miao-plugin/models/Character.js

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/*
* 角色数据
*
* 支持角色查询及Meta元数据获取
* 兼容处理自定义角色
* */
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import lodash from 'lodash'
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import Base from './Base.js'
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import { Data, Format, Cfg, Meta } from '#miao'
import CharImg from './character/CharImg.js'
import CharTalent from './character/CharTalent.js'
import CharId from './character/CharId.js'
import CharMeta from './character/CharMeta.js'
import CharCfg from './character/CharCfg.js'
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let metaKey = 'abbr,star,elem,weapon,talentId,talentCons,eta'.split(',')
const detailKey = 'title,allegiance,birth,astro,desc,cncv,jpcv,costume,baseAttr,growAttr,materials,talent,talentData,cons,passive,attr,sp'.split(',')
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class Character extends Base {
// 默认获取的数据
static _dataKey = 'id,name,abbr,title,star,elem,allegiance,weapon,birthday,astro,cncv,jpcv,desc,talentCons'
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constructor ({ id, name = '', elem = '', game = 'gs' }) {
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super()
// 检查缓存
let cacheObj = this._getCache(CharId.isTraveler(id) ? `character:${id}:${elem || 'anemo'}` : `character:${id}`)
if (cacheObj) {
return cacheObj
}
// 设置数据
this._id = id
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this.name = name
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this.game = game
if (!this.isCustom) {
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let meta = Meta.getData(game, 'char', name)
this.meta = meta || {}
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if (this.isGs) {
this.elem = Format.elem(elem || meta.elem, 'anemo')
}
} else {
this.meta = {}
}
return this._cache()
}
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// 是否为官方角色
get isOfficial () {
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return this.game === 'sr' || /[12]0\d{6}/.test(this._id)
}
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// 是否为实装官方角色
get isRelease () {
if (this.isCustom) {
return false
}
if (this.eta) {
return this.eta * 1 < new Date() * 1
}
return true
}
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// 是否为自定义角色
get isCustom () {
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return !this.isOfficial
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}
get id () {
return this.isCustom ? this._id : this._id * 1
}
_get (key) {
if (metaKey.includes(key)) {
return this.meta[key]
}
if (detailKey.includes(key)) {
return this.getDetail()[key]
}
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}
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// 获取短名字
get sName () {
let name = this.name
let abbr = this.abbr
return name.length <= 4 ? name : (abbr || name)
}
// 是否是旅行者
get isTraveler () {
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return this.isGs && CharId.isTraveler(this.id)
}
get weaponType () {
return this.weapon
}
// 获取武器类型
get weaponTypeName () {
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if (this.isSr) {
return this.weapon
}
const map = {
sword: '单手剑',
catalyst: '法器',
bow: '弓',
claymore: '双手剑',
polearm: '长柄武器'
}
let weaponType = this.weaponType || ''
return map[weaponType.toLowerCase()] || ''
}
// 获取元素名称
get elemName () {
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if (this.isSr) {
return this.elem
}
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return Format.elemName(this.elem)
}
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// 获取角色描述
get desc () {
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return CharMeta.getDesc(this.meta?._detail?.desc || '')
}
// 获取头像
get face () {
return this.getImgs().face
}
// 获取侧脸图像
get side () {
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if (this.isSr) {
return this.getImgs().face
}
return this.getImgs().side
}
// gacha图像
get gacha () {
return this.getImgs().gacha
}
// 获取character相关图像
get imgs () {
return this.getImgs()
}
// 获取详情数据
get detail () {
return this.getDetail()
}
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// 获取命座天赋等级
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get talentCons () {
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if (this.isSr) {
return this.meta?.talentCons || {}
}
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if (this.isTraveler) {
return this.elem === 'dendro' ? { e: 3, q: 5 } : { e: 5, q: 3 }
}
return this.meta?.talentCons || {}
}
// 获取生日
get birthday () {
let birth = this.birth
if (!birth) {
return ''
}
birth = birth.split('-')
return `${birth[0]}${birth[1]}`
}
// 基于角色名获取Character
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static get (val, game = 'gs') {
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let id = CharId.getId(val, game)
if (!id) {
return false
}
return new Character(id)
}
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static sample (game = 'gs') {
let id = CharId.getRandomId(game)
return Character.get(id)
}
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static forEach (fn, type = 'all', game = 'gs') {
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let ids = Meta.getIds(game, 'char')
lodash.forEach(ids, (id) => {
let char = Character.get(id)
if (char.game !== 'gs') {
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return true
}
if (type === 'release' && !char.isRelease) {
return true
}
if (type === 'official' && !char.isOfficial) {
return true
}
return fn(char) !== false
})
}
// 获取排序ID
static sortIds (arr) {
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return arr.sort((a, b) => a * 1 - b * 1)
}
// 获取attr列表
getAttrList () {
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let { baseAttr, growAttr } = this
return CharMeta.getAttrList(baseAttr, growAttr, this.elemName)
}
// 获取素材
getMaterials (type = 'all') {
return CharMeta.getMaterials(this, type)
}
// 获取角色character-img图片
getCardImg (se = false, def = true) {
if (this.name === '旅行者') {
return CharImg.getCardImg(['空', '荧'], se, def)
}
return CharImg.getCardImg(this.name, se, def)
}
// 设置天赋数据
getAvatarTalent (talent = {}, cons = 0, mode = 'original') {
return CharTalent.getAvatarTalent(this, talent, cons, mode)
}
getTalentKey (id) {
if (this.talentId[id]) {
return this.talentId[id]
}
if (this.isSr) {
id = (id + '').replace(this.id, '')
return {
'001': 'a',
'002': 'e',
'003': 'q',
'004': 't',
'007': 'z'
}[id]
}
return false
}
// 检查老婆类型
checkWifeType (type) {
let { wifeData } = Meta.getMeta('gs', 'char')
let key = ['girlfriend', 'boyfriend', 'daughter', 'son'][type] || 'girlfriend'
return !!wifeData[key]?.[this.id]
}
// 检查时装
checkCostume (id) {
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let costume = this?.costume || []
return costume.includes(id * 1)
}
// 判断是否为某种元素角色
isElem (elem = '') {
elem = elem.toLowerCase()
return this.elem === elem || this.elemName === elem
}
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// 获取角色插画
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getImgs (costume = '') {
if (lodash.isArray(costume)) {
costume = costume[0]
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}
let costumeIdx = this.checkCostume(costume) ? '2' : ''
let cacheId = `costume${costumeIdx}`
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if (!this._imgs) {
this._imgs = {}
}
if (!this._imgs[cacheId]) {
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if (this.isSr) {
this._imgs[cacheId] = CharImg.getImgsSr(this.name, this.talentCons)
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} else {
this._imgs[cacheId] = CharImg.getImgs(this.name, costumeIdx, this.isTraveler ? this.elem : '', this.weaponType, this.talentCons)
}
}
let imgs = this._imgs[cacheId]
return {
...imgs,
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qFace: Cfg.get('qFace') ? (imgs.qFace || imgs.face) : imgs.face
}
}
// 基于角色名获取Character
// 获取详情数据
getDetail () {
if (this.meta?._detail) {
return this.meta._detail
}
if (this.isCustom) {
return {}
}
try {
let name = this.isTraveler ? `旅行者/${this.elem}` : this.name
this.meta = this.meta || {}
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this.meta._detail = Data.readJSON(`resources/meta-${this.game}/character/${name}/data.json`, 'miao')
} catch (e) {
console.log(e)
}
return this.meta._detail
}
// 获取伤害计算配置
getCalcRule () {
if (!this._calcRule && this._calcRule !== false) {
this._calcRule = CharCfg.getCalcRule(this)
}
return this._calcRule
}
getArtisCfg () {
if (!this._artisRule && this._artisRule !== false) {
this._artisRule = CharCfg.getArtisCfg(this)
}
return this._artisRule
}
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/**
* 获取等级属性
* @param level
* @param promote
* @returns {{}|boolean}
*/
getLvAttr (level, promote) {
let metaAttr = this.detail?.attr
if (!metaAttr) {
return false
}
if (this.isSr) {
let lvAttr = metaAttr[promote]
let ret = {}
lodash.forEach(lvAttr.attrs, (v, k) => {
ret[k] = v * 1
})
lodash.forEach(lvAttr.grow, (v, k) => {
ret[k] = ret[k] * 1 + v * (level - 1)
})
return ret
}
}
}
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export default Character