mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-28 10:16:27 +00:00
195 lines
5.8 KiB
JavaScript
195 lines
5.8 KiB
JavaScript
import lodash from 'lodash'
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import { getTargetUid } from './ProfileCommon.js'
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import { Common, Data } from '#miao'
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import { Button, ProfileRank, Player, Character } from '#miao.models'
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const ProfileList = {
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/**
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* 刷新面板
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* @param e
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* @returns {Promise<boolean|*>}
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*/
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async refresh (e) {
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let uid = await getTargetUid(e)
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if (!uid) {
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e._replyNeedUid || e.reply(['请先发送【#绑定+你的UID】来绑定查询目标\n星铁请使用【#星铁绑定+UID】', new Button(e).bindUid()])
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return true
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}
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// 数据更新
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let player = Player.create(e)
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await player.refreshProfile(2)
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if (!player?._update?.length) {
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e._isReplyed || 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~', new Button(e).profileList(uid)])
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e._isReplyed = true
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} else {
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let ret = {}
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lodash.forEach(player._update, (id) => {
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let char = Character.get(id)
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if (char) {
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ret[char.name] = true
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}
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})
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if (lodash.isEmpty(ret)) {
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e._isReplyed || 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~', new Button(e).profileList(uid)])
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e._isReplyed = true
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} else {
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e.newChar = ret
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return await ProfileList.render(e)
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}
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}
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return true
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},
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/**
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* 渲染面板
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* @param e
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* @returns {Promise<boolean|*>}
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*/
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async render (e) {
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let uid = await getTargetUid(e)
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if (!uid) {
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e._replyNeedUid || e.reply(['请先发送【#绑定+你的UID】来绑定查询目标\n星铁请使用【#星铁绑定+UID】', new Button(e).bindUid()])
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return true
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}
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let isSelfUid = false
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if (e.runtime && e.runtime?.user) {
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let uids = []
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let user = e.runtime.user
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if (typeof user.getCkUidList === 'function') {
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uids = user.getCkUidList(e.game).map(i => i.uid) || []
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} else {
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uids = user.ckUids || []
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}
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isSelfUid = uids.some(ds => ds === uid + '')
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}
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let rank = false
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let hasNew = false
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let newCount = 0
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let chars = []
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let msg = ''
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let newChar = {}
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if (e.newChar) {
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msg = '获取角色面板数据成功'
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newChar = e.newChar
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}
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const cfg = await Data.importCfg('cfg')
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// 获取面板数据
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let player = Player.create(e)
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let servName = Player.getProfileServName(uid, player.game)
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if (!player.hasProfile) {
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await player.refresh({ profile: true })
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}
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if (!player.hasProfile) {
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e.reply([`本地暂无uid${uid}[${player.game}]的面板数据...`, new Button(e).profileList(uid)])
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return true
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}
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let profiles = player.getProfiles()
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// 检测标志位
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let qq = (e.at && !e.atBot) ? e.at : e.user_id
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await ProfileRank.setUidInfo({ uid, profiles, qq, uidType: isSelfUid ? 'ck' : 'bind' })
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let groupId = e.group_id
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if (groupId) {
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rank = await ProfileRank.create({ groupId, uid, qq: e.user_id })
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}
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const rankCfg = await ProfileRank.getGroupCfg(groupId)
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const groupRank = rank && (cfg?.diyCfg?.groupRank || false) && rankCfg.status !== 1
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for (let id in profiles) {
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let profile = profiles[id]
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let char = profile.char
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let tmp = char.getData('id,face,name,abbr,element,star')
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let imgs = char.getImgs(profile.costume)
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tmp.face = imgs.qFace || imgs.face
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tmp.level = profile.level || 1
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tmp.cons = profile.cons
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tmp.isNew = 0
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if (newChar[char.name]) {
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tmp.isNew = 1
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newCount++
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}
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if (rank) {
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tmp.groupRank = await rank.getRank(profile, !!tmp.isNew)
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}
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chars.push(tmp)
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}
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if (newCount > 0) {
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hasNew = newCount <= 12
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}
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chars = lodash.sortBy(chars, ['isNew', 'star', 'level', 'id'])
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chars = chars.reverse()
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player.save()
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// 渲染图像
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return e.reply([await Common.render('character/profile-list', {
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save_id: uid,
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uid,
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chars,
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servName,
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hasNew,
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msg,
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groupRank,
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updateTime: player.getUpdateTime(),
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allowRank: rank && rank.allowRank,
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rankCfg,
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elem: player.isGs ? 'hydro' : 'sr'
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}, { e, scale: 1.6, retType: 'base64' }), new Button(e).profileList(uid, newChar)])
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},
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/**
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* 删除面板数据
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* @param e
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* @returns {Promise<boolean>}
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*/
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async del (e) {
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let ret = /^#(星铁)?(删除全部面板|删除面板|删除面板数据)\s*(\d{9,10})?$/.exec(e.msg)
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let uid = await getTargetUid(e)
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if (!uid) {
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return true
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}
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let targetUid = ret[3]
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let user = e?.runtime?.user || {}
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if (!user.hasCk && !e.isMaster) {
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e.reply('为确保数据安全,目前仅允许绑定CK用户删除自己UID的面板数据,请联系Bot主人删除...')
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return true
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}
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if (!targetUid) {
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e.reply([`你确认要删除面板数据吗? 请回复 #删除面板${uid} 以删除面板数据`, new Button(e).profileList(uid)])
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return true
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}
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const game = /星铁/.test(e.msg) ? 'sr' : 'gs'
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let uidList = user?.getCkUidList(game)
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let ckUids = (lodash.map(uidList, (ds) => ds.uid) || []).join(',').split(',')
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if (!ckUids.includes(targetUid) && !e.isMaster) {
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e.reply([`仅允许删除自己的UID数据[${ckUids.join(',')}]`, new Button(e).profileList(uid)])
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return true
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}
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Player.delByUid(targetUid, game)
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e.reply([`UID${targetUid}的本地数据已删除,排名数据已清除...`, new Button(e).profileList(uid)])
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return true
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},
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async reload (e) {
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let uid = await getTargetUid(e)
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if (!uid) {
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return true
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}
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let player = Player.create(e)
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player.reload()
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return ProfileList.render(e)
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}
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}
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export default ProfileList
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