import lodash from 'lodash' import Base from './Base.js' import moment from 'moment' import { Character, AvatarArtis, ProfileData, Weapon } from './index.js' import { Data, Format } from '#miao' import AttrCalc from './profile/AttrCalc.js' import Profile from './player/Profile.js' const charKey = 'name,abbr,sName,star,imgs,face,side,gacha,weaponTypeName'.split(',') export default class AvatarData 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.initArtis() this.setAvatar(ds) } get hasTalent () { return this.talent && !lodash.isEmpty(this.talent) && !!this._talent } get name () { return this.char?.name || '' } get hasData () { return !!(this.level > 1 || this?.weapon?.name || this?.talent?.a) } // 是否是合法面板数据 get isProfile () { return Profile.isProfile(this) } 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) } /** * 获取圣遗物套装属性 * @returns {boolean|*|{imgs: *[], names: *[], sets: {}, abbrs: *[], sName: string, name: (string|*)}|{}} */ get artisSet () { return this.artis.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 '' } static create (ds, game = 'gs') { let avatar = new AvatarData(ds, game) if (!avatar) { return false } return avatar } initArtis () { this.artis = new AvatarArtis(this.id, this.game) } _get (key) { if (charKey.includes(key)) { return this.char[key] } } setAvatar (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) ds.artis && this.setArtis(ds) delete this._now } /** * 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 = lodash.isUndefined(ds.promote) ? (this.promote || AttrCalc.calcPromote(this.level)) : (ds.promote || 0) this.trees = ds.trees || this.trees || [] this._source = ds._source || this._source || '' this._time = ds._time || this._time || now this._update = ds._update || this._update || ds._time || now this._talent = ds._talent || this._talent || ds._time || now // 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 } } } 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) ? AttrCalc.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 } } getWeaponDetail () { if (this.isGs) { return this.weapon } let ret = { ...this.weapon } let wData = Weapon.get(ret.id, this.game) ret.splash = wData.imgs.gacha let attrs = wData.calcAttr(ret.level, ret.promote) lodash.forEach(attrs, (val, key) => { attrs[key] = Format.comma(val, 1) }) ret.attrs = attrs ret.desc = wData.getAffixDesc(ret.affix) return ret } setTalent (ds = false, mode = 'original', updateTime = '') { 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 } } setArtis (ds, source) { this.artis.setArtisData(ds.artis, source) } getProfile () { if (!this.isProfile) { return false } return ProfileData.create(this, this.game) } // 判断当前profileData是否具备有效圣遗物信息 hasArtis () { return this.isProfile && this.artis.length > 0 } // 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' return { ...this.getData(keys), weapon: Data.getData(this.weapon, this.isGs ? 'name,level,promote,affix' : 'id,level,promote,affix'), ...this.getData('artis,_source,_time,_update,_talent') } } 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') } } } getArtisDetail () { return this.artis.getDetail() } }