miao-plugin/models/Player.js

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/**
* 用户数据文件
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* 数据存储在/data/UserData/${uid}.json
* 兼容处理面板户数及Mys数据
*
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*/
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import lodash from 'lodash'
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import Base from './Base.js'
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import { Data } from '#miao'
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import { Avatar, ProfileRank, Character } from './index.js'
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import MysAvatar from './avatar/MysAvatar.js'
import ProfileAvatar from './avatar/ProfileAvatar.js'
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Data.createDir('/data/UserData', 'root')
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Data.createDir('/data/PlayerData/gs', 'root')
Data.createDir('/data/PlayerData/sr', 'root')
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export default class Player extends Base {
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constructor (uid, game = 'gs') {
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super()
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uid = uid?._mys?.uid || uid?.uid || uid
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if (!uid) {
return false
}
let cacheObj = this._getCache(`player:${game}:${uid}`)
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if (cacheObj) {
return cacheObj
}
this.uid = uid
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this.game = game
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this.reload()
return this._cache(100)
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}
get hasProfile () {
let ret = false
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this.forEachAvatar((avatar) => {
if (avatar.isProfile) {
ret = true
return false
}
})
return ret
}
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get _file () {
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return `/data/PlayerData/${this.game}/${this.uid}.json`
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}
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// 玩家头像
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get faceImgs () {
let char
if (this.isGs && this.face) {
char = Character.get(this.face)
}
if (!char) {
let charId = lodash.keys(this._avatars)[0]
if (charId) {
char = Character.get(charId)
}
}
let imgs = char?.imgs || {}
return {
face: imgs.face || '/common/item/face.webp',
banner: imgs.banner || `/meta${this.isSr ? '-sr' : ''}/character/common/imgs/banner.webp`
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}
}
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static create (e, game = 'gs') {
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if (e?._mys?.uid || e.uid) {
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// 传入为e
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let player = new Player(e?._mys?.uid || e.uid, (game === 'sr' || e.isSr) ? 'sr' : 'gs')
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player.e = e
return player
} else {
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return new Player(e, game)
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}
}
// 获取面板更新服务名
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static getProfileServName (uid, game = 'gs') {
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return ProfileAvatar.getServ(uid, game)?.name
}
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static delByUid (uid, game = 'gs') {
let player = Player.create(uid, game)
if (player) {
player.del()
}
}
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/**
* 重新加载json文件
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* 注意为了性能默认不初始化avatars数据按需初始化
* 如需获取avatar请使用 player.getAvatar() 来进行获取以确保初始化
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*/
reload () {
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let data = Data.readJSON(this._file, 'root')
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this.setBasicData(data)
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this.setAvatars(data.avatars || [], true)
if (data._ck) {
this._ck = data._ck
}
if (!data.avatars) {
this.save()
}
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}
/**
* 保存json文件
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* @param flag false时暂时禁用保存true时启用保存并保存数据
* @returns {boolean}
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*/
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save (flag = null) {
if (flag === true) {
this._save = true
} else if (flag === false || this._save === false) {
this._save = false
return false
}
let ret = Data.getData(this, 'uid,name,level,word,face,card,sign,info,_info,_mys,_profile')
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ret.avatars = {}
this.forEachAvatar((avatar) => {
ret.avatars[avatar.id] = avatar.toJSON()
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})
if (this._ck) {
ret._ck = this._ck
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}
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Data.writeJSON(this._file, ret, 'root')
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}
del () {
try {
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Data.delFile(this._file, 'root')
ProfileRank.delUidInfo(this.uid, this.game)
this._delCache()
Bot.logger.mark(`【面板数据删除】${this.uid}本地文件数据已删除...`)
} catch (e) {
console.log('del error', e)
}
return true
}
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/**
* 设置玩家基础数据
* @param ds
*/
setBasicData (ds) {
this.name = ds.name || this.name || ''
this.level = ds.level || this.level || ''
this.word = ds.word || this.word || ''
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this.face = ds.face || this.face || ''
this.card = ds.card || this.card || ''
this.sign = ds.sign || this.sign || ''
this.info = ds.info || this.info || false
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this._avatars = this._avatars || {}
this._profile = ds._profile || this._profile
this._mys = ds._mys || this._mys
this._info = ds._info || this._info
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}
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// 设置角色列表
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// lazy是否懒初始化avatar
setAvatars (ds, lazy = false) {
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lodash.forEach(ds, (avatar) => {
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if (!avatar.id) {
return true
}
if (lazy) {
this._avatars[avatar.id] = avatar
} else {
this.setAvatar(avatar)
}
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})
}
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// 设置角色数据
setAvatar (ds, source = '') {
let avatar = this.getAvatar(ds.id, true)
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if (!avatar.setAvatar) {
console.log(this._avatars)
console.log(avatar, ds)
}
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avatar.setAvatar(ds, source)
}
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delAvatar (id) {
delete this._avatars[id]
}
hasAvatar (id = '') {
if (!id) {
return !lodash.isEmpty(this._avatars)
}
return !!this._avatars[id]
}
getAvatarIds () {
return lodash.keys(this._avatars)
}
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// 获取Avatar角色
getAvatar (id, create = false) {
let char = Character.get(id)
let avatars = this._avatars
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if (this.isGs) {
// 兼容处理旅行者的情况
if (char.isTraveler && !create) {
id = avatars['10000005'] ? 10000005 : 10000007
}
}
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if (!avatars[id]) {
if (create) {
avatars[id] = Avatar.create({ id }, this.game)
} else {
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return false
}
}
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let avatar = avatars[id]
if (!avatar.isAvatar) {
let data = avatars[id]
avatar = avatars[id] = Avatar.create(avatars[id], this.game)
avatar.setAvatar(data)
}
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return avatar
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}
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// 循环Avatar
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async forEachAvatar (fn) {
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for (let id in this._avatars) {
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let avatar = this.getAvatar(id)
if (avatar && avatar.hasData) {
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let ret = fn(avatar, id)
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ret = Data.isPromise(ret) ? await ret : ret
if (ret === false) {
return false
}
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}
}
}
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// 获取所有Avatar数据
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getAvatarData (ids = '') {
let ret = {}
if (!ids) {
this.forEachAvatar((avatar) => {
ret[avatar.id] = avatar.getDetail()
})
} else {
lodash.forEach(ids, (id) => {
let avatar = this.getAvatar(id)
if (avatar) {
ret[id] = avatar.getDetail()
}
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})
}
return ret
}
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// 获取指定角色的面板数据
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getProfile (id) {
let avatar = this.getAvatar(id)
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if (!avatar.isProfile) {
return false
}
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return avatar
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}
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// 获取所有面板数据
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getProfiles () {
let ret = {}
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this.forEachAvatar((avatar) => {
if (avatar.isProfile) {
ret[avatar.id] = avatar
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}
})
return ret
}
getUpdateTime () {
let ret = {}
if (this._profile) {
ret.profile = MysAvatar.getDate(this._profile)
}
if (this._mys) {
ret.mys = MysAvatar.getDate(this._mys)
}
return ret
}
getInfo () {
return MysAvatar.getInfo(this)
}
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// 更新面板
async refreshProfile (force = 2) {
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return await ProfileAvatar.refreshProfile(this, force)
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}
// 更新米游社数据
/**
* 更新米游社数据
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* @param force 0:不强制长超时时间 1短超时时间 2无视缓存强制刷新
* @returns {Promise<boolean>}
*/
async refreshMysDetail (force = 0) {
return MysAvatar.refreshMysDetail(this, force)
}
async refreshMysInfo (force = 0) {
return await MysAvatar.refreshMysInfo(this, force)
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}
// 通过已有的Mys CharData更新
setMysCharData (charData) {
MysAvatar.setMysCharData(this, charData)
}
// 使用MysApi刷新指定角色的天赋信息
async refreshTalent (ids = '', force = 0) {
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return await MysAvatar.refreshTalent(this, ids, force)
}
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/**
* 刷新角色数据
*
* @param cfg
* @param cfg.detail mys-detail数据更新级别角色列表与详情
* @param cfg.talent mys-talent数据更新级别角色天赋数据
* @param cfg.index mys-index数据更新级别游戏统计数据
* @param cfg.profile 刷新面板数据
* @param cfg.ids 刷新的角色列表
*/
async refresh (cfg) {
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this.save(false)
try {
if (cfg.index || cfg.index === 0) {
await this.refreshMysInfo(cfg.index)
}
if (cfg.detail || cfg.detail === 0) {
await this.refreshMysDetail(cfg.detail)
}
if (cfg.talent || cfg.talent === 0) {
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await this.refreshTalent(cfg.ids || '', cfg.talent)
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}
if (cfg.profile || cfg.profile === 0) {
await this.refreshProfile(cfg.profile)
}
} catch (e) {
Bot.logger.mark(`刷新uid${this.uid}数据遇到错误...`)
console.log(e)
}
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this.save(true)
}
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/**
* 刷新并获取角色数据
*
* @param cfg
* @param cfg.detail mys-detail数据更新级别角色列表与详情
* @param cfg.talent mys-talent数据更新级别角色天赋数据
* @param cfg.index mys-index数据更新级别游戏统计数据
* @param cfg.retType 返回类型默认id为key对象设置为array时返回数组
* @param cfg.rank 返回为数组时数据是否排序排序规则等级星级天赋命座武器好感的顺序排序
* @returns {Promise<any[]|{}>}
*/
async refreshAndGetAvatarData (cfg) {
await this.refresh(cfg)
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let rank = false
let e = this.e
if (cfg.rank === true && e && e.group_id) {
rank = await ProfileRank.create({ group: e.group_id, uid: this.uid, qq: e.user_id })
}
let avatarRet = {}
this.forEachAvatar((avatar) => {
let { talent } = avatar
let ds = avatar.getDetail()
ds.aeq = talent?.a?.original + talent?.e?.original + talent?.q?.original || 3
avatarRet[ds.id] = ds
let profile = avatar.getProfile()
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if (avatar.isProfile) {
ds.artisSet = avatar.artis.getSetData()
let mark = avatar.getArtisMark(false)
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ds.artisMark = Data.getData(mark, 'mark,markClass,names')
if (rank) {
rank.getRank(profile)
}
}
})
if (cfg.retType !== 'array') {
return avatarRet
}
avatarRet = lodash.values(avatarRet)
if (cfg.sort) {
let sortKey = 'level,star,aeq,cons,weapon.level,weapon.star,weapon.affix,fetter'.split(',')
avatarRet = lodash.orderBy(avatarRet, sortKey)
avatarRet = avatarRet.reverse()
}
return avatarRet
}
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}