mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-16 13:17:32 +00:00
536 lines
13 KiB
JavaScript
536 lines
13 KiB
JavaScript
import { element, property } from '../lib/convert.js';
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import { getRoleImage, getSquareAvatar } from '../lib/download.js';
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import { imageResourcesPath } from '../lib/path.js';
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import { Equip, Weapon } from './equip.js';
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import { Property } from './property.js';
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import { Skill } from './skill.js';
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import { relice_ability } from './damage/relice.js';
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import { weapon_ability } from './damage/weapon.js';
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import { avatar_ability, has_calculation } from './damage/avatar.js';
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import { hasScoreData } from '../lib/score.js';
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import _ from 'lodash';
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import fs from 'fs';
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import path from 'path';
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/**
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* @class
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*/
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export class Avatar {
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/**
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* @param {number} id
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* @param {number} level
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* @param {string} name_mi18n
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* @param {string} full_name_mi18n
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* @param {number} element_type
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* @param {string} camp_name_mi18n
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* @param {number} avatar_profession
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* @param {string} rarity
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* @param {string} group_icon_path
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* @param {string} hollow_icon_path
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* @param {number} rank
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* @param {boolean} is_chosen
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*/
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constructor(
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id,
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level,
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name_mi18n,
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full_name_mi18n,
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element_type,
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camp_name_mi18n,
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avatar_profession,
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rarity,
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group_icon_path,
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hollow_icon_path,
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rank,
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is_chosen
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) {
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this.id = id;
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this.level = level;
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this.name_mi18n = name_mi18n;
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this.full_name_mi18n = full_name_mi18n;
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this.element_type = element_type;
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this.camp_name_mi18n = camp_name_mi18n;
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this.avatar_profession = avatar_profession;
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this.rarity = rarity;
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this.group_icon_path = group_icon_path;
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this.hollow_icon_path = hollow_icon_path;
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this.rank = rank;
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this.is_chosen = is_chosen;
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this.element_str = element.IDToElement(element_type);
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}
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}
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/**
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* @class
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*/
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export class AvatarIconPaths {
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/**
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* @param {string} group_icon_path
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* @param {string} hollow_icon_path
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*/
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constructor(group_icon_path, hollow_icon_path) {
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this.group_icon_path = group_icon_path;
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this.hollow_icon_path = hollow_icon_path;
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}
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}
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/**
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* @class
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*/
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export class ZZZAvatarBasic {
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/**
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* @param {{
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* id: number;
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* level: number;
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* name_mi18n: string;
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* full_name_mi18n: string;
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* element_type: number;
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* camp_name_mi18n: string;
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* avatar_profession: number;
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* rarity: string;
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* icon_paths: AvatarIconPaths;
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* rank: number;
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* is_chosen: boolean;
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* }} data
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*/
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constructor(data) {
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const {
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id,
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level,
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name_mi18n,
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full_name_mi18n,
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element_type,
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camp_name_mi18n,
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avatar_profession,
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rarity,
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icon_paths,
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rank,
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is_chosen,
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} = data;
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this.id = id;
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this.level = level;
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this.name_mi18n = name_mi18n;
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this.full_name_mi18n = full_name_mi18n;
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this.element_type = element_type;
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this.camp_name_mi18n = camp_name_mi18n;
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this.avatar_profession = avatar_profession;
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this.rarity = rarity;
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this.icon_paths = icon_paths;
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this.rank = rank;
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this.is_chosen = is_chosen;
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this.element_str = element.IDToElement(element_type);
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}
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async get_assets() {
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const result = await getSquareAvatar(this.id);
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this.square_icon = result;
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}
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}
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/**
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* @class
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*/
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export class Rank {
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// 类型标注
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/** @type {number} */
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id;
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/** @type {string} */
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name;
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/** @type {string} */
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desc;
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/** @type {number} */
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pos;
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/** @type {boolean} */
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is_unlocked;
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/**
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* @param {{
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* id: number;
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* name: string;
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* desc: string;
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* pos: number;
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* is_unlocked: boolean;
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* }} data
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*/
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constructor(data) {
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const { id, name, desc, pos, is_unlocked } = data;
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this.id = id;
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this.name = name;
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this.desc = desc;
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this.pos = pos;
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this.is_unlocked = is_unlocked;
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}
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}
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/**
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* @class
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*/
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export class ZZZAvatarInfo {
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/**
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* @param {{
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* id: number;
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* level: number;
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* name_mi18n: string;
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* full_name_mi18n: string;
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* element_type: number;
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* camp_name_mi18n: string;
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* avatar_profession: number;
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* rarity: string;
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* group_icon_path: string;
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* hollow_icon_path: string;
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* equip: Equip[];
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* weapon: Weapon;
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* properties: Property[];
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* skills: Skill[];
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* rank: number;
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* ranks: Rank[];
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* isNew?: boolean;
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* }} data
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*/
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constructor(data) {
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const {
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id,
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level,
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name_mi18n,
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full_name_mi18n,
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element_type,
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camp_name_mi18n,
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avatar_profession,
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rarity,
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group_icon_path,
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hollow_icon_path,
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equip,
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weapon,
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properties,
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skills,
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rank,
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ranks,
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isNew,
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} = data;
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/** @type {number} */
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this.id = id;
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/** @type {number} */
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this.level = level;
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/** @type {string} */
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this.name_mi18n = name_mi18n;
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/** @type {string} */
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this.full_name_mi18n = full_name_mi18n;
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/** @type {number} */
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this.element_type = element_type;
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/** @type {string} */
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this.camp_name_mi18n = camp_name_mi18n;
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/** @type {number} */
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this.avatar_profession = avatar_profession;
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/** @type {string} */
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this.rarity = rarity;
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/** @type {string} */
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this.group_icon_path = group_icon_path;
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/** @type {string} */
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this.hollow_icon_path = hollow_icon_path;
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/** @type {Equip[]} */
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this.equip =
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(equip &&
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(Array.isArray(equip)
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? equip.map(equip => new Equip(equip))
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: new Equip(equip))) ||
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[];
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/** @type {Weapon} */
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this.weapon = weapon ? new Weapon(weapon) : null;
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/** @type {Property[]} */
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this.properties =
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properties && properties.map(property => new Property(property));
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/** @type {Skill[]} */
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this.skills = skills && skills.map(skill => new Skill(skill));
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/** @type {number} */
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this.rank = rank;
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/** @type {Rank[]} */
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this.ranks = ranks && ranks.map(rank => new Rank(rank));
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/** @type {number} */
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this.ranks_num = this.ranks.filter(rank => rank.is_unlocked).length;
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/** @type {string} */
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this.element_str = element.IDToElement(element_type);
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/** @type {boolean} */
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this.isNew = isNew;
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for (const equip of this.equip) {
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equip.get_score(this.id);
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}
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}
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getProperty(name) {
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return this.properties.find(property => property.property_name === name);
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}
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/** @type {{
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* hpmax: Property;
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* attack: Property;
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* def: Property;
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* breakstun: Property;
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* crit: Property;
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* critdam: Property;
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* elementabnormalpower: Property;
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* elementmystery: Property;
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* penratio: Property;
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* sprecover: Property;
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* }} */
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get basic_properties() {
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const data = {
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hpmax: this.getProperty('生命值'),
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attack: this.getProperty('攻击力'),
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def: this.getProperty('防御力'),
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breakstun: this.getProperty('冲击力'),
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crit: this.getProperty('暴击率'),
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critdam: this.getProperty('暴击伤害'),
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elementabnormalpower: this.getProperty('异常掌控'),
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elementmystery: this.getProperty('异常精通'),
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penratio: this.getProperty('穿透率'),
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sprecover: this.getProperty('能量自动回复'),
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};
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logger.debug('basic_properties', data);
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return data;
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}
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/** @type {{
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* base_detail: {
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* hp: number;
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* attack: number;
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* defence: number;
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* ImpactRatio: number;
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* CriticalChanceBase: number;
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* CriticalDamageBase: number;
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* ElementAbnormalPower: number;
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* ElementMystery: number;
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* PenRatioBase: number;
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* SpGetRatio: number;
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* }
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* bonus_detail: Record<string, number>;
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* set_detail: Record<string, number>;
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* }} */
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get damage_basic_properties() {
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const base_detail = {
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hp: Number(this.basic_properties.hpmax.final),
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attack: Number(this.basic_properties.attack.final),
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defence: Number(this.basic_properties.def.final),
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ImpactRatio: Number(this.basic_properties.breakstun.final),
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CriticalChanceBase:
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Number(this.basic_properties.crit.final.replace('%', '')) / 100,
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CriticalDamageBase:
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Number(this.basic_properties.critdam.final.replace('%', '')) / 100,
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ElementAbnormalPower: Number(
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this.basic_properties.elementabnormalpower.final
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),
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ElementMystery: Number(this.basic_properties.elementmystery.final),
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PenRatioBase:
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Number(this.basic_properties.penratio.final.replace('%', '')) / 100,
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SpGetRatio: Number(this.basic_properties.sprecover.final),
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};
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/** 计算伤害加成与穿透值
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* 穿透值23203
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* 伤害加成31503-31703
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*/
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const bonus_detail = {};
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/** 计算套装数量 */
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const set_detail = {};
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for (const equip_detail of this.equip) {
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bonus_detail['PenDelta'] =
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_.get(bonus_detail, 'PenDelta', 0) + equip_detail.get_property(23203);
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if (equip_detail.equipment_type == 5) {
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const propname = property.idToName(
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equip_detail.main_properties[0].property_id
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);
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if (propname.includes('属性伤害提高')) {
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const propenname = property.idToSignName(
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equip_detail.main_properties[0].property_id
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);
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bonus_detail[propenname] =
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_.get(bonus_detail, propenname, 0) +
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Number(equip_detail.main_properties[0].base.replace('%', '')) / 100;
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}
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}
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const suit_id = String(equip_detail.equip_suit.suit_id);
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set_detail[suit_id] = _.get(set_detail, suit_id, 0) + 1;
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}
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logger.debug('base_detail', base_detail);
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logger.debug('bonus_detail', bonus_detail);
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logger.debug('set_detail', set_detail);
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const retuan_detail = {
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base_detail: base_detail,
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bonus_detail: bonus_detail,
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set_detail: set_detail,
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};
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return retuan_detail;
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}
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/** @type {{
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* title: string;
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* value: {name: string, value: number}[]
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* }[]} */
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get damages() {
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if (!has_calculation(this.id)) {
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return [];
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}
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/** 处理基础数据 */
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let base_detail = this.damage_basic_properties.base_detail;
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let bonus_detail = this.damage_basic_properties.bonus_detail;
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let set_detail = this.damage_basic_properties.set_detail;
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/** 处理驱动盘套装加成 */
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let set_detailkeys = Object.keys(set_detail);
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for (const set_id of set_detailkeys) {
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const set_num = set_detail[set_id];
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if (set_num >= 2)
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bonus_detail = relice_ability(
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set_id,
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set_num,
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base_detail,
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bonus_detail
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);
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}
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logger.debug('bonus_detail', bonus_detail);
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/** 处理音频加成 */
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bonus_detail = weapon_ability(this.weapon, base_detail, bonus_detail);
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logger.debug('bonus_detail', bonus_detail);
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/** 处理角色加成 */
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const damagelist = avatar_ability(this, base_detail, bonus_detail);
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return damagelist;
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}
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/** @type {number|boolean} */
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get equip_score() {
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if (hasScoreData(this.id)) {
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let score = 0;
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for (const equip of this.equip) {
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score += equip.score;
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}
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return score;
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}
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return false;
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}
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/** @type {'C'|'B'|'A'|'S'|'SS'|'SSS'|'ACE'|false} */
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get equip_comment() {
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if (this.equip_score < 45) {
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return 'C';
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}
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if (this.equip_score <= 80) {
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return 'B';
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}
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if (this.equip_score <= 115) {
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return 'A';
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}
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if (this.equip_score <= 150) {
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return 'S';
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}
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if (this.equip_score <= 185) {
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return 'SS';
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}
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if (this.equip_score <= 220) {
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return 'SSS';
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}
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if (this.equip_score > 220) {
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return 'ACE';
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}
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return false;
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}
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/** @type {number} 练度分数 */
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get proficiency_score() {
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let score = 0;
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if (this.rarity === 'S') {
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score += 30;
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} else {
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score += 10;
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}
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if (this.equip_score !== false) {
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score += this.equip_score * 3;
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}
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for (const skill of this.skills) {
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score += skill.level * 5;
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}
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score += this.level * 2;
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score += this.rank * 10;
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if (this.weapon) {
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score += this.weapon.level * 2;
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score += this.weapon.star * 10;
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}
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return score;
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}
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async get_basic_assets() {
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const result = await getSquareAvatar(this.id);
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/** @type {string} */
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this.square_icon = result;
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}
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async get_detail_assets() {
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const custom_panel_images = path.join(
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imageResourcesPath,
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`panel/${this.name_mi18n}`
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);
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let role_icon = '';
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if (fs.existsSync(custom_panel_images)) {
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const panel_images = fs
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.readdirSync(custom_panel_images)
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.map(file => path.join(custom_panel_images, file));
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if (panel_images.length > 0) {
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role_icon =
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panel_images[Math.floor(Math.random() * panel_images.length)];
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}
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}
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if (!role_icon) {
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role_icon = await getRoleImage(this.id);
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}
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/** @type {string} */
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this.role_icon = role_icon;
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await this?.weapon?.get_assets?.();
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for (const equip of this.equip) {
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await equip.get_assets();
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}
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}
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async get_assets() {
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await this.get_basic_assets();
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}
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}
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/**
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* @class
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*/
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export class ZZZUser {
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/**
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* @param {{
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* game_biz: string;
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* region: string;
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* game_uid: string;
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* nickname: string;
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* level: number;
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* is_chosen: boolean;
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* region_name: string;
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* is_official: boolean;
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* }} data
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*/
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constructor(data) {
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const {
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game_biz,
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region,
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game_uid,
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nickname,
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level,
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is_chosen,
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region_name,
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is_official,
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} = data;
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this.game_biz = game_biz;
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this.region = region;
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this.game_uid = game_uid;
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this.nickname = nickname;
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this.level = level;
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this.is_chosen = is_chosen;
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this.region_name = region_name;
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this.is_official = is_official;
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}
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}
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