miao-plugin/apps/character.js
yoimiya-kokomi 860bf2cf8d 1. #角色详情伤害计算增加 魈、胡桃
2. 增加 #敌人等级88 来设置伤害计算的敌人等级
2022-04-25 03:22:27 +08:00

696 lines
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JavaScript
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import { segment } from "oicq";
import lodash from "lodash";
import { Character } from "../components/models.js"
import { Cfg } from "../components/index.js";
import Profile from "../components/Profile.js";
import Format from "../components/Format.js"
import Reliquaries from "../components/models/Reliquaries.js";
import Calc from "../components/Calc.js";
import fs from "fs";
//角色昵称
let nameID = "";
let genshin = {};
await init();
const relationMap = {
wife: {
keyword: "老婆,媳妇,妻子,娘子".split(","),
type: 0
},
husband: {
keyword: "老公,丈夫,夫君,郎君".split(","),
type: 1
},
gf: {
keyword: "女朋友,女友,女神".split(","),
type: 0
},
bf: {
keyword: "男朋友,男友,男神".split(","),
type: 1
},
daughter: {
keyword: "女儿".split(","),
type: 2
},
son: {
keyword: "儿子".split(","),
type: 3
}
}
const relation = lodash.flatMap(relationMap, (d) => d.keyword);
export const wifeReg = `^#?\\s*(${relation.join("|")})\\s*(设置|选择|指定|列表|查询|列表|是|是谁|照片|相片|图片|写真|图像)?\\s*([^\\d]*)\\s*(\\d*)$`;
export async function init(isUpdate = false) {
let _path = "file://" + process.cwd();
let version = isUpdate ? new Date().getTime() : 0;
genshin = await import(_path + `/config/genshin/roleId.js?version=${version}`);
nameID = "";
}
// 查看当前角色
export async function character(e, { render, User }) {
let msg = e.msg;
if (!msg) {
return;
}
if (Cfg.isDisable(e, "char.char")) {
return;
}
let mode = 'card';
if (/(详情|详细|面板|面版)$/.test(msg)) {
mode = 'profile';
}
let name = msg.replace(/#|老婆|老公|详情|详细|面板|面版|[1|2|5][0-9]{8}/g, "").trim();
let char = Character.get(name);
if (!char) {
return false;
}
if (mode === "profile") {
return renderProfile(e, char, render);
} else {
return renderAvatar(e, char.name, render);
}
}
let _pokeCharacter = false;
async function initPoke() {
if (!_pokeCharacter) {
_pokeCharacter = YunzaiApps.mysInfo.pokeCharacter;
}
YunzaiApps.mysInfo.pokeCharacter = async function (e, components) {
if (Cfg.isDisable('char.poke', true)) {
return await _pokeCharacter(e, components);
}
return await pokeCharacter(e, components);
}
}
//#老婆
export async function wife(e, { render, User }) {
let msg = e.msg || "";
if (!msg) return false;
if (Cfg.isDisable(e, "char.wife")) {
return false;
}
let msgRet = (new RegExp(wifeReg)).exec(msg);
if (!msgRet) return false;
let target = msgRet[1],
action = msgRet[2] || "卡片",
actionParam = msgRet[3] || "";
if (!"设置,选择,挑选,指定".split(",").includes(action) && actionParam) {
return false;
}
let targetCfg = lodash.find(relationMap, (cfg, key) => {
cfg.key = key;
return cfg.keyword.includes(target);
});
if (!targetCfg) return true;
let avatarList = [], avatar = {}, wifeList = [];
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
let selfUser = MysApi.selfUser;
let selfMysUser = await MysApi.selfUser.getMysUser();
let isSelf = true;
if (!selfMysUser || selfMysUser.uid !== MysApi.targetUser.uid) {
isSelf = false;
}
switch (action) {
case "卡片":
case "照片":
case "相片":
case "图片":
case "写真":
// 展示老婆卡片
// 如果选择过,则进行展示
wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
let renderType = action === "卡片" ? "card" : "photo";
// 存在设置
if (wifeList && wifeList.length > 0 && isSelf) {
if (wifeList[0] === "随机") {
// 如果选择为全部,则从列表中随机选择一个
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
let avatar = lodash.sample(avatarList);
return renderAvatar(e, avatar, render, renderType);
} else {
// 如果指定过,则展示指定角色
return renderAvatar(e, lodash.sample(wifeList), render, renderType);
}
} else {
// 如果未指定过则从列表中排序并随机选择前5个
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
if (avatarList && avatarList.length > 0) {
avatar = lodash.sample(avatarList.slice(0, 5));
return renderAvatar(e, avatar, render, renderType);
} else {
e.reply(`在当前米游社公开展示的角色中未能找到适合展示的角色..`);
return true;
}
}
break;
case "设置":
case "选择":
case "挑选":
case "指定":
if (!isSelf) {
e.reply("只能指定自己的哦~");
return true;
}
// 选择老婆
actionParam = actionParam.replace(//g, ",");
wifeList = actionParam.split(",");
let addRet = [];
if (lodash.intersection(["全部", "任意", "随机", "全都要"], wifeList).length > 0) {
addRet = ['随机'];
} else {
wifeList = lodash.map(wifeList, (name) => {
let char = Character.get(name);
if (char) {
return char.name;
}
});
wifeList = lodash.filter(lodash.uniq(wifeList), (d) => !!d);
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
avatarList = lodash.map(avatarList, (avatar) => avatar.name);
avatarList = lodash.filter(avatarList, (d) => !!d);
addRet = lodash.intersection(avatarList, wifeList);
if (addRet.length === 0) {
e.reply(`在可选的${targetCfg.keyword[0]}列表中未能找到 ${actionParam} ~`);
if (!MysApi.isSelfCookie) {
e.reply("请确认已在米游社展示对应角色也可以绑定Cookie以查询所有角色..");
}
return true;
}
}
await selfUser.setCfg(`wife.${targetCfg.key}`, addRet);
e.reply(`${targetCfg.keyword[0]}已经设置:${addRet.join("")}`);
return true;
break;
case "列表":
case "是":
case "是谁":
// 查看当前选择老婆
if (!isSelf) {
e.reply("只能查看自己的哦~");
return true;
}
wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
if (wifeList && wifeList.length > 0) {
e.reply(`你的${targetCfg.keyword[0]}是:${wifeList.join("")}`);
} else {
e.reply(`尚未设置,回复#${targetCfg.keyword[0]}设置+角色名 来设置,如果设置多位请用逗号间隔`)
}
break;
}
return true;
}
async function pokeCharacter(e, { render }) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
let avatarList = await getAvatarList(e, false, MysApi);
let avatar = lodash.sample(avatarList);
return renderAvatar(e, avatar, render, 'card');
}
async function getAvatarList(e, type, MysApi) {
let data = await MysApi.getCharacter();
if (!data) return false;
let avatars = data.avatars;
if (avatars.length <= 0) {
return false;
}
let list = [];
for (let val of avatars) {
if (type !== false) {
if (!genshin.wifeData[type].includes(Number(val.id))) {
continue;
}
}
if (val.rarity > 5) {
val.rarity = 5;
}
list.push(val);
}
if (list.length <= 0) {
return false;
}
let sortKey = "level,fetter,weapon_level,rarity,weapon_rarity,cons,weapon_affix_level";
list = lodash.orderBy(list, sortKey, lodash.repeat("desc,", sortKey.length).split(","));
return list;
}
async function renderAvatar(e, avatar, render, renderType = "card") {
// 如果传递的是名字,则获取
if (typeof (avatar) === "string") {
let char = Character.get(avatar);
if (!char) {
return false;
}
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
if (!MysApi) return true;
let charData = await MysApi.getCharacter();
if (!charData) return true;
let avatars = charData.avatars;
let length = avatars.length;
char.checkAvatars(avatars);
avatars = lodash.keyBy(avatars, "id");
if (!avatars[char.id]) {
let name = lodash.truncate(e.sender.card, { length: 8 });
if (length > 8) {
e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
} else {
e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
}
return true;
}
avatar = avatars[char.id];
}
return await renderCard(e, avatar, render, renderType);
}
// 渲染角色卡片
async function renderCard(e, avatar, render, renderType = "card") {
let talent = await getTalent(e, avatar);
// 计算皇冠个数
let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length;
let uid = e.targetUser.uid;
let char = Character.get(avatar);
if (!char) {
return false;
}
let bg = char.getCardImg();
if (renderType === "photo") {
e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img));
} else {
//渲染图像
let base64 = await render("character", "card", {
save_id: uid,
uid: uid,
talent,
crownNum,
talentMap: { a: "普攻", e: "战技", q: "爆发" },
//bg: getCharacterImg(avatar.name),
bg,
...getCharacterData(avatar),
ds: char.getData("name,id,title,desc"),
cfgScale: Cfg.scale(1.25)
}, "png");
if (base64) {
e.reply(segment.image(`base64://${base64}`));
}
}
return true;
}
//获取角色技能数据
async function getTalent(e, avatars) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
if (!MysApi && !MysApi.isSelfCookie) return {};
let skill = {};
let skillRes = await MysApi.getAvatar(avatars.id);
if (skillRes && skillRes.skill_list) {
skill.id = avatars.id;
let skill_list = lodash.orderBy(skillRes.skill_list, ["id"], ["asc"]);
for (let val of skill_list) {
val.level_original = val.level_current;
if (val.name.includes("普通攻击")) {
skill.a = val;
continue;
}
if (val.max_level >= 10 && !skill.e) {
skill.e = val;
continue;
}
if (val.max_level >= 10 && !skill.q) {
skill.q = val;
}
}
if (avatars.actived_constellation_num >= 3) {
if (avatars.constellations[2].effect.includes(skill.e.name)) {
skill.e.level_current += 3;
} else if (avatars.constellations[2].effect.includes(skill.q.name)) {
skill.q.level_current += 3;
}
}
if (avatars.actived_constellation_num >= 5) {
if (avatars.constellations[4].effect.includes(skill.e.name)) {
skill.e.level_current += 3;
} else if (avatars.constellations[4].effect.includes(skill.q.name)) {
skill.q.level_current += 3;
}
}
}
return skill;
}
export async function getProfile(e) {
let MysApi = await e.getMysApi({
auth: "cookie",
targetType: "self",
cookieType: "self",
actionName: "更新角色信息"
});
if (!MysApi) {
return false;
}
let selfUser = e.selfUser;
if (!selfUser.isCookieUser) {
e.reply("此功能仅绑定cookie用户可用")
return true;
}
let data = await Profile.request(selfUser.uid, e);
if (!data) {
return true;
}
if (!data.chars) {
e.reply("获取角色面板数据失败请确认角色已在游戏内橱窗展示并开放了查看详情。设置完毕后请5分钟后再进行请求~");
} else {
let ret = [];
lodash.forEach(data.chars, (ds) => {
let char = Character.get(ds.id);
if (char) {
ret.push(char.name);
}
})
if (ret.length === 0) {
e.reply("获取角色面板数据失败未能请求到角色数据。请确认角色已在游戏内橱窗展示并开放了查看详情。设置完毕后请5分钟后再进行请求~")
} else {
e.reply(`获取角色面板数据成功!本次获取成功角色: ${ret.join(", ")}\n你可以使用 #角色名+面板 来查看详细角色面板属性了`)
}
}
return true;
}
// 获取角色数据
function getCharacterData(avatars) {
let list = [];
let set = {};
let setArr = [];
let text1 = "";
let text2 = "";
let weapon = {
type: "weapon",
name: avatars.weapon.name,
showName: genshin.abbr[avatars.weapon.name] ? genshin.abbr[avatars.weapon.name] : avatars.weapon.name,
level: avatars.weapon.level,
affix_level: avatars.weapon.affix_level,
};
for (let val of avatars.reliquaries) {
if (set[val.set.name]) {
set[val.set.name]++;
if (set[val.set.name] == 2) {
if (text1) {
text2 = "2件套" + val.set.affixes[0].effect;
} else {
text1 = "2件套" + val.set.affixes[0].effect;
}
}
if (set[val.set.name] == 4) {
text2 = "4件套" + val.set.name;
}
} else {
set[val.set.name] = 1;
}
list.push({
type: "reliquaries",
name: val.name,
level: val.level,
});
}
for (let val of Object.keys(set)) {
setArr.push({
name: val,
num: set[val],
showName: genshin.abbr[val] ? genshin.abbr[val] : val,
});
}
if (avatars.reliquaries.length >= 2 && !text1) {
text1 = "无套装效果";
}
if (avatars.id == "10000005") {
avatars.name = "空";
} else if (avatars.id == "10000007") {
avatars.name = "荧";
}
let reliquaries = list[0];
return {
name: avatars.name,
showName: genshin.abbr[avatars.name] ? genshin.abbr[avatars.name] : avatars.name,
level: avatars.level,
fetter: avatars.fetter,
actived_constellation_num: avatars.actived_constellation_num,
weapon,
text1,
text2,
reliquaries,
set: setArr,
};
}
async function getAvatar(e, char, MysApi) {
let charData = await MysApi.getCharacter();
if (!charData) return true;
let avatars = charData.avatars;
let length = avatars.length;
char.checkAvatars(avatars);
avatars = lodash.keyBy(avatars, "id");
if (!avatars[char.id]) {
let name = lodash.truncate(e.sender.card, { length: 8 });
if (length > 8) {
e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
} else {
e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
}
return false;
}
return avatars[char.id];
}
export async function renderProfile(e, char, render) {
if (['荧', '空', '主角', '旅行者'].includes(char.name)) {
e.reply("暂不支持主角的面板信息查看");
return true;
}
let MysApi = await e.getMysApi({
auth: "cookie",
targetType: "self",
cookieType: "self",
actionName: "查询角色天赋命座等信息"
});
let selfUser = e.selfUser,
uid = selfUser.uid;
let profile = Profile.get(uid, char.id);
if (!profile) {
e.reply(`请先发送 #获取游戏角色详情 命令获取 ${char.name} 的面板详情。\n请确认已将需要获取的8位角色展示在【游戏内】的“角色展柜”中并已打开“显示角色详情”。如刚进行设置请等待5分钟后再进行使用以免浪费请求次数。 `)
return true;
}
let a = profile.attr;
let c = Format.comma,
p = Format.pct;
let attr = {
hp: c(a.hp),
hpPlus: c(a.hp - a.hpBase),
atk: c(a.atk),
atkPlus: c(a.atk - a.atkBase),
def: c(a.def),
defPlus: c(a.def - a.defBase),
cRate: p(a.cRate),
cDmg: p(a.cDmg),
mastery: c(a.mastery),
recharge: p(a.recharge),
dmgBonus: p(Math.max(a.dmgBonus * 1 || 0, a.phyBonus * 1 || 0))
};
let avatar = await getAvatar(e, char, MysApi);
let talent = await getTalent(e, avatar);
if (global.debugView === "web-debug") {
let file = process.cwd() + "/tools/avatar.json";
avatar._talent = talent;
fs.writeFileSync(file, JSON.stringify(avatar));
}
if (!talent.id) {
return true;
}
let posIdx = {
"生之花": { idx: 1 },
"死之羽": { idx: 2 },
"时之沙": { idx: 3 },
"空之杯": { idx: 4 },
"理之冠": { idx: 5 }
};
let reliquaries = [], totalMark = 0, totalMaxMark = 0;
let { titles: usefulTitles, mark: usefulMark } = Reliquaries.getUseful(avatar.name);
lodash.forEach(avatar.reliquaries, (ds) => {
let pos = ds.pos_name;
let arti = profile.artis[`arti${posIdx[pos].idx}`];
if (arti) {
let mark = Reliquaries.getMark(avatar.name, arti.attrs);
let maxMark = Reliquaries.getMaxMark(char.name, arti.main[0] || "");
totalMark += mark;
totalMaxMark += maxMark;
ds.mark = c(mark, 1);
ds.markType = Reliquaries.getMarkScore(mark, maxMark);
ds.main = Profile.formatArti(arti.main);
ds.attrs = Profile.formatArti(arti.attrs);
}
posIdx[pos].data = ds;
});
lodash.forEach(posIdx, (ds) => {
if (ds && ds.data) {
reliquaries.push(ds.data);
} else {
reliquaries.push({});
}
});
let enemyLv = await selfUser.getCfg(`char.enemyLv`, 91);
let dmgMsg = [], dmgData = [];
let dmgCalc = await Calc.calcData({ profile, char, avatar, talentData: talent, enemyLv });
if (dmgCalc && dmgCalc.ret) {
lodash.forEach(dmgCalc.ret, (ds) => {
ds.dmg = Format.comma(ds.dmg, 0);
ds.avg = Format.comma(ds.avg, 0);
dmgData.push(ds);
})
dmgMsg = dmgCalc.msg;
}
let base64 = await render("character", "detail", {
save_id: uid,
uid: uid,
data: profile,
attr,
avatar,
talent,
cons: char.cons,
name: char.name,
elem: char.elem,
dmgData,
dmgMsg,
reliquaries,
enemyLv,
totalMark: c(totalMark, 1),
totalMaxMark,
markScore: Reliquaries.getMarkScore(totalMark, totalMaxMark),
weapon: avatar.weapon,
usefulTitles,
usefulMark,
talentMap: { a: "普攻", e: "战技", q: "爆发" },
cfgScale: Cfg.scale(1.5)
}, "png");
if (base64) {
e.reply(segment.image(`base64://${base64}`));
}
return true;
}
export async function enemyLv(e) {
let selfUser = await e.checkAuth({
auth: "self"
})
if (!selfUser || !e.msg) {
return true;
}
let ret = /敌人等级\s*(\d{1,3})\s*$/.exec(e.msg);
if (ret && ret[1]) {
let lv = ret[1] * 1;
await selfUser.setCfg("char.enemyLv", lv);
lv = await selfUser.getCfg("char.enemyLv", 91);
e.reply(`敌人等级已经设置为${lv}`);
return true;
}
return true;
}