mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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1df655acab
* 敌人默认等级,从91提高至103(配合世界等级9). * 降低夏沃蕾和闲云的治疗权重(防止分数溢出)。 新增希诺宁的评分权重。 * 添加希格雯满命情况下的评分权重。 优化芙宁娜满命情况下的评分权重部分的代码。
318 lines
9.7 KiB
JavaScript
318 lines
9.7 KiB
JavaScript
import lodash from 'lodash'
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import { getTargetUid, getProfileRefresh } from './ProfileCommon.js'
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import ProfileList from './ProfileList.js'
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import { Cfg, Common, Data, Format } from '#miao'
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import { Button, MysApi, ProfileRank, Character, Weapon, Artifact } from '#miao.models'
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import ProfileChange from './ProfileChange.js'
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import { profileArtis } from './ProfileArtis.js'
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import { ProfileWeapon } from './ProfileWeapon.js'
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let { diyCfg } = await Data.importCfg('profile')
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// 查看当前角色
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let ProfileDetail = {
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async detail (e) {
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let msg = e.original_msg || e.msg
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if (!msg) {
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return false
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}
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if (!/详细|详情|面板|面版|圣遗物|伤害|武器|换/.test(msg)) {
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return false
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}
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let mode = 'profile'
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let profileChange = false
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let changeMsg = msg
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let pc = ProfileChange.matchMsg(msg)
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if (pc && pc.char && pc.change) {
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if (!Cfg.get('profileChange')) {
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e.reply('面板替换功能已禁用...')
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return true
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}
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e.game = pc.game
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e.isSr = e.game === 'sr'
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e.uid = ''
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e.msg = '#喵喵面板变换'
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e.uid = pc.uid || await getTargetUid(e)
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profileChange = ProfileChange.getProfile(e.uid, pc.char, pc.change, pc.game)
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if (profileChange && profileChange.char) {
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msg = `#${profileChange.char?.name}${pc.mode || '面板'}`
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e._profile = profileChange
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e._profileMsg = changeMsg
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}
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}
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let uidRet = /(18|[1-9])[0-9]{8}/g.exec(msg)
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if (uidRet) {
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e.uid = uidRet[0]
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msg = msg.replace(uidRet[0], '')
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}
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let name = msg.replace(/#|老婆|老公|星铁|原神/g, '').trim()
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msg = msg.replace('面版', '面板')
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let dmgRet = /(?:伤害|武器)(\d*)$/.exec(name)
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let dmgIdx = 0; let idxIsInput = false
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if (/(最强|最高|最高分|最牛|第一)/.test(msg)) {
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mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'rank-mark' : 'rank-dmg'
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name = name.replace(/(最强|最高分|第一|最高|最牛|圣遗物|评分|群)/g, '')
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}
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if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) {
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mode = 'profile'
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name = name.replace(/(详情|详细|面板)/, '').trim()
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} else if (dmgRet) {
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// mode = /武器/.test(msg) ? 'weapon' : 'dmg'
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mode = 'dmg'
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name = name.replace(/(伤害|武器)+\d*/, '').trim()
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if (dmgRet[1]) {
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dmgIdx = dmgRet[1] * 1
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// 标识是用户指定的序号
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idxIsInput = true
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}
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} else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) {
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mode = 'refresh'
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name = name.replace(/详情|详细|面板|更新/g, '').trim()
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} else if (/圣遗物/.test(msg)) {
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mode = 'artis'
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name = name.replace('圣遗物', '').trim()
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}
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if (!Common.cfg('avatarProfile')) {
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return false // 面板开关关闭
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}
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let char = Character.get(name.trim(), e.game)
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if (!char) {
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return false
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}
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if (/星铁/.test(msg) || char.isSr) {
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e.game = 'sr'
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e.isSr = true
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}
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let uid = e.uid || await getTargetUid(e)
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if (!uid) {
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return true
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}
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e.uid = uid
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e.avatar = char.id
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if (char.isCustom) {
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e.reply('自定义角色暂不支持此功能')
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return true
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}
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if (!char.isRelease) {
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// 预设面板支持未实装角色
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if (!profileChange && Number(e.uid) > 100000006) {
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e.reply('角色尚未实装')
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return true
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}
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// 但仅在未实装开启时展示
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if (Cfg.get('notReleasedData') === false) {
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e.reply('未实装角色面板已禁用...')
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return true
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}
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}
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if (mode === 'profile' || mode === 'dmg' || mode === 'weapon') {
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return ProfileDetail.render(e, char, mode, { dmgIdx, idxIsInput })
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} else if (mode === 'refresh') {
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await ProfileList.refresh(e)
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return true
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} else if (mode === 'artis') {
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return profileArtis(e)
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}
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return true
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},
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async render (e, char, mode = 'profile', params = {}) {
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let selfUser = await MysApi.initUser(e)
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if (!selfUser) {
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e.reply(['尚未绑定UID', new Button(e).bindUid()])
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return true
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}
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let { uid } = e
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if (char.isCustom) {
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e.reply(`暂不支持自定义角色${char.name}的面板信息查看`)
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return true
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}
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let profile = e._profile || await getProfileRefresh(e, char.id)
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if (!profile) {
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return true
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}
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char = profile.char || char
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let a = profile.attr
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let base = profile.base
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let attr = {}
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let game = char.game
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let isGs = game === 'gs'
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let isSr = !isGs
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lodash.forEach((isGs ? 'hp,def,atk,mastery' : 'hp,def,atk,speed').split(','), (key) => {
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let fn = (n) => Format.comma(n, key === 'hp' ? 0 : 1)
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attr[key] = fn(a[key])
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attr[`${key}Base`] = fn(base[key])
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attr[`${key}Plus`] = fn(a[key] - base[key])
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})
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lodash.forEach((isGs ? 'cpct,cdmg,recharge,dmg' : 'cpct,cdmg,recharge,dmg,effPct,effDef,heal,stance').split(','), (key) => {
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let fn = Format.pct
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let key2 = key
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if (key === 'dmg') {
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if (isGs) {
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if (a.phy > a.dmg) {
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key2 = 'phy'
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}
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}
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}
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attr[key] = fn(a[key2])
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attr[`${key}Base`] = fn(base[key2])
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attr[`${key}Plus`] = fn(a[key2] - base[key2])
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})
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let weapon = Weapon.get(profile?.weapon?.name, game)
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let w = profile.weapon
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let wCfg = {}
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if (mode === 'weapon') {
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wCfg = weapon.calcAttr(w.level, w.promote)
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wCfg.weapons = await ProfileWeapon.calc(profile)
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}
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let enemyLv = isGs ? (await selfUser.getCfg('char.enemyLv', 103)) : 80
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let dmgCalc = await ProfileDetail.getProfileDmgCalc({ profile, enemyLv, mode, params })
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let rank = false
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if (e.group_id && !e._profile) {
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rank = await ProfileRank.create({ group: e.group_id, uid, qq: e.user_id })
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await rank.getRank(profile, true)
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}
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let artisDetail = profile.getArtisMark()
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// 处理一下allAttr,确保都有9个内容,以获得比较好展示效果
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let allAttr = profile.artis.getAllAttr() || []
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allAttr = lodash.slice(allAttr, 0, 9)
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for (let idx = allAttr.length; idx < 9; idx++) {
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allAttr[idx] = {}
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}
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artisDetail.allAttr = allAttr
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let artisKeyTitle = Artifact.getArtisKeyTitle(game)
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let data = profile.getData('name,abbr,cons,level,talent,dataSource,updateTime,imgs,costumeSplash')
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if (isSr) {
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let treeData = []
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let treeMap = {}
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// 属性
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lodash.forEach('0113355778'.split(''), (pos, idx) => {
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treeData[pos] = treeData[pos] || []
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let tmp = { type: 'tree', img: '/meta-sr/public/icons/tree-cpct.webp' }
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treeData[pos].push(tmp)
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treeMap[idx + 201 + ''] = tmp
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})
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// 属性建成后图标替换
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lodash.forEach(Object.keys(char.detail.tree), (id) => {
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let ret = /([12][01][0-9])$/.exec(id + '')
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if (ret && ret[1]) {
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let treeId = ret[1]
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if (treeId[0] === '2') {
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treeMap[treeId].img = `/meta-sr/public/icons/tree-${char.detail?.tree?.[id]?.key}.webp`
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}
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}
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})
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// 能力
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lodash.forEach([2, 4, 6], (pos, idx) => {
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let tmp = { type: 'talent', img: data.imgs[`tree${idx + 1}`] }
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treeData[pos] = tmp
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treeMap[idx + 101 + ''] = tmp
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})
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// 点亮图标
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lodash.forEach(profile.trees, (id) => {
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let ret = /([12][01][0-9])$/.exec(id + '')
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if (ret && ret[1]) {
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let treeId = ret[1]
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if (treeMap?.[treeId]) {
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treeMap[treeId].value = 1
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}
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}
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})
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data.treeData = treeData
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}
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data.weapon = profile.getWeaponDetail()
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let renderData = {
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save_id: uid,
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uid,
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game,
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data,
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attr,
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elem: char.elem,
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dmgCalc,
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artisDetail,
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artisKeyTitle,
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bodyClass: `char-${char.name}`,
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mode,
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wCfg,
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changeProfile: e._profileMsg
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}
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// 渲染图像
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const msgRes = await e.reply([await Common.render('character/profile-detail', renderData, { e, scale: 1.6, retType: 'base64' }), new Button(e).profile(char, uid)])
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if (msgRes) {
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// 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
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const message_id = [e.message_id]
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if (Array.isArray(msgRes.message_id)) {
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message_id.push(...msgRes.message_id)
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} else {
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message_id.push(msgRes.message_id)
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}
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for (const i of message_id) {
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await redis.set(`miao:original-picture:${i}`, JSON.stringify({
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type: 'profile',
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img: renderData?.data?.costumeSplash
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}), { EX: 3600 * 3 })
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}
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}
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return true
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},
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async getProfileDmgCalc ({ profile, enemyLv, mode, params }) {
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let dmgMsg = []
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let dmgData = []
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let dmgCalc = await profile.calcDmg({
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enemyLv,
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mode,
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...params
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})
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if (dmgCalc && dmgCalc.ret) {
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lodash.forEach(dmgCalc.ret, (ds) => {
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if (ds.type !== 'text') {
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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}
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dmgData.push(ds)
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})
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lodash.forEach(dmgCalc.msg, (msg) => {
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msg.replace(':', ':')
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dmgMsg.push(msg.split(':'))
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})
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dmgCalc.dmgMsg = dmgMsg
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dmgCalc.dmgData = dmgData
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}
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if (mode === 'dmg' && dmgCalc.dmgRet) {
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let basic = dmgCalc?.dmgCfg?.basicRet
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lodash.forEach(dmgCalc.dmgRet, (row) => {
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lodash.forEach(row, (ds) => {
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ds.val = (ds.avg > basic.avg ? '+' : '') + Format.comma(ds.avg - basic.avg)
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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})
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})
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basic.dmg = Format.comma(basic.dmg)
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basic.avg = Format.comma(basic.avg)
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}
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return dmgCalc
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}
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}
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export default ProfileDetail
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