mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-22 23:51:39 +00:00
304 lines
8.1 KiB
JavaScript
304 lines
8.1 KiB
JavaScript
import lodash from 'lodash'
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import { Common, Data } from '../../components/index.js'
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import { chestInfo } from '../../resources/meta/info/index.js'
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import moment from 'moment'
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const MysAvatar = {
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needRefresh (time, force = 0, forceMap = {}) {
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if (!time || force === 2) {
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return true
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}
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if (force === true) {
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force = 0
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}
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let duration = (new Date() * 1 - time * 1) / 1000
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if (isNaN(duration) || duration < 0) {
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return true
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}
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let reqTime = forceMap[force] === 0 ? 0 : (forceMap[force] || 60)
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return duration > reqTime * 60
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},
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/**
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* 更新米游社角色信息
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* @param player
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* @param mys
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* @param force
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* @returns {Promise<boolean>}
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*/
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async refreshMysDetail (player, force = 0) {
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let mys = player?.e?._mys
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if (!mys) {
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return false
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}
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if (!MysAvatar.needRefresh(player._mys, force, { 0: 60, 1: 2, 2: 0 })) {
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return false
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}
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let charData = await mys.getCharacter()
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if (!charData || !charData.avatars) {
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return false
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}
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MysAvatar.setMysCharData(player, charData)
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},
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/**
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* 更新米游社统计信息
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* @param player
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* @param force
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* @returns {Promise<boolean>}
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*/
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async refreshMysInfo (player, force = 0) {
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let mys = player?.e?._mys
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if (!mys) {
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return false
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} // 不必要更新
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if (!MysAvatar.needRefresh(player._info, force, { 0: 60, 1: 2, 2: 0 })) {
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return false
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}
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let infoData = await mys.getIndex()
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if (!infoData || !infoData.role) {
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return false
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}
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MysAvatar.setMysInfo(player, infoData)
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},
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/**
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* 根据已有Mys CharData更新player
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* @param player
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* @param charData
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*/
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setMysCharData (player, charData) {
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let role = charData.role
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player.setBasicData({
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level: role.level,
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name: role.nickname
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})
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let charIds = {}
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lodash.forEach(charData.avatars, (ds) => {
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let avatar = Data.getData(ds, 'id,level,cons:actived_constellation_num,fetter')
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avatar.elem = ds.element.toLowerCase()
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// 处理时装数据
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let costume = (ds?.costumes || [])[0]
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if (costume && costume.id) {
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avatar.costume = costume.id
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}
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avatar.weapon = Data.getData(ds.weapon, 'name,star:rarity,level,promote:promote_level,affix:affix_level')
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// 处理圣遗物数据
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let artis = {}
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lodash.forEach(ds.reliquaries, (re) => {
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const posIdx = { 生之花: 1, 死之羽: 2, 时之沙: 3, 空之杯: 4, 理之冠: 5 }
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if (re && re.name && posIdx[re.pos_name]) {
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artis[posIdx[re.pos_name]] = {
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name: re.name,
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level: re.level
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}
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}
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})
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avatar.artis = artis
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player.setAvatar(avatar, 'mys')
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charIds[avatar.id] = true
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})
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// 若角色数据>8,检查缓存,删除错误缓存的数据
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if (lodash.keys(charIds).length > 8) {
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player.forEachAvatar((avatar) => {
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if (!charIds[avatar.id] && !avatar.isProfile) {
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delete player._avatars[avatar.id]
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}
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})
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}
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player._mys = new Date() * 1
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player.save()
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},
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setMysInfo (player, infoData) {
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let role = infoData.role
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// 设置角色信息
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let homeLevel = ((infoData?.homes || [])[0])?.level
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if (role) {
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player.setBasicData({
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level: role.level,
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name: role.nickname
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})
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}
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// 设置角色数据
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lodash.forEach(infoData?.avatars || [], (ds) => {
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let avatar = Data.getData(ds, 'id,level,cons:actived_constellation_num,fetter')
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avatar.elem = ds.element.toLowerCase()
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player.setAvatar(avatar, 'mys')
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})
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let stats = {}
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lodash.forEach(infoData?.stats || [], (num, key) => {
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key = key.replace('_number', '')
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if (key !== 'spiral_abyss') {
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stats[lodash.camelCase(key)] = num
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}
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})
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let exploration = {}
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lodash.forEach(infoData?.world_explorations || [], (ds) => {
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let { name } = ds
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if (name === '层岩巨渊') {
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return true
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}
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exploration[name === '层岩巨渊·地下矿区' ? '层岩巨渊' : name] = ds.exploration_percentage
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})
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player.info = {
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homeLevel,
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stats,
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exploration
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}
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player._info = new Date() * 1
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player.save()
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},
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/**
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* 获取当前角色需要更新天赋的角色ID
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* @param player
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* @param ids 角色列表,若传入则查询指定角色列表,不传入查询全部
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* @param force
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* @returns {*[]}
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*/
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getNeedRefreshIds (player, ids, force = 0) {
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let ret = []
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if (!ids) {
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ids = lodash.keys(player._avatars)
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} else if (!lodash.isArray(ids)) {
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ids = [ids]
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}
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lodash.forEach(ids, (id) => {
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let avatar = player.getAvatar(id)
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if (!avatar) {
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return true
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}
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if (!avatar.hasTalent || MysAvatar.needRefresh(avatar._talent, force, { 0: 60 * 24, 1: 60, 2: 0 })) {
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ret.push(avatar.id)
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}
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})
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return ret
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},
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/**
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* 使用MysApi刷新指定角色的天赋信息
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* @param player
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* @param ids
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* @param force
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* @returns {Promise<boolean>}
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*/
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async refreshTalent (player, ids, force = 0) {
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let e = player?.e
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let mys = e?._mys
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if (!e || !mys) {
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return false
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}
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let needReqIds = MysAvatar.getNeedRefreshIds(player, ids, force)
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if (needReqIds.length > 0) {
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if (needReqIds.length > 8) {
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e && e.reply('正在获取角色信息,请稍候...')
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}
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let failCount = 0
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// 并发5,请求天赋数据
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await Data.asyncPool(5, needReqIds, async (id) => {
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let avatar = player.getAvatar(id)
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if (!avatar || failCount > 5) {
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return false
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}
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let ret = await MysAvatar.refreshAvatarTalent(avatar, mys)
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if (ret === false) {
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failCount++
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}
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})
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}
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player.save()
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},
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async refreshAvatarTalent (avatar, mys) {
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if (mys && mys.isSelfCookie) {
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let char = avatar.char
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if (!char) {
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return false
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}
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let id = char.id
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let talent = {}
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let talentRes = await mys.getDetail(id)
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// { data: null, message: '请先登录', retcode: -100, api: 'detail' }
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if (talentRes && talentRes.skill_list) {
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let talentList = lodash.orderBy(talentRes.skill_list, ['id'], ['asc'])
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for (let val of talentList) {
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let { max_level: maxLv, level_current: lv } = val
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if (val.name.includes('普通攻击')) {
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talent.a = lv
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continue
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}
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if (maxLv >= 10 && !talent.e) {
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talent.e = lv
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continue
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}
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if (maxLv >= 10 && !talent.q) {
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talent.q = lv
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}
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}
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}
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let ret = char.getAvatarTalent(talent, avatar.cons, 'original')
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avatar.setTalent(ret, 'original', true)
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return !!ret
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}
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return false
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},
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getDate (time) {
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return time ? moment(new Date(time)).format('MM-DD HH:mm') : ''
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},
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getInfo (player) {
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let chestMap = []
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Data.eachStr('common,exquisite,precious,luxurious,magic', (key) => {
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chestMap.push({
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key: `${key}Chest`,
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...chestInfo[key]
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})
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})
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let ret = {
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...(player.info || {}),
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chestMap
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}
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let stats = ret.stats || {}
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if (stats?.activeDay) {
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let num = stats?.activeDay
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let year = Math.floor(num / 365)
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let month = Math.floor((num % 365) / 30.41)
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let day = Math.floor((num % 365) % 30.41)
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let msg = ''
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if (year > 0) {
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msg += year + '年'
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}
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if (month > 0) {
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msg += month + '个月'
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}
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if (day > 0) {
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msg += day + '天'
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}
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ret.activeDay = msg
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}
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let avatarCount = 0
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let avatar5Count = 0
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let goldCount = 0
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player.forEachAvatar((avatar) => {
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avatarCount++
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if (avatar.star === 5) {
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avatar5Count++
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goldCount += (avatar.cons || 0) + 1
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}
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let w = avatar.weapon
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if (w && w.star === 5) {
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goldCount += w.affix * 1
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}
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})
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stats.avatar = Math.max(stats.avatar, avatarCount)
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stats.goldCount = goldCount
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stats.avatar5 = avatar5Count
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ret.stats = stats
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return ret
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}
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}
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export default MysAvatar
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