miao-plugin/apps/profile/ProfileStat.js

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import { Common } from '#miao'
import { MysApi, Player, Character } from '#miao.models'
import moment from 'moment'
import lodash from 'lodash'
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const ProfileStat = {
async stat (e) {
return ProfileStat.render(e, 'stat')
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},
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async avatarList (e) {
return ProfileStat.render(e, 'avatar')
},
async refreshTalent (e) {
let game = /星铁/.test(e.msg) ? 'sr' : 'gs'
e.isSr = game === 'sr'
let mys = await MysApi.init(e)
if (!mys || !mys.uid) return false
let player = Player.create(e, game)
let refreshCount = await player.refreshTalent('', 2)
if (refreshCount && !e.isSr) {
e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【#练度统计】【#天赋统计】来查看角色信息了...`)
} else if (e.isSr) {
e.reply(`角色行迹更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`)
} else {
e.reply('角色天赋未能更新...')
}
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},
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// 渲染
// mode stat:练度统计 avatar:角色列表 talent:天赋统计
async render (e, mode = 'stat') {
let game = /星铁/.test(e.msg) ? 'sr' : 'gs'
e.isSr = game === 'sr'
e.game = game
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// 缓存时间,单位小时
let msg = e.msg.replace(/#星铁|#/, '').trim()
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if (msg === '角色统计' || msg === '武器统计') {
// 暂时避让一下抽卡分析的关键词
return false
}
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if (/天赋|技能/.test(msg)) {
mode = 'talent'
}
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let mys = await MysApi.init(e)
if (!mys || !mys.uid) return false
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const uid = mys.uid
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let player = Player.create(e, game)
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let avatarRet = await player.refreshAndGetAvatarData({
index: 2,
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detail: 1,
talent: mode === 'avatar' ? 0 : 1,
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rank: true,
materials: mode === 'talent',
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retType: 'array',
sort: true
})
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if (avatarRet.length === 0) {
e._isReplyed || e.reply(`查询失败,暂未获得#${uid}角色数据请绑定CK或 #更新面板`)
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return true
}
let starFilter = 0
if (/(五|四|5|4|)+星/.test(msg)) {
starFilter = /(五|5)+星/.test(msg) ? 5 : 4
}
if (starFilter) {
avatarRet = lodash.filter(avatarRet, ds => ds.star === starFilter)
}
// elementFilter: 检测是否有元素筛选
let elementFilter = []
let chineseToEnglishElements = {}
if (e.isSr) {
// 先给星铁的元素筛选留空
} else {
chineseToEnglishElements = {
'风': 'anemo',
'岩': 'geo',
'雷': 'electro',
'草': 'dendro',
'水': 'hydro',
'火': 'pyro',
'冰': 'cryo'
}
}
for (let [k, v] of Object.entries(chineseToEnglishElements)) {
// 如果后续需支持星铁,这里可能也要用到正则判断
// e.g. 物(理)? 量(子)? 虚(数)?
if (msg.includes(k)) {
elementFilter.push(v)
}
}
if (elementFilter.length > 0) {
avatarRet = lodash.filter(avatarRet, ds =>
elementFilter.some(elem => ds.elem.includes(elem))
)
}
let now = moment(new Date())
if (now.hour() < 4) {
now = now.add(-1, 'days')
}
let week = now.weekday()
if (mode === 'talent') {
let weekRet = /周([1-6]|一|二|三|四|五|六)/.exec(msg)
let weekSel = weekRet?.[1]
if (/(今日|今天)/.test(msg)) {
weekSel = week + 1
} else if (/(明天|明日)/.test(msg)) {
now = now.add(1, 'days')
weekSel = now.weekday() + 1
}
let weekFilter = (weekSel * 1) || ('一二三四五六'.split('').indexOf(weekSel) + 1)
if (weekFilter && weekFilter !== 7) {
avatarRet = lodash.filter(avatarRet, ds => ds?.materials?.talent?.num === ['周一/周四', '周二/周五', '周三/周六'][(weekFilter - 1) % 3])
}
}
let faceChar = Character.get(player.face) || Character.get(avatarRet[0]?.id)
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let imgs = faceChar.imgs
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let face = {
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banner: imgs?.banner,
face: imgs?.face,
qFace: imgs?.qFace,
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name: player.name || `#${uid}`,
sign: player.sign,
level: player.level
}
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let info = player.getInfo()
info.stats = info.stats || {}
info.statMap = {
achievement: '成就',
wayPoint: '锚点',
avatar: '角色',
avatar5: '五星角色',
goldCount: '金卡总数'
}
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let tpl = mode === 'avatar' ? 'character/avatar-list' : 'character/profile-stat'
return await Common.render(tpl, {
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save_id: uid,
uid,
info,
updateTime: player.getUpdateTime(),
isSelfCookie: e.isSelfCookie,
face,
mode,
week,
avatars: avatarRet,
game
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}, { e, scale: 1.4 })
}
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}
export default ProfileStat