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https://github.com/yoimiya-kokomi/miao-plugin.git
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9b90010daa
* 目前可正确获取圣遗物名称了,`#圣遗物列表`如有错误重新获角色信息后即正常 * 雷神、莫娜的元素伤害字段数据错误fix * 由于服务逻辑与之前数据不一致,部分角色的属性及伤害计算可能会不准确,如有发现请反馈给喵喵
205 lines
4.2 KiB
JavaScript
205 lines
4.2 KiB
JavaScript
import lodash from "lodash";
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import Character from "../models/Character.js";
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const artifactMap = {
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'生命值': {
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title: "小生命"
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},
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'生命值_百分比': {
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title: "大生命",
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pct: true
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},
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'暴击率': {
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title: "暴击率",
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pct: true
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},
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'暴击伤害': {
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title: "暴击伤害",
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pct: true
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},
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'防御力': {
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title: "小防御"
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},
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'防御力_百分比': {
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title: "大防御",
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pct: true
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},
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'攻击力': {
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title: "小攻击"
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},
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'攻击力_百分比': {
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title: "大攻击",
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pct: true
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},
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'元素精通': {
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title: "元素精通"
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},
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'元素充能效率': {
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title: "充能效率",
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pct: true
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},
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'治疗加成': {
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title: "治疗加成",
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pct: true
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}
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}
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let posIdx = {
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"生之花": {
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idx: 1
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},
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"死之羽": {
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idx: 2
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},
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"时之沙": {
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idx: 3
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},
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"空之杯": {
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idx: 4
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},
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"理之冠": {
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idx: 5
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}
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};
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let Data = {
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getData(uid, data) {
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let ret = {
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uid,
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chars: {}
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};
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lodash.forEach({
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name: "角色名称",
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avatar: "头像ID",
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lv: "冒险等阶"
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}, (title, key) => {
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ret[key] = data[title] || "";
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})
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lodash.forEach(data.items, (ds) => {
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let char = Data.getAvatar(ds);
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ret.chars[char.id] = char;
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});
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return ret;
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},
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getAvatar(data) {
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let char = Character.get(data["英雄Id"]);
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return {
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id: data["英雄Id"],
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name: char ? char.name : "",
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lv: data['等级'],
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attr: Data.getAttr(data),
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// weapon: Data.getWeapon(data),
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artis: Data.getArtifact(data),
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//cons: data["命之座数量"] * 1 || 0,
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//talent: Data.getTalent(data)
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};
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},
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getAttr(data) {
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let ret = {};
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let attrKey = {
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atk: "攻击力_总",
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atkBase: "属性攻击力",
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def: "防御力_总",
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defBase: "属性防御力",
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hp: "生命值上限_总",
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hpBase: "属性生命值上限",
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mastery: "属性元素精通",
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cRate: {
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title: "属性暴击率",
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pct: true
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},
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cDmg: {
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title: "属性暴击伤害",
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pct: true
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},
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hInc: {
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title: "属性治疗加成",
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pct: true
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},
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recharge: {
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title: "属性元素充能效率",
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pct: true
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}
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};
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lodash.forEach(attrKey, (cfg, key) => {
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if (typeof (cfg) === "string") {
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cfg = {title: cfg};
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}
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let val = data[cfg.title] || "";
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if (cfg.pct) {
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val = (val * 100).toFixed(2)
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}
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ret[key] = val;
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});
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let maxDmg = 0;
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lodash.forEach("火水草雷风冰岩".split(""), (key) => {
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maxDmg = Math.max(data[`属性${key}元素伤害加成`] * 1, maxDmg);
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});
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ret.dmgBonus = (maxDmg * 100).toFixed(2);
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ret.phyBonus = (data[`属性物理伤害加成`] * 100).toFixed(2);
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return ret;
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},
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getWeapon(data) {
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return {
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name: data['武器名称'],
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lv: data['武器等级'],
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refine: data["武器精炼"]
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}
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},
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getArtifact(data) {
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let ret = {};
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let get = function (idx, key) {
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let v = data[`圣遗物${idx}${key}`];
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let ret = /^([^\d]*)([\d\.\-]*)$/.exec(v);
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if (ret && ret[1]) {
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let title = ret[1], val = ret[2];
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if (artifactMap[title]) {
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if (artifactMap[title].pct) {
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val = (val * 100).toFixed(2);
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}
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title = artifactMap[title].title;
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}
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return [title, val];
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}
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return [];
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}
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for (let idx = 1; idx <= 5; idx++) {
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ret[`arti${idx}`] = {
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name: data[`圣遗物${idx}名称`],
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type: data[`圣遗物${idx}类型`],
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main: get(idx, "主词条"),
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attrs: [
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get(idx, "副词条1"),
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get(idx, "副词条2"),
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get(idx, "副词条3"),
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get(idx, "副词条4"),
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]
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};
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}
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return ret;
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},
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getTalent(data) {
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let ret = {};
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lodash.forEach({
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a: 1,
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e: 2,
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q: 3
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}, (idx, key) => {
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let val = data[`天赋主动名称${idx}`]
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let regRet = /等级(\d*)$/.exec(val);
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if (regRet && regRet[1]) {
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ret[key] = regRet[1] * 1 || 1
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} else {
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ret[key] = 1;
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}
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})
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return ret;
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}
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} |