feature:支持Enka面板更新:%更新展柜面板

This commit is contained in:
UCPr 2025-06-09 15:40:27 +08:00
parent 0fea67a389
commit 21b8915418
25 changed files with 36048 additions and 382 deletions

64
model/Enka/enkaApi.js Normal file
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import { Enka2Mys } from './formater.js'
import fetch from 'node-fetch'
const EnkaApi = 'https://enka.network/api/zzz/uid/'
export function parsePlayerInfo(SocialDetail = {}) {
const ProfileDetail = SocialDetail.ProfileDetail || {}
return {
game_biz: 'nap_cn',
region: 'prod_gf_cn',
game_uid: ProfileDetail.Uid || SocialDetail.uid || '114514',
nickname: ProfileDetail.Nickname || 'Fairy',
level: ProfileDetail.Level || 60,
is_chosen: true,
region_name: '新艾利都',
is_official: true,
desc: SocialDetail.Desc || '',
}
}
/**
* Enka更新面板
* @param {string|number} uid
*/
export async function refreshPanelFromEnka(uid) {
const res = await fetch(`${EnkaApi}${uid}`, {
method: 'GET',
headers: {
'User-Agent': 'ZZZ-Plugin/UCPr',
}
})
if (!res.ok) {
logger.warn(`Enka更新面板失败${res.status} ${res.statusText}`)
return res.status
}
const data = await res.json()
/** @type {import('./interface.ts').Enka.Avatar[]} */
const panelList = data?.PlayerInfo?.ShowcaseDetail?.AvatarList
if (!panelList || !Array.isArray(panelList)) {
logger.warn('Enka更新面板失败获取面板数据失败')
return res.status
}
if (!panelList.length)
console.log('面板列表为空')
return {
playerInfo: parsePlayerInfo(data.PlayerInfo.SocialDetail),
panelList: Enka2Mys(panelList)
}
}
// import fs from 'fs'
// const uid = 11070609
// const res = await fetch(`${EnkaApi}${uid}`, {
// method: 'GET',
// headers: {
// 'User-Agent': 'ZZZ-Plugin/UCPr',
// }
// })
// if (!res.ok) {
// console.log(`Enka更新面板失败${res.status} ${res.statusText}`)
// }
// const data = await res.json()
// console.log(data)
// fs.writeFileSync('enkaPanel1.json', JSON.stringify(data, null, 2))

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model/Enka/formater.js Normal file
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import { getMapData } from '../../utils/file.js';
var Rarity;
(function (Rarity) {
Rarity[Rarity["S"] = 4] = "S";
Rarity[Rarity["A"] = 3] = "A";
Rarity[Rarity["B"] = 2] = "B";
})(Rarity || (Rarity = {}));
const WeaponId2Data = getMapData('WeaponId2Data');
const PartnerId2Data = getMapData('PartnerId2Data');
const EquipId2Data = getMapData('EquipId2Data');
const SuitData = getMapData('SuitData');
const id2zh = {
111: '生命值',
121: '攻击力',
122: '冲击力',
131: '防御力',
201: '暴击率',
211: '暴击伤害',
231: '穿透率',
232: '穿透值',
305: '能量自动回复',
312: '异常精通',
314: '异常掌控',
315: '物理伤害加成',
316: '火属性伤害加成',
317: '冰属性伤害加成',
318: '电属性伤害加成',
319: '以太伤害加成'
};
const zh2id = Object.fromEntries(Object.entries(id2zh).map(([key, value]) => [value, +key]));
const id2en = {
111: 'HpMax',
121: 'Attack',
122: 'BreakStun',
131: 'Defence',
201: 'Crit',
211: 'CritDamage',
231: 'PenRate',
232: 'PenDelta',
305: 'SpRecover',
312: 'ElementMystery',
314: 'ElementAbnormalPower',
315: 'PhysDmgBonus',
316: 'FireDmgBonus',
317: 'IceDmgBonus',
318: 'ThunderDmgBonus',
319: 'EtherDmgBonus'
};
const en2id = Object.fromEntries(Object.entries(id2en).map(([key, value]) => [value, +key]));
const percentPropId = [11102, 12102, 12202, 13102, 20103, 21103, 23103, 30502, 31402, 31503, 31603, 31703, 31803, 31903];
function get_base(propId, value) {
if (percentPropId.includes(propId)) {
const v = value / 100;
return v.toFixed(v % 1 === 0 ? 0 : 1) + '%';
}
return Math.trunc(value).toString();
}
export class Equip {
enkaEquip;
Equipment;
id;
data;
info;
equip;
constructor(enkaEquip) {
this.enkaEquip = enkaEquip;
this.Equipment = this.enkaEquip.Equipment;
this.id = this.Equipment.Id;
this.data = EquipId2Data[`${this.id.toString().slice(0, 3)}00`];
if (!this.data) {
throw new Error(`驱动盘数据缺失: ${this.id}`);
}
this.info = this.init();
this.equip = this.info;
}
static main(EquippedList) {
const equips = [];
for (const equip of EquippedList) {
if (equip.Equipment?.Id) {
const e = new Equip(equip);
equips.push(e.main());
}
}
const cache = {};
for (const equip of equips) {
const suit_id = equip.equip_suit.suit_id;
cache[suit_id] ??= equips.reduce((acc, cur) => {
if (cur.equip_suit.suit_id === suit_id) {
return acc + 1;
}
return acc;
}, 0);
equip.equip_suit.own = cache[suit_id];
}
return equips;
}
main() {
this.equip.properties = this.properties(this.Equipment.RandomPropertyList, false);
this.equip.main_properties = this.properties(this.Equipment.MainPropertyList, true);
this.equip.equip_suit = this.equip_suit();
return this.equip;
}
init() {
return {
id: this.id,
level: this.Equipment.Level,
name: `${this.data.equip_name}[${this.enkaEquip.Slot}]`,
icon: '',
rarity: Rarity[+String(this.id)[3]] || 'S',
equipment_type: this.enkaEquip.Slot,
invalid_property_cnt: 0,
all_hit: false
};
}
properties(enkaProperties, isMain) {
const properties = [];
for (const p of enkaProperties) {
const property = {};
const propId = p.PropertyId;
property.property_name = id2zh[propId.toString().slice(0, 3)];
property.property_id = propId;
const value = p.PropertyValue * (isMain ? (1 + this.info.level * ({
S: 0.2,
A: 0.25,
B: 0.3
})[this.info.rarity]) : p.PropertyLevel);
property.base = get_base(propId, value);
property.level = p.PropertyLevel;
property.valid = false;
property.system_id = 0;
property.add = p.PropertyLevel - 1;
properties.push(property);
}
return properties;
}
equip_suit() {
return {
suit_id: +`${this.id.toString().slice(0, 3)}00`,
name: this.data.equip_name,
own: 0,
desc1: this.data.desc1,
desc2: this.data.desc2
};
}
}
export class Weapon {
enkaWeapon;
id;
data;
info;
weapon;
constructor(enkaWeapon) {
this.enkaWeapon = enkaWeapon;
this.id = this.enkaWeapon.Id;
this.data = WeaponId2Data[this.id];
if (!this.data) {
throw new Error(`音擎数据缺失: ${this.id}`);
}
this.info = this.init();
this.weapon = this.info;
}
static main(enkaWeapon) {
if (!enkaWeapon)
return null;
const weapon = new Weapon(enkaWeapon);
return weapon.main();
}
main() {
this.weapon.properties = this.properties(false);
this.weapon.main_properties = this.properties(true);
return this.weapon;
}
init() {
return {
id: this.id,
level: this.enkaWeapon.Level,
name: this.data.Name,
star: this.enkaWeapon.UpgradeLevel,
icon: '',
rarity: this.data.Rarity,
talent_title: this.data.Talents[1].Name,
talent_content: this.data.Talents[1].Desc,
profession: this.data.Profession
};
}
properties(isMain) {
const property = {};
const p = this.data[isMain ? 'BaseProperty' : 'RandProperty'];
const propId = p.Id;
property.property_name = id2zh[propId.toString().slice(0, 3)];
if (isMain && property.property_name === '攻击力') {
property.property_name = '基础攻击力';
}
property.property_id = propId;
let value;
const baseValue = p.Value;
if (isMain) {
value = baseValue * (1 +
(this.data.Level[this.info.level].Rate +
this.data.Stars[this.enkaWeapon.BreakLevel].StarRate) / 10000);
}
else {
value = baseValue * (1 + this.data.Stars[this.enkaWeapon.BreakLevel].RandRate / 10000);
}
property.base = get_base(propId, value);
property.level = 0;
property.valid = false;
property.system_id = 0;
property.add = 0;
return [property];
}
}
let isToFixed = true;
export class Property {
info;
equips;
weapon;
enkaAvatar;
data;
keepPercent = [201, 211, 231, 315, 316, 317, 318, 319];
constructor(info, equips, weapon, enkaAvatar) {
this.info = info;
this.equips = equips;
this.weapon = weapon;
this.enkaAvatar = enkaAvatar;
this.data = PartnerId2Data[this.info.id];
}
static main(info, equips, weapon, enkaAvatar) {
return new Property(info, equips, weapon, enkaAvatar).main();
}
main() {
const initial = this.initial();
const properties = initial.map(prop => {
const propId = prop.property_id;
const isPercent = this.keepPercent.includes(propId);
if (!isToFixed) {
return {
property_name: prop.property_name,
property_id: prop.property_id,
base: isPercent ? `${prop.base}%` : `${prop.base}`,
add: isPercent ? `${prop.add}%` : `${prop.add}`,
final: isPercent ? `${prop.final}%` : `${prop.final}`,
};
}
const isTofixed2 = propId === 305;
return {
property_name: prop.property_name,
property_id: prop.property_id,
base: isPercent ? `${prop.base.toFixed(1)}%` : `${isTofixed2 ? prop.base.toFixed(2) : prop.base}`,
add: isPercent ? `${prop.add.toFixed(1)}%` : `${isTofixed2 ? prop.add.toFixed(2) : prop.add}`,
final: isPercent ? `${prop.final.toFixed(1)}%` : `${isTofixed2 ? prop.final.toFixed(2) : prop.final}`,
};
});
const elementType2PropId = {
200: 315,
201: 316,
202: 317,
203: 318,
205: 319
};
const elementIds = Object.values(elementType2PropId);
const propId = elementType2PropId[this.info.element_type];
if (propId) {
return properties.filter(prop => !elementIds.includes(prop.property_id) || prop.property_id === propId);
}
return properties;
}
base() {
const base = {};
const ids = Object.keys(id2en).map(Number);
ids.forEach((id) => {
const prop = id2en[id];
if (Object.prototype.hasOwnProperty.call(this.data, prop)) {
base[id] = +this.data[prop] || 0;
}
else {
base[id] = 0;
}
});
[111, 121, 131].forEach((id) => {
const prop = id2en[id];
if (this.info.level) {
const growth = ({
111: this.data.HpGrowth,
121: this.data.AttackGrowth,
131: this.data.DefenceGrowth
})[id] || 0;
base[id] += (this.info.level - 1) * growth / 10000;
}
const PromotionLevel = this.enkaAvatar.PromotionLevel || 0;
base[id] += this.data.Level[PromotionLevel][prop] || 0;
});
const CoreSkillEnhancement = this.enkaAvatar.CoreSkillEnhancement || 0;
if (CoreSkillEnhancement) {
const extra = this.data.ExtraLevel[CoreSkillEnhancement].Extra;
const extraIds = Object.keys(extra).map(Number);
extraIds.forEach((id) => base[id.toString().slice(0, 3)] += extra[id].Value || 0);
}
if (this.weapon) {
for (const property of this.weapon.main_properties) {
base[property.property_id.toString().slice(0, 3)] += +property.base;
}
}
ids.forEach(id => base[id] = Math.trunc(base[id]));
[201, 211, 231, 305].forEach(id => base[id] /= 100);
return base;
}
en2id(data) {
const idData = {};
const ens = Object.keys(data);
ens.forEach((en) => {
const id = en2id[en];
idData[id] = data[en] || 0;
});
return idData;
}
en2zh(data) {
const idData = this.en2id(data);
return this.id2zh(idData);
}
id2zh(idData) {
const zhData = {};
const ids = Object.keys(idData).map(Number);
ids.forEach(id => {
const zh = id2zh[id];
if (zhData[zh]) {
if (!idData[id])
return;
zhData[zh] += idData[id];
}
else {
zhData[zh] = idData[id] || 0;
}
});
return zhData;
}
initial(base = this.id2zh(this.base())) {
const properties = Object.entries(base)
.reduce((acc, [key, value]) => {
const property_id = zh2id[key];
acc[property_id] = {
property_name: key,
property_id,
base: value,
add: 0,
final: 0
};
return acc;
}, {});
const all_properties = [];
if (this.weapon?.properties.length) {
all_properties.push(...this.weapon.properties);
}
for (const equip of this.equips) {
equip.properties.length && all_properties.push(...equip.properties);
equip.main_properties.length && all_properties.push(...equip.main_properties);
}
const suitIds = Array.from(new Set(this.equips.filter(equip => equip.equip_suit.own >= 2).map(v => v.equip_suit.suit_id)));
for (const suitId of suitIds) {
const suitData = SuitData[suitId];
if (!suitData || !suitData.properties) {
logger.warn(`驱动盘套装数据缺失: ${suitId},跳过套装效果计算`);
continue;
}
if (!suitData.properties.length)
continue;
all_properties.push(...suitData.properties);
}
for (const property of all_properties) {
const propId = +property.property_id.toString().slice(0, 3);
if (property.base.includes('%')) {
if (this.keepPercent.includes(propId)) {
properties[propId].add += +property.base.replace('%', '');
}
else {
properties[propId].add += properties[propId].base * +property.base.replace('%', '') / 100;
}
}
else {
properties[propId].add += +property.base;
}
}
const sp = special[this.info.id];
if (sp && sp.initial_before_format) {
sp.initial_before_format(properties, this);
}
if (isToFixed) {
for (const propId in properties) {
const property = properties[propId];
if (this.keepPercent.includes(+propId)) {
property.add = +property.add.toFixed(1);
property.final = +(property.base + property.add).toFixed(1);
}
else if (propId === '305') {
property.add = +(Math.trunc(property.add * 100) / 100).toFixed(2);
property.final = +(property.base + property.add).toFixed(2);
}
else if (propId === '111') {
property.add = Math.ceil(property.add);
property.final = property.base + property.add;
}
else {
property.add = Math.trunc(property.add);
property.final = property.base + property.add;
}
}
}
else {
for (const propId in properties) {
const property = properties[propId];
property.final = property.base + property.add;
}
}
if (sp && sp.initial_after_format) {
sp.initial_after_format(properties, this);
}
return Object.values(properties);
}
}
export class Skill {
static main(skills, rank) {
const result = skills.map(skill => ({
level: skill.Level,
skill_type: skill.Index,
items: []
}));
const rankLevel = rank >= 3 ? (rank >= 5 ? 4 : 2) : 0;
if (rankLevel) {
result.forEach(skill => {
if (skill.skill_type === 5)
return;
skill.level += rankLevel;
});
}
return result;
}
}
export function parseInfo(enkaAvatar) {
const info = {};
info.id = enkaAvatar.Id;
const data = PartnerId2Data[info.id];
if (!data)
return;
info.name_mi18n = data.name;
info.level = enkaAvatar.Level;
info.full_name_mi18n = data.full_name;
info.element_type = +data.ElementType;
info.camp_name_mi18n = data.Camp;
info.avatar_profession = +data.WeaponType;
info.rarity = data.Rarity;
info.rank = enkaAvatar.TalentLevel;
info.us_full_name = data.en_name;
info.sub_element_type = ({
1091: 1,
1371: 2,
})[info.id] || 0;
info.group_icon_path = '';
info.hollow_icon_path = '';
info.role_vertical_painting_url = '';
info.vertical_painting_color = '';
info.role_square_url = '';
return info;
}
export function Enka2Mys(enkaAvatars, __isToFixed__ = true) {
isToFixed = __isToFixed__;
const avatars = Array.isArray(enkaAvatars) ? enkaAvatars : [enkaAvatars];
const results = [];
for (const enkaAvatar of avatars) {
try {
const info = parseInfo(enkaAvatar);
if (!info) {
throw new Error(`角色数据缺失: ${enkaAvatar.Id}`);
}
const avatar = info;
avatar.ranks = [];
avatar.equip = Equip.main(enkaAvatar.EquippedList);
avatar.weapon = Weapon.main(enkaAvatar.Weapon);
avatar.properties = Property.main(info, avatar.equip, avatar.weapon, enkaAvatar);
avatar.skills = Skill.main(enkaAvatar.SkillLevelList, enkaAvatar.TalentLevel);
results.push(avatar);
}
catch (error) {
logger.warn(`Enka数据失败 ID: ${enkaAvatar.Id}\n`, error);
continue;
}
}
return Array.isArray(enkaAvatars) ? results : results[0];
}
const special = {
1121: {
id: 1121,
name: '本',
initial_before_format: (properties, { enkaAvatar }) => {
const core = [0.4, 0.46, 0.52, 0.6, 0.66, 0.72, 0.8];
const { CoreSkillEnhancement } = enkaAvatar;
const value = (core[CoreSkillEnhancement] || 0) * Math.trunc(properties[131].base + properties[131].add);
properties[121].add += Math.trunc(value);
}
},
1371: {
id: 1371,
name: '仪玄',
initial_after_format: (properties) => {
delete properties[231], delete properties[232];
delete properties[305];
const sheerForce = Math.trunc(0.1 * properties[111].final) +
Math.trunc(0.3 * properties[121].final);
properties[19] = {
property_name: '贯穿力',
property_id: 19,
base: 0,
add: sheerForce,
final: sheerForce
};
properties[20] = {
property_name: '闪能自动累积',
property_id: 20,
base: 2,
add: 0,
final: 2
};
}
}
};

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import type { Mys, Enka, Map } from './interface.js'
import { getMapData } from '../../utils/file.js'
type FilterValueType<T, U> = {
[K in keyof T as T[K] extends U ? K : never]: T[K]
} & {}
type Values<T> = T extends Record<string, infer U> ? U : never
enum Rarity {
S = 4,
A = 3,
B = 2
}
const WeaponId2Data = getMapData('WeaponId2Data') as Map.WeaponId2Data
const PartnerId2Data = getMapData('PartnerId2Data') as Map.PartnerId2Data
const EquipId2Data = getMapData('EquipId2Data') as Map.EquipId2Data
const SuitData = getMapData('SuitData') as Map.SuitData
const id2zh = {
111: '生命值',
121: '攻击力',
122: '冲击力',
131: '防御力',
201: '暴击率',
211: '暴击伤害',
231: '穿透率',
232: '穿透值',
305: '能量自动回复',
312: '异常精通',
314: '异常掌控',
315: '物理伤害加成',
316: '火属性伤害加成',
317: '冰属性伤害加成',
318: '电属性伤害加成',
319: '以太伤害加成'
} as const
const zh2id = Object.fromEntries(
Object.entries(id2zh).map(([key, value]) => [value, +key])
) as Record<Zhs, number>
const id2en = {
111: 'HpMax',
121: 'Attack',
122: 'BreakStun',
131: 'Defence',
201: 'Crit',
211: 'CritDamage',
231: 'PenRate',
232: 'PenDelta',
305: 'SpRecover',
312: 'ElementMystery',
314: 'ElementAbnormalPower',
315: 'PhysDmgBonus',
316: 'FireDmgBonus',
317: 'IceDmgBonus',
318: 'ThunderDmgBonus',
319: 'EtherDmgBonus'
} as const
const en2id = Object.fromEntries(
Object.entries(id2en).map(([key, value]) => [value, +key])
) as Record<Ens, number>
type Ids = keyof typeof id2zh
type IdsString = `${Ids}`
type Zhs = Values<typeof id2zh>
type Ens = Values<typeof id2en>
const percentPropId = [11102, 12102, 12202, 13102, 20103, 21103, 23103, 30502, 31402, 31503, 31603, 31703, 31803, 31903]
function get_base(propId: number, value: number) {
if (percentPropId.includes(propId)) {
const v = value / 100
return v.toFixed(v % 1 === 0 ? 0 : 1) + '%'
}
return Math.trunc(value).toString()
}
export class Equip {
readonly enkaEquip: Enka.Equip
readonly Equipment: Enka.Equip['Equipment']
readonly id: number
readonly data: Map.EquipId2Data[string]
readonly info: FilterValueType<Mys.Equip, string | number | boolean>
readonly equip: Mys.Equip
constructor(enkaEquip: Enka.Equip) {
this.enkaEquip = enkaEquip
this.Equipment = this.enkaEquip.Equipment
this.id = this.Equipment.Id
this.data = EquipId2Data[`${this.id.toString().slice(0, 3)}00`]
if (!this.data) {
throw new Error(`驱动盘数据缺失: ${this.id}`)
}
this.info = this.init()
this.equip = this.info as Mys.Equip
}
static main(EquippedList: Enka.Avatar['EquippedList']) {
const equips: Mys.Equip[] = []
for (const equip of EquippedList) {
if (equip.Equipment?.Id) {
const e = new Equip(equip)
equips.push(e.main())
}
}
// 统计own
const cache: Record<number, number> = {}
for (const equip of equips) {
const suit_id = equip.equip_suit.suit_id
cache[suit_id] ??= equips.reduce((acc, cur) => {
if (cur.equip_suit.suit_id === suit_id) {
return acc + 1
}
return acc
}, 0)
equip.equip_suit.own = cache[suit_id]
}
return equips
}
main() {
this.equip.properties = this.properties(this.Equipment.RandomPropertyList, false)
this.equip.main_properties = this.properties(this.Equipment.MainPropertyList, true)
this.equip.equip_suit = this.equip_suit()
return this.equip
}
init(): Equip['info'] {
return {
id: this.id,
level: this.Equipment.Level,
name: `${this.data.equip_name}[${this.enkaEquip.Slot}]`,
icon: '',
rarity: Rarity[+String(this.id)[3]] || 'S',
equipment_type: this.enkaEquip.Slot,
invalid_property_cnt: 0,
all_hit: false
}
}
properties(enkaProperties: Enka.Property[], isMain: boolean) {
const properties: Mys.Property[] = []
for (const p of enkaProperties) {
const property = {} as Mys.Property
const propId = p.PropertyId
property.property_name = id2zh[propId.toString().slice(0, 3) as IdsString]
property.property_id = propId
const value = p.PropertyValue * (isMain ? (1 + this.info.level * ({
S: 0.2,
A: 0.25,
B: 0.3
})[this.info.rarity as 'S' | 'A' | 'B']) : p.PropertyLevel)
property.base = get_base(propId, value)
property.level = p.PropertyLevel
property.valid = false
property.system_id = 0
property.add = p.PropertyLevel - 1
properties.push(property)
}
return properties
}
equip_suit(): Mys.Equip['equip_suit'] {
return {
suit_id: +`${this.id.toString().slice(0, 3)}00`,
name: this.data.equip_name,
own: 0,
desc1: this.data.desc1,
desc2: this.data.desc2
}
}
}
export class Weapon {
readonly id: number
readonly data: Map.WeaponId2Data[string]
readonly info: FilterValueType<Mys.Weapon, string | number | boolean>
readonly weapon: Mys.Weapon
constructor(readonly enkaWeapon: Enka.Weapon) {
this.id = this.enkaWeapon.Id
this.data = WeaponId2Data[this.id]
if (!this.data) {
throw new Error(`音擎数据缺失: ${this.id}`)
}
this.info = this.init()
this.weapon = this.info as Mys.Weapon
}
static main(enkaWeapon: Enka.Avatar['Weapon']) {
if (!enkaWeapon) return null
const weapon = new Weapon(enkaWeapon)
return weapon.main()
}
main() {
this.weapon.properties = this.properties(false)
this.weapon.main_properties = this.properties(true)
return this.weapon
}
init(): Weapon['info'] {
return {
id: this.id,
level: this.enkaWeapon.Level,
name: this.data.Name,
star: this.enkaWeapon.UpgradeLevel,
icon: '',
rarity: this.data.Rarity,
talent_title: this.data.Talents[1].Name,
talent_content: this.data.Talents[1].Desc,
profession: this.data.Profession
}
}
properties(isMain: boolean) {
const property = {} as Mys.Property
const p = this.data[isMain ? 'BaseProperty' : 'RandProperty']
const propId = p.Id
property.property_name = id2zh[propId.toString().slice(0, 3) as IdsString]
if (isMain && property.property_name === '攻击力') {
property.property_name = '基础攻击力'
}
property.property_id = propId
// 计算属性值
let value: number
const baseValue = p.Value
if (isMain) { // 基础属性
value = baseValue * (1 +
(this.data.Level[this.info.level].Rate +
this.data.Stars[this.enkaWeapon.BreakLevel].StarRate
) / 10000)
} else { // 高级属性
value = baseValue * (1 + this.data.Stars[this.enkaWeapon.BreakLevel].RandRate / 10000)
}
property.base = get_base(propId, value)
property.level = 0
property.valid = false
property.system_id = 0
property.add = 0
return [property]
}
}
let isToFixed = true
type initialProperty = {
property_name: string
property_id: number
base: number
add: number
final: number
}
export class Property {
readonly data: Map.PartnerId2Data[string]
readonly keepPercent = [201, 211, 231, 315, 316, 317, 318, 319]
constructor(
readonly info: FilterValueType<Mys.Avatar, string | number | boolean>,
readonly equips: Mys.Avatar['equip'],
readonly weapon: Mys.Avatar['weapon'],
readonly enkaAvatar: Enka.Avatar
) {
this.data = PartnerId2Data[this.info.id]
}
static main(info: FilterValueType<Mys.Avatar, string | number | boolean>, equips: Mys.Avatar['equip'], weapon: Mys.Avatar['weapon'], enkaAvatar: Enka.Avatar) {
return new Property(info, equips, weapon, enkaAvatar).main()
}
main(): Mys.AvatarProperty[] {
const initial = this.initial()
const properties = initial.map(prop => {
const propId = prop.property_id
const isPercent = this.keepPercent.includes(propId)
if (!isToFixed) {
return {
property_name: prop.property_name,
property_id: prop.property_id,
base: isPercent ? `${prop.base}%` : `${prop.base}`,
add: isPercent ? `${prop.add}%` : `${prop.add}`,
final: isPercent ? `${prop.final}%` : `${prop.final}`,
}
}
const isTofixed2 = propId === 305 // 能量自动回复
return {
property_name: prop.property_name,
property_id: prop.property_id,
base: isPercent ? `${prop.base.toFixed(1)}%` : `${isTofixed2 ? prop.base.toFixed(2) : prop.base}`,
add: isPercent ? `${prop.add.toFixed(1)}%` : `${isTofixed2 ? prop.add.toFixed(2) : prop.add}`,
final: isPercent ? `${prop.final.toFixed(1)}%` : `${isTofixed2 ? prop.final.toFixed(2) : prop.final}`,
}
})
// 筛选属伤
const elementType2PropId: Record<number, number> = {
200: 315,
201: 316,
202: 317,
203: 318,
205: 319
}
const elementIds = Object.values(elementType2PropId)
const propId = elementType2PropId[this.info.element_type]
if (propId) {
return properties.filter(prop => !elementIds.includes(prop.property_id) || prop.property_id === propId)
}
return properties
}
/** 计算基础属性 */
base() {
// const base = new Proxy({} as Record<IdsString, number>, {
// get(target, prop: IdsString) {
// return target[prop] || 0
// },
// set(target, prop: IdsString, value: number) {
// console.log(`${prop}: ${String(target[prop]).padStart(10, ' ')} => ${String(value).padEnd(10, ' ')} ${value - target[prop]}`)
// target[prop] = value
// return true
// }
// })
const base = {} as Record<IdsString, number>
const ids = Object.keys(id2en).map(Number) as (Ids)[]
ids.forEach((id) => {
const prop = id2en[id]
if (Object.prototype.hasOwnProperty.call(this.data, prop)) {
// @ts-expect-error
base[id] = +this.data[prop] || 0
} else {
base[id] = 0
}
});
// 生命、攻击、防御随等级额外提升
([111, 121, 131] as const).forEach((id) => {
const prop = id2en[id]
// 等级提升
if (this.info.level) {
const growth = ({
111: this.data.HpGrowth,
121: this.data.AttackGrowth,
131: this.data.DefenceGrowth
})[id] || 0
base[id] += (this.info.level - 1) * growth / 10000
}
// 突破提升
const PromotionLevel = this.enkaAvatar.PromotionLevel || 0
base[id] += this.data.Level[PromotionLevel][prop] || 0
})
// 核心技额外提升
const CoreSkillEnhancement = this.enkaAvatar.CoreSkillEnhancement || 0
if (CoreSkillEnhancement) {
const extra = this.data.ExtraLevel[CoreSkillEnhancement].Extra
const extraIds = Object.keys(extra).map(Number)
extraIds.forEach((id) => base[id.toString().slice(0, 3) as IdsString] += extra[id].Value || 0)
}
// 处理音擎基础属性
if (this.weapon) {
for (const property of this.weapon.main_properties) {
base[property.property_id.toString().slice(0, 3) as IdsString] += +property.base
}
}
// console.log('----------------base保留整数----------------')
// 保留整数
ids.forEach(id => base[id] = Math.trunc(base[id]));
([201, 211, 231, 305] as const).forEach(id => base[id] /= 100)
return base
}
en2id(data: Record<keyof typeof en2id, number>) {
const idData = {} as Record<IdsString, number>
const ens = Object.keys(data) as (keyof typeof en2id)[]
ens.forEach((en) => {
const id = en2id[en] as Ids
idData[id] = data[en] || 0
})
return idData
}
en2zh(data: Record<keyof typeof en2id, number>) {
const idData = this.en2id(data)
return this.id2zh(idData)
}
id2zh(idData: Record<IdsString, number>) {
const zhData = {} as typeof zh2id
const ids = Object.keys(idData).map(Number) as Ids[]
ids.forEach(id => {
const zh = id2zh[id]
if (zhData[zh]) {
if (!idData[id]) return
zhData[zh] += idData[id]
} else {
zhData[zh] = idData[id] || 0
}
})
return zhData
}
/** 计算初始属性 */
initial(base = this.id2zh(this.base())) {
const properties = Object.entries(base)
.reduce((
acc: Record<number, initialProperty>,
[key, value]
) => {
const property_id = zh2id[key as keyof typeof zh2id]
acc[property_id] = {
property_name: key,
property_id,
base: value,
add: 0,
final: 0
}
return acc
}, {})
const all_properties: Mys.Property[] = []
// 处理音擎高级属性
if (this.weapon?.properties.length) {
all_properties.push(...this.weapon.properties)
}
// 处理驱动盘词条
for (const equip of this.equips) {
equip.properties.length && all_properties.push(...equip.properties)
equip.main_properties.length && all_properties.push(...equip.main_properties)
}
// 处理驱动盘套装效果
const suitIds = Array.from(new Set(this.equips.filter(equip => equip.equip_suit.own >= 2).map(v => v.equip_suit.suit_id)))
for (const suitId of suitIds) {
const suitData = SuitData[suitId]
if (!suitData || !suitData.properties) {
logger.warn(`驱动盘套装数据缺失: ${suitId},跳过套装效果计算`)
continue
}
if (!suitData.properties.length) continue
all_properties.push(...suitData.properties)
}
for (const property of all_properties) {
const propId = +property.property_id.toString().slice(0, 3) as Ids
if (property.base.includes('%')) {
if (this.keepPercent.includes(propId)) {
properties[propId].add += +property.base.replace('%', '')
} else {
properties[propId].add += properties[propId].base * +property.base.replace('%', '') / 100
}
} else {
properties[propId].add += +property.base
}
}
// 格式化前特殊处理
const sp = special[this.info.id]
if (sp && sp.initial_before_format) {
sp.initial_before_format(properties, this)
}
// 格式化、计算final
if (isToFixed) {
for (const propId in properties) {
const property = properties[propId]
if (this.keepPercent.includes(+propId)) {
property.add = +property.add.toFixed(1)
property.final = +(property.base + property.add).toFixed(1)
} else if (propId === '305') { // 能量自动回复
property.add = +(Math.trunc(property.add * 100) / 100).toFixed(2)
property.final = +(property.base + property.add).toFixed(2)
} else if (propId === '111') { // 生命值
property.add = Math.ceil(property.add)
property.final = property.base + property.add
} else {
property.add = Math.trunc(property.add)
property.final = property.base + property.add
}
}
} else {
for (const propId in properties) {
const property = properties[propId]
property.final = property.base + property.add
}
}
// 格式化后特殊处理
if (sp && sp.initial_after_format) {
sp.initial_after_format(properties, this)
}
return Object.values(properties)
}
}
export class Skill {
static main(skills: Enka.Avatar['SkillLevelList'], rank: Enka.Avatar['TalentLevel']) {
const result = skills.map(skill => ({
level: skill.Level,
skill_type: skill.Index,
items: []
}))
// >=3额外提升2>=5额外提升4
const rankLevel = rank >= 3 ? (rank >= 5 ? 4 : 2) : 0
if (rankLevel) {
result.forEach(skill => {
if (skill.skill_type === 5) return
skill.level += rankLevel
})
}
return result
}
}
export function parseInfo(enkaAvatar: Enka.Avatar) {
const info = {} as FilterValueType<Mys.Avatar, string | number | boolean>
info.id = enkaAvatar.Id
const data = PartnerId2Data[info.id]
if (!data) return
info.name_mi18n = data.name
info.level = enkaAvatar.Level
info.full_name_mi18n = data.full_name
info.element_type = +data.ElementType
info.camp_name_mi18n = data.Camp
info.avatar_profession = +data.WeaponType
info.rarity = data.Rarity
info.rank = enkaAvatar.TalentLevel
info.us_full_name = data.en_name
/** 特殊元素属性 */
info.sub_element_type = ({
1091: 1, // 星见雅
1371: 2, // 仪玄
})[info.id] || 0
info.group_icon_path = ''
info.hollow_icon_path = ''
info.role_vertical_painting_url = ''
info.vertical_painting_color = ''
info.role_square_url = ''
return info
}
export function Enka2Mys(enkaAvatar: Enka.Avatar, __isToFixed__?: boolean): Mys.Avatar
export function Enka2Mys(enkaAvatars: Enka.Avatar[], __isToFixed__?: boolean): Mys.Avatar[]
export function Enka2Mys(enkaAvatars: Enka.Avatar | Enka.Avatar[], __isToFixed__ = true) {
isToFixed = __isToFixed__
const avatars = Array.isArray(enkaAvatars) ? enkaAvatars : [enkaAvatars]
const results: Mys.Avatar[] = []
for (const enkaAvatar of avatars) {
try {
const info = parseInfo(enkaAvatar)
if (!info) {
throw new Error(`角色数据缺失: ${enkaAvatar.Id}`)
}
const avatar = info as Mys.Avatar
avatar.ranks = []
avatar.equip = Equip.main(enkaAvatar.EquippedList)
avatar.weapon = Weapon.main(enkaAvatar.Weapon)
avatar.properties = Property.main(info, avatar.equip, avatar.weapon, enkaAvatar)
avatar.skills = Skill.main(enkaAvatar.SkillLevelList, enkaAvatar.TalentLevel)
results.push(avatar)
} catch (error) {
logger.warn(`Enka数据失败 ID: ${enkaAvatar.Id}\n`, error)
continue
}
}
return Array.isArray(enkaAvatars) ? results : results[0]
}
/** 特殊处理 */
const special: Record<number, {
id: number
name: string
initial_before_format?: (
properties: Record<number, initialProperty>,
propertyClient: Property
) => void
initial_after_format?: (
properties: Record<number, initialProperty>,
propertyClient: Property
) => void
}> = {
1121: {
id: 1121,
name: '本',
initial_before_format: (properties, { enkaAvatar }) => {
const core = [0.4, 0.46, 0.52, 0.6, 0.66, 0.72, 0.8]
const { CoreSkillEnhancement } = enkaAvatar
const value = (core[CoreSkillEnhancement] || 0) * Math.trunc(properties[131].base + properties[131].add)
properties[121].add += Math.trunc(value)
}
},
1371: {
id: 1371,
name: '仪玄',
initial_after_format: (properties) => {
delete properties[231], delete properties[232]
delete properties[305]
const sheerForce =
Math.trunc(0.1 * properties[111].final) +
Math.trunc(0.3 * properties[121].final)
properties[19] = {
property_name: '贯穿力',
property_id: 19,
base: 0,
add: sheerForce,
final: sheerForce
}
properties[20] = {
property_name: '闪能自动累积',
property_id: 20,
base: 2,
add: 0,
final: 2
}
}
}
}

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model/Enka/interface.js Normal file
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export {};

597
model/Enka/interface.ts Normal file
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import type { Client, segment as segmentSource } from 'icqq'
import type redisM from 'redis'
import type chalk from 'chalk'
declare global {
var Bot: typeof Client.prototype
var redis: redisM.RedisClientType
var segment: typeof segmentSource
var logger: {
chalk: typeof chalk
red: typeof chalk
yellow: typeof chalk
blue: typeof chalk
magenta: typeof chalk
cyan: typeof chalk
green: typeof chalk
trace: (...args: any[]) => void
debug: (...args: any[]) => void
info: (...args: any[]) => void
error: (...args: any[]) => void
warn: (...args: any[]) => void
fatal: (...args: any[]) => void
mark: (...args: any[]) => void
}
}
export namespace Mys {
export interface Avatar {
id: number
level: number
name_mi18n: string
full_name_mi18n: string
element_type: number
camp_name_mi18n: string
avatar_profession: number
rarity: string
group_icon_path: string
hollow_icon_path: string
equip: Equip[]
weapon: Weapon | null
properties: AvatarProperty[]
skills: Skill[]
rank: number
ranks: Rank[]
role_vertical_painting_url: string
equip_plan_info: EquipPlanInfo | null
us_full_name: string
vertical_painting_color: string
sub_element_type: number
skin_list: Skin[]
role_square_url: string
}
export interface Equip {
id: number
level: number
name: string
icon: string
rarity: string
properties: Property[]
main_properties: Property[]
equip_suit: EquipSuit
equipment_type: number
/** 未命中词条数 */
invalid_property_cnt: number
/** 词条全命中 */
all_hit: boolean
}
export interface EquipSuit {
suit_id: number
name: string
own: number
desc1: string
desc2: string
}
export interface Property {
property_name: string
property_id: number
base: string
level: number
/** 是否是有效词条 */
valid: boolean
system_id: number
add: number
}
export interface EquipPlanInfo {
type: number
game_default: CustomInfo
cultivate_info: CultivateInfo
custom_info: CustomInfo
valid_property_cnt: number
plan_only_special_property: boolean
equip_rating: string
plan_effective_property_list: PlanProperty[]
equip_rating_score: number
}
export interface CultivateInfo {
name: string
plan_id: string
is_delete: boolean
old_plan: boolean
}
export interface CustomInfo {
property_list: PlanProperty[]
}
export interface PlanProperty {
id: number
name: string
full_name: string
system_id: number
is_select: boolean
}
export interface AvatarProperty {
property_name: string
property_id: number
base: string
add: string
final: string
}
export interface Rank {
id: number
name: string
desc: string
pos: number
is_unlocked: boolean
}
export interface Skill {
level: number
skill_type: number
items: Item[]
}
export interface Item {
title: string
text: string
}
export interface Skin {
skin_id: number
skin_name: string
skin_vertical_painting_url: string
skin_square_url: string
skin_hollow_icon_path: string
skin_vertical_painting_color: string
unlocked: boolean
rarity: string
is_original: boolean
}
export interface Weapon {
id: number
level: number
name: string
star: number
icon: string
rarity: string
properties: Property[]
main_properties: Property[]
talent_title: string
talent_content: string
profession: number
}
}
export namespace Enka {
export interface Avatar {
TalentToggles: boolean[]
SkillLevelList: Skill[]
EquippedList: Equip[]
ClaimedRewards: number[]
WeaponEffectState: number
IsFavorite: boolean
Id: number
Level: number
/** 突破数 */
PromotionLevel: number
Exp: number
SkinId: number
/** 影画数 */
TalentLevel: number
/** 核心技等级 */
CoreSkillEnhancement: number
WeaponUid: number
ObtainmentTimestamp: number
Weapon: Weapon | null
}
export interface Equip {
Slot: number
Equipment: Equipment
}
export interface Equipment {
RandomPropertyList: Property[]
MainPropertyList: Property[]
IsAvailable: boolean
IsLocked: boolean
IsTrash: boolean
Id: number
Uid: number
Level: number
BreakLevel: number
Exp: number
}
export interface Property {
PropertyId: number
PropertyValue: number
PropertyLevel: number
}
export interface Skill {
Level: number
Index: number
}
export interface Weapon {
IsAvailable: boolean
IsLocked: boolean
Id: number
Uid: number
Level: number
BreakLevel: number
Exp: number
UpgradeLevel: number
}
}
export namespace Map {
export interface WeaponId2Data {
[id: string]: {
Id: number
CodeName: string
Name: string
Desc: string
Desc2: string
Desc3: string
Rarity: string
Icon: string
WeaponType: { [key: string]: string }
BaseProperty: {
Name: string
Name2: string
Format: string
Value: number
Id: number
}
RandProperty: {
Name: string
Name2: string
Format: string
Value: number
Id: number
}
Level: {
[key: string]: {
Exp: number
Rate: number
Rate2: number
}
}
Stars: {
[key: string]: {
StarRate: number
RandRate: number
}
}
Materials: string
Talents: {
[key: string]: {
Name: string
Desc: string
}
}
Profession: number
}
}
export interface PartnerId2Data {
[id: string]: {
sprite_id: string
name: string
full_name: string
en_name: string
WeaponType: string
ElementType: string
Camp: string
HitType: string
Rarity: string
Attack: number
AttackGrowth: number
BreakStun: number
Defence: number
DefenceGrowth: number
HpMax: number
HpGrowth: number
Crit: number
CritDamage: number
ElementAbnormalPower: number
ElementMystery: number
PenDelta: number
PenRate: number
SpRecover: number
/** 角色等级提升 */
Level: {
[level: string]: {
HpMax: number
Attack: number
Defence: number
LevelMax: number
LevelMin: number
Materials: { [key: string]: number }
}
}
/** 核心技等级提升 */
ExtraLevel: {
[level: string]: {
MaxLevel: number
Extra: {
[key: string]: {
Prop: number
Name: string
Format: string
Value: number
}
}
}
}
}
}
export interface EquipId2Data {
[id: string]: {
equip_id_list: number[]
sprite_file: string
equip_name: string
desc1: string
desc2: string
}
}
export interface SuitData {
[suit_id: string]: {
name: string
desc2: string
desc4: string
properties: Mys.Property[]
}
}
}
export namespace Hakush {
export interface PartnerData {
Id: number
Icon: string
Name: string
CodeName: string
Rarity: number
WeaponType: {
[profession_id: string]: string
}
ElementType: {
[element_id: string]: string
}
SpecialElementType: {
Name: string
Title: string
Desc: string
Icon: string
}
HitType: {
[hit_id: string]: string
}
Camp: {
[id: string]: string
}
Gender: number
PartnerInfo: {
Birthday: string
FullName: string
Gender: string
IconPath: string
ImpressionF: string
ImpressionM: string
Name: string
OutlookDesc: string
ProfileDesc: string
Race: string
RoleIcon: string
Stature: string
UnlockCondition: string[]
TrustLv: { [key: string]: string }
}
Skin: {
[skin_id: string]: {
Name: string
Desc: string
Image: string
}
}
Stats: {
Armor: number
ArmorGrowth: number
Attack: number
AttackGrowth: number
AvatarPieceId: number
BreakStun: number
Crit: number
CritDamage: number
CritDmgRes: number
CritRes: number
Defence: number
DefenceGrowth: number
ElementAbnormalPower: number
ElementMystery: number
Endurance: number
HpGrowth: number
HpMax: number
PenDelta: number
PenRate: number
Rbl: number
RblCorrectionFactor: number
RblProbability: number
Shield: number
ShieldGrowth: number
SpBarPoint: number
SpRecover: number
Stun: number
Tags: string[]
RpMax: number
RpRecover: number
}
Level: {
[key: string]: {
HpMax: number
Attack: number
Defence: number
LevelMax: number
LevelMin: number
Materials: { [key: string]: number }
}
}
ExtraLevel: {
[key: string]: {
MaxLevel: number
Extra: { [key: string]: Part4 }
}
}
LevelEXP: number[]
Skill: {
Basic: {
Description: AssistDescription[]
Material: { [key: string]: { [key: string]: number } }
}
Dodge: {
Description: AssistDescription[]
Material: { [key: string]: { [key: string]: number } }
}
Special: {
Description: {
Name: string
Desc?: string
Potential: any[]
Param?: {
Name: string
Desc: string
Param?: {
[key: string]: {
Main: number
Growth: number
Format: string
DamagePercentage: number
DamagePercentageGrowth: number
StunRatio: number
StunRatioGrowth: number
SpRecovery: number
SpRecoveryGrowth: number
FeverRecovery: number
FeverRecoveryGrowth: number
AttributeInfliction: number
SpConsume: number
AttackData: any[]
RpRecovery: number
RpRecoveryGrowth: number
}
}
Potential: any[]
}[]
}[]
Material: { [key: string]: { [key: string]: number } }
}
Chain: {
Description: AssistDescription[]
Material: { [key: string]: { [key: string]: number } }
}
Assist: {
Description: AssistDescription[]
Material: { [key: string]: { [key: string]: number } }
}
}
SkillList: {
[key: string]: {
Name: string
Desc: string
ElementType: number
HitType: number
Potential: any[]
}
}
Passive: {
Level: {
[key: string]: {
Level: number
Id: number
Name: string[]
Desc: string[]
ExtraProperty: {}
Potential: any[]
}
}
Materials: { [key: string]: { [key: string]: number } }
}
Talent: {
[key: string]: {
Level: number
Name: string
Desc: string
Desc2: string
}
}
FairyRecommend: {
Slot4: number
Slot2: number
SlotSub: number
Part4: Part4
Part5: Part4
Part6: Part4
PartSub: Part4
}
Potential: any[]
}
interface Part4 {
Prop: number
Name: string
Format: string
Value?: number
Icon?: string
}
interface AssistDescription {
Name: string
Desc?: string
Potential: any[]
Param?: {
Name: string
Desc: string
Param: {
[key: string]: {
Main: number
Growth: number
Format: string
DamagePercentage: number
DamagePercentageGrowth: number
StunRatio: number
StunRatioGrowth: number
SpRecovery: number
SpRecoveryGrowth: number
FeverRecovery: number
FeverRecoveryGrowth: number
AttributeInfliction: number
SpConsume: number
AttackData: any[]
RpRecovery: number
RpRecoveryGrowth: number
}
}
Potential: any[]
}[]
}
}

View file

@ -17,7 +17,7 @@
示例图:
<p align="center">
<img width=800 src="https://s2.loli.net/2025/03/27/OcuIPDyE5sHSJZw.jpg" title="词条权重自定义基础步骤">
<img width=800 src="https://s2.loli.net/2025/06/01/aTyPoZ4gi89MqRC.jpg" title="词条权重自定义基础步骤">
</p>
### 进阶操作
@ -169,7 +169,7 @@ Buff来源可分为三大类武器、套装、角色影画、核心被动
- 主词条的提升会自动注册,无需处理
- 二件套效果只有**属性伤害提升**需要注册,其他已包含于初始属性
- 二件套效果只有**属性伤害提升**和**局外面板以外的效果**(如[追加攻击]和[冲刺攻击]造成的伤害提升)需要注册,其他已包含于初始属性
- 四件套效果需要单独注册

View file

@ -52,6 +52,7 @@ async function init() {
// debug模式下监听文件变化
const isWatch = await (async () => {
try {
// @ts-ignore
return (await import('../../../../lib/config/config.js')).default.bot.log_level === 'debug'
} catch {
return false

View file

@ -9,7 +9,7 @@ export default function (avatar) {
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量回复": 0,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"冰属性伤害加成": 1