import moment from 'moment' import lodash from 'lodash' import { Player, Material, Weapon, MysApi } from '#miao.models' import { Common } from '#miao' const TodayMaterial = { async render (e) { let now = moment(new Date()) if (now.hour() < 4) { now = now.add(-1, 'days') } if (/明天|明日/.test(e.msg)) { now = now.add(1, 'days') } let week = now.weekday() let weekRet = /周([1-7]|一|二|三|四|五|六|日)/.exec(e.msg) let weekSel = weekRet?.[1] if (weekSel) { week = (weekSel * 1) || ('一二三四五六日'.split('').indexOf(weekSel) + 1) week = week - 1 } if (week === 6) { e.reply('今天周日,全部素材都可以刷哦~') return false } week = week % 3 + 1 let data = await TodayMaterial.getData(e, week) let uid = e.uid if (!data) { e._isReplyed || e.reply(`查询失败,暂未获得#${uid}角色数据,请绑定CK或 #更新面板`) return true } return await Common.render('wiki/today-material', { uid, data }, { e, scale: 1.1 }) }, async getData (e, week) { let mys = await MysApi.init(e) if (!mys || !mys.uid) return false let player = Player.create(e) // 刷新数据 await player.refresh({ detail: 1, talent: 1 }) let citys = {} let count = 0 // 添加素材方法 let addMaterial = (name, data, sortFn = (d) => d.id) => { let mat = Material.get(name) if (!mat || mat.week * 1 !== week) { return true } let { city, cid, type } = mat // 如果没有城市数据,则创建 if (!citys[cid]) { citys[cid] = { city, week: mat.week, talent: {}, weapon: {} } } let curr = citys[cid][type] // 如果没有材料信息,则补充 if (!curr?.material) { let mData = mat.getData('name,city,source,icon') let tmp = [] lodash.forEach(mat.items, (n) => { let starMat = Material.get(n) tmp.push(starMat.icon) }) mData.icons = tmp.reverse() curr.material = mData curr.data = [] } // 获取排序字段 let sortArr = sortFn(data) let sort = 0 for (let i = 0; i <= 3; i++) { sort += sortArr[i] * 10 ** (6 - 2 * i) } // 如果已经满,则排序靠后 if (data.isMax) { sort = sort - 10 ** 8 } data.sort = sort // done curr.data.push(data) } player.forEachAvatar((avatar) => { count++ let { char, weapon, talent } = avatar // 添加天赋素材 addMaterial(char?.materials?.talent, { ...char.getData('id,name,face,star'), ...avatar.getData('level,cons'), talent, isMax: avatar.isMaxTalent }, (d) => [d.level, d.star, d.cons, d.id - 10000000]) // 添加武器素材 let wData = Weapon.get(weapon.name) addMaterial(wData?.materials?.weapon, { ...wData.getData('id,abbr,icon,star'), level: weapon.level, affix: weapon.affix, face: char.side, isMax: weapon.promote >= wData.maxPromote }, (d) => [d.level, d.star, d.affix, d.id / 100]) }) if (count === 0) { return false } let ret = [] lodash.forEach(citys, (ds) => { ds.talent.data = lodash.orderBy(ds.talent?.data, ['sort']).reverse() ds.weapon.data = lodash.orderBy(ds.weapon?.data, ['sort']).reverse() ret.unshift(ds) }) return ret } } export default TodayMaterial