mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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876b39e561
* 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;
967 lines
26 KiB
JavaScript
967 lines
26 KiB
JavaScript
import { segment } from "oicq";
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import lodash from "lodash";
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import { Character } from "../components/models.js"
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import { Cfg } from "../components/index.js";
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import Profile from "../components/Profile.js";
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import Format from "../components/Format.js"
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import Reliquaries from "../components/models/Reliquaries.js";
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import Reliquaries2 from "../components/models/Reliquaries2.js";
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import Calc from "../components/Calc.js";
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import Common from "../components/Common.js";
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//角色昵称
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let nameID = "";
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let genshin = {};
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await init();
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const isNewScore = true;
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const relationMap = {
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wife: {
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keyword: "老婆,媳妇,妻子,娘子".split(","),
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type: 0
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},
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husband: {
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keyword: "老公,丈夫,夫君,郎君".split(","),
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type: 1
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},
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gf: {
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keyword: "女朋友,女友,女神".split(","),
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type: 0
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},
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bf: {
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keyword: "男朋友,男友,男神".split(","),
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type: 1
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},
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daughter: {
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keyword: "女儿".split(","),
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type: 2
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},
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son: {
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keyword: "儿子".split(","),
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type: 3
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}
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}
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const relation = lodash.flatMap(relationMap, (d) => d.keyword);
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export const wifeReg = `^#?\\s*(${relation.join("|")})\\s*(设置|选择|指定|列表|查询|列表|是|是谁|照片|相片|图片|写真|图像)?\\s*([^\\d]*)\\s*(\\d*)$`;
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export async function init(isUpdate = false) {
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let _path = "file://" + process.cwd();
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let version = isUpdate ? new Date().getTime() : 0;
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genshin = await import(_path + `/config/genshin/roleId.js?version=${version}`);
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nameID = "";
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}
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// 查看当前角色
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export async function character(e, { render, User }) {
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let msg = e.msg;
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if (!msg) {
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return;
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}
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let mode = 'card';
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let uidRet = /[0-9]{9}/.exec(msg);
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if (uidRet) {
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e.uid = uidRet[0];
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msg = msg.replace(uidRet[0], "");
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}
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let name = msg.replace(/#|老婆|老公/g, "").trim();
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msg = msg.replace("面版", "面板")
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let dmgRet = /伤害(\d?)$/.exec(msg), dmgIdx = 0;
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if (/(详情|详细|面板|面版)$/.test(msg) && !/更新|录入|输入/.test(msg)) {
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mode = 'profile';
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name = name.replace(/(详情|详细|面板)/, "").trim();
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} else if (dmgRet) {
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mode = 'dmg';
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name = name.replace(/伤害[0-5]?/, "").trim();
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if (dmgRet[1]) {
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dmgIdx = dmgRet[1] * 1;
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}
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} else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) {
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mode = "refresh";
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name = name.replace(/详情|详细|面板|更新/g, "").trim();
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} else if (/(录入|输入)/.test(msg) && /(详情|详细|面板)/.test(msg)) {
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mode = "input";
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let nameRet = /(?:录入|输入)(.+)(?:面板|详细|详情|数据)+/.exec(name);
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if (nameRet) {
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name = nameRet[1];
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e.inputData = msg.replace(nameRet[0], "");
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}
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name = name.replace(/录入|输入|详情|详细|面板|数据|[0-9]|\.|\+/g, "").trim()
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}
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if (mode === "card" && Common.isDisable(e, "char.char")) {
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return;
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}
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if (mode !== "card" && !e.isMaster) {
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if (Common.isDisable(e, "char.profile")) {
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// 面板开关关闭
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return;
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}
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if (e.isPrivate) {
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if ((e.sub_type === "friend" && Cfg.get("profile.friend.status") === false) ||
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(e.sub_type === "group" && Cfg.get("profile.stranger.status") === false)) {
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return;
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}
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} else if (e.isGroup) {
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let groupCfg = Cfg.get(`profile.groups.群${e.group_id}.status`);
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if (groupCfg === false || (groupCfg !== true && Cfg.get(`profile.group.status`) === false)) {
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return;
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}
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}
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}
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let char = Character.get(name);
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if (!char) {
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return false;
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}
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if (mode === "profile" || mode === "dmg") {
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return renderProfile(e, char, render, mode, { dmgIdx });
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} else if (mode === "refresh" || mode === "input") {
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e.avatar = char.id;
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await getProfile(e, mode);
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return true;
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} else {
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return renderAvatar(e, char.name, render);
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}
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}
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let _pokeCharacter = false;
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async function initPoke() {
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if (!_pokeCharacter) {
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_pokeCharacter = YunzaiApps.mysInfo.pokeCharacter;
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}
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YunzaiApps.mysInfo.pokeCharacter = async function (e, components) {
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if (Cfg.isDisable('char.poke', true)) {
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return await _pokeCharacter(e, components);
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}
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return await pokeCharacter(e, components);
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}
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}
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//#老婆
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export async function wife(e, { render, User }) {
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let msg = e.msg || "";
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if (!msg) return false;
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if (Cfg.isDisable(e, "char.wife")) {
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return false;
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}
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let msgRet = (new RegExp(wifeReg)).exec(msg);
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if (!msgRet) return false;
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let target = msgRet[1],
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action = msgRet[2] || "卡片",
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actionParam = msgRet[3] || "";
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if (!"设置,选择,挑选,指定".split(",").includes(action) && actionParam) {
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return false;
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}
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let targetCfg = lodash.find(relationMap, (cfg, key) => {
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cfg.key = key;
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return cfg.keyword.includes(target);
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});
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if (!targetCfg) return true;
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let avatarList = [], avatar = {}, wifeList = [];
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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if (!MysApi || !MysApi.selfUser) {
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return true;
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}
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let selfUser = MysApi.selfUser;
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let selfMysUser = await selfUser.getMysUser();
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let isSelf = true;
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if (!selfMysUser || selfMysUser.uid !== MysApi.targetUser.uid) {
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isSelf = false;
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}
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switch (action) {
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case "卡片":
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case "照片":
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case "相片":
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case "图片":
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case "写真":
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// 展示老婆卡片
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// 如果选择过,则进行展示
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wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
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let renderType = action === "卡片" ? "card" : "photo";
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// 存在设置
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if (wifeList && wifeList.length > 0 && isSelf) {
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if (wifeList[0] === "随机") {
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// 如果选择为全部,则从列表中随机选择一个
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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let avatar = lodash.sample(avatarList);
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return renderAvatar(e, avatar, render, renderType);
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} else {
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// 如果指定过,则展示指定角色
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return renderAvatar(e, lodash.sample(wifeList), render, renderType);
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}
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} else {
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// 如果未指定过,则从列表中排序并随机选择前5个
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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if (avatarList && avatarList.length > 0) {
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avatar = lodash.sample(avatarList.slice(0, 5));
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return renderAvatar(e, avatar, render, renderType);
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} else {
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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..`);
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return true;
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}
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}
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break;
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case "设置":
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case "选择":
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case "挑选":
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case "指定":
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if (!isSelf) {
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e.reply("只能指定自己的哦~");
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return true;
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}
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// 选择老婆
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actionParam = actionParam.replace(/,/g, ",");
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wifeList = actionParam.split(",");
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let addRet = [];
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if (lodash.intersection(["全部", "任意", "随机", "全都要"], wifeList).length > 0) {
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addRet = ['随机'];
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} else {
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wifeList = lodash.map(wifeList, (name) => {
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let char = Character.get(name);
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if (char) {
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return char.name;
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}
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});
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wifeList = lodash.filter(lodash.uniq(wifeList), (d) => !!d);
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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avatarList = lodash.map(avatarList, (avatar) => avatar.name);
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avatarList = lodash.filter(avatarList, (d) => !!d);
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addRet = lodash.intersection(avatarList, wifeList);
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if (addRet.length === 0) {
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e.reply(`在可选的${targetCfg.keyword[0]}列表中未能找到 ${actionParam} ~`);
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if (!MysApi.isSelfCookie) {
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e.reply("请确认已在米游社展示对应角色,也可以绑定Cookie以查询所有角色..");
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}
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return true;
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}
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}
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await selfUser.setCfg(`wife.${targetCfg.key}`, addRet);
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e.reply(`${targetCfg.keyword[0]}已经设置:${addRet.join(",")}`);
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return true;
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break;
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case "列表":
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case "是":
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case "是谁":
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// 查看当前选择老婆
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if (!isSelf) {
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e.reply("只能查看自己的哦~");
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return true;
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}
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wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
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if (wifeList && wifeList.length > 0) {
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e.reply(`你的${targetCfg.keyword[0]}是:${wifeList.join(",")}`);
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} else {
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e.reply(`尚未设置,回复#${targetCfg.keyword[0]}设置+角色名 来设置,如果设置多位请用逗号间隔`)
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}
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break;
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}
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return true;
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}
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async function pokeCharacter(e, { render }) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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let avatarList = await getAvatarList(e, false, MysApi);
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let avatar = lodash.sample(avatarList);
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return renderAvatar(e, avatar, render, 'card');
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}
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async function getAvatarList(e, type, MysApi) {
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let data = await MysApi.getCharacter();
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if (!data) return false;
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let avatars = data.avatars;
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if (avatars.length <= 0) {
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return false;
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}
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let list = [];
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for (let val of avatars) {
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if (type !== false) {
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if (!genshin.wifeData[type].includes(Number(val.id))) {
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continue;
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}
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}
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if (val.rarity > 5) {
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val.rarity = 5;
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}
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list.push(val);
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}
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if (list.length <= 0) {
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return false;
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}
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let sortKey = "level,fetter,weapon_level,rarity,weapon_rarity,cons,weapon_affix_level";
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list = lodash.orderBy(list, sortKey, lodash.repeat("desc,", sortKey.length).split(","));
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return list;
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}
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async function renderAvatar(e, avatar, render, renderType = "card") {
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// 如果传递的是名字,则获取
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if (typeof (avatar) === "string") {
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let char = Character.get(avatar);
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if (!char) {
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return false;
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}
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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if (!MysApi) return true;
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let charData = await MysApi.getCharacter();
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if (!charData) return true;
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let avatars = charData.avatars;
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let length = avatars.length;
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char.checkAvatars(avatars);
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avatars = lodash.keyBy(avatars, "id");
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if (!avatars[char.id]) {
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let name = lodash.truncate(e.sender.card, { length: 8 });
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if (length > 8) {
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e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
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} else {
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e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
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}
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return true;
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}
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avatar = avatars[char.id];
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}
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return await renderCard(e, avatar, render, renderType);
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}
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// 渲染角色卡片
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async function renderCard(e, avatar, render, renderType = "card") {
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let talent = await getTalent(e, avatar);
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// 计算皇冠个数
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let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length;
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let uid = e.uid || (e.targetUser && e.targetUser.uid);
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let char = Character.get(avatar);
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if (!char) {
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return false;
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}
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let bg = char.getCardImg();
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if (renderType === "photo") {
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e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img));
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} else {
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//渲染图像
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return await Common.render("character/card", {
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save_id: uid,
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uid,
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talent,
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crownNum,
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talentMap: { a: "普攻", e: "战技", q: "爆发" },
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bg,
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...getCharacterData(avatar),
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ds: char.getData("name,id,title,desc"),
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}, { e, render, scale: 1.6 });
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}
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return true;
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}
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//获取角色技能数据
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async function getTalent(e, avatars) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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if (!MysApi && !MysApi.isSelfCookie) return {};
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let skill = {};
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let skillRes = await MysApi.getAvatar(avatars.id);
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if (skillRes && skillRes.skill_list) {
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skill.id = avatars.id;
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let skill_list = lodash.orderBy(skillRes.skill_list, ["id"], ["asc"]);
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for (let val of skill_list) {
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val.level_original = val.level_current;
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if (val.name.includes("普通攻击")) {
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skill.a = val;
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continue;
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}
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if (val.max_level >= 10 && !skill.e) {
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skill.e = val;
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continue;
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}
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if (val.max_level >= 10 && !skill.q) {
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skill.q = val;
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}
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}
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if (avatars.actived_constellation_num >= 3) {
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if (avatars.constellations[2].effect.includes(skill.e.name)) {
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skill.e.level_current += 3;
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} else if (avatars.constellations[2].effect.includes(skill.q.name)) {
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skill.q.level_current += 3;
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}
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}
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if (avatars.actived_constellation_num >= 5) {
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if (avatars.constellations[4].effect.includes(skill.e.name)) {
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skill.e.level_current += 3;
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} else if (avatars.constellations[4].effect.includes(skill.q.name)) {
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skill.q.level_current += 3;
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}
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}
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}
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return skill;
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}
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async function autoRefresh(e) {
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let uid = await getTargetUid(e);
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if (!uid || e.isRefreshed) {
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return false;
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}
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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;
|
||
} |