miao-plugin/components/Profile.js
yoimiya-kokomi 3597ac5277 * #角色面板 功能升级
* 优化无角色面板数据时的引导
  * 优化返回的图像格式及分辨率,平衡响应速度及显示效果
* 添加 `#胡桃面板更新` 命令,获取单个角色面板数据,每天可更新5次
* 更改 `#全部面板更新` 命令,获取角色展柜全部8个角色,每天可更新3次
2022-04-29 03:38:43 +08:00

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import fs from "fs";
import fetch from "node-fetch";
import lodash from "lodash";
import Format from "./Format.js";
import Character from "./models/Character.js";
import Reliquaries from "./models/Reliquaries.js";
const _path = process.cwd();
const cfgPath = `${_path}/plugins/miao-plugin/config.js`;
let config = {};
//try {
if (fs.existsSync(cfgPath)) {
let fileData = await import (`file://${cfgPath}`);
if (fileData && fileData.config) {
config = fileData.config;
}
}
//} catch (e) {
// do nth
//}
const userPath = `${_path}/data/UserData/`;
if (!fs.existsSync(userPath)) {
fs.mkdirSync(userPath);
}
const artifactMap = {
'生命值': {
title: "小生命"
},
'生命值_百分比': {
title: "大生命",
pct: true
},
'暴击率': {
title: "暴击率",
pct: true
},
'暴击伤害': {
title: "暴击伤害",
pct: true
},
'防御力': {
title: "小防御"
},
'防御力_百分比': {
title: "大防御",
pct: true
},
'攻击力': {
title: "小攻击"
},
'攻击力_百分比': {
title: "大攻击",
pct: true
},
'元素精通': {
title: "元素精通"
},
'元素充能效率': {
title: "充能效率",
pct: true
},
'治疗加成': {
title: "治疗加成",
pct: true
}
}
let posIdx = {
"生之花": {
idx: 1
},
"死之羽": {
idx: 2
},
"时之沙": {
idx: 3
},
"空之杯": {
idx: 4
},
"理之冠": {
idx: 5
}
};
let Data = {
getData(uid, data) {
let ret = {
uid,
chars: {}
};
lodash.forEach({
name: "角色名称",
avatar: "头像ID",
lv: "冒险等阶"
}, (title, key) => {
ret[key] = data[title] || "";
})
lodash.forEach(data.items, (ds) => {
let char = Data.getAvatar(ds);
ret.chars[char.id] = char;
});
return ret;
},
getAvatar(data) {
let char = Character.get(data["英雄Id"]);
return {
id: data["英雄Id"],
name: char ? char.name : "",
lv: data['等级'],
attr: Data.getAttr(data),
// weapon: Data.getWeapon(data),
artis: Data.getArtifact(data),
//cons: data["命之座数量"] * 1 || 0,
//talent: Data.getTalent(data)
};
},
getAttr(data) {
let ret = {};
let attrKey = {
atk: "攻击力_总",
atkBase: "属性攻击力",
def: "防御力_总",
defBase: "属性防御力",
hp: "生命值上限_总",
hpBase: "属性生命值上限",
mastery: "属性元素精通",
cRate: {
title: "属性暴击率",
pct: true
},
cDmg: {
title: "属性暴击伤害",
pct: true
},
hInc: {
title: "属性治疗加成",
pct: true
},
recharge: {
title: "属性元素充能效率",
pct: true
}
};
lodash.forEach(attrKey, (cfg, key) => {
if (typeof (cfg) === "string") {
cfg = { title: cfg };
}
let val = data[cfg.title] || "";
if (cfg.pct) {
val = (val * 100).toFixed(2)
}
ret[key] = val;
});
let maxDmg = 0;
lodash.forEach("火水草雷风冰岩".split(""), (key) => {
maxDmg = Math.max(data[`属性${key}元素伤害加成`] * 1, maxDmg);
});
ret.dmgBonus = (maxDmg * 100).toFixed(2);
ret.phyBonus = (data[`属性物理伤害加成`] * 100).toFixed(2);
return ret;
},
getWeapon(data) {
return {
name: data['武器名称'],
lv: data['武器等级'],
refine: data["武器精炼"]
}
},
getArtifact(data) {
let ret = {};
let get = function (idx, key) {
let v = data[`圣遗物${idx}${key}`];
let ret = /^([^\d]*)([\d\.\-]*)$/.exec(v);
if (ret && ret[1]) {
let title = ret[1], val = ret[2];
if (artifactMap[title]) {
if (artifactMap[title].pct) {
val = (val * 100).toFixed(2);
}
title = artifactMap[title].title;
}
return [title, val];
}
return [];
}
for (let idx = 1; idx <= 5; idx++) {
ret[`arti${idx}`] = {
name: data[`圣遗物${idx}名称`],
type: data[`圣遗物${idx}类型`],
main: get(idx, "主词条"),
attrs: [
get(idx, "副词条1"),
get(idx, "副词条2"),
get(idx, "副词条3"),
get(idx, "副词条4"),
]
};
}
return ret;
},
getTalent(data) {
let ret = {};
lodash.forEach({
a: 1,
e: 2,
q: 3
}, (idx, key) => {
let val = data[`天赋主动名称${idx}`]
let regRet = /等级(\d*)$/.exec(val);
if (regRet && regRet[1]) {
ret[key] = regRet[1] * 1 || 1
} else {
ret[key] = 1;
}
})
return ret;
}
}
let Profile = {
async request(uid, e) {
let cfg = config.miaoApi || {};
if (!cfg.api) {
e.reply("该功能为小范围非公开功能需具备Token才可使用~");
return false;
}
if (!cfg.qq || !cfg.token || cfg.token.length !== 32) {
e.reply("Token错误无法请求数据~");
return false;
}
let inCd = await redis.get(`miao:role-all:${uid}`);
if (inCd === 'loading') {
e.reply("请求过快,请稍后重试..");
return false;
} else if (inCd === 'pending') {
e.reply("距上次请求刷新成功间隔小于10分钟请稍后重试..");
return false;
}
await redis.set(`miao:role-all:${uid}`, 'loading', { EX: 20 });
e.reply("开始获取数据,可能会需要一定时间~");
let api = `${cfg.api}?uid=${uid}&qq=${cfg.qq}&token=${cfg.token}`;
if (e.avatar) {
api += `&avatar=${e.avatar}`;
}
let req = await fetch(api);
let data = await req.json();
if (data.status !== 0 || !data.data) {
e.reply(`请求失败:${data.msg || "未知错误"}`);
return false;
}
// 请求成功Bot侧对该uid冷却10分钟
// 请勿将时间改短10分钟之内若发起请求会命中服务侧的uid缓存返回之前的数据并导致服务侧重新计时
await redis.set(`miao:role-all:${uid}`, 'pending', { EX: 600 });
let leftCount = data.leftCount;
data = data.data;
let userData = {};
if (data && data["角色名称"]) {
userData = Profile.save(uid, data)
}
userData.leftCount = leftCount;
return userData;
},
save(uid, ds) {
let userData = {};
const userFile = `${userPath}/${uid}.json`;
if (fs.existsSync(userFile)) {
userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
}
let data = Data.getData(uid, ds);
lodash.assignIn(userData, lodash.pick(data, "uid,name,lv,avatar".split(",")));
userData.chars = userData.chars || {};
lodash.forEach(data.chars, (char, charId) => {
userData.chars[charId] = char;
});
fs.writeFileSync(userFile, JSON.stringify(userData), "", " ");
return data;
},
get(uid, charId) {
const userFile = `${userPath}/${uid}.json`;
let userData = {};
if (fs.existsSync(userFile)) {
userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
}
if (userData && userData.chars && userData.chars[charId]) {
return userData.chars[charId];
}
return false;
},
getAll(uid) {
const userFile = `${userPath}/${uid}.json`;
let userData = {};
if (fs.existsSync(userFile)) {
userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
}
if (userData && userData.chars) {
return userData.chars;
}
return false;
},
formatArti(ds) {
if (lodash.isArray(ds[0])) {
let ret = [];
lodash.forEach(ds, (d) => {
ret.push(Profile.formatArti(d));
})
return ret;
}
let title = ds[0], val = ds[1];
if (!title || title === "undefined") {
return [];
}
if (/伤害加成/.test(title) && val < 1) {
val = Format.pct(val * 100);
} else if (/伤害加成|大|暴|充能|治疗/.test(title)) {
val = Format.pct(val);
} else {
val = Format.comma(val, 1);
}
if (/元素伤害加成/.test(title)) {
title = title.replace("元素伤害", "伤");
} else if (title === "物理伤害加成") {
title = "物伤加成";
}
return [title, val];
},
getArtiMark(data, ds) {
Reliquaries.getMark(data)
let total = 0;
lodash.forEach(data, (ret) => {
if (ret[0] && ret[1]) {
total += mark[ret[0]] * ret[1];
}
})
if (ds && /暴/.test(ds[0])) {
total += 20;
}
return total;
},
getArtiDetail(profile, avatar) {
let reliquaries = [],
totalMark = 0,
totalMaxMark = 0;
lodash.forEach(avatar.reliquaries, (ds) => {
let pos = ds.pos_name;
let arti = profile.artis[`arti${posIdx[pos].idx}`];
if (arti) {
let mark = Reliquaries.getMark(avatar.name, arti.attrs);
let maxMark = Reliquaries.getMaxMark(avatar.name, arti.main[0] || "");
totalMark += mark;
totalMaxMark += maxMark;
ds.mark = Format.comma(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({});
}
});
return {
reliquaries,
totalMark,
totalMaxMark,
markScore: Reliquaries.getMarkScore(totalMark * 1.05, totalMaxMark)
}
}
};
export default Profile;