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 Calc from "../components/Calc.js"; import fs from "fs"; //角色昵称 let nameID = ""; let genshin = {}; await init(); 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=${version}`); nameID = ""; } // 查看当前角色 export async function character(e, { render, User }) { let msg = e.msg; if (!msg) { return; } if (Cfg.isDisable(e, "char.char")) { return; } let mode = 'card'; if (/(详情|详细|面板|面版)$/.test(msg)) { mode = 'profile'; } let name = msg.replace(/#|老婆|老公|详情|详细|面板|面版|[1|2|5][0-9]{8}/g, "").trim(); let char = Character.get(name); if (!char) { return false; } if (mode === "profile") { return renderProfile(e, char, render); } 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" }); let selfUser = MysApi.selfUser; let selfMysUser = await MysApi.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; } 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${e.msg}`]); } else { e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]); } return true; } avatar = avatars[char.id]; } return await renderCard(e, avatar, render, renderType); } // 渲染角色卡片 async function renderCard(e, avatar, render, renderType = "card") { let talent = await getTalent(e, avatar); // 计算皇冠个数 let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length; let uid = e.targetUser.uid; let char = Character.get(avatar); if (!char) { return false; } let bg = char.getCardImg(); if (renderType === "photo") { e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img)); } else { //渲染图像 let base64 = await render("character", "card", { save_id: uid, uid: uid, talent, crownNum, talentMap: { a: "普攻", e: "战技", q: "爆发" }, //bg: getCharacterImg(avatar.name), bg, ...getCharacterData(avatar), ds: char.getData("name,id,title,desc"), cfgScale: Cfg.scale(1.25) }, "png"); if (base64) { e.reply(segment.image(`base64://${base64}`)); } } 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; } export async function getProfile(e) { let MysApi = await e.getMysApi({ auth: "cookie", targetType: "self", cookieType: "self", actionName: "更新角色信息" }); if (!MysApi) { return false; } let selfUser = e.selfUser; if (!selfUser.isCookieUser) { e.reply("此功能仅绑定cookie用户可用") return true; } let data = await Profile.request(selfUser.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]; } export async function renderProfile(e, char, render) { 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 MysApi = await e.getMysApi({ auth: "cookie", targetType: "self", cookieType: "self", actionName: "查询角色天赋命座等信息" }); let selfUser = e.selfUser, uid = selfUser.uid; let profile = Profile.get(uid, char.id); if (!profile) { e.reply(`请先发送 #获取游戏角色详情 命令获取 ${char.name} 的面板详情。\n请确认已将需要获取的8位角色展示在【游戏内】的“角色展柜”中,并已打开“显示角色详情”。如刚进行设置请等待5分钟后再进行使用,以免浪费请求次数。 `) return true; } let a = profile.attr; let c = Format.comma, p = Format.pct; let attr = { hp: c(a.hp), hpPlus: c(a.hp - a.hpBase), atk: c(a.atk), atkPlus: c(a.atk - a.atkBase), def: c(a.def), defPlus: c(a.def - a.defBase), cRate: p(a.cRate), cDmg: p(a.cDmg), mastery: c(a.mastery), recharge: p(a.recharge), dmgBonus: p(Math.max(a.dmgBonus * 1 || 0, a.phyBonus * 1 || 0)) }; let avatar = await getAvatar(e, char, MysApi); let talent = await getTalent(e, avatar); let posIdx = { "生之花": { idx: 1 }, "死之羽": { idx: 2 }, "时之沙": { idx: 3 }, "空之杯": { idx: 4 }, "理之冠": { idx: 5 } }; let reliquaries = [], totalMark = 0, totalMaxMark = 0; let { titles: usefulTitles, mark: usefulMark } = Reliquaries.getUseful(avatar.name); lodash.forEach(avatar.reliquaries, (ds) => { let pos = ds.pos_name; let arti = profile.artis[`arti${posIdx[pos].idx}`]; if (arti) { let mark = Reliquaries.getMark(avatar.name, arti.attrs); let maxMark = Reliquaries.getMaxMark(char.name, arti.main[0] || ""); totalMark += mark; totalMaxMark += maxMark; ds.mark = c(mark, 1); ds.markType = Reliquaries.getMarkScore(mark, maxMark); ds.main = Profile.formatArti(arti.main); ds.attrs = Profile.formatArti(arti.attrs); } posIdx[pos].data = ds; }); lodash.forEach(posIdx, (ds) => { if (ds && ds.data) { reliquaries.push(ds.data); } else { reliquaries.push({}); } }); let dmgMsg = [], dmgData = []; let dmgCalc = await Calc.calcData(profile, char, avatar); if (dmgCalc && dmgCalc.ret) { lodash.forEach(dmgCalc.ret, (ds) => { ds.dmg = Format.comma(ds.dmg, 1); ds.avg = Format.comma(ds.avg, 1); dmgData.push(ds); }) dmgMsg = dmgCalc.msg; } let base64 = await render("character", "detail", { save_id: uid, uid: uid, data: profile, attr, avatar, talent, cons: char.cons, name: char.name, elem: char.elem, dmgData, dmgMsg, reliquaries, totalMark: c(totalMark, 1), totalMaxMark, markScore: Reliquaries.getMarkScore(totalMark, totalMaxMark), weapon: avatar.weapon, usefulTitles, usefulMark, talentMap: { a: "普攻", e: "战技", q: "爆发" }, cfgScale: Cfg.scale(1.5) }, "png"); if (base64) { e.reply(segment.image(`base64://${base64}`)); } return true; }