miao-plugin/components/profile-data/miao-data.js

170 lines
3.8 KiB
JavaScript
Raw Normal View History

import { Character, ProfileData } from '../../models/index.js'
import lodash from 'lodash'
import { artiIdx, artiSetMap, attrMap } from './miao-meta.js'
let MiaoData = {
key: 'miao',
name: 'MiaoApi',
getData (uid, data) {
let ret = {
uid,
chars: {}
}
if (data.cacheExpireAt) {
let exp = Math.max(0, Math.round(data.cacheExpireAt - (new Date() / 1000)))
ret.ttl = Math.max(60, exp)
}
return ret
},
getAvatar (ds) {
let char = Character.get(ds.id)
return {
id: ds.id,
name: char ? char.name : '',
dataSource: 'miao',
level: ds.level
}
},
getProfile (ds) {
let char = Character.get(ds.id)
let profile = new ProfileData({ id: char.id })
profile.setBasic({
level: ds.level,
cons: ds.constellationNum || 0,
fetter: ds.fetterLevel,
costume: char.checkCostume(ds.costumeID) ? ds.costumeID : 0,
dataSource: 'miao'
})
profile.setAttr(MiaoData.getAttr(ds.combatValue))
profile.setWeapon(MiaoData.getWeapon(ds.weapon))
profile.setArtis(MiaoData.getArtifact(ds.reliquary))
let talentRet = MiaoData.getTalent(char.id, ds.skill)
profile.setTalent(talentRet.talent)
if (talentRet.elem) {
profile.elem = talentRet.elem
}
return profile
},
getAttr (data) {
let ret = {}
lodash.forEach({
atk: 'attack',
atkBase: 'baseATK',
hp: 'health',
hpBase: 'baseHP',
def: 'defense',
defBase: 'baseDEF',
mastery: 'elementMastery',
cpct: {
src: 'critRate',
pct: true
},
cdmg: {
src: 'critDamage',
pct: true
},
heal: {
src: 'heal',
pct: true
},
recharge: {
src: 'recharge',
pct: true
}
}, (cfg, key) => {
if (!lodash.isObject(cfg)) {
cfg = { src: cfg }
}
let val = data[cfg.src] || 0
if (cfg.pct) {
val = val * 100
}
ret[key] = val
})
let maxDmg = 0
let hurt = data.addHurt || {}
lodash.forEach('fire,elec,water,grass,wind,rock,ice'.split(','), (key) => {
maxDmg = Math.max(hurt[key] * 100, maxDmg)
})
ret.dmg = maxDmg
ret.phy = hurt.physical * 100
return ret
},
getWeapon (weapon) {
return {
name: weapon.name,
star: weapon.rank,
level: weapon.level,
promote: weapon.promoteLevel,
affix: (weapon.affixLevel || 0) + 1
}
},
getArtifact (data) {
let ret = {}
let get = function (d) {
if (!d) {
return []
}
let name = d.name
name = name.replace('FIGHT_PROP_', '')
if (!attrMap[name]) {
return []
}
let value = d.value
if (value && value < 1) {
value = value * 100
}
return [attrMap[name], value]
}
lodash.forEach(data, (ds) => {
let sub = ds.appendAffix || []
let idx = artiIdx[ds.type]
if (!idx) {
return
}
ret[`arti${idx}`] = {
name: ds.name,
set: artiSetMap[ds.name] || '',
level: ds.level,
main: get(ds.mainAffix),
attrs: [
get(sub[0]),
get(sub[1]),
get(sub[2]),
get(sub[3])
]
}
})
return ret
},
getTalent (charid, data = {}) {
let char = Character.get(charid)
let { talentId = {}, talentElem = {}, talentKey = {} } = char.meta
let elem = ''
let idx = 0
let ret = {}
lodash.forEach(data, (ds) => {
let key
if (talentId[ds.id]) {
let tid = talentId[ds.id]
key = talentKey[tid]
elem = elem || talentElem[tid]
} else {
key = ['a', 'e', 'q'][idx++]
}
ret[key] = {
level: ds.level
}
})
return {
talent: ret,
elem
}
}
}
2022-08-18 10:13:42 +00:00
export default MiaoData