miao-plugin/components/profile-data/enka-data.js
yoimiya-kokomi 96044e5da0 修正V3 yunzai下原图命令不可用问题
修正#雷神面板 普攻天赋在有公子加成时的数字及皇冠问题
2022-08-04 02:32:10 +08:00

254 lines
6.1 KiB
JavaScript

import lodash from 'lodash'
import Character from '../models/Character.js'
import meta from './enka-meta.js'
import cmeta from './enka-char.js'
import _Data from '../Data.js'
import moment from 'moment'
moment.locale('zh-cn')
let _path = process.cwd()
let relis = _Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/reliquaries/`, 'data.json') || {}
let relisMap = {}
lodash.forEach(relis, (ds) => {
relisMap[ds.name] = ds
})
const artiIdx = {
EQUIP_BRACER: 1,
EQUIP_NECKLACE: 2,
EQUIP_SHOES: 3,
EQUIP_RING: 4,
EQUIP_DRESS: 5
}
const attrMap = {
HP: '小生命',
HP_PERCENT: '大生命',
ATTACK: '小攻击',
ATTACK_PERCENT: '大攻击',
DEFENSE: '小防御',
DEFENSE_PERCENT: '大防御',
FIRE_ADD_HURT: '火元素伤害加成',
ICE_ADD_HURT: '冰元素伤害加成',
ROCK_ADD_HURT: '岩元素伤害加成',
ELEC_ADD_HURT: '雷元素伤害加成',
WIND_ADD_HURT: '风元素伤害加成',
WATER_ADD_HURT: '水元素伤害加成',
PHYSICAL_ADD_HURT: '物理伤害加成',
HEAL_ADD: '治疗加成',
ELEMENT_MASTERY: '元素精通',
CRITICAL: '暴击率',
CRITICAL_HURT: '暴击伤害',
CHARGE_EFFICIENCY: '充能效率'
}
let Data = {
getData (uid, data) {
let ret = {
uid,
chars: {}
}
lodash.forEach({
name: 'nickname',
avatar: 'profilePicture.avatarId',
lv: 'level'
}, (src, key) => {
ret[key] = lodash.get(data.playerInfo, src, '')
})
lodash.forEach(data.avatarInfoList, (ds) => {
let char = Data.getAvatar(ds)
ret.chars[char.id] = char
})
return ret
},
getAvatar (data) {
let char = Character.get(data.avatarId)
let now = moment()
let ret = {
id: data.avatarId,
name: char ? char.name : '',
dataSource: 'enka',
updateTime: now.format('YYYY-MM-DD HH:mm:ss'),
lv: data.propMap['4001'].val * 1,
fetter: data.fetterInfo.expLevel,
attr: Data.getAttr(data.fightPropMap),
weapon: Data.getWeapon(data.equipList),
artis: Data.getArtifact(data.equipList),
cons: data.talentIdList ? data.talentIdList.length : 0,
talent: Data.getTalent(char.id, data.skillLevelMap, data.proudSkillExtraLevelMap || {})
}
return Data.dataFix(ret)
},
getAttr (data) {
let ret = {}
let attrKey = {
// atk: 2001,
atkBase: 4,
def: 2002,
defBase: 7,
hp: 2000,
hpBase: 1,
mastery: 28,
cRate: {
src: 20,
pct: true
},
cDmg: {
src: 22,
pct: true
},
hInc: {
src: 26,
pct: true
},
recharge: {
src: 23,
pct: true
}
}
lodash.forEach(attrKey, (cfg, key) => {
if (!lodash.isObject(cfg)) {
cfg = { src: cfg }
}
let val = data[cfg.src] || 0
if (cfg.pct) {
val = val * 100
}
ret[key] = val
})
ret.atk = data['4'] * (1 + (data['6'] || 0)) + (data['5'] || 0)
let maxDmg = 0
// 火40 水42 风44 岩45 冰46 雷46
// 41 雷
lodash.forEach('40,41,42,43,44,45,45,46'.split(','), (key) => {
maxDmg = Math.max(data[key] * 1, maxDmg)
})
// phy 30
ret.dmgBonus = maxDmg * 100
ret.phyBonus = data['30'] * 100
return ret
},
getArtifact (data) {
let ret = {}
let get = function (d) {
if (!d) {
return []
}
let id = d.appendPropId || d.mainPropId || ''
id = id.replace('FIGHT_PROP_', '')
if (!attrMap[id]) {
return []
}
return [attrMap[id], d.statValue]
}
lodash.forEach(data, (ds) => {
let flat = ds.flat || {}; let sub = flat.reliquarySubstats || []
let idx = artiIdx[flat.equipType]
if (!idx) {
return
}
let setName = meta[flat.setNameTextMapHash] || ''
let setCfg = relisMap[setName] || { name: '', sets: {} }
let artiCfg = setCfg.sets[`arti${idx}`] || { name: '' }
ret[`arti${idx}`] = {
name: artiCfg.name,
set: setCfg.name,
level: Math.min(20, ((ds.reliquary && ds.reliquary.level) || 1) - 1),
main: get(flat.reliquaryMainstat),
attrs: [
get(sub[0]),
get(sub[1]),
get(sub[2]),
get(sub[3])
]
}
})
return ret
},
getWeapon (data) {
let ds = {}
lodash.forEach(data, (temp) => {
if (temp.flat && temp.flat.itemType === 'ITEM_WEAPON') {
ds = temp
return false
}
})
let { weapon, flat } = ds
return {
name: meta[flat.nameTextMapHash],
star: flat.rankLevel,
level: weapon.level,
promote: weapon.promoteLevel,
affix: (lodash.values(weapon.affixMap)[0] || 0) + 1
}
},
getTalent (charid, ds = {}, ext = {}) {
let cm = cmeta[charid] || {}
let cn = cm.Skills || {}; let ce = cm.ProudMap
let idx = 1
let idxMap = { 1: 'a', 2: 'e', 3: 'q', a: 'a', s: 'e', e: 'q' }
lodash.forEach(cn, (n, id) => {
let nRet = /skill_(\w)/.exec(n.toLowerCase())
idxMap[id] = nRet && nRet[1] ? idxMap[nRet[1]] : idxMap[idx]
idx++
})
lodash.forEach(ce, (n, id) => {
idxMap[n] = idxMap[id]
})
let ret = {}
lodash.forEach(ds, (lv, id) => {
let key = idxMap[id]
ret[key] = {
level_original: lv,
level_current: lv
}
})
lodash.forEach(ext, (lv, id) => {
let key = idxMap[id]
if (ret[key]) {
ret[key].level_current = ret[key].level_current + lv
}
})
return ret
},
dataFix (ret) {
if (ret._fix) {
return ret
}
let { attr, talent, id } = ret
id = id * 1
switch (id) {
case 10000052:
// 雷神被动加成fix
attr.dmgBonus = Math.max(0, attr.dmgBonus - (attr.recharge - 100) * 0.4)
break
case 10000041:
// 莫娜被动fix
attr.dmgBonus = Math.max(0, attr.dmgBonus - attr.recharge * 0.2)
break
}
if (id !== 10000033) {
let a = talent.a || {}
if (a.level_current > 10) {
a.level_current = 10
a.level_original = 10
}
}
ret._fix = true
return ret
}
}
export default Data