miao-plugin/models/Player.js
2024-05-21 02:00:14 +08:00

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/**
* 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 (this.isSr) {
// 兼容处理开拓者的情况
if (char.isTrailblazer && !create) {
switch (id * 1) {
case 8001:
id = avatars['8001'] ? 8001 : 8002
break
case 8003:
id = avatars['8003'] ? 8003 : 8004
break
case 8005:
id = avatars['8005'] ? 8005 : 8006
break
}
}
}
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<boolean>}
*/
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<any[]|{}>}
*/
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
}
}