/** * 用户数据文件 * 数据存储在/data/UserData/${uid}.json 下 * 兼容处理面板户数及Mys数据 * */ import lodash from 'lodash' import Base from './Base.js' import { Data } from '#miao' import { Avatar, ProfileRank, Character } from './index.js' import MysAvatar from './avatar/MysAvatar.js' import ProfileAvatar from './avatar/ProfileAvatar.js' Data.createDir('/data/UserData', 'root') Data.createDir('/data/PlayerData/gs', 'root') Data.createDir('/data/PlayerData/sr', 'root') export default class Player extends Base { constructor(uid, game = 'gs') { super() uid = uid?._mys?.uid || uid?.uid || uid if (!uid) { return false } let cacheObj = this._getCache(`player:${game}:${uid}`) if (cacheObj) { return cacheObj } this.uid = uid this.game = game this.reload() return this._cache(100) } get hasProfile () { let ret = false this.forEachAvatar((avatar) => { if (avatar.isProfile) { ret = true return false } }) return ret } get _file () { return `/data/PlayerData/${this.game}/${this.uid}.json` } // 玩家头像 get faceImgs () { let char if (this.isGs && this.face) { char = Character.get(this.face) } if (!char) { let charId = lodash.keys(this._avatars)[0] if (charId) { char = Character.get(charId) } } let imgs = char?.imgs || {} return { face: imgs.face || '/common/item/face.webp', banner: imgs.banner || `/meta-${this.game}/character/common/imgs/banner.webp` } } static create (e, game = 'gs') { if (e?._mys?.uid || e.uid) { // 传入为e let player = new Player(e?._mys?.uid || e.uid, (game === 'sr' || e.isSr) ? 'sr' : 'gs') player.e = e return player } else { return new Player(e, game) } } // 获取面板更新服务名 static getProfileServName (uid, game = 'gs') { return ProfileAvatar.getServ(uid, game)?.name } static delByUid (uid, game = 'gs') { let player = Player.create(uid, game) if (player) { player.del() } } /** * 重新加载json文件 * 注意:为了性能,默认不初始化avatars数据,按需初始化 * 如需获取avatar请使用 player.getAvatar() 来进行获取以确保初始化 */ reload () { let data = Data.readJSON(this._file, 'root') this.setBasicData(data) this.setAvatars(data.avatars || [], true) if (data._ck) { this._ck = data._ck } if (!data.avatars) { this.save() } } /** * 保存json文件 * @param flag false时暂时禁用保存,true时启用保存,并保存数据 * @returns {boolean} */ save (flag = null) { if (flag === true) { this._save = true } else if (flag === false || this._save === false) { this._save = false return false } let ret = Data.getData(this, 'uid,name,level,word,face,card,sign,info,_info,_mys,_profile') ret.avatars = {} this.forEachAvatar((avatar) => { ret.avatars[avatar.id] = avatar.toJSON() }) if (this._ck) { ret._ck = this._ck } Data.writeJSON(this._file, ret, 'root') } del () { try { Data.delFile(this._file, 'root') ProfileRank.delUidInfo(this.uid, this.game) this._delCache() Bot.logger.mark(`【面板数据删除】${this.uid}本地文件数据已删除...`) } catch (e) { console.log('del error', e) } return true } /** * 设置玩家基础数据 * @param ds */ setBasicData (ds) { this.name = ds.name || this.name || '' this.level = ds.level || this.level || '' this.word = ds.word || this.word || '' this.face = ds.face || this.face || '' this.card = ds.card || this.card || '' this.sign = ds.sign || this.sign || '' this.info = ds.info || this.info || false this._avatars = this._avatars || {} this._profile = ds._profile || this._profile this._mys = ds._mys || this._mys this._info = ds._info || this._info } // 设置角色列表 // lazy:是否懒初始化avatar setAvatars (ds, lazy = false) { lodash.forEach(ds, (avatar) => { if (!avatar.id) { return true } if (lazy) { this._avatars[avatar.id] = avatar } else { this.setAvatar(avatar) } }) } // 设置角色数据 setAvatar (ds, source = '') { let avatar = this.getAvatar(ds.id, true) avatar.setAvatar(ds, source) } delAvatar (id) { delete this._avatars[id] } hasAvatar (id = '') { if (!id) { return !lodash.isEmpty(this._avatars) } return !!this._avatars[id] } getAvatarIds () { return lodash.keys(this._avatars) } // 获取Avatar角色 getAvatar (id, create = false) { let char = Character.get(id) let avatars = this._avatars if (this.isGs) { // 兼容处理旅行者的情况 if (char.isTraveler && !create) { id = avatars['10000005'] ? 10000005 : 10000007 } } if (!avatars[id]) { if (create) { avatars[id] = Avatar.create({ id }, this.game) } else { return false } } let avatar = avatars[id] if (!avatar.isAvatar) { let data = avatars[id] avatar = avatars[id] = Avatar.create(avatars[id], this.game) avatar.setAvatar(data) } return avatar } // 循环Avatar async forEachAvatar (fn) { for (let id in this._avatars) { let avatar = this.getAvatar(id) if (avatar && avatar.hasData && avatar.game === this.game) { let ret = fn(avatar, id) ret = Data.isPromise(ret) ? await ret : ret if (ret === false) { return false } } } } // 获取所有Avatar数据 getAvatarData (ids = '') { let ret = {} if (!ids) { this.forEachAvatar((avatar) => { ret[avatar.id] = avatar.getDetail() }) } else { lodash.forEach(ids, (id) => { let avatar = this.getAvatar(id) if (avatar) { ret[id] = avatar.getDetail() } }) } return ret } // 获取指定角色的面板数据 getProfile (id) { let avatar = this.getAvatar(id) if (!avatar.isProfile) { return false } return avatar } // 获取所有面板数据 getProfiles () { let ret = {} this.forEachAvatar((avatar) => { if (avatar.isProfile) { ret[avatar.id] = avatar } }) return ret } getUpdateTime () { let ret = {} if (this._profile) { ret.profile = MysAvatar.getDate(this._profile) } if (this._mys) { ret.mys = MysAvatar.getDate(this._mys) } return ret } getInfo () { return MysAvatar.getInfo(this) } // 更新面板 async refreshProfile (force = 2) { return await ProfileAvatar.refreshProfile(this, force) } // 更新米游社数据 /** * 更新米游社数据 * @param force 0:不强制,长超时时间 1:短超时时间 2:无视缓存,强制刷新 * @returns {Promise} */ async refreshMysDetail (force = 0) { return MysAvatar.refreshMysDetail(this, force) } async refreshMysInfo (force = 0) { return await MysAvatar.refreshMysInfo(this, force) } // 通过已有的Mys CharData更新 setMysCharData (charData) { MysAvatar.setMysCharData(this, charData) } // 使用MysApi刷新指定角色的天赋信息 async refreshTalent (ids = '', force = 0) { return await MysAvatar.refreshTalent(this, ids, force) } /** * 刷新角色数据 * * @param cfg * @param cfg.detail mys-detail数据更新级别,角色列表与详情 * @param cfg.talent mys-talent数据更新级别,角色天赋数据 * @param cfg.index mys-index数据更新级别,游戏统计数据 * @param cfg.profile 刷新面板数据 * @param cfg.ids 刷新的角色列表 */ async refresh (cfg) { this.save(false) try { if (cfg.index || cfg.index === 0) { await this.refreshMysInfo(cfg.index) } if (cfg.detail || cfg.detail === 0) { await this.refreshMysDetail(cfg.detail) } if (cfg.talent || cfg.talent === 0) { await this.refreshTalent(cfg.ids || '', cfg.talent) } if (cfg.profile || cfg.profile === 0) { await this.refreshProfile(cfg.profile) } } catch (e) { Bot.logger.mark(`刷新uid${this.uid}数据遇到错误...`) console.log(e) } this.save(true) } /** * 刷新并获取角色数据 * * @param cfg * @param cfg.detail mys-detail数据更新级别,角色列表与详情 * @param cfg.talent mys-talent数据更新级别,角色天赋数据 * @param cfg.index mys-index数据更新级别,游戏统计数据 * @param cfg.materials 是否返回角色的材料,默认false * @param cfg.retType 返回类型,默认id为key对象,设置为array时返回数组 * @param cfg.rank 面板数据是否参与群排序 * @param cfg.sort 返回为数组时,数据是否排序,排序规则:等级、星级、天赋、命座、武器、好感的顺序排序 * @returns {Promise} */ async refreshAndGetAvatarData (cfg) { await this.refresh(cfg) let rank = false let e = this.e if (cfg.rank === true && e && e.group_id) { rank = await ProfileRank.create({ group: e.group_id, uid: this.uid, qq: e.user_id }) } let avatarRet = {} this.forEachAvatar((avatar) => { let { talent } = avatar let ds = avatar.getDetail() ds.aeq = talent?.a?.original + talent?.e?.original + talent?.q?.original || 3 if (avatar.game === 'sr') { ds.aeq = talent?.a?.original + talent?.e?.original + talent?.q?.original + talent?.t?.original || 4 } avatarRet[ds.id] = ds let profile = avatar.getProfile() if (avatar.isProfile) { ds.artisSet = avatar.artis.getSetData() let mark = avatar.getArtisMark(false) ds.artisMark = Data.getData(mark, 'mark,markClass,names') if (rank) { rank.getRank(profile) } } if (cfg.materials) { ds.materials = avatar.getMaterials() } }) if (cfg.retType !== 'array') { return avatarRet } avatarRet = lodash.values(avatarRet) if (cfg.sort) { let sortKey = 'level,star,aeq,cons,weapon.level,weapon.star,weapon.affix,fetter'.split(',') avatarRet = lodash.orderBy(avatarRet, sortKey) avatarRet = avatarRet.reverse() } return avatarRet } }