import { segment } from "oicq"; import lodash from "lodash"; import { Character } from "../components/models.js" import { Cfg } from "../components/index.js"; import Profile from "../components/Profile.js"; import Format from "../components/Format.js" import Reliquaries from "../components/models/Reliquaries.js"; import Reliquaries2 from "../components/models/Reliquaries2.js"; import Calc from "../components/Calc.js"; import Common from "../components/Common.js"; //角色昵称 let nameID = ""; let genshin = {}; await init(); const isNewScore = true; const relationMap = { wife: { keyword: "老婆,媳妇,妻子,娘子".split(","), type: 0 }, husband: { keyword: "老公,丈夫,夫君,郎君".split(","), type: 1 }, gf: { keyword: "女朋友,女友,女神".split(","), type: 0 }, bf: { keyword: "男朋友,男友,男神".split(","), type: 1 }, daughter: { keyword: "女儿".split(","), type: 2 }, son: { keyword: "儿子".split(","), type: 3 } } const relation = lodash.flatMap(relationMap, (d) => d.keyword); export const wifeReg = `^#?\\s*(${relation.join("|")})\\s*(设置|选择|指定|列表|查询|列表|是|是谁|照片|相片|图片|写真|图像)?\\s*([^\\d]*)\\s*(\\d*)$`; export async function init(isUpdate = false) { let _path = "file://" + process.cwd(); let version = isUpdate ? new Date().getTime() : 0; genshin = await import(_path + `/config/genshin/roleId.js?version=${version}`); nameID = ""; } // 查看当前角色 export async function character(e, { render, User }) { let msg = e.msg; if (!msg) { return; } let mode = 'card'; let uidRet = /[0-9]{9}/.exec(msg); if (uidRet) { e.uid = uidRet[0]; msg = msg.replace(uidRet[0], ""); } let name = msg.replace(/#|老婆|老公/g, "").trim(); msg = msg.replace("面版", "面板") let dmgRet = /伤害(\d?)$/.exec(msg), dmgIdx = 0; if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) { mode = 'profile'; name = name.replace(/(详情|详细|面板)/, "").trim(); } else if (dmgRet) { mode = 'dmg'; name = name.replace(/伤害[0-5]?/, "").trim(); if (dmgRet[1]) { dmgIdx = dmgRet[1] * 1; } } else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) { mode = "refresh"; name = name.replace(/详情|详细|面板|更新/g, "").trim(); } else if (/(录入|输入)/.test(msg) && /(详情|详细|面板)/.test(msg)) { mode = "input"; let nameRet = /(?:录入|输入)(.+)(?:面板|详细|详情|数据)+/.exec(name); if (nameRet) { name = nameRet[1]; e.inputData = msg.replace(nameRet[0], ""); } name = name.replace(/录入|输入|详情|详细|面板|数据|[0-9]|\.|\+/g, "").trim() } if (mode === "card" && Common.isDisable(e, "char.char")) { return; } if (mode !== "card" && !e.isMaster) { if (Common.isDisable(e, "char.profile")) { // 面板开关关闭 return; } if (e.isPrivate) { if ((e.sub_type === "friend" && Cfg.get("profile.friend.status") === false) || (e.sub_type === "group" && Cfg.get("profile.stranger.status") === false)) { return; } } else if (e.isGroup) { let groupCfg = Cfg.get(`profile.groups.群${e.group_id}.status`); if (groupCfg === false || (groupCfg !== true && Cfg.get(`profile.group.status`) === false)) { return; } } } let char = Character.get(name.trim()); if (!char) { return false; } if (mode === "profile" || mode === "dmg") { return renderProfile(e, char, render, mode, { dmgIdx }); } else if (mode === "refresh" || mode === "input") { e.avatar = char.id; await getProfile(e, mode); return true; } else { return renderAvatar(e, char.name, render); } } let _pokeCharacter = false; async function initPoke() { if (!_pokeCharacter) { _pokeCharacter = YunzaiApps.mysInfo.pokeCharacter; } YunzaiApps.mysInfo.pokeCharacter = async function (e, components) { if (Cfg.isDisable('char.poke', true)) { return await _pokeCharacter(e, components); } return await pokeCharacter(e, components); } } //#老婆 export async function wife(e, { render, User }) { let msg = e.msg || ""; if (!msg) return false; if (Cfg.isDisable(e, "char.wife")) { return false; } let msgRet = (new RegExp(wifeReg)).exec(msg); if (!msgRet) return false; let target = msgRet[1], action = msgRet[2] || "卡片", actionParam = msgRet[3] || ""; if (!"设置,选择,挑选,指定".split(",").includes(action) && actionParam) { return false; } let targetCfg = lodash.find(relationMap, (cfg, key) => { cfg.key = key; return cfg.keyword.includes(target); }); if (!targetCfg) return true; let avatarList = [], avatar = {}, wifeList = []; let MysApi = await e.getMysApi({ auth: "all", targetType: Cfg.get("char.queryOther", true) ? "all" : "self", cookieType: "all", actionName: "查询信息" }); if (!MysApi || !MysApi.selfUser) { return true; } let selfUser = MysApi.selfUser; let selfMysUser = await selfUser.getMysUser(); let isSelf = true; if (!selfMysUser || selfMysUser.uid !== MysApi.targetUser.uid) { isSelf = false; } switch (action) { case "卡片": case "照片": case "相片": case "图片": case "写真": // 展示老婆卡片 // 如果选择过,则进行展示 wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []); let renderType = action === "卡片" ? "card" : "photo"; // 存在设置 if (wifeList && wifeList.length > 0 && isSelf) { if (wifeList[0] === "随机") { // 如果选择为全部,则从列表中随机选择一个 avatarList = await getAvatarList(e, targetCfg.type, MysApi); let avatar = lodash.sample(avatarList); return renderAvatar(e, avatar, render, renderType); } else { // 如果指定过,则展示指定角色 return renderAvatar(e, lodash.sample(wifeList), render, renderType); } } else { // 如果未指定过,则从列表中排序并随机选择前5个 avatarList = await getAvatarList(e, targetCfg.type, MysApi); if (avatarList && avatarList.length > 0) { avatar = lodash.sample(avatarList.slice(0, 5)); return renderAvatar(e, avatar, render, renderType); } else { e.reply(`在当前米游社公开展示的角色中未能找到适合展示的角色..`); return true; } } break; case "设置": case "选择": case "挑选": case "指定": if (!isSelf) { e.reply("只能指定自己的哦~"); return true; } // 选择老婆 actionParam = actionParam.replace(/,/g, ","); wifeList = actionParam.split(","); let addRet = []; if (lodash.intersection(["全部", "任意", "随机", "全都要"], wifeList).length > 0) { addRet = ['随机']; } else { wifeList = lodash.map(wifeList, (name) => { let char = Character.get(name); if (char) { return char.name; } }); wifeList = lodash.filter(lodash.uniq(wifeList), (d) => !!d); avatarList = await getAvatarList(e, targetCfg.type, MysApi); avatarList = lodash.map(avatarList, (avatar) => avatar.name); avatarList = lodash.filter(avatarList, (d) => !!d); addRet = lodash.intersection(avatarList, wifeList); if (addRet.length === 0) { e.reply(`在可选的${targetCfg.keyword[0]}列表中未能找到 ${actionParam} ~`); if (!MysApi.isSelfCookie) { e.reply("请确认已在米游社展示对应角色,也可以绑定Cookie以查询所有角色.."); } return true; } } await selfUser.setCfg(`wife.${targetCfg.key}`, addRet); e.reply(`${targetCfg.keyword[0]}已经设置:${addRet.join(",")}`); return true; break; case "列表": case "是": case "是谁": // 查看当前选择老婆 if (!isSelf) { e.reply("只能查看自己的哦~"); return true; } wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []); if (wifeList && wifeList.length > 0) { e.reply(`你的${targetCfg.keyword[0]}是:${wifeList.join(",")}`); } else { e.reply(`尚未设置,回复#${targetCfg.keyword[0]}设置+角色名 来设置,如果设置多位请用逗号间隔`) } break; } return true; } /* 接管戳一戳面板,尚未完成 */ async function pokeCharacter(e, { render }) { let MysApi = await e.getMysApi({ auth: "all", targetType: Cfg.get("char.queryOther", true) ? "all" : "self", cookieType: "all", actionName: "查询信息" }); let avatarList = await getAvatarList(e, false, MysApi); let avatar = lodash.sample(avatarList); return renderAvatar(e, avatar, render, 'card'); } async function getAvatarList(e, type, MysApi) { let data = await MysApi.getCharacter(); if (!data) return false; let avatars = data.avatars; if (avatars.length <= 0) { return false; } let list = []; for (let val of avatars) { if (type !== false) { if (!genshin.wifeData[type].includes(Number(val.id))) { continue; } } if (val.rarity > 5) { val.rarity = 5; } list.push(val); } if (list.length <= 0) { return false; } let sortKey = "level,fetter,weapon_level,rarity,weapon_rarity,cons,weapon_affix_level"; list = lodash.orderBy(list, sortKey, lodash.repeat("desc,", sortKey.length).split(",")); return list; } async function renderAvatar(e, avatar, render, renderType = "card") { // 如果传递的是名字,则获取 if (typeof (avatar) === "string") { let char = Character.get(avatar); if (!char) { return false; } let MysApi = await e.getMysApi({ auth: "all", targetType: Cfg.get("char.queryOther", true) ? "all" : "self", cookieType: "all", actionName: "查询信息" }); if (!MysApi) return true; let charData = await MysApi.getCharacter(); if (!charData) return true; let avatars = charData.avatars; let length = avatars.length; char.checkAvatars(avatars); avatars = lodash.keyBy(avatars, "id"); if (!avatars[char.id]) { let name = lodash.truncate(e.sender.card, { length: 8 }); if (length > 8) { e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]); } else { e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]); } return true; } avatar = avatars[char.id]; } return await renderCard(e, avatar, render, renderType); } // 渲染角色卡片 async function renderCard(e, avatar, render, renderType = "card") { let talent = await getTalent(e, avatar); // 计算皇冠个数 let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length; let uid = e.uid || (e.targetUser && e.targetUser.uid); let char = Character.get(avatar); if (!char) { return false; } let bg = char.getCardImg(); if (renderType === "photo") { e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img)); } else { //渲染图像 let msgRes = await Common.render("character/card", { save_id: uid, uid, talent, crownNum, talentMap: { a: "普攻", e: "战技", q: "爆发" }, bg, ...getCharacterData(avatar), ds: char.getData("name,id,title,desc"), }, { e, render, scale: 1.6 }); if (msgRes && msgRes.message_id) { // 如果消息发送成功,就将message_id和图片路径存起来,1小时过期 await redis.set(`miao:original-picture:${msgRes.message_id}`, bg.img, { EX: 3600 }); } return msgRes; } return true; } //获取角色技能数据 async function getTalent(e, avatars) { let MysApi = await e.getMysApi({ auth: "all", targetType: Cfg.get("char.queryOther", true) ? "all" : "self", cookieType: "all", actionName: "查询信息" }); if (!MysApi && !MysApi.isSelfCookie) return {}; let skill = {}; let skillRes = await MysApi.getAvatar(avatars.id); if (skillRes && skillRes.skill_list) { skill.id = avatars.id; let skill_list = lodash.orderBy(skillRes.skill_list, ["id"], ["asc"]); for (let val of skill_list) { val.level_original = val.level_current; if (val.name.includes("普通攻击")) { skill.a = val; continue; } if (val.max_level >= 10 && !skill.e) { skill.e = val; continue; } if (val.max_level >= 10 && !skill.q) { skill.q = val; } } if (avatars.actived_constellation_num >= 3) { if (avatars.constellations[2].effect.includes(skill.e.name)) { skill.e.level_current += 3; } else if (avatars.constellations[2].effect.includes(skill.q.name)) { skill.q.level_current += 3; } } if (avatars.actived_constellation_num >= 5) { if (avatars.constellations[4].effect.includes(skill.e.name)) { skill.e.level_current += 3; } else if (avatars.constellations[4].effect.includes(skill.q.name)) { skill.q.level_current += 3; } } } return skill; } /* * 自动更新面板数据 * */ async function autoRefresh(e) { let uid = await getTargetUid(e); if (!uid || e.isRefreshed) { return false; } let refreshMark = await redis.get(`miao:profile-refresh-cd:${uid}`); let inCd = await redis.get(`miao:role-all:${uid}`); if (refreshMark || inCd) { return false; } await redis.set(`miao:profile-refresh-cd:${uid}`, "TRUE", { EX: 3600 * 12 }); e.isRefreshed = true; // 数据更新 let data = await Profile.request(uid, e); if (!data) { return false; } if (!data.chars) { e.reply("请确认角色已在【游戏内】橱窗展示并开放了查看详情。设置完毕后请5分钟后使用 #面板更新 重新获取"); return false; } else { let ret = []; lodash.forEach(data.chars, (ds) => { let char = Character.get(ds.id); if (char) { ret.push(char.name); } }) if (ret.length === 0) { e.reply("请确认角色已在【游戏内】橱窗展示并开放了查看详情。设置完毕后请5分钟后使用 #面板更新 重新获取") return false; } else { // e.reply(`本次获取成功角色: ${ret.join(", ")} `) return true; } } return true; } export async function getProfile(e, mode = "refresh") { let uid = await getTargetUid(e); if (!uid) { return true; } if (mode === "input") { if (e.inputData.trim().length < 5) { e.reply(`【输入示例】\n#录入夜兰面板 生命14450+25469, 攻击652+444, 防御548+144, 元素精通84, 暴击76.3, 爆伤194.2, 治疗0,充能112.3,元素伤害61.6,物伤0`) return true; //await profileHelp(e); } let ret = Profile.inputProfile(uid, e); let char = Character.get(e.avatar); if (lodash.isString(ret)) { e.reply(ret); return true; } else if (ret) { e.reply(`${char.name}信息手工录入完成,你可以使用 #角色名+面板 / #角色名+伤害 来查看详细角色面板属性了`) } else { e.reply(`${char.name}信息手工录入失败,请检查录入格式。回复 #角色面板帮助 可查看录入提示`); e.reply(`【输入示例】\n#录入夜兰面板 生命14450+25469, 攻击652+444, 防御548+144, 元素精通84, 暴击76.3, 爆伤194.2, 治疗0,充能112.3,元素伤害61.6,物伤0`) } return true; } // 数据更新 let data = await Profile.request(uid, e); if (!data) { return true; } if (!data.chars) { e.reply("获取角色面板数据失败,请确认角色已在游戏内橱窗展示,并开放了查看详情。设置完毕后请5分钟后再进行请求~"); } else { let ret = []; lodash.forEach(data.chars, (ds) => { let char = Character.get(ds.id); if (char) { ret.push(char.name); } }) if (ret.length === 0) { e.reply("获取角色面板数据失败,未能请求到角色数据。请确认角色已在游戏内橱窗展示,并开放了查看详情。设置完毕后请5分钟后再进行请求~") } else { e.reply(`获取角色面板数据成功!本次获取成功角色: ${ret.join(", ")} 。\n你可以使用 #角色名+面板 来查看详细角色面板属性了。`) } } return true; } /* * 获取角色数据 * */ function getCharacterData(avatars) { let list = []; let set = {}; let setArr = []; let text1 = ""; let text2 = ""; let weapon = { type: "weapon", name: avatars.weapon.name, showName: genshin.abbr[avatars.weapon.name] ? genshin.abbr[avatars.weapon.name] : avatars.weapon.name, level: avatars.weapon.level, affix_level: avatars.weapon.affix_level, }; for (let val of avatars.reliquaries) { if (set[val.set.name]) { set[val.set.name]++; if (set[val.set.name] == 2) { if (text1) { text2 = "2件套:" + val.set.affixes[0].effect; } else { text1 = "2件套:" + val.set.affixes[0].effect; } } if (set[val.set.name] == 4) { text2 = "4件套:" + val.set.name; } } else { set[val.set.name] = 1; } list.push({ type: "reliquaries", name: val.name, level: val.level, }); } for (let val of Object.keys(set)) { setArr.push({ name: val, num: set[val], showName: genshin.abbr[val] ? genshin.abbr[val] : val, }); } if (avatars.reliquaries.length >= 2 && !text1) { text1 = "无套装效果"; } if (avatars.id == "10000005") { avatars.name = "空"; } else if (avatars.id == "10000007") { avatars.name = "荧"; } let reliquaries = list[0]; return { name: avatars.name, showName: genshin.abbr[avatars.name] ? genshin.abbr[avatars.name] : avatars.name, level: avatars.level, fetter: avatars.fetter, actived_constellation_num: avatars.actived_constellation_num, weapon, text1, text2, reliquaries, set: setArr, }; } async function getAvatar(e, char, MysApi) { let charData = await MysApi.getCharacter(); if (!charData) return true; let avatars = charData.avatars; let length = avatars.length; char.checkAvatars(avatars); avatars = lodash.keyBy(avatars, "id"); if (!avatars[char.id]) { let name = lodash.truncate(e.sender.card, { length: 8 }); if (length > 8) { e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]); } else { e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]); } return false; } return avatars[char.id]; } async function getTargetUid(e) { let uidReg = /[1-9][0-9]{8}/; if (e.uid && uidReg.test(e.uid)) { return e.uid; } let uidRet = uidReg.exec(e.msg); if (uidRet) { return uidRet[0] } let uid = false; let getUid = async function (qq) { if (NoteCookie && NoteCookie[qq]) { let nc = NoteCookie[qq]; if (nc.uid && uidReg.test(nc.uid)) { return nc.uid; } } uid = await redis.get(`genshin:id-uid:${qq}`) || await redis.get(`genshin:uid:${qq}`); if (uid && uidReg.test(uid)) { return uid; } } if (e.at && e.at != BotConfig.account.qq) { uid = await getUid(e.at); if (uid) { return uid; } } uid = await getUid(e.user_id); if (uid) { return uid; } try { let MysApi = await e.getMysApi({ auth: "all", targetType: "all", cookieType: "all" }); if (!MysApi || !e.targetUser) { return false; } uid = e.targetUser.uid; if (!uid || !uidReg.test(uid)) { e.reply("请先发送【#绑定+你的UID】来绑定查询目标") return false; } } catch (err) { console.log(err); } return uid || false; } export async function renderProfile(e, char, render, mode = "profile", params = {}) { let selfUser = await e.checkAuth({ auth: "self" }) if (['荧', '空', '主角', '旅行者'].includes(char.name)) { e.reply("暂不支持主角的面板信息查看"); return true; } let refresh = async () => { let refreshRet = await autoRefresh(e); if (refreshRet) { await renderProfile(e, char, render, mode, params); } return refreshRet; } let uid = await getTargetUid(e); if (!uid) { return true; } let profile = await Profile.get(uid, char.id); if (!profile) { if (await refresh()) { return true; } else { e.reply(`请确认${char.name}已展示在【游戏内】的角色展柜中,并打开了“显示角色详情”。然后请使用 #更新面板\n命令来获取${char.name}的面板详情`); } //await profileHelp(e); return true; } else if (!['enka', 'input2', 'miao', 'miao-pre'].includes(profile.dataSource)) { if (!await refresh()) { e.reply(`由于数据格式升级,请重新获取面板信息后查看`); } return true; } let a = profile.attr; let c = Format.comma, p = Format.pct; let attr = { hp: c(a.hp), hpPlus: c(a.hp - a.hpBase), atk: c(a.atk), atkPlus: c(a.atk - a.atkBase), def: c(a.def), defPlus: c(a.def - a.defBase), cRate: p(a.cRate), cDmg: p(a.cDmg), mastery: c(a.mastery), recharge: p(a.recharge), dmgBonus: p(Math.max(a.dmgBonus * 1 || 0, a.phyBonus * 1 || 0)) }; let reliquaries = [], totalMark = 0, totalMaxMark = 0; let newScore = Reliquaries2.getArtisMark(char.name, profile.artis); lodash.forEach(profile.artis, (arti, idx) => { idx = idx.replace("arti", ""); let ds = arti; let mark = isNewScore ? newScore[idx] : Reliquaries.getMark(char.name, arti.attrs); let maxMark = Reliquaries.getMaxMark(char.name, arti.main[0] || ""); totalMark += mark; totalMaxMark += maxMark; ds.mark = c(mark, 1); ds.markType = isNewScore ? Reliquaries2.getMarkScore(mark) : Reliquaries.getMarkScore(mark, maxMark); ds.main = Profile.formatArti(arti.main); ds.attrs = Profile.formatArti(arti.attrs); reliquaries.push(ds); }); let markScore, usefulMark; if (isNewScore) { let charCfg = Reliquaries2.getCharCfg(char.name); usefulMark = charCfg.titleWeight; markScore = Reliquaries2.getMarkScore(totalMark / 5); } else { let usefulData = Reliquaries.getUseful(char.name); usefulMark = usefulData.mark; markScore = Reliquaries.getMarkScore(totalMark, totalMaxMark); } let enemyLv = await selfUser.getCfg(`char.enemyLv`, 91); let dmgMsg = [], dmgData = []; let dmgCalc = await Calc.calcData({ profile, char, enemyLv, mode, ...params }); if (dmgCalc && dmgCalc.ret) { lodash.forEach(dmgCalc.ret, (ds) => { ds.dmg = Format.comma(ds.dmg, 0); ds.avg = Format.comma(ds.avg, 0); dmgData.push(ds); }) lodash.forEach(dmgCalc.msg, (msg) => { msg.replace(":", ":"); dmgMsg.push(msg.split(":")) }) } if (mode === "dmg") { let basic = dmgCalc.dmgCfg.basicRet; lodash.forEach(dmgCalc.dmgRet, (row) => { lodash.forEach(row, (ds) => { ds.val = (ds.avg > basic.avg ? "+" : "") + Format.comma(ds.avg - basic.avg); ds.dmg = Format.comma(ds.dmg, 0); ds.avg = Format.comma(ds.avg, 0); }) }); basic.dmg = Format.comma(basic.dmg); basic.avg = Format.comma(basic.avg); } //渲染图像 return await Common.render("character/detail", { save_id: uid, uid: uid, data: profile, attr, cons: char.cons, name: char.name, elem: char.elem, dmgData, dmgMsg, dmgRet: dmgCalc.dmgRet, dmgCfg: dmgCalc.dmgCfg, reliquaries, enemyLv, enemyName: dmgCalc.enemyName || "小宝", totalMark: c(totalMark, 1), markScore, usefulMark, talentMap: { a: "普攻", e: "战技", q: "爆发" }, bodyClass: `char-${char.name}`, mode, }, { e, render, scale: 1.6 }); } /* #敌人等级 */ export async function enemyLv(e) { let selfUser = await e.checkAuth({ auth: "self" }) if (!selfUser || !e.msg) { return true; } let ret = /(敌人|怪物)等级\s*(\d{1,3})\s*$/.exec(e.msg); if (ret && ret[2]) { let lv = ret[2] * 1; await selfUser.setCfg("char.enemyLv", lv); lv = await selfUser.getCfg("char.enemyLv", 91); e.reply(`敌人等级已经设置为${lv}`); return true; } return true; } /* * 圣遗物列表 * */ export async function getArtis(e, { render }) { let uid = await getTargetUid(e); if (!uid) { return true; } let artis = [], profiles = Profile.getAll(uid) || {}; if (!profiles || profiles.length === 0) { e.reply("暂无角色圣遗物详情"); return true; } lodash.forEach(profiles || [], (ds) => { let name = ds.name; if (!name || name === "空" || name === "荧") { return; } let usefulMark; if (isNewScore) { let charCfg = Reliquaries2.getCharCfg(name); usefulMark = charCfg.titleWeight; } else { let usefulData = Reliquaries.getUseful(name); usefulMark = usefulData.mark; } /* 处理圣遗物 */ if (ds.artis) { let newScore = Reliquaries2.getArtisMark(name, ds.artis); lodash.forEach(ds.artis, (arti, idx) => { if (!arti.name) { return; } idx = idx.replace("arti", ""); let mark = isNewScore ? newScore[idx] : Reliquaries.getMark(name, arti.attrs); let maxMark = Reliquaries.getMaxMark(name, arti.main[0] || ""); arti.mark = Format.comma(mark, 1); arti._mark = mark; arti.markType = isNewScore ? Reliquaries2.getMarkScore(mark) : Reliquaries.getMarkScore(mark, maxMark); arti.main = Profile.formatArti(arti.main); arti.attrs = Profile.formatArti(arti.attrs); arti.usefulMark = usefulMark; arti.avatar = name; artis.push(arti); }) } }); if (artis.length === 0) { e.reply("请先获取角色面板数据后再查看圣遗物列表..."); await profileHelp(e); return true; } artis = lodash.sortBy(artis, "_mark"); artis = artis.reverse(); artis = artis.slice(0, 20); //渲染图像 return await Common.render("character/artis", { save_id: uid, uid: uid, artis, }, { e, render, scale: 1.4 }); } /* * 获取面板列表 * */ export async function getProfileAll(e) { let uid = await getTargetUid(e); if (!uid) { return true; } let profiles = Profile.getAll(uid) || {}; let chars = []; lodash.forEach(profiles || [], (ds) => { if (!['enka', 'input2', 'miao-pre', 'miao'].includes(ds.dataSource)) { return; } ds.name && chars.push(ds.name) }); if (chars.length === 0) { if (await autoRefresh(e)) { await getProfileAll(e); return true; } else { e.reply("尚未获取任何角色数据"); await profileHelp(e); } return true; } e.reply(`uid${uid} 已获取面板角色: ` + chars.join(", ")); return true; } export async function profileHelp(e) { e.reply(segment.image(`file://${process.cwd()}/plugins/miao-plugin/resources/character/imgs/help.jpg`)) return true; } /** 获取角色卡片的原图 */ export async function getOriginalPicture(e) { if (!e.hasReply) { return; } // 引用的消息不是自己的消息 if (e.source.user_id !== e.self_id) { return; } // 引用的消息不是纯图片 if (!/^\[图片]$/.test(e.source.message)) { return; } // 获取原消息 let source; if (e.isGroup) { source = (await e.group.getChatHistory(e.source.seq, 1)).pop(); } else { source = (await e.friend.getChatHistory(e.source.time, 1)).pop(); } if (source) { let imgPath = await redis.get(`miao:original-picture:${source.message_id}`); if (imgPath) { e.reply([segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + imgPath)]); return true; } } e.reply("消息太过久远了,俺也忘了原图是啥了,下次早点来吧~"); return true; }