miao-plugin/components/profile-data/enka-data.js

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import lodash from "lodash";
import Character from "../models/Character.js";
import meta from "./enka-meta.js";
import cmeta from "./enka-char.js";
import _Data from "../Data.js";
import moment from "moment";
moment.locale("zh-cn");
let _path = process.cwd();
let relis = _Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/reliquaries/`, "data.json") || {};
let relisMap = {}
lodash.forEach(relis, (ds) => {
relisMap[ds.name] = ds;
})
const artiIdx = {
EQUIP_BRACER: 1,
EQUIP_NECKLACE: 2,
EQUIP_SHOES: 3,
EQUIP_RING: 4,
EQUIP_DRESS: 5
};
const attrMap = {
HP: "小生命",
HP_PERCENT: "大生命",
ATTACK: "小攻击",
ATTACK_PERCENT: "大攻击",
DEFENSE: "小防御",
DEFENSE_PERCENT: "大防御",
FIRE_ADD_HURT: "火元素伤害加成",
ICE_ADD_HURT: "冰元素伤害加成",
ROCK_ADD_HURT: "岩元素伤害加成",
ELEC_ADD_HURT: "雷元素伤害加成",
WIND_ADD_HURT: "风元素伤害加成",
WATER_ADD_HURT: "水元素伤害加成",
PHYSICAL_ADD_HURT: "物理伤害加成",
HEAL_ADD: "治疗加成",
ELEMENT_MASTERY: "元素精通",
CRITICAL: "暴击率",
CRITICAL_HURT: "暴击伤害",
CHARGE_EFFICIENCY: "充能效率",
};
let Data = {
getData(uid, data) {
let ret = {
uid,
chars: {}
}
lodash.forEach({
name: "nickname",
avatar: "profilePicture.avatarId",
lv: "level"
}, (src, key) => {
ret[key] = lodash.get(data.playerInfo, src, "");
})
lodash.forEach(data.avatarInfoList, (ds) => {
let char = Data.getAvatar(ds);
ret.chars[char.id] = char;
})
return ret;
},
getAvatar(data) {
let char = Character.get(data.avatarId);
let now = moment();
let ret = {
id: data["avatarId"],
name: char ? char.name : "",
dataSource: "enka",
updateTime: now.format("YYYY-MM-DD HH:mm:ss"),
lv: data.propMap['4001'].val * 1,
fetter: data.fetterInfo.expLevel,
attr: Data.getAttr(data.fightPropMap),
weapon: Data.getWeapon(data.equipList),
artis: Data.getArtifact(data.equipList),
cons: data.talentIdList ? data.talentIdList.length : 0,
talent: Data.getTalent(char.id, data.skillLevelMap, data.proudSkillExtraLevelMap || {})
};
return Data.dataFix(ret);
},
getAttr(data) {
let ret = {};
let attrKey = {
// atk: 2001,
atkBase: 4,
def: 2002,
defBase: 7,
hp: 2000,
hpBase: 1,
mastery: 28,
cRate: {
src: 20,
pct: true
},
cDmg: {
src: 22,
pct: true
},
hInc: {
src: 26,
pct: true
},
recharge: {
src: 23,
pct: true
}
};
lodash.forEach(attrKey, (cfg, key) => {
if (!lodash.isObject(cfg)) {
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cfg = { src: cfg };
}
let val = data[cfg.src] || 0;
if (cfg.pct) {
val = val * 100
}
ret[key] = val;
});
ret.atk = data['4'] * (1 + (data['6'] || 0)) + (data['5'] || 0);
let maxDmg = 0;
// 火40 水42 风44 岩45 冰46 雷46
// 41 雷
lodash.forEach("40,41,42,43,44,45,45,46".split(","), (key) => {
maxDmg = Math.max(data[key] * 1, maxDmg);
});
// phy 30
ret.dmgBonus = maxDmg * 100;
ret.phyBonus = data['30'] * 100;
return ret;
},
getArtifact(data) {
let ret = {};
let get = function (d) {
if (!d) {
return [];
}
let id = d.appendPropId || d.mainPropId || "";
id = id.replace("FIGHT_PROP_", "");
if (!attrMap[id]) {
return [];
}
return [attrMap[id], d.statValue];
}
lodash.forEach(data, (ds) => {
let flat = ds.flat || {}, sub = flat.reliquarySubstats || [];
let idx = artiIdx[flat.equipType];
if (!idx) {
return;
}
let setName = meta[flat.setNameTextMapHash] || "";
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let setCfg = relisMap[setName] || { name: "", sets: {} },
artiCfg = setCfg.sets[`arti${idx}`] || { name: "" };
ret[`arti${idx}`] = {
name: artiCfg.name,
set: setCfg.name,
level: Math.min(20, ((ds.reliquary && ds.reliquary.level) || 1) - 1),
main: get(flat.reliquaryMainstat),
attrs: [
get(sub[0]),
get(sub[1]),
get(sub[2]),
get(sub[3])
]
}
})
return ret;
},
getWeapon(data) {
let ds = {}
lodash.forEach(data, (temp) => {
if (temp.flat && temp.flat.itemType === "ITEM_WEAPON") {
ds = temp;
return false;
}
})
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let { weapon, flat } = ds;
return {
name: meta[flat.nameTextMapHash],
star: flat.rankLevel,
level: weapon.level,
promote: weapon.promoteLevel,
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affix: (lodash.values(weapon.affixMap)[0] || 0) + 1
}
},
getTalent(charid, ds = {}, ext = {}) {
let cm = cmeta[charid] || {};
let cn = cm.Skills || {}, ce = cm.ProudMap;
let idx = 1;
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let idxMap = { 1: 'a', 2: 'e', 3: 'q', 'a': 'a', 's': 'e', 'e': 'q' };
lodash.forEach(cn, (n, id) => {
let nRet = /skill_(\w)/.exec(n.toLowerCase());
idxMap[id] = nRet && nRet[1] ? idxMap[nRet[1]] : idxMap[idx];
idx++;
});
lodash.forEach(ce, (n, id) => {
idxMap[n] = idxMap[id];
})
let ret = {};
lodash.forEach(ds, (lv, id) => {
let key = idxMap[id];
ret[key] = {
level_original: lv,
level_current: lv
}
})
lodash.forEach(ext, (lv, id) => {
let key = idxMap[id];
if (ret[key]) {
ret[key].level_current = ret[key].level_current + lv;
}
})
return ret;
},
dataFix(ret) {
if (ret._fix) {
return ret;
}
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let { attr, id } = ret;
id = id * 1;
switch (id) {
case 10000052:
// 雷神被动加成fix
attr.dmgBonus = Math.max(0, attr.dmgBonus - (attr.recharge - 100) * 0.4)
break;
case 10000041:
// 莫娜被动fix
attr.dmgBonus = Math.max(0, attr.dmgBonus - attr.recharge * 0.2)
break;
/*
case 10000060:
// 夜兰被动fix
attr.hp = attr.hp - attr.hpBase * 0.3
break;
*/
}
ret._fix = true;
return ret;
}
};
export default Data;