mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
调整圣遗物评分计算逻辑,修正Bug
This commit is contained in:
parent
3096374f4b
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@ -50,8 +50,8 @@ class Artifact extends Base {
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}
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// 传入为artis对象
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if (name.game) {
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return Artifact.get(name.id || name.name, name.game)
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if (name.id || name.name) {
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return Artifact.get(name.id || name.name, name.game || game)
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}
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if (game === 'sr') {
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name = idMapSR[name]?.name || name
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@ -1,23 +1,27 @@
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import lodash from 'lodash'
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import AvatarBase from './avatar/AvatarBase.js'
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import { Data, Cfg } from '#miao'
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import { Data } from '#miao'
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import { ProfileDmg } from './index.js'
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import Attr from './attr/Attr.js'
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import CharImg from './character/CharImg.js'
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import Artis from './artis/Artis.js'
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import Profile from './player/Profile.js'
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import ArtisMark from './artis/ArtisMark.js'
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export default class Avatar extends AvatarBase {
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constructor (ds = {}, game = 'gs', calc = true) {
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constructor (ds = {}, game = 'gs') {
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super(ds, game)
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this._artis = new Artis(this.game, true)
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if (calc) {
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this.calcAttr()
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}
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}
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// 判断当前profileData是否具有有效数据
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get hasData () {
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return this.isProfile
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// 是否是合法面板数据
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get isProfile () {
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return Profile.isProfile(this)
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}
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// profile.hasData 别名
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get hasData(){
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return Profile.isProfile(this)
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}
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get imgs () {
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@ -25,42 +29,19 @@ export default class Avatar extends AvatarBase {
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}
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get costumeSplash () {
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let costume = this._costume
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costume = this.char.checkCostume(costume) ? '2' : ''
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if (!Cfg.get('costumeSplash', true)) {
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return this.char.getImgs(this._costume).splash
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}
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let nPath = `meta/character/${this.name}`
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let isSuper = false
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let talent = this.talent ? lodash.map(this.talent, (ds) => ds.original).join('') : ''
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if (this.cons === 6 || ['ACE', 'ACE²'].includes(this.artis?.markClass) || talent === '101010') {
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isSuper = true
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}
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if (isSuper) {
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return CharImg.getRandomImg(
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[`profile/super-character/${this.name}`, `profile/normal-character/${this.name}`],
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[`${nPath}/imgs/splash0.webp`, `${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
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)
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} else {
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return CharImg.getRandomImg(
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[`profile/normal-character/${this.name}`],
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[`${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
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)
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}
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return CharImg.getCostumeSplash(this)
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}
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get hasDmg () {
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return this.hasData && !!ProfileDmg.dmgRulePath(this.name, this.game)
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return this.isProfile && !!ProfileDmg.dmgRulePath(this.name, this.game)
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}
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get artis () {
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return this._artis
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}
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static create (ds, game = 'gs', calc = true) {
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let profile = new Avatar(ds, game, calc)
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static create (ds, game = 'gs') {
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let profile = new Avatar(ds, game)
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if (!profile) {
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return false
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}
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@ -76,9 +57,9 @@ export default class Avatar extends AvatarBase {
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}
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calcAttr () {
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this._attr = Attr.create(this)
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this.attr = this._attr.calc(this)
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this.base = this._attr.getBase()
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let attr = this._attr = this._attr || Attr.create(this)
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this.attr = attr.calc()
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this.base = attr.getBase()
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}
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getArtis (isMysArtis = false) {
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@ -92,10 +73,7 @@ export default class Avatar extends AvatarBase {
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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) {
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if (this.hasData) {
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return this.artis.getMarkDetail(this, withDetail)
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}
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return {}
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return ArtisMark.getMarkDetail(this, withDetail)
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}
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// 计算当前profileData的伤害信息
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@ -232,6 +232,7 @@ export default class Player extends Base {
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// 获取指定角色的面板数据
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getProfile (id) {
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let avatar = this.getAvatar(id)
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avatar.calcAttr()
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return avatar
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}
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@ -9,6 +9,7 @@ import { attrMap as attrMapGS } from '../../resources/meta/artifact/index.js'
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import { attrMap as attrMapSR } from '../../resources/meta-sr/artifact/index.js'
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import ArtisMarkCfg from './ArtisMarkCfg.js'
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import ArtisBase from './ArtisBase.js'
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import ArtisAttr from './ArtisAttr.js'
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export default class Artis extends ArtisBase {
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constructor (game = 'gs', isProfile = false) {
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@ -18,107 +19,11 @@ export default class Artis extends ArtisBase {
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// 有圣遗物词条
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get hasAttr () {
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if (this.isSr) {
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return true
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}
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return ArtisMark.hasAttr(this.artis)
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}
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/**
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* 获取角色配置
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* @returns {{classTitle: *, weight: *, posMaxMark: {}, mark: {}, attrs: {}}}
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*/
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getCharCfg (profile) {
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let char = profile.char
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let { game, isGs } = char
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let { attrWeight, title } = ArtisMarkCfg.getCharArtisCfg(char, profile, this)
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let attrs = {}
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let baseAttr = char.baseAttr || { hp: 14000, atk: 230, def: 700 }
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let attrMap = isGs ? attrMapGS : attrMapSR
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lodash.forEach(attrMap, (attr, key) => {
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let k = attr.base || ''
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let weight = attrWeight[k || key]
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if (!weight || weight * 1 === 0) {
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return true
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}
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let ret = {
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...attr, weight, fixWeight: weight, mark: weight / attr.value
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}
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if (!k) {
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ret.mark = weight / attr.value
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} else {
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let plus = k === 'atk' ? 520 : 0
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ret.mark = weight / attrMap[k].value / (baseAttr[k] + plus) * 100
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ret.fixWeight = weight * attr.value / attrMap[k].value / (baseAttr[k] + plus) * 100
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}
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attrs[key] = ret
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})
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let posMaxMark = ArtisMark.getMaxMark(attrs, game)
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// 返回内容待梳理简化
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return {
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attrs, classTitle: title, posMaxMark
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}
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return ArtisAttr.hasAttr(this)
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}
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getMarkDetail (profile, withDetail = true) {
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let charCfg = this.getCharCfg(profile)
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let artis = {}
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let setCount = {}
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let totalMark = 0
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let self = this
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this.forEach((arti, idx) => {
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let mark = ArtisMark.getMark({
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charCfg, idx, arti, elem: this.elem, game: self.game
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})
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totalMark += mark
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setCount[arti.set] = (setCount[arti.set] || 0) + 1
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if (!withDetail) {
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artis[idx] = {
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_mark: mark, mark: Format.comma(mark, 1), markClass: ArtisMark.getMarkClass(mark)
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}
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} else {
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let artifact = Artifact.get(arti.name, this.game)
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artis[idx] = {
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name: artifact.name,
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abbr: artifact.abbr,
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set: artifact.setName,
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img: artifact.img,
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level: arti.level,
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_mark: mark,
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mark: Format.comma(mark, 1),
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markClass: ArtisMark.getMarkClass(mark),
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main: ArtisMark.formatArti(arti.main, charCfg.attrs, true, this.game),
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attrs: ArtisMark.formatArti(arti.attrs, charCfg.attrs, false, this.game)
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}
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}
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})
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let sets = {}
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let names = []
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let imgs = []
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for (let set in setCount) {
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if (setCount[set] >= 2) {
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sets[set] = setCount[set] >= 4 ? 4 : 2
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let artiSet = ArtifactSet.get(set)
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imgs.push(artiSet.img)
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names.push(artiSet.name)
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}
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}
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this.mark = totalMark
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this.markClass = ArtisMark.getMarkClass(totalMark / 5)
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let ret = {
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mark: Format.comma(totalMark, 1),
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_mark: totalMark,
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markClass: ArtisMark.getMarkClass(totalMark / 5),
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artis,
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sets,
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names,
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imgs,
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classTitle: charCfg.classTitle
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}
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if (withDetail) {
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ret.charWeight = lodash.mapValues(charCfg.attrs, ds => ds.weight)
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}
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return ret
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return ArtisMark.getMarkDetail(profile, withDetail)
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}
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setArtis (idx = 1, ds = {}) {
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@ -94,8 +94,22 @@ let AttrSR = {
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}
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}
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export default {
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getData (arti, idx = 1, game = 'gs') {
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let tmp = game === 'gs' ? AttrGS : AttrSR
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return tmp.getData(arti.mainId, arti.attrIds, arti.level, arti.star, idx)
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},
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hasAttr(arti){
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if (arti.isSr) {
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return true
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}
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let ret = true
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arti.forEach((ds) => {
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if (ds.name) {
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return !!(ds.mainId && ds.attrIds)
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}
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})
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return ret
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}
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}
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@ -46,7 +46,7 @@ export default class ArtisBase extends Base {
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forEach (fn) {
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lodash.forEach(this.artis, (ds, idx) => {
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if (ds.name) {
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fn(ds, idx)
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return fn(ds, idx)
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}
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})
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}
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@ -1,23 +1,15 @@
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import lodash from 'lodash'
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import { Format } from '#miao'
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import {
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attrNameMap,
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mainAttr as mainAttrGS,
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subAttr as subAttrGS,
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attrMap as attrMapGS
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} from '../../resources/meta/artifact/index.js'
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import {
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attrMap as attrMapSR,
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mainAttr as mainAttrSR,
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subAttr as subAttrSR
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} from '../../resources/meta-sr/artifact/meta.js'
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import { Data, Format } from '#miao'
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import { attrMap as attrMapGS, attrNameMap, mainAttr as mainAttrGS, subAttr as subAttrGS } from '../../resources/meta/artifact/index.js'
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import { attrMap as attrMapSR, mainAttr as mainAttrSR, subAttr as subAttrSR } from '../../resources/meta-sr/artifact/meta.js'
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import ArtisMarkCfg from './ArtisMarkCfg.js'
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import { Artifact } from '#miao.models'
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let ArtisMark = {
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// 根据Key获取标题
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getKeyByTitle (title, game = 'gs') {
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if (/元素伤害加成/.test(title) || Format.isElem(title)) {
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let elem = Format.matchElem(title)
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return elem
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return Format.matchElem(title)
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} else if (title === '物理伤害加成') {
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return 'phy'
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}
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@ -110,7 +102,7 @@ let ArtisMark = {
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// 获取评分档位
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getMarkClass (mark) {
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let pct = mark
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let scoreMap = [['D', 7], ['C', 14], ['B', 21], ['A', 28], ['S', 35], ['SS', 42], ['SSS', 49], ['ACE', 56], ['ACE²', 70]]
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let scoreMap = [['D', 7], ['C', 14], ['B', 21], ['A', 28], ['S', 35], ['SS', 42], ['SSS', 49], ['ACE', 56], ['MAX', 70]]
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for (let idx = 0; idx < scoreMap.length; idx++) {
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if (pct < scoreMap[idx][1]) {
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return scoreMap[idx][0]
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@ -192,17 +184,50 @@ let ArtisMark = {
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return ret.slice(0, maxLen)
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},
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hasAttr (artis, game = 'gs') {
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for (let idx = 1; idx <= 5; idx++) {
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let ds = artis[idx]
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if (ds) {
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// 不再支持非id格式的面板
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if ((!ds.attrIds && !ds.attr) || !ds.mainId) {
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return false
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getMarkDetail (profile, withDetail = true) {
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if (!profile.isProfile) {
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return {}
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}
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let charCfg = ArtisMarkCfg.getCfg(profile)
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let artisRet = {}
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let setCount = {}
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let totalMark = 0
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let { game, artis, elem } = profile
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artis.forEach((arti, idx) => {
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let mark = ArtisMark.getMark({ charCfg, idx, arti, elem, game })
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totalMark += mark
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setCount[arti.set] = (setCount[arti.set] || 0) + 1
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artisRet[idx] = {
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_mark: mark,
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mark: Format.comma(mark, 1),
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markClass: ArtisMark.getMarkClass(mark)
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}
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if (withDetail) {
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let artifact = Artifact.get(arti, game)
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artisRet[idx] = {
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...Data.getData(artifact, 'name,abbr,set:setName,img'),
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level: arti.level,
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main: ArtisMark.formatArti(arti.main, charCfg.attrs, true, game),
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attrs: ArtisMark.formatArti(arti.attrs, charCfg.attrs, false, game),
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...artisRet[idx]
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}
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}
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})
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let setData = artis.getSetData()
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artis.mark = totalMark
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artis.markClass = ArtisMark.getMarkClass(totalMark / 5)
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let ret = {
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classTitle: charCfg.classTitle,
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artis: artisRet,
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mark: Format.comma(totalMark, 1),
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_mark: artis.mark,
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markClass: artis.markClass,
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...Data.getData(setData, 'sets,names,imgs'),
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}
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return true
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if (withDetail) {
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ret.charWeight = lodash.mapValues(charCfg.attrs, ds => ds.weight)
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}
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return ret
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}
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}
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@ -1,6 +1,9 @@
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import { usefulAttr as usefulAttrGS } from '../../resources/meta/artifact/artis-mark.js'
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import { usefulAttr as usefulAttrSR } from '../../resources/meta-sr/artifact/artis-mark.js'
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import lodash from 'lodash'
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import { attrMap as attrMapGS } from '../../resources/meta/artifact/index.js'
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import { attrMap as attrMapSR } from '../../resources/meta-sr/artifact/index.js'
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import ArtisMark from './ArtisMark.js'
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const weaponCfg = {
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磐岩结绿: {
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@ -25,9 +28,8 @@ const weaponCfg = {
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}
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const ArtisMarkCfg = {
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getCharArtisCfg (char, profile, artis) {
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let { attr, weapon, elem } = profile
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getCharArtisCfg (profile) {
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let { attr, weapon, elem, char, artis } = profile
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let { isGs } = char
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let usefulAttr = isGs ? usefulAttrGS : usefulAttrSR
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@ -85,12 +87,46 @@ const ArtisMarkCfg = {
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}
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let charRule = char.getArtisCfg() || function ({ def }) {
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return def(usefulAttr[char.name] || { })
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return def(usefulAttr[char.name] || {})
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}
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if (charRule) {
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return charRule({ attr, elem, artis, rule, def, weapon, cons: profile.cons })
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}
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},
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getCfg (profile) {
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let { char } = profile
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let { game, isGs } = char
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let { attrWeight, title } = ArtisMarkCfg.getCharArtisCfg(profile)
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let attrs = {}
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let baseAttr = char.baseAttr || { hp: 14000, atk: 230, def: 700 }
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let attrMap = isGs ? attrMapGS : attrMapSR
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lodash.forEach(attrMap, (attr, key) => {
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let k = attr.base || ''
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let weight = attrWeight[k || key]
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if (!weight || weight * 1 === 0) {
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return true
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}
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let ret = {
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...attr, weight, fixWeight: weight, mark: weight / attr.value
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}
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if (!k) {
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ret.mark = weight / attr.value
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} else {
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let plus = k === 'atk' ? 520 : 0
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ret.mark = weight / attrMap[k].value / (baseAttr[k] + plus) * 100
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ret.fixWeight = weight * attr.value / attrMap[k].value / (baseAttr[k] + plus) * 100
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}
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attrs[key] = ret
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})
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let posMaxMark = ArtisMark.getMaxMark(attrs, game)
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// 返回内容待梳理简化
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return {
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attrs,
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classTitle: title,
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posMaxMark
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}
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}
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}
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export default ArtisMarkCfg
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@ -2,28 +2,18 @@
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* 面板属性计算
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* @type {{}}
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*/
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import Base from '../Base.js'
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import { Format } from '#miao'
|
||||
import { Weapon, ArtifactSet } from '#miao.models'
|
||||
import AttrData from './AttrData.js'
|
||||
import { weaponBuffs } from '../../resources/meta/weapon/index.js'
|
||||
import lodash from 'lodash'
|
||||
|
||||
class Attr {
|
||||
class Attr extends Base {
|
||||
constructor (profile) {
|
||||
super()
|
||||
this.profile = profile
|
||||
this.game = this.char.game
|
||||
}
|
||||
|
||||
get isGs () {
|
||||
return this.game === 'gs'
|
||||
}
|
||||
|
||||
get isSr () {
|
||||
return this.game === 'sr'
|
||||
}
|
||||
|
||||
get char () {
|
||||
return this.profile?.char
|
||||
this.game = profile.game
|
||||
}
|
||||
|
||||
/**
|
||||
@ -59,7 +49,8 @@ class Attr {
|
||||
* @returns {{}}
|
||||
*/
|
||||
calc () {
|
||||
this.attr = AttrData.create(this.char, {})
|
||||
let profile = this.profile
|
||||
this.attr = AttrData.create(profile.char, {})
|
||||
if (this.isGs) {
|
||||
this.addAttr('recharge', 100, true)
|
||||
this.addAttr('cpct', 5, true)
|
||||
@ -78,18 +69,11 @@ class Attr {
|
||||
|
||||
|
||||
addAttr (key, val, isBase = false) {
|
||||
console.log(key, val, isBase)
|
||||
if (isNaN(val)) {
|
||||
cs.log(val)
|
||||
}
|
||||
this.attr.addAttr(key, val, isBase)
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算角色属性
|
||||
* @param affix
|
||||
*/
|
||||
setCharAttr (affix = '') {
|
||||
// 计算角色属性
|
||||
setCharAttr () {
|
||||
let { char, level, promote, trees } = this.profile
|
||||
let metaAttr = char.detail?.attr || {}
|
||||
let self = this
|
||||
@ -174,6 +158,7 @@ class Attr {
|
||||
}
|
||||
let wCalcRet = weapon.calcAttr(wData.level, wData.promote)
|
||||
let self = this
|
||||
let char = this.profile.char
|
||||
|
||||
if (this.isSr) {
|
||||
// 星铁面板属性
|
||||
@ -182,7 +167,7 @@ class Attr {
|
||||
self.addAttr(k, v, true)
|
||||
})
|
||||
// 检查武器类型
|
||||
if (weapon.type === this.char.weapon) {
|
||||
if (weapon.type === char.weapon) {
|
||||
// todo sr&gs 统一
|
||||
let wBuffs = weapon.getWeaponAffixBuffs(wData.affix, true)
|
||||
lodash.forEach(wBuffs, (buff) => {
|
||||
@ -221,12 +206,13 @@ class Attr {
|
||||
* 计算圣遗物属性
|
||||
*/
|
||||
setArtisAttr () {
|
||||
let artis = this.profile?.artis
|
||||
let profile = this.profile
|
||||
let artis = profile?.artis
|
||||
// 计算圣遗物词条
|
||||
artis.forEach((arti) => {
|
||||
this.calcArtisAttr(arti.main, this.char)
|
||||
this.calcArtisAttr(arti.main, profile.char)
|
||||
lodash.forEach(arti.attrs, (ds) => {
|
||||
this.calcArtisAttr(ds, this.char)
|
||||
this.calcArtisAttr(ds, profile.char)
|
||||
})
|
||||
})
|
||||
// 计算圣遗物静态加成
|
||||
@ -238,7 +224,7 @@ class Attr {
|
||||
if (!buff.isStatic) {
|
||||
return true
|
||||
}
|
||||
if (buff.elem && !this.char.isElem(buff.elem)) {
|
||||
if (buff.elem && !profile.char.isElem(buff.elem)) {
|
||||
return true
|
||||
}
|
||||
lodash.forEach(buff.data, (val, key) => {
|
||||
|
@ -34,11 +34,6 @@ export default class AvatarBase extends Base {
|
||||
return !!(this.level > 1 || this?.weapon?.name || this?.talent?.a)
|
||||
}
|
||||
|
||||
// 是否是合法面板数据
|
||||
get isProfile () {
|
||||
return Profile.isProfile(this)
|
||||
}
|
||||
|
||||
get costume () {
|
||||
let costume = this._costume
|
||||
if (lodash.isArray(costume)) {
|
||||
|
@ -4,6 +4,7 @@
|
||||
import fs from 'fs'
|
||||
import lodash from 'lodash'
|
||||
import sizeOf from 'image-size'
|
||||
import { Cfg } from '#miao'
|
||||
|
||||
const rPath = `${process.cwd()}/plugins/miao-plugin/resources`
|
||||
const CharImg = {
|
||||
@ -120,6 +121,8 @@ const CharImg = {
|
||||
}
|
||||
return imgs
|
||||
},
|
||||
|
||||
// 获取星铁角色图像资源
|
||||
getImgsSr (name, talentCons) {
|
||||
let fileType = 'webp'
|
||||
const nPath = `/meta-sr/character/${name}/`
|
||||
@ -144,6 +147,37 @@ const CharImg = {
|
||||
imgs.cons3 = imgs[talentCons[3]]
|
||||
imgs.cons5 = imgs[talentCons[5]]
|
||||
return imgs
|
||||
},
|
||||
|
||||
getCostumeSplash (profile) {
|
||||
let {char, name} = profile
|
||||
if (!Cfg.get('costumeSplash', true)) {
|
||||
return char.getImgs(profile._costume).splash
|
||||
}
|
||||
|
||||
let costume = profile._costume
|
||||
costume = profile.char.checkCostume(costume) ? '2' : ''
|
||||
if (!Cfg.get('costumeSplash', true)) {
|
||||
return this.char.getImgs(profile._costume).splash
|
||||
}
|
||||
|
||||
let nPath = `meta/character/${name}`
|
||||
let isSuper = false
|
||||
let talent = profile.talent ? lodash.map(profile.talent, (ds) => ds.original).join('') : ''
|
||||
if (profile.cons === 6 || ['ACE', 'MAX'].includes(profile.artis?.markClass) || talent === '101010') {
|
||||
isSuper = true
|
||||
}
|
||||
if (isSuper) {
|
||||
return CharImg.getRandomImg(
|
||||
[`profile/super-character/${name}`, `profile/normal-character/${name}`],
|
||||
[`${nPath}/imgs/splash0.webp`, `${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
|
||||
)
|
||||
} else {
|
||||
return CharImg.getRandomImg(
|
||||
[`profile/normal-character/${name}`],
|
||||
[`${nPath}/imgs/splash${costume}.webp`, `/${nPath}/imgs/splash.webp`]
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
export default CharImg
|
||||
|
@ -208,7 +208,7 @@
|
||||
<li><strong>最优主词缀比例: </strong>对主词条词缀非最优的圣遗物进行评分惩罚。若装备的圣遗物主词条不是当前位置的最高权重主词条或元素杯属性不符,则依据权重差值比例进行分数扣减,最多扣减50%。主词缀为充能时不进行扣减
|
||||
</li>
|
||||
<li><strong>最终得分:</strong>圣遗物最终得分 = 原始总分 * 总分对齐比例 * 最优主词缀比例</li>
|
||||
<li><strong>得分级别:</strong>ACE²(>56分) / ACE(>49分) / SSS(>42分) / SS(>35分) / S(>28分) / A / B / C / D
|
||||
<li><strong>得分级别:</strong>MAX(>56分) / ACE(>49分) / SSS(>42分) / SS(>35分) / S(>28分) / A / B / C / D
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
@ -225,4 +225,4 @@
|
||||
<li>目前为角色通用逻辑,后期会补充同角色不同流派(例如血牛钟离、暴力芭芭拉)的判定及评分逻辑,以使评分更加精准</li>
|
||||
</ul>
|
||||
</div>
|
||||
{{/block}}
|
||||
{{/block}}
|
||||
|
@ -514,7 +514,7 @@ body {
|
||||
font-size: 14px;
|
||||
}
|
||||
.mark-ACE,
|
||||
.mark-ACE² {
|
||||
.mark-MAX {
|
||||
color: #e85656;
|
||||
font-weight: bold;
|
||||
}
|
||||
@ -1082,4 +1082,4 @@ body {
|
||||
.copyright.ad {
|
||||
font-size: 12px;
|
||||
}
|
||||
/*# sourceMappingURL=profile-detail.css.map */
|
||||
/*# sourceMappingURL=profile-detail.css.map */
|
||||
|
@ -635,7 +635,7 @@ body {
|
||||
}
|
||||
|
||||
.mark-ACE,
|
||||
.mark-ACE² {
|
||||
.mark-MAX {
|
||||
color: #e85656;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
@ -266,11 +266,11 @@ body {
|
||||
text-align: left;
|
||||
}
|
||||
.cont .td-artis.class-ACE,
|
||||
.cont .td-artis.class-ACE² {
|
||||
.cont .td-artis.class-MAX {
|
||||
background: rgba(255, 228, 180, 0.5);
|
||||
}
|
||||
.cont .td-artis.class-ACE .artis-mark-class,
|
||||
.cont .td-artis.class-ACE² .artis-mark-class {
|
||||
.cont .td-artis.class-MAX .artis-mark-class {
|
||||
background: #ff5722;
|
||||
}
|
||||
.cont .td-artis.class-SSS,
|
||||
@ -370,4 +370,4 @@ body {
|
||||
.cont-notice span {
|
||||
margin-left: 5px;
|
||||
}
|
||||
/*# sourceMappingURL=profile-stat.css.map */
|
||||
/*# sourceMappingURL=profile-stat.css.map */
|
||||
|
@ -293,7 +293,7 @@ body {
|
||||
text-align: left;
|
||||
|
||||
&.class- {
|
||||
&ACE, &ACE² {
|
||||
&ACE, &MAX {
|
||||
background: rgba(255, 228, 180, .5);
|
||||
|
||||
.artis-mark-class {
|
||||
@ -415,4 +415,4 @@ body {
|
||||
span {
|
||||
margin-left: 5px;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -263,7 +263,7 @@ body {
|
||||
z-index: 10;
|
||||
}
|
||||
.char-artis.class-ACE .artis-mark-class,
|
||||
.char-artis.class-ACE² .artis-mark-class {
|
||||
.char-artis.class-MAX .artis-mark-class {
|
||||
background: #ff5722;
|
||||
}
|
||||
.char-artis.class-SSS .artis-mark-class,
|
||||
|
@ -302,7 +302,7 @@ body {
|
||||
z-index: 10;
|
||||
|
||||
&.class- {
|
||||
&ACE, &ACE² {
|
||||
&ACE, &MAX {
|
||||
.artis-mark-class {
|
||||
background: #ff5722;
|
||||
}
|
||||
@ -408,4 +408,4 @@ body {
|
||||
font-size: 12px;
|
||||
color: #aaa
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user