miao-plugin/models/avatar/MysAvatar.js

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import lodash from 'lodash'
import moment from 'moment'
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import { Data } from '#miao'
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import { chestInfo } from '../../resources/meta-gs/info/index.js'
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import AvatarUtil from './AvatarUtil.js'
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const MysAvatar = {
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// 检查更新force值
checkForce (player, force) {
let e = player?.e
let mys = e?._mys
if (!e || !mys || !mys.isSelfCookie) {
return force
}
let ck = mys?.ckInfo?.ck
if (!ck || player._ck === ck) {
return force
}
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return force
},
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/**
* 更新米游社角色信息
* @param player
* @param force
* @returns {Promise<boolean>}
*/
async refreshMysDetail (player, force = 0) {
let e = player.e || {}
let mys = e?._mys
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if (!mys) {
return false
}
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if (!AvatarUtil.needRefresh(player._mys, force, { 0: 60, 1: 2, 2: 0 })) {
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return false
}
let charData = await mys.getCharacter()
MysAvatar.setMysCharData(player, charData)
},
/**
* 更新米游社统计信息
* @param player
* @param force
* @returns {Promise<boolean>}
*/
async refreshMysInfo (player, force = 0) {
let mys = player?.e?._mys
if (!mys) {
return false
} // 不必要更新
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if (!AvatarUtil.needRefresh(player._info, force, { 0: 60, 1: 2, 2: 0 })) {
return false
}
let infoData = await mys.getIndex()
if (!infoData || !infoData.role) {
return false
}
MysAvatar.setMysInfo(player, infoData)
},
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/**
* 根据已有Mys CharData更新player
* @param player
* @param charData
*/
setMysCharData (player, charData) {
if (charData && charData.avatars) {
let role = charData.role || {}
player.setBasicData({
level: role.level,
name: role.nickname
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})
let charIds = {}
lodash.forEach(charData.avatars, (ds) => {
let avatar = Data.getData(ds, 'id,level,cons:actived_constellation_num,fetter')
avatar.elem = ds.element.toLowerCase()
// 处理时装数据
let costume = (ds?.costumes || [])[0]
if (costume && costume.id) {
avatar.costume = costume.id
}
avatar.weapon = Data.getData(ds.weapon, 'name,star:rarity,level,promote:promote_level,affix:affix_level')
// 处理圣遗物数据
let artis = {}
lodash.forEach(ds.reliquaries, (re) => {
const posIdx = { 生之花: 1, 死之羽: 2, 时之沙: 3, 空之杯: 4, 理之冠: 5 }
if (re && re.name && posIdx[re.pos_name]) {
artis[posIdx[re.pos_name]] = {
name: re.name,
level: re.level
}
}
})
avatar.artis = artis
player.setAvatar(avatar, 'mys')
charIds[avatar.id] = true
})
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// 若角色数据>8则说明为带ck更新
// 检查缓存,删除错误缓存的数据
if (lodash.keys(charIds).length > 8) {
player.forEachAvatar((avatar) => {
if (!charIds[avatar.id] && !avatar.isProfile) {
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player.delAvatar(avatar.id)
}
})
}
}
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if (player.hasAvatar()) {
player._mys = new Date() * 1
player.save()
}
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},
setMysInfo (player, infoData) {
let role = infoData.role
// 设置角色信息
let homeLevel = ((infoData?.homes || [])[0])?.level
if (role) {
player.setBasicData({
level: role.level,
name: role.nickname
})
}
// 设置角色数据
lodash.forEach(infoData?.avatars || [], (ds) => {
let avatar = Data.getData(ds, 'id,level,cons:actived_constellation_num,fetter')
avatar.elem = ds.element.toLowerCase()
player.setAvatar(avatar, 'mys')
})
let stats = {}
lodash.forEach(infoData?.stats || [], (num, key) => {
key = key.replace('_number', '')
if (key !== 'spiral_abyss') {
stats[lodash.camelCase(key)] = num
}
})
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if (stats?.fieldExtMap) {
delete stats.fieldExtMap
}
let exploration = {}
lodash.forEach(infoData?.world_explorations || [], (ds) => {
let { name } = ds
if (name === '层岩巨渊') {
return true
}
exploration[name === '层岩巨渊·地下矿区' ? '层岩巨渊' : name] = ds.exploration_percentage
})
player.info = {
homeLevel,
stats,
exploration
}
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player._info = new Date() * 1
player.save()
},
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/**
* 获取当前角色需要更新天赋的角色ID
* @param player
* @param ids 角色列表若传入则查询指定角色列表不传入查询全部
* @param force
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* @returns {*[]}
*/
getNeedRefreshIds (player, ids, force = 0) {
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let ret = []
if (!ids) {
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ids = player.getAvatarIds()
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} else if (!lodash.isArray(ids)) {
ids = [ids]
}
lodash.forEach(ids, (id) => {
let avatar = player.getAvatar(id)
if (!avatar) {
return true
}
let needMap = { 0: avatar.hasTalent ? 60 * 48 : 60 * 3, 1: 60, 2: 0 }
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if (AvatarUtil.needRefresh(avatar._talent, force, needMap)) {
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ret.push(avatar.id)
}
})
return ret
},
/**
* 使用MysApi刷新指定角色的天赋信息
* @param player
* @param ids
* @param force
* @returns {Promise<number|boolean>}
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*/
async refreshTalent (player, ids, force = 0) {
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let e = player?.e
let mys = e?._mys
if (!e || !mys || !mys.isSelfCookie) {
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return false
}
force = MysAvatar.checkForce(player, force)
let needReqIds = MysAvatar.getNeedRefreshIds(player, ids, force)
let refreshCount = 0
let failCount = 0
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if (needReqIds.length > 0) {
if (needReqIds.length > 8) {
e && e.reply('正在获取角色信息,请稍候...')
}
// 并发5请求天赋数据
await Data.asyncPool(5, needReqIds, async (id) => {
let avatar = player.getAvatar(id)
if (!avatar) {
return false
}
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if (avatar.isMaxTalent || failCount > 5) {
avatar.setTalent(false, 'original', true)
return false
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}
let ret = await MysAvatar.refreshAvatarTalent(avatar, mys)
if (ret === false) {
failCount++
} else {
refreshCount++
}
})
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}
player.save()
return refreshCount
},
async refreshAvatarTalent (avatar, mys) {
if (mys && mys.isSelfCookie) {
let char = avatar.char
if (!char) {
return false
}
let id = char.id
let talent = {}
let talentRes = await mys.getDetail(id)
let game = avatar.game
if (game === 'gs' && talentRes && talentRes.skill_list) {
let talentList = lodash.orderBy(talentRes.skill_list, ['id'], ['asc'])
for (let val of talentList) {
let { max_level: maxLv, level_current: lv } = val
if (val.name.includes('普通攻击')) {
talent.a = lv
continue
}
if (maxLv >= 10 && !talent.e) {
talent.e = lv
continue
}
if (maxLv >= 10 && !talent.q) {
talent.q = lv
}
}
} else if (game === 'sr' && talentRes && talentRes.skills) {
let talentList = lodash.orderBy(talentRes.skills, ['point_id'], ['asc'])
for (let val of talentList) {
let { cur_level: lv, anchor } = val
if (anchor.includes('Point01')) {
talent.a = lv
continue
}
if (anchor.includes('Point02')) {
talent.e = lv
continue
}
if (anchor.includes('Point03')) {
talent.q = lv
continue
}
if (anchor.includes('Point04')) {
talent.t = lv
continue
}
}
}
let ret = char.getAvatarTalent(talent, avatar.cons, 'original')
avatar.setTalent(ret, 'original', true)
return !!ret
}
return false
},
getDate (time) {
return time ? moment(new Date(time)).format('MM-DD HH:mm') : ''
},
getInfo (player) {
let chestMap = []
Data.eachStr('common,exquisite,precious,luxurious,magic', (key) => {
chestMap.push({
key: `${key}Chest`,
...chestInfo[key]
})
})
let ret = {
...(player.info || {}),
chestMap
}
let stats = ret.stats || {}
if (stats?.activeDay) {
let num = stats?.activeDay
let year = Math.floor(num / 365)
let month = Math.floor((num % 365) / 30.41)
let day = Math.floor((num % 365) % 30.41)
let msg = ''
if (year > 0) {
msg += year + '年'
}
if (month > 0) {
msg += month + '个月'
}
if (day > 0) {
msg += day + '天'
}
ret.activeDay = msg
}
let avatarCount = 0
let avatar5Count = 0
let goldCount = 0
player.forEachAvatar((avatar) => {
avatarCount++
if (avatar.star === 5) {
avatar5Count++
if (!avatar.char?.isTraveler) {
goldCount += (avatar.cons || 0) + 1
}
}
let w = avatar.weapon
if (w && w.star === 5) {
goldCount += w.affix * 1
}
})
stats.avatar = Math.max(stats.avatar, avatarCount)
stats.goldCount = goldCount
stats.avatar5 = avatar5Count
ret.stats = stats
return ret
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},
getMaterials (avatar) {
let ret = {}
let { char } = avatar
ret.talent = char.getMaterials('talent')
ret.weekly = char.getMaterials('weekly')
return ret
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}
}
export default MysAvatar