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b5c1daf472
角色面板支持旅行者,暂未支持伤害计算 `#雷主天赋`、`#草主命座`功能升级
120 lines
3.2 KiB
JavaScript
120 lines
3.2 KiB
JavaScript
import lodash from 'lodash'
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import { autoRefresh } from './profile-common.js'
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import { Common, Format, Profile } from '../../components/index.js'
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export async function renderProfile (e, char, mode = 'profile', params = {}) {
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let selfUser = await e.checkAuth({
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auth: 'self'
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})
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let { uid } = e
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if (char.isCustom) {
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e.reply(`暂不支持自定义角色${char.name}的面板信息查看`)
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return true
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}
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let refresh = async () => {
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let refreshRet = await autoRefresh(e)
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if (refreshRet) {
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await renderProfile(e, char, mode, params)
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}
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return refreshRet
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}
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let profile = Profile.get(uid, char.id)
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char = profile.char
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if (!profile) {
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if (await refresh()) {
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return true
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} else {
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e.reply(`请确认${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`)
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}
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return true
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} else if (!profile.hasData) {
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if (!await refresh()) {
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e.reply('由于数据Api变更,请重新获取面板信息后查看')
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}
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return true
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}
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let a = profile.attr
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let c = Format.comma
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let p = Format.pct
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let attr = {
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hp: c(a.hp),
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hpPlus: c(a.hp - a.hpBase),
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atk: c(a.atk),
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atkPlus: c(a.atk - a.atkBase),
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def: c(a.def),
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defPlus: c(a.def - a.defBase),
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cpct: p(a.cpct),
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cdmg: p(a.cdmg),
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mastery: c(a.mastery),
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recharge: p(a.recharge),
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dmg: p(Math.max(a.dmg * 1 || 0, a.phy * 1 || 0))
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}
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let { artis, mark: totalMark, markClass: totalMarkClass, usefulMark } = profile.getArtisMark()
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let enemyLv = await selfUser.getCfg('char.enemyLv', 91)
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let dmgMsg = []
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let dmgData = []
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let dmgCalc = await profile.calcDmg({
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enemyLv,
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mode,
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...params
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})
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if (dmgCalc && dmgCalc.ret) {
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lodash.forEach(dmgCalc.ret, (ds) => {
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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dmgData.push(ds)
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})
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lodash.forEach(dmgCalc.msg, (msg) => {
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msg.replace(':', ':')
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dmgMsg.push(msg.split(':'))
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})
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}
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if (mode === 'dmg' && dmgCalc.dmgRet) {
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let basic = dmgCalc?.dmgCfg?.basicRet
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lodash.forEach(dmgCalc.dmgRet, (row) => {
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lodash.forEach(row, (ds) => {
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ds.val = (ds.avg > basic.avg ? '+' : '') + Format.comma(ds.avg - basic.avg)
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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})
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})
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basic.dmg = Format.comma(basic.dmg)
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basic.avg = Format.comma(basic.avg)
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}
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const costume = profile.costume ? '2' : ''
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// 渲染图像
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return await Common.render('character/profile-detail', {
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save_id: uid,
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uid,
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data: profile.getData('cons,level,weapon,dataSource,updateTime'),
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costume,
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attr,
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name: char.name,
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elem: char.elem,
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talent: char.getAvatarTalent(profile.talent, profile.cons),
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dmgData,
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dmgMsg,
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dmgRet: dmgCalc.dmgRet || false,
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dmgCfg: dmgCalc.dmgCfg || false,
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artis,
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enemyLv,
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imgs: char.getImgs(profile.costume),
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enemyName: dmgCalc.enemyName || '小宝',
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totalMark: c(totalMark, 1),
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totalMarkClass,
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usefulMark,
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talentMap: { a: '普攻', e: '战技', q: '爆发' },
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bodyClass: `char-${char.name}${costume}`,
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mode
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}, { e, scale: 1.6 })
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}
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