mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
431 lines
11 KiB
JavaScript
431 lines
11 KiB
JavaScript
/**
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* 用户数据文件
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* 数据存储在/data/UserData/${uid}.json 下
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* 兼容处理面板户数及Mys数据
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*
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*/
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import lodash from 'lodash'
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import Base from './Base.js'
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import { Data } from '#miao'
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import { Avatar, ProfileRank, Character } from './index.js'
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import MysAvatar from './avatar/MysAvatar.js'
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import ProfileAvatar from './avatar/ProfileAvatar.js'
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Data.createDir('/data/UserData', 'root')
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Data.createDir('/data/PlayerData/gs', 'root')
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Data.createDir('/data/PlayerData/sr', 'root')
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export default class Player extends Base {
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constructor (uid, game = 'gs') {
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super()
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uid = uid?._mys?.uid || uid?.uid || uid
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if (!uid) {
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return false
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}
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let cacheObj = this._getCache(`player:${game}:${uid}`)
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if (cacheObj) {
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return cacheObj
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}
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this.uid = uid
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this.game = game
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this.reload()
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return this._cache(100)
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}
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get hasProfile () {
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let ret = false
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this.forEachAvatar((avatar) => {
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if (avatar.isProfile) {
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ret = true
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return false
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}
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})
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return ret
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}
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get _file () {
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return `/data/PlayerData/${this.game}/${this.uid}.json`
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}
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// 玩家头像
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get faceImgs () {
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let char
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if (this.isGs && this.face) {
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char = Character.get(this.face)
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}
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if (!char) {
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let charId = lodash.keys(this._avatars)[0]
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if (charId) {
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char = Character.get(charId)
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}
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}
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let imgs = char?.imgs || {}
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return {
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face: imgs.face || '/common/item/face.webp',
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banner: imgs.banner || `/meta-${this.game}/character/common/imgs/banner.webp`
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}
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}
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static create (e, game = 'gs') {
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if (e?._mys?.uid || e.uid) {
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// 传入为e
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let player = new Player(e?._mys?.uid || e.uid, (game === 'sr' || e.isSr) ? 'sr' : 'gs')
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player.e = e
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return player
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} else {
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return new Player(e, game)
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}
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}
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// 获取面板更新服务名
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static getProfileServName (uid, game = 'gs') {
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return ProfileAvatar.getServ(uid, game)?.name
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}
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static delByUid (uid, game = 'gs') {
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let player = Player.create(uid, game)
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if (player) {
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player.del()
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}
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}
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/**
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* 重新加载json文件
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* 注意:为了性能,默认不初始化avatars数据,按需初始化
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* 如需获取avatar请使用 player.getAvatar() 来进行获取以确保初始化
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*/
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reload () {
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let data = Data.readJSON(this._file, 'root')
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this.setBasicData(data)
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this.setAvatars(data.avatars || [], true)
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if (data._ck) {
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this._ck = data._ck
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}
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if (!data.avatars) {
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this.save()
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}
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}
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/**
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* 保存json文件
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* @param flag false时暂时禁用保存,true时启用保存,并保存数据
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* @returns {boolean}
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*/
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save (flag = null) {
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if (flag === true) {
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this._save = true
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} else if (flag === false || this._save === false) {
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this._save = false
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return false
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}
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let ret = Data.getData(this, 'uid,name,level,word,face,card,sign,info,_info,_mys,_profile')
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ret.avatars = {}
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this.forEachAvatar((avatar) => {
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ret.avatars[avatar.id] = avatar.toJSON()
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})
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if (this._ck) {
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ret._ck = this._ck
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}
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Data.writeJSON(this._file, ret, 'root')
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}
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del () {
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try {
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Data.delFile(this._file, 'root')
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ProfileRank.delUidInfo(this.uid, this.game)
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this._delCache()
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Bot.logger.mark(`【面板数据删除】${this.uid}本地文件数据已删除...`)
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} catch (e) {
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console.log('del error', e)
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}
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return true
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}
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/**
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* 设置玩家基础数据
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* @param ds
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*/
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setBasicData (ds) {
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this.name = ds.name || this.name || ''
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this.level = ds.level || this.level || ''
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this.word = ds.word || this.word || ''
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this.face = ds.face || this.face || ''
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this.card = ds.card || this.card || ''
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this.sign = ds.sign || this.sign || ''
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this.info = ds.info || this.info || false
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this._avatars = this._avatars || {}
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this._profile = ds._profile || this._profile
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this._mys = ds._mys || this._mys
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this._info = ds._info || this._info
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}
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// 设置角色列表
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// lazy:是否懒初始化avatar
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setAvatars (ds, lazy = false) {
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lodash.forEach(ds, (avatar) => {
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if (!avatar.id) {
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return true
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}
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if (lazy) {
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this._avatars[avatar.id] = avatar
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} else {
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this.setAvatar(avatar)
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}
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})
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}
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// 设置角色数据
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setAvatar (ds, source = '') {
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let avatar = this.getAvatar(ds.id, true)
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avatar.setAvatar(ds, source)
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}
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delAvatar (id) {
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delete this._avatars[id]
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}
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hasAvatar (id = '') {
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if (!id) {
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return !lodash.isEmpty(this._avatars)
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}
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return !!this._avatars[id]
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}
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getAvatarIds () {
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return lodash.keys(this._avatars)
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}
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// 获取Avatar角色
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getAvatar (id, create = false) {
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let char = Character.get(id)
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let avatars = this._avatars
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if (this.isGs) {
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// 兼容处理旅行者的情况
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if (char.isTraveler && !create) {
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id = avatars['10000005'] ? 10000005 : 10000007
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}
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}
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if (this.isSr) {
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// 兼容处理开拓者的情况
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if (char.isTrailblazer && !create) {
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switch (id) {
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case 8001:
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id = avatars['8001'] ? 8001 : 8002
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break
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case 8003:
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id = avatars['8003'] ? 8003 : 8004
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break
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case 8005:
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id = avatars['8005'] ? 8005 : 8006
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break
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}
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}
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}
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if (!avatars[id]) {
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if (create) {
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avatars[id] = Avatar.create({ id }, this.game)
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} else {
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return false
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}
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}
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let avatar = avatars[id]
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if (!avatar.isAvatar) {
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let data = avatars[id]
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avatar = avatars[id] = Avatar.create(avatars[id], this.game)
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avatar.setAvatar(data)
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}
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return avatar
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}
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// 循环Avatar
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async forEachAvatar (fn) {
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for (let id in this._avatars) {
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let avatar = this.getAvatar(id)
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if (avatar && avatar.hasData && avatar.game === this.game) {
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let ret = fn(avatar, id)
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ret = Data.isPromise(ret) ? await ret : ret
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if (ret === false) {
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return false
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}
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}
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}
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}
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// 获取所有Avatar数据
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getAvatarData (ids = '') {
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let ret = {}
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if (!ids) {
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this.forEachAvatar((avatar) => {
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ret[avatar.id] = avatar.getDetail()
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})
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} else {
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lodash.forEach(ids, (id) => {
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let avatar = this.getAvatar(id)
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if (avatar) {
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ret[id] = avatar.getDetail()
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}
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})
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}
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return ret
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}
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// 获取指定角色的面板数据
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getProfile (id) {
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let avatar = this.getAvatar(id)
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if (!avatar.isProfile) {
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return false
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}
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return avatar
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}
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// 获取所有面板数据
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getProfiles () {
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let ret = {}
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this.forEachAvatar((avatar) => {
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if (avatar.isProfile) {
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ret[avatar.id] = avatar
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}
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})
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return ret
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}
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getUpdateTime () {
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let ret = {}
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if (this._profile) {
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ret.profile = MysAvatar.getDate(this._profile)
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}
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if (this._mys) {
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ret.mys = MysAvatar.getDate(this._mys)
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}
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return ret
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}
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getInfo () {
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return MysAvatar.getInfo(this)
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}
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// 更新面板
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async refreshProfile (force = 2) {
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return await ProfileAvatar.refreshProfile(this, force)
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}
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// 更新米游社数据
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/**
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* 更新米游社数据
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* @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
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* @returns {Promise<boolean>}
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*/
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async refreshMysDetail (force = 0) {
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return MysAvatar.refreshMysDetail(this, force)
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}
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async refreshMysInfo (force = 0) {
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return await MysAvatar.refreshMysInfo(this, force)
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}
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// 通过已有的Mys CharData更新
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setMysCharData (charData) {
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MysAvatar.setMysCharData(this, charData)
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}
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// 使用MysApi刷新指定角色的天赋信息
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async refreshTalent (ids = '', force = 0) {
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return await MysAvatar.refreshTalent(this, ids, force)
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}
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/**
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* 刷新角色数据
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*
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* @param cfg
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* @param cfg.detail mys-detail数据更新级别,角色列表与详情
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* @param cfg.talent mys-talent数据更新级别,角色天赋数据
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* @param cfg.index mys-index数据更新级别,游戏统计数据
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* @param cfg.profile 刷新面板数据
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* @param cfg.ids 刷新的角色列表
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*/
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async refresh (cfg) {
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this.save(false)
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try {
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if (cfg.index || cfg.index === 0) {
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await this.refreshMysInfo(cfg.index)
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}
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if (cfg.detail || cfg.detail === 0) {
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await this.refreshMysDetail(cfg.detail)
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}
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if (cfg.talent || cfg.talent === 0) {
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await this.refreshTalent(cfg.ids || '', cfg.talent)
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}
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if (cfg.profile || cfg.profile === 0) {
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await this.refreshProfile(cfg.profile)
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}
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} catch (e) {
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Bot.logger.mark(`刷新uid${this.uid}数据遇到错误...`)
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console.log(e)
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}
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this.save(true)
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}
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/**
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* 刷新并获取角色数据
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*
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* @param cfg
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* @param cfg.detail mys-detail数据更新级别,角色列表与详情
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* @param cfg.talent mys-talent数据更新级别,角色天赋数据
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* @param cfg.index mys-index数据更新级别,游戏统计数据
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* @param cfg.materials 是否返回角色的材料,默认false
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* @param cfg.retType 返回类型,默认id为key对象,设置为array时返回数组
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* @param cfg.rank 面板数据是否参与群排序
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* @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
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* @returns {Promise<any[]|{}>}
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*/
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async refreshAndGetAvatarData (cfg) {
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await this.refresh(cfg)
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let rank = false
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let e = this.e
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if (cfg.rank === true && e && e.group_id) {
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rank = await ProfileRank.create({ group: e.group_id, uid: this.uid, qq: e.user_id })
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}
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let avatarRet = {}
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this.forEachAvatar((avatar) => {
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let { talent } = avatar
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let ds = avatar.getDetail()
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ds.aeq = talent?.a?.original + talent?.e?.original + talent?.q?.original || 3
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if (avatar.game === 'sr') {
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ds.aeq = talent?.a?.original + talent?.e?.original + talent?.q?.original + talent?.t?.original || 4
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}
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avatarRet[ds.id] = ds
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let profile = avatar.getProfile()
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if (avatar.isProfile) {
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ds.artisSet = avatar.artis.getSetData()
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let mark = avatar.getArtisMark(false)
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ds.artisMark = Data.getData(mark, 'mark,markClass,names')
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if (rank) {
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rank.getRank(profile)
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}
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}
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if (cfg.materials) {
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ds.materials = avatar.getMaterials()
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}
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})
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if (cfg.retType !== 'array') {
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return avatarRet
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}
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avatarRet = lodash.values(avatarRet)
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if (cfg.sort) {
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let sortKey = 'level,star,aeq,cons,weapon.level,weapon.star,weapon.affix,fetter'.split(',')
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avatarRet = lodash.orderBy(avatarRet, sortKey)
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avatarRet = avatarRet.reverse()
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}
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return avatarRet
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}
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}
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