您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Mortal牌谱解析增强脚本 (雀魂麻将/天凤/麻雀一番街)
当前为
// ==UserScript== // @name Mortal 显示恶手率 // @namespace https://viayoo.com/ // @version 2.0.8 // @description Mortal牌谱解析增强脚本 (雀魂麻将/天凤/麻雀一番街) // @author mcube-12139 // @author modify by Miku39 // @run-at document-idle // @include /^https?:\/\/mjai.ekyu.moe\/report\/[A-Za-z0-9-_]+.html$/ // @include /^https?:\/\/mjai.ekyu.moe\/?([A-Za-z0-9-_]+.html)?$/ // @grant none // ==/UserScript== { //保留n位小数 function roundFun(value, n) { return Math.round(value*Math.pow(10,n))/Math.pow(10,n); } if(window.location.pathname.startsWith("/report/")) { const badMoveUpperLimit = 5; //恶手率 const badMoveUpperLimitCustom = 10; //恶手率 let badChooseNum = 0; let badChooseNumCustom = 0; const lang = document.documentElement.lang; const i18nText = {}; if (lang == "zh-CN") { i18nText.badMove = "恶手"; i18nText.badMoveRatio = "恶手率"; i18nText.matchRatio = "AI 一致率"; i18nText.metaData = "元数据"; } else if (lang == "ja") { i18nText.badMove = "Bad move"; i18nText.badMoveRatio = "bad moves/total"; i18nText.matchRatio = "AI一致率"; i18nText.metaData = "メタデータ"; } else if (lang == "ko") { i18nText.badMove = "Bad move"; i18nText.badMoveRatio = "bad moves/total"; i18nText.matchRatio = "matches/total"; i18nText.metaData = "메타데이터"; } else { i18nText.badMove = "Bad move"; i18nText.badMoveRatio = "bad moves/total"; i18nText.matchRatio = "matches/total"; i18nText.metaData = "Metadata"; } i18nText.modelTag = "model tag"; // i18nText.seatTypeA0 = "东起"; i18nText.seatTypeA1 = "南起"; i18nText.seatTypeA2 = "西起"; i18nText.seatTypeA3 = "北起"; // i18nText.seatTypeB0 = "东家"; i18nText.seatTypeB1 = "南家"; i18nText.seatTypeB2 = "西家"; i18nText.seatTypeB3 = "北家"; // i18nText.seatTypeC0 = "自家"; i18nText.seatTypeC1 = "下家"; i18nText.seatTypeC2 = "对家"; i18nText.seatTypeC3 = "上家"; // i18nText.Ron = "荣和"; i18nText.Tsumo = '自摸'; i18nText.Ryuukyoku = '流局'; i18nText.RyuukyokuTsumo = "流局满贯"; i18nText.RyuukyokuType1 = "九种九牌"; //四风连打、四杠散了、四家立直 //三家和了 // i18nText.badMoveError = "(恶手率统计只支持最新版本Mortal,当前版本生成结果不可靠)" // i18nText.badMoveUp = " (严重鸡打 权重<=5%)"; i18nText.badMoveDown = " (普通错误 权重5~10%)"; i18nText.badMoveNull = " "; i18nText.badMoveSymbol = "%"; i18nText.badMoveDiffer = "差值: "; // i18nText.badMoveDiffer1 = "微差(0~5): "; i18nText.badMoveDiffer2 = "小幅差距(5~10): "; i18nText.badMoveDiffer3 = "低等差距(10~20): "; i18nText.badMoveDiffer4 = "中等差距(20~40): "; i18nText.badMoveDiffer5 = "高等差距(40~60): "; i18nText.badMoveDiffer6 = "大幅度差距(60~80): "; i18nText.badMoveDiffer7 = "压倒性差距(80~100): "; // i18nText.badMoveSum = " (总计)"; const tenhouText = {}; tenhouText.Ron = '和了'; //荣和 tenhouText.Tsumo = '和了'; //自摸 tenhouText.Ryuukyoku = '流局'; //荒牌流局 tenhouText.RyuukyokuTsumo = "流し満貫"; //流局满贯 tenhouText.RyuukyokuType1 = "九種九牌"; //九种九牌 //四风连打、四杠散了、四家立直 //三家和了 const matchRule = {}; matchRule.isInit = false; matchRule.isRon3 = true; //是否允许三家荣和 const orderLosses = document.getElementsByClassName("order-loss"); for (let i = 0, length = orderLosses.length; i != length; ++i) { const orderLoss = orderLosses[i]; const chosenIndex = parseInt(orderLoss.innerText.substring(2)); const turnInfo = orderLoss.parentElement; const summary = turnInfo.parentElement; const collapseEntry = summary.parentElement; const details = collapseEntry.lastChild; const table = details.firstChild; const tbody = table.lastChild; const chosenTr = tbody.childNodes[chosenIndex - 1]; const weightTd = chosenTr.lastChild; const numSpan = weightTd.innerHTML.replace(/<.*?>/g, ""); //过滤html标签, 只保留文字内容 const chosenWeight = parseFloat(numSpan); if (chosenWeight <= parseFloat(badMoveUpperLimit)) { //严重恶手 const badChooseNode = document.createElement("span"); badChooseNode.innerHTML = ` \u00A0\u00A0\u00A0${i18nText.badMove}${i18nText.badMoveUp}`; badChooseNode.style.color = "#f00"; badChooseNode.style.fontWeight = 900; badChooseNode.style.fontSize = "20px"; turnInfo.appendChild(badChooseNode); collapseEntry.style.border = "2px solid #f00"; badChooseNum++; }else if (chosenWeight <= parseFloat(badMoveUpperLimitCustom)) { //普通恶手 const badChooseNode = document.createElement("span"); badChooseNode.innerHTML = ` \u00A0\u00A0\u00A0${i18nText.badMove}${i18nText.badMoveDown}`; badChooseNode.style.color = "#6600FF"; badChooseNode.style.fontWeight = 700; badChooseNode.style.fontSize = "20px"; turnInfo.appendChild(badChooseNode); collapseEntry.style.border = "2px solid #6600FF"; badChooseNumCustom++; } } //for // 新增 显示 Mortal 版本 const jsonStr = localStorage.getItem("Mortal_Type"); const mortal_New = localStorage.getItem("Mortal_New"); var mortalMap = null; if(jsonStr != null) { let obj = Object.entries(JSON.parse(jsonStr)); mortalMap = new Map(obj); } //const metaData = document.getElementsByClassName("collapse")[1]; let metaData; const detailsElements = document.getElementsByTagName("details"); for (let i = 0, length = detailsElements.length; i != length; ++i) { const details = detailsElements[i]; const summary = details.firstChild; if (summary.firstChild.textContent == i18nText.metaData) { metaData = details; metaData.toggleAttribute("open", true); //打开 元数据 选项卡 break; } } const metaDataDl = metaData.lastChild; let matchRatioDd = null; let version = null; for (let i = 0, length = metaDataDl.childNodes.length; i != length; ++i) { const metaDataChild = metaDataDl.childNodes[i]; if(metaDataChild.nodeName == "DT" && metaDataChild.textContent == i18nText.modelTag) { let ele = metaDataDl.childNodes[i + 1]; //判断当前是否是最新版本的mortal if(mortal_New != null) { if(mortal_New != ele.innerText) { let aiEle = metaDataDl.childNodes[i - 1]; aiEle.innerText = aiEle.innerText + ` \u00A0\u00A0\u00A0${i18nText.badMoveError}`; aiEle.style.color = "#f00"; } } //处理当前版本 if(mortalMap != null) { let mortalValue = mortalMap.get(ele.innerText); if(mortalValue != undefined) { ele.innerText = mortalValue; } } } if (metaDataChild.nodeName == "DT" && metaDataChild.textContent == i18nText.matchRatio) { matchRatioDd = metaDataDl.childNodes[i + 1]; version = metaDataDl.childNodes[i + 2]; // metaDataDl.childNodes[i-2].style.color = "#6600FF"; //rating metaDataDl.childNodes[i-1].style.color = "#6600FF"; metaDataDl.childNodes[i].style.color = "#6600FF"; //AI 一致率 metaDataDl.childNodes[i+1].style.color = "#6600FF"; break; } } const matchRatioText = matchRatioDd.textContent; const chooseNumStr = matchRatioText.substring(matchRatioText.indexOf("/") + 1); const chooseNum = parseInt(chooseNumStr); const badChooseRatioDt = document.createElement("dt"); badChooseRatioDt.style.color = "#FF0066"; badChooseRatioDt.innerHTML = i18nText.badMoveRatio + i18nText.badMoveNull + badMoveUpperLimit + i18nText.badMoveSymbol; const badChooseRatioDd = document.createElement("dd"); badChooseRatioDd.style.color = "#FF0066"; badChooseRatioDd.innerHTML = `${badChooseNum}/${chooseNum} = ${(100 * badChooseNum / chooseNum).toFixed(3)}%`; metaDataDl.insertBefore(badChooseRatioDd, version); metaDataDl.insertBefore(badChooseRatioDt, badChooseRatioDd); /* 新增 计算总恶手数 */ badChooseNumCustom += badChooseNum; //计算总恶手数 const badChooseRatioDt2 = document.createElement("dt"); badChooseRatioDt2.style.color = "#FF0066"; badChooseRatioDt2.innerText = i18nText.badMoveRatio + i18nText.badMoveNull + badMoveUpperLimitCustom + i18nText.badMoveSymbol; const badChooseRatioDd2 = document.createElement("dd"); badChooseRatioDd2.style.color = "#FF0066"; badChooseRatioDd2.innerHTML = `${badChooseNumCustom}/${chooseNum} = ${(100 * badChooseNumCustom / chooseNum).toFixed(3)}%`; metaDataDl.insertBefore(badChooseRatioDd2, version); metaDataDl.insertBefore(badChooseRatioDt2, badChooseRatioDd2); /* 起始信息详细化 */ function parmeHandle(eastScoreChange, southScoreChange, westScoreChange, northScoreChange) { let scoreArray = [{sc: eastScoreChange, i: 0}, {sc: southScoreChange, i: 1}, {sc: westScoreChange, i: 2}, {sc: northScoreChange, i: 3}]; let newScoreArray = scoreArray.filter((obj) => { return obj.sc != 0; }); let scoreAddArray = newScoreArray.filter((obj) => { //荣和的玩家 return obj.sc > 0; }); let scoreSubArray = newScoreArray.filter((obj) => { //放铳的玩家 return obj.sc < 0; }); scoreAddArray.sort((a,b)=>{return b.sc-a.sc}); return {scoreArray: scoreArray, newScoreArray: newScoreArray, scoreAddArray: scoreAddArray, scoreSubArray: scoreSubArray}; } function handleRon(kyoku, startPlayerIndex, eastScoreChange, southScoreChange, westScoreChange, northScoreChange) { //处理荣和 let obj = parmeHandle(eastScoreChange, southScoreChange, westScoreChange, northScoreChange); let scoreAddArray = obj.scoreAddArray; let scoreSubArray = obj.scoreSubArray; let selfPlayerIndex = getPlayerIndexByPlayerSeatName(getPlayerSeatNameByPlayerIndex(startPlayerIndex, kyoku, OUTSTYLE.B), OUTSTYLE.B); // let str = ""; for (let i = 0; i < scoreAddArray.length; i++) { const scoreAdd = scoreAddArray[i]; let scAddPlayerSeatName = getPlayerSeatNameByPlayerIndex(scoreAdd.i, kyoku, OUTSTYLE.B); //荣和的玩家 let scAddPlayerViewName = getSelfViewPlayerNameByTargetPlayerIndex(selfPlayerIndex, getPlayerIndexByPlayerSeatName(scAddPlayerSeatName, OUTSTYLE.B)); let scSubPlayerSeatName = getPlayerSeatNameByPlayerIndex(scoreSubArray[0].i, kyoku, OUTSTYLE.B); //放铳的玩家 let scSubPlayerViewName = getSelfViewPlayerNameByTargetPlayerIndex(selfPlayerIndex, getPlayerIndexByPlayerSeatName(scSubPlayerSeatName, OUTSTYLE.B)); str += scAddPlayerSeatName + ` (${scAddPlayerViewName}) ` + `<span style="color:#990000">${i18nText.Ron}</span>` + i18nText.badMoveNull + scSubPlayerSeatName + ` (${scSubPlayerViewName}) ` + "+" + scoreAdd.sc + i18nText.badMoveNull + scoreSubArray[0].sc; } return str; } function handleTsumo(kyoku, startPlayerIndex, eastScoreChange, southScoreChange, westScoreChange, northScoreChange) { //处理自摸 } function handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange, southScoreChange, westScoreChange, northScoreChange) { //处理流局 } const OUTSTYLE = { A: 1, B: 1 << 1, C: 1 << 2, } function getTextByOutStyle(outStyle, index) { if(outStyle == OUTSTYLE.A) return eval("i18nText.seatTypeA" + index); //seatTypeA0 //东起 else if(outStyle == OUTSTYLE.B) return eval("i18nText.seatTypeB" + index); //seatTypeB0 //东家 else if(outStyle == OUTSTYLE.C) return eval("i18nText.seatTypeC" + index); //seatTypeC0 //自家 else{ console.warn("outStyle是无效的!"); } } function getSelfViewPlayerNameByTargetPlayerIndex(selfIndex, targetPlayerIndex) { const viewMap = new Map(); let viewArray = [ { value: -3, name: i18nText.seatTypeC1 }, //下家 { value: -2, name: i18nText.seatTypeC2 }, //对家 { value: -1, name: i18nText.seatTypeC3 }, //上家 { value: 0, name: i18nText.seatTypeC0 }, //自家 { value: 1, name: i18nText.seatTypeC1 }, //下家 { value: 2, name: i18nText.seatTypeC2 }, //对家 { value: 3, name: i18nText.seatTypeC3 }, //上家 ]; viewArray.forEach((item,index)=> { viewMap.set(item.value, item.name); }); const getValue = (offset) => { if(offset > 0) return offset -4; else return offset +4; } let offset = targetPlayerIndex - selfIndex; let result; do { result = viewMap.get(offset); } while (offset = getValue(offset), result == undefined); return result; } function getPlayerIndexByPlayerSeatName(playerSeatName, outStyle) { var seatArray; if(outStyle == OUTSTYLE.A) seatArray = [i18nText.seatTypeA0, i18nText.seatTypeA1, i18nText.seatTypeA2, i18nText.seatTypeA3]; //东起, 南起, 西起, 北起 else if(outStyle == OUTSTYLE.B) seatArray = [i18nText.seatTypeB0, i18nText.seatTypeB1, i18nText.seatTypeB2, i18nText.seatTypeB3]; //东家, 南家, 西家, 北家 else{ console.warn("outStyle是无效的!"); seatArray = [i18nText.seatTypeA0, i18nText.seatTypeA1, i18nText.seatTypeA2, i18nText.seatTypeA3]; //东起, 南起, 西起, 北起 } const seatMap = new Map(); seatArray.forEach((item,index)=> { seatMap.set(item, index); }); return seatMap.get(playerSeatName); } function getPlayerSeatNameByPlayerIndex(playerIndex, kyoku, outStyle) { var seatArray; if(outStyle == OUTSTYLE.A) seatArray = [i18nText.seatTypeA0, i18nText.seatTypeA3, i18nText.seatTypeA2, i18nText.seatTypeA1]; //东起, 北起, 西起, 南起 else if(outStyle == OUTSTYLE.B) seatArray = [i18nText.seatTypeB0, i18nText.seatTypeB3, i18nText.seatTypeB2, i18nText.seatTypeB1]; //东家, 北家, 西家, 南家 else{ console.warn("outStyle是无效的!"); seatArray = [i18nText.seatTypeA0, i18nText.seatTypeA3, i18nText.seatTypeA2, i18nText.seatTypeA1]; //东起, 北起, 西起, 南起 } const seatMap = new Map(); seatArray.forEach((item,index)=> { seatMap.set(item, index); }); const getValueByEachArray = (array, startIndex, eachCount) => { let length = array.length; let targetIndex = startIndex; for (let i = eachCount; i > 0; i--) { if(++targetIndex >= length) targetIndex = 0; } return array[targetIndex]; } const getStart = (playerIndex, kyoku, outStyle) => { switch (playerIndex + kyoku) { case 0: return getTextByOutStyle(outStyle, 0); //东起 case 1: return getTextByOutStyle(outStyle, 1); //南起 case 2: return getTextByOutStyle(outStyle, 2); //西起 case 3: return getTextByOutStyle(outStyle, 3); //北起 default: return getStart(playerIndex, kyoku -4, outStyle); } } const get = (playerIndex, kyoku, outStyle) => { let startIndex = seatMap.get(getStart(playerIndex, 0, outStyle)); return getValueByEachArray(seatArray, startIndex, kyoku); } if(kyoku == 0) return getStart(playerIndex, kyoku, outStyle); else return get(playerIndex, kyoku, outStyle); } function getTextLineNum(ele) { let styles = getComputedStyle(ele, null); let lineHeight = parseFloat(styles.lineHeight); let height = parseFloat(styles.height); let offsetHeight = parseFloat(ele.offsetHeight); let lineNum = offsetHeight / lineHeight; return Math.round(lineNum); } const summaryEle = document.getElementsByClassName("kyoku-toc")[0]; summaryEle.style.position = "relative"; for (let j = 0; j < summaryEle.children.length; j++) { const ele = summaryEle.children[j]; ele.style.minWidth = "20%"; } const kyokuEle = summaryEle.getElementsByTagName("a"); const endInfoEle = summaryEle.getElementsByClassName("end-status"); // const section = document.getElementsByTagName("section"); for (let i = 0, length = section.length; i != length; ++i) { const titleEle = section[i].children[0]; const titleKyokuEle = titleEle.getElementsByTagName("a"); const titleEndInfoEle = titleEle.getElementsByClassName("end-status"); const tenhouData = section[i].getElementsByTagName("iframe")[0].src; const playerIndexStr = tenhouData.match(/tw=[0-3]/)[0]; const startPlayerIndex = parseInt(playerIndexStr.substring(playerIndexStr.length -1)); //起始玩家索引 const json = JSON.parse(decodeURI(tenhouData.substring(tenhouData.indexOf("{")))); //天凤对局数据 const kyoku = json.log[0][0][0]; //局数 const count = json.log[0][0][1]; //本场数 const currScore = json.log[0][1]; //当前点数 const scoreChange = json.log[0][json.log[0].length -1]; //点数变动 const endMode = scoreChange[0]; //解析规则 if(matchRule.isInit == false) { const disp = json.rule.disp; if(disp.indexOf("間") != -1) { //雀魂 matchRule.isRon3 = true; //console.log("雀魂牌谱"); }else if(disp.indexOf("Player") != -1) { //一番街 matchRule.isRon3 = false; //console.log("一番街牌谱"); }else{ //默认为天凤 matchRule.isRon3 = false; //console.log("默认为天凤牌谱(包括自定义牌谱)"); } matchRule.isInit = true; } //四家当前分数 const eastScore = currScore[0]; //东 const southScore = currScore[1]; //南 const westScore = currScore[2]; //西 const northScore = currScore[3]; //北 //四家分数变化(直接) //送棒的-1000没有显示 let eastScoreChange = []; let southScoreChange = []; let westScoreChange = []; let northScoreChange = []; let ronCount = (scoreChange.length -1) / 2; if(scoreChange.length > 1) { //比如九种九牌, 是没有分数变化的数据的 //是否有多家荣和 for (let j = 0; j < ronCount; j++) { //处理可能的多家荣和 eastScoreChange.push(scoreChange[1+ j*2][0]); //东 southScoreChange.push(scoreChange[1+ j*2][1]); //南 westScoreChange.push(scoreChange[1+ j*2][2]); //西 northScoreChange.push(scoreChange[1+ j*2][3]); //北 } } //判断模式 if(endMode == tenhouText.Ron) { //自摸、荣和 let str = ""; for (let j = 0; j < ronCount; j++) { //处理可能的多家荣和 if(j>0) //处理多家 str += ", "; let obj = parmeHandle(eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); if(eastScoreChange[j] == 0 || southScoreChange[j] == 0 || westScoreChange[j] == 0 || northScoreChange[j] == 0) { //如果有任何一家分数变动为0, 则为荣和 str += handleRon(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); }if(obj.scoreAddArray.length == 3) { //判断是否是三家荣和 if(matchRule.isRon3) //如果启用了三家和了的规则 //? 可能是没有必要的判断? 等待使用三种游戏牌谱分别进行查证 str += handleRon(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); else{ //流局 //? 可能是没有必要的判断? 等待使用三种游戏牌谱分别进行查证 // let str = handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); // console.log(str); } }else{ //否则都是自摸 // str += handleTsumo(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); } }//for if(str.length > 0) { const span = document.createElement("span"); span.innerHTML = ` \u00A0\u00A0\u00A0` + str; endInfoEle[i].parentElement.appendChild(span); // const span1 = document.createElement("span"); // span1.className = "end-status"; // span1.innerText = ` \u00A0\u00A0` + str; // titleEndInfoEle[0].parentElement.appendChild(span1); let lineNum = getTextLineNum(span) if(lineNum > 1){ //如果新添加的文字有多行, 则进行对齐 for (let j = 1; j < lineNum; j++) { summaryEle.children[0].insertBefore(document.createElement("br"), kyokuEle[i].parentElement.nextElementSibling); } } } }else if(endMode == tenhouText.Ryuukyoku){ //荒牌流局 //流局, 如果有分数改变则处理 // let str = handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); // console.log(str); }else if(endMode == tenhouText.RyuukyokuTsumo) { //流局满贯 (等同于自摸8000) // let str = handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); // console.log(str); }else if(endMode == tenhouText.RyuukyokuType1) { //九种九牌 //流局, 如果有分数改变则处理 // let str = handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); // console.log(str); }else{ //四风连打、四杠散了、四家立直 //三家和了 //流局, 如果有分数改变则处理 // let str = handleRyuukyoku(kyoku, startPlayerIndex, eastScoreChange[j], southScoreChange[j], westScoreChange[j], northScoreChange[j]); // console.log(str); } const span = document.createElement("span"); let str = getPlayerSeatNameByPlayerIndex(startPlayerIndex, kyoku, OUTSTYLE.A); span.innerText = ` \u00A0\u00A0\u00A0` + str; span.style.position = "absolute"; span.style.left = "130px"; if(str == i18nText.seatTypeA0) //东起 span.style.color = "#CC0000"; else span.style.color = "#333"; kyokuEle[i].parentElement.appendChild(span); titleKyokuEle[0].innerText += `\u00A0\u00A0` + str; } /* 列出选择权重 */ const map = new Map(); //使用map保证重置循坏后的唯一性 const boxObjStr = '{"left":0,"top":0}'; const entry = document.getElementsByClassName("collapse entry"); for (let i = 0, length = entry.length; i != length; ++i) { entry[i].style.position = "relative"; const roleEle = entry[i].getElementsByClassName("role"); let selfPai = roleEle[0].parentElement; let mortalPai = roleEle[1].nextElementSibling; if(mortalPai.tagName.toLocaleLowerCase() == 'details') { mortalPai = roleEle[1].nextSibling; } if (Object.prototype.toString.call(selfPai.childNodes[selfPai.childNodes.length -2]) == '[object SVGSVGElement]') { if(selfPai.childNodes[selfPai.childNodes.length -2].tagName.toLocaleLowerCase() == 'svg') { //如果有多张牌图片,就使用最后一张牌图片 selfPai = selfPai.childNodes[selfPai.childNodes.length -2]; } } if(mortalPai.nextElementSibling.tagName.toLocaleLowerCase() == 'svg') { //如果有多张牌图片,就使用最后一张牌图片 mortalPai = mortalPai.nextElementSibling; } const dataEle = entry[i].getElementsByTagName("tbody")[0].childNodes; var selfPaiData = 0; var mortalPaiData = 0; var selfBoxObj = JSON.parse(boxObjStr), mortalBoxObj = JSON.parse(boxObjStr); map.clear(); //清除map let j = 0, size = dataEle.length; while (j != size) { let selfPaiStr = null; let mortalPaiStr = null; let isResetLoop = false; //是否重置循坏 if(selfPai != null){ if(Object.prototype.toString.call(selfPai) == '[object Text]') { selfPaiStr = selfPai.data; }else{ let obj = selfPai.getElementsByClassName("face"); if(obj[0] != null){ selfPaiStr = obj[0].href.baseVal; }else{ //选择跳过的情况 selfPaiStr = selfPai.childNodes[selfPai.childNodes.length -1].data; } } } if(mortalPai != null){ if(Object.prototype.toString.call(mortalPai) == '[object Text]') { mortalPaiStr = mortalPai.data; }else{ let obj = mortalPai.getElementsByClassName("face"); if(obj[0] != null){ mortalPaiStr = obj[0].href.baseVal; }else{ //选择跳过的情况 mortalPaiStr = mortalPai.childNodes[mortalPai.childNodes.length -1].data; } } } let data = dataEle[j].childNodes[2].innerHTML.replace(/<.*?>/g, ""); //过滤html标签, 只保留文字内容 let obj1 = dataEle[j].childNodes[0].getElementsByClassName("face"); let dataPaiStr; if(obj1[obj1.length - 1] != null) { // 如果有多张牌, 则选择最后一张牌作为对比牌 (主要用于吃的情况、碰杠这些牌都是一样的) dataPaiStr = obj1[obj1.length - 1].href.baseVal; }else{ dataPaiStr = dataEle[j].childNodes[0].innerHTML; if(map.has(j) == false) { map.set(j, true); //保存当前j的值,防止重复开始循坏 j = 0; //如果 有 选择跳过的情况, 则重新开始循坏, 以找到正确的数据 isResetLoop = true; } } if(selfPaiStr == dataPaiStr) { //如果目标操作是自己的操作 selfPaiData = data; const span = document.createElement("span"); span.innerText = ` \u00A0\u00A0\u00A0` + data; span.style.position = "absolute"; if(selfBoxObj.top == 0) { if(!isNaN(selfPai.offsetTop)) { selfBoxObj.top = (selfPai.offsetTop + selfPai.offsetHeight / 2 - 10); }else if(!isNaN(selfPai.parentElement.offsetTop)) { selfBoxObj.top = (selfPai.parentElement.offsetTop + selfPai.parentElement.offsetHeight / 2 - 10); }else{ console.error("[dom struct inconsistency] source:", "selfPai"); console.info("[debug]", `i: ${i}`); } span.style.top = selfBoxObj.top + 2 + "px"; } span.style.left = "170px"; entry[i].insertBefore(span, entry[i].childNodes[3].nextSibling); selfPai = null; //置null, 防止继续计算 }else if(mortalPaiStr == dataPaiStr) { //如果目标操作是Mortal的操作 mortalPaiData = data; const span = document.createElement("span"); span.innerText = ` \u00A0\u00A0\u00A0` + data; span.style.position = "absolute"; if(mortalBoxObj.top == 0) { if(!isNaN(mortalPai.offsetTop)) { mortalBoxObj.top = (mortalPai.offsetTop + mortalPai.offsetHeight / 2 - 10); }else if(!isNaN(mortalPai.previousElementSibling.offsetTop)) { mortalBoxObj.top = (mortalPai.previousElementSibling.offsetTop + mortalPai.previousElementSibling.offsetHeight / 2 - 10); }else if(!isNaN(mortalPai.previousElementSibling.previousElementSibling.offsetTop)) { mortalBoxObj.top = (mortalPai.previousElementSibling.previousElementSibling.offsetTop + mortalPai.previousElementSibling.previousElementSibling.offsetHeight / 2 - 10); }else{ console.error("[dom struct inconsistency] source:", "mortalPai"); console.info("[debug]", `i: ${i}`); } span.style.top = mortalBoxObj.top + 1 + "px"; } span.style.left = "170px"; if(Object.prototype.toString.call(mortalPai.nextSibling) == '[object Text]') { //如果有多张牌图片,就使用最后一张牌图片后面的文字的位置 mortalPai = mortalPai.nextSibling; } entry[i].insertBefore(span, mortalPai.nextSibling); mortalPai = null; //置null, 防止继续计算 } if(selfPaiStr == mortalPaiStr) { //如果自己选择打出的牌与mortal选择打出的牌相同 if(map.has(j) == false) { map.set(j, true); //保存当前j的值,防止重复开始循坏 j = 0; //如果 有 选择跳过的情况, 则重新开始循坏, 以找到正确的数据 isResetLoop = true; } } if(selfPai == null && mortalPai == null) { //是否处理完毕 break; //跳出循坏 } if(isResetLoop == false){ //不重置循坏时, index++ ++j; } }//for /* 计算自己的选择与mortal选择的差值 */ const defaultHandleFunc = (newNode, index, colorStr) => { newNode.style.color = colorStr; //设置为目标颜色 newNode.innerHTML = ` \u00A0\u00A0\u00A0` + eval("i18nText.badMoveDiffer" + index) + differData; } const differData = roundFun(Math.abs(mortalPaiData - selfPaiData), 5); //保留5位小数 if (differData != 0) { //忽略自己和mortal打出的牌一样的结果 const turnInfo = entry[i].children[0]; const newNode = document.createElement("span"); newNode.style.fontWeight = 400; if (differData < 5) { //微差 defaultHandleFunc(newNode, 1, "#000"); //黑色 }else if (differData < 10) { //小幅差距 defaultHandleFunc(newNode, 2, "#996633"); //褐色 }else if (differData < 20) { //低等差距 defaultHandleFunc(newNode, 3, "#009966"); //淡绿 }else if (differData < 40) { //中等差距 defaultHandleFunc(newNode, 4, "#3399FF"); //淡蓝 }else if (differData < 60) { //高等差距 defaultHandleFunc(newNode, 5, "#3333CC"); //深蓝 }else if (differData < 80) { //大幅度差距 defaultHandleFunc(newNode, 6, "#CC0099"); //淡红 }else{ //压倒性差距 defaultHandleFunc(newNode, 7, "#f00"); //红色 } turnInfo.appendChild(newNode); } }//for }else { document.getElementsByName("show-rating").forEach((ele)=>{ele.checked = true}); //默认勾选 显示Rating const map = new Map(); let childEle = document.getElementById("mortal-model-tag").children; for (let i = 0; i < childEle.length; i++) { const ele = childEle[i]; map.set(ele.value, ele.innerText); //将数据保存到map } const jsonStr = JSON.stringify(Object.fromEntries(map)); localStorage.setItem("Mortal_New", childEle[0].value); //牌谱解析页面,默认使用最新的Mortal localStorage.setItem("Mortal_Type", jsonStr); } }
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