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457 lines
11 KiB
JavaScript
457 lines
11 KiB
JavaScript
/*
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* 胡桃数据库的统计
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*
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* */
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import { HutaoApi, Character } from "../components/models.js";
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import { Cfg, Data } from "../components/index.js";
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import lodash from "lodash";
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import fs from "fs";
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import Common from "../components/Common.js";
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export async function consStat(e, { render }) {
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if (Cfg.isDisable(e, "wiki.abyss")) {
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return;
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}
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let consData = await HutaoApi.getCons();
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if (!consData) {
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e.reply("角色持有数据获取失败,请稍后重试~");
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return true;
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}
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let msg = e.msg;
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let mode = /持有/.test(msg) ? "char" : "cons";
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let conNum = -1;
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if (mode === "cons") {
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lodash.forEach([/0|零/, /1|一/, /2|二/, /3|三/, /4|四/, /5|五/, /6|六|满/], (reg, idx) => {
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if (reg.test(msg)) {
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conNum = idx;
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return false;
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}
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})
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}
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if (!consData && !consData.data) {
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return true;
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}
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let data = consData.data;
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let Lumine = lodash.filter(data, (ds) => ds.avatar === 10000007)[0] || {},
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Aether = lodash.filter(data, (ds) => ds.avatar === 10000005)[0] || {};
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Lumine.holdingRate = (1 - Aether.holdingRate) || Lumine.holdingRate;
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let ret = [];
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lodash.forEach(data, (ds) => {
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let char = Character.get(ds.avatar);
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let data = {
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name: char.name || ds.avatar,
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star: char.star || 3,
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hold: ds.holdingRate
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};
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if (mode === "char") {
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data.cons = lodash.map(ds.rate, (c) => {
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c.value = c.value * ds.holdingRate;
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return c;
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});
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} else {
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data.cons = ds.rate
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}
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data.cons = lodash.sortBy(data.cons, ['id'])
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ret.push(data);
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});
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if (conNum > -1) {
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ret = lodash.sortBy(ret, [`cons[${conNum}].value`]);
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ret.reverse();
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} else {
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ret = lodash.sortBy(ret, ['hold']);
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}
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//渲染图像
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return await Common.render("stat/character", {
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chars: ret,
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abbr: Character.getAbbr(),
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mode: mode,
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conNum,
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lastUpdate: consData.lastUpdate,
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pct: function (num) {
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return (num * 100).toFixed(2);
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},
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}, { e, render, scale: 1.5 });
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}
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export async function abyssPct(e, { render }) {
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if (Cfg.isDisable(e, "wiki.abyss")) {
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return;
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}
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let mode = /使用/.test(e.msg) ? "use" : "pct",
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modeName, abyssData, modeMulti = 1;
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if (mode === "use") {
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modeName = "使用率";
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abyssData = await HutaoApi.getAbyssUse();
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} else {
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modeName = "出场率";
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abyssData = await HutaoApi.getAbyssPct();
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modeMulti = 8;
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}
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if (!abyssData) {
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e.reply(`深渊${modeName}数据获取失败,请稍后重试~`);
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return true;
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}
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let ret = [], chooseFloor = -1, msg = e.msg;
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const floorName = {
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"12": "十二层",
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"11": "十一层",
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"10": "十层",
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"9": "九层"
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};
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// 匹配深渊楼层信息
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lodash.forEach(floorName, (cn, num) => {
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let reg = new RegExp(`${cn}|${num}`);
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if (reg.test(msg)) {
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chooseFloor = num;
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return false;
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}
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});
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let data = abyssData.data;
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data = lodash.sortBy(data, "floor");
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data = data.reverse();
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lodash.forEach(data, (floorData) => {
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let floor = {
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floor: floorData.floor,
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};
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let avatars = [];
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lodash.forEach(floorData.avatarUsage, (ds) => {
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let char = Character.get(ds.id);
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if (char) {
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avatars.push({
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name: char.name,
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star: char.star,
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value: ds.value * modeMulti
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})
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}
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})
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avatars = lodash.sortBy(avatars, "value", ["asc"]);
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avatars.reverse();
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if (chooseFloor === -1) {
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avatars = avatars.slice(0, 14);
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}
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ret.push({
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floor: floorData.floor,
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avatars
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});
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})
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return await Common.render("stat/abyss-pct", {
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abyss: ret,
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floorName,
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chooseFloor,
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mode,
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modeName,
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lastUpdate: abyssData.lastUpdate
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}, { e, render, scale: 1.5 });
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}
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async function getTalentData(e, isUpdate = false) {
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// 技能查询缓存
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let cachePath = `./data/cache/`;
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if (!fs.existsSync(cachePath)) {
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fs.mkdirSync(cachePath);
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}
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cachePath += "talentList/";
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if (!fs.existsSync(cachePath)) {
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fs.mkdirSync(cachePath);
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}
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let avatarRet = [];
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let uid = e.selfUser.uid;
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let hasCache = await redis.get(`cache:uid-talent-new:${uid}`);
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if (hasCache) {
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// 有缓存优先使用缓存
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let jsonRet = fs.readFileSync(cachePath + `${uid}.json`, "utf8");
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avatarRet = JSON.parse(jsonRet);
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return avatarRet;
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} else if (!isUpdate) {
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e.noReplyTalentList = true;
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await YunzaiApps.mysInfo.talentList(e);
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return await getTalentData(e, true);
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}
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return false;
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}
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export async function abyssTeam(e, { render }) {
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let MysApi = await e.getMysApi({
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auth: "cookie", // 所有用户均可查询
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targetType: "self", // 被查询用户可以是任意用户
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cookieType: "self" // cookie可以是任意可用cookie
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});
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if (!MysApi || !MysApi.selfUser || !MysApi.selfUser.uid) {
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return true;
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}
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let abyssData = await HutaoApi.getAbyssTeam();
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if (!abyssData || !abyssData.data) {
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e.reply("深渊组队数据获取失败,请稍后重试~");
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return true;
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}
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abyssData = abyssData.data;
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let talentData = await getTalentData(e);
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if (!talentData || talentData.length === 0) {
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e.reply("暂时未能获得角色的练度信息,请使用【#练度统计】命令尝试手工获取...");
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return true;
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}
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let avatarRet = {};
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let data = {};
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let noAvatar = {};
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lodash.forEach(talentData, (avatar) => {
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avatarRet[avatar.id] = Math.min(avatar.level, avatar.weapon_level) * 100 + Math.max(avatar.a_original, avatar.e_original, avatar.q_original) * 1000
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});
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let getTeamCfg = (str) => {
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let teams = str.split(",");
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teams.sort();
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let teamMark = 0;
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lodash.forEach(teams, (a) => {
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if (!avatarRet[a]) {
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teamMark = -1;
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noAvatar[a] = true;
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}
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if (teamMark !== -1) {
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teamMark += avatarRet[a] * 1;
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}
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})
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if (teamMark === -1) {
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teamMark = 1;
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}
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return {
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key: teams.join(","),
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mark: teamMark
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};
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}
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let hasSame = function (team1, team2) {
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for (let idx = 0; idx < team1.length; idx++) {
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if (team2.includes(team1[idx])) {
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return true;
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}
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}
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return false;
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}
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lodash.forEach(abyssData, (ds) => {
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let floor = ds.level.floor;
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if (!data[floor]) {
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data[floor] = {
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up: {},
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down: {},
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teams: []
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};
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}
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lodash.forEach(ds.teams, (ds) => {
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lodash.forEach(['up', 'down'], (halfKey) => {
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let teamCfg = getTeamCfg(ds.id[`${halfKey}Half`]);
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if (teamCfg) {
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if (!data[floor][halfKey][teamCfg.key]) {
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data[floor][halfKey][teamCfg.key] = {
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count: 0,
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mark: 0,
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hasTeam: teamCfg.mark > 1
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};
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}
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data[floor][halfKey][teamCfg.key].count += ds.value;
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data[floor][halfKey][teamCfg.key].mark += ds.value * teamCfg.mark;
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}
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})
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});
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let temp = [];
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lodash.forEach(['up', 'down'], (halfKey) => {
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lodash.forEach(data[floor][halfKey], (ds, team) => {
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temp.push({
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team,
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teamArr: team.split(","),
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half: halfKey,
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count: ds.count,
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mark: ds.mark,
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mark2: 1,
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hasTeam: ds.hasTeam
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})
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})
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temp = lodash.sortBy(temp, "mark")
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data[floor].teams = temp.reverse();
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});
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});
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let ret = {};
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lodash.forEach(data, (floorData, floor) => {
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ret[floor] = {}
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let ds = ret[floor];
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lodash.forEach(floorData.teams, (t1) => {
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if (t1.mark2 <= 0) {
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return;
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}
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lodash.forEach(floorData.teams, (t2) => {
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if (t1.mark2 <= 0) {
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return false;
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}
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if (t1.half === t2.half || t2.mark2 <= 0) {
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return;
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}
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let teamKey = t1.half === "up" ? (t1.team + "+" + t2.team) : (t2.team + "+" + t1.team);
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if (ds[teamKey]) {
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return;
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}
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if (hasSame(t1.teamArr, t2.teamArr)) {
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return;
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}
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ds[teamKey] = {
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up: t1.half === "up" ? t1 : t2,
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down: t1.half === "up" ? t2 : t1,
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count: Math.min(t1.count, t2.count),
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mark: t1.hasTeam && t2.hasTeam ? t1.mark + t2.mark : t1.count + t2.count // 如果不存在组队则进行评分惩罚
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}
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t1.mark2--;
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t2.mark2--;
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return false;
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});
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if (lodash.keys(ds).length >= 20) {
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return false;
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}
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})
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});
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lodash.forEach(ret, (ds, floor) => {
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ds = lodash.sortBy(lodash.values(ds), 'mark');
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ds = ds.reverse();
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ds = ds.slice(0, 4);
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lodash.forEach(ds, (team) => {
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team.up.teamArr = Character.sortIds(team.up.teamArr);
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team.down.teamArr = Character.sortIds(team.down.teamArr);
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})
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ret[floor] = ds;
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})
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let avatarMap = {};
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lodash.forEach(talentData, (ds) => {
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avatarMap[ds.id] = {
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id: ds.id,
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name: ds.name,
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star: ds.rarity,
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level: ds.level,
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cons: ds.cons
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}
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})
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lodash.forEach(noAvatar, (d, id) => {
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let char = Character.get(id);
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avatarMap[id] = {
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id,
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name: char.name,
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star: char.star,
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level: 0,
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cons: 0,
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}
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})
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return await Common.render("stat/abyss-team", {
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teams: ret,
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avatars: avatarMap,
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}, { e, render, scale: 1.5 });
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}
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export async function uploadData(e) {
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let MysApi = await e.getMysApi({
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auth: "cookie",
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targetType: "self",
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cookieType: "self",
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action: "获取信息"
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});
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if (!MysApi) return;
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let ret = {};
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let uid = e.selfUser.uid;
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try {
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let resDetail = await MysApi.getCharacter();
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let resAbyss = await MysApi.getSpiralAbyss(1);
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//Data.writeJson('/test-data', 'abyss.json', resAbyss);
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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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if (ret && ret.retcode === 0) {
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let msg = [`uid:${uid}本次深渊记录上传成功~ \n多谢支持,φ(>ω<*) 喵~`];
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if (ret.data) {
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let addMsg = function (title, ds) {
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if (!ds && !ds.avatarId && !ds.percent) {
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return;
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}
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let char = Character.get(ds.avatarId);
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title = `${title}:${char.name}(${(ds.value / 10000).toFixed(1)}W)`;
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let pct = (percent, name) => {
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if (percent < 0.2) {
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title += `,少于${(Math.max(0.1, 100 - percent * 100)).toFixed(1)}%的${name}`;
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} else {
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title += `,超过${(Math.min(99.9, percent * 100)).toFixed(1)}%的${name}`;
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}
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}
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pct(ds.percent, char.name);
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pct(ds.percentTotal, "总记录");
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msg.push(title);
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}
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msg.push("当前数据记录:");
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addMsg("【最强一击】", ret.data.damage || {});
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addMsg("【承受伤害】", ret.data.takeDamage || {});
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msg.push("排行会随时间而更新,数据仅供参考~");
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}
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e.reply(msg.join("\n"))
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} else {
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e.reply(`${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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} |