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

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import base from './base.js'
import MysInfo from './mys/mysInfo.js'
import gsCfg from './gsCfg.js'
import lodash from 'lodash'
import moment from 'moment'
import fs from 'node:fs'
let dsz = '待实装'
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let imgFile = {}
export default class RoleIndex extends base {
constructor(e) {
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super(e)
this.model = 'roleIndex'
this.other = gsCfg.getdefSet('role', 'other')
this.wother = gsCfg.getdefSet('weapon', 'other')
this.lable = gsCfg.getdefSet('role', 'index')
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this.area = {
蒙德: 1,
璃月: 2,
雪山: 3,
稻妻: 4,
渊下宫: 5,
层岩巨渊: 6,
层岩地下: 7,
须弥: 8,
枫丹: 9
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}
this.areaName = lodash.invert(this.area)
this.headIndexStyle = `<style> .head_box { background: url(${this.screenData.pluResPath}img/roleIndex/namecard/${lodash.random(1, 8)}.png) #f5f5f5; background-position-x: 30px; background-repeat: no-repeat; border-radius: 15px; font-family: tttgbnumber; padding: 10px 20px; position: relative; background-size: auto 101%; }</style>`
}
static async get(e) {
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let roleIndex = new RoleIndex(e)
return await roleIndex.getIndex()
}
async getIndex() {
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let ApiData = {
index: '',
spiralAbyss: { schedule_type: 1 },
character: '',
basicInfo: ''
}
let res = await MysInfo.get(this.e, ApiData)
if (!res || res[0].retcode !== 0 || res[2].retcode !== 0) return false
let ret = []
res.forEach(v => ret.push(v.data))
/** 截图数据 */
let data = {
quality: 80,
...this.screenData,
...this.dealData(ret)
}
// console.log(...this.dealData(ret))
return data
}
dealData(data) {
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let [resIndex, resAbyss, resDetail, basicInfo] = data
let avatars = resDetail.avatars || []
let roleArr = avatars
for (let i in avatars) {
let rarity = avatars[i].rarity
let liveNum = avatars[i].actived_constellation_num
let level = avatars[i].level
let id = avatars[i].id - 10000000
if (rarity >= 5) {
rarity = 5
}
// 埃洛伊排到最后
if (rarity > 5) {
id = 0
}
// 增加神里排序
if (avatars[i].id == 10000002) {
id = 50
}
if (avatars[i].id == 10000005) {
avatars[i].name = '空'
liveNum = 0
level = 0
} else if (avatars[i].id == 10000007) {
avatars[i].name = '荧'
liveNum = 0
level = 0
}
avatars[i].sortLevel = level
// id倒序最新出的角色拍前面
avatars[i].sort = rarity * 100000 + liveNum * 10000 + level * 100 + id
avatars[i].weapon.showName = this.wother.sortName[avatars[i].weapon.name] ?? avatars[i].weapon.name
avatars[i].costumesLogo = ''
if (avatars[i].costumes && avatars[i].costumes.length >= 1) {
for (let val of avatars[i].costumes) {
if (this.other.costumes.includes(val.name)) {
avatars[i].costumesLogo = 2
break
}
}
}
}
let stats = resIndex.stats || {}
let percentage = lodash.round(
((stats.precious_chest_number +
stats.luxurious_chest_number +
stats.exquisite_chest_number +
stats.common_chest_number +
stats.magic_chest_number) /
this.lable.all_chest) *
100,
1
)
let afterPercentage =
(percentage < 60
? 'D'
: percentage < 70
? 'C'
: percentage < 80
? 'B'
: percentage < 90
? 'A'
: 'S') + `[${percentage}%]`
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let line = [
[
{ lable: '成就', num: stats.achievement_number, extra: this.lable.achievement },
{ lable: '角色数', num: stats.avatar_number, extra: this.lable.avatar },
{ lable: '等级', num: resIndex?.role?.level ?? 0, extra: this.lable.level },
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{
lable: '总宝箱',
num:
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stats.precious_chest_number +
stats.luxurious_chest_number +
stats.exquisite_chest_number +
stats.common_chest_number +
stats.magic_chest_number,
extra: this.lable.all_chest
},
{
lable: '获取率',
num: afterPercentage,
color:
afterPercentage.substr(0, 1) == 'D'
? '#12a182'
: afterPercentage.substr(0, 1) == 'C'
? '#2775b6'
: afterPercentage.substr(0, 1) == 'B'
? '#806d9e'
: afterPercentage.substr(0, 1) == 'A'
? '#c04851'
: afterPercentage.substr(0, 1) == 'S'
? '#f86b1d'
: '',
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}
],
[
{ lable: '华丽宝箱', num: stats.luxurious_chest_number, extra: this.lable.luxurious_chest },
{ lable: '珍贵宝箱', num: stats.precious_chest_number, extra: this.lable.precious_chest },
{ lable: '精致宝箱', num: stats.exquisite_chest_number, extra: this.lable.exquisite_chest },
{ lable: '普通宝箱', num: stats.common_chest_number, extra: this.lable.common_chest }
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]
]
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// 尘歌壶
let homesLevel = 0
// let homesItem = 0
if (resIndex.homes && resIndex.homes.length > 0) {
homesLevel = resIndex.homes[0].level
// homesItem = resIndex.homes[0].item_num
}
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let worldExplorations = lodash.keyBy(resIndex.world_explorations, 'id')
let explor = []
let explor2 = []
let expArr = ['枫丹', '须弥', '层岩巨渊', '渊下宫', '稻妻']
let expArr2 = ['雪山', '璃月', '蒙德']
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for (let val of expArr) {
let tmp = {
lable: val,
num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%`
}
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explor.push(tmp)
}
for (let val of expArr2) {
let tmp = {
lable: val,
num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%`
}
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explor2.push(tmp)
}
explor2.push({ lable: '家园等级', num: homesLevel })
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line.push(explor)
line.push(explor2)
if (avatars.length > 0) {
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// 重新排序
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avatars = lodash.chain(avatars).orderBy(['sortLevel'], ['desc'])
if (this.e.msg.includes('角色')) {
avatars = avatars.slice(0, 12)
}
avatars = avatars.orderBy(['sort'], ['desc']).value()
}
// 深渊
let abyss = this.abyssAll(roleArr, resAbyss)
return {
uid: this.e.uid,
saveId: this.e.uid,
activeDay: this.dayCount(stats.active_day_number),
line,
basicInfo,
avatars,
abyss,
headIndexStyle: this.headIndexStyle
}
}
// 处理深渊数据
abyssAll(roleArr, resAbyss) {
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let abyss = {}
if (roleArr.length <= 0) {
return abyss
}
if (resAbyss?.total_battle_times <= 0) {
return abyss
}
if (resAbyss?.reveal_rank.length <= 0) {
return abyss
}
// 打了三层才放出来
if (resAbyss?.floors.length <= 2) {
return abyss
}
let startTime = moment(resAbyss.startTime)
let time = Number(startTime.month()) + 1
if (startTime.day() >= 15) {
time = time + '月下'
} else {
time = time + '月上'
}
let totalStar = 0
let star = []
for (let val of resAbyss.floors) {
if (val.index < 9) {
continue
}
totalStar += val.star
star.push(val.star)
}
totalStar = totalStar + '' + star.join('-') + ''
let dataName = ['damage', 'take_damage', 'defeat', 'normal_skill', 'energy_skill']
let data = []
let tmpRole = []
for (let val of dataName) {
if (resAbyss[`${val}_rank`].length <= 0) {
resAbyss[`${val}_rank`] = [
{
value: 0,
avatar_id: 10000007
}
]
}
data[val] = {
num: resAbyss[`${val}_rank`][0].value,
name: gsCfg.roleIdToName(resAbyss[`${val}_rank`][0].avatar_id)
}
if (data[val].num > 1000) {
data[val].num = (data[val].num / 10000).toFixed(1)
data[val].num += ' w'
}
if (tmpRole.length < 4 && !tmpRole.includes(resAbyss[`${val}_rank`][0].avatar_id)) {
tmpRole.push(resAbyss[`${val}_rank`][0].avatar_id)
}
}
let list = []
let avatar = lodash.keyBy(roleArr, 'id')
for (let val of resAbyss.reveal_rank) {
if (avatar[val.avatar_id]) {
val.life = avatar[val.avatar_id].actived_constellation_num
} else {
val.life = 0
}
val.name = gsCfg.roleIdToName(val.avatar_id)
list.push(val)
}
return {
time,
max_floor: resAbyss.max_floor,
totalStar,
list,
total_battle_times: resAbyss.total_battle_times,
...data
}
}
dayCount(num) {
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let daysDifference = Math.floor((new Date() - new Date('2020-09-15')) / (1000 * 60 * 60 * 24))
let days = Math.floor(num)
let msg = '活跃天数:' + days + `/${daysDifference}`
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return msg
}
async roleCard() {
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this.model = 'roleCard'
let res = await MysInfo.get(this.e, 'index')
if (!res || res.retcode !== 0) return false
return this.roleCardData(res.data)
}
roleCardData(res) {
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this.initFile()
let stats = res.stats
let line = [
[
{ lable: '活跃天数', num: stats.active_day_number },
{ lable: '成就', num: stats.achievement_number },
{ lable: '角色数', num: stats.avatar_number },
{ lable: '等级', num: res?.role?.level ?? 0 },
{
lable: '总宝箱',
num:
stats.precious_chest_number +
stats.luxurious_chest_number +
stats.exquisite_chest_number +
stats.common_chest_number +
stats.magic_chest_number
}
],
[
{ lable: '华丽宝箱', num: stats.luxurious_chest_number },
{ lable: '珍贵宝箱', num: stats.precious_chest_number },
{ lable: '精致宝箱', num: stats.exquisite_chest_number },
{ lable: '普通宝箱', num: stats.common_chest_number },
{ lable: '奇馈宝箱', num: stats.magic_chest_number },
{ lable: '传送点', num: stats.way_point_number },
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]
]
let explor1 = []
let explor2 = []
res.world_explorations = lodash.orderBy(res.world_explorations, ['id'], ['desc'])
for (let val of res.world_explorations) {
val.name = this.areaName[val.id] ? this.areaName[val.id] : lodash.truncate(val.name, { length: 6 })
let tmp = { lable: val.name, num: `${val.exploration_percentage / 10}%` }
if (explor1.length < 5) {
explor1.push(tmp)
} else {
explor2.push(tmp)
}
}
explor2 = explor2.concat([
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{ lable: '水神瞳', num: stats.hydroculus_number },
{ lable: '草神瞳', num: stats.dendroculus_number },
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{ lable: '雷神瞳', num: stats.electroculus_number },
{ lable: '岩神瞳', num: stats.geoculus_number },
{ lable: '风神瞳', num: stats.anemoculus_number },
{ lable: '秘境', num: stats.domain_number }
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])
line.push(explor1)
line.push(explor2.slice(0, 5))
let avatars = res.avatars
avatars = avatars.slice(0, 8)
let element = gsCfg.getdefSet('element', 'role')
for (let i in avatars) {
if (avatars[i].id == 10000005) {
avatars[i].name = '空'
}
if (avatars[i].id == 10000007) {
avatars[i].name = '荧'
}
avatars[i].element = element[avatars[i].name]
avatars[i].img = imgFile[avatars[i].name] || `${avatars[i].name}.png`
}
return {
saveId: this.e.uid,
uid: this.e.uid,
name: this.e.sender.card.replace(this.e.uid, '').trim(),
user_id: this.e.user_id,
line,
avatars,
bg: lodash.random(1, 3),
...this.screenData
}
}
async roleExplore() {
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this.model = 'roleExplore'
let ApiData = {
index: '',
basicInfo: ''
}
let res = await MysInfo.get(this.e, ApiData)
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if (!res || res[0].retcode !== 0) return false
let ret = []
res.forEach((v) => ret.push(v.data))
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return this.roleExploreData(ret)
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}
async roleExploreData(res) {
let [resIndex, basicInfo] = res
let stats = resIndex.stats
let percentage = lodash.round(
((stats.precious_chest_number +
stats.luxurious_chest_number +
stats.exquisite_chest_number +
stats.common_chest_number +
stats.magic_chest_number) *
100) /
this.lable.all_chest,
2
)
let afterPercentage =
percentage < 60
? 'D'
: (percentage < 70
? 'C'
: percentage < 80
? 'B'
: percentage < 90
? 'A'
: 'S') + `[${percentage}%]`
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let daysDifference = Math.floor((new Date() - new Date('2020-09-15')) / (1000 * 60 * 60 * 24))
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let line = [
[
{ lable: '角色数', num: stats.avatar_number, extra: this.lable.avatar },
{ lable: '传送点', num: stats.way_point_number, extra: this.lable.way_point },
{ lable: '秘境', num: stats.domain_number, extra: this.lable.domain },
{ lable: '成就', num: stats.achievement_number, extra: this.lable.achievement },
{ lable: '活跃天数', num: stats.active_day_number, extra: `${daysDifference}` }
],
[
{ lable: '深境螺旋', num: stats.spiral_abyss },
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{
lable: '宝箱总数',
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num:
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stats.precious_chest_number +
stats.luxurious_chest_number +
stats.exquisite_chest_number +
stats.common_chest_number +
stats.magic_chest_number,
extra: this.lable.all_chest
},
{
lable: '宝箱获取率',
num: afterPercentage,
color:
afterPercentage.substr(0, 1) == 'D'
? '#12a182'
: afterPercentage.substr(0, 1) == 'C'
? '#2775b6'
: afterPercentage.substr(0, 1) == 'B'
? '#806d9e'
: afterPercentage.substr(0, 1) == 'A'
? '#c04851'
: afterPercentage.substr(0, 1) == 'S'
? '#f86b1d'
: '',
},
{ lable: '普通宝箱', num: stats.common_chest_number, extra: this.lable.common_chest },
{ lable: '精致宝箱', num: stats.exquisite_chest_number, extra: this.lable.exquisite_chest },
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],
[
{ lable: '珍贵宝箱', num: stats.precious_chest_number, extra: this.lable.precious_chest },
{ lable: '华丽宝箱', num: stats.luxurious_chest_number, extra: this.lable.luxurious_chest },
{ lable: '奇馈宝箱', num: stats.magic_chest_number, extra: this.lable.magic_chest },
{ lable: '风神瞳', num: stats.anemoculus_number, extra: this.lable.anemoculus },
{ lable: '岩神瞳', num: stats.geoculus_number, extra: this.lable.geoculus }
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],
[
{ lable: '雷神瞳', num: stats.electroculus_number, extra: this.lable.electroculus },
{ lable: '草神瞳', num: stats.dendroculus_number, extra: this.lable.dendroculus },
{ lable: '水神瞳', num: stats.hydroculus_number, extra: this.lable.hydroculus },
{ lable: '火神瞳', num: `${dsz}`, extra: 0 },
{ lable: '冰神瞳', num: `${dsz}`, extra: 0 }
],
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]
// 尘歌壶
if (resIndex.homes && resIndex.homes.length > 0) {
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line.push([
{ lable: '家园等级', num: resIndex.homes[0].level },
{ lable: '最高仙力', num: resIndex.homes[0].comfort_num },
{ lable: '洞天名称', num: resIndex.homes[0].comfort_level_name },
{ lable: '获得摆设', num: resIndex.homes[0].item_num },
{ lable: '历史访客', num: resIndex.homes[0].visit_num }
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])
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}
resIndex.world_explorations = lodash.orderBy(resIndex.world_explorations, ['id'], ['desc'])
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let explor = []
for (let val of resIndex.world_explorations) {
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if (val.id == 7) continue
val.name = this.areaName[val.id] ? this.areaName[val.id] : lodash.truncate(val.name, { length: 6 })
let tmp = {
name: val.name,
line: [
{
name: val.name,
text: `${val.exploration_percentage / 10}%`
}
]
}
if (['蒙德', '璃月', '稻妻', '须弥', '枫丹'].includes(val.name))
tmp.line.push({ name: '声望', text: `${val.level}` })
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if (val.id == 6) {
let underground = lodash.find(resIndex.world_explorations, function (o) {
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return o.id == 7
})
if (underground) {
tmp.line.push({
name: this.areaName[underground.id],
text: `${underground.exploration_percentage / 10}%`
})
}
}
if (['雪山', '稻妻', '层岩巨渊', '须弥', '枫丹'].includes(val.name)) {
if (val.offerings[0].name.includes('流明石'))
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val.offerings[0].name = '流明石'
if (val.offerings[0].name.includes('露景泉'))
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val.offerings[0].name = '露景泉'
if (val.offerings[0].name == '恒那兰那的梦之树')
val.offerings[0].name = '梦之树'
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tmp.line.push({
name: val.offerings[0].name,
text: `${val.offerings[0].level}`
})
}
explor.push(tmp)
}
let avatar = ''
if (this.e.member?.getAvatarUrl)
avatar = await this.e.member.getAvatarUrl()
else if (this.e.friend?.getAvatarUrl)
avatar = await this.e.friend.getAvatarUrl()
else
avatar = resIndex.role.game_head_icon
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return {
saveId: this.e.uid,
uid: this.e.uid,
activeDay: this.dayCount(stats.active_day_number),
line,
explor,
basicInfo,
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headIndexStyle: this.headIndexStyle,
...this.screenData,
gamename: resIndex?.role?.nickname ?? 0,
avatar,
gameavatar: resIndex?.role?.avatar ?? 0,
gamelevel: resIndex?.role?.level ?? 0,
gamefwq: resIndex?.role?.region
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}
}
initFile() {
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if (imgFile['刻晴']) return imgFile
let path = './plugins/genshin/resources/img/gacha/'
let character = fs.readdirSync(path + 'character/')
let weapon = fs.readdirSync(path + 'weapon/')
let nameSet = (v) => {
let name = v.split('.')
imgFile[name[0]] = v
}
character.forEach(v => nameSet(v))
weapon.forEach(v => nameSet(v))
return imgFile
}
}