mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-27 18:01:23 +00:00
138 lines
4.0 KiB
JavaScript
138 lines
4.0 KiB
JavaScript
import lodash from 'lodash'
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import HutaoApi from './HutaoApi.js'
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import { Cfg, Common, Data } from '#miao'
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import { Abyss, Character, MysApi, Player } from '#miao.models'
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export async function AbyssSummary (e) {
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let isMatch = /^#(喵喵|上传)深渊(数据)?$/.test(e.original_msg || e.msg || '')
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if (!Cfg.get('uploadAbyssData', false) && !isMatch) {
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return false
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}
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let mys = await MysApi.init(e, 'all')
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if (!mys || !mys.uid) {
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if (isMatch) {
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e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`)
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}
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return false
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}
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let ret = {}
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let uid = mys.uid
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let player = Player.create(e)
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let resDetail, resAbyss
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try {
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resAbyss = await mys.getSpiralAbyss(1)
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let lvs = Data.getVal(resAbyss, 'floors.0.levels.0')
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// 检查是否查询到了深渊信息
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if (!lvs || !lvs.battles) {
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e.reply('暂未获得本期深渊挑战数据...')
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return true
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} else if (lvs && lvs.battles && lvs.battles.length === 0) {
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if (!mys.isSelfCookie) {
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if (isMatch) {
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e.reply(`请绑定ck后再使用${e.original_msg || e.msg}`)
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}
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return false
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}
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}
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resDetail = await mys.getCharacter()
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if (!resDetail || !resAbyss || !resDetail.avatars || resDetail.avatars.length <= 3) {
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e.reply('角色信息获取失败')
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return true
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}
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delete resDetail._res
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delete resAbyss._res
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ret = await HutaoApi.uploadData({
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uid,
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resDetail,
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resAbyss
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})
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} catch (err) {
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// console.log(err);
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}
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// 更新player信息
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player.setMysCharData(resDetail)
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if (ret && ret.retcode === 0) {
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let stat = []
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if (ret.data) {
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if (resAbyss.floors.length === 0) {
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e.reply('暂未获得本期深渊挑战数据...')
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return true
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}
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let abyss = new Abyss(resAbyss)
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let abyssData = abyss.getData()
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let avatarIds = abyss.getAvatars()
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let overview = ret.info || (await HutaoApi.getOverview())?.data || {}
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let addMsg = function (title, ds) {
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let tmp = {}
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if (!ds) {
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return false
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}
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if (!ds.avatarId && !ds.id) {
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return false
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}
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let char = Character.get(ds.avatarId || ds.id)
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tmp.title = title
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tmp.id = char.id
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tmp.value = `${(ds.value / 10000).toFixed(1)} W`
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let msg = []
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tmp.msg = msg
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let pct = (percent, name) => {
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if (percent < 0.2) {
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msg.push({
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title: '少于',
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value: (Math.max(0.1, 100 - percent * 100)).toFixed(1),
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name
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})
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} else {
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msg.push({
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title: '超过',
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value: (Math.min(99.9, percent * 100)).toFixed(1),
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name
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})
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}
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}
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if (ds.percent) {
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pct(ds.percent, char.abbr)
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pct(ds.percentTotal, '总记录')
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} else {
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msg.push({
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txt: '暂无统计信息'
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})
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}
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stat.push(tmp)
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}
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addMsg('最强一击', ret.data?.damage || abyssData?.stat?.dmg || {})
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addMsg('最高承伤', ret.data?.takeDamage || abyssData?.stat.takeDmg || {})
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let abyssStat = abyssData?.stat || {}
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lodash.forEach({ defeat: '最多击破', e: '元素战技', q: '元素爆发' }, (title, key) => {
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if (abyssStat[key]) {
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stat.push({
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title,
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id: abyssStat[key]?.id || 0,
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value: `${abyssStat[key]?.value}次`
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})
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} else {
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stat.push({})
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}
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})
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await player.refreshTalent(avatarIds)
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let avatarData = player.getAvatarData(avatarIds)
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return await Common.render('stat/abyss-summary', {
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abyss: abyssData,
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avatars: avatarData,
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stat,
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save_id: uid,
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totalCount: overview?.collectedPlayerCount || 0,
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uid
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}, { e, scale: 1.2 })
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} else {
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e.reply('暂未获得本期深渊挑战数据...')
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return true
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}
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} else {
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e.reply(`${ret.message || '上传失败'},请稍后重试...`)
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}
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return true
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}
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