ZZZ-Plugin/model/avatar.js
2024-07-31 17:29:32 +08:00

543 lines
14 KiB
JavaScript

import { element, property } from '../lib/convert.js';
import { getRoleImage, getSquareAvatar } from '../lib/download.js';
import { imageResourcesPath } from '../lib/path.js';
import { Equip, Weapon } from './equip.js';
import { Property } from './property.js';
import { Skill } from './skill.js';
import { relice_ability } from './damage/relice.js';
import { weapon_ability } from './damage/weapon.js';
import { avatar_ability, has_calculation } from './damage/avatar.js';
import { hasScoreData } from '../lib/score.js';
import _ from 'lodash';
import fs from 'fs';
import path from 'path';
/**
* @class
*/
export class Avatar {
/**
* @param {number} id
* @param {number} level
* @param {string} name_mi18n
* @param {string} full_name_mi18n
* @param {number} element_type
* @param {string} camp_name_mi18n
* @param {number} avatar_profession
* @param {string} rarity
* @param {string} group_icon_path
* @param {string} hollow_icon_path
* @param {number} rank
* @param {boolean} is_chosen
*/
constructor(
id,
level,
name_mi18n,
full_name_mi18n,
element_type,
camp_name_mi18n,
avatar_profession,
rarity,
group_icon_path,
hollow_icon_path,
rank,
is_chosen
) {
this.id = id;
this.level = level;
this.name_mi18n = name_mi18n;
this.full_name_mi18n = full_name_mi18n;
this.element_type = element_type;
this.camp_name_mi18n = camp_name_mi18n;
this.avatar_profession = avatar_profession;
this.rarity = rarity;
this.group_icon_path = group_icon_path;
this.hollow_icon_path = hollow_icon_path;
this.rank = rank;
this.is_chosen = is_chosen;
this.element_str = element.IDToElement(element_type);
}
}
/**
* @class
*/
export class AvatarIconPaths {
/**
* @param {string} group_icon_path
* @param {string} hollow_icon_path
*/
constructor(group_icon_path, hollow_icon_path) {
this.group_icon_path = group_icon_path;
this.hollow_icon_path = hollow_icon_path;
}
}
/**
* @class
*/
export class ZZZAvatarBasic {
/**
* @param {{
* id: number;
* level: number;
* name_mi18n: string;
* full_name_mi18n: string;
* element_type: number;
* camp_name_mi18n: string;
* avatar_profession: number;
* rarity: string;
* icon_paths: AvatarIconPaths;
* rank: number;
* is_chosen: boolean;
* }} data
*/
constructor(data) {
const {
id,
level,
name_mi18n,
full_name_mi18n,
element_type,
camp_name_mi18n,
avatar_profession,
rarity,
icon_paths,
rank,
is_chosen,
} = data;
this.id = id;
this.level = level;
this.name_mi18n = name_mi18n;
this.full_name_mi18n = full_name_mi18n;
this.element_type = element_type;
this.camp_name_mi18n = camp_name_mi18n;
this.avatar_profession = avatar_profession;
this.rarity = rarity;
this.icon_paths = icon_paths;
this.rank = rank;
this.is_chosen = is_chosen;
this.element_str = element.IDToElement(element_type);
}
async get_assets() {
const result = await getSquareAvatar(this.id);
this.square_icon = result;
}
}
/**
* @class
*/
export class Rank {
// 类型标注
/** @type {number} */
id;
/** @type {string} */
name;
/** @type {string} */
desc;
/** @type {number} */
pos;
/** @type {boolean} */
is_unlocked;
/**
* @param {{
* id: number;
* name: string;
* desc: string;
* pos: number;
* is_unlocked: boolean;
* }} data
*/
constructor(data) {
const { id, name, desc, pos, is_unlocked } = data;
this.id = id;
this.name = name;
this.desc = desc;
this.pos = pos;
this.is_unlocked = is_unlocked;
}
}
/**
* @class
*/
export class ZZZAvatarInfo {
/**
* @param {{
* 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;
* properties: Property[];
* skills: Skill[];
* rank: number;
* ranks: Rank[];
* isNew?: boolean;
* }} data
*/
constructor(data) {
const {
id,
level,
name_mi18n,
full_name_mi18n,
element_type,
camp_name_mi18n,
avatar_profession,
rarity,
group_icon_path,
hollow_icon_path,
equip,
weapon,
properties,
skills,
rank,
ranks,
isNew,
} = data;
/** @type {number} */
this.id = id;
/** @type {number} */
this.level = level;
/** @type {string} */
this.name_mi18n = name_mi18n;
/** @type {string} */
this.full_name_mi18n = full_name_mi18n;
/** @type {number} */
this.element_type = element_type;
/** @type {string} */
this.camp_name_mi18n = camp_name_mi18n;
/** @type {number} */
this.avatar_profession = avatar_profession;
/** @type {string} */
this.rarity = rarity;
/** @type {string} */
this.group_icon_path = group_icon_path;
/** @type {string} */
this.hollow_icon_path = hollow_icon_path;
/** @type {Equip[]} */
this.equip =
(equip &&
(Array.isArray(equip)
? equip.map(equip => new Equip(equip))
: new Equip(equip))) ||
[];
/** @type {Weapon} */
this.weapon = weapon ? new Weapon(weapon) : null;
/** @type {Property[]} */
this.properties =
properties && properties.map(property => new Property(property));
/** @type {Skill[]} */
this.skills = skills && skills.map(skill => new Skill(skill));
/** @type {number} */
this.rank = rank;
/** @type {Rank[]} */
this.ranks = ranks && ranks.map(rank => new Rank(rank));
/** @type {number} */
this.ranks_num = this.ranks.filter(rank => rank.is_unlocked).length;
/** @type {string} */
this.element_str = element.IDToElement(element_type);
/** @type {boolean} */
this.isNew = isNew;
for (const equip of this.equip) {
equip.get_score(this.id);
}
}
getProperty(name) {
return this.properties.find(property => property.property_name === name);
}
/** @type {{
* hpmax: Property;
* attack: Property;
* def: Property;
* breakstun: Property;
* crit: Property;
* critdam: Property;
* elementabnormalpower: Property;
* elementmystery: Property;
* penratio: Property;
* sprecover: Property;
* }} */
get basic_properties() {
const data = {
hpmax: this.getProperty('生命值'),
attack: this.getProperty('攻击力'),
def: this.getProperty('防御力'),
breakstun: this.getProperty('冲击力'),
crit: this.getProperty('暴击率'),
critdam: this.getProperty('暴击伤害'),
elementabnormalpower: this.getProperty('异常掌控'),
elementmystery: this.getProperty('异常精通'),
penratio: this.getProperty('穿透率'),
sprecover: this.getProperty('能量自动回复'),
};
logger.debug('basic_properties', data);
return data;
}
/** @type {{
* base_detail: {
* hp: number;
* attack: number;
* defence: number;
* ImpactRatio: number;
* CriticalChanceBase: number;
* CriticalDamageBase: number;
* ElementAbnormalPower: number;
* ElementMystery: number;
* PenRatioBase: number;
* SpGetRatio: number;
* }
* bonus_detail: Record<string, number>;
* set_detail: Record<string, number>;
* }} */
get damage_basic_properties() {
const base_detail = {
hp: Number(this.basic_properties.hpmax.final),
attack: Number(this.basic_properties.attack.final),
defence: Number(this.basic_properties.def.final),
ImpactRatio: Number(this.basic_properties.breakstun.final),
CriticalChanceBase:
Number(this.basic_properties.crit.final.replace('%', '')) / 100,
CriticalDamageBase:
Number(this.basic_properties.critdam.final.replace('%', '')) / 100,
ElementAbnormalPower: Number(
this.basic_properties.elementabnormalpower.final
),
ElementMystery: Number(this.basic_properties.elementmystery.final),
PenRatioBase:
Number(this.basic_properties.penratio.final.replace('%', '')) / 100,
SpGetRatio: Number(this.basic_properties.sprecover.final),
};
/** 计算伤害加成与穿透值
* 穿透值23203
* 伤害加成31503-31703
*/
const bonus_detail = {};
/** 计算套装数量 */
const set_detail = {};
for (const equip_detail of this.equip) {
bonus_detail['PenDelta'] =
_.get(bonus_detail, 'PenDelta', 0) + equip_detail.get_property(23203);
if (equip_detail.equipment_type == 5) {
const propname = property.idToName(
equip_detail.main_properties[0].property_id
);
if (propname.includes('属性伤害提高')) {
const propenname = property.idToSignName(
equip_detail.main_properties[0].property_id
);
bonus_detail[propenname] =
_.get(bonus_detail, propenname, 0) +
Number(equip_detail.main_properties[0].base.replace('%', '')) / 100;
}
}
const suit_id = String(equip_detail.equip_suit.suit_id);
set_detail[suit_id] = _.get(set_detail, suit_id, 0) + 1;
}
logger.debug('base_detail', base_detail);
logger.debug('bonus_detail', bonus_detail);
logger.debug('set_detail', set_detail);
const retuan_detail = {
base_detail: base_detail,
bonus_detail: bonus_detail,
set_detail: set_detail,
};
return retuan_detail;
}
/** @type {{
* title: string;
* value: {name: string, value: number}[]
* }[]} */
get damages() {
if (!has_calculation(this.id)) {
return [];
}
/** 处理基础数据 */
let base_detail = this.damage_basic_properties.base_detail;
let bonus_detail = this.damage_basic_properties.bonus_detail;
let set_detail = this.damage_basic_properties.set_detail;
/** 处理驱动盘套装加成 */
let set_detailkeys = Object.keys(set_detail);
for (const set_id of set_detailkeys) {
const set_num = set_detail[set_id];
if (set_num >= 2)
bonus_detail = relice_ability(
set_id,
set_num,
base_detail,
bonus_detail
);
}
logger.debug('bonus_detail', bonus_detail);
/** 处理音频加成 */
bonus_detail = weapon_ability(this.weapon, base_detail, bonus_detail);
logger.debug('bonus_detail', bonus_detail);
/** 处理角色加成 */
const damagelist = avatar_ability(this, base_detail, bonus_detail);
return damagelist;
}
/** @type {number|boolean} */
get equip_score() {
if (hasScoreData(this.id)) {
let score = 0;
for (const equip of this.equip) {
score += equip.score;
}
return score;
}
return false;
}
/** @type {'C'|'B'|'A'|'S'|'SS'|'SSS'|'ACE'|false} */
get equip_comment() {
if (this.equip_score < 45) {
return 'C';
}
if (this.equip_score <= 80) {
return 'B';
}
if (this.equip_score <= 115) {
return 'A';
}
if (this.equip_score <= 150) {
return 'S';
}
if (this.equip_score <= 185) {
return 'SS';
}
if (this.equip_score <= 220) {
return 'SSS';
}
if (this.equip_score > 220) {
return 'ACE';
}
return false;
}
/** @type {number} 练度分数 */
get proficiency_score() {
let base_score = 3;
if (this.rarity === 'S') {
base_score = 5;
} else if (this.rarity === 'A') {
base_score = 4;
}
let score = 0;
if (this.equip_score !== false) {
score += this.equip_score * 2;
}
for (const skill of this.skills) {
score += skill.level * base_score;
}
score += this.level * 2;
score += this.rank * base_score * 2;
if (this.weapon) {
let weapon_base_score = 3;
if (this.weapon.rarity === 'S') {
weapon_base_score = 5;
} else if (this.weapon.rarity === 'A') {
weapon_base_score = 4;
}
score += this.weapon.level * 2;
score += this.weapon.star * 2 * weapon_base_score;
}
return score;
}
async get_basic_assets() {
const result = await getSquareAvatar(this.id);
/** @type {string} */
this.square_icon = result;
}
async get_detail_assets() {
const custom_panel_images = path.join(
imageResourcesPath,
`panel/${this.name_mi18n}`
);
let role_icon = '';
if (fs.existsSync(custom_panel_images)) {
const panel_images = fs
.readdirSync(custom_panel_images)
.map(file => path.join(custom_panel_images, file));
if (panel_images.length > 0) {
role_icon =
panel_images[Math.floor(Math.random() * panel_images.length)];
}
}
if (!role_icon) {
role_icon = await getRoleImage(this.id);
}
/** @type {string} */
this.role_icon = role_icon;
await this?.weapon?.get_assets?.();
for (const equip of this.equip) {
await equip.get_assets();
}
}
async get_assets() {
await this.get_basic_assets();
}
}
/**
* @class
*/
export class ZZZUser {
/**
* @param {{
* game_biz: string;
* region: string;
* game_uid: string;
* nickname: string;
* level: number;
* is_chosen: boolean;
* region_name: string;
* is_official: boolean;
* }} data
*/
constructor(data) {
const {
game_biz,
region,
game_uid,
nickname,
level,
is_chosen,
region_name,
is_official,
} = data;
this.game_biz = game_biz;
this.region = region;
this.game_uid = game_uid;
this.nickname = nickname;
this.level = level;
this.is_chosen = is_chosen;
this.region_name = region_name;
this.is_official = is_official;
}
}