import { Character, ProfileRank, ProfileDmg, Player } from '#miao.models' import ProfileDetail from './ProfileDetail.js' import { Data, Common, Format } from '#miao' import lodash from 'lodash' export async function groupRank (e) { const groupRank = Common.cfg('groupRank') let msg = e.original_msg || e.msg let type = '' if (/(排名|排行|列表)/.test(msg)) { type = 'list' } else if (/(最强|最高|最多|最高分|最牛|第一)/.test(msg)) { type = 'detail' } else if (/极限/.test(msg)) { type = 'super' } let groupId = e.group_id if (!type || (!groupId && type !== 'super')) { return false } let mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'mark' : 'dmg' mode = /(词条)/.test(msg) ? 'valid' : mode mode = /(双爆)/.test(msg) ? 'crit' : mode let name = msg.replace(/(#|最强|最高分|第一|词条|双爆|极限|最高|最多|最牛|圣遗物|评分|群内|群|排名|排行|面板|面版|详情|榜)/g, '') let char = Character.get(name) if (!char) { // 名字不存在或不为列表模式,则返回false if (name || type !== 'list') { return false } } // 对鲸泽佬的极限角色文件增加支持 if (type === 'super') { let player = Player.create(100000000) if (player.getProfile(char.id)) { e.uid = 100000000 return await ProfileDetail.render(e, char) } else { return true } } // 正常群排名 let groupCfg = await ProfileRank.getGroupCfg(groupId) if (!groupRank) { e.reply('群面板排名功能已禁用,Bot主人可通过【#喵喵设置】启用...') return true } if (groupCfg.status === 1) { e.reply('本群已关闭群排名,群管理员或Bot主人可通过【#启用排名】启用...') return true } if (type === 'detail') { let uid = await ProfileRank.getGroupMaxUid(groupId, char.id, mode) if (uid) { e.uid = uid return await ProfileDetail.render(e, char) } else { if (mode === 'dmg' && !ProfileDmg.dmgRulePath(char.name, char.game)) { e.reply(`暂无排名:${char.name}暂不支持伤害计算,无法进行排名..`) } else { e.reply('暂无排名:请通过【#面板】查看角色面板以更新排名信息...') } } } else if (type === 'list') { if (mode === 'dmg' && char && !ProfileDmg.dmgRulePath(char.name, char.game)) { e.reply(`暂无排名:${char.name}暂不支持伤害计算,无法进行排名..`) } else { let uids = [] if (char) { uids = await ProfileRank.getGroupUidList(groupId, char ? char.id : '', mode) } else { uids = await ProfileRank.getGroupMaxUidList(groupId, mode) } if (uids.length > 0) { return renderCharRankList({ e, uids, char, mode, groupId }) } else { e.reply('暂无排名:请通过【#面板】查看角色面板以更新排名信息...') } } return true } } export async function resetRank (e) { let groupId = e.group_id if (!groupId) { return true } if (!e.isMaster) { e.reply('只有管理员可重置排名') return true } let msg = e.original_msg || e.msg let name = msg.replace(/(#|重置|重设|排名|排行|群|群内|面板|详情|面版)/g, '').trim() let charId = '' let charName = '全部角色' if (name) { let char = Character.get(name) if (!char) { e.reply(`重置排名失败,角色:${name}不存在`) return true } charId = char.id charName = char.name } await ProfileRank.resetRank(groupId, charId) e.reply(`本群${charName}排名已重置...`) } /** * 刷新群排名信息 * @param e * @returns {Promise} */ export async function refreshRank (e) { let groupId = e.group_id if (!groupId) { return true } if (!e.isMaster && !this.e.member?.is_admin) { e.reply('只有主人及群管理员可刷新排名...') return true } e.reply('面板数据刷新中,等待时间可能较长,请耐心等待...') let game = e.isSr ? 'sr' : 'gs' await ProfileRank.resetRank(groupId) let groupUids = await Common.getGroupUids(e, game) let count = 0 for (let qq in groupUids) { for (let { uid, type } of groupUids[qq]) { let player = new Player(uid, game) let profiles = player.getProfiles() // 刷新rankLimit await ProfileRank.setUidInfo({ uid, profiles, qq, uidType: type }) let rank = await ProfileRank.create({ groupId, uid, qq }) for (let id in profiles) { let profile = profiles[id] if (!profile.hasData) { continue } await rank.getRank(profile, true) } if (rank.allowRank) { count++ } } } e.reply(`本群排名已刷新,共刷新${count}个UID数据...`) } export async function manageRank (e) { let groupId = e.group_id if (!groupId) { return true } let isClose = /(关闭|禁用)/.test(e.msg) if (!e.isMaster && !this.e.member?.is_admin) { e.reply(`只有主人及群管理员可${isClose ? '禁用' : '启用'}排名...`) return true } await ProfileRank.setGroupStatus(groupId, isClose ? 1 : 0) if (isClose) { e.reply('当前群排名功能已禁用...') } else { e.reply('当前群排名功能已启用...\n如数据有问题可通过【#刷新排名】命令来刷新当前群内排名') } } async function renderCharRankList ({ e, uids, char, mode, groupId }) { let list = [] for (let ds of uids) { let uid = ds.uid || ds.value let player = Player.create(uid) let avatar = player.getAvatar(ds.charId || char.id) if (!avatar) { continue } let profile = avatar.getProfile() if (profile) { let profileRank = await ProfileRank.create({ groupId, uid }) let data = await profileRank.getRank(profile, true) let mark = data?.mark?.data let tmp = { uid, isMax: !char, ...avatar.getData('id,star,name,sName,level,fetter,cons,weapon,elem,talent,artisSet,imgs'), artisMark: Data.getData(mark, 'mark,markClass,valid,crit') } let dmg = data?.dmg?.data if (dmg && dmg.avg) { let title = dmg.title // 稍微缩短下title if (title.length > 10) { title = title.replace(/[ ·]*/g, '') } title = title.length > 10 ? title.replace(/伤害$/, '') : title tmp.dmg = { title: title, avg: Format.comma(dmg.avg, 1) } } if (uid) { let userInfo = await ProfileRank.getUidInfo(uid) if (userInfo && userInfo.qq) { let member = e.group?.pickMember(userInfo.qq) let img = member?.getAvatarUrl(140) if (img) { tmp.qqFace = img } } } if (mode === 'crit') { tmp._mark = mark?._crit * 6.6044 || 0 } else if (mode === 'valid') { tmp._mark = mark?._valid || 0 } else { tmp._mark = mark?._mark || 0 } tmp._formatmark = Format.comma(tmp._mark, 1) tmp._dmg = dmg?.avg || 0 tmp._star = 5 - tmp.star list.push(tmp) } } let title if (char) { let modeTitleMap = { dmg: '', mark: '圣遗物评分', crit: '双爆副词条', valid: '加权有效词条' } title = `#${char.name}${modeTitleMap[mode]}排行` list = lodash.sortBy(list, mode === 'dmg' ? '_dmg' : '_mark').reverse() } else { title = `#${mode === 'mark' ? '最高分' : '最强'}排行` list = lodash.sortBy(list, ['uid', '_star', 'id']) } const rankCfg = await ProfileRank.getGroupCfg(groupId) // 渲染图像 return await Common.render('character/rank-profile-list', { save_id: char.id, list, title, elem: char.elem, bodyClass: `char-${char.name}`, rankCfg, mode }, { e, scale: 1.4 }) }