miao-plugin/apps/character.js
yoimiya-kokomi 876b39e561 #角色面板#圣遗物列表 使用新的圣遗物评分逻辑计算评分
* 新的圣遗物评分规针对角色进行了细化,同时将得分进行了拉齐
 * 根据角色使用不同词条权重计算。感谢@糖炒栗子 @秋声 @49631073 等的权重梳理
 * 会在后续提供单独命令,供查看角色圣遗物及计算逻辑与计算逻辑
 * 因为计分逻辑变更,所以【分数值及档位】相较于升级之前可能有所变化。如有不合理计算请反馈给 @喵喵
 * 如需临时关闭新版评分,可编辑喵喵 lib/app/character.js, const isNewScore = false;
2022-06-10 04:53:38 +08:00

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import { segment } from "oicq";
import lodash from "lodash";
import { Character } from "../components/models.js"
import { Cfg } from "../components/index.js";
import Profile from "../components/Profile.js";
import Format from "../components/Format.js"
import Reliquaries from "../components/models/Reliquaries.js";
import Reliquaries2 from "../components/models/Reliquaries2.js";
import Calc from "../components/Calc.js";
import Common from "../components/Common.js";
//角色昵称
let nameID = "";
let genshin = {};
await init();
const isNewScore = true;
const relationMap = {
wife: {
keyword: "老婆,媳妇,妻子,娘子".split(","),
type: 0
},
husband: {
keyword: "老公,丈夫,夫君,郎君".split(","),
type: 1
},
gf: {
keyword: "女朋友,女友,女神".split(","),
type: 0
},
bf: {
keyword: "男朋友,男友,男神".split(","),
type: 1
},
daughter: {
keyword: "女儿".split(","),
type: 2
},
son: {
keyword: "儿子".split(","),
type: 3
}
}
const relation = lodash.flatMap(relationMap, (d) => d.keyword);
export const wifeReg = `^#?\\s*(${relation.join("|")})\\s*(设置|选择|指定|列表|查询|列表|是|是谁|照片|相片|图片|写真|图像)?\\s*([^\\d]*)\\s*(\\d*)$`;
export async function init(isUpdate = false) {
let _path = "file://" + process.cwd();
let version = isUpdate ? new Date().getTime() : 0;
genshin = await import(_path + `/config/genshin/roleId.js?version=${version}`);
nameID = "";
}
// 查看当前角色
export async function character(e, { render, User }) {
let msg = e.msg;
if (!msg) {
return;
}
let mode = 'card';
let uidRet = /[0-9]{9}/.exec(msg);
if (uidRet) {
e.uid = uidRet[0];
msg = msg.replace(uidRet[0], "");
}
let name = msg.replace(/#|老婆|老公/g, "").trim();
msg = msg.replace("面版", "面板")
let dmgRet = /伤害(\d?)$/.exec(msg), dmgIdx = 0;
if (/(详情|详细|面板|面版)$/.test(msg) && !/更新|录入|输入/.test(msg)) {
mode = 'profile';
name = name.replace(/(详情|详细|面板)/, "").trim();
} else if (dmgRet) {
mode = 'dmg';
name = name.replace(/伤害[0-5]?/, "").trim();
if (dmgRet[1]) {
dmgIdx = dmgRet[1] * 1;
}
} else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) {
mode = "refresh";
name = name.replace(/详情|详细|面板|更新/g, "").trim();
} else if (/(录入|输入)/.test(msg) && /(详情|详细|面板)/.test(msg)) {
mode = "input";
let nameRet = /(?:录入|输入)(.+)(?:面板|详细|详情|数据)+/.exec(name);
if (nameRet) {
name = nameRet[1];
e.inputData = msg.replace(nameRet[0], "");
}
name = name.replace(/录入|输入|详情|详细|面板|数据|[0-9]|\.|\+/g, "").trim()
}
if (mode === "card" && Common.isDisable(e, "char.char")) {
return;
}
if (mode !== "card" && !e.isMaster) {
if (Common.isDisable(e, "char.profile")) {
// 面板开关关闭
return;
}
if (e.isPrivate) {
if ((e.sub_type === "friend" && Cfg.get("profile.friend.status") === false) ||
(e.sub_type === "group" && Cfg.get("profile.stranger.status") === false)) {
return;
}
} else if (e.isGroup) {
let groupCfg = Cfg.get(`profile.groups.群${e.group_id}.status`);
if (groupCfg === false || (groupCfg !== true && Cfg.get(`profile.group.status`) === false)) {
return;
}
}
}
let char = Character.get(name);
if (!char) {
return false;
}
if (mode === "profile" || mode === "dmg") {
return renderProfile(e, char, render, mode, { dmgIdx });
} else if (mode === "refresh" || mode === "input") {
e.avatar = char.id;
await getProfile(e, mode);
return true;
} else {
return renderAvatar(e, char.name, render);
}
}
let _pokeCharacter = false;
async function initPoke() {
if (!_pokeCharacter) {
_pokeCharacter = YunzaiApps.mysInfo.pokeCharacter;
}
YunzaiApps.mysInfo.pokeCharacter = async function (e, components) {
if (Cfg.isDisable('char.poke', true)) {
return await _pokeCharacter(e, components);
}
return await pokeCharacter(e, components);
}
}
//#老婆
export async function wife(e, { render, User }) {
let msg = e.msg || "";
if (!msg) return false;
if (Cfg.isDisable(e, "char.wife")) {
return false;
}
let msgRet = (new RegExp(wifeReg)).exec(msg);
if (!msgRet) return false;
let target = msgRet[1],
action = msgRet[2] || "卡片",
actionParam = msgRet[3] || "";
if (!"设置,选择,挑选,指定".split(",").includes(action) && actionParam) {
return false;
}
let targetCfg = lodash.find(relationMap, (cfg, key) => {
cfg.key = key;
return cfg.keyword.includes(target);
});
if (!targetCfg) return true;
let avatarList = [], avatar = {}, wifeList = [];
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
if (!MysApi || !MysApi.selfUser) {
return true;
}
let selfUser = MysApi.selfUser;
let selfMysUser = await selfUser.getMysUser();
let isSelf = true;
if (!selfMysUser || selfMysUser.uid !== MysApi.targetUser.uid) {
isSelf = false;
}
switch (action) {
case "卡片":
case "照片":
case "相片":
case "图片":
case "写真":
// 展示老婆卡片
// 如果选择过,则进行展示
wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
let renderType = action === "卡片" ? "card" : "photo";
// 存在设置
if (wifeList && wifeList.length > 0 && isSelf) {
if (wifeList[0] === "随机") {
// 如果选择为全部,则从列表中随机选择一个
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
let avatar = lodash.sample(avatarList);
return renderAvatar(e, avatar, render, renderType);
} else {
// 如果指定过,则展示指定角色
return renderAvatar(e, lodash.sample(wifeList), render, renderType);
}
} else {
// 如果未指定过则从列表中排序并随机选择前5个
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
if (avatarList && avatarList.length > 0) {
avatar = lodash.sample(avatarList.slice(0, 5));
return renderAvatar(e, avatar, render, renderType);
} else {
e.reply(`在当前米游社公开展示的角色中未能找到适合展示的角色..`);
return true;
}
}
break;
case "设置":
case "选择":
case "挑选":
case "指定":
if (!isSelf) {
e.reply("只能指定自己的哦~");
return true;
}
// 选择老婆
actionParam = actionParam.replace(//g, ",");
wifeList = actionParam.split(",");
let addRet = [];
if (lodash.intersection(["全部", "任意", "随机", "全都要"], wifeList).length > 0) {
addRet = ['随机'];
} else {
wifeList = lodash.map(wifeList, (name) => {
let char = Character.get(name);
if (char) {
return char.name;
}
});
wifeList = lodash.filter(lodash.uniq(wifeList), (d) => !!d);
avatarList = await getAvatarList(e, targetCfg.type, MysApi);
avatarList = lodash.map(avatarList, (avatar) => avatar.name);
avatarList = lodash.filter(avatarList, (d) => !!d);
addRet = lodash.intersection(avatarList, wifeList);
if (addRet.length === 0) {
e.reply(`在可选的${targetCfg.keyword[0]}列表中未能找到 ${actionParam} ~`);
if (!MysApi.isSelfCookie) {
e.reply("请确认已在米游社展示对应角色也可以绑定Cookie以查询所有角色..");
}
return true;
}
}
await selfUser.setCfg(`wife.${targetCfg.key}`, addRet);
e.reply(`${targetCfg.keyword[0]}已经设置:${addRet.join("")}`);
return true;
break;
case "列表":
case "是":
case "是谁":
// 查看当前选择老婆
if (!isSelf) {
e.reply("只能查看自己的哦~");
return true;
}
wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
if (wifeList && wifeList.length > 0) {
e.reply(`你的${targetCfg.keyword[0]}是:${wifeList.join("")}`);
} else {
e.reply(`尚未设置,回复#${targetCfg.keyword[0]}设置+角色名 来设置,如果设置多位请用逗号间隔`)
}
break;
}
return true;
}
async function pokeCharacter(e, { render }) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
let avatarList = await getAvatarList(e, false, MysApi);
let avatar = lodash.sample(avatarList);
return renderAvatar(e, avatar, render, 'card');
}
async function getAvatarList(e, type, MysApi) {
let data = await MysApi.getCharacter();
if (!data) return false;
let avatars = data.avatars;
if (avatars.length <= 0) {
return false;
}
let list = [];
for (let val of avatars) {
if (type !== false) {
if (!genshin.wifeData[type].includes(Number(val.id))) {
continue;
}
}
if (val.rarity > 5) {
val.rarity = 5;
}
list.push(val);
}
if (list.length <= 0) {
return false;
}
let sortKey = "level,fetter,weapon_level,rarity,weapon_rarity,cons,weapon_affix_level";
list = lodash.orderBy(list, sortKey, lodash.repeat("desc,", sortKey.length).split(","));
return list;
}
async function renderAvatar(e, avatar, render, renderType = "card") {
// 如果传递的是名字,则获取
if (typeof (avatar) === "string") {
let char = Character.get(avatar);
if (!char) {
return false;
}
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
if (!MysApi) return true;
let charData = await MysApi.getCharacter();
if (!charData) return true;
let avatars = charData.avatars;
let length = avatars.length;
char.checkAvatars(avatars);
avatars = lodash.keyBy(avatars, "id");
if (!avatars[char.id]) {
let name = lodash.truncate(e.sender.card, { length: 8 });
if (length > 8) {
e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
} else {
e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
}
return true;
}
avatar = avatars[char.id];
}
return await renderCard(e, avatar, render, renderType);
}
// 渲染角色卡片
async function renderCard(e, avatar, render, renderType = "card") {
let talent = await getTalent(e, avatar);
// 计算皇冠个数
let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length;
let uid = e.uid || (e.targetUser && e.targetUser.uid);
let char = Character.get(avatar);
if (!char) {
return false;
}
let bg = char.getCardImg();
if (renderType === "photo") {
e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img));
} else {
//渲染图像
return await Common.render("character/card", {
save_id: uid,
uid,
talent,
crownNum,
talentMap: { a: "普攻", e: "战技", q: "爆发" },
bg,
...getCharacterData(avatar),
ds: char.getData("name,id,title,desc"),
}, { e, render, scale: 1.6 });
}
return true;
}
//获取角色技能数据
async function getTalent(e, avatars) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
cookieType: "all",
actionName: "查询信息"
});
if (!MysApi && !MysApi.isSelfCookie) return {};
let skill = {};
let skillRes = await MysApi.getAvatar(avatars.id);
if (skillRes && skillRes.skill_list) {
skill.id = avatars.id;
let skill_list = lodash.orderBy(skillRes.skill_list, ["id"], ["asc"]);
for (let val of skill_list) {
val.level_original = val.level_current;
if (val.name.includes("普通攻击")) {
skill.a = val;
continue;
}
if (val.max_level >= 10 && !skill.e) {
skill.e = val;
continue;
}
if (val.max_level >= 10 && !skill.q) {
skill.q = val;
}
}
if (avatars.actived_constellation_num >= 3) {
if (avatars.constellations[2].effect.includes(skill.e.name)) {
skill.e.level_current += 3;
} else if (avatars.constellations[2].effect.includes(skill.q.name)) {
skill.q.level_current += 3;
}
}
if (avatars.actived_constellation_num >= 5) {
if (avatars.constellations[4].effect.includes(skill.e.name)) {
skill.e.level_current += 3;
} else if (avatars.constellations[4].effect.includes(skill.q.name)) {
skill.q.level_current += 3;
}
}
}
return skill;
}
async function autoRefresh(e) {
let uid = await getTargetUid(e);
if (!uid || e.isRefreshed) {
return false;
}
let refreshMark = await redis.get(`miao:profile-refresh-cd:${uid}`);
let inCd = await redis.get(`miao:role-all:${uid}`);
if (refreshMark || inCd) {
return false;
}
await redis.set(`miao:profile-refresh-cd:${uid}`, "TRUE", { EX: 3600 * 12 });
e.isRefreshed = true;
// 数据更新
let data = await Profile.request(uid, e);
if (!data) {
return false;
}
if (!data.chars) {
e.reply("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分钟后使用 #面板更新 重新获取");
return false;
} else {
let ret = [];
lodash.forEach(data.chars, (ds) => {
let char = Character.get(ds.id);
if (char) {
ret.push(char.name);
}
})
if (ret.length === 0) {
e.reply("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分钟后使用 #面板更新 重新获取")
return false;
} else {
// e.reply(`本次获取成功角色: ${ret.join(", ")} `)
return true;
}
}
return true;
}
export async function getProfile(e, mode = "refresh") {
let uid = await getTargetUid(e);
if (!uid) {
return true;
}
if (mode === "input") {
if (e.inputData.trim().length < 5) {
e.reply(`【输入示例】\n#录入夜兰面板 生命14450+25469, 攻击652+444, 防御548+144, 元素精通84, 暴击76.3, 爆伤194.2, 治疗0,充能112.3,元素伤害61.6,物伤0`)
return await profileHelp(e);
}
let ret = Profile.inputProfile(e.selfUser.uid, e);
let char = Character.get(e.avatar);
if (ret) {
e.reply(`${char.name}信息手工录入完成,你可以使用 #角色名+面板 / #角色名+伤害 来查看详细角色面板属性了`)
} else {
e.reply(`${char.name}信息手工录入失败,请检查录入格式。回复 #角色面板帮助 可查看录入提示`);
e.reply(`【输入示例】\n#录入夜兰面板 生命14450+25469, 攻击652+444, 防御548+144, 元素精通84, 暴击76.3, 爆伤194.2, 治疗0,充能112.3,元素伤害61.6,物伤0
`)
}
return true;
}
// 数据更新
let data = await Profile.request(uid, e);
if (!data) {
return true;
}
if (!data.chars) {
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~");
} else {
let ret = [];
lodash.forEach(data.chars, (ds) => {
let char = Character.get(ds.id);
if (char) {
ret.push(char.name);
}
})
if (ret.length === 0) {
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~")
} else {
e.reply(`获取角色面板数据成功!本次获取成功角色: ${ret.join(", ")}\n你可以使用 #角色名+面板 来查看详细角色面板属性了。`)
}
}
return true;
}
// 获取角色数据
function getCharacterData(avatars) {
let list = [];
let set = {};
let setArr = [];
let text1 = "";
let text2 = "";
let weapon = {
type: "weapon",
name: avatars.weapon.name,
showName: genshin.abbr[avatars.weapon.name] ? genshin.abbr[avatars.weapon.name] : avatars.weapon.name,
level: avatars.weapon.level,
affix_level: avatars.weapon.affix_level,
};
for (let val of avatars.reliquaries) {
if (set[val.set.name]) {
set[val.set.name]++;
if (set[val.set.name] == 2) {
if (text1) {
text2 = "2件套" + val.set.affixes[0].effect;
} else {
text1 = "2件套" + val.set.affixes[0].effect;
}
}
if (set[val.set.name] == 4) {
text2 = "4件套" + val.set.name;
}
} else {
set[val.set.name] = 1;
}
list.push({
type: "reliquaries",
name: val.name,
level: val.level,
});
}
for (let val of Object.keys(set)) {
setArr.push({
name: val,
num: set[val],
showName: genshin.abbr[val] ? genshin.abbr[val] : val,
});
}
if (avatars.reliquaries.length >= 2 && !text1) {
text1 = "无套装效果";
}
if (avatars.id == "10000005") {
avatars.name = "空";
} else if (avatars.id == "10000007") {
avatars.name = "荧";
}
let reliquaries = list[0];
return {
name: avatars.name,
showName: genshin.abbr[avatars.name] ? genshin.abbr[avatars.name] : avatars.name,
level: avatars.level,
fetter: avatars.fetter,
actived_constellation_num: avatars.actived_constellation_num,
weapon,
text1,
text2,
reliquaries,
set: setArr,
};
}
async function getAvatar(e, char, MysApi) {
let charData = await MysApi.getCharacter();
if (!charData) return true;
let avatars = charData.avatars;
let length = avatars.length;
char.checkAvatars(avatars);
avatars = lodash.keyBy(avatars, "id");
if (!avatars[char.id]) {
let name = lodash.truncate(e.sender.card, { length: 8 });
if (length > 8) {
e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
} else {
e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
}
return false;
}
return avatars[char.id];
}
async function getTargetUid(e) {
let uidReg = /[1-9][0-9]{8}/;
if (e.uid && uidReg.test(e.uid)) {
return e.uid;
}
let uidRet = uidReg.exec(e.msg);
if (uidRet) {
return uidRet[0]
}
let MysApi = await e.getMysApi({
auth: "all",
targetType: "all",
cookieType: "all"
});
if (!MysApi || !e.targetUser) {
return false;
}
let uid = e.targetUser.uid;
if (!uid || !uidReg.test(uid)) {
e.reply("请先发送【#绑定+你的UID】来绑定查询目标")
return false;
}
return uid;
}
export async function renderProfile(e, char, render, mode = "profile", params = {}) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: "all",
cookieType: "all"
})
let { selfUser } = MysApi;
if (['荧', '空', '主角', '旅行者'].includes(char.name)) {
e.reply("暂不支持主角的面板信息查看");
return true;
}
let refresh = async () => {
let refreshRet = await autoRefresh(e);
if (refreshRet) {
await renderProfile(e, char, render, mode, params);
}
return refreshRet;
}
let uid = await getTargetUid(e);
if (!uid) {
return true;
}
let profile = Profile.get(uid, char.id);
if (!profile) {
if (await refresh()) {
return true;
} else {
e.reply(`请确认${char.name}已展示在【游戏内】的角色展柜中,并打开了“显示角色详情”。然后请使用 #更新面板\n命令来获取${char.name}的面板详情`);
}
await profileHelp(e);
return true;
} else if (profile.dataSource !== "enka") {
if (!await refresh()) {
e.reply(`由于数据格式升级,请重新获取面板信息后查看`);
}
return true;
}
let a = profile.attr;
let c = Format.comma,
p = Format.pct;
let attr = {
hp: c(a.hp),
hpPlus: c(a.hp - a.hpBase),
atk: c(a.atk),
atkPlus: c(a.atk - a.atkBase),
def: c(a.def),
defPlus: c(a.def - a.defBase),
cRate: p(a.cRate),
cDmg: p(a.cDmg),
mastery: c(a.mastery),
recharge: p(a.recharge),
dmgBonus: p(Math.max(a.dmgBonus * 1 || 0, a.phyBonus * 1 || 0))
};
let reliquaries = [], totalMark = 0, totalMaxMark = 0;
let newScore = Reliquaries2.getArtisMark(char.name, profile.artis);
lodash.forEach(profile.artis, (arti, idx) => {
idx = idx.replace("arti", "");
let ds = arti;
let mark = isNewScore ? newScore[idx] : Reliquaries.getMark(char.name, arti.attrs);
let maxMark = Reliquaries.getMaxMark(char.name, arti.main[0] || "");
totalMark += mark;
totalMaxMark += maxMark;
ds.mark = c(mark, 1);
ds.markType = isNewScore ? Reliquaries2.getMarkScore(mark) : Reliquaries.getMarkScore(mark, maxMark);
ds.main = Profile.formatArti(arti.main);
ds.attrs = Profile.formatArti(arti.attrs);
reliquaries.push(ds);
});
let markScore, usefulMark;
if (isNewScore) {
let charCfg = Reliquaries2.getCharCfg(char.name);
usefulMark = charCfg.titleWeight;
markScore = Reliquaries2.getMarkScore(totalMark / 5);
} else {
let usefulData = Reliquaries.getUseful(char.name);
usefulMark = usefulData.mark;
markScore = Reliquaries.getMarkScore(totalMark, totalMaxMark);
}
let enemyLv = await selfUser.getCfg(`char.enemyLv`, 91);
let dmgMsg = [], dmgData = [];
let dmgCalc = await Calc.calcData({
profile,
char,
enemyLv,
mode,
...params
});
if (dmgCalc && dmgCalc.ret) {
lodash.forEach(dmgCalc.ret, (ds) => {
ds.dmg = Format.comma(ds.dmg, 0);
ds.avg = Format.comma(ds.avg, 0);
dmgData.push(ds);
})
lodash.forEach(dmgCalc.msg, (msg) => {
msg.replace(":", "");
dmgMsg.push(msg.split(""))
})
}
if (mode === "dmg") {
let basic = dmgCalc.dmgCfg.basicRet;
lodash.forEach(dmgCalc.dmgRet, (row) => {
lodash.forEach(row, (ds) => {
ds.val = (ds.avg > basic.avg ? "+" : "") + Format.comma(ds.avg - basic.avg);
ds.dmg = Format.comma(ds.dmg, 0);
ds.avg = Format.comma(ds.avg, 0);
})
});
basic.dmg = Format.comma(basic.dmg);
basic.avg = Format.comma(basic.avg);
}
//渲染图像
return await Common.render("character/detail", {
save_id: uid,
uid: uid,
data: profile,
attr,
cons: char.cons,
name: char.name,
elem: char.elem,
dmgData,
dmgMsg,
dmgRet: dmgCalc.dmgRet,
dmgCfg: dmgCalc.dmgCfg,
reliquaries,
enemyLv,
enemyName: dmgCalc.enemyName || "小宝",
totalMark: c(totalMark, 1),
markScore,
usefulMark,
talentMap: { a: "普攻", e: "战技", q: "爆发" },
bodyClass: `char-${char.name}`,
mode,
}, { e, render, scale: 1.6 });
}
/* #敌人等级 */
export async function enemyLv(e) {
let selfUser = await e.checkAuth({
auth: "self"
})
if (!selfUser || !e.msg) {
return true;
}
let ret = /(敌人|怪物)等级\s*(\d{1,3})\s*$/.exec(e.msg);
if (ret && ret[2]) {
let lv = ret[2] * 1;
await selfUser.setCfg("char.enemyLv", lv);
lv = await selfUser.getCfg("char.enemyLv", 91);
e.reply(`敌人等级已经设置为${lv}`);
return true;
}
return true;
}
export async function getArtis(e, { render }) {
let MysApi = await e.getMysApi({
auth: "all",
targetType: "all",
cookieType: "all",
actionName: "查询角色天赋命座等信息"
});
if (!MysApi || !e.targetUser) {
return true;
}
let uid = await getTargetUid(e);
if (!uid) {
return true;
}
let artis = [],
profiles = Profile.getAll(uid) || {};
if (!profiles || profiles.length === 0) {
e.reply("暂无角色圣遗物详情");
return true;
}
lodash.forEach(profiles || [], (ds) => {
let name = ds.name;
if (!name || name === "空" || name === "荧") {
return;
}
let { mark: usefulMark } = Reliquaries.getUseful(name);
/* 处理圣遗物 */
if (ds.artis) {
let newScore = Reliquaries2.getArtisMark(name, ds.artis);
lodash.forEach(ds.artis, (arti, idx) => {
if (!arti.name) {
return;
}
idx = idx.replace("arti", "");
let mark = isNewScore ? newScore[idx] : Reliquaries.getMark(name, arti.attrs);
let maxMark = Reliquaries.getMaxMark(name, arti.main[0] || "");
arti.mark = Format.comma(mark, 1);
arti._mark = mark;
arti.markType = isNewScore ? Reliquaries2.getMarkScore(mark) : Reliquaries.getMarkScore(mark, maxMark);
arti.main = Profile.formatArti(arti.main);
arti.attrs = Profile.formatArti(arti.attrs);
arti.usefulMark = usefulMark;
arti.avatar = name;
artis.push(arti);
})
}
});
if (artis.length === 0) {
e.reply("请先获取角色面板数据后再查看圣遗物列表...");
await profileHelp(e);
return true;
}
artis = lodash.sortBy(artis, "_mark");
artis = artis.reverse();
artis = artis.slice(0, 20);
//渲染图像
return await Common.render("character/artis", {
save_id: uid,
uid: uid,
artis,
}, { e, render, scale: 1.4 });
}
export async function getProfileAll(e) {
let uid = await getTargetUid(e);
if (!uid) {
return true;
}
let profiles = Profile.getAll(uid) || {};
let chars = [];
lodash.forEach(profiles || [], (ds) => {
if (ds.dataSource !== "enka") {
return;
}
ds.name && chars.push(ds.name)
});
if (chars.length === 0) {
if (await autoRefresh(e)) {
await getProfileAll(e);
return true;
} else {
e.reply("尚未获取任何角色数据");
await profileHelp(e);
}
return true;
}
e.reply("当前已获取面板角色: " + chars.join(", "));
return true;
}
export async function profileHelp(e) {
e.reply(segment.image(`file://${process.cwd()}/plugins/miao-plugin/resources/character/imgs/help.jpg`))
return true;
}