/* * 角色数据 * * 支持角色查询及Meta元数据获取 * 兼容处理自定义角色 * */ import lodash from 'lodash' import Base from './Base.js' import { Data, Format, Cfg } from '#miao' import CharImg from './character/CharImg.js' import CharTalent from './character/CharTalent.js' import CharId from './character/CharId.js' import CharMeta from './character/CharMeta.js' import CharCfg from './character/CharCfg.js' let { wifeMap, idSort, idMap } = CharId let getMeta = function (name, game = 'gs') { if (game === 'gs') { return Data.readJSON(`resources/meta/character/${name}/data.json`, 'miao') } else { return CharId.getSrMeta(name) } } class Character extends Base { // 默认获取的数据 _dataKey = 'id,name,abbr,title,star,elem,allegiance,weapon,birthday,astro,cncv,jpcv,ver,desc,talentCons' constructor ({ id, name = '', elem = '', game = 'gs' }) { super() // 检查缓存 let cacheObj = this._getCache(CharId.isTraveler(id) ? `character:${id}:${elem || 'anemo'}` : `character:${id}`) if (cacheObj) { return cacheObj } // 设置数据 this._id = id this.name = name this.game = game if (!this.isCustom) { let meta = getMeta(name, game) this.meta = meta if (this.isGs) { this.elem = Format.elem(elem || meta.elem, 'anemo') } } else { this.meta = {} } return this._cache() } // 是否为官方角色 get isOfficial () { return this.game === 'sr' || /[12]0\d{6}/.test(this._id) } // 是否为实装官方角色 get isRelease () { if (this.isCustom) { return false } if (this.eta) { return this.eta * 1 < new Date() * 1 } return true } // 是否为自定义角色 get isCustom () { return !this.isOfficial } get id () { return this.isCustom ? this._id : this._id * 1 } get isGs () { return this.game === 'gs' } get isSr () { return this.game === 'sr' } // 获取短名字 get sName () { let name = this.name let abbr = this.abbr return name.length <= 4 ? name : (abbr || name) } // 是否是旅行者 get isTraveler () { return this.isGs && CharId.isTraveler(this.id) } get weaponType () { return this.weapon } // 获取武器类型 get weaponTypeName () { if (this.isSr) { return this.weapon } const map = { sword: '单手剑', catalyst: '法器', bow: '弓', claymore: '双手剑', polearm: '长柄武器' } let weaponType = this.weaponType || '' return map[weaponType.toLowerCase()] || '' } // 获取元素名称 get elemName () { if (this.isSr) { return this.elem } return Format.elemName(this.elem) } // 获取角色描述 get desc () { return CharMeta.getDesc(this.meta.desc || '') } // 获取头像 get face () { return this.getImgs().face } // 获取侧脸图像 get side () { if (this.isSr) { return this.getImgs().face } return this.getImgs().side } // gacha图像 get gacha () { return this.getImgs().gacha } // 获取character相关图像 get imgs () { return this.getImgs() } // 获取详情数据 get detail () { return this.getDetail() } // 获取命座天赋等级 get talentCons () { if (this.isSr) { return this.meta?.talentCons || {} } if (this.isTraveler) { return this.elem === 'dendro' ? { e: 3, q: 5 } : { e: 5, q: 3 } } return this.meta?.talentCons || {} } // 获取生日 get birthday () { let birth = this.birth if (!birth) { return '' } birth = birth.split('-') return `${birth[0]}月${birth[1]}日` } // 基于角色名获取Character static get (val, game = 'gs') { let id = CharId.getId(val, Character.gsCfg, game) if (!id) { return false } return new Character(id) } static forEach (fn, type = 'all', game = 'gs') { lodash.forEach(idMap, (name, id) => { let char = Character.get({ id, name }) if (char.game !== 'gs') { return true } if (type === 'release' && !char.isRelease) { return true } if (type === 'official' && !char.isOfficial) { return true } return fn(char) !== false }) } // 获取排序ID static sortIds (arr) { return arr.sort((a, b) => (idSort[a] || 300) - (idSort[b] || 300)) } // 获取attr列表 getAttrList () { let { meta } = this return CharMeta.getAttrList(meta.baseAttr, meta.growAttr, this.elemName) } // 获取素材 getMaterials (type = 'all') { return CharMeta.getMaterials(this, type) } // 获取角色character-img图片 getCardImg (se = false, def = true) { if (this.name === '旅行者') { return CharImg.getCardImg(['空', '荧'], se, def) } return CharImg.getCardImg(this.name, se, def) } // 设置天赋数据 getAvatarTalent (talent = {}, cons = 0, mode = 'original') { return CharTalent.getAvatarTalent(this, talent, cons, mode) } getTalentKey (id) { if (this.talentId[id]) { return this.talentId[id] } if (this.isSr) { id = (id + '').replace(this.id, '') return { '001': 'a', '002': 'e', '003': 'q', '004': 't', '007': 'z' }[id] } return false } // 检查老婆类型 checkWifeType (type) { return !!wifeMap[type][this.id] } // 检查时装 checkCostume (id) { let costume = this.meta?.costume || [] return costume.includes(id * 1) } // 判断是否为某种元素角色 isElem (elem = '') { elem = elem.toLowerCase() return this.elem === elem || this.elemName === elem } // 获取角色插画 getImgs (costume = '') { if (lodash.isArray(costume)) { costume = costume[0] } let costumeIdx = this.checkCostume(costume) ? '2' : '' let cacheId = `costume${costumeIdx}` if (!this._imgs) { this._imgs = {} } if (!this._imgs[cacheId]) { if (this.isSr) { this._imgs[cacheId] = CharImg.getImgsSr(this.name, this.talentCons) } else { this._imgs[cacheId] = CharImg.getImgs(this.name, costumeIdx, this.isTraveler ? this.elem : '', this.weaponType, this.talentCons) } } let imgs = this._imgs[cacheId] return { ...imgs, qFace: Cfg.get('qFace') ? (imgs.qFace || imgs.face) : imgs.face } } // 基于角色名获取Character // 获取详情数据 getDetail (elem = '') { if (this._detail) { return this._detail } if (this.isCustom) { return {} } const path = this.isSr ? 'resources/meta-sr/character' : 'resources/meta/character' const file = this.isSr ? 'data' : 'detail' try { if (this.isTraveler) { this._detail = Data.readJSON(`${path}/旅行者/${this.elem}/${file}.json`, 'miao') } else { this._detail = Data.readJSON(`${path}/${this.name}/${file}.json`, 'miao') } } catch (e) { console.log(e) } return this._detail } // 获取伤害计算配置 getCalcRule () { if (!this._calcRule && this._calcRule !== false) { this._calcRule = CharCfg.getCalcRule(this) } return this._calcRule } getArtisCfg () { if (!this._artisRule && this._artisRule !== false) { this._artisRule = CharCfg.getArtisCfg(this) } return this._artisRule } /** * 获取等级属性 * @param level * @param promote * @returns {{}|boolean} */ getLvAttr (level, promote) { let metaAttr = this.detail?.attr if (!metaAttr) { return false } if (this.isSr) { let lvAttr = metaAttr[promote] let ret = {} lodash.forEach(lvAttr.attrs, (v, k) => { ret[k] = v * 1 }) lodash.forEach(lvAttr.grow, (v, k) => { ret[k] = ret[k] * 1 + v * (level - 1) }) return ret } } } Character.CharId = CharId export default Character