mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
376 lines
9.6 KiB
JavaScript
376 lines
9.6 KiB
JavaScript
import lodash from 'lodash'
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import { Data, Format } from '#miao'
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import { Character, ProfileDmg, Weapon } from './index.js'
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import Base from './Base.js'
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import Attr from './attr/Attr.js'
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import Artis from './artis/Artis.js'
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import ProfileAvatar from './avatar/ProfileAvatar.js'
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import ArtisMark from './artis/ArtisMark.js'
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import moment from 'moment'
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const charKey = 'name,abbr,sName,star,imgs,face,side,gacha,weaponTypeName'.split(',')
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export default class Avatar extends Base {
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constructor (ds = {}, game = 'gs') {
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super()
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let char = Character.get({ id: ds.id, elem: ds.elem })
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if (!char) {
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return
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}
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this.id = char.id
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this.char = char
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this.game = char.game || game
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this._mysArtis = new Artis(this.game)
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this._artis = new Artis(this.game, true)
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this.setAvatar(ds)
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}
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get hasTalent () {
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return this.talent && !lodash.isEmpty(this.talent) && !!this._talent
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}
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get name () {
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return this.char?.name || ''
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}
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get costume () {
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let costume = this._costume
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if (lodash.isArray(costume)) {
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costume = costume[0]
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}
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return costume
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}
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get originalTalent () {
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return lodash.mapValues(this.talent, (ds) => ds.original)
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}
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// 已经到达当前等级的最大天赋
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get isMaxTalent () {
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let maxLv = [1, 2, 4, 6, 8, 10]?.[this.promote - 1] || 10
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let minTalent = lodash.min(lodash.map(this.talent, (ds) => ds.original))
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return minTalent >= maxLv
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}
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get mysArtis () {
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return this._mysArtis
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}
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/**
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* 获取圣遗物套装属性
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* @returns {boolean|*|{imgs: *[], names: *[], sets: {}, abbrs: *[], sName: string, name: (string|*)}|{}}
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*/
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get artisSet () {
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return this.mysArtis.getSetData()
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}
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get dataSource () {
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return {
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enka: 'Enka.Network',
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miao: '喵喵Api',
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mgg: 'MiniGG-Api',
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hutao: 'Hutao-Enka',
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mys: '米游社',
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homo: 'Mihomo'
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}[this._source] || this._source
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}
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get updateTime () {
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let time = this._time
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if (!time) {
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return ''
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}
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if (lodash.isString(time)) {
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return moment(time).format('MM-DD HH:mm')
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}
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if (lodash.isNumber(time)) {
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return moment(new Date(time)).format('MM-DD HH:mm')
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}
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return ''
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}
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_get (key) {
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if (charKey.includes(key)) {
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return this.char[key]
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}
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}
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/**
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* 设置角色基础数据
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* @param ds
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* @param source
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*/
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setBasic (ds = {}, source = '') {
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const now = this._now || (new Date()) * 1
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this.level = ds.lv || ds.level || this.level || 1
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this.cons = ds.cons || this.cons || 0
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this.fetter = ds.fetter || this.fetter || 0
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this._costume = ds.costume || this._costume || 0
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this.elem = ds.elem || this.elem || this.char.elem || ''
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this.promote = Math.max((ds.promote ? ds.promote : this.promote) * 1 || 0, Attr.calcPromote(this.level))
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this.trees = this.trees || []
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this._source = ds._source || this._source || '' // 数据源
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this._time = ds._time || this._time || now // 面板最后更新时间
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this._update = ds._update || this._update || ds._time || now //最后更新时间,包括mys
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this._talent = ds._talent || this._talent || ds._time || now // 最后天赋更新时间,包括mys
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if (ds.trees) {
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this.setTrees(ds.trees)
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}
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// 存在数据源时更新时间
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if (source) {
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this._update = now
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if (source !== 'mys') {
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this._source = source
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this._time = now
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} else {
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this._source = this._source || source
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this._time = this._source !== 'mys' ? (this._time || now) : now
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}
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}
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}
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// 星铁的行迹数据
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setTrees (ds) {
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this.trees = []
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let prefix = ''
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let map = {}
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lodash.forEach(this.char?.detail?.tree || {}, (ds, key) => {
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let ret = /(\d{4})(\d{3})/.exec(key)
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if (ret && ret[1] && ret[2]) {
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prefix = prefix || ret[1]
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map[ret[2]] = key
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}
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})
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if (prefix) {
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for (let i = 0; i <= 3; i++) {
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map[`10${i}`] = `${prefix}10${i}`
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}
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}
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lodash.forEach(ds, (id) => {
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let ret = /\d{4}(\d{3})/.exec(id)
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this.trees.push(map[ret?.[1] || id] || id)
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})
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}
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// 设置武器
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setWeapon (ds = {}) {
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let w = Weapon.get(ds.name || ds.id, this.game)
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if (!w) {
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return false
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}
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this.weapon = {
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id: ds.id || w.id,
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name: ds.name || w.name,
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level: ds.level || ds.lv || 1,
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promote: lodash.isUndefined(ds.promote) ? Attr.calcPromote(ds.level || ds.lv || 1) : (ds.promote || 0),
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affix: ds.affix,
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...w.getData('star,abbr,type,img')
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}
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if (this.weapon.level < 20) {
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this.weapon.promote = 0
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}
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}
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// 获取武器详情信息
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getWeaponDetail () {
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let ret = {
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...this.weapon
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}
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if (!ret.id) {
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return {}
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}
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let wData = Weapon.get(ret.id, this.game)
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ret.splash = wData.imgs.gacha
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let wAttr = wData.calcAttr(ret.level, ret.promote)
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let attrs = {}
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if (this.isSr) {
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lodash.forEach(wAttr, (val, key) => {
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attrs[key] = Format.comma(val, 1)
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})
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} else if (this.isGs) {
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attrs.atkBase = Format.comma(wAttr.atkBase, 1)
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if (wAttr?.attr?.key) {
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let keyType = {
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mastery: 'comma'
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}
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attrs[wAttr.attr.key] = Format[keyType[wAttr.attr.key] || 'pct'](wAttr.attr.value, 1)
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}
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}
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ret.attrs = attrs
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ret.desc = wData.getAffixDesc(ret.affix)
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return ret
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}
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// 设置天赋
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setTalent (ds = false, mode = 'original', updateTime = '') {
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if (!this.char) {
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return false
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}
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const now = this._now || (new Date()) * 1
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if (ds) {
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let ret = this.char.getAvatarTalent(ds, this.cons, mode)
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if (ret) {
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this.talent = ret || this.talent
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// 设置天赋更新时间
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this._talent = ds._talent || this._talent || ds._time || now
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}
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}
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if (updateTime) {
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this._talent = now
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}
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}
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getProfile () {
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if (!this.isProfile) {
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return false
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}
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return this
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}
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// 判断当前profileData是否具备有效圣遗物信息
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hasArtis () {
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return this.isProfile && this.artis.length > 0
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}
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// 获取数据详情
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getDetail (keys = '') {
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let imgs = this.char.getImgs(this.costume)
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if (this.isGs) {
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return {
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...(this.getData(keys || 'id,name,level,star,cons,fetter,elem,abbr,weapon,talent,artisSet') || {}),
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...Data.getData(imgs, 'face,qFace,side,gacha')
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}
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} else {
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return {
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...(this.getData(keys || 'id,name,level,star,cons,elem,abbr,weapon,talent,artisSet,trees') || {}),
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...Data.getData(imgs, 'face,qFace,gacha,preview')
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}
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}
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}
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get isAvatar () {
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return true
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}
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// 是否是合法面板数据
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get isProfile () {
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return ProfileAvatar.isProfile(this)
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}
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// profile.hasData 别名
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get hasData () {
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return !!(this.level > 1 || this?.weapon?.name)
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}
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get imgs () {
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return this.char.getImgs(this.costume) || {}
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}
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get costumeSplash () {
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return ProfileAvatar.getCostumeSplash(this)
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}
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get hasDmg () {
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return this.isProfile && !!ProfileDmg.dmgRulePath(this.name, this.game)
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}
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get artis () {
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return this._artis
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}
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static create (ds, game = 'gs') {
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let profile = new Avatar(ds, game)
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if (!profile) {
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return false
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}
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return profile
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}
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setAvatarBase (ds, source = '') {
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this._now = new Date() * 1
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this.setBasic(ds, source)
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ds.weapon && this.setWeapon(ds.weapon)
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ds.talent && this.setTalent(ds.talent, 'original', source)
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let artis = ds.mysArtis || ds.artis
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// 只要具备圣遗物信息,就更新mysArtis
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this._mysArtis.setArtisData(artis)
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delete this._now
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}
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setAvatar (ds, source = '') {
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this.setAvatarBase(ds, source)
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if (ds.artis && source !== 'mys') {
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this._artis.setArtisData(ds.artis)
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}
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this.calcAttr()
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}
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calcAttr () {
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if (!this.isProfile) {
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return false
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}
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let attr = this._attr = this._attr || Attr.create(this)
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this.attr = attr.calc()
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this.base = attr.getBase()
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}
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getArtis (isMysArtis = false) {
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return isMysArtis ? this._mysArtis : this._artis
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}
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setArtis (ds = {}, isMysArtis = false) {
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let artis = this.getArtis(isMysArtis)
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artis.setArtisData(ds)
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if (!this._mysArtis.hasArtis) {
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this.setArtis(ds, true)
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}
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}
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// 获取当前profileData的圣遗物评分,withDetail=false仅返回简略信息
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getArtisMark (withDetail = true) {
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return ArtisMark.getMarkDetail(this, withDetail)
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}
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// 计算当前profileData的伤害信息
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async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0, idxIsInput = false }) {
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if (!this.dmg) {
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let ds = this.getData('id,level,attr,cons,artis:artis.sets,trees')
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ds.talent = lodash.mapValues(this.talent, 'level')
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ds.weapon = Data.getData(this.weapon, 'name,affix')
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this.dmg = new ProfileDmg(ds, this.game)
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}
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return await this.dmg.calcData({ enemyLv, mode, dmgIdx, idxIsInput })
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}
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// toJSON 供保存使用
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toJSON () {
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let keys = this.isGs ?
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'name,id,elem,level,promote,fetter,costume,cons,talent:originalTalent' :
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'name,id,elem,level,promote,cons,talent:originalTalent,trees'
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let ret = {
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...this.getData(keys),
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weapon: Data.getData(this.weapon, this.isGs ? 'name,level,promote,affix' : 'id,level,promote,affix')
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}
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let artis = this.artis.toJSON()
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if (!lodash.isEmpty(artis)) {
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ret.artis = artis
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}
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if (!this.mysArtis.isSameArtis(this.artis)) {
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ret.mysArtis = this.mysArtis.toJSON()
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}
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return {
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...ret,
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...this.getData('_source,_time,_update,_talent')
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}
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}
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getArtisDetail (mysArtis = false) {
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return (mysArtis ? this.mysArtis : this.artis).getDetail()
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}
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}
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