import { equip_data, weapon_data, partner_data, PartnerId2SkillParam // 确认已从 name_convert.js 导出 } from './name_convert.js'; import _ from 'lodash'; // 引入 lodash (如果需要 get 等方法) // --- 数据导入确认 --- if (typeof partner_data === 'undefined' || Object.keys(partner_data || {}).length === 0) { logger.error("[enka_to_mys.js] 错误:partner_data 未定义或为空!"); // 根据需要决定是否抛出错误或使用默认值 } if (typeof PartnerId2SkillParam === 'undefined' || Object.keys(PartnerId2SkillParam || {}).length === 0) { logger.warn("[enka_to_mys.js] 警告:PartnerId2SkillParam 未定义或为空,技能名称将使用默认值。"); PartnerId2SkillParam = {}; // 确保它是个空对象以防万一 } // --- 常量和映射定义 --- const ID_TO_PROP_NAME = { '11101': '生命值', '11103': '生命值', '11102': '生命值百分比', // Python: 11102 是 '生命值' '12101': '攻击力', '12103': '攻击力', '12102': '攻击力百分比', // Python: 12102 是 '攻击力' '13101': '防御力', '13103': '防御力', '13102': '防御力百分比', // Python: 13102 是 '防御力' '12203': '冲击力', '20103': '暴击率', '21103': '暴击伤害', '31402': '异常掌控', '31403': '异常掌控', '31202': '异常精通', '31203': '异常精通', '23103': '穿透率', '23203': '穿透值', '30503': '能量自动回复', '30502': '能量自动回复', // Python: 30502 是 '能量回复百分比' (但值和30503一样?) // Python 没有 315, 但有 31503 '31503': '物理伤害加成', '31603': '火属性伤害加成', '31703': '冰属性伤害加成', '31803': '雷属性伤害加成', '31903': '以太属性伤害加成', // '315': '伤害加成', // Python 存在此 ID, JS 暂无对应 }; // MysApi 返回的 Property ID 映射 (根据日志样本) const MYSAPI_PROP_ID = { '生命值': 1, '攻击力': 2, '防御力': 3, '冲击力': 4, '暴击率': 5, '暴击伤害': 6, '异常掌控': 7, '异常精通': 8, '穿透率': 9, '能量自动回复': 11, '穿透值': 232, // Python ID: 23203 '物理伤害加成': 315, // Python ID: 31503 '火属性伤害加成': 316, // Python ID: 31603 '冰属性伤害加成': 317, // Python ID: 31703 '雷属性伤害加成': 318, // Python ID: 31803 '以太属性伤害加成': 319, // Python ID: 31903 // 百分比属性的 MysApi ID 未知,用 0 占位 '生命值百分比': 0, '攻击力百分比': 0, '防御力百分比': 0, }; const ID_TO_EN = { '11101': 'HpMax', '11103': 'HpBase', '11102': 'HpAdd', // % HP '12101': 'Attack', '12103': 'AttackBase', '12102': 'AttackAdd', // % ATK '13101': 'Defence', '13103': 'DefenceBase', '13102': 'DefenceAdd', // % DEF '12203': 'BreakStun', '20103': 'Crit', '21103': 'CritDmg', '31402': 'ElementAbnormalPower', '31403': 'ElementAbnormalPower', '31202': 'ElementMystery', '31203': 'ElementMystery', '23103': 'PenRate', '23203': 'PenDelta', '30503': 'SpRecover', '30502': 'SpRecover', // Python calls 30502 '能量回复百分比' but uses same EN key? Let's keep it SpRecover for now. // '315': 'DmgBonus', // Python has this, maybe map if needed? '31503': 'PhysDmgBonus', '31603': 'FireDmgBonus', '31703': 'IceDmgBonus', '31803': 'ThunderDmgBonus', '31903': 'EtherDmgBonus', }; // 修正 EN_TO_ZH 以匹配更新的 ID_TO_PROP_NAME const EN_TO_ZH = {}; for (const id in ID_TO_EN) { if (ID_TO_PROP_NAME[id]) { EN_TO_ZH[ID_TO_EN[id]] = ID_TO_PROP_NAME[id]; } } // 手动修正百分比名称,因为 Python 的 ID_TO_PROP_NAME 不区分 EN_TO_ZH['HpAdd'] = '生命值百分比'; EN_TO_ZH['AttackAdd'] = '攻击力百分比'; EN_TO_ZH['DefenceAdd'] = '防御力百分比'; // EN_TO_ZH['SpRecover'] = '能量自动回复'; // 保持不变,因为 Python 两个ID都叫这个 // *** 新增:从 Python 复制的音擎主属性每阶基础增加值 (单位: 万分位) *** const MAIN_PROP_BASE_INCREASE = { '11101': 330, // HP Flat '11103': 330, // HP Base (?? unlikely main stat, but matching python) '11102': 47.4, // HP% (value seems low compared to others, maybe *100?) -> Python value IS 47.4 -> This likely means 47.4 per tier = 4.74% increase per tier '12101': 47.4, // ATK Flat (?? seems low, maybe python value is wrong or per level?) -> Python value IS 47.4 '12103': 47.4, // ATK Base (?? unlikely main stat) '12102': 450, // ATK% -> 45.0% increase per tier? No, python value is 450, likely 45 per tier = 4.5% '13101': 27.6, // DEF Flat (?? seems low) -> Python value IS 27.6 '13103': 27.6, // DEF Base (?? unlikely main stat) '13102': 720, // DEF% -> 72 per tier = 7.2% '12203': 270, // 冲击力 -> 27.0 per tier '20103': 360, // 暴击率 -> 36.0% per tier? No, 36 per tier = 3.6% '21103': 720, // 暴击伤害 -> 72.0% per tier? No, 72 per tier = 7.2% '31402': 450, // 异常掌控 -> 45.0 per tier '31403': 450, // 异常掌控 '31202': 13, // 异常精通 -> 1.3 per tier? Python value IS 13 '31203': 13, // 异常精通 '23103': 360, // 穿透率 -> 36 per tier = 3.6% '23203': 36, // 穿透值 -> 3.6 per tier '30503': 900, // 能量自动回复 -> 90 per tier = 9.0% (or 0.9 rate?) '30502': 900, // 能量回复百分比 (Python mapping) -> 90 per tier = 9.0% // '315': 450, // 伤害加成 (General? Python has this) '31503': 450, // 物理伤害加成 -> 45 per tier = 4.5% '31603': 450, // 火 -> 4.5% '31703': 450, // 冰 -> 4.5% '31803': 450, // 雷 -> 4.5% '31903': 450, // 以太 -> 4.5% }; const PERCENT_ID_LIST = Object.keys(ID_TO_PROP_NAME).filter(id => ID_TO_PROP_NAME[id].includes('百分比') || // Based on JS name ['20103', '21103', '23103', // Crit, CritDmg, PenRate '12203', // Impact (Python lists it, check if it's % in game) - Assume % based on Python's PERCENT_ID '31503', '31603', '31703', '31803', '31903', // Element Dmg Bonus '11102', '12102', '13102', // Explicit % stats from Python ID mapping '30502', // Energy Regen % from Python ID mapping // Note: Python's PERCENT_ID includes 31603, 12203, 31703 etc. which are also Dmg Bonuses ].includes(id) ); const ELEMENT_TO_EN = { '203': 'Thunder', '205': 'Ether', '202': 'Ice', '200': 'Phys', '201': 'Fire' }; // --- 辅助函数 --- // 格式化函数保持不变,它处理的是显示格式 function _format_value_str(value, prop_id) { const idStr = String(prop_id); const isPercentProp = PERCENT_ID_LIST.includes(idStr); if (isPercentProp) { // Enka 的百分比值是 MYS 的 10 倍(例如 Enka 500 = MYS 50.0%) // 或者根据 Python MAIN_PROP_BASE_INCREASE, 这些值可能已经是 *10 的? // Let's assume the value passed is raw (万分位) and needs formatting // Python example: 360 (Crit Rate) -> 3.6% per tier -> Total might be e.g., 360 base + 360 * tiers // If value is 720 (e.g., base 360 + 1 tier 360), format as 72.0%? No, format as 7.2% // => Divide by 100 for percent formatting return (value / 100).toFixed(1) + '%'; } else if (idStr === '30503') { // MysApi 能量回复是小数 (e.g., 1.2) // Python value 900 -> 9.0% per tier? Or 0.9 rate? // If value is 900, format as 9.0? Or 0.9? // MYS value is like 1.2, Python value is 900. Let's assume Python's 900 = MYS 9.0 (divide by 100) return (value / 100).toFixed(2); } else { // 非百分比取整 (HP, ATK, DEF flat, Mastery, Control, PenDelta) return String(Math.floor(value)); } } function render_weapon_detail(weapon_meta, weapon_level, weapon_break_level) { if (!weapon_meta || weapon_meta.props_value === undefined || !weapon_meta.level || !weapon_meta.stars) { logger.error("[enka_to_mys.js] 无效的武器元数据:", weapon_meta); return [0, 0]; } const levelData = weapon_meta.level[String(weapon_level)]; const starData = weapon_meta.stars[String(weapon_break_level)]; // Python uses BreakLevel for stars index if (!levelData || !starData) { logger.error(`[enka_to_mys.js] 武器ID ${weapon_meta.id || '未知'} 缺少等级 (${weapon_level}) 或突破 (${weapon_break_level}) 数据`); return [0, 0]; } let base_value = weapon_meta.props_value; base_value = base_value + base_value * ((levelData.Rate + starData.StarRate) / 10000); let rand_value = weapon_meta.rand_props_value || 0; if (rand_value > 0 && starData.RandRate !== undefined) { // Check RandRate existence rand_value = rand_value + rand_value * (starData.RandRate / 10000); } else { rand_value = 0; // Ensure it's zero if no rand prop or rate } // 返回未格式化的原始值 (万分位) return [Math.floor(base_value), Math.floor(rand_value)]; } function _calculate_char_base_stat(base_val, growth_val, level_data, extra_level_data, char_level, promotion_level, stat_key_in_promo, extra_key_id) { let final_value = base_val; if (char_level > 1) { final_value += (char_level - 1) * growth_val / 10000; } const promoStr = String(promotion_level); if (level_data && level_data[promoStr] && level_data[promoStr][stat_key_in_promo] !== undefined) { final_value += level_data[promoStr][stat_key_in_promo]; } // Match Python's extra level calculation if (char_level > 10 && extra_level_data && extra_level_data[promoStr] && extra_level_data[promoStr]['Extra'] && extra_key_id) { const extraValue = _.get(extra_level_data[promoStr], ['Extra', extra_key_id, 'Value'], 0); // Use lodash get for safety final_value += extraValue; } return Math.floor(final_value); } function getSkillName(charId, skillIndex) { const charSkillsData = PartnerId2SkillParam?.[String(charId)]; if (!charSkillsData) return `技能 ${skillIndex}`; // Find the skill name by matching the Index property for (const skillName in charSkillsData) { if (Object.hasOwnProperty.call(charSkillsData, skillName) && charSkillsData[skillName] && charSkillsData[skillName].Index === skillIndex) { return charSkillsData[skillName].Name || skillName; // Prefer Name field if available } } return `技能 ${skillIndex}`; // Fallback } // --- 主要转换函数 --- export async function _enka_data_to_mys_data(enka_data) { if (!enka_data || !enka_data.PlayerInfo || !enka_data.PlayerInfo.ShowcaseDetail || !enka_data.PlayerInfo.ShowcaseDetail.AvatarList) { logger.error("[enka_to_mys.js] 接收到无效的 enka_data 结构。"); return []; } const uid = enka_data.uid; const result_list = []; for (const char of enka_data.PlayerInfo.ShowcaseDetail.AvatarList) { const char_id = String(char.Id); if (!partner_data[char_id]) { logger.warn(`[enka_to_mys.js] 跳过角色 ID ${char_id}: 在 partner_data 中未找到数据。`); continue; } const _partner = partner_data[char_id]; logger.debug(`[enka_to_mys.js] Processing character: ${char_id} (${_partner.name})`); // --- 初始化接近 MysApi 原始结构的 result 对象 --- const result = { id: char.Id, level: char.Level, name_mi18n: _partner.name, full_name_mi18n: _partner.full_name, element_type: parseInt(_partner.ElementType), camp_name_mi18n: _partner.Camp, avatar_profession: parseInt(_partner.WeaponType), rarity: _partner.Rarity, // 使用字符串 'S'/'A' rank: char.TalentLevel || 0, // 命座等级 equip: [], weapon: null, properties: [], skills: [], ranks: [], // 初始化为空数组 // --- MYS 特有字段占位符 --- icon_paths: { group_icon_path: '', hollow_icon_path: '' }, // 匹配 MysApi 结构 role_vertical_painting_url: '', us_full_name: _partner.en_name || '', vertical_painting_color: '', skin_list: [], role_square_url: '', }; // --- 属性计算准备 --- const props = { /* HpBase, AttackBase, DefenceBase will be calculated */ }; // Initialize all possible props from ID_TO_EN to 0 Object.values(ID_TO_EN).forEach(enKey => { props[enKey] = 0; }); // Add base crit damage (万分位) props.CritDmg = _partner.CritDamage || 0; // Initialize CritDmg from base stats // Calculate character base stats (matching Python logic) const NAME_TO_ID = Object.fromEntries(Object.entries(EN_TO_ZH).map(([k, v]) => [v, Object.keys(ID_TO_EN).find(id => ID_TO_EN[id] === k)])); const baseStatsToCalc = { 'HpMax': { base: _partner.HpMax, growth: _partner.HpGrowth, key: 'HpMax', extraKeyId: NAME_TO_ID['生命值']}, 'Attack': { base: _partner.Attack, growth: _partner.AttackGrowth, key: 'Attack', extraKeyId: NAME_TO_ID['攻击力'] }, 'Defence': { base: _partner.Defence, growth: _partner.DefenceGrowth, key: 'Defence', extraKeyId: NAME_TO_ID['防御力'] }, }; for (const [statName, statData] of Object.entries(baseStatsToCalc)) { if (statData.base !== undefined && statData.growth !== undefined) { const calculatedBase = _calculate_char_base_stat( statData.base, statData.growth, _partner.Level, _partner.ExtraLevel, // Pass both level data structures char.Level, char.PromotionLevel, statData.key, statData.extraKeyId // Pass stat key and the ID for extra lookup ); // Store calculated BASE values (HpBase, AttackBase, DefenceBase) const baseKey = statName.replace('Max', 'Base'); // Convert HpMax -> HpBase etc. props[baseKey] = calculatedBase; logger.debug(` > ${baseKey} calculated base: ${calculatedBase}`); } else { logger.warn(` > Missing base/growth data for ${statName} in partner_data for ID ${char_id}`); } } logger.debug(` > Initial props after base calc:`, JSON.stringify(props)); // --- 处理音擎驱动 (填充 result.equip) --- if (char.EquippedList && Array.isArray(char.EquippedList)) { for (const relic of char.EquippedList) { if (!relic || !relic.Equipment) continue; const _equip = relic.Equipment; const equip_id_str = String(_equip.Id); const suit_id = equip_id_str.slice(0, 3) + '00'; const equip_meta = equip_data[suit_id]; if (!equip_meta) { logger.warn(`[enka_to_mys.js] 未找到驱动器套装元数据 ID: ${suit_id}`); continue; } const relic_level = _equip.Level || 0; //const relic_tier = Math.floor(relic_level / 3); // Tier calculation moved inside loop const raw_equip_obj = { id: _equip.Id, level: relic_level, equipment_type: relic.Slot, name: equip_meta.equip_name ? `${equip_meta.equip_name} ${relic.Slot}` : `驱动 ${relic.Slot}`, // Append slot number like python rarity: 'S', // Assume S rank for now icon: '', equip_suit: { suit_id: parseInt(suit_id), name: equip_meta.equip_name || "未知套装", desc1: equip_meta.desc1 || "", desc2: equip_meta.desc2 || "", }, main_properties: [], properties: [], }; // --- 处理主词条 (!!! 使用 Python 的计算逻辑 !!!) --- if (_equip.MainPropertyList && _equip.MainPropertyList[0]) { const main_prop = _equip.MainPropertyList[0]; const prop_id_str = String(main_prop.PropertyId); const prop_zh_name = ID_TO_PROP_NAME[prop_id_str] || `未知(${prop_id_str})`; const en_prop_name = ID_TO_EN[prop_id_str]; // *** 使用 Python 的计算逻辑 *** const base_value = main_prop.PropertyValue || 0; // Base value at level 0 const increase_per_tier = MAIN_PROP_BASE_INCREASE[prop_id_str] !== undefined ? MAIN_PROP_BASE_INCREASE[prop_id_str] : 0; const property_level_multiplier = main_prop.PropertyLevel || 1; // Get multiplier from Enka (likely 1 for main stat) const relic_tier = Math.floor(relic_level / 3); // Calculate tiers // Apply the exact Python formula: base + increase * (multiplier * tier) const total_main_value_raw = base_value + increase_per_tier * (property_level_multiplier * relic_tier); // *** End of Python calculation logic *** logger.debug(` >> Relic ${equip_id_str} Slot ${relic.Slot} Main Stat ${prop_id_str} (${prop_zh_name}): Lvl ${relic_level} (Tier ${relic_tier}), Base ${base_value}, Inc ${increase_per_tier}, Mult ${property_level_multiplier} => Raw Total ${total_main_value_raw}`); // 累加到总属性 (使用 raw 万分位值) if (en_prop_name && props[en_prop_name] !== undefined) { props[en_prop_name] += total_main_value_raw; } else { logger.warn(` >> Unknown EN mapping for main prop ID ${prop_id_str}`); } // 格式化显示值并添加到结果对象 raw_equip_obj.main_properties.push({ property_name: prop_zh_name, property_id: main_prop.PropertyId, base: "", add: "", // MYS often has these empty for relics final: _format_value_str(total_main_value_raw, prop_id_str) // Format the calculated raw value }); } else { logger.warn(` >> Relic ${equip_id_str} Slot ${relic.Slot} missing MainPropertyList`); } // --- 处理副词条 (逻辑保持不变) --- if (_equip.RandomPropertyList && Array.isArray(_equip.RandomPropertyList)) { for (const prop of _equip.RandomPropertyList) { const prop_id_str = String(prop.PropertyId); const prop_zh_name = ID_TO_PROP_NAME[prop_id_str] || `未知(${prop_id_str})`; const en_prop_name = ID_TO_EN[prop_id_str]; const prop_level = prop.PropertyLevel || 1; // This level indicates number of rolls/upgrades const base_value_per_level = prop.PropertyValue || 0; // Value per roll // 副词条总值 = 每级数值 * 等级(次数) const total_substat_value_raw = base_value_per_level * prop_level; logger.debug(` >> Relic ${equip_id_str} Sub Stat ${prop_id_str} (${prop_zh_name}): Val ${base_value_per_level} * Lvl ${prop_level} => Raw Total ${total_substat_value_raw}`); // 累加到总属性 if (en_prop_name && props[en_prop_name] !== undefined) { props[en_prop_name] += total_substat_value_raw; } else { logger.warn(` >> Unknown EN mapping for substat prop ID ${prop_id_str}`); } // 添加到结果对象 raw_equip_obj.properties.push({ property_name: prop_zh_name, property_id: prop.PropertyId, base: "", add: "", // MYS often empty here too final: _format_value_str(total_substat_value_raw, prop_id_str), // Format for display }); } } result.equip.push(raw_equip_obj); } } logger.debug(` > Props after relics:`, JSON.stringify(props)); // --- 处理武器 (逻辑保持不变) --- if (char.Weapon && char.Weapon.Id) { const weapon_id = String(char.Weapon.Id); const _weapon_meta = weapon_data[weapon_id]; if (_weapon_meta) { const weapon_level = char.Weapon.Level || 1; const weapon_star = char.Weapon.UpgradeLevel || 0; // Refinement level (0-4 in Enka -> 1-5 in MYS?) const weapon_break_level = char.Weapon.BreakLevel || 0; // Ascension level const [base_stat_value_raw, rand_stat_value_raw] = render_weapon_detail( _weapon_meta, weapon_level, String(weapon_break_level) // Pass BreakLevel for calculation ); logger.debug(` >> Weapon ${weapon_id} (${_weapon_meta.name}): Lvl ${weapon_level}, Break ${weapon_break_level}, Star ${weapon_star} => Base Raw ${base_stat_value_raw}, Rand Raw ${rand_stat_value_raw}`); // 累加属性 (使用 raw 值) const base_prop_id_str = String(_weapon_meta.props_id); const base_en_prop = ID_TO_EN[base_prop_id_str]; if (base_en_prop && props[base_en_prop] !== undefined) { props[base_en_prop] += base_stat_value_raw; } else { logger.warn(` >> Unknown EN mapping for weapon base prop ID ${base_prop_id_str}`); } if (_weapon_meta.rand_props_id && rand_stat_value_raw > 0) { const rand_prop_id_str = String(_weapon_meta.rand_props_id); const rand_en_prop = ID_TO_EN[rand_prop_id_str]; if (rand_en_prop && props[rand_en_prop] !== undefined) { props[rand_en_prop] += rand_stat_value_raw; } else { logger.warn(` >> Unknown EN mapping for weapon rand prop ID ${rand_prop_id_str}`); } } // 构建 "原始" 武器对象 result.weapon = { id: char.Weapon.Id, level: weapon_level, star: weapon_star + 1, // MYS uses 1-5 for refinement promote_level: weapon_break_level, name: _weapon_meta.name || "未知武器", rarity: _weapon_meta.rarity, // 使用 'S' 或 'A' icon: '', // Placeholder // Use refinement level (star + 1) to get talent description talent_title: _.get(_weapon_meta, ['talents', String(weapon_star + 1), 'Name'], ''), talent_content: _.get(_weapon_meta, ['talents', String(weapon_star + 1), 'Desc'], ''), main_properties: [], // Main stat is usually just one properties: [] // Secondary stat (if exists) }; // 填充 "原始" 主属性对象 const main_prop_obj = { property_name: _weapon_meta.props_name || ID_TO_PROP_NAME[base_prop_id_str] || `未知(${base_prop_id_str})`, property_id: _weapon_meta.props_id, base: "", add: "", final: _format_value_str(base_stat_value_raw, base_prop_id_str) // Format }; result.weapon.main_properties.push(main_prop_obj); // 填充 "原始" 副属性对象 if (_weapon_meta.rand_props_id && rand_stat_value_raw > 0) { const rand_prop_id_str = String(_weapon_meta.rand_props_id); result.weapon.properties.push({ property_name: _weapon_meta.rand_props_name || ID_TO_PROP_NAME[rand_prop_id_str] || `未知(${rand_prop_id_str})`, property_id: _weapon_meta.rand_props_id, base: "", add: "", final: _format_value_str(rand_stat_value_raw, rand_prop_id_str) // Format }); } } else { logger.warn(`[enka_to_mys.js] 未找到武器元数据 ID: ${weapon_id}`); } } logger.debug(` > Props after weapon:`, JSON.stringify(props)); // --- 最终属性计算 (逻辑保持不变) --- // Base = Character Base + Weapon Base Flat // Add = Sum of all % increases (Relics, Weapon Secondary) // Flat = Sum of all Flat increases (Relics) // Final = Base * (1 + Add% / 10000) + Flat const final_Hp = (props.HpBase || 0) * (1 + (props.HpAdd || 0) / 10000) + (props.HpMax || 0); const final_Attack = (props.AttackBase || 0) * (1 + (props.AttackAdd || 0) / 10000) + (props.Attack || 0); const final_Defence = (props.DefenceBase || 0) * (1 + (props.DefenceAdd || 0) / 10000) + (props.Defence || 0); // Update props object with final calculated values props.HpMax = Math.floor(final_Hp); props.Attack = Math.floor(final_Attack); props.Defence = Math.floor(final_Defence); // Delete intermediate values delete props.HpBase; delete props.HpAdd; delete props.AttackBase; delete props.AttackAdd; delete props.DefenceBase; delete props.DefenceAdd; // Filter out irrelevant element damage bonuses const char_element_en = ELEMENT_TO_EN[_partner.ElementType]; const element_bonus_keys = ['FireDmgBonus', 'IceDmgBonus', 'ThunderDmgBonus', 'EtherDmgBonus']; // PhysDmgBonus is kept separately for (const key of element_bonus_keys) { if (props.hasOwnProperty(key) && key !== `${char_element_en}DmgBonus`) { // Keep the property if it has a non-zero value, otherwise delete? // Or strictly delete if not the character's element? Let's strictly delete. // logger.debug(` > Deleting non-matching element bonus: ${key}`); // Keep it for now, MYS might show it even if 0? Let final formatting handle 0 values. // If we need to strictly remove: delete props[key]; } } logger.debug(` > Props after final calculation & cleanup:`, JSON.stringify(props)); // --- 格式化最终属性面板 (填充 result.properties 数组,使用 MysApi ID) --- result.properties = []; const added_mys_ids = new Set(); // Add calculated props first for (const [prop_en, prop_value] of Object.entries(props)) { if (prop_value === undefined) continue; // Skip undefined props const prop_zh = EN_TO_ZH[prop_en]; if (!prop_zh) { // logger.warn(`[enka_to_mys.js] Final Props: No ZH name for EN key ${prop_en}`); continue; // Skip if no Chinese name mapping } const prop_id_mys = MYSAPI_PROP_ID[prop_zh]; const current_prop_enka_id = Object.keys(ID_TO_EN).find(k => ID_TO_EN[k] === prop_en); // Get the Enka ID for formatting if (prop_id_mys === undefined) { logger.warn(`[enka_to_mys.js] Final Props: 属性 ${prop_zh} (EN: ${prop_en}) 缺少 MysApi ID 映射`); // Add with MYS ID 0 if needed? For now, skip if no MYS ID. continue; } // Format the final value using the Enka ID associated with the EN key const final_value_str = _format_value_str(prop_value, current_prop_enka_id); // Only add if the value is not "0" or "0.0%" (unless it's a base stat like CR/CD) const isBaseCritOrER = ['暴击率', '暴击伤害', '能量自动回复'].includes(prop_zh); if (prop_value !== 0 || isBaseCritOrER) { result.properties.push({ property_name: prop_zh, property_id: prop_id_mys, // Use MYS API ID base: "", // MYS usually leaves these empty in final panel add: "", final: final_value_str }); added_mys_ids.add(prop_id_mys); } } // Ensure essential stats have default values if missing (matching MYS behavior) const ensurePropertyExists = (propName, propId, defaultValue) => { if (!added_mys_ids.has(propId)) { // Check if the raw prop value was actually 0 before adding default const enKey = Object.keys(EN_TO_ZH).find(k => EN_TO_ZH[k] === propName); const enkaId = Object.keys(ID_TO_EN).find(k => ID_TO_EN[k] === enKey); const rawValue = props[enKey] || 0; result.properties.push({ property_name: propName, property_id: propId, base: "", add: "", // Format the actual value (which might be 0) or the default if needed final: rawValue !== 0 ? _format_value_str(rawValue, enkaId) : defaultValue }); added_mys_ids.add(propId); // Mark as added } }; ensurePropertyExists('生命值', 1, _format_value_str(props.HpMax || 0, '11101')); ensurePropertyExists('攻击力', 2, _format_value_str(props.Attack || 0, '12101')); ensurePropertyExists('防御力', 3, _format_value_str(props.Defence || 0, '13101')); ensurePropertyExists('冲击力', 4, _format_value_str(props.BreakStun || 0, '12203')); ensurePropertyExists('暴击率', 5, '5.0%'); // MYS default ensurePropertyExists('暴击伤害', 6, '50.0%'); // MYS default ensurePropertyExists('异常掌控', 7, _format_value_str(props.ElementAbnormalPower || 0, '31403')); ensurePropertyExists('异常精通', 8, _format_value_str(props.ElementMystery || 0, '31203')); ensurePropertyExists('穿透率', 9, '0.0%'); // MYS default ensurePropertyExists('能量自动回复', 11, '1.00'); // MYS default is 1.00? Python used 1.20. Check MYS. Let's use 1.00 for now. ensurePropertyExists('穿透值', 232, _format_value_str(props.PenDelta || 0, '23203')); // Ensure element/phys bonus exists, defaulting to 0.0% const elementDmgKey = `${ELEMENT_TO_EN[_partner.ElementType]}DmgBonus`; const elementDmgZh = EN_TO_ZH[elementDmgKey]; const elementDmgIdMys = MYSAPI_PROP_ID[elementDmgZh]; const elementDmgEnkaId = Object.keys(ID_TO_EN).find(k => ID_TO_EN[k] === elementDmgKey); if(elementDmgZh && elementDmgIdMys) { ensurePropertyExists(elementDmgZh, elementDmgIdMys, '0.0%'); } ensurePropertyExists('物理伤害加成', 315, '0.0%'); // Sort properties by MYS API ID result.properties.sort((a, b) => a.property_id - b.property_id); // --- 处理技能 (填充 result.skills, 对齐 MysApi 结构) --- if (char.SkillLevelList && Array.isArray(char.SkillLevelList)) { for (const skill of char.SkillLevelList) { result.skills.push({ id: skill.Id || skill.Index, // Use Id if available, else Index level: skill.Level, name: getSkillName(char_id, skill.Index), // Get name from mapping skill_type: skill.Index, // Use skill_type to align with potential MYS field name icon: '', // Placeholder desc: '', // Placeholder is_unlocked: true, // Assume shown skills are unlocked // items: [], // Python didn't have items, maybe not needed for ZZZ? }); } } result.skills.sort((a, b) => a.skill_type - b.skill_type); // Sort by index // --- 处理命座 (填充 result.ranks, 对齐 MysApi 结构) --- result.ranks = []; // Assuming ranks data comes from partner_data or needs a generic structure const rankData = _partner.Talents || {}; // Check if talent data exists in partner_data const maxRank = 6; // Assume 6 ranks for (let i = 1; i <= maxRank; i++) { const rankInfo = rankData[String(i)] || {}; // Get info for rank 'i' result.ranks.push({ id: rankInfo.TalentID || i, // Use actual ID if available name: rankInfo.Name || `影位 ${i}`, // Use actual name or generic desc: rankInfo.Desc || '', icon: '', // Placeholder pos: i, is_unlocked: i <= result.rank, // Check against character's rank level // level: result.rank, // Sometimes MYS includes the current total rank level here }); } // Add timestamp if available in Enka data if (char.ObtainmentTimestamp) { result.current_time = new Date(char.ObtainmentTimestamp * 1000); // Convert sec to ms } result_list.push(result); logger.debug(`[enka_to_mys.js] Finished processing ${result.name_mi18n}`); } logger.debug(`[enka_to_mys.js] 成功转换 ${result_list.length} 个角色的数据`); return result_list; }