mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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3597ac5277
* 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
396 lines
9.4 KiB
JavaScript
396 lines
9.4 KiB
JavaScript
import fs from "fs";
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import fetch from "node-fetch";
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import lodash from "lodash";
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import Format from "./Format.js";
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import Character from "./models/Character.js";
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import Reliquaries from "./models/Reliquaries.js";
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const _path = process.cwd();
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const cfgPath = `${_path}/plugins/miao-plugin/config.js`;
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let config = {};
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//try {
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if (fs.existsSync(cfgPath)) {
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let fileData = await import (`file://${cfgPath}`);
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if (fileData && fileData.config) {
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config = fileData.config;
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}
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}
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//} catch (e) {
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// do nth
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//}
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const userPath = `${_path}/data/UserData/`;
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if (!fs.existsSync(userPath)) {
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fs.mkdirSync(userPath);
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}
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const artifactMap = {
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'生命值': {
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title: "小生命"
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},
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'生命值_百分比': {
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title: "大生命",
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pct: true
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},
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'暴击率': {
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title: "暴击率",
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pct: true
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},
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'暴击伤害': {
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title: "暴击伤害",
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pct: true
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},
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'防御力': {
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title: "小防御"
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},
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'防御力_百分比': {
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title: "大防御",
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pct: true
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},
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'攻击力': {
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title: "小攻击"
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},
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'攻击力_百分比': {
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title: "大攻击",
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pct: true
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},
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'元素精通': {
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title: "元素精通"
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},
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'元素充能效率': {
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title: "充能效率",
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pct: true
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},
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'治疗加成': {
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title: "治疗加成",
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pct: true
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}
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}
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let posIdx = {
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"生之花": {
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idx: 1
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},
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"死之羽": {
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idx: 2
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},
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"时之沙": {
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idx: 3
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},
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"空之杯": {
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idx: 4
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},
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"理之冠": {
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idx: 5
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}
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};
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let Data = {
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getData(uid, data) {
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let ret = {
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uid,
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chars: {}
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};
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lodash.forEach({
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name: "角色名称",
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avatar: "头像ID",
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lv: "冒险等阶"
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}, (title, key) => {
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ret[key] = data[title] || "";
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})
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lodash.forEach(data.items, (ds) => {
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let char = Data.getAvatar(ds);
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ret.chars[char.id] = char;
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});
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return ret;
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},
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getAvatar(data) {
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let char = Character.get(data["英雄Id"]);
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return {
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id: data["英雄Id"],
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name: char ? char.name : "",
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lv: data['等级'],
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attr: Data.getAttr(data),
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// weapon: Data.getWeapon(data),
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artis: Data.getArtifact(data),
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//cons: data["命之座数量"] * 1 || 0,
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//talent: Data.getTalent(data)
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};
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},
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getAttr(data) {
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let ret = {};
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let attrKey = {
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atk: "攻击力_总",
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atkBase: "属性攻击力",
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def: "防御力_总",
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defBase: "属性防御力",
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hp: "生命值上限_总",
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hpBase: "属性生命值上限",
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mastery: "属性元素精通",
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cRate: {
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title: "属性暴击率",
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pct: true
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},
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cDmg: {
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title: "属性暴击伤害",
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pct: true
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},
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hInc: {
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title: "属性治疗加成",
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pct: true
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},
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recharge: {
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title: "属性元素充能效率",
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pct: true
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}
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};
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lodash.forEach(attrKey, (cfg, key) => {
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if (typeof (cfg) === "string") {
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cfg = { title: cfg };
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}
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let val = data[cfg.title] || "";
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if (cfg.pct) {
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val = (val * 100).toFixed(2)
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}
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ret[key] = val;
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});
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let maxDmg = 0;
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lodash.forEach("火水草雷风冰岩".split(""), (key) => {
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maxDmg = Math.max(data[`属性${key}元素伤害加成`] * 1, maxDmg);
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});
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ret.dmgBonus = (maxDmg * 100).toFixed(2);
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ret.phyBonus = (data[`属性物理伤害加成`] * 100).toFixed(2);
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return ret;
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},
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getWeapon(data) {
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return {
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name: data['武器名称'],
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lv: data['武器等级'],
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refine: data["武器精炼"]
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}
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},
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getArtifact(data) {
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let ret = {};
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let get = function (idx, key) {
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let v = data[`圣遗物${idx}${key}`];
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let ret = /^([^\d]*)([\d\.\-]*)$/.exec(v);
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if (ret && ret[1]) {
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let title = ret[1], val = ret[2];
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if (artifactMap[title]) {
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if (artifactMap[title].pct) {
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val = (val * 100).toFixed(2);
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}
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title = artifactMap[title].title;
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}
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return [title, val];
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}
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return [];
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}
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for (let idx = 1; idx <= 5; idx++) {
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ret[`arti${idx}`] = {
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name: data[`圣遗物${idx}名称`],
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type: data[`圣遗物${idx}类型`],
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main: get(idx, "主词条"),
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attrs: [
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get(idx, "副词条1"),
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get(idx, "副词条2"),
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get(idx, "副词条3"),
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get(idx, "副词条4"),
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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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getTalent(data) {
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let ret = {};
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lodash.forEach({
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a: 1,
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e: 2,
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q: 3
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}, (idx, key) => {
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let val = data[`天赋主动名称${idx}`]
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let regRet = /等级(\d*)$/.exec(val);
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if (regRet && regRet[1]) {
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ret[key] = regRet[1] * 1 || 1
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} else {
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ret[key] = 1;
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}
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})
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return ret;
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}
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}
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let Profile = {
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async request(uid, e) {
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let cfg = config.miaoApi || {};
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if (!cfg.api) {
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e.reply("该功能为小范围非公开功能,需具备Token才可使用~");
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return false;
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}
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if (!cfg.qq || !cfg.token || cfg.token.length !== 32) {
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e.reply("Token错误,无法请求数据~");
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return false;
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}
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let inCd = await redis.get(`miao:role-all:${uid}`);
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if (inCd === 'loading') {
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e.reply("请求过快,请稍后重试..");
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return false;
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} else if (inCd === 'pending') {
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e.reply("距上次请求刷新成功间隔小于10分钟,请稍后重试..");
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return false;
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}
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await redis.set(`miao:role-all:${uid}`, 'loading', { EX: 20 });
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e.reply("开始获取数据,可能会需要一定时间~");
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let api = `${cfg.api}?uid=${uid}&qq=${cfg.qq}&token=${cfg.token}`;
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if (e.avatar) {
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api += `&avatar=${e.avatar}`;
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}
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let req = await fetch(api);
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let data = await req.json();
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if (data.status !== 0 || !data.data) {
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e.reply(`请求失败:${data.msg || "未知错误"}`);
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return false;
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}
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// 请求成功Bot侧对该uid冷却10分钟
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// 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
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await redis.set(`miao:role-all:${uid}`, 'pending', { EX: 600 });
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let leftCount = data.leftCount;
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data = data.data;
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let userData = {};
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if (data && data["角色名称"]) {
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userData = Profile.save(uid, data)
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}
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userData.leftCount = leftCount;
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return userData;
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},
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save(uid, ds) {
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let userData = {};
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const userFile = `${userPath}/${uid}.json`;
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if (fs.existsSync(userFile)) {
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userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
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}
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let data = Data.getData(uid, ds);
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lodash.assignIn(userData, lodash.pick(data, "uid,name,lv,avatar".split(",")));
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userData.chars = userData.chars || {};
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lodash.forEach(data.chars, (char, charId) => {
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userData.chars[charId] = char;
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});
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fs.writeFileSync(userFile, JSON.stringify(userData), "", " ");
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return data;
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},
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get(uid, charId) {
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const userFile = `${userPath}/${uid}.json`;
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let userData = {};
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if (fs.existsSync(userFile)) {
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userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
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}
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if (userData && userData.chars && userData.chars[charId]) {
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return userData.chars[charId];
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}
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return false;
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},
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getAll(uid) {
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const userFile = `${userPath}/${uid}.json`;
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let userData = {};
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if (fs.existsSync(userFile)) {
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userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
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}
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if (userData && userData.chars) {
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return userData.chars;
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}
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return false;
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},
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formatArti(ds) {
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if (lodash.isArray(ds[0])) {
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let ret = [];
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lodash.forEach(ds, (d) => {
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ret.push(Profile.formatArti(d));
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})
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return ret;
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}
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let title = ds[0], val = ds[1];
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if (!title || title === "undefined") {
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return [];
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}
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if (/伤害加成/.test(title) && val < 1) {
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val = Format.pct(val * 100);
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} else if (/伤害加成|大|暴|充能|治疗/.test(title)) {
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val = Format.pct(val);
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} else {
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val = Format.comma(val, 1);
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}
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if (/元素伤害加成/.test(title)) {
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title = title.replace("元素伤害", "伤");
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} else if (title === "物理伤害加成") {
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title = "物伤加成";
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}
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return [title, val];
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},
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getArtiMark(data, ds) {
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Reliquaries.getMark(data)
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let total = 0;
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lodash.forEach(data, (ret) => {
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if (ret[0] && ret[1]) {
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total += mark[ret[0]] * ret[1];
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}
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})
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if (ds && /暴/.test(ds[0])) {
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total += 20;
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}
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return total;
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},
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getArtiDetail(profile, avatar) {
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let reliquaries = [],
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totalMark = 0,
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totalMaxMark = 0;
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lodash.forEach(avatar.reliquaries, (ds) => {
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let pos = ds.pos_name;
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let arti = profile.artis[`arti${posIdx[pos].idx}`];
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if (arti) {
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let mark = Reliquaries.getMark(avatar.name, arti.attrs);
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let maxMark = Reliquaries.getMaxMark(avatar.name, arti.main[0] || "");
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totalMark += mark;
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totalMaxMark += maxMark;
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ds.mark = Format.comma(mark, 1);
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ds.markType = Reliquaries.getMarkScore(mark, maxMark);
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ds.main = Profile.formatArti(arti.main);
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ds.attrs = Profile.formatArti(arti.attrs);
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}
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posIdx[pos].data = ds;
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})
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lodash.forEach(posIdx, (ds) => {
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if (ds && ds.data) {
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reliquaries.push(ds.data);
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} else {
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reliquaries.push({});
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}
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});
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return {
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reliquaries,
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totalMark,
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totalMaxMark,
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markScore: Reliquaries.getMarkScore(totalMark * 1.05, totalMaxMark)
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}
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}
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};
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export default Profile;
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