mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-24 09:15:14 +00:00
482 lines
14 KiB
JavaScript
482 lines
14 KiB
JavaScript
import { Common } from '#miao'
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import { MysApi, Player, Character } from '#miao.models'
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import moment from 'moment'
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import lodash from 'lodash'
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import fetch from 'node-fetch'
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import * as cheerio from 'cheerio'
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const ProfileStat = {
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async stat (e) {
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return ProfileStat.render(e, 'stat', false)
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},
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async roleStat(e) {
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return ProfileStat.render(e, 'stat', true)
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},
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async avatarList (e) {
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return ProfileStat.render(e, 'avatar')
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},
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async refreshTalent (e) {
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let game = /星铁/.test(e.msg) ? 'sr' : 'gs'
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e.isSr = game === 'sr'
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let mys = await MysApi.init(e)
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if (!mys || !mys.uid) return false
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let player = Player.create(e, game)
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let refreshCount = await player.refreshTalent('', 2)
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if (refreshCount && !e.isSr) {
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e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【#练度统计】【#天赋统计】来查看角色信息了...`)
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} else if (e.isSr) {
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e.reply(`角色行迹更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`)
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} else {
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e.reply('角色天赋未能更新...')
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}
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},
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getStarFilterFunc(e) {
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let msg = e.msg.replace(/#星铁|#/, '').trim()
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// starFilter: 检测是否有星级筛选
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let requiredStar = 0
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if (/(五|四|5|4|)+星/.test(msg)) {
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requiredStar = /(五|5)+星/.test(msg) ? 5 : 4
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}
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let starFilter = ds => true;
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if (requiredStar) {
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starFilter = ds => ds.star === requiredStar
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}
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return starFilter
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},
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getElementFilerFromElements(requiredElements) {
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return ds => requiredElements.includes(ds.elem)
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},
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getIdFilterFunc(requiredIds) {
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return ds => requiredIds.includes(ds.id)
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},
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getElementFilterFunc(e) {
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let msg = e.msg.replace(/#星铁|#/, '').trim()
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// elementFilter: 检测是否有元素筛选
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let requiredElements = []
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let chineseToEnglishElements = {}
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if (e.isSr) {
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// 先给星铁的元素筛选留空
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} else {
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chineseToEnglishElements = {
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'风': 'anemo',
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'岩': 'geo',
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'雷': 'electro',
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'草': 'dendro',
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'水': 'hydro',
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'火': 'pyro',
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'冰': 'cryo'
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}
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}
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for (let [k, v] of Object.entries(chineseToEnglishElements)) {
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// 如果后续需支持星铁,这里可能也要用到正则判断
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// e.g. 物(理)? 量(子)? 虚(数)?
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if (msg.includes(k)) {
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requiredElements.push(v)
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}
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}
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let elementFilter = ds => true;
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if (requiredElements.length > 0) {
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elementFilter = ProfileStat.getElementFilerFromElements(requiredElements)
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}
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return elementFilter
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},
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getFilterFunc(e) {
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let starFilter = ProfileStat.getStarFilterFunc(e)
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let elementFilter = ProfileStat.getElementFilterFunc(e)
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// 组合函数
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let combinedFilter = lodash.overEvery([starFilter, elementFilter])
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return combinedFilter
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},
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getRoleFilterFunc(e, elements, invitationCharacterIds) {
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let invitationCharacterFilter = ProfileStat.getIdFilterFunc(invitationCharacterIds)
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let elementFilter = ProfileStat.getElementFilerFromElements(elements)
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// 组合函数
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let combinedFilter = lodash.overSome([invitationCharacterFilter, elementFilter])
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let levelFilter = ProfileStat.getLevelFilterFunc()
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combinedFilter = lodash.overEvery([combinedFilter, levelFilter])
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return combinedFilter
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},
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getLevelFilterFunc() {
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return ds => ds.level >= 70
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},
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async getOverallMazeData() {
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const request_url = 'https://homdgcat.wiki/gi/CH/maze.js'
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let resData = false
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try {
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resData = await (await fetch(request_url)).text()
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} catch (error) {
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logger.error('请求失败:', error)
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return false // 直接返回以停止后续逻辑
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}
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const match = /var _overall = (.*?)var/s.exec(resData)
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let overallMazeInfo = []
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if (match) {
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overallMazeInfo = JSON.parse(match[1])
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} else {
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logger.error('响应内容格式不对劲')
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return false
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}
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return overallMazeInfo
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},
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sendRoleCombatInfo(e, elements, initialCharacterIds, invitationCharacterIds) {
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const response = [
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ProfileStat.getElementInfo(elements),
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ProfileStat.getInitialCharacterInfo(initialCharacterIds),
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ProfileStat.getInvitationCharacterInfo(invitationCharacterIds),
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].join('\n')
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e.reply(response)
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},
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getElementInfo(elements) {
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// 让我们说中文!
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const englishToChineseElements = {
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'anemo': '风',
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'geo': '岩',
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'electro': '雷',
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'dendro': '草',
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'hydro': '水',
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'pyro': '火',
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'cryo': '冰'
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}
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// 使用 lodash 将元素转换为中文名称,并用'、'组合成'风、岩'
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const chineseElements = lodash.map(elements, (element) => englishToChineseElements[element]).join('、');
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return `限制元素:${chineseElements}`
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},
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getInitialCharacterInfo(initialCharacterIds) {
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let characters = lodash.compact(lodash.map(initialCharacterIds, (id) => Character.get(id)))
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let characterNames = lodash.map(characters, (character) => character.name).join('、')
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return `开幕角色:${characterNames}`
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},
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getInvitationCharacterInfo(invitationCharacterIds) {
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let characters = lodash.compact(lodash.map(invitationCharacterIds, (id) => Character.get(id)))
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let characterNames = lodash.map(characters, (character) => character.name).join('、')
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return `特邀角色:${characterNames}`
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},
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// TODO: BWiki 源的数据暂时没弄完,没接入逻辑中,暂时没啥必要?
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async getOverallMazeLinkFromBWiki() {
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const request_url = 'https://wiki.biligame.com/ys/%E5%B9%BB%E6%83%B3%E7%9C%9F%E5%A2%83%E5%89%A7%E8%AF%97'
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try {
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// 发送 GET 请求
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const html = await (await fetch(request_url)).text()
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// 加载 HTML
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const $ = cheerio.load(html);
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// 存储 href 属性的数组
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const links = [];
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// 查找 id="每期详情" 下的所有 <a> 标签
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$('#每期详情').closest('h2').next('p').find('a').each((index, element) => {
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const href = $(element).attr('href');
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if (href) {
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links.push(href);
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}
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});
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return links
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} catch (error) {
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console.error('Error fetching the URL:', error.message);
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}
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},
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async getRequestedMazeDataFromBWiki(e, links) {
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const mazeId = ProfileStat.getMazeId(e)
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if (mazeId >= 0 && mazeId < overallMazeData.length) {
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const request_url = `https://wiki.biligame.com/${links[mazeId]}`
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// 发送 GET 请求
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const html = await (await fetch(request_url)).text()
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// 加载 HTML
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const $ = cheerio.load(html);
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// 存储 href 属性的数组
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const elements = [];
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$('#限定元素').closest('h2').next('p').find('img').each((index, element) => {
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const alt = $(element).attr('alt');
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const match = /卡牌UI\-元素\-(.*?)\.png/.exec(alt);
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if (match) {
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elements.push(match[1]);
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}
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});
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// TODO: 剩下的解析,并且转换成和 HomDGCat 相同的格式
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return elements;
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} else {
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return false
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}
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},
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getMazeId(e) {
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const match = /202(\d{3})/.exec(e.msg)
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if (!match) {
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return false
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}
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const num = +match[1]
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const numYear = Math.floor(num / 100)
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const numMonth = num % 100
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const newNum = numYear * 12 + numMonth - 1
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const mazeId = newNum - (4 * 12 + 7 - 1)
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return mazeId
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},
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extractRequestedMazeData(e, overallMazeData) {
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const mazeId = ProfileStat.getMazeId(e)
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if (mazeId >= 0 && mazeId < overallMazeData.length) {
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return overallMazeData[mazeId]
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} else {
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return false
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}
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},
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extractInitialCharacterIds(mazeData) {
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return lodash.map(mazeData.Initial, item => item.ID + 10000000);
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},
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extractInvitationCharacterIds(mazeData) {
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return lodash.map(mazeData.Invitation, item => item.ID + 10000000);
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},
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extractElements(mazeData) {
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const elementMap = {
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'Wind': 'anemo',
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'Rock': 'geo',
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'Elec': 'electro',
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'Grass': 'dendro',
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'Water': 'hydro',
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'Fire': 'pyro',
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'Ice': 'cryo'
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}
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return lodash.map(mazeData.Elem, item => elementMap[item]);
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},
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mergeStart (avatars, initialAvatarIds) {
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let initialAvatars = []
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lodash.forEach(initialAvatarIds, (id) => {
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let char = Character.get(id)
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if (char) {
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initialAvatars.push({
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id: id,
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name: char.name,
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elem: char.elem,
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abbr: char.abbr,
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star: char.star,
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face: char.face,
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level: 80,
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cons: 0,
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talent: {
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a: {
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level: 8,
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original: 8
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},
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e: {
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level: 8,
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original: 8
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},
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q: {
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level: 8,
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original: 8
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}
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}
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})
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}
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})
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// mergedAvatars: 求 avatars 和 initialAvatars 的并集
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// 判断标准为这些元素的 id 属性
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// 如果 avatars 和 initialAvatars 中的元素 id 属性相同,则比较这两个元素的 level 属性,
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// 选取 level 较大的那个元素放入 mergedAvatars
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// 注意:即使 avatars 和 initialAvatars 中的元素除了 id 属性相同,其他属性完全不同,
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// 但在 id 属性相同的情况下,仍需放入整个元素
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let mergedAvatars = []
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// 合并逻辑实现
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let avatarMap = new Map();
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// 遍历 avatars,将每个元素加入到 avatarMap 中
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avatars.forEach(avatar => {
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avatarMap.set(avatar.id, avatar);
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});
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// 遍历 initialAvatars,进行合并
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initialAvatars.forEach(initialAvatar => {
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if (avatarMap.has(initialAvatar.id)) {
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// 如果 id 相同,比较 level,选取较大的元素
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let existingAvatar = avatarMap.get(initialAvatar.id);
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avatarMap.set(initialAvatar.id,
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existingAvatar.level >= initialAvatar.level ? existingAvatar : initialAvatar);
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} else {
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// 如果 id 不同,直接加入
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avatarMap.set(initialAvatar.id, initialAvatar);
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}
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});
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// 将合并后的结果转换为数组并返回
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mergedAvatars = Array.from(avatarMap.values());
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// 排序
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// 按照元素进行区分
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let sortKey = 'elem,level,star,aeq,cons,weapon.level,weapon.star,weapon.affix,fetter'.split(',')
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mergedAvatars = lodash.orderBy(mergedAvatars, sortKey)
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mergedAvatars = mergedAvatars.reverse()
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return mergedAvatars;
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},
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// 渲染
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// mode stat:练度统计 avatar:角色列表 talent:天赋统计
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async render (e, mode = 'stat', isRole = false) {
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let game = /星铁/.test(e.msg) ? 'sr' : 'gs'
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e.isSr = game === 'sr'
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e.game = game
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// 缓存时间,单位小时
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let msg = e.msg.replace(/#星铁|#/, '').trim()
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if (msg === '角色统计' || msg === '武器统计') {
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// 暂时避让一下抽卡分析的关键词
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return false
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}
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if (/天赋|技能/.test(msg)) {
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mode = 'talent'
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}
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let mys = await MysApi.init(e)
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if (!mys || !mys.uid) return false
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const uid = mys.uid
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let player = Player.create(e, game)
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let avatarRet = await player.refreshAndGetAvatarData({
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index: 2,
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detail: 1,
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talent: mode === 'avatar' ? 0 : 1,
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rank: true,
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materials: mode === 'talent',
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retType: 'array',
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sort: true
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})
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if (avatarRet.length === 0) {
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e._isReplyed || e.reply(`查询失败,暂未获得#${uid}角色数据,请绑定CK或 #更新面板`)
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return true
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}
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let filterFunc = (x) => true
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if (isRole) {
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let overallMazeData = await ProfileStat.getOverallMazeData()
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if (!overallMazeData) {
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e.reply(`请求 HomDGCat 数据库出错`)
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return false
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}
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let currentMazeData = ProfileStat.extractRequestedMazeData(e, overallMazeData)
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if (!currentMazeData) {
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const n = overallMazeData.length - 1 + 4 * 12 + 7 - 1
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const maxYear = Math.floor(n / 12)
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const maxMonth = n % 12 + 1
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const formattedMonth = String(maxMonth).padStart(2, '0'); // 将月份格式化为两位数
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const response = [
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`当前月份不在 HomDGCat 数据库中`,
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`可供查询的月份:202407 - 202${maxYear}${formattedMonth}`
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].join('\n')
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e.reply(response)
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return false
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}
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let initialCharacterIds = ProfileStat.extractInitialCharacterIds(currentMazeData)
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let invitationCharacterIds = ProfileStat.extractInvitationCharacterIds(currentMazeData)
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let elements = ProfileStat.extractElements(currentMazeData)
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// 发送简要的信息
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ProfileStat.sendRoleCombatInfo(e, elements, initialCharacterIds, invitationCharacterIds)
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avatarRet = ProfileStat.mergeStart(avatarRet, initialCharacterIds)
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filterFunc = ProfileStat.getRoleFilterFunc(e, elements, invitationCharacterIds)
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} else {
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filterFunc = ProfileStat.getFilterFunc(e)
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}
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avatarRet = lodash.filter(avatarRet, filterFunc)
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let now = moment(new Date())
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if (now.hour() < 4) {
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now = now.add(-1, 'days')
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}
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let week = now.weekday()
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if (mode === 'talent') {
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let weekRet = /周([1-6]|一|二|三|四|五|六)/.exec(msg)
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let weekSel = weekRet?.[1]
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if (/(今日|今天)/.test(msg)) {
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weekSel = week + 1
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} else if (/(明天|明日)/.test(msg)) {
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now = now.add(1, 'days')
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weekSel = now.weekday() + 1
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}
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let weekFilter = (weekSel * 1) || ('一二三四五六'.split('').indexOf(weekSel) + 1)
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if (weekFilter && weekFilter !== 7) {
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avatarRet = lodash.filter(avatarRet, ds => ds?.materials?.talent?.num === ['周一/周四', '周二/周五', '周三/周六'][(weekFilter - 1) % 3])
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}
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}
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let faceChar = Character.get(player.face) || Character.get(avatarRet[0]?.id)
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let imgs = faceChar.imgs
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let face = {
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banner: imgs?.banner,
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face: imgs?.face,
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qFace: imgs?.qFace,
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name: player.name || `#${uid}`,
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sign: player.sign,
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level: player.level
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}
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let info = player.getInfo()
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info.stats = info.stats || {}
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info.statMap = {
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achievement: '成就',
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wayPoint: '锚点',
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avatar: '角色',
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avatar5: '五星角色',
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goldCount: '金卡总数'
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}
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let tpl = mode === 'avatar' ? 'character/avatar-list' : 'character/profile-stat'
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return await Common.render(tpl, {
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save_id: uid,
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uid,
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info,
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updateTime: player.getUpdateTime(),
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isSelfCookie: e.isSelfCookie,
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face,
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mode,
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week,
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avatars: avatarRet,
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game
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}, { e, scale: 1.4 })
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}
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}
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export default ProfileStat
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