import Base from './Base.js' import { Data, Format, Meta } from '#miao' let weaponSet import lodash from 'lodash' class Weapon extends Base { constructor (meta, game = 'gs') { if (!meta || !meta.name) { return false } super() let cache = this._getCache(`weapon:${game}:${meta.name}`) if (cache) { return cache } this.id = meta.id this.name = meta.name this.meta = meta this.type = meta.type this.star = meta.star this.game = game return this._cache() } get title () { return this.name } get img () { return `${this.isGs ? 'meta-gs' : 'meta-sr'}/weapon/${this.type}/${this.name}/icon.webp` } get abbr () { let name = this.name let abbr = this.meta?.abbr return name.length <= 4 ? name : (abbr || name) } get sName () { let name = this.name let abbr = this.meta?.abbr name = name.replaceAll(/[「」]/g, '') return name.length <= 8 ? name : (abbr || name) } get imgs () { if (this.isGs) { return { icon: `meta-gs/weapon/${this.type}/${this.name}/icon.webp`, icon2: `meta-gs/weapon/${this.type}/${this.name}/awaken.webp`, gacha: `meta-gs/weapon/${this.type}/${this.name}/gacha.webp` } } else { return { icon: `meta-sr/weapon/${this.type}/${this.name}/icon.webp`, icon2: `meta-sr/weapon/${this.type}/${this.name}/icon-s.webp`, gacha: `meta-sr/weapon/${this.type}/${this.name}/splash.webp` } } } get icon () { return this.img } get detail () { return this.getDetail() } get maxLv () { return this.star <= 2 ? 70 : 90 } get maxPromote () { return this.star <= 2 ? 4 : 6 } get maxAffix () { if (this.isSr) { return 5 } let data = this.detail?.affixData?.datas || {} return (data['0'] && data['0'][4]) ? 5 : 1 } static isWeaponSet (name) { weaponSet = weaponSet || Meta.getMeta('gs', 'weapon', 'weaponSet') return weaponSet.includes(name) } static get (name, game = 'gs', type = '') { let data = Meta.getData(game, 'weapon', name) if (data) { return new Weapon(data, game) } if (type && game === 'gs') { const { weaponType } = Meta.getMeta(game, 'weapon') let name2 = name + (weaponType[type] || type) let data = Meta.getData(game, 'weapon', name2) if (data) { return new Weapon(data, game) } } return false } static async forEach (fn, type = '', game = 'gs') { Meta.forEach(game, 'weapon', async (ds, id) => { let w = Weapon.get(ds.name) if (!w || (type && type !== w.type)) { return true } return await fn(w) }) } getDetail () { if (this._detail) { return this._detail } const path = this.isGs ? 'resources/meta-gs/weapon' : 'resources/meta-sr/weapon' try { this._detail = Data.readJSON(`${path}/${this.type}/${this.name}/data.json`, 'miao') } catch (e) { console.log(e) } return this._detail } /** * 计算武器主属性 * @param level 武器等级 * @param promote 武器突破 * @returns {{atkBase: number, attr: {value: *, key: *}}|{}|boolean} */ calcAttr (level, promote = -1) { 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(this.detail?.growAttr, (v, k) => { ret[k] = ret[k] * 1 + v * (level - 1) }) return ret } let lvLeft = 1 let lvRight = 20 let lvStep = [1, 20, 40, 50, 60, 70, 80, 90] let currPromote = 0 for (let idx = 0; idx < lvStep.length - 1; idx++) { if (promote === -1 || (currPromote === promote)) { if (level >= lvStep[idx] && level <= lvStep[idx + 1]) { lvLeft = lvStep[idx] lvRight = lvStep[idx + 1] break } } currPromote++ } let wAttr = this?.detail?.attr || {} let wAtk = wAttr.atk || {} let valueLeft = wAtk[lvLeft + '+'] || wAtk[lvLeft] || {} let valueRight = wAtk[lvRight] || {} let atkBase = valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft)) let wBonus = wAttr.bonusData || {} valueLeft = wBonus[lvLeft + '+'] || wBonus[lvLeft] valueRight = wBonus[lvRight] let stepCount = Math.ceil((lvRight - lvLeft) / 5) let valueStep = (valueRight - valueLeft) / stepCount let value = valueLeft + (stepCount - Math.ceil((lvRight - level) / 5)) * valueStep return { atkBase, attr: { key: wAttr.bonusKey, value } } } /** * 获取武器精炼描述 * @param affix 精炼 * @returns {{name, desc: *}|{}} */ getAffixDesc (affix = 1) { if (this.isGs) { let { text, datas } = this.detail?.affixData || {} let { descFix } = Meta.getMeta('gs', 'weapon') let reg = /\$\[(\d)\]/g let ret let desc = descFix[this.name] || text || '' while ((ret = reg.exec(desc)) !== null) { let idx = ret[1] let value = datas?.[idx]?.[affix - 1] desc = desc.replaceAll(ret[0], `${value}`) } return { name: '', desc } } let skill = this.detail.skill let { desc, tables } = skill let reg = /\$(\d)\[(?:i|f1)\](\%?)/g let ret while ((ret = reg.exec(desc)) !== null) { let idx = ret[1] let pct = ret[2] let value = tables?.[idx]?.[affix - 1] if (pct === '%') { value = Format.pct(value) } else { value = Format.comma(value) } desc = desc.replaceAll(ret[0], value) } return { name: skill.name || '', desc } } /** * 获取当前武器Buff配置 * @returns {*|boolean} */ getWeaponBuffs () { let { game } = this let { weaponBuffs } = Meta.getMeta(game, 'weapon') let buffs = weaponBuffs[this.id] || weaponBuffs[this.name] if (!buffs) { return false } if (lodash.isPlainObject(buffs) || lodash.isFunction(buffs)) { buffs = [buffs] } return buffs } /** * 获取武器精炼 Buff * @param affix * @param isStatic * @returns {*[]} */ getWeaponAffixBuffs (affix, isStatic = true) { let buffs = this.getWeaponBuffs() let ret = [] let self = this let { detail } = this let tables = {} lodash.forEach(detail?.skill?.tables || {}, (ds, idx) => { tables[idx] = ds[affix - 1] }) lodash.forEach(buffs, (ds) => { if (lodash.isFunction(ds)) { ds = ds(tables) } if (!!ds.isStatic !== !!isStatic) { return true } // 静态属性 if (ds.isStatic) { let tmp = {} // 星铁武器格式 if (ds.idx && ds.key) { if (!ds.idx || !ds.key) return true if (!tables[ds.idx]) return true tmp[ds.key] = tables[ds.idx] } if (ds.refine) { lodash.forEach(ds.refine, (r, key) => { tmp[key] = r[affix - 1] * (ds.buffCount || 1) }) } if (!lodash.isEmpty(tmp)) { ret.push({ isStatic: true, data: tmp }) } return true } // 自动拼接标题 if (!/:/.test(ds.title)) { ds.title = `${self.name}:${ds.title}` } ds.data = ds.data || {} // refine if (ds.idx && ds.key) { if (!ds.idx || !ds.key) return true if (!tables[ds.idx]) return true ds.data[ds.key] = tables[ds.idx] } else if (ds.refine) { lodash.forEach(ds.refine, (r, key) => { ds.data[key] = ({ refine }) => r[refine] * (ds.buffCount || 1) }) } ret.push(ds) }) return ret } } export default Weapon