import lodash from 'lodash' import { Data, Format } from '#miao' import { Character, ProfileDmg, Weapon } from './index.js' import Base from './Base.js' import Attr from './attr/Attr.js' import Artis from './artis/Artis.js' import ProfileAvatar from './avatar/ProfileAvatar.js' import ArtisMark from './artis/ArtisMark.js' import moment from 'moment' import MysAvatar from './avatar/MysAvatar.js' const charKey = 'name,abbr,sName,star,imgs,face,side,gacha,weaponTypeName'.split(',') export default class Avatar extends Base { constructor (ds = {}, game = 'gs') { super() let char = Character.get({ id: ds.id, elem: ds.elem }) if (!char) { return } this.id = char.id this.char = char this.game = char.game || game this._mysArtis = new Artis(this.game) this._artis = new Artis(this.game, true) this.setAvatar(ds) } get hasTalent () { return this.talent && !lodash.isEmpty(this.talent) && !!this._talent } get name () { return this.char?.name || '' } get costume () { let costume = this._costume if (lodash.isArray(costume)) { costume = costume[0] } return costume } get originalTalent () { return lodash.mapValues(this.talent, (ds) => ds.original) } // 已经到达当前等级的最大天赋 get isMaxTalent () { let maxLv = [1, 2, 4, 6, 8, 10]?.[this.promote - 1] || 10 let minTalent = lodash.min(lodash.map(this.talent, (ds) => ds.original)) return minTalent >= maxLv } get mysArtis () { return this._mysArtis } /** * 获取圣遗物套装属性 * @returns {boolean|*|{imgs: *[], names: *[], sets: {}, abbrs: *[], sName: string, name: (string|*)}|{}} */ get artisSet () { return this.mysArtis.getSetData() } get dataSource () { return { enka: 'Enka.Network', miao: '喵喵Api', mgg: 'MiniGG-Api', hutao: 'Hutao-Enka', mys: '米游社', homo: 'Mihomo' }[this._source] || this._source } get updateTime () { let time = this._time if (!time) { return '' } if (lodash.isString(time)) { return moment(time).format('MM-DD HH:mm') } if (lodash.isNumber(time)) { return moment(new Date(time)).format('MM-DD HH:mm') } return '' } get isAvatar () { return true } // 是否是合法面板数据 get isProfile () { return ProfileAvatar.isProfile(this) } // profile.hasData 别名 get hasData () { return !!(this.level > 1 || this?.weapon?.name) } get imgs () { return this.char.getImgs(this.costume) || {} } get costumeSplash () { return ProfileAvatar.getCostumeSplash(this) } get hasDmg () { return this.isProfile && !!ProfileDmg.dmgRulePath(this.name, this.game) } get artis () { return this._artis } static create (ds, game = 'gs') { let profile = new Avatar(ds, game) if (!profile) { return false } return profile } _get (key) { if (charKey.includes(key)) { return this.char[key] } } /** * 设置角色基础数据 * @param ds * @param source */ setBasic (ds = {}, source = '') { const now = this._now || (new Date()) * 1 this.level = ds.lv || ds.level || this.level || 1 this.cons = ds.cons || this.cons || 0 this.fetter = ds.fetter || this.fetter || 0 this._costume = ds.costume || this._costume || 0 this.elem = ds.elem || this.elem || this.char.elem || '' this.promote = Math.max((ds.promote ? ds.promote : this.promote) * 1 || 0, Attr.calcPromote(this.level)) this.trees = this.trees || [] this._source = ds._source || this._source || '' // 数据源 this._time = ds._time || this._time || now // 面板最后更新时间 this._update = ds._update || this._update || ds._time || now //最后更新时间,包括mys this._talent = ds._talent || this._talent || ds._time || now // 最后天赋更新时间,包括mys if (ds.trees) { this.setTrees(ds.trees) } // 存在数据源时更新时间 if (source) { this._update = now if (source !== 'mys') { this._source = source this._time = now } else { this._source = this._source || source this._time = this._source !== 'mys' ? (this._time || now) : now } } } // 星铁的行迹数据 setTrees (ds) { this.trees = [] let prefix = '' let map = {} lodash.forEach(this.char?.detail?.tree || {}, (ds, key) => { let ret = /(\d{4})(\d{3})/.exec(key) if (ret && ret[1] && ret[2]) { prefix = prefix || ret[1] map[ret[2]] = key } }) if (prefix) { for (let i = 0; i <= 3; i++) { map[`10${i}`] = `${prefix}10${i}` } } lodash.forEach(ds, (id) => { let ret = /\d{4}(\d{3})/.exec(id) this.trees.push(map[ret?.[1] || id] || id) }) } // 设置武器 setWeapon (ds = {}) { let w = Weapon.get(ds.name || ds.id, this.game) if (!w) { return false } this.weapon = { id: ds.id || w.id, name: ds.name || w.name, level: ds.level || ds.lv || 1, promote: lodash.isUndefined(ds.promote) ? Attr.calcPromote(ds.level || ds.lv || 1) : (ds.promote || 0), affix: ds.affix, ...w.getData('star,abbr,type,img') } if (this.weapon.level < 20) { this.weapon.promote = 0 } } // 获取武器详情信息 getWeaponDetail () { let ret = { ...this.weapon } if (!ret.id) { return {} } let wData = Weapon.get(ret.id, this.game) ret.splash = wData.imgs.gacha let wAttr = wData.calcAttr(ret.level, ret.promote) let attrs = {} if (this.isSr) { lodash.forEach(wAttr, (val, key) => { attrs[key] = Format.comma(val, 1) }) } else if (this.isGs) { attrs.atkBase = Format.comma(wAttr.atkBase, 1) if (wAttr?.attr?.key) { let keyType = { mastery: 'comma' } attrs[wAttr.attr.key] = Format[keyType[wAttr.attr.key] || 'pct'](wAttr.attr.value, 1) } } ret.attrs = attrs ret.desc = wData.getAffixDesc(ret.affix) return ret } // 设置天赋 setTalent (ds = false, mode = 'original', updateTime = '') { if (!this.char) { return false } const now = this._now || (new Date()) * 1 if (ds) { let ret = this.char.getAvatarTalent(ds, this.cons, mode) if (ret) { this.talent = ret || this.talent // 设置天赋更新时间 this._talent = ds._talent || this._talent || ds._time || now } } if (updateTime) { this._talent = now } } getProfile () { if (!this.isProfile) { return false } return this } // 判断当前profileData是否具备有效圣遗物信息 hasArtis () { return this.isProfile && this.artis.length > 0 } // 获取数据详情 getDetail (keys = '') { let imgs = this.char.getImgs(this.costume) if (this.isGs) { return { ...(this.getData(keys || 'id,name,level,star,cons,fetter,elem,abbr,weapon,talent,artisSet') || {}), ...Data.getData(imgs, 'face,qFace,side,gacha') } } else { return { ...(this.getData(keys || 'id,name,level,star,cons,elem,abbr,weapon,talent,artisSet,trees') || {}), ...Data.getData(imgs, 'face,qFace,gacha,preview') } } } setAvatarBase (ds, source = '') { this._now = new Date() * 1 this.setBasic(ds, source) ds.weapon && this.setWeapon(ds.weapon) ds.talent && this.setTalent(ds.talent, 'original', source) let artis = ds.mysArtis || ds.artis // 只要具备圣遗物信息,就更新mysArtis this._mysArtis.setArtisData(artis) delete this._now } setAvatar (ds, source = '') { this.setAvatarBase(ds, source) if (ds.artis && source !== 'mys') { this._artis.setArtisData(ds.artis) } this.calcAttr() } calcAttr () { if (!this.isProfile) { return false } let attr = this._attr = this._attr || Attr.create(this) this.attr = attr.calc() this.base = attr.getBase() } getArtis (isMysArtis = false) { return isMysArtis ? this._mysArtis : this._artis } setArtis (ds = {}, isMysArtis = false) { let artis = this.getArtis(isMysArtis) artis.setArtisData(ds) if (!this._mysArtis.hasArtis) { this.setArtis(ds, true) } } // 获取当前profileData的圣遗物评分,withDetail=false仅返回简略信息 getArtisMark (withDetail = true) { return ArtisMark.getMarkDetail(this, withDetail) } // 计算当前profileData的伤害信息 async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0, idxIsInput = false }) { if (!this.dmg || this.dmg._update !== this._update) { let ds = this.getData('id,level,attr,cons,artis:artis.sets,trees') ds.talent = lodash.mapValues(this.talent, 'level') ds.weapon = Data.getData(this.weapon, 'name,affix') ds._update = this._update this.dmg = new ProfileDmg(ds, this.game) } return await this.dmg.calcData({ enemyLv, mode, dmgIdx, idxIsInput }) } // toJSON 供保存使用 toJSON () { let keys = this.isGs ? 'name,id,elem,level,promote,fetter,costume,cons,talent:originalTalent' : 'name,id,elem,level,promote,cons,talent:originalTalent,trees' let ret = { ...this.getData(keys), weapon: Data.getData(this.weapon, this.isGs ? 'name,level,promote,affix' : 'id,level,promote,affix') } let artis = this.artis.toJSON() if (!lodash.isEmpty(artis)) { ret.artis = artis } if (!this.mysArtis.isSameArtis(this.artis)) { ret.mysArtis = this.mysArtis.toJSON() } return { ...ret, ...this.getData('_source,_time,_update,_talent') } } getArtisDetail (mysArtis = false) { return (mysArtis ? this.mysArtis : this.artis).getDetail() } getMaterials () { return MysAvatar.getMaterials(this) } }