mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
195 lines
6.1 KiB
JavaScript
195 lines
6.1 KiB
JavaScript
//技能列表,配置了cookie能查
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import fs from "fs";
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import lodash from "lodash";
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import common from "../../../lib/common.js";
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import { segment } from "oicq";
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export async function talentList(e, { render }) {
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//缓存时间,单位小时
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let cacheCd = 6;
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let msg = e.msg.replace("#", "").trim();
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if (msg === "角色统计" || msg === "武器统计") {
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//暂时避让一下抽卡分析的关键词
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return false;
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}
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let MysApi = await getMysApi(e);
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if (!MysApi) return true;
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let uid = MysApi.targetUid;
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//禁止重复获取
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if (skillLoading[e.user_id]) {
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e.reply("角色数据获取中,请耐心等待...");
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setTimeout(() => {
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if (skillLoading[e.user_id]) delete skillLoading[e.user_id];
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}, 60000);
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return;
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}
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const displayMode = /(角色|武器|练度)/.test(e.msg) ? "weapon" : "talent";
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//四星五星
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let star = 0;
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if (/(四|4)/.test(msg)) star = 4;
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if (/(五|5)/.test(msg)) star = 5;
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// 技能查询缓存
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let cachePath = `./data/cache/`;
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if (!fs.existsSync(cachePath)) {
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fs.mkdirSync(cachePath);
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}
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cachePath += "talentList/";
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if (!fs.existsSync(cachePath)) {
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fs.mkdirSync(cachePath);
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}
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let avatarRet = [];
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let hasCache = await redis.get(`cache:uid-talent-new:${uid}`); // 由于数据结构改变,临时修改一下键值,防止命中历史缓存导致展示错误
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if (hasCache && !/force/.test(e.msg)) {
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// 有缓存优先使用缓存
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let jsonRet = fs.readFileSync(cachePath + `${uid}.json`, "utf8");
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avatarRet = JSON.parse(jsonRet);
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} else {
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skillLoading[e.user_id] = true;
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let resIndex = await MysApi.getCharacter();
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if (!resIndex) {
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delete skillLoading[e.user_id];
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return true;
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}
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let avatarData = resIndex && resIndex.avatars || [];
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// let skillRet = [], skill = [];
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//配置了cookie的才去获取技能
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// if (NoteCookie[e.user_id]) {
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let skillRet = [], skill = [];
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//配置了完整cookie的才去获取技能
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if (NoteCookie[e.user_id] && NoteCookie[e.user_id].cookie.includes("cookie_token")) {
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e.reply("角色数据获取中,请耐心等待...");
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//批量获取技能数据,分组10个id一次,延迟100ms
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let num = 10, ms = 100;
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let avatarArr = lodash.chunk(avatarData, num);
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for (let val of avatarArr) {
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for (let avatar of val) {
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skillRet.push(getSkill(e, uid, avatar, MysApi));
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}
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skillRet = await Promise.all(skillRet);
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//过滤没有获取成功的
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skillRet.filter(item => item.a);
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skillRet = skillRet.filter(item => item.a);
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await common.sleep(ms);
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}
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skill = lodash.keyBy(skillRet, "id");
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}
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// 天赋等级背景
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const talentLvMap = '0,1,1,1,2,2,3,3,3,4,5'.split(',')
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// 根据每日素材构建 角色->素材的映射关系
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let charTalentMap = {};
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daily.forEach((weekCfg, week) => {
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lodash.forIn(weekCfg[0], (talentCfg, talentName) => {
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talentCfg[1].forEach((charName) => {
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charTalentMap[charName] = { name: talentName, week: [3, 1, 2][week] };
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})
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})
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});
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for (let idx in avatarData) {
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let curr = avatarData[idx];
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let avatar = lodash.pick(curr, "id,name,rarity,level,rarity,fetter".split(","));
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// 埃洛伊rarity是105...
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avatar.rarity = avatar.rarity > 5 ? 5 : avatar.rarity;
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let weapon = curr.weapon || {};
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"name,level,rarity,affix_level".split(",").forEach((idx) => {
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avatar[`weapon_${idx}`] = curr.weapon[idx];
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});
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avatar.cons = curr.actived_constellation_num;
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if (avatar.id == 10000007) {
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avatar.name = "荧";
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} else if (avatar.id == 10000005) {
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avatar.name = "空";
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} else {
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let talent = charTalentMap[avatar.name] || {};
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avatar.talent = talent.name;
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avatar.talentWeek = talent.week; //`${talent.week}${talent.week + 3}`;
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}
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let skillRet = skill[avatar.id] || {};
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const talentConsCfg = { a: 0, e: 3, q: 5 };
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lodash.forIn(talentConsCfg, (consLevel, key) => {
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let talent = skillRet[key] || {};
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// 天赋等级
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avatar[key] = talent.level_current || '-';
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// 是否有命座加成
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avatar[`${key}_plus`] = talent.level_current > talent.level_original;
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// 天赋书星级
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avatar[`${key}_lvl`] = talentLvMap[talent.level_original * 1];
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avatar[`${key}_original`] = talent.level_original * 1;
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})
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avatar.aeq = avatar.a * 1 + avatar.e + avatar.q;
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avatarRet.push(avatar);
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}
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fs.writeFileSync(cachePath + `${uid}.json`, JSON.stringify(avatarRet));
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//缓存
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await redis.set(`cache:uid-talent-new:${uid}`, uid, { EX: 3600 * cacheCd });
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delete skillLoading[e.user_id];
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// }
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}
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//超过八个角色才分类四星五星
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if (star >= 4 && avatarRet.length > 8) {
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avatarRet = avatarRet.filter(item => item.rarity == star);
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}
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let sortKey = ({
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talent: "aeq,rarity,level,star,fetter,talentWeek",
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weapon: "level,rarity,aeq,cons,weapon_level,weapon_rarity,weapon_affix_level,fetter"
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})[displayMode].split(",");
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avatarRet = lodash.orderBy(avatarRet, sortKey, lodash.repeat("desc,", sortKey.length).split(","));
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let noTalent = avatarRet.length == 0 || /^\-+$/.test(avatarRet.map((d) => d.a).join(""));
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let talentNotice = `技能列表每${cacheCd}小时更新一次`;
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if (noTalent) {
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talentNotice = "未绑定体力Cookie,无法获取天赋列表。请回复 #体力 获取配置教程";
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}
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let week = new Date().getDay();
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if (new Date().getHours() < 4) {
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week--;
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}
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let base64 = await render("genshin", "talentList", {
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save_id: uid,
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uid: uid,
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avatars: avatarRet,
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bgType: Math.ceil(Math.random() * 3),
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abbr: genshin.abbr,
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displayMode,
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isSelf: e.isSelf,
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week: [3, 1, 2][week % 3],
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talentNotice
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});
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if (base64) {
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let msg = [];
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if (e.isGroup) {
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let name = lodash.truncate(e.sender.card, { length: 8 });
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msg.push(segment.at(e.user_id, name));
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}
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msg.push(segment.image(`base64://${base64}`));
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e.reply(msg);
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}
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return true; //事件结束不再往下
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} |