522 lines
12 KiB
JavaScript
522 lines
12 KiB
JavaScript
import base from './base.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 fetch from 'node-fetch'
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import fs from 'node:fs'
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let imgFile = {}
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export default class GachaData extends base {
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/**
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* @param e icqq 消息e
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* @param e.user_id 用户id
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*/
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constructor (e) {
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super(e)
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this.model = 'gacha'
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/** 卡池 */
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this.pool = {}
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/** 默认设置 */
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this.def = gsCfg.getdefSet('gacha', 'gacha')
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this.set = gsCfg.getGachaSet(this.e.group_id)
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/** 角色武器类型 */
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this.ele = gsCfg.element
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/** 默认角色池 */
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this.type = 'role'
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/** 抽卡结果 */
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this.res = []
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this.fiveHave = []
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this.fourHave = []
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}
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static async init (e) {
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let gacha = new GachaData(e)
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gacha.initFile()
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/** 抽卡类型 */
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gacha.getTpye()
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/** 用户抽卡数据 */
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await gacha.userData()
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/** 卡池 */
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await gacha.getPool()
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return gacha
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}
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/** 抽卡 */
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async run () {
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let list = this.lottery()
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/** 截图数据 */
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let data = {
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name: this.e.sender.card,
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quality: 80,
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...this.screenData,
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...this.lotteryInfo(),
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list
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}
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return data
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}
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get key () {
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/** 群,私聊分开 */
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if (this.e.isGroup) {
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return `${this.prefix}${this.e.group_id}:${this.userId}`
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} else {
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return `${this.prefix}private:${this.userId}`
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}
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}
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getTpye () {
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if (this.e.msg.includes('2')) this.role2 = true
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if (this.e.msg.includes('武器')) this.type = 'weapon'
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if (this.e.msg.includes('常驻')) this.type = 'permanent'
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}
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/** 奖池数据 */
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async getPool () {
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let poolArr = gsCfg.getdefSet('gacha', 'pool')
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poolArr = [...poolArr].reverse()
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/** 获取设置卡池 */
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let NowPool = poolArr.find((val) => new Date().getTime() <= new Date(val.endTime).getTime()) || poolArr.pop()
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this.NowPool = NowPool
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if (this.type == 'weapon') {
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let weapon4 = lodash.difference(this.def.weapon4, NowPool.weapon4)
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let weapon5 = lodash.difference(this.def.weapon5, NowPool.weapon5)
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this.pool = {
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up4: NowPool.weapon4,
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role4: this.def.role4,
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weapon4,
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up5: NowPool.weapon5,
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five: weapon5
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}
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}
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if (this.type == 'role') {
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let role4 = lodash.difference(this.def.role4, NowPool.up4)
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let role5 = lodash.difference(this.def.role5, NowPool.up5)
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let up5 = NowPool.up5
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if (this.role2) up5 = NowPool.up5_2
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this.pool = {
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/** up卡池 */
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up4: NowPool.up4,
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/** 常驻四星 */
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role4,
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/** 常驻四星武器 */
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weapon4: this.def.weapon4,
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/** 五星 */
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up5,
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/** 常驻五星 */
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five: role5
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}
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}
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if (this.type == 'permanent') {
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this.pool = {
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up4: [],
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role4: this.def.role4,
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weapon4: this.def.weapon4,
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up5: [],
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five: this.def.role5,
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fiveW: this.def.weapon5
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}
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}
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this.pool.weapon3 = this.def.weapon3
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}
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/** 用户数据 */
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async userData () {
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if (this.user) return this.user
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let user = await redis.get(this.key)
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if (user) {
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user = JSON.parse(user)
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/** 重置今日数据 */
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if (this.getNow() > user.today.expire) {
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user.today = { star: [], expire: this.getEnd().end4, num: 0, weaponNum: 0 }
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}
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/** 重置本周数据 */
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if (this.getNow() > user.week.expire) {
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user.week = { num: 0, expire: this.getWeekEnd() }
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}
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} else {
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let commom = { num4: 0, isUp4: 0, num5: 0, isUp5: 0 }
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user = {
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permanent: commom,
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role: commom,
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weapon: {
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...commom,
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/** 命定值 */
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lifeNum: 0,
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/** 定轨 0-取消 1-武器1 2-武器2 */
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type: 1
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},
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today: { star: [], expire: this.getEnd().end4, num: 0, weaponNum: 0 },
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week: { num: 0, expire: this.getWeekEnd() }
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}
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}
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this.user = user
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return user
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}
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/**
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* 抽奖
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*/
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lottery (save = true) {
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/** 十连抽 */
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for (let i = 1; i <= 10; i++) {
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this.index = i
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if (this.type == 'weapon') {
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this.user.today.weaponNum++
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} else {
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this.user.today.num++
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}
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if (this.lottery5()) continue
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if (this.lottery4()) continue
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this.lottery3()
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}
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if (save) this.saveUser()
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/** 排序 星级,角色,武器 */
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this.res = lodash.orderBy(this.res, ['star', 'type', 'have', 'index'], ['desc', 'asc', 'asc', 'asc'])
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return this.res
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}
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lottery5 () {
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/** 是否大保底 */
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let isBigUP = false
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let isBing = false
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let tmpChance5 = this.probability()
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let type = this.type
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/** 没有抽中五星 */
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if (lodash.random(1, 10000) > tmpChance5) {
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/** 五星保底数+1 */
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this.user[this.type].num5++
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return false
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}
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let nowCardNum = this.user[this.type].num5 + 1
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/** 五星保底清零 */
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this.user[this.type].num5 = 0
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/** 四星保底数+1 */
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this.user[this.type].num4++
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let tmpUp = this.def.wai
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/** 已经小保底 */
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if (this.user[this.type].isUp5 == 1) {
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tmpUp = 101
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}
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if (this.type == 'permanent') tmpUp = 0
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let tmpName = ''
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if (this.type == 'weapon' && this.user[this.type].lifeNum >= 2) {
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/** 定轨 */
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tmpName = this.getBingWeapon()
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this.user[this.type].lifeNum = 0
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isBing = true
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} else if (lodash.random(1, 100) <= tmpUp) {
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/** 当祈愿获取到5星角色时,有50%的概率为本期UP角色 */
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if (this.user[this.type].isUp5 == 1) isBigUP = true
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/** 大保底清零 */
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this.user[this.type].isUp5 = 0
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/** 抽取up */
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tmpName = lodash.sample(this.pool.up5)
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/** 定轨清零 */
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if (tmpName == this.getBingWeapon()) {
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this.user[this.type].lifeNum = 0
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}
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} else {
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if (this.type == 'permanent') {
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if (lodash.random(1, 100) <= 50) {
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tmpName = lodash.sample(this.pool.five)
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type = 'role'
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} else {
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tmpName = lodash.sample(this.pool.fiveW)
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type = 'weapon'
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}
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} else {
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/** 歪了 大保底+1 */
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this.user[this.type].isUp5 = 1
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tmpName = lodash.sample(this.pool.five)
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}
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}
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/** 命定值++ */
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if (tmpName != this.getBingWeapon()) {
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this.user[this.type].lifeNum++
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}
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/** 记录今天五星 */
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this.user.today.star.push({ name: tmpName, num: nowCardNum })
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/** 本周五星数 */
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this.user.week.num++
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let have = false
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/** 重复抽中转换星辉 */
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if (this.fiveHave.includes(tmpName)) {
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have = true
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} else {
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this.fiveHave.push(tmpName)
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}
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this.res.push({
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name: tmpName,
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star: 5,
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type,
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num: nowCardNum,
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element: this.ele[tmpName] || '',
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index: this.index,
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isBigUP,
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isBing,
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have,
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imgFile: imgFile[tmpName] || `${tmpName}.png`,
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rand: lodash.random(1, 7)
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})
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return true
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}
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lottery4 () {
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let tmpChance4 = this.def.chance4
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/** 四星保底 */
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if (this.user[this.type].num4 >= 9) {
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tmpChance4 += 10000
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} else if (this.user[this.type].num4 >= 5) {
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tmpChance4 = tmpChance4 + Math.pow(this.user[this.type].num4 - 4, 2) * 500
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}
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/** 没抽中四星 */
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if (lodash.random(1, 10000) > tmpChance4) {
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/** 四星保底数+1 */
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this.user[this.type].num4++
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return false
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}
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/** 保底四星数清零 */
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this.user[this.type].num4 = 0
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/** 四星保底 */
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let tmpUp = 50
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if (this.type == 'weapon') tmpUp = 75
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if (this.user[this.type].isUp4 == 1) {
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this.user[this.type].isUp4 = 0
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tmpUp = 100
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}
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if (this.type == 'permanent') tmpUp = 0
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let type = 'role'
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let tmpName = ''
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/** 当祈愿获取到4星物品时,有50%的概率为本期UP角色 */
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if (lodash.random(1, 100) <= tmpUp) {
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/** up 4星 */
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tmpName = lodash.sample(this.pool.up4)
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type = this.type
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} else {
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this.user[this.type].isUp4 = 1
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/** 一半概率武器 一半4星 */
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if (lodash.random(1, 100) <= 50) {
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tmpName = lodash.sample(this.pool.role4)
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type = 'role'
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} else {
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tmpName = lodash.sample(this.pool.weapon4)
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type = 'weapon'
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}
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}
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let have = false
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/** 重复抽中转换星辉 */
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if (this.fourHave.includes(tmpName)) {
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have = true
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} else {
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this.fourHave.push(tmpName)
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}
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this.res.push({
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name: tmpName,
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star: 4,
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type,
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element: this.ele[tmpName] || '',
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index: this.index,
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imgFile: imgFile[tmpName] || `${tmpName}.png`,
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have
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})
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return true
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}
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lottery3 () {
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/** 随机三星武器 */
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let tmpName = lodash.sample(this.pool.weapon3)
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this.res.push({
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name: tmpName,
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star: 3,
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type: 'weapon',
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element: this.ele[tmpName] || '',
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index: this.index,
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imgFile: imgFile[tmpName] || `${tmpName}.png`
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})
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return true
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}
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probability () {
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let tmpChance5 = this.def.chance5
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if (this.type == 'role' || this.type == 'permanent') {
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/** 增加双黄概率 */
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if (this.user.week.num == 1) {
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tmpChance5 *= 2
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}
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/** 保底 */
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if (this.user[this.type].num5 >= 90) {
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tmpChance5 = 10000
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} else if (this.user[this.type].num5 >= 74) {
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/** 74抽之后逐渐增加概率 */
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tmpChance5 = 590 + (this.user[this.type].num5 - 74) * 530
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} else if (this.user[this.type].num5 >= 60) {
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/** 60抽之后逐渐增加概率 */
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tmpChance5 = this.def.chance5 + (this.user[this.type].num5 - 50) * 40
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}
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}
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if (this.type == 'weapon') {
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tmpChance5 = this.def.chanceW5
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/** 增加双黄概率 */
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if (this.user.week.num == 1) {
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tmpChance5 = tmpChance5 * 3
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}
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/** 80次都没中五星 */
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if (this.user[this.type].num5 >= 80) {
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tmpChance5 = 10000
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} else if (this.user[this.type].num5 >= 62) {
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/** 62抽后逐渐增加概率 */
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tmpChance5 = tmpChance5 + (this.user[this.type].num5 - 61) * 700
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} else if (this.user[this.type].num5 >= 45) {
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/** 50抽后逐渐增加概率 */
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tmpChance5 = tmpChance5 + (this.user[this.type].num5 - 45) * 60
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} else if (this.user[this.type].num5 >= 10 && this.user[this.type].num5 <= 20) {
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tmpChance5 = tmpChance5 + (this.user[this.type].num5 - 10) * 30
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}
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}
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return tmpChance5
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}
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/** 获取定轨的武器 */
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getBingWeapon (sortName = false) {
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if (this.type != 'weapon') return false
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let name = this.pool.up5[this.user[this.type].type - 1]
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if (sortName) name = gsCfg.shortName(name, true)
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return name
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}
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lotteryInfo () {
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let info = `累计「${this.user[this.type].num5}抽」`
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let nowFive = 0
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let nowFour = 0
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this.res.forEach((v, i) => {
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if (v.star == 5) {
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nowFive++
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if (v.type == 'role') {
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info = gsCfg.shortName(v.name)
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} else {
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info = gsCfg.shortName(v.name, true)
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}
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info += `「${v.num}抽」`
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if (v.isBigUP) info += '大保底'
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if (v.isBing) info += '定轨'
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}
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if (v.star == 4) {
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nowFour++
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}
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})
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let poolName = `角色池:${gsCfg.shortName(this.pool.up5[0])}`
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if (this.type == 'permanent') poolName = '常驻池'
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let res = {
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info,
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nowFive,
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nowFour,
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poolName,
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isWeapon: this.type == 'weapon',
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bingWeapon: this.getBingWeapon(true),
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lifeNum: this.user[this.type]?.lifeNum || 0
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}
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logger.debug(`[${poolName}] [五星数:${nowFive}] [${info}] [定轨:${res.lifeNum}]`)
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return res
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}
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async saveUser () {
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this.user.today.expire = this.getEnd().end4
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await redis.setEx(this.key, 3600 * 24 * 14, JSON.stringify(this.user))
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}
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getNow () {
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return moment().format('X')
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}
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getEnd () {
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let end = moment().endOf('day').format('X')
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let end4 = 3600 * 4
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if (moment().format('k') < 4) {
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end4 += Number(moment().startOf('day').format('X'))
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} else {
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end4 += Number(end)
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}
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return { end, end4 }
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}
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getWeekEnd () {
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return Number(moment().day(7).endOf('day').format('X'))
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}
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initFile () {
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if (imgFile['刻晴']) return imgFile
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let path = './plugins/genshin/resources/img/gacha/'
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let character = fs.readdirSync(path + 'character/')
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let weapon = fs.readdirSync(path + 'weapon/')
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let nameSet = (v) => {
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let name = v.split('.')
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imgFile[name[0]] = v
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}
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character.forEach(v => nameSet(v))
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weapon.forEach(v => nameSet(v))
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return imgFile
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}
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}
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