mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
316 lines
7.6 KiB
JavaScript
316 lines
7.6 KiB
JavaScript
import Base from './Base.js'
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import { Data, Format, Meta } from '#miao'
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let weaponSet
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import lodash from 'lodash'
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class Weapon extends Base {
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constructor (meta, game = 'gs') {
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if (!meta || !meta.name) {
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return false
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}
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super()
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let cache = this._getCache(`weapon:${game}:${meta.name}`)
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if (cache) {
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return cache
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}
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this.id = meta.id
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this.name = meta.name
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this.meta = meta
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this.type = meta.type
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this.star = meta.star
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this.game = game
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return this._cache()
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}
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get title () {
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return this.name
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}
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get img () {
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return `${this.isGs ? 'meta-gs' : 'meta-sr'}/weapon/${this.type}/${this.name}/icon.webp`
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}
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get abbr () {
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let name = this.name
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let abbr = this.meta?.abbr
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return name.length <= 4 ? name : (abbr || name)
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}
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get imgs () {
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if (this.isGs) {
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return {
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icon: `meta-gs/weapon/${this.type}/${this.name}/icon.webp`,
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icon2: `meta-gs/weapon/${this.type}/${this.name}/awaken.webp`,
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gacha: `meta-gs/weapon/${this.type}/${this.name}/gacha.webp`
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}
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} else {
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return {
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icon: `meta-sr/weapon/${this.type}/${this.name}/icon.webp`,
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icon2: `meta-sr/weapon/${this.type}/${this.name}/icon-s.webp`,
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gacha: `meta-sr/weapon/${this.type}/${this.name}/splash.webp`
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}
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}
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}
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get icon () {
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return this.img
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}
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get detail () {
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return this.getDetail()
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}
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get maxLv () {
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return this.star <= 2 ? 70 : 90
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}
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get maxPromote () {
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return this.star <= 2 ? 4 : 6
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}
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get maxAffix () {
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if (this.isSr) {
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return 5
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}
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let data = this.detail?.affixData?.datas || {}
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return (data['0'] && data['0'][4]) ? 5 : 1
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}
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static isWeaponSet (name) {
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weaponSet = weaponSet || Meta.getMeta('gs', 'weapon', 'weaponSet')
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return weaponSet.includes(name)
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}
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static get (name, game = 'gs', type = '') {
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let data = Meta.getData(game, 'weapon', name)
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if (data) {
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return new Weapon(data, game)
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}
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if (type && game === 'gs') {
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const { weaponType } = Meta.getMeta(game, 'weapon')
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let name2 = name + (weaponType[type] || type)
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let data = Meta.getData(game, 'weapon', name2)
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if (data) {
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return new Weapon(data, game)
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}
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}
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return false
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}
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static async forEach (fn, type = '', game = 'gs') {
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Meta.forEach(game, 'weapon', async (ds, id) => {
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let w = Weapon.get(ds.name)
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if (!w || (type && type !== w.type)) {
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return true
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}
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return await fn(w)
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})
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}
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getDetail () {
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if (this._detail) {
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return this._detail
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}
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const path = this.isGs ? 'resources/meta-gs/weapon' : 'resources/meta-sr/weapon'
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try {
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this._detail = Data.readJSON(`${path}/${this.type}/${this.name}/data.json`, 'miao')
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} catch (e) {
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console.log(e)
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}
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return this._detail
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}
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/**
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* 计算武器主属性
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* @param level 武器等级
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* @param promote 武器突破
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* @returns {{atkBase: number, attr: {value: *, key: *}}|{}|boolean}
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*/
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calcAttr (level, promote = -1) {
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let metaAttr = this.detail?.attr
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if (!metaAttr) {
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return false
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}
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if (this.isSr) {
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let lvAttr = metaAttr[promote]
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let ret = {}
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lodash.forEach(lvAttr.attrs, (v, k) => {
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ret[k] = v * 1
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})
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lodash.forEach(this.detail?.growAttr, (v, k) => {
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ret[k] = ret[k] * 1 + v * (level - 1)
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})
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return ret
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}
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let lvLeft = 1
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let lvRight = 20
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let lvStep = [1, 20, 40, 50, 60, 70, 80, 90]
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let currPromote = 0
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for (let idx = 0; idx < lvStep.length - 1; idx++) {
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if (promote === -1 || (currPromote === promote)) {
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if (level >= lvStep[idx] && level <= lvStep[idx + 1]) {
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lvLeft = lvStep[idx]
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lvRight = lvStep[idx + 1]
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break
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}
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}
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currPromote++
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}
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let wAttr = this?.detail?.attr || {}
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let wAtk = wAttr.atk || {}
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let valueLeft = wAtk[lvLeft + '+'] || wAtk[lvLeft] || {}
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let valueRight = wAtk[lvRight] || {}
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let atkBase = valueLeft * 1 + ((valueRight - valueLeft) * (level - lvLeft) / (lvRight - lvLeft))
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let wBonus = wAttr.bonusData || {}
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valueLeft = wBonus[lvLeft + '+'] || wBonus[lvLeft]
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valueRight = wBonus[lvRight]
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let stepCount = Math.ceil((lvRight - lvLeft) / 5)
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let valueStep = (valueRight - valueLeft) / stepCount
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let value = valueLeft + (stepCount - Math.ceil((lvRight - level) / 5)) * valueStep
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return {
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atkBase,
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attr: {
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key: wAttr.bonusKey,
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value
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}
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}
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}
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/**
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* 获取武器精炼描述
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* @param affix 精炼
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* @returns {{name, desc: *}|{}}
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*/
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getAffixDesc (affix = 1) {
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if (this.isGs) {
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let { text, datas } = this.detail?.affixData || {}
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let { descFix } = Meta.getMeta('gs', 'weapon')
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let reg = /\$\[(\d)\]/g
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let ret
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let desc = descFix[this.name] || text || ''
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while ((ret = reg.exec(desc)) !== null) {
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let idx = ret[1]
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let value = datas?.[idx]?.[affix - 1]
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desc = desc.replaceAll(ret[0], `<nobr>${value}</nobr>`)
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}
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return {
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name: '',
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desc
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}
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}
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let skill = this.detail.skill
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let { desc, tables } = skill
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let reg = /\$(\d)\[(?:i|f1)\](\%?)/g
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let ret
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while ((ret = reg.exec(desc)) !== null) {
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let idx = ret[1]
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let pct = ret[2]
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let value = tables?.[idx]?.[affix - 1]
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if (pct === '%') {
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value = Format.pct(value)
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} else {
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value = Format.comma(value)
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}
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desc = desc.replaceAll(ret[0], value)
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}
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return {
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name: skill.name || '',
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desc
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}
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}
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/**
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* 获取当前武器Buff配置
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* @returns {*|boolean}
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*/
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getWeaponBuffs () {
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let { game } = this
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let { weaponBuffs } = Meta.getMeta(game, 'weapon')
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let buffs = weaponBuffs[this.id] || weaponBuffs[this.name]
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if (!buffs) {
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return false
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}
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if (lodash.isPlainObject(buffs) || lodash.isFunction(buffs)) {
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buffs = [buffs]
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}
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return buffs
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}
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/**
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* 获取武器精炼 Buff
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* @param affix
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* @param isStatic
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* @returns {*[]}
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*/
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getWeaponAffixBuffs (affix, isStatic = true) {
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let buffs = this.getWeaponBuffs()
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let ret = []
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let self = this
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let { detail } = this
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let tables = {}
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lodash.forEach(detail?.skill?.tables || {}, (ds, idx) => {
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tables[idx] = ds[affix - 1]
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})
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lodash.forEach(buffs, (ds) => {
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if (lodash.isFunction(ds)) {
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ds = ds(tables)
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}
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if (!!ds.isStatic !== !!isStatic) {
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return true
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}
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// 静态属性
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if (ds.isStatic) {
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let tmp = {}
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// 星铁武器格式
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if (ds.idx && ds.key) {
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if (!ds.idx || !ds.key) return true
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if (!tables[ds.idx]) return true
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tmp[ds.key] = tables[ds.idx]
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}
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if (ds.refine) {
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lodash.forEach(ds.refine, (r, key) => {
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tmp[key] = r[affix - 1] * (ds.buffCount || 1)
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})
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}
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if (!lodash.isEmpty(tmp)) {
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ret.push({
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isStatic: true,
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data: tmp
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})
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}
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return true
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}
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// 自动拼接标题
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if (!/:/.test(ds.title)) {
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ds.title = `${self.name}:${ds.title}`
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}
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ds.data = ds.data || {}
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// refine
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if (ds.idx && ds.key) {
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if (!ds.idx || !ds.key) return true
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if (!tables[ds.idx]) return true
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ds.data[ds.key] = tables[ds.idx]
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} else if (ds.refine) {
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lodash.forEach(ds.refine, (r, key) => {
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ds.data[key] = ({ refine }) => r[refine] * (ds.buffCount || 1)
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})
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}
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ret.push(ds)
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})
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return ret
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}
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}
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export default Weapon
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