miao-plugin/apps/profile/ProfileDetail.js
kaguramaisakuya 3266babc30 fix #781
2024-08-18 17:07:26 +08:00

318 lines
9.7 KiB
JavaScript
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import lodash from 'lodash'
import { getTargetUid, getProfileRefresh } from './ProfileCommon.js'
import ProfileList from './ProfileList.js'
import { Cfg, Common, Data, Format } from '#miao'
import { Button, MysApi, ProfileRank, Character, Weapon, Artifact } from '#miao.models'
import ProfileChange from './ProfileChange.js'
import { profileArtis } from './ProfileArtis.js'
import { ProfileWeapon } from './ProfileWeapon.js'
let { diyCfg } = await Data.importCfg('profile')
// 查看当前角色
let ProfileDetail = {
async detail (e) {
let msg = e.original_msg || e.msg
if (!msg) {
return false
}
if (!/详细|详情|面板|面版|圣遗物|伤害|武器|换/.test(msg)) {
return false
}
let mode = 'profile'
let profileChange = false
let changeMsg = msg
let pc = ProfileChange.matchMsg(msg)
if (pc && pc.char && pc.change) {
if (!Cfg.get('profileChange')) {
e.reply('面板替换功能已禁用...')
return true
}
e.game = pc.game
e.isSr = e.game === 'sr'
e.uid = ''
e.msg = '#喵喵面板变换'
e.uid = pc.uid || await getTargetUid(e)
profileChange = ProfileChange.getProfile(e.uid, pc.char, pc.change, pc.game)
if (profileChange && profileChange.char) {
msg = `#${profileChange.char?.name}${pc.mode || '面板'}`
e._profile = profileChange
e._profileMsg = changeMsg
}
}
let uidRet = /(18|[1-9])[0-9]{8}/g.exec(msg)
if (uidRet) {
e.uid = uidRet[0]
msg = msg.replace(uidRet[0], '')
}
let name = msg.replace(/#|老婆|老公|星铁|原神/g, '').trim()
msg = msg.replace('面版', '面板')
let dmgRet = /(?:伤害|武器)(\d*)$/.exec(name)
let dmgIdx = 0; let idxIsInput = false
if (/(最强|最高|最高分|最牛|第一)/.test(msg)) {
mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'rank-mark' : 'rank-dmg'
name = name.replace(/(最强|最高分|第一|最高|最牛|圣遗物|评分|群)/g, '')
}
if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) {
mode = 'profile'
name = name.replace(/(详情|详细|面板)/, '').trim()
} else if (dmgRet) {
// mode = /武器/.test(msg) ? 'weapon' : 'dmg'
mode = 'dmg'
name = name.replace(/(伤害|武器)+\d*/, '').trim()
if (dmgRet[1]) {
dmgIdx = dmgRet[1] * 1
// 标识是用户指定的序号
idxIsInput = true
}
} else if (/(详情|详细|面板)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板)$/.test(msg))) {
mode = 'refresh'
name = name.replace(/详情|详细|面板|更新/g, '').trim()
} else if (/圣遗物/.test(msg)) {
mode = 'artis'
name = name.replace('圣遗物', '').trim()
}
if (!Common.cfg('avatarProfile')) {
return false // 面板开关关闭
}
let char = Character.get(name.trim(), e.game)
if (!char) {
return false
}
if (/星铁/.test(msg) || char.isSr) {
e.game = 'sr'
e.isSr = true
}
let uid = e.uid || await getTargetUid(e)
if (!uid) {
return true
}
e.uid = uid
e.avatar = char.id
if (char.isCustom) {
e.reply('自定义角色暂不支持此功能')
return true
}
if (!char.isRelease) {
// 预设面板支持未实装角色
if (!profileChange && Number(e.uid) > 100000006) {
e.reply('角色尚未实装')
return true
}
// 但仅在未实装开启时展示
if (Cfg.get('notReleasedData') === false) {
e.reply('未实装角色面板已禁用...')
return true
}
}
if (mode === 'profile' || mode === 'dmg' || mode === 'weapon') {
return ProfileDetail.render(e, char, mode, { dmgIdx, idxIsInput })
} else if (mode === 'refresh') {
await ProfileList.refresh(e)
return true
} else if (mode === 'artis') {
return profileArtis(e)
}
return true
},
async render (e, char, mode = 'profile', params = {}) {
let selfUser = await MysApi.initUser(e)
if (!selfUser) {
e.reply(['尚未绑定UID', new Button(e).bindUid()])
return true
}
let { uid } = e
if (char.isCustom) {
e.reply(`暂不支持自定义角色${char.name}的面板信息查看`)
return true
}
let profile = e._profile || await getProfileRefresh(e, char.id)
if (!profile) {
return true
}
char = profile.char || char
let a = profile.attr
let base = profile.base
let attr = {}
let game = char.game
let isGs = game === 'gs'
let isSr = !isGs
lodash.forEach((isGs ? 'hp,def,atk,mastery' : 'hp,def,atk,speed').split(','), (key) => {
let fn = (n) => Format.comma(n, key === 'hp' ? 0 : 1)
attr[key] = fn(a[key])
attr[`${key}Base`] = fn(base[key])
attr[`${key}Plus`] = fn(a[key] - base[key])
})
lodash.forEach((isGs ? 'cpct,cdmg,recharge,dmg' : 'cpct,cdmg,recharge,dmg,effPct,effDef,heal,stance').split(','), (key) => {
let fn = Format.pct
let key2 = key
if (key === 'dmg') {
if (isGs) {
if (a.phy > a.dmg) {
key2 = 'phy'
}
}
}
attr[key] = fn(a[key2])
attr[`${key}Base`] = fn(base[key2])
attr[`${key}Plus`] = fn(a[key2] - base[key2])
})
let weapon = Weapon.get(profile?.weapon?.name, game)
let w = profile.weapon
let wCfg = {}
if (mode === 'weapon') {
wCfg = weapon.calcAttr(w.level, w.promote)
wCfg.weapons = await ProfileWeapon.calc(profile)
}
let enemyLv = isGs ? (await selfUser.getCfg('char.enemyLv', 91)) : 80
let dmgCalc = await ProfileDetail.getProfileDmgCalc({ profile, enemyLv, mode, params })
let rank = false
if (e.group_id && !e._profile) {
rank = await ProfileRank.create({ group: e.group_id, uid, qq: e.user_id })
await rank.getRank(profile, true)
}
let artisDetail = profile.getArtisMark()
// 处理一下allAttr确保都有9个内容以获得比较好展示效果
let allAttr = profile.artis.getAllAttr() || []
allAttr = lodash.slice(allAttr, 0, 9)
for (let idx = allAttr.length; idx < 9; idx++) {
allAttr[idx] = {}
}
artisDetail.allAttr = allAttr
let artisKeyTitle = Artifact.getArtisKeyTitle(game)
let data = profile.getData('name,abbr,cons,level,talent,dataSource,updateTime,imgs,costumeSplash')
if (isSr) {
let treeData = []
let treeMap = {}
// 属性
lodash.forEach('0113355778'.split(''), (pos, idx) => {
treeData[pos] = treeData[pos] || []
let tmp = { type: 'tree', img: '/meta-sr/public/icons/tree-cpct.webp' }
treeData[pos].push(tmp)
treeMap[idx + 201 + ''] = tmp
})
// 属性建成后图标替换
lodash.forEach(Object.keys(char.detail.tree), (id) => {
let ret = /([12][01][0-9])$/.exec(id + '')
if (ret && ret[1]) {
let treeId = ret[1]
if (treeId[0] === '2') {
treeMap[treeId].img = `/meta-sr/public/icons/tree-${char.detail?.tree?.[id]?.key}.webp`
}
}
})
// 能力
lodash.forEach([2, 4, 6], (pos, idx) => {
let tmp = { type: 'talent', img: data.imgs[`tree${idx + 1}`] }
treeData[pos] = tmp
treeMap[idx + 101 + ''] = tmp
})
// 点亮图标
lodash.forEach(profile.trees, (id) => {
let ret = /([12][01][0-9])$/.exec(id + '')
if (ret && ret[1]) {
let treeId = ret[1]
if (treeMap?.[treeId]) {
treeMap[treeId].value = 1
}
}
})
data.treeData = treeData
}
data.weapon = profile.getWeaponDetail()
let renderData = {
save_id: uid,
uid,
game,
data,
attr,
elem: char.elem,
dmgCalc,
artisDetail,
artisKeyTitle,
bodyClass: `char-${char.name}`,
mode,
wCfg,
changeProfile: e._profileMsg
}
// 渲染图像
const msgRes = await e.reply([await Common.render('character/profile-detail', renderData, { e, scale: 1.6, retType: 'base64' }), new Button(e).profile(char, uid)])
if (msgRes) {
// 如果消息发送成功就将message_id和图片路径存起来3小时过期
const message_id = [e.message_id]
if (Array.isArray(msgRes.message_id)) {
message_id.push(...msgRes.message_id)
} else {
message_id.push(msgRes.message_id)
}
for (const i of message_id) {
await redis.set(`miao:original-picture:${i}`, JSON.stringify({
type: 'profile',
img: renderData?.data?.costumeSplash
}), { EX: 3600 * 3 })
}
}
return true
},
async getProfileDmgCalc ({ profile, enemyLv, mode, params }) {
let dmgMsg = []
let dmgData = []
let dmgCalc = await profile.calcDmg({
enemyLv,
mode,
...params
})
if (dmgCalc && dmgCalc.ret) {
lodash.forEach(dmgCalc.ret, (ds) => {
if (ds.type !== 'text') {
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
}
dmgData.push(ds)
})
lodash.forEach(dmgCalc.msg, (msg) => {
msg.replace(':', '')
dmgMsg.push(msg.split(''))
})
dmgCalc.dmgMsg = dmgMsg
dmgCalc.dmgData = dmgData
}
if (mode === 'dmg' && dmgCalc.dmgRet) {
let basic = dmgCalc?.dmgCfg?.basicRet
lodash.forEach(dmgCalc.dmgRet, (row) => {
lodash.forEach(row, (ds) => {
ds.val = (ds.avg > basic.avg ? '+' : '') + Format.comma(ds.avg - basic.avg)
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
})
})
basic.dmg = Format.comma(basic.dmg)
basic.avg = Format.comma(basic.avg)
}
return dmgCalc
}
}
export default ProfileDetail