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5c94304c70
#更新面板会基于enka服务返回的ttl设置cd
258 lines
6.1 KiB
JavaScript
258 lines
6.1 KiB
JavaScript
import lodash from 'lodash'
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import Character from '../models/Character.js'
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import meta from './enka-meta.js'
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import cmeta from './enka-char.js'
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import _Data from '../Data.js'
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import moment from 'moment'
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moment.locale('zh-cn')
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let _path = process.cwd()
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let relis = _Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/reliquaries/`, 'data.json') || {}
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let relisMap = {}
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lodash.forEach(relis, (ds) => {
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relisMap[ds.name] = ds
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})
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const artiIdx = {
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EQUIP_BRACER: 1,
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EQUIP_NECKLACE: 2,
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EQUIP_SHOES: 3,
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EQUIP_RING: 4,
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EQUIP_DRESS: 5
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}
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const attrMap = {
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HP: '小生命',
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HP_PERCENT: '大生命',
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ATTACK: '小攻击',
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ATTACK_PERCENT: '大攻击',
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DEFENSE: '小防御',
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DEFENSE_PERCENT: '大防御',
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FIRE_ADD_HURT: '火元素伤害加成',
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ICE_ADD_HURT: '冰元素伤害加成',
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ROCK_ADD_HURT: '岩元素伤害加成',
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ELEC_ADD_HURT: '雷元素伤害加成',
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WIND_ADD_HURT: '风元素伤害加成',
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WATER_ADD_HURT: '水元素伤害加成',
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PHYSICAL_ADD_HURT: '物理伤害加成',
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HEAL_ADD: '治疗加成',
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ELEMENT_MASTERY: '元素精通',
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CRITICAL: '暴击率',
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CRITICAL_HURT: '暴击伤害',
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CHARGE_EFFICIENCY: '充能效率'
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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: 'nickname',
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avatar: 'profilePicture.avatarId',
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lv: 'level'
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}, (src, key) => {
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ret[key] = lodash.get(data.playerInfo, src, '')
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})
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lodash.forEach(data.avatarInfoList, (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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if (data.ttl) {
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ret.ttl = data.ttl
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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.avatarId)
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let now = moment()
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let ret = {
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id: data.avatarId,
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name: char ? char.name : '',
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dataSource: 'enka',
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updateTime: now.format('YYYY-MM-DD HH:mm:ss'),
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lv: data.propMap['4001'].val * 1,
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fetter: data.fetterInfo.expLevel,
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attr: Data.getAttr(data.fightPropMap),
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weapon: Data.getWeapon(data.equipList),
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artis: Data.getArtifact(data.equipList),
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cons: data.talentIdList ? data.talentIdList.length : 0,
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talent: Data.getTalent(char.id, data.skillLevelMap, data.proudSkillExtraLevelMap || {})
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}
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return Data.dataFix(ret)
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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: 2001,
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atkBase: 4,
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def: 2002,
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defBase: 7,
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hp: 2000,
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hpBase: 1,
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mastery: 28,
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cRate: {
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src: 20,
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pct: true
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},
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cDmg: {
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src: 22,
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pct: true
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},
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hInc: {
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src: 26,
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pct: true
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},
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recharge: {
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src: 23,
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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 (!lodash.isObject(cfg)) {
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cfg = { src: cfg }
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}
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let val = data[cfg.src] || 0
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if (cfg.pct) {
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val = val * 100
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}
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ret[key] = val
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})
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ret.atk = data['4'] * (1 + (data['6'] || 0)) + (data['5'] || 0)
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let maxDmg = 0
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// 火40 水42 风44 岩45 冰46 雷46
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// 41 雷
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lodash.forEach('40,41,42,43,44,45,45,46'.split(','), (key) => {
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maxDmg = Math.max(data[key] * 1, maxDmg)
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})
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// phy 30
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ret.dmgBonus = maxDmg * 100
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ret.phyBonus = data['30'] * 100
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return ret
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},
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getArtifact (data) {
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let ret = {}
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let get = function (d) {
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if (!d) {
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return []
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}
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let id = d.appendPropId || d.mainPropId || ''
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id = id.replace('FIGHT_PROP_', '')
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if (!attrMap[id]) {
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return []
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}
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return [attrMap[id], d.statValue]
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}
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lodash.forEach(data, (ds) => {
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let flat = ds.flat || {}; let sub = flat.reliquarySubstats || []
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let idx = artiIdx[flat.equipType]
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if (!idx) {
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return
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}
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let setName = meta[flat.setNameTextMapHash] || ''
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let setCfg = relisMap[setName] || { name: '', sets: {} }
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let artiCfg = setCfg.sets[`arti${idx}`] || { name: '' }
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ret[`arti${idx}`] = {
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name: artiCfg.name,
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set: setCfg.name,
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level: Math.min(20, ((ds.reliquary && ds.reliquary.level) || 1) - 1),
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main: get(flat.reliquaryMainstat),
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attrs: [
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get(sub[0]),
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get(sub[1]),
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get(sub[2]),
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get(sub[3])
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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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getWeapon (data) {
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let ds = {}
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lodash.forEach(data, (temp) => {
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if (temp.flat && temp.flat.itemType === 'ITEM_WEAPON') {
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ds = temp
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return false
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}
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})
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let { weapon, flat } = ds
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return {
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name: meta[flat.nameTextMapHash],
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star: flat.rankLevel,
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level: weapon.level,
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promote: weapon.promoteLevel,
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affix: (lodash.values(weapon.affixMap)[0] || 0) + 1
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}
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},
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getTalent (charid, ds = {}, ext = {}) {
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let cm = cmeta[charid] || {}
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let cn = cm.Skills || {}; let ce = cm.ProudMap
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let idx = 1
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let idxMap = { 1: 'a', 2: 'e', 3: 'q', a: 'a', s: 'e', e: 'q' }
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lodash.forEach(cn, (n, id) => {
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let nRet = /skill_(\w)/.exec(n.toLowerCase())
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idxMap[id] = nRet && nRet[1] ? idxMap[nRet[1]] : idxMap[idx]
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idx++
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})
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lodash.forEach(ce, (n, id) => {
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idxMap[n] = idxMap[id]
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})
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let ret = {}
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lodash.forEach(ds, (lv, id) => {
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let key = idxMap[id]
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ret[key] = {
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level_original: lv,
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level_current: lv
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}
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})
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lodash.forEach(ext, (lv, id) => {
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let key = idxMap[id]
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if (ret[key]) {
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ret[key].level_current = ret[key].level_current + lv
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}
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})
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return ret
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},
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dataFix (ret) {
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if (ret._fix) {
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return ret
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}
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let { attr, talent, id } = ret
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id = id * 1
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switch (id) {
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case 10000052:
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// 雷神被动加成fix
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attr.dmgBonus = Math.max(0, attr.dmgBonus - (attr.recharge - 100) * 0.4)
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break
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case 10000041:
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// 莫娜被动fix
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attr.dmgBonus = Math.max(0, attr.dmgBonus - attr.recharge * 0.2)
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break
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}
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if (id !== 10000033) {
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let a = talent.a || {}
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if (a.level_current > 10) {
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a.level_current = 10
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a.level_original = 10
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}
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}
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ret._fix = true
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return ret
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}
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}
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export default Data
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