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 } 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 { wifeMap, idSort, idMap } = CharId
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let getMeta = function (name, game = 'gs') {
if (game === 'gs') {
return Data.readJSON(`resources/meta/character/${name}/data.json`, 'miao')
} else {
return CharId.getSrMeta(name)
}
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}
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class Character extends Base {
// 默认获取的数据
_dataKey = 'id,name,abbr,title,star,elem,allegiance,weapon,birthday,astro,cncv,jpcv,ver,desc,talentCons'
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constructor ({ id, name = '', elem = '', game = 'gs' }) {
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super()
// 检查缓存
let cacheObj = this._getCache(CharId.isTraveler(id) ? `character:${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 = getMeta(name, game)
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
}
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get isGs () {
return this.game === 'gs'
}
get isSr () {
return this.game === 'sr'
}
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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 () {
return CharMeta.getDesc(this.meta.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') {
let id = CharId.getId(val, Character.gsCfg, game)
if (!id) {
return false
}
return new Character(id)
}
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static forEach (fn, type = 'all', game = 'gs') {
lodash.forEach(idMap, (name, id) => {
let char = Character.get({ id, name })
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) {
return arr.sort((a, b) => (idSort[a] || 300) - (idSort[b] || 300))
}
// 获取attr列表
getAttrList () {
let { meta } = this
return CharMeta.getAttrList(meta.baseAttr, meta.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) {
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return !!wifeMap[type][this.id]
}
// 检查时装
checkCostume (id) {
let costume = this.meta?.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${costumeIdx}`
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if (!this._imgs) {
this._imgs = {}
}
if (!this._imgs[cacheId]) {
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if (this.isSr) {
this._imgs[cacheId] = CharImg.getImgsSr(this.name2 || this.name, this.talentCons)
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} else {
this._imgs[cacheId] = CharImg.getImgs(this.name, costumeIdx, this.isTraveler ? this.elem : '', this.weaponType, this.talentCons)
}
}
let imgs = this._imgs[cacheId]
return {
...imgs,
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qFace: Cfg.get('qFace') ? (imgs.qFace || imgs.face) : imgs.face
}
}
// 基于角色名获取Character
// 获取详情数据
getDetail (elem = '') {
if (this._detail) {
return this._detail
}
if (this.isCustom) {
return {}
}
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const path = this.isSr ? 'resources/meta-sr/character' : 'resources/meta/character'
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const file = this.isSr ? 'data' : 'detail'
try {
if (this.isTraveler) {
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this._detail = Data.readJSON(`${path}/旅行者/${this.elem}/${file}.json`, 'miao')
} else {
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this._detail = Data.readJSON(`${path}/${this.name}/${file}.json`, 'miao')
}
} catch (e) {
console.log(e)
}
return this._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
}
}
}
Character.CharId = CharId
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export default Character