import lodash from 'lodash' import HutaoApi from './HutaoApi.js' import { Cfg, Common, Data } from '#miao' import { Abyss, Character, MysApi, Player } from '#miao.models' export async function AbyssSummary (e) { let isMatch = /^#(喵喵|上传)深渊(数据)?$/.test(e.original_msg || e.msg || '') if (!Cfg.get('uploadAbyssData', false) && !isMatch) { return false } let mys = await MysApi.init(e, 'all') if (!mys || !mys.uid) { if (isMatch) { e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`) } return false } let ret = {} let uid = mys.uid let player = Player.create(e) let resDetail, resAbyss try { resAbyss = await mys.getSpiralAbyss(1) let lvs = Data.getVal(resAbyss, 'floors.0.levels.0') // 检查是否查询到了深渊信息 if (!lvs || !lvs.battles) { e.reply('暂未获得本期深渊挑战数据...') return true } else if (lvs && lvs.battles && lvs.battles.length === 0) { if (!mys.isSelfCookie) { if (isMatch) { e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`) } return false } } resDetail = await mys.getCharacter() if (!resDetail || !resAbyss || !resDetail.avatars || resDetail.avatars.length <= 3) { e.reply('角色信息获取失败') return true } delete resDetail._res delete resAbyss._res ret = await HutaoApi.uploadData({ uid, resDetail, resAbyss }) } catch (err) { // console.log(err); } // 更新player信息 player.setMysCharData(resDetail) if (ret && ret.retcode === 0) { let stat = [] if (ret.data) { if (resAbyss.floors.length === 0) { e.reply('暂未获得本期深渊挑战数据...') return true } let abyss = new Abyss(resAbyss) let abyssData = abyss.getData() let avatarIds = abyss.getAvatars() let overview = ret.info || (await HutaoApi.getOverview())?.data || {} let addMsg = function (title, ds) { let tmp = {} if (!ds) { return false } if (!ds.avatarId && !ds.id) { return false } let char = Character.get(ds.avatarId || ds.id) tmp.title = title tmp.id = char.id tmp.value = `${(ds.value / 10000).toFixed(1)} W` let msg = [] tmp.msg = msg let pct = (percent, name) => { if (percent < 0.2) { msg.push({ title: '少于', value: (Math.max(0.1, 100 - percent * 100)).toFixed(1), name }) } else { msg.push({ title: '超过', value: (Math.min(99.9, percent * 100)).toFixed(1), name }) } } if (ds.percent) { pct(ds.percent, char.abbr) pct(ds.percentTotal, '总记录') } else { msg.push({ txt: '暂无统计信息' }) } stat.push(tmp) } addMsg('最强一击', ret.data?.damage || abyssData?.stat?.dmg || {}) addMsg('最高承伤', ret.data?.takeDamage || abyssData?.stat.takeDmg || {}) let abyssStat = abyssData?.stat || {} lodash.forEach({ defeat: '最多击破', e: '元素战技', q: '元素爆发' }, (title, key) => { if (abyssStat[key]) { stat.push({ title, id: abyssStat[key]?.id || 0, value: `${abyssStat[key]?.value}次` }) } else { stat.push({}) } }) await player.refreshTalent(avatarIds) let avatarData = player.getAvatarData(avatarIds) return await Common.render('stat/abyss-summary', { abyss: abyssData, avatars: avatarData, stat, save_id: uid, totalCount: overview?.collectedPlayerCount || 0, uid }, { e, scale: 1.2 }) } else { e.reply('暂未获得本期深渊挑战数据...') return true } } else { e.reply(`${ret.message || '上传失败'},请稍后重试...`) } return true }