Miao-Yunzai/plugins/genshin/model/weapon.js

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2023-03-04 14:30:13 +08:00
import base from './base.js'
import MysInfo from './mys/mysInfo.js'
import gsCfg from './gsCfg.js'
import lodash from 'lodash'
export default class Weapon extends base {
constructor (e) {
super(e)
this.model = 'weapon'
}
static async get (e) {
let weapon = new Weapon(e)
return await weapon.getData()
}
/** #武器 */
async getData (e) {
let res = await MysInfo.get(this.e, 'character')
if (!res || res.retcode !== 0) return false
let avatars = res.data.avatars
if (avatars.length <= 0) {
return true
}
/** 截图数据 */
let data = {
...this.screenData,
saveId: this.e.uid,
uid: this.e.uid,
...this.dealData(avatars)
}
return data
}
dealData (avatars) {
let actWeapon = gsCfg.getdefSet('weapon', 'other').actWeapon
let sortName = gsCfg.getdefSet('weapon', 'other').sortName
let weapon = []
let count = {
five: 0,
four: 0,
单手剑: 0,
双手剑: 0,
长柄武器: 0,
: 0,
法器: 0
}
for (let val of avatars) {
if (val.weapon.rarity <= 1) {
continue
}
val.name = gsCfg.roleIdToName(val.id)
if (val.rarity > 5) {
val.rarity = 5
}
if (val.weapon.rarity == 5) count.five++
if (val.weapon.rarity == 4) count.four++
count[val.weapon.type_name]++
let firstSort = 0
firstSort += val.weapon.level
firstSort += (val.weapon.rarity - 4) * 20
if (val.weapon.level >= 20) {
firstSort += val.level
}
if (!actWeapon.includes(val.weapon.name)) {
firstSort += val.weapon.affix_level * 5
}
let sort = 0
sort += val.weapon.rarity * 1000000
sort += val.weapon.affix_level * 100000
sort += val.weapon.level * 1000
sort += val.rarity * 100
sort += val.level
weapon.push({
role_name: val.name,
role_level: val.level,
role_rarity: val.rarity,
name: val.weapon.name,
showName: sortName[val.weapon.name] ?? val.weapon.name,
rarity: val.weapon.rarity,
level: val.weapon.level,
affix_level: val.weapon.affix_level,
firstSort,
sort
})
}
// 重新排序
weapon = lodash.chain(weapon).orderBy(['firstSort'], ['desc']).orderBy(['sort'], ['desc']).value()
return { list: weapon, count }
}
}