miao-plugin/components/models/Character.js
yoimiya-kokomi b9eb8695ed * #刻晴 角色卡片功能升级
* `#老婆设置刻晴,心海`不再检查是否具有角色或展示在米游社展柜
    * `#刻晴` 角色卡片优先使用面板数据进行展示,无面板数据时使用米游社数据
    * 在未能获取到角色数据时也会展示角色卡片
    * 角色卡片后续会进行样式升级,按需展示更多内容
* `#深渊出场率`增加楼层排序,以防止服务侧数据乱序导致顺序错乱
* B服面板的天赋与皇冠信息现在可以正确的展示了
2022-06-30 04:40:06 +08:00

229 lines
5.8 KiB
JavaScript

import Base from "./Base.js";
import lodash from "lodash";
import fs from "fs";
import Data from "../Data.js";
import request from "request";
import path from "path";
import sizeOf from "image-size";
let characterMap = {};
const _path = process.cwd();
let genshin = await import(`file://${_path}/config/genshin/roleId.js`);
const metaPath = `${_path}/plugins/miao-plugin/resources/meta/character/`
class Character extends Base {
constructor(name, id) {
super();
if (id * 1 === 10000005) {
name = "空";
} else if (id * 1 === 10000007) {
name = "荧";
}
this.name = name;
lodash.extend(this, getMeta(name));
if (name === "主角" || name === "旅行者" || /.主/.test(name)) {
this.id = 20000000;
}
}
getCardImg(se = false, def = true) {
let name = this.name;
const charImgPath = `./plugins/miao-plugin/resources/character-img/${name}/`;
let list = [];
let addImg = function (charImgPath, disable = false) {
let dirPath = `./plugins/miao-plugin/resources/${charImgPath}`;
if (!fs.existsSync(dirPath)) {
fs.mkdirSync(dirPath);
}
if (disable) {
return
}
let imgs = fs.readdirSync(dirPath);
imgs = imgs.filter((img) => /\.(png|jpg|webp|jpeg)/i.test(img));
lodash.forEach(imgs, (img) => {
list.push(`${charImgPath}/${img}`);
});
}
addImg(`character-img/${name}`);
addImg(`character-img/${name}/upload`);
addImg(`character-img/${name}/se`, !se)
const plusPath = `./plugins/miao-plugin/resources/miao-res-plus/`;
if (fs.existsSync(plusPath)) {
addImg(`miao-res-plus/character-img/${name}`);
addImg(`miao-res-plus/character-img/${name}/se`, !se);
}
let img = lodash.sample(list);
if (!img) {
if (def) {
img = "/character-img/default/01.jpg";
} else {
return false
}
}
let ret = sizeOf(`./plugins/miao-plugin/resources/${img}`);
ret.img = img;
ret.mode = ret.width > ret.height ? "left" : "bottom";
return ret;
}
checkAvatars(avatars) {
if (!lodash.includes([20000000, 10000005, 10000007], this.id * 1)) {
return;
}
let avatarIds = [];
if (lodash.isArray(avatars)) {
avatarIds = lodash.map(avatars, (a) => a.id * 1);
} else {
avatarIds = [avatars.id];
}
if (lodash.includes(avatarIds, 10000005)) {
// 空
lodash.extend(this, getMeta('空'));
} else if (lodash.includes(avatarIds, 10000007)) {
// 荧
lodash.extend(this, getMeta('荧'));
}
}
getAvatarTalent(talent = {}, cons = 0, mode = "level") {
let ret = {};
let consTalent = this.getConsTalent();
lodash.forEach(['a', 'e', 'q'], (key) => {
let ds = talent[key];
if (ds) {
let level;
if (lodash.isNumber(ds)) {
level = ds;
} else {
level = mode === "level" ? ds.level || ds.level_current || ds.original || ds.level_original :
ds.original || ds.level_original || ds.level || ds.level_current;
}
if (mode === "level") {
// 基于level计算original
ret[key] = {
level,
original: (key !== "a" && cons >= consTalent[key]) ? (level - 3) : level
}
} else {
// 基于original计算level
ret[key] = {
original: level,
level: (key !== "a" && cons >= consTalent[key]) ? (level + 3) : level
}
}
}
})
return ret;
}
getConsTalent() {
let e = this.talent.e.name,
q = this.talent.q.name;
let c3 = this.cons['3'].desc,
c5 = this.cons['5'].desc;
return {
e: c3.includes(e) ? 3 : 5,
q: c5.includes(q) ? 5 : 3,
}
}
get weaponType() {
const map = {
sword: "单手剑",
catalyst: "法器",
bow: "弓",
claymore: "双手剑",
polearm: "长柄武器"
}
let weaponType = this.weapon || "";
return map[weaponType.toLowerCase()] || "";
}
}
let getMeta = function (name) {
return Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/character/${name}/`, "data.json") || {};
}
Character.get = function (val) {
let roleid, name;
if (!val) {
return false;
}
if (typeof (val) === "number" || /^\d*$/.test(val)) {
roleid = val;
} else if (val.id) {
roleid = val.id;
name = val.name || YunzaiApps.mysInfo['roleIdToName'](roleid, true);
} else {
roleid = YunzaiApps.mysInfo['roleIdToName'](val);
}
if (!name) {
name = YunzaiApps.mysInfo['roleIdToName'](roleid, true);
}
if (!name) {
return false;
}
return new Character(name, roleid);
};
Character.getAbbr = function () {
return genshin.abbr;
}
Character.getRandomImg = function (type) {
let chars = fs.readdirSync(metaPath);
let ret = [];
type = type === "party" ? "party" : "profile";
lodash.forEach(chars, (char) => {
if (fs.existsSync(`${metaPath}/${char}/${type}.png`)) {
ret.push(`/meta/character/${char}/${type}.png`);
}
});
return lodash.sample(ret);
}
let charPosIdx = {
1: '宵宫,雷神,胡桃,甘雨,优菈,一斗,公子,绫人,魈,可莉,迪卢克,凝光,刻晴,辛焱,烟绯,雷泽',
2: '夜兰,八重,九条,行秋,香菱,安柏,凯亚,丽莎,北斗,菲谢尔,重云,罗莎莉亚,埃洛伊',
3: '申鹤,莫娜,早柚,云堇,久岐忍,五郎,砂糖,万叶,温迪',
4: '班尼特,心海,琴,芭芭拉,七七,迪奥娜,托马,空,荧,阿贝多,钟离'
}
let idSort = {};
lodash.forEach(charPosIdx, (chars, pos) => {
chars = chars.split(",");
lodash.forEach(chars, (name, idx) => {
if (global.YunzaiApps) {
let id = YunzaiApps.mysInfo['roleIdToName'](name);
if (id) {
idSort[id] = pos * 100 + idx;
}
}
})
})
Character.sortIds = function (arr) {
return arr.sort((a, b) => (idSort[a] || 300) - (idSort[b] || 300));
}
export default Character;