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)) { 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] || ""; 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; } }) let { weapon, flat } = ds; return { name: meta[flat.nameTextMapHash], star: flat.rankLevel, level: weapon.level, promote: weapon.promoteLevel, 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; 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; } let { attr, id } = ret; id = id * 1; switch (id) { case 10000052: // 雷神被动加成fix attr.dmgBonus = Math.min(0, attr.dmgBonus - (attr.recharge - 100) * 0.4) break; case 10000041: // 莫娜被动fix attr.dmgBonus = Math.min(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;