/* * 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 * */ import lodash from 'lodash' import Base from './Base.js' import { Data, Format, Cfg, Meta } 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' let metaKey = 'abbr,star,elem,weapon,talentId,talentCons,eta'.split(',') const detailKey = 'title,allegiance,birth,astro,desc,cncv,jpcv,costume,baseAttr,growAttr,materials,talent,talentData,cons,passive,attr'.split(',') class Character extends Base { // 默认获取的数据 static _dataKey = 'id,name,abbr,title,star,elem,allegiance,weapon,birthday,astro,cncv,jpcv,desc,talentCons' constructor ({ id, name = '', elem = '', game = 'gs' }) { 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 this.name = name this.game = game if (!this.isCustom) { let meta = Meta.getData(game, 'char', name) this.meta = meta if (this.isGs) { this.elem = Format.elem(elem || meta.elem, 'anemo') } } else { this.meta = {} } return this._cache() } // 是否为官方角色 get isOfficial () { return this.game === 'sr' || /[12]0\d{6}/.test(this._id) } // 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 } // 是否为自定义角色 get isCustom () { return !this.isOfficial } get id () { return this.isCustom ? this._id : this._id * 1 } _get (key) { if (metaKey.includes(key)) { return this.meta[key] } if (detailKey.includes(key)) { return this.getDetail()[key] } } // 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 () { return this.isGs && CharId.isTraveler(this.id) } get weaponType () { return this.weapon } // 获取武器类型 get weaponTypeName () { 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 () { if (this.isSr) { return this.elem } return Format.elemName(this.elem) } // 获取角色描述 get desc () { return CharMeta.getDesc(this.meta?._detail?.desc || '') } // 获取头像 get face () { return this.getImgs().face } // 获取侧脸图像 get side () { 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() } // 获取命座天赋等级 get talentCons () { if (this.isSr) { return this.meta?.talentCons || {} } 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]}月${birth[1]}日` } // 基于角色名获取Character static get (val, game = 'gs') { let id = CharId.getId(val, game) if (!id) { return false } return new Character(id) } static forEach (fn, type = 'all', game = 'gs') { let ids = Meta.getIds(game, 'char') lodash.forEach(ids, (id) => { let char = Character.get(id) if (char.game !== 'gs') { return true } if (type === 'release' && !char.isRelease) { return true } if (type === 'official' && !char.isOfficial) { return true } return fn(char) !== false }) } // 获取排序ID static sortIds (arr) { return arr.sort((a, b) => a * 1 - b * 1) } // 获取attr列表 getAttrList () { let { baseAttr, growAttr } = this return CharMeta.getAttrList(baseAttr, growAttr, this.elemName) } // 获取素材 getMaterials (type = 'all') { return CharMeta.getMaterials(this, type) } // 获取角色character-img图片 getCardImg (se = false, def = true) { if (this.name === '旅行者') { return CharImg.getCardImg(['空', '荧'], se, def) } return CharImg.getCardImg(this.name, se, def) } // 设置天赋数据 getAvatarTalent (talent = {}, cons = 0, mode = 'original') { return CharTalent.getAvatarTalent(this, talent, cons, mode) } getTalentKey (id) { if (this.talentId[id]) { return this.talentId[id] } if (this.isSr) { id = (id + '').replace(this.id, '') return { '001': 'a', '002': 'e', '003': 'q', '004': 't', '007': 'z' }[id] } return false } // 检查老婆类型 checkWifeType (type) { let { wifeData } = Meta.getMeta(this.game, 'char') let key = ['girlfriend', 'boyfriend', 'daughter', 'son'][type] || 'girlfriend' return !!wifeData[key]?.[this.id] } // 检查时装 checkCostume (id) { let costume = this?.costume || [] return costume.includes(id * 1) } // 判断是否为某种元素角色 isElem (elem = '') { elem = elem.toLowerCase() return this.elem === elem || this.elemName === elem } // 获取角色插画 getImgs (costume = '') { if (lodash.isArray(costume)) { costume = costume[0] } let costumeIdx = this.checkCostume(costume) ? '2' : '' let cacheId = `costume${costumeIdx}` if (!this._imgs) { this._imgs = {} } if (!this._imgs[cacheId]) { if (this.isSr) { this._imgs[cacheId] = CharImg.getImgsSr(this.name, this.talentCons) } else { this._imgs[cacheId] = CharImg.getImgs(this.name, costumeIdx, this.isTraveler ? this.elem : '', this.weaponType, this.talentCons) } } let imgs = this._imgs[cacheId] return { ...imgs, 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.meta?._detail) { return this.meta._detail } if (this.isCustom) { return {} } try { let name = this.isTraveler ? `旅行者/${this.elem}` : this.name this.meta._detail = Data.readJSON(`resources/meta-${this.game}/character/${name}/data.json`, 'miao') } catch (e) { console.log(e) } return this.meta._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 } /** * 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 } } } export default Character