||
return scale / 100;
|
||
}
|
||
return 1;
|
||
}
|
||
const sk = ls?.params;
|
||
let scale = 1;
|
||
switch (ls?.type) {
|
||
case 23:
|
||
case 30:
|
||
case 62:
|
||
case 77:
|
||
case 63:
|
||
case 65:
|
||
scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
|
||
break;
|
||
case 29:
|
||
case 114:
|
||
case 45:
|
||
case 111:
|
||
case 46:
|
||
case 48:
|
||
case 67:
|
||
scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
|
||
break;
|
||
case 73:
|
||
case 76:
|
||
scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
|
||
break;
|
||
case 106:
|
||
case 107:
|
||
case 108:
|
||
scale = sk[0] / 100;
|
||
break;
|
||
case 121:
|
||
case 129:
|
||
case 163:
|
||
case 177:
|
||
case 186:
|
||
scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
|
||
break;
|
||
case 125: //队伍中必须有指定队员
|
||
const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
|
||
const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
|
||
scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
|
||
break;
|
||
case 136:
|
||
scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
|
||
if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
|
||
break;
|
||
case 137:
|
||
scale = hpMul({ types: flags(sk[0]) }, sk[1]);
|
||
if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
|
||
break;
|
||
case 155:
|
||
scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
|
||
break;
|
||
case 158:
|
||
scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
|
||
break;
|
||
case 175: //队伍组成全为合作,不包括双方队长
|
||
const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
|
||
const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
|
||
scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
|
||
break;
|
||
case 178:
|
||
case 185:
|
||
scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
|
||
break;
|
||
case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
|
||
let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
|
||
switch (sk[0]) {
|
||
case 0: //全是像素进化
|
||
scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
|
||
break;
|
||
case 2: //全是转生、超转生(8格潜觉)
|
||
scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
case 217:{ //限定队伍星级,不包括好友队长
|
||
let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
|
||
const rarityCount = cardsArr.reduce((pre, memberCard)=>{
|
||
return pre + (memberCard?.rarity || 1);
|
||
}, 0);
|
||
scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
|
||
break;
|
||
}
|
||
case 229:{ //队员中存在每个属性或Type都算一次
|
||
const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
|
||
|
||
let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
|
||
//符合的次数
|
||
let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
|
||
correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
|
||
scale = sk[2] * correTimes / 100 + 1;
|
||
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);
|
||
break;
|
||
}
|
||
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
|
||
const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
|
||
const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
|
||
if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
|
||
sk[0] == -2 && distinctRarity.length === 1 || //全部相同
|
||
sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
|
||
) {
|
||
scale = sk[3] / 100;
|
||
}
|
||
break;
|
||
}
|
||
case 138: //调用其他队长技
|
||
scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
|
||
break;
|
||
default:
|
||
}
|
||
return scale || 1;
|
||
}
|
||
return mHpArr;
|
||
}
|
||
|
||
//由于有了更改属性和类型的武器,所以需要更改计算方法
|
||
function countTeamTotalAttrsTypes(memberArr, assistArr) {
|
||
//之前用的Map,现在为了性能改成数组
|
||
const attrsCount = [];
|
||
const typesCount = [];
|
||
for (let idx = 0; idx < memberArr.length; idx++) {
|
||
const member = memberArr[idx], assist = assistArr[idx];
|
||
|
||
const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
|
||
if (memberAttrsTypes) {
|
||
memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
|
||
memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
|
||
}
|
||
}
|
||
return {attrs: attrsCount, types: typesCount};
|
||
}
|
||
//返回卡片的队长技能
|
||
function getCardLeaderSkills(card, skillTypes) {
|
||
if (!card) return [];
|
||
return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
|
||
}
|
||
//返回卡片的主动技能
|
||
function getCardActiveSkills(card, skillTypes, searchRandom = false) {
|
||
if (!card) return [];
|
||
return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
|
||
}
|
||
//查找到真正起作用的那一个技能
|
||
function getActuallySkills(skill, skillTypes, searchRandom = true) {
|
||
if (!skill) return [];
|
||
if (skillTypes.includes(skill.type))
|
||
{
|
||
return [skill];
|
||
}
|
||
else if (skill.type == 116 || //多个主动技
|
||
(searchRandom && skill.type == 118) || //随机主动技
|
||
skill.type == 138 || //多个队长技
|
||
skill.type == 232 || //进化技能不循环
|
||
skill.type == 233 || //进化技能循环
|
||
skill.type == 248 //延迟生效技能
|
||
){
|
||
let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
|
||
params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
|
||
//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
|
||
const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
|
||
return subSkills;
|
||
}
|
||
else
|
||
{
|
||
return [];
|
||
}
|
||
}
|
||
//返回变身宠的初级
|
||
function henshinBase(cardid, firstId)
|
||
{
|
||
let member;
|
||
if (cardid instanceof Member) {
|
||
member = cardid;
|
||
cardid = member.id;
|
||
}
|
||
if (firstId == undefined) firstId = cardid;
|
||
let card = Cards[cardid];
|
||
if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
|
||
&& (member?.level ?? 1) <= card.maxLevel
|
||
)
|
||
{
|
||
card = henshinBase(card.henshinFrom[0], firstId);
|
||
}
|
||
return card;
|
||
}
|
||
//计算卡片队长技+C
|
||
function getSkillAddCombo(card) {
|
||
const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
|
||
const skill = getCardLeaderSkills(card, searchTypeArray)[0];
|
||
if (!skill) return 0;
|
||
switch (skill.type) {
|
||
case 192:
|
||
case 194:
|
||
return skill.params[3] ?? 0;
|
||
case 206:
|
||
return skill.params[6] ?? 0;
|
||
case 209:
|
||
return skill.params[0] ?? 0;
|
||
case 210:
|
||
case 219:
|
||
return skill.params[2] ?? 0;
|
||
case 220:
|
||
return skill.params[1] ?? 0;
|
||
case 235:
|
||
return skill.params[5] ?? 0;
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
//计算卡片队长技追打
|
||
function getSkillFixedDamage(card) {
|
||
const searchTypeArray = [199, 200, 201, 223, 235];
|
||
const skill = getCardLeaderSkills(card, searchTypeArray)[0];
|
||
if (!skill) return 0;
|
||
switch (skill.type) {
|
||
case 199:
|
||
case 200:
|
||
return skill.params[2] ?? 0;
|
||
case 201:
|
||
return skill.params[5] ?? 0;
|
||
case 223:
|
||
return skill.params[1] ?? 0;
|
||
case 235:
|
||
return skill.params[6] ?? 0;
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
|
||
let effect = {
|
||
board76: false,
|
||
noSkyfall: false,
|
||
poisonNoEffect: false,
|
||
resolve: false,
|
||
addCombo: [0,0],
|
||
inflicts: [0,0],
|
||
};
|
||
const card1 = Cards[leader1id], card2 = Cards[leader2id];
|
||
{ //计算队伍是否为76
|
||
const searchTypeArray = [162, 186];
|
||
effect.board76 = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
|
||
Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
|
||
}
|
||
{ //计算队伍是否为无天降
|
||
const searchTypeArray = [163, 177];
|
||
effect.noSkyfall = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
|
||
Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
|
||
}
|
||
{ //计算队伍是否为毒无效
|
||
const searchTypeArray = [197];
|
||
effect.poisonNoEffect = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
|
||
Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
|
||
}
|
||
{ //计算队伍是否有根性
|
||
const searchTypeArray = [14];
|
||
effect.resolve = Boolean(getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray).length) ||
|
||
Boolean(getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray).length);
|
||
}
|
||
{ //计算队伍的+C
|
||
effect.addCombo[0] = getSkillAddCombo(card1);
|
||
effect.addCombo[1] = getSkillAddCombo(card2);
|
||
}
|
||
{ //计算队伍的追打
|
||
effect.inflicts[0] = getSkillFixedDamage(card1);
|
||
effect.inflicts[1] = getSkillFixedDamage(card2);
|
||
}
|
||
return effect;
|
||
}
|
||
|
||
//计算队伍SB
|
||
function countTeamSB(team, solo) {
|
||
let sbn = 0;
|
||
const [members, assists, badge] = team;
|
||
|
||
for (let mi = 0; mi < members.length; mi++) {
|
||
const member = members[mi];
|
||
const assist = assists[mi];
|
||
if (member.id < 0) continue;
|
||
const memberCard = henshinBase(member);
|
||
let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
|
||
//单人、3人时,大于等于100级且297时增加超觉醒
|
||
if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
|
||
enableAwoken.push(member.sawoken);
|
||
}
|
||
if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
|
||
enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
|
||
}
|
||
|
||
//大SB 56,小SB 21
|
||
sbn += enableAwoken.filter(n=>n===21).length;
|
||
sbn += enableAwoken.filter(n=>n===56).length * 2;
|
||
//负sb 105
|
||
sbn -= enableAwoken.filter(n=>n===105).length;
|
||
//心L 59,心L大SB潜觉 47
|
||
sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
|
||
}
|
||
if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
|
||
|
||
return sbn;
|
||
}
|
||
//计算队伍操作时间
|
||
function countMoveTime(team, leader1id, leader2id, teamIdx) {
|
||
const [members, assists, badge] = team;
|
||
const searchTypeArray = [178, 15, 185];
|
||
const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)?.[0];
|
||
const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)?.[0];
|
||
const time1 = leaderSkillMoveTime(ls1);
|
||
const time2 = leaderSkillMoveTime(ls2);
|
||
|
||
function leaderSkillMoveTime(ls) {
|
||
const moveTime = { fixed: false, duration: 0 };
|
||
if (!ls) return moveTime;
|
||
const sk = ls.params;
|
||
switch (ls.type) {
|
||
case 178: //固定操作时间
|
||
moveTime.fixed = true;
|
||
moveTime.duration = sk[0];
|
||
break;
|
||
case 15:
|
||
case 185:
|
||
moveTime.duration += sk[0] / 100;
|
||
break;
|
||
default:
|
||
}
|
||
return moveTime;
|
||
}
|
||
|
||
let moveTime = {
|
||
fixed: false,
|
||
duration: {
|
||
default: 5,
|
||
leader: 0,
|
||
badge: 0,
|
||
awoken: 0,
|
||
}
|
||
}; //基础5秒
|
||
//固定操作时间的直接返回
|
||
if (time1.fixed || time2.fixed) {
|
||
moveTime.fixed = true;
|
||
moveTime.duration.leader = time1.fixed ?
|
||
(time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
|
||
time2.duration;
|
||
} else {
|
||
moveTime.duration.leader = time1.duration + time2.duration;
|
||
|
||
let _team = team.concat();
|
||
//1人、3人计算徽章
|
||
if (solo || teamsCount === 3) {
|
||
switch (badge) {
|
||
case 2: //小手指
|
||
moveTime.duration.badge = 1;
|
||
break;
|
||
case 21: //大手指
|
||
moveTime.duration.badge = 2;
|
||
break;
|
||
case PAD_PASS_BADGE: //月卡
|
||
moveTime.duration.badge = 3;
|
||
break;
|
||
}
|
||
} else if (teamsCount === 2) //2人协力时的特殊处理
|
||
{
|
||
const teams = formation.teams;
|
||
const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
|
||
const [members2, assists2, badge2, swapId2] = team2;
|
||
//复制队伍1,这里参数里的 team 换成了一个新的数组
|
||
_team = [
|
||
members.concat(),
|
||
assists.concat()
|
||
];
|
||
//把队伍2的队长和武器添加到复制的队伍1里面
|
||
_team[0].push(members2[swapId2]);
|
||
_team[1].push(assists2[swapId2]);
|
||
}
|
||
|
||
//觉醒
|
||
const awokenMoveTime = [
|
||
{ index: 19, value: 0.5 }, //小手指
|
||
{ index: 53, value: 1 }, //大手指
|
||
];
|
||
moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
|
||
duration + awokenCountInTeam(_team, aw.index, solo, teamsCount) * aw.value, 0);
|
||
//潜觉
|
||
const latentMoveTime = [
|
||
{ index: 4, value: 0.05 }, //小手指潜觉
|
||
{ index: 31, value: 0.12 }, //大手指潜觉
|
||
];
|
||
|
||
moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
|
||
duration + _team[0].reduce((count, member) =>
|
||
count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
|
||
|
||
}
|
||
|
||
return moveTime;
|
||
}
|
||
//将盾减伤比例组叠加为一个减伤范围组
|
||
function getReduceRange(reduceScales)
|
||
{
|
||
class reduceRange{
|
||
constructor(obj)
|
||
{
|
||
this.min = 0;
|
||
this.max = 100;
|
||
this.scale = 0;
|
||
this.probability = 1;
|
||
if (typeof obj == "object") Object.assign(this, obj);
|
||
}
|
||
}
|
||
const ranges = [new reduceRange()];
|
||
const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
|
||
function processingRanges(ranges, scale)
|
||
{
|
||
//先找scale.min在某个范围内的
|
||
const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
|
||
//再找scale.max在某个范围内的
|
||
rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
|
||
//先只拆分不乘比例
|
||
if (rgLessIdx >= 0)
|
||
{
|
||
const range = ranges[rgLessIdx];
|
||
ranges.splice(rgLessIdx, 1,
|
||
new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
|
||
new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
|
||
);
|
||
}
|
||
if (rgMoreIdx >= 0)
|
||
{
|
||
const range = ranges[rgMoreIdx];
|
||
ranges.splice(rgMoreIdx, 1,
|
||
new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
|
||
new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
|
||
);
|
||
}
|
||
const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
|
||
needChangeScaleRanges.forEach(range=>{
|
||
range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
|
||
range.probability *= scale.probability;
|
||
});
|
||
}
|
||
//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
|
||
reduceScales.sort((a,b)=>b.attrs - a.attrs);
|
||
|
||
reduceScales.forEach(scale=>{
|
||
if (scale.attrs == 0) //没有属性的
|
||
{
|
||
return;
|
||
}
|
||
else if ((scale.attrs & 31) != 31) //不符合全属性的
|
||
{
|
||
const attrs = flags(scale.attrs); //得到属性数组
|
||
attrs.forEach(n=>{
|
||
attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
|
||
processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
|
||
});
|
||
}
|
||
else
|
||
{ //只处理第一数组
|
||
processingRanges(ranges, scale);
|
||
}
|
||
});
|
||
return attrsRanges;
|
||
}
|
||
//获取盾潜觉的减伤比例组
|
||
function getAttrShieldAwokenReduceScales(team) {
|
||
//5种盾潜觉
|
||
return [
|
||
{awoken:4,latent1:6,latent2:32},
|
||
{awoken:5,latent1:7,latent2:33},
|
||
{awoken:6,latent1:8,latent2:34},
|
||
{awoken:7,latent1:9,latent2:35},
|
||
{awoken:8,latent1:10,latent2:36},
|
||
].map((shield, attrIdx)=>{
|
||
const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
|
||
const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
|
||
const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
|
||
|
||
const reduce = {
|
||
scale: 0,
|
||
hp: {
|
||
max: 100,
|
||
min: 0
|
||
},
|
||
probability: 1,
|
||
attrs: 31, //5色是31
|
||
};
|
||
|
||
reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
|
||
if (reduce.scale == 0) return false;
|
||
reduce.attrs = 1 << attrIdx;
|
||
return reduce;
|
||
}).filter(Boolean);
|
||
}
|
||
//获取盾减伤比例组
|
||
function getReduceScales(leaderid) {
|
||
const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
|
||
const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
|
||
|
||
function leaderReduceScale(ls) {
|
||
const reduce = {
|
||
scale: 0,
|
||
hp: {
|
||
max: 100,
|
||
min: 0
|
||
},
|
||
probability: 1,
|
||
attrs: 31, //5色是31
|
||
};
|
||
if (!ls) return reduce;
|
||
const sk = ls.params;
|
||
switch (ls.type) {
|
||
case 16: //无条件盾
|
||
reduce.scale = sk[0] / 100;
|
||
break;
|
||
case 17: //单属性盾
|
||
reduce.scale = sk[1] / 100;
|
||
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
|
||
break;
|
||
case 36: //2个属性盾
|
||
reduce.scale = sk[2] / 100;
|
||
reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
|
||
break;
|
||
case 38: //血线下 + 可能几率
|
||
case 43: //血线上 + 可能几率
|
||
reduce.scale = (sk[2] || 0) / 100;
|
||
reduce.probability = sk[1] / 100;
|
||
if (sk[0] == 100)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
if(ls.type == 38)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 0;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[0];
|
||
}
|
||
}
|
||
break;
|
||
case 129: //无条件盾,属性个数不固定
|
||
case 163: //无条件盾,属性个数不固定
|
||
case 130: //血线下 + 属性个数不固定
|
||
case 131: //血线上 + 属性个数不固定
|
||
reduce.scale = (sk[6] || 0) / 100;
|
||
reduce.attrs = 0 | sk[5];
|
||
if (ls.type == 130 || ls.type == 131)
|
||
{
|
||
if (sk[0] == 100)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
if(ls.type == 130)
|
||
{
|
||
reduce.hp.max = sk[0];
|
||
reduce.hp.min = 0;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[0];
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case 178: //无条件盾,属性个数不固定
|
||
reduce.scale = (sk[7] || 0) / 100;
|
||
reduce.attrs = 0 | sk[6];
|
||
break;
|
||
case 151: //十字心触发
|
||
case 169: //C触发
|
||
case 198: //回血触发
|
||
reduce.scale = (sk[2] || 0) / 100;
|
||
break;
|
||
case 170: //多色触发
|
||
case 182: //长串触发
|
||
case 193: //L触发
|
||
reduce.scale = (sk[3] || 0) / 100;
|
||
break;
|
||
case 171: //多串触发
|
||
reduce.scale = (sk[6] || 0) / 100;
|
||
break;
|
||
case 183: //又是个有两段血线的队长技
|
||
reduce.scale = (sk[4] || 0) / 100;
|
||
if (sk[2] == 100)
|
||
{
|
||
reduce.hp.max = sk[2];
|
||
reduce.hp.min = 99;
|
||
}else
|
||
{
|
||
reduce.hp.max = 100;
|
||
reduce.hp.min = sk[2];
|
||
}
|
||
break;
|
||
case 210: //十字触发
|
||
reduce.scale = (sk[1] || 0) / 100;
|
||
break;
|
||
case 235: { //可多次触发
|
||
reduce.scale = (sk[4] || 0) / 100;
|
||
break;
|
||
}
|
||
default:
|
||
}
|
||
return reduce;
|
||
}
|
||
return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
|
||
}
|
||
function cardFixId(id, reverse = false) {
|
||
return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
|
||
} |