miao-plugin/apps/stat/AbyssSummary.js

138 lines
4.0 KiB
JavaScript
Raw Normal View History

import lodash from 'lodash'
2023-03-07 17:52:11 +00:00
import HutaoApi from './HutaoApi.js'
import { Cfg, Common, Data } from '#miao'
import { Abyss, Character, MysApi, Player } from '#miao.models'
export async function AbyssSummary (e) {
let isMatch = /^#(喵喵|上传)深渊(数据)?$/.test(e.original_msg || e.msg || '')
if (!Cfg.get('uploadAbyssData', false) && !isMatch) {
return false
}
let mys = await MysApi.init(e, 'all')
if (!mys || !mys.uid) {
if (isMatch) {
e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`)
}
return false
}
let ret = {}
let uid = mys.uid
let player = Player.create(e)
let resDetail, resAbyss
try {
resAbyss = await mys.getSpiralAbyss(1)
let lvs = Data.getVal(resAbyss, 'floors.0.levels.0')
// 检查是否查询到了深渊信息
if (!lvs || !lvs.battles) {
e.reply('暂未获得本期深渊挑战数据...')
return true
} else if (lvs && lvs.battles && lvs.battles.length === 0) {
if (!mys.isSelfCookie) {
if (isMatch) {
e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`)
}
return false
}
}
resDetail = await mys.getCharacter()
if (!resDetail || !resAbyss || !resDetail.avatars || resDetail.avatars.length <= 3) {
e.reply('角色信息获取失败')
return true
}
delete resDetail._res
delete resAbyss._res
ret = await HutaoApi.uploadData({
uid,
resDetail,
resAbyss
})
} catch (err) {
// console.log(err);
}
// 更新player信息
player.setMysCharData(resDetail)
if (ret && ret.retcode === 0) {
let stat = []
if (ret.data) {
if (resAbyss.floors.length === 0) {
e.reply('暂未获得本期深渊挑战数据...')
return true
}
let abyss = new Abyss(resAbyss)
let abyssData = abyss.getData()
let avatarIds = abyss.getAvatars()
let overview = ret.info || (await HutaoApi.getOverview())?.data || {}
let addMsg = function (title, ds) {
let tmp = {}
if (!ds) {
return false
}
if (!ds.avatarId && !ds.id) {
return false
}
let char = Character.get(ds.avatarId || ds.id)
tmp.title = title
tmp.id = char.id
tmp.value = `${(ds.value / 10000).toFixed(1)} W`
let msg = []
tmp.msg = msg
let pct = (percent, name) => {
if (percent < 0.2) {
msg.push({
title: '少于',
value: (Math.max(0.1, 100 - percent * 100)).toFixed(1),
name: name
})
} else {
msg.push({
title: '超过',
value: (Math.min(99.9, percent * 100)).toFixed(1),
name: name
})
}
}
if (ds.percent) {
pct(ds.percent, char.abbr)
pct(ds.percentTotal, '总记录')
} else {
msg.push({
txt: '暂无统计信息'
})
}
stat.push(tmp)
}
addMsg('最强一击', ret.data?.damage || abyssData?.stat?.dmg || {})
addMsg('最高承伤', ret.data?.takeDamage || abyssData?.stat.takeDmg || {})
let abyssStat = abyssData?.stat || {}
lodash.forEach({ defeat: '最多击破', e: '元素战技', q: '元素爆发' }, (title, key) => {
if (abyssStat[key]) {
stat.push({
title,
id: abyssStat[key]?.id || 0,
value: `${abyssStat[key]?.value}`
})
} else {
stat.push({})
}
})
await player.refreshTalent(avatarIds)
let avatarData = player.getAvatarData(avatarIds)
return await Common.render('stat/abyss-summary', {
abyss: abyssData,
avatars: avatarData,
stat,
save_id: uid,
totalCount: overview?.collectedPlayerCount || 0,
uid
}, { e, scale: 1.2 })
} else {
e.reply('暂未获得本期深渊挑战数据...')
return true
}
} else {
e.reply(`${ret.message || '上传失败'},请稍后重试...`)
}
return true
}