631 lines
18 KiB
JavaScript
631 lines
18 KiB
JavaScript
import base from './base.js'
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import MysInfo from './mys/mysInfo.js'
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import gsCfg from './gsCfg.js'
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import lodash from 'lodash'
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import moment from 'moment'
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import fs from 'node:fs'
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let dsz = '待实装'
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let imgFile = {}
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export default class RoleIndex extends base {
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constructor(e) {
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super(e)
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this.model = 'roleIndex'
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this.other = gsCfg.getdefSet('role', 'other')
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this.wother = gsCfg.getdefSet('weapon', 'other')
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this.lable = gsCfg.getdefSet('role', 'index')
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this.area = {
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蒙德: 1,
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璃月: 2,
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雪山: 3,
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稻妻: 4,
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渊下宫: 5,
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层岩巨渊: 6,
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层岩地下: 7,
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须弥: 8,
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枫丹: 9
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}
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this.areaName = lodash.invert(this.area)
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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>`
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}
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static async get(e) {
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let roleIndex = new RoleIndex(e)
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return await roleIndex.getIndex()
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}
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async getIndex() {
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let ApiData = {
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index: '',
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spiralAbyss: { schedule_type: 1 },
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character: '',
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basicInfo: ''
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}
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let res = await MysInfo.get(this.e, ApiData)
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if (!res || res[0].retcode !== 0 || res[2].retcode !== 0) return false
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let ret = []
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res.forEach(v => ret.push(v.data))
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/** 截图数据 */
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let data = {
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quality: 80,
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...this.screenData,
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...this.dealData(ret)
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}
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// console.log(...this.dealData(ret))
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return data
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}
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dealData(data) {
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let [resIndex, resAbyss, resDetail, basicInfo] = data
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let avatars = resDetail.avatars || []
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let roleArr = avatars
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for (let i in avatars) {
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let rarity = avatars[i].rarity
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let liveNum = avatars[i].actived_constellation_num
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let level = avatars[i].level
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let id = avatars[i].id - 10000000
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if (rarity >= 5) {
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rarity = 5
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}
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// 埃洛伊排到最后
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if (rarity > 5) {
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id = 0
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}
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// 增加神里排序
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if (avatars[i].id == 10000002) {
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id = 50
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}
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if (avatars[i].id == 10000005) {
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avatars[i].name = '空'
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liveNum = 0
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level = 0
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} else if (avatars[i].id == 10000007) {
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avatars[i].name = '荧'
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liveNum = 0
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level = 0
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}
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avatars[i].sortLevel = level
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// id倒序,最新出的角色拍前面
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avatars[i].sort = rarity * 100000 + liveNum * 10000 + level * 100 + id
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avatars[i].weapon.showName = this.wother.sortName[avatars[i].weapon.name] ?? avatars[i].weapon.name
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avatars[i].costumesLogo = ''
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if (avatars[i].costumes && avatars[i].costumes.length >= 1) {
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for (let val of avatars[i].costumes) {
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if (this.other.costumes.includes(val.name)) {
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avatars[i].costumesLogo = 2
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break
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}
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}
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}
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}
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let stats = resIndex.stats || {}
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let percentage = lodash.round(
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((stats.precious_chest_number +
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stats.luxurious_chest_number +
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stats.exquisite_chest_number +
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stats.common_chest_number +
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stats.magic_chest_number) /
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this.lable.all_chest) *
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100,
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1
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)
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let afterPercentage =
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(percentage < 60
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? 'D'
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: percentage < 70
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? 'C'
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: percentage < 80
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? 'B'
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: percentage < 90
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? 'A'
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: 'S') + `[${percentage}%]`
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let line = [
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[
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{ lable: '成就', num: stats.achievement_number, extra: this.lable.achievement },
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{ lable: '角色数', num: stats.avatar_number, extra: this.lable.avatar },
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{ lable: '等级', num: resIndex?.role?.level ?? 0, extra: this.lable.level },
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{
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lable: '总宝箱',
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num:
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stats.precious_chest_number +
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stats.luxurious_chest_number +
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stats.exquisite_chest_number +
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stats.common_chest_number +
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stats.magic_chest_number,
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extra: this.lable.all_chest
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},
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{
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lable: '获取率',
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num: afterPercentage,
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color:
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afterPercentage.substr(0, 1) == 'D'
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? '#12a182'
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: afterPercentage.substr(0, 1) == 'C'
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? '#2775b6'
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: afterPercentage.substr(0, 1) == 'B'
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? '#806d9e'
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: afterPercentage.substr(0, 1) == 'A'
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? '#c04851'
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: afterPercentage.substr(0, 1) == 'S'
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? '#f86b1d'
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: '',
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}
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],
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[
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{ lable: '华丽宝箱', num: stats.luxurious_chest_number, extra: this.lable.luxurious_chest },
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{ lable: '珍贵宝箱', num: stats.precious_chest_number, extra: this.lable.precious_chest },
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{ lable: '精致宝箱', num: stats.exquisite_chest_number, extra: this.lable.exquisite_chest },
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{ lable: '普通宝箱', num: stats.common_chest_number, extra: this.lable.common_chest }
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]
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]
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// 尘歌壶
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let homesLevel = 0
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// let homesItem = 0
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if (resIndex.homes && resIndex.homes.length > 0) {
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homesLevel = resIndex.homes[0].level
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// homesItem = resIndex.homes[0].item_num
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}
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let worldExplorations = lodash.keyBy(resIndex.world_explorations, 'id')
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let explor = []
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let explor2 = []
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let expArr = ['枫丹', '须弥', '层岩巨渊', '渊下宫', '稻妻']
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let expArr2 = ['雪山', '璃月', '蒙德']
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for (let val of expArr) {
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let tmp = {
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lable: val,
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num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%`
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}
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explor.push(tmp)
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}
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for (let val of expArr2) {
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let tmp = {
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lable: val,
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num: `${(worldExplorations[this.area[val]]?.exploration_percentage ?? 0) / 10}%`
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}
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explor2.push(tmp)
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}
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explor2.push({ lable: '家园等级', num: homesLevel })
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line.push(explor)
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line.push(explor2)
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if (avatars.length > 0) {
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// 重新排序
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avatars = lodash.chain(avatars).orderBy(['sortLevel'], ['desc'])
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if (this.e.msg.includes('角色')) {
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avatars = avatars.slice(0, 12)
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}
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avatars = avatars.orderBy(['sort'], ['desc']).value()
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}
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// 深渊
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let abyss = this.abyssAll(roleArr, resAbyss)
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return {
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uid: this.e.uid,
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saveId: this.e.uid,
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activeDay: this.dayCount(stats.active_day_number),
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line,
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basicInfo,
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avatars,
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abyss,
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headIndexStyle: this.headIndexStyle
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}
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}
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// 处理深渊数据
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abyssAll(roleArr, resAbyss) {
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let abyss = {}
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if (roleArr.length <= 0) {
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return abyss
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}
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if (resAbyss?.total_battle_times <= 0) {
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return abyss
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}
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if (resAbyss?.reveal_rank.length <= 0) {
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return abyss
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}
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// 打了三层才放出来
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if (resAbyss?.floors.length <= 2) {
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return abyss
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}
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let startTime = moment(resAbyss.startTime)
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let time = Number(startTime.month()) + 1
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if (startTime.day() >= 15) {
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time = time + '月下'
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} else {
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time = time + '月上'
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}
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let totalStar = 0
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let star = []
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for (let val of resAbyss.floors) {
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if (val.index < 9) {
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continue
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}
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totalStar += val.star
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star.push(val.star)
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}
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totalStar = totalStar + '(' + star.join('-') + ')'
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let dataName = ['damage', 'take_damage', 'defeat', 'normal_skill', 'energy_skill']
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let data = []
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let tmpRole = []
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for (let val of dataName) {
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if (resAbyss[`${val}_rank`].length <= 0) {
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resAbyss[`${val}_rank`] = [
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{
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value: 0,
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avatar_id: 10000007
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}
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]
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}
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data[val] = {
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num: resAbyss[`${val}_rank`][0].value,
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name: gsCfg.roleIdToName(resAbyss[`${val}_rank`][0].avatar_id)
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}
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if (data[val].num > 1000) {
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data[val].num = (data[val].num / 10000).toFixed(1)
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data[val].num += ' w'
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}
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if (tmpRole.length < 4 && !tmpRole.includes(resAbyss[`${val}_rank`][0].avatar_id)) {
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tmpRole.push(resAbyss[`${val}_rank`][0].avatar_id)
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}
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}
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let list = []
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let avatar = lodash.keyBy(roleArr, 'id')
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for (let val of resAbyss.reveal_rank) {
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if (avatar[val.avatar_id]) {
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val.life = avatar[val.avatar_id].actived_constellation_num
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} else {
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val.life = 0
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}
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val.name = gsCfg.roleIdToName(val.avatar_id)
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list.push(val)
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}
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return {
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time,
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max_floor: resAbyss.max_floor,
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totalStar,
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list,
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total_battle_times: resAbyss.total_battle_times,
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...data
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}
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}
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dayCount(num) {
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let daysDifference = Math.floor((new Date() - new Date('2020-09-15')) / (1000 * 60 * 60 * 24)) + 1
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let days = Math.floor(num)
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let msg = '活跃天数:' + days + `/${daysDifference}天`
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return msg
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}
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async roleCard() {
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this.model = 'roleCard'
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let res = await MysInfo.get(this.e, 'index')
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if (!res || res.retcode !== 0) return false
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return this.roleCardData(res.data)
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}
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roleCardData(res) {
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this.initFile()
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let stats = res.stats
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let line = [
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[
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{ lable: '活跃天数', num: stats.active_day_number },
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{ lable: '成就', num: stats.achievement_number },
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{ lable: '角色数', num: stats.avatar_number },
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{ lable: '等级', num: res?.role?.level ?? 0 },
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{
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lable: '总宝箱',
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num:
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stats.precious_chest_number +
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stats.luxurious_chest_number +
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stats.exquisite_chest_number +
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stats.common_chest_number +
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stats.magic_chest_number
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}
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],
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[
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{ lable: '华丽宝箱', num: stats.luxurious_chest_number },
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{ lable: '珍贵宝箱', num: stats.precious_chest_number },
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{ lable: '精致宝箱', num: stats.exquisite_chest_number },
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{ lable: '普通宝箱', num: stats.common_chest_number },
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{ lable: '奇馈宝箱', num: stats.magic_chest_number },
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{ lable: '传送点', num: stats.way_point_number },
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]
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]
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let explor1 = []
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let explor2 = []
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res.world_explorations = lodash.orderBy(res.world_explorations, ['id'], ['desc'])
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for (let val of res.world_explorations) {
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val.name = this.areaName[val.id] ? this.areaName[val.id] : lodash.truncate(val.name, { length: 6 })
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let tmp = { lable: val.name, num: `${val.exploration_percentage / 10}%` }
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if (explor1.length < 5) {
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explor1.push(tmp)
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} else {
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explor2.push(tmp)
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}
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}
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explor2 = explor2.concat([
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{ lable: '水神瞳', num: stats.hydroculus_number },
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{ lable: '草神瞳', num: stats.dendroculus_number },
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{ lable: '雷神瞳', num: stats.electroculus_number },
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{ lable: '岩神瞳', num: stats.geoculus_number },
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{ lable: '风神瞳', num: stats.anemoculus_number },
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{ lable: '秘境', num: stats.domain_number }
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])
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line.push(explor1)
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line.push(explor2.slice(0, 5))
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let avatars = res.avatars
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avatars = avatars.slice(0, 8)
|
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|
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let element = gsCfg.getdefSet('element', 'role')
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for (let i in avatars) {
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if (avatars[i].id == 10000005) {
|
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avatars[i].name = '空'
|
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}
|
||
if (avatars[i].id == 10000007) {
|
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avatars[i].name = '荧'
|
||
}
|
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avatars[i].element = element[avatars[i].name]
|
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avatars[i].img = imgFile[avatars[i].name] || `${avatars[i].name}.png`
|
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}
|
||
|
||
return {
|
||
saveId: this.e.uid,
|
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uid: this.e.uid,
|
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name: this.e.sender.card.replace(this.e.uid, '').trim(),
|
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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
|
||
}
|
||
}
|