// name_convert.js console.log('[name_convert.js] 文件开始执行'); // <--- 加入这行 import fs from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; // <--- 1. 导入 fileURLToPath // Use import.meta.url WITH fileURLToPath const __filename = fileURLToPath(import.meta.url); // <--- 2. 获取当前文件的绝对路径 const __dirname = path.dirname(__filename); // <--- 3. 获取当前文件所在的目录路径 const MAP_PATH = __dirname; // Data files are in the same directory const ALIAS_LIST_DIR = path.join(__dirname, 'alias'); // Alias directory path const CHAR_ALIAS_FILE = path.join(ALIAS_LIST_DIR, 'char_alias.json'); // Alias file path const BASE_IMAGE_URL = 'https://enka.network'; const PartnerId2DataFile = 'PartnerId2Data.json'; const WeaponId2DataFile = 'WeaponId2Data.json'; const EquipId2DataFile = 'EquipId2Data.json'; const SkillParamFile = 'PartnerId2SkillParam.json'; const AvatarIconDataFile = 'avatars.json'; let PartnerId2SkillParam = {}; // 初始化技能数据对象 try { const skillParamPath = path.join(MAP_PATH, SkillParamFile); if (fs.existsSync(skillParamPath)) { const skillParamContent = fs.readFileSync(skillParamPath, { encoding: 'utf-8' }); PartnerId2SkillParam = JSON.parse(skillParamContent); logger.debug(`[name_convert.js] 成功加载并解析 ${SkillParamFile}。`); // 可以选择性地添加更多日志来确认加载内容 // logger.debug(`[name_convert.js] 加载了 ${Object.keys(PartnerId2SkillParam).length} 个角色的技能数据。`); } else { console.error(`${SkillParamFile} 文件未找到于: ${skillParamPath}`); // 或者使用 console.warn 如果你希望即使缺少技能数据也能继续运行 // console.warn(`${SkillParamFile} 文件未找到于: ${skillParamPath}. 技能名称将使用默认值。`); } } catch (error) { console.error(`读取或解析 ${SkillParamFile} 时出错:`, error); // 考虑是否在此处设置 PartnerId2SkillParam = {} 以防止后续错误 PartnerId2SkillParam = {}; } // --- End 新增:加载技能数据 --- let char_alias_data = {}; try { // Ensure the alias directory exists before trying to read the file if (fs.existsSync(ALIAS_LIST_DIR) && fs.existsSync(CHAR_ALIAS_FILE)) { const charAliasContent = fs.readFileSync(CHAR_ALIAS_FILE, { encoding: 'utf-8' }); char_alias_data = JSON.parse(charAliasContent); } else { console.warn(`Alias file not found at: ${CHAR_ALIAS_FILE}. Aliases will not be loaded.`); } } catch (error) { console.error('Error reading or parsing char_alias.json:', error); } let partner_data = {}; try { const partnerDataPath = path.join(MAP_PATH, PartnerId2DataFile); if (fs.existsSync(partnerDataPath)) { const partnerDataContent = fs.readFileSync(partnerDataPath, { encoding: 'utf-8' }); partner_data = JSON.parse(partnerDataContent); logger.debug(`[name_convert.js] 成功解析 JSON。`); logger.debug(`[name_convert.js] 加载了 ${Object.keys(partner_data).length} 个伙伴条目。`); logger.debug(`[name_convert.js] 加载后是否存在 "1191"? ${partner_data.hasOwnProperty('1191')}`); logger.debug(`[name_convert.js] 加载后是否存在 "1021"? ${partner_data.hasOwnProperty('1021')}`); // Optional: Keep debug logs if needed during development // logger.debug('--- partner_data loaded successfully ---'); // logger.debug(`Loaded ${Object.keys(partner_data).length} partner entries.`); // logger.debug('--- partner_data sample entry ---'); // const sampleKey = Object.keys(partner_data)[0]; // if (sampleKey) logger.debug({ [sampleKey]: partner_data[sampleKey] }); // logger.debug('--- partner_data loading end ---'); } else { console.error(`Partner data file not found at: ${partnerDataPath}`); } } catch (error) { console.error(`Error reading or parsing ${PartnerId2DataFile}:`, error); } let weapon_data = {}; try { const weaponDataPath = path.join(MAP_PATH, WeaponId2DataFile); if (fs.existsSync(weaponDataPath)) { const weaponDataContent = fs.readFileSync(weaponDataPath, { encoding: 'utf-8' }); weapon_data = JSON.parse(weaponDataContent); } else { console.error(`Weapon data file not found at: ${weaponDataPath}`); } } catch (error) { console.error(`Error reading or parsing ${WeaponId2DataFile}:`, error); } let equip_data = {}; try { const equipDataPath = path.join(MAP_PATH, EquipId2DataFile); if (fs.existsSync(equipDataPath)) { const equipDataContent = fs.readFileSync(equipDataPath, { encoding: 'utf-8' }); equip_data = JSON.parse(equipDataContent); } else { console.error(`Equipment data file not found at: ${equipDataPath}`); } } catch (error) { console.error(`Error reading or parsing ${EquipId2DataFile}:`, error); } let avatar_icon_data = {}; // <--- 新增:用于存储 avatars.json 的数据 try { const avatarIconDataPath = path.join(MAP_PATH, AvatarIconDataFile); if (fs.existsSync(avatarIconDataPath)) { const avatarIconContent = fs.readFileSync(avatarIconDataPath, { encoding: 'utf-8' }); avatar_icon_data = JSON.parse(avatarIconContent); console.log(`[name_convert.js] 成功加载并解析 ${AvatarIconDataFile}。`); console.log(`[name_convert.js] 从 ${AvatarIconDataFile} 加载了 ${Object.keys(avatar_icon_data).length} 个头像图标条目。`); } else { // 这个文件对于图标URL是必需的,所以用 error 级别 console.error(`[name_convert.js] ${AvatarIconDataFile} 文件未找到于: ${avatarIconDataPath}。无法生成角色图标 URL。`); avatar_icon_data = {}; // 保证是个空对象 } } catch (error) { console.error(`[name_convert.js] 读取或解析 ${AvatarIconDataFile} 时出错:`, error); avatar_icon_data = {}; } /** * Converts a character name alias to the canonical character name. * @param {string} char_name - The alias or canonical name entered by the user. * @returns {string} The canonical character name, or the original input if no alias is found. */ export function alias_to_char_name(char_name) { if (!char_name) return char_name; // Handle null/empty input const lowerCaseName = char_name.toLowerCase().trim(); // Normalize input for (const canonical_name in char_alias_data) { // Check if the input matches the canonical name (case-insensitive) if (lowerCaseName === canonical_name.toLowerCase()) { return canonical_name; } // Check if the input matches any alias in the array (case-insensitive) if (Array.isArray(char_alias_data[canonical_name])) { for (const alias of char_alias_data[canonical_name]) { if (lowerCaseName === String(alias).toLowerCase()) { return canonical_name; } } } } // No alias found, return the original (trimmed) name return char_name.trim(); } /** * Gets the sprite ID for a given character ID. * @param {string|number} char_id - The character ID. * @returns {string} The sprite ID, or a default ('28') if not found. */ export function char_id_to_sprite(char_id) { const charIdStr = String(char_id); // Corrected variable name: partner_data if (partner_data[charIdStr] && partner_data[charIdStr].sprite_id) { return partner_data[charIdStr].sprite_id; } else { // console.warn(`Sprite ID not found for character ID: ${charIdStr}. Using default.`); return '28'; // Default sprite ID (Rope Master?) } } /** * Gets the full name for a given character ID. * @param {string|number} char_id - The character ID. * @returns {string} The character's full name, or a default ('绳匠') if not found. */ export function char_id_to_full_name(char_id) { const charIdStr = String(char_id); // Corrected variable name: partner_data if (partner_data[charIdStr] && partner_data[charIdStr].full_name) { return partner_data[charIdStr].full_name; } else { // console.warn(`Full name not found for character ID: ${charIdStr}. Using default.`); return '绳匠'; // Default name (Rope Master) } } /** * Gets the sprite file name for a given equipment ID (relic). * @param {string|number} equip_id - The equipment ID. * @returns {string|undefined} The sprite file name, or undefined if not found. */ export function equip_id_to_sprite(equip_id) { const equipIdStr = String(equip_id); if (equipIdStr.length === 5) { // Assuming 5-digit IDs for relics const suit_id = equipIdStr.slice(0, 3) + '00'; // Derive suit ID if (equip_data[suit_id] && equip_data[suit_id].sprite_file) { return equip_data[suit_id].sprite_file; } } // console.warn(`Sprite file not found for equipment ID: ${equipIdStr}.`); return undefined; // Return undefined if not found } /** * Gets the short name for a given character ID. * @param {string|number} char_id - The character ID. * @returns {string|undefined} The character's short name, or undefined if not found. */ export function char_id_to_char_name(char_id) { const charIdStr = String(char_id); // Corrected variable name: partner_data if (partner_data[charIdStr] && partner_data[charIdStr].name) { return partner_data[charIdStr].name; } else { // console.warn(`Short name not found for character ID: ${charIdStr}.`); return undefined; } } /** * Gets the character ID for a given character name (handles aliases). * @param {string} char_name - The character name or alias. * @returns {string|undefined} The character ID (as a string), or undefined if not found. */ export function char_name_to_char_id(char_name) { if (!char_name) return undefined; // Handle null/empty input const canonicalName = alias_to_char_name(char_name); // Resolve alias first // Corrected variable name: partner_data for (const char_id in partner_data) { const charData = partner_data[char_id]; // Compare against the canonical name from alias resolution if (charData && charData.name && charData.name === canonicalName) { return char_id; // Return the ID (key) } } // console.warn(`Character ID not found for name: "${char_name}" (resolved to: "${canonicalName}").`); return undefined; // Not found } export function get_char_circle_icon_url(char_id) { // 使用 export function 直接导出 const charIdStr = String(char_id); // 检查新加载的 avatar_icon_data 中是否存在 CircleIcon if (avatar_icon_data[charIdStr] && avatar_icon_data[charIdStr].CircleIcon && typeof avatar_icon_data[charIdStr].CircleIcon === 'string') { const iconPath = avatar_icon_data[charIdStr].CircleIcon; // <--- 从 avatar_icon_data 获取路径 // 确保路径以 '/' 开头 if (iconPath.startsWith('/')) { return BASE_IMAGE_URL + iconPath; } else { // 日志中指明来源文件 console.warn(`[name_convert.js] ${AvatarIconDataFile} 中角色 ID ${charIdStr} 的 CircleIcon 路径不以 '/' 开头: "${iconPath}". 无法构建 URL.`); return undefined; } } else { // 可选日志:指示在 avatar_icon_data 中未找到 // if (!avatar_icon_data[charIdStr]) { // console.warn(`[name_convert.js] 在 ${AvatarIconDataFile} 中未找到角色 ID ${charIdStr} 的数据 (用于获取 circle icon URL)。`); // } else if (!avatar_icon_data[charIdStr].CircleIcon || typeof avatar_icon_data[charIdStr].CircleIcon !== 'string') { // console.warn(`[name_convert.js] ${AvatarIconDataFile} 中角色 ID ${charIdStr} 缺少有效 CircleIcon 路径。`); // } return undefined; // 数据或路径缺失则返回 undefined } } // Export the loaded data objects as well export { equip_data, weapon_data, partner_data, char_alias_data, PartnerId2SkillParam, };