miao-plugin/models/ProfileData.js

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import lodash from 'lodash'
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import AvatarData from './AvatarData.js'
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import { Data, Cfg } from '#miao'
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import { ProfileArtis, ProfileDmg } from './index.js'
import AttrCalc from './profile/AttrCalc.js'
import CharImg from './character/CharImg.js'
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export default class ProfileData extends AvatarData {
constructor (ds = {}, game = 'gs', calc = true) {
super(ds, game)
if (calc) {
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this.calcAttr()
}
}
// 判断当前profileData是否具有有效数据
get hasData () {
return this.isProfile
}
get imgs () {
return this.char.getImgs(this.costume) || {}
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}
get costumeSplash () {
let costume = this._costume
costume = this.char.checkCostume(costume) ? '2' : ''
if (!Cfg.get('costumeSplash', true)) {
return this.char.getImgs(this._costume).splash
}
let nPath = `meta/character/${this.name}`
let isSuper = false
let talent = this.talent ? lodash.map(this.talent, (ds) => ds.original).join('') : ''
if (this.cons === 6 || ['ACE', 'ACE²'].includes(this.artis?.markClass) || talent === '101010') {
isSuper = true
}
if (isSuper) {
return CharImg.getRandomImg(
[`profile/super-character/${this.name}`, `profile/normal-character/${this.name}`],
[`${nPath}/imgs/splash0.webp`, `${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
)
} else {
return CharImg.getRandomImg(
[`profile/normal-character/${this.name}`],
[`${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
)
}
}
get hasDmg () {
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return this.hasData && !!ProfileDmg.dmgRulePath(this.name, this.game)
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}
static create (ds, game = 'gs') {
let profile = new ProfileData(ds, game)
if (!profile) {
return false
}
return profile
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}
initArtis () {
this.artis = new ProfileArtis(this.id, this.elem, this.game)
}
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setAttr (ds) {
this.attr = lodash.extend(Data.getData(ds, 'atk,atkBase,def,defBase,hp,hpBase,mastery,recharge'), {
heal: ds.heal || ds.hInc || 0,
cpct: ds.cpct || ds.cRate,
cdmg: ds.cdmg || ds.cDmg,
dmg: ds.dmg || ds.dmgBonus || 0,
phy: ds.phy || ds.phyBonus || 0
})
}
calcAttr () {
this._attr = AttrCalc.create(this)
this.attr = this._attr.calc()
this.base = this._attr.getBase()
}
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setArtis (ds = false) {
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this.artis?.setProfile(this, ds.artis?.artis || ds.artis || ds)
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}
// 获取当前profileData的圣遗物评分withDetail=false仅返回简略信息
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getArtisMark (withDetail = true) {
if (this.hasData) {
return this.artis.getMarkDetail(withDetail)
}
return {}
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}
// 计算当前profileData的伤害信息
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async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0 }) {
if (!this.dmg) {
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let ds = this.getData('id,level,attr,cons,artis:artis.sets,trees')
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ds.talent = lodash.mapValues(this.talent, 'level')
ds.weapon = Data.getData(this.weapon, 'name,affix')
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this.dmg = new ProfileDmg(ds, this.game)
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}
return await this.dmg.calcData({ enemyLv, mode, dmgIdx })
}
}