miao-plugin/apps/profile/ProfileChange.js

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/**
* 面板数据替换相关逻辑
*/
import lodash from 'lodash'
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import { Data } from '#miao'
import { Character, ArtifactSet, ProfileData, Weapon, Player } from '#miao.models'
// 默认武器
let defWeapon = {
bow: '西风猎弓',
catalyst: '西风秘典',
claymore: '西风大剑',
polearm: '西风长枪',
sword: '西风剑'
}
const ProfileChange = {
/**
* 匹配消息
* @param msg
* @returns {{}}
*/
matchMsg (msg) {
if (!/(变|改|换)/.test(msg)) {
return false
}
msg = msg.toLowerCase().replace(/uid ?:? ?/, '').replace('', '')
let regRet = /^#*(\d{9})?(.+?)(详细|详情|面板|面版|圣遗物|伤害[1-7]?)?\s*(\d{9})?[变换改](.+)/.exec(msg)
if (!regRet || !regRet[2]) {
return false
}
let ret = {}
let change = {}
let char = Character.get(lodash.trim(regRet[2]).replace('星铁', ''))
if (!char) {
return false
}
const game = char.game
const isGs = game === 'gs'
const keyMap = isGs ? {
artis: '圣遗物',
arti1: '花,生之花',
arti2: '毛,羽,羽毛,死之羽',
arti3: '沙,沙漏,表,时之沙',
arti4: '杯,杯子,空之杯',
arti5: '头,冠,理之冠,礼冠,帽子,帽',
weapon: '武器'
} : {
artis: '圣遗物,遗器',
arti1: '头,帽子,头部',
arti2: '手,手套,手部',
arti3: '衣,衣服,甲,躯干,',
arti4: '鞋,靴,鞋子,靴子,脚,脚部',
arti5: '球,位面球',
artis6: '绳,线,链接绳,连接绳',
weapon: '武器,光锥'
}
let keyTitleMap = {}
lodash.forEach(keyMap, (val, key) => {
lodash.forEach(val.split(','), (v) => {
keyTitleMap[v] = key
})
})
const keyReg = new RegExp(`^(\\d{9})?\\s*(.+?)\\s*(\\d{9})?\\s*((?:${lodash.keys(keyTitleMap).join('|')}|\\+)+)$`)
ret.char = char.id
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ret.mode = regRet[3] === '换' ? '面板' : regRet[3]
ret.uid = regRet[1] || regRet[4] || ''
ret.game = char.game
msg = regRet[5]
// 更换匹配
msg = msg.replace(/[变改]/g, '换')
lodash.forEach(msg.split('换'), (txt) => {
txt = lodash.trim(txt)
if (!txt) {
return true
}
// 匹配圣遗物
let keyRet = keyReg.exec(txt)
if (keyRet && keyRet[4]) {
let char = Character.get(lodash.trim(keyRet[2]))
if (char) {
if (char.game !== game) {
return true
}
lodash.forEach(keyRet[4].split('+'), (key) => {
key = lodash.trim(key)
let type = keyTitleMap[key]
change[type] = {
char: char.id || '',
uid: keyRet[1] || keyRet[3] || '',
type
}
})
} else if (keyRet[4].length > 2) {
return true
}
}
// 匹配圣遗物套装
let asMap = ArtifactSet.getAliasMap(game)
let asKey = lodash.keys(asMap).sort((a, b) => b.length - a.length).join('|')
let asReg = new RegExp(`(${asKey})套?[2,4]?\\+?(${asKey})?套?[2,4]?\\+?(${asKey})?套?[2,4]?`)
let asRet = asReg.exec(txt)
if (asRet && asRet[1] && asMap[asRet[1]]) {
if (game === 'gs') {
change.artisSet = [asMap[asRet[1]], asMap?.[asRet[2]] || asMap[asRet[1]]]
} else if (game === 'sr') {
for (let idx = 1; idx <= 3; idx++) {
let as = ArtifactSet.get(asMap?.[asRet[idx]])
if (as) { // 球&绳
change.artisSet = change.artisSet || []
let ca = change.artisSet
ca[as.sets?.[1] ? (ca[0] ? 1 : 0) : 2] = as.name
}
}
let ca = change.artisSet
if (ca && ca[0] && !ca[1]) {
ca[1] = ca[0]
}
}
return true
}
// 匹配武器
let wRet = /^(?:等?级?([1-9][0-9])?级?)?\s*(?:([1-5一二三四五满])?精炼?([1-5一二三四五])?)?\s*(?:等?级?([1-9][0-9])?级?)?\s*(.*)$/.exec(txt)
if (wRet && wRet[5]) {
let weaponName = lodash.trim(wRet[5])
let weapon = Weapon.get(weaponName, game, ret.char.game)
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if (weapon || weaponName === '武器' || Weapon.isWeaponSet(weaponName)) {
let affix = wRet[2] || wRet[3]
affix = { : 1, : 2, : 3, : 4, : 5, : 5 }[affix] || affix * 1
let tmp = {
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weapon: (Weapon.isWeaponSet(weaponName) ? weaponName : weapon?.name) || '',
affix: affix || '',
level: wRet[1] * 1 || wRet[4] * 1 || ''
}
if (lodash.values(tmp).join('')) {
change.weapon = tmp
}
return true
}
}
let char = change.char || {}
// 命座匹配
let consRet = /([0-6零一二三四五六满])(命|魂|星魂)/.exec(txt)
if (consRet && consRet[1]) {
let cons = consRet[1]
char.cons = Math.max(0, Math.min(6, lodash.isNaN(cons * 1) ? '零一二三四五六满'.split('').indexOf(cons) : cons * 1))
txt = txt.replace(consRet[0], '')
}
// 天赋匹配
let talentRet = (isGs ? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/ :
/(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/).exec(txt)
if (talentRet) {
char.talent = {}
lodash.forEach((isGs ? 'aeq' : 'aetq').split(''), (key, idx) => {
char.talent[key] = talentRet[idx + 1] * 1 || 1
})
txt = txt.replace(talentRet[0], '')
}
let lvRet = /等级([1-9][0-9]?)|([1-9][0-9]?)级/.exec(txt)
if (lvRet && (lvRet[1] || lvRet[2])) {
char.level = (lvRet[1] || lvRet[2]) * 1
txt = txt.replace(lvRet[0], '')
}
txt = lodash.trim(txt)
if (txt) {
let chars = Character.get(txt)
if (chars && (chars.game === game)) {
char.char = chars.id
}
}
if (!lodash.isEmpty(char)) {
change.char = char
}
})
ret.change = lodash.isEmpty(change) ? false : change
return ret
},
/**
* 获取面板数据
* @param uid
* @param charid
* @param ds
* @param game
* @returns {ProfileData|boolean}
*/
getProfile (uid, charid, ds, game = 'gs') {
if (!charid) {
return false
}
const isGs = game === 'gs'
let player = Player.create(uid, game)
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let source = player.getProfile(charid)
let dc = ds.char || {}
if (!source || !source.hasData) {
source = {}
}
let char = Character.get(dc?.char || source.id || charid)
if (!char) {
return false
}
let level = dc.level || source.level || 90
let promote = level === source.level ? source.promote : undefined
let profiles = {}
if (source && source.id) {
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profiles[`${player.uid}:${source.id}`] = source
}
// 获取source
let getSource = function (cfg) {
if (!cfg || !cfg.char) {
return source
}
let cuid = cfg.uid || uid
let id = cfg.char || source.id
let key = cuid + ':' + id
if (!profiles[key]) {
let cPlayer = Player.create(cuid, game)
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profiles[key] = cPlayer.getProfile(id) || {}
}
return profiles[key]?.id ? profiles[key] : source
}
// 初始化profile
let ret = new ProfileData({
uid,
id: char.id,
level,
cons: Data.def(dc.cons, source.cons, 0),
fetter: source.fetter || 10,
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elem: char.elem,
dataSource: 'change',
_source: 'change',
promote,
trees: lodash.extend([], source.trees)
}, char.game, false)
// 设置武器
let wCfg = ds.weapon || {}
let wSource = getSource(wCfg).weapon || {}
let weapon = Weapon.get(wCfg?.weapon || wSource?.name || defWeapon[char.weaponType], char.game, char.weaponType)
if (char.isGs) {
if (!weapon || weapon.type !== char.weaponType) {
weapon = Weapon.get(defWeapon[char.weaponType], char.game)
}
}
let wDs = {
name: weapon.name,
star: weapon.star,
level: Math.min(weapon.maxLv || 90, wCfg.level || wSource.level || 90)
}
if (wSource.level === wDs.level) {
wDs.promote = wSource.promote
}
wDs.affix = Math.min(weapon.maxAffix || 5, wCfg.affix || ((wDs.star === 5 && wSource.star !== 5) ? 1 : (wSource.affix || 5)))
ret.setWeapon(wDs)
// 设置天赋
if (ds?.char?.talent) {
ret.setTalent(ds?.char?.talent, 'level')
} else {
ret.setTalent(source?.originalTalent || (isGs ? { a: 9, e: 9, q: 9 } : { a: 6, e: 8, t: 8, q: 8 }), 'original')
}
// 设置圣遗物
let artis = getSource(ds.artis)?.artis?.artis || {}
for (let idx = 1; idx <= (isGs ? 5 : 6); idx++) {
if (ds['arti' + idx]) {
let source = getSource(ds['arti' + idx])
if (source && source.artis && source.artis[idx]) {
artis[idx] = source.artis[idx]
}
}
let artisIdx = (isGs ? '00111' : '001122')[idx - 1]
if (artis[idx] && ds.artisSet && ds.artisSet[artisIdx]) {
let as = ArtifactSet.get(ds.artisSet[artisIdx], game)
if (as) {
artis[idx].id = as.getArti(idx)?.getIdByStar(artis[idx].star || 5)
artis[idx]._name = artis[idx].name = as.getArtiName(idx)
artis[idx]._set = artis[idx].set = as.name
}
}
}
ret.setArtis(artis)
ret.calcAttr()
return ret
}
}
export default ProfileChange