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' import { Character } from '#miao.models' let dsz = '待实装' let imgFile = {} export default class RoleIndex extends base { constructor (e) { super(e) this.model = 'roleIndex' this.other = gsCfg.getdefSet('role', 'other') this.wother = gsCfg.getdefSet('weapon', 'other') this.lable = gsCfg.getdefSet('role', 'index') 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 } this.areaName = lodash.invert(this.area) this.headIndexStyle = `` } static async get (e) { let roleIndex = new RoleIndex(e) return await roleIndex.getIndex() } async getIndex () { 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) { 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') + `[${percentage}%]` let line = [ [ { lable: '成就', num: stats.achievement_number, extra: this.lable.achievement }, { lable: '角色数', num: stats.avatar_number, extra: this.lable.avatar }, { lable: '等级', num: resIndex?.role?.level ?? 0, extra: this.lable.level }, { lable: '总宝箱', num: stats.precious_chest_number + stats.luxurious_chest_number + stats.exquisite_chest_number + stats.common_chest_number + stats.magic_chest_number, extra: this.lable.all_chest }, { lable: '获取率', num: afterPercentage, color: afterPercentage.substr(0, 1) == 'D' ? '#12a182' : afterPercentage.substr(0, 1) == 'C' ? '#2775b6' : afterPercentage.substr(0, 1) == 'B' ? '#806d9e' : afterPercentage.substr(0, 1) == 'A' ? '#c04851' : afterPercentage.substr(0, 1) == 'S' ? '#f86b1d' : '', } ], [ { lable: '华丽宝箱', num: stats.luxurious_chest_number, extra: this.lable.luxurious_chest }, { lable: '珍贵宝箱', num: stats.precious_chest_number, extra: this.lable.precious_chest }, { lable: '精致宝箱', num: stats.exquisite_chest_number, extra: this.lable.exquisite_chest }, { lable: '普通宝箱', num: stats.common_chest_number, extra: this.lable.common_chest } ] ] // 尘歌壶 let homesLevel = 0 // let homesItem = 0 if (resIndex.homes && resIndex.homes.length > 0) { homesLevel = resIndex.homes[0].level // homesItem = resIndex.homes[0].item_num } let worldExplorations = lodash.keyBy(resIndex.world_explorations, 'id') let explor = [] let explor2 = [] let expArr = ['枫丹', '须弥', '层岩巨渊', '渊下宫', '稻妻'] let expArr2 = ['雪山', '璃月', '蒙德'] for (let val of expArr) { let tmp = { lable: val, num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%` } explor.push(tmp) } for (let val of expArr2) { let tmp = { lable: val, num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%` } explor2.push(tmp) } explor2.push({ lable: '家园等级', num: homesLevel }) line.push(explor) line.push(explor2) if (avatars.length > 0) { // 重新排序 avatars = lodash.chain(avatars).orderBy(['sortLevel'], ['desc']) if (this.e.msg.includes('角色')) { avatars = avatars.slice(0, 12) } avatars = avatars.orderBy(['sort'], ['desc']).value() } // 深渊 let abyss = this.abyssAll(roleArr, resAbyss) return { uid: this.e.uid, saveId: this.e.uid, activeDay: this.dayCount(stats.active_day_number), line, basicInfo, avatars, abyss, headIndexStyle: this.headIndexStyle } } // 处理深渊数据 abyssAll (roleArr, resAbyss) { let abyss = {} if (roleArr.length <= 0) { return abyss } if (resAbyss?.total_battle_times <= 0) { return abyss } if (resAbyss?.reveal_rank.length <= 0) { return abyss } // 打了三层才放出来 if (resAbyss?.floors.length <= 2) { return abyss } let startTime = moment(resAbyss.startTime) let time = Number(startTime.month()) + 1 if (startTime.day() >= 15) { time = time + '月下' } else { time = time + '月上' } let totalStar = 0 let star = [] for (let val of resAbyss.floors) { if (val.index < 9) { continue } totalStar += val.star star.push(val.star) } totalStar = totalStar + '(' + star.join('-') + ')' let dataName = ['damage', 'take_damage', 'defeat', 'normal_skill', 'energy_skill'] let data = [] let tmpRole = [] for (let val of dataName) { if (resAbyss[`${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[`${val}_rank`][0].avatar_id) } } let list = [] let avatar = lodash.keyBy(roleArr, 'id') for (let val of resAbyss.reveal_rank) { if (avatar[val.avatar_id]) { val.life = avatar[val.avatar_id].actived_constellation_num } else { val.life = 0 } val.name = gsCfg.roleIdToName(val.avatar_id) list.push(val) } return { time, max_floor: resAbyss.max_floor, totalStar, list, total_battle_times: resAbyss.total_battle_times, ...data } } dayCount (num) { let daysDifference = Math.floor((new Date() - new Date('2020-09-15')) / (1000 * 60 * 60 * 24)) + 1 let days = Math.floor(num) let msg = '活跃天数:' + days + `/${daysDifference}天` return msg } async roleCard () { 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) { 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 }, ] ] 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: `${val.exploration_percentage / 10}%` } if (explor1.length < 5) { explor1.push(tmp) } else { explor2.push(tmp) } } explor2 = explor2.concat([ { lable: '水神瞳', num: stats.hydroculus_number }, { lable: '草神瞳', num: stats.dendroculus_number }, { lable: '雷神瞳', num: stats.electroculus_number }, { lable: '岩神瞳', num: stats.geoculus_number }, { lable: '风神瞳', num: stats.anemoculus_number }, { lable: '秘境', num: stats.domain_number } ]) line.push(explor1) line.push(explor2.slice(0, 5)) let avatars = res.avatars avatars = avatars.slice(0, 8) let element = gsCfg.getdefSet('element', 'role') for (let i in avatars) { if (avatars[i].id == 10000005) { avatars[i].name = '空' } if (avatars[i].id == 10000007) { avatars[i].name = '荧' } avatars[i].element = element[avatars[i].name] let char = Character.get(avatars[i].name) avatars[i].img = char.imgs?.gacha } return { saveId: this.e.uid, uid: this.e.uid, name: this.e.sender.card.replace(this.e.uid, '').trim(), user_id: this.e.user_id, line, avatars, bg: lodash.random(1, 3), ...this.screenData } } async roleExplore () { this.model = 'roleExplore' let ApiData = { index: '', basicInfo: '' } let res = await MysInfo.get(this.e, ApiData) if (!res || res[0].retcode !== 0) return false let ret = [] res.forEach((v) => ret.push(v.data)) return this.roleExploreData(ret) } async roleExploreData (res) { let [resIndex, basicInfo] = res let stats = resIndex.stats let percentage = lodash.round( ((stats.precious_chest_number + stats.luxurious_chest_number + stats.exquisite_chest_number + stats.common_chest_number + stats.magic_chest_number) * 100) / this.lable.all_chest, 2 ) let afterPercentage = percentage < 60 ? 'D' : (percentage < 70 ? 'C' : percentage < 80 ? 'B' : percentage < 90 ? 'A' : 'S') + `[${percentage}%]` let daysDifference = Math.floor((new Date() - new Date('2020-09-15')) / (1000 * 60 * 60 * 24)) + 1 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: `${daysDifference}` } ], [ { lable: '深境螺旋', num: stats.spiral_abyss }, { lable: '宝箱总数', num: stats.precious_chest_number + stats.luxurious_chest_number + stats.exquisite_chest_number + stats.common_chest_number + stats.magic_chest_number, extra: this.lable.all_chest }, { lable: '宝箱获取率', num: afterPercentage, color: afterPercentage.substr(0, 1) == 'D' ? '#12a182' : afterPercentage.substr(0, 1) == 'C' ? '#2775b6' : afterPercentage.substr(0, 1) == 'B' ? '#806d9e' : afterPercentage.substr(0, 1) == 'A' ? '#c04851' : afterPercentage.substr(0, 1) == 'S' ? '#f86b1d' : '', }, { lable: '普通宝箱', num: stats.common_chest_number, extra: this.lable.common_chest }, { lable: '精致宝箱', num: stats.exquisite_chest_number, extra: this.lable.exquisite_chest }, ], [ { lable: '珍贵宝箱', num: stats.precious_chest_number, extra: this.lable.precious_chest }, { lable: '华丽宝箱', num: stats.luxurious_chest_number, extra: this.lable.luxurious_chest }, { lable: '奇馈宝箱', num: stats.magic_chest_number, extra: this.lable.magic_chest }, { lable: '风神瞳', num: stats.anemoculus_number, extra: this.lable.anemoculus }, { lable: '岩神瞳', num: stats.geoculus_number, extra: this.lable.geoculus } ], [ { lable: '雷神瞳', num: stats.electroculus_number, extra: this.lable.electroculus }, { lable: '草神瞳', num: stats.dendroculus_number, extra: this.lable.dendroculus }, { lable: '水神瞳', num: stats.hydroculus_number, extra: this.lable.hydroculus }, { lable: '火神瞳', num: `${dsz}`, extra: 0 }, { lable: '冰神瞳', num: `${dsz}`, extra: 0 } ], ] // 尘歌壶 if (resIndex.homes && resIndex.homes.length > 0) { line.push([ { lable: '家园等级', num: resIndex.homes[0].level }, { lable: '最高仙力', num: resIndex.homes[0].comfort_num }, { lable: '洞天名称', num: resIndex.homes[0].comfort_level_name }, { lable: '获得摆设', num: resIndex.homes[0].item_num }, { lable: '历史访客', num: resIndex.homes[0].visit_num } ]) } resIndex.world_explorations = lodash.orderBy(resIndex.world_explorations, ['id'], ['desc']) let explor = [] for (let val of resIndex.world_explorations) { if (val.id == 7) continue val.name = this.areaName[val.id] ? this.areaName[val.id] : lodash.truncate(val.name, { length: 6 }) let tmp = { name: val.name, line: [ { name: val.name, text: `${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: `${val.level}级` }) } if (val.id == 6) { let underground = lodash.find(resIndex.world_explorations, function (o) { return o.id == 7 }) if (underground) { tmp.line.push({ name: this.areaName[underground.id], text: `${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')) { val.offerings[0].name = '流明石' } if (val.offerings[0].name.includes('露景泉')) { 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' } tmp.line.push({ name: val.offerings[0].name, text: `${val.offerings[0].level}级` }) } 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 } return { saveId: this.e.uid, uid: this.e.uid, activeDay: this.dayCount(stats.active_day_number), line, explor, basicInfo, 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 } } initFile () { 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 } }