miao-plugin/apps/profile/ProfileDetail.js

300 lines
9.1 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import lodash from 'lodash'
import { getTargetUid, getProfileRefresh } from './ProfileCommon.js'
import ProfileList from './ProfileList.js'
import { Cfg, Common, Data, Format } from '#miao'
import { MysApi, ProfileRank, ProfileArtis, Character, Weapon } from '#miao.models'
import ProfileChange from './ProfileChange.js'
import { profileArtis } from './ProfileArtis.js'
import { ProfileWeapon } from './ProfileWeapon.js'
let { diyCfg } = await Data.importCfg('profile')
// 查看当前角色
let ProfileDetail = {
async detail (e) {
let msg = e.original_msg || e.msg
if (!msg) {
return false
}
if (!/详细|详情|面板|面版|圣遗物|伤害|武器|换/.test(msg)) {
return false
}
let mode = 'profile'
let profileChange = false
let changeMsg = msg
let pc = ProfileChange.matchMsg(msg)
if (pc && pc.char && pc.change) {
if (!Cfg.get('profileChange')) {
e.reply('面板替换功能已禁用...')
return true
}
e.game = pc.game
e.isSr = e.game === 'sr'
e.uid = ''
e.msg = '#喵喵面板变换'
e.uid = pc.uid || await getTargetUid(e)
profileChange = ProfileChange.getProfile(e.uid, pc.char, pc.change, pc.game)
if (profileChange && profileChange.char) {
msg = `#${profileChange.char?.name}${pc.mode || '面板'}`
e._profile = profileChange
e._profileMsg = changeMsg
}
}
let uidRet = /[0-9]{9}/.exec(msg)
if (uidRet) {
e.uid = uidRet[0]
msg = msg.replace(uidRet[0], '')
}
let name = msg.replace(/#|老婆|老公|星铁|原神/g, '').trim()
msg = msg.replace('面版', '面板')
let dmgRet = /(?:伤害|武器)(\d*)$/.exec(name)
let dmgIdx = 0, idxIsInput = false
if (/(最强|最高|最高分|最牛|第一)/.test(msg)) {
mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'rank-mark' : 'rank-dmg'
name = name.replace(/(最强|最高分|第一|最高|最牛|圣遗物|评分|群)/g, '')
}
if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) {
mode = 'profile'
name = name.replace(/(详情|详细|面板)/, '').trim()
} else if (dmgRet) {
// mode = /武器/.test(msg) ? 'weapon' : 'dmg'
mode = 'dmg'
name = name.replace(/(伤害|武器)+\d*/, '').trim()
if (dmgRet[1]) {
dmgIdx = dmgRet[1] * 1
// 标识是用户指定的序号
idxIsInput = true
}
} else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) {
mode = 'refresh'
name = name.replace(/详情|详细|面板|更新/g, '').trim()
} else if (/圣遗物/.test(msg)) {
mode = 'artis'
name = name.replace('圣遗物', '').trim()
}
if (!Common.cfg('avatarProfile')) {
return false // 面板开关关闭
}
let char = Character.get(name.trim())
if (!char) {
return false
}
if (/星铁/.test(msg) || char.isSr) {
e.isSr = true
}
let uid = e.uid || await getTargetUid(e)
if (!uid) {
return true
}
e.uid = uid
e.avatar = char.id
if (char.isCustom) {
e.reply('自定义角色暂不支持此功能')
return true
}
if (!char.isRelease) {
// 预设面板支持未实装角色
if (!profileChange && Number(e.uid) > 100000006) {
e.reply('角色尚未实装')
return true
}
// 但仅在未实装开启时展示
if (Cfg.get('notReleasedData') === false) {
e.reply('未实装角色面板已禁用...')
return true
}
}
if (mode === 'profile' || mode === 'dmg' || mode === 'weapon') {
return ProfileDetail.render(e, char, mode, { dmgIdx, idxIsInput })
} else if (mode === 'refresh') {
await ProfileList.refresh(e)
return true
} else if (mode === 'artis') {
return profileArtis(e)
}
return true
},
async render (e, char, mode = 'profile', params = {}) {
let selfUser = await MysApi.initUser(e)
if (!selfUser) {
e.reply('尚未绑定UID')
return true
}
let { uid } = e
if (char.isCustom) {
e.reply(`暂不支持自定义角色${char.name}的面板信息查看`)
return true
}
let profile = e._profile || await getProfileRefresh(e, char.id)
if (!profile) {
return true
}
char = profile.char || char
let a = profile.attr
let base = profile.base
let attr = {}
let game = char.game
let isGs = game === 'gs'
let isSr = !isGs
lodash.forEach((isGs ? 'hp,def,atk,mastery' : 'hp,def,atk,speed').split(','), (key) => {
let fn = (n) => Format.comma(n, key === 'hp' ? 0 : 1)
attr[key] = fn(a[key])
attr[`${key}Base`] = fn(base[key])
attr[`${key}Plus`] = fn(a[key] - base[key])
})
lodash.forEach((isGs ? 'cpct,cdmg,recharge,dmg' : 'cpct,cdmg,recharge,dmg,effPct,effDef,heal,stance').split(','), (key) => {
let fn = Format.pct
let key2 = key
if (key === 'dmg') {
if (isGs) {
if (a.phy > a.dmg) {
key2 = 'phy'
}
}
}
attr[key] = fn(a[key2])
attr[`${key}Base`] = fn(base[key2])
attr[`${key}Plus`] = fn(a[key2] - base[key2])
})
let weapon = Weapon.get(profile?.weapon?.name, game)
let w = profile.weapon
let wCfg = {}
if (mode === 'weapon') {
wCfg = weapon.calcAttr(w.level, w.promote)
wCfg.weapons = await ProfileWeapon.calc(profile)
}
let enemyLv = isGs ? (await selfUser.getCfg('char.enemyLv', 91)) : profile.level
let dmgCalc = await ProfileDetail.getProfileDmgCalc({ profile, enemyLv, mode, params })
let rank = false
if (e.group_id && !e._profile) {
rank = await ProfileRank.create({ group: e.group_id, uid, qq: e.user_id })
await rank.getRank(profile, true)
}
let artisDetail = profile.getArtisMark()
let artisKeyTitle = ProfileArtis.getArtisKeyTitle(game)
let data = profile.getData('name,abbr,cons,level,talent,dataSource,updateTime,imgs,costumeSplash')
if (isSr) {
let treeData = []
let treeMap = {}
// 属性
lodash.forEach('0113355778'.split(''), (pos, idx) => {
treeData[pos] = treeData[pos] || []
let tmp = { type: 'tree', img: `/meta-sr/public/icons/tree-cpct.webp` }
treeData[pos].push(tmp)
treeMap[idx + 201 + ''] = tmp
})
// 能力
lodash.forEach([2, 4, 6], (pos, idx) => {
let tmp = { type: 'talent', img: data.imgs[`tree${idx + 1}`] }
treeData[pos] = tmp
treeMap[idx + 101 + ''] = tmp
})
lodash.forEach(profile.trees, (id) => {
let ret = /([12][01][0-9])$/.exec(id + '')
if (ret && ret[1]) {
let treeId = ret[1]
if (treeMap?.[treeId]) {
treeMap[treeId].value = 1
}
if (treeId[0] === '2') {
treeMap[treeId].img = `/meta-sr/public/icons/tree-${char.detail?.tree?.[id]?.key}.webp`
}
}
})
data.treeData = treeData
}
data.weapon = profile.getWeaponDetail()
let renderData = {
save_id: uid,
uid,
game,
data,
attr,
elem: char.elem,
dmgCalc,
artisDetail,
artisKeyTitle,
bodyClass: `char-${char.name}`,
mode,
wCfg,
changeProfile: e._profileMsg
}
// 渲染图像
let msgRes = await Common.render('character/profile-detail', renderData, { e, scale: 1.6, retMsgId: true })
if (msgRes) {
// 如果消息发送成功就将message_id和图片路径存起来3小时过期
const message_id = [e.message_id]
if (Array.isArray(msgRes.message_id)) {
message_id.push(...msgRes.message_id)
} else {
message_id.push(msgRes.message_id)
}
for (const i of message_id) {
await redis.set(`miao:original-picture:${i}`, JSON.stringify({
type: 'profile',
img: renderData?.data?.costumeSplash
}), { EX: 3600 * 3 })
}
}
return true
},
async getProfileDmgCalc ({ profile, enemyLv, mode, params }) {
let dmgMsg = []
let dmgData = []
let dmgCalc = await profile.calcDmg({
enemyLv,
mode,
...params
})
if (dmgCalc && dmgCalc.ret) {
lodash.forEach(dmgCalc.ret, (ds) => {
if (ds.type !== 'text') {
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
}
dmgData.push(ds)
})
lodash.forEach(dmgCalc.msg, (msg) => {
msg.replace(':', '')
dmgMsg.push(msg.split(''))
})
dmgCalc.dmgMsg = dmgMsg
dmgCalc.dmgData = dmgData
}
if (mode === 'dmg' && dmgCalc.dmgRet) {
let basic = dmgCalc?.dmgCfg?.basicRet
lodash.forEach(dmgCalc.dmgRet, (row) => {
lodash.forEach(row, (ds) => {
ds.val = (ds.avg > basic.avg ? '+' : '') + Format.comma(ds.avg - basic.avg)
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
})
})
basic.dmg = Format.comma(basic.dmg)
basic.avg = Format.comma(basic.avg)
}
return dmgCalc
}
}
export default ProfileDetail