mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 12:51:30 +00:00
b9eb8695ed
* `#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
229 lines
5.8 KiB
JavaScript
229 lines
5.8 KiB
JavaScript
import Base from "./Base.js";
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import lodash from "lodash";
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import fs from "fs";
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import Data from "../Data.js";
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import request from "request";
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import path from "path";
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import sizeOf from "image-size";
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let characterMap = {};
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const _path = process.cwd();
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let genshin = await import(`file://${_path}/config/genshin/roleId.js`);
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const metaPath = `${_path}/plugins/miao-plugin/resources/meta/character/`
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class Character extends Base {
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constructor(name, id) {
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super();
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if (id * 1 === 10000005) {
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name = "空";
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} else if (id * 1 === 10000007) {
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name = "荧";
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}
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this.name = name;
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lodash.extend(this, getMeta(name));
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if (name === "主角" || name === "旅行者" || /.主/.test(name)) {
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this.id = 20000000;
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}
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}
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getCardImg(se = false, def = true) {
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let name = this.name;
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const charImgPath = `./plugins/miao-plugin/resources/character-img/${name}/`;
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let list = [];
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let addImg = function (charImgPath, disable = false) {
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let dirPath = `./plugins/miao-plugin/resources/${charImgPath}`;
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if (!fs.existsSync(dirPath)) {
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fs.mkdirSync(dirPath);
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}
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if (disable) {
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return
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}
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let imgs = fs.readdirSync(dirPath);
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imgs = imgs.filter((img) => /\.(png|jpg|webp|jpeg)/i.test(img));
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lodash.forEach(imgs, (img) => {
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list.push(`${charImgPath}/${img}`);
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});
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}
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addImg(`character-img/${name}`);
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addImg(`character-img/${name}/upload`);
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addImg(`character-img/${name}/se`, !se)
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const plusPath = `./plugins/miao-plugin/resources/miao-res-plus/`;
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if (fs.existsSync(plusPath)) {
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addImg(`miao-res-plus/character-img/${name}`);
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addImg(`miao-res-plus/character-img/${name}/se`, !se);
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}
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let img = lodash.sample(list);
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if (!img) {
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if (def) {
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img = "/character-img/default/01.jpg";
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} else {
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return false
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}
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}
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let ret = sizeOf(`./plugins/miao-plugin/resources/${img}`);
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ret.img = img;
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ret.mode = ret.width > ret.height ? "left" : "bottom";
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return ret;
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}
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checkAvatars(avatars) {
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if (!lodash.includes([20000000, 10000005, 10000007], this.id * 1)) {
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return;
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}
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let avatarIds = [];
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if (lodash.isArray(avatars)) {
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avatarIds = lodash.map(avatars, (a) => a.id * 1);
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} else {
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avatarIds = [avatars.id];
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}
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if (lodash.includes(avatarIds, 10000005)) {
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// 空
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lodash.extend(this, getMeta('空'));
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} else if (lodash.includes(avatarIds, 10000007)) {
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// 荧
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lodash.extend(this, getMeta('荧'));
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}
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}
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getAvatarTalent(talent = {}, cons = 0, mode = "level") {
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let ret = {};
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let consTalent = this.getConsTalent();
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lodash.forEach(['a', 'e', 'q'], (key) => {
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let ds = talent[key];
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if (ds) {
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let level;
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if (lodash.isNumber(ds)) {
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level = ds;
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} else {
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level = mode === "level" ? ds.level || ds.level_current || ds.original || ds.level_original :
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ds.original || ds.level_original || ds.level || ds.level_current;
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}
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if (mode === "level") {
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// 基于level计算original
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ret[key] = {
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level,
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original: (key !== "a" && cons >= consTalent[key]) ? (level - 3) : level
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}
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} else {
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// 基于original计算level
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ret[key] = {
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original: level,
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level: (key !== "a" && cons >= consTalent[key]) ? (level + 3) : level
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}
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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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getConsTalent() {
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let e = this.talent.e.name,
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q = this.talent.q.name;
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let c3 = this.cons['3'].desc,
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c5 = this.cons['5'].desc;
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return {
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e: c3.includes(e) ? 3 : 5,
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q: c5.includes(q) ? 5 : 3,
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}
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}
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get weaponType() {
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const map = {
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sword: "单手剑",
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catalyst: "法器",
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bow: "弓",
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claymore: "双手剑",
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polearm: "长柄武器"
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}
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let weaponType = this.weapon || "";
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return map[weaponType.toLowerCase()] || "";
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}
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}
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let getMeta = function (name) {
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return Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/character/${name}/`, "data.json") || {};
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}
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Character.get = function (val) {
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let roleid, name;
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if (!val) {
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return false;
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}
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if (typeof (val) === "number" || /^\d*$/.test(val)) {
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roleid = val;
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} else if (val.id) {
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roleid = val.id;
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name = val.name || YunzaiApps.mysInfo['roleIdToName'](roleid, true);
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} else {
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roleid = YunzaiApps.mysInfo['roleIdToName'](val);
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}
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if (!name) {
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name = YunzaiApps.mysInfo['roleIdToName'](roleid, true);
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}
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if (!name) {
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return false;
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}
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return new Character(name, roleid);
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};
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Character.getAbbr = function () {
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return genshin.abbr;
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}
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Character.getRandomImg = function (type) {
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let chars = fs.readdirSync(metaPath);
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let ret = [];
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type = type === "party" ? "party" : "profile";
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lodash.forEach(chars, (char) => {
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if (fs.existsSync(`${metaPath}/${char}/${type}.png`)) {
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ret.push(`/meta/character/${char}/${type}.png`);
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}
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});
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return lodash.sample(ret);
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}
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let charPosIdx = {
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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',
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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',
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3: '申鹤,莫娜,早柚,云堇,久岐忍,五郎,砂糖,万叶,温迪',
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4: '班尼特,心海,琴,芭芭拉,七七,迪奥娜,托马,空,荧,阿贝多,钟离'
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}
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let idSort = {};
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lodash.forEach(charPosIdx, (chars, pos) => {
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chars = chars.split(",");
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lodash.forEach(chars, (name, idx) => {
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if (global.YunzaiApps) {
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let id = YunzaiApps.mysInfo['roleIdToName'](name);
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if (id) {
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idSort[id] = pos * 100 + idx;
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}
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}
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})
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})
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Character.sortIds = function (arr) {
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return arr.sort((a, b) => (idSort[a] || 300) - (idSort[b] || 300));
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}
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export default Character;
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