mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
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614 lines
33 KiB
JavaScript
614 lines
33 KiB
JavaScript
import {
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equip_data,
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weapon_data,
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partner_data,
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PartnerId2SkillParam // 确认已从 name_convert.js 导出
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} from './name_convert.js';
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import _ from 'lodash'; // 引入 lodash (如果需要 get 等方法)
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// --- 数据导入确认 ---
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if (typeof partner_data === 'undefined' || Object.keys(partner_data || {}).length === 0) {
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logger.error("[enka_to_mys.js] 错误:partner_data 未定义或为空!");
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// 根据需要决定是否抛出错误或使用默认值
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}
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if (typeof PartnerId2SkillParam === 'undefined' || Object.keys(PartnerId2SkillParam || {}).length === 0) {
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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。");
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PartnerId2SkillParam = {}; // 确保它是个空对象以防万一
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}
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// --- 常量和映射定义 ---
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const ID_TO_PROP_NAME = {
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'11101': '生命值', '11103': '生命值', '11102': '生命值百分比', // Python: 11102 是 '生命值'
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'12101': '攻击力', '12103': '攻击力', '12102': '攻击力百分比', // Python: 12102 是 '攻击力'
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'13101': '防御力', '13103': '防御力', '13102': '防御力百分比', // Python: 13102 是 '防御力'
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'12203': '冲击力', '20103': '暴击率', '21103': '暴击伤害',
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'31402': '异常掌控', '31403': '异常掌控',
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'31202': '异常精通', '31203': '异常精通',
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'23103': '穿透率', '23203': '穿透值',
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'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?)
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// Python 没有 315, 但有 31503
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'31503': '物理伤害加成', '31603': '火属性伤害加成', '31703': '冰属性伤害加成',
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'31803': '雷属性伤害加成', '31903': '以太属性伤害加成',
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// '315': '伤害加成', // Python 存在此 ID, JS 暂无对应
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};
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// MysApi 返回的 Property ID 映射 (根据日志样本)
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const MYSAPI_PROP_ID = {
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'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,
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'异常掌控': 7, '异常精通': 8, '穿透率': 9, '能量自动回复': 11,
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'穿透值': 232, // Python ID: 23203
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'物理伤害加成': 315, // Python ID: 31503
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'火属性伤害加成': 316, // Python ID: 31603
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'冰属性伤害加成': 317, // Python ID: 31703
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'雷属性伤害加成': 318, // Python ID: 31803
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'以太属性伤害加成': 319, // Python ID: 31903
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// 百分比属性的 MysApi ID 未知,用 0 占位
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'生命值百分比': 0, '攻击力百分比': 0, '防御力百分比': 0,
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};
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const ID_TO_EN = {
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'11101': 'HpMax', '11103': 'HpBase', '11102': 'HpAdd', // % HP
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'12101': 'Attack', '12103': 'AttackBase', '12102': 'AttackAdd', // % ATK
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'13101': 'Defence', '13103': 'DefenceBase', '13102': 'DefenceAdd', // % DEF
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'12203': 'BreakStun', '20103': 'Crit', '21103': 'CritDmg',
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'31402': 'ElementAbnormalPower', '31403': 'ElementAbnormalPower',
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'31202': 'ElementMystery', '31203': 'ElementMystery',
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'23103': 'PenRate', '23203': 'PenDelta',
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'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.
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// '315': 'DmgBonus', // Python has this, maybe map if needed?
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'31503': 'PhysDmgBonus', '31603': 'FireDmgBonus', '31703': 'IceDmgBonus',
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'31803': 'ThunderDmgBonus', '31903': 'EtherDmgBonus',
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};
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// 修正 EN_TO_ZH 以匹配更新的 ID_TO_PROP_NAME
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const EN_TO_ZH = {};
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for (const id in ID_TO_EN) {
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if (ID_TO_PROP_NAME[id]) {
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EN_TO_ZH[ID_TO_EN[id]] = ID_TO_PROP_NAME[id];
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}
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}
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// 手动修正百分比名称,因为 Python 的 ID_TO_PROP_NAME 不区分
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EN_TO_ZH['HpAdd'] = '生命值百分比';
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EN_TO_ZH['AttackAdd'] = '攻击力百分比';
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EN_TO_ZH['DefenceAdd'] = '防御力百分比';
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// EN_TO_ZH['SpRecover'] = '能量自动回复'; // 保持不变,因为 Python 两个ID都叫这个
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// *** 新增:从 Python 复制的音擎主属性每阶基础增加值 (单位: 万分位) ***
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const MAIN_PROP_BASE_INCREASE = {
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'11101': 330, // HP Flat
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'11103': 330, // HP Base (?? unlikely main stat, but matching python)
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'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
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'12101': 47.4, // ATK Flat (?? seems low, maybe python value is wrong or per level?) -> Python value IS 47.4
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'12103': 47.4, // ATK Base (?? unlikely main stat)
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'12102': 450, // ATK% -> 45.0% increase per tier? No, python value is 450, likely 45 per tier = 4.5%
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'13101': 27.6, // DEF Flat (?? seems low) -> Python value IS 27.6
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'13103': 27.6, // DEF Base (?? unlikely main stat)
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'13102': 720, // DEF% -> 72 per tier = 7.2%
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'12203': 270, // 冲击力 -> 27.0 per tier
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'20103': 360, // 暴击率 -> 36.0% per tier? No, 36 per tier = 3.6%
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'21103': 720, // 暴击伤害 -> 72.0% per tier? No, 72 per tier = 7.2%
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'31402': 450, // 异常掌控 -> 45.0 per tier
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'31403': 450, // 异常掌控
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'31202': 13, // 异常精通 -> 1.3 per tier? Python value IS 13
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'31203': 13, // 异常精通
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'23103': 360, // 穿透率 -> 36 per tier = 3.6%
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'23203': 36, // 穿透值 -> 3.6 per tier
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'30503': 900, // 能量自动回复 -> 90 per tier = 9.0% (or 0.9 rate?)
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'30502': 900, // 能量回复百分比 (Python mapping) -> 90 per tier = 9.0%
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// '315': 450, // 伤害加成 (General? Python has this)
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'31503': 450, // 物理伤害加成 -> 45 per tier = 4.5%
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'31603': 450, // 火 -> 4.5%
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'31703': 450, // 冰 -> 4.5%
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'31803': 450, // 雷 -> 4.5%
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'31903': 450, // 以太 -> 4.5%
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};
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const PERCENT_ID_LIST = Object.keys(ID_TO_PROP_NAME).filter(id =>
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ID_TO_PROP_NAME[id].includes('百分比') || // Based on JS name
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['20103', '21103', '23103', // Crit, CritDmg, PenRate
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'12203', // Impact (Python lists it, check if it's % in game) - Assume % based on Python's PERCENT_ID
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'31503', '31603', '31703', '31803', '31903', // Element Dmg Bonus
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'11102', '12102', '13102', // Explicit % stats from Python ID mapping
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'30502', // Energy Regen % from Python ID mapping
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// Note: Python's PERCENT_ID includes 31603, 12203, 31703 etc. which are also Dmg Bonuses
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].includes(id)
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);
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const ELEMENT_TO_EN = { '203': 'Thunder', '205': 'Ether', '202': 'Ice', '200': 'Phys', '201': 'Fire' };
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// --- 辅助函数 ---
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// 格式化函数保持不变,它处理的是显示格式
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function _format_value_str(value, prop_id) {
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const idStr = String(prop_id);
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const isPercentProp = PERCENT_ID_LIST.includes(idStr);
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if (isPercentProp) {
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// Enka 的百分比值是 MYS 的 10 倍(例如 Enka 500 = MYS 50.0%)
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// 或者根据 Python MAIN_PROP_BASE_INCREASE, 这些值可能已经是 *10 的?
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// Let's assume the value passed is raw (万分位) and needs formatting
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// Python example: 360 (Crit Rate) -> 3.6% per tier -> Total might be e.g., 360 base + 360 * tiers
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// If value is 720 (e.g., base 360 + 1 tier 360), format as 72.0%? No, format as 7.2%
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// => Divide by 100 for percent formatting
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return (value / 100).toFixed(1) + '%';
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} else if (idStr === '30503') { // MysApi 能量回复是小数 (e.g., 1.2)
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// Python value 900 -> 9.0% per tier? Or 0.9 rate?
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// If value is 900, format as 9.0? Or 0.9?
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// MYS value is like 1.2, Python value is 900. Let's assume Python's 900 = MYS 9.0 (divide by 100)
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return (value / 100).toFixed(2);
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} else {
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// 非百分比取整 (HP, ATK, DEF flat, Mastery, Control, PenDelta)
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return String(Math.floor(value));
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}
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}
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function render_weapon_detail(weapon_meta, weapon_level, weapon_break_level) {
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if (!weapon_meta || weapon_meta.props_value === undefined || !weapon_meta.level || !weapon_meta.stars) {
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logger.error("[enka_to_mys.js] 无效的武器元数据:", weapon_meta);
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return [0, 0];
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}
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const levelData = weapon_meta.level[String(weapon_level)];
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const starData = weapon_meta.stars[String(weapon_break_level)]; // Python uses BreakLevel for stars index
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if (!levelData || !starData) {
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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`);
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return [0, 0];
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}
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let base_value = weapon_meta.props_value;
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base_value = base_value + base_value * ((levelData.Rate + starData.StarRate) / 10000);
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let rand_value = weapon_meta.rand_props_value || 0;
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if (rand_value > 0 && starData.RandRate !== undefined) { // Check RandRate existence
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rand_value = rand_value + rand_value * (starData.RandRate / 10000);
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} else {
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rand_value = 0; // Ensure it's zero if no rand prop or rate
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}
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// 返回未格式化的原始值 (万分位)
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return [Math.floor(base_value), Math.floor(rand_value)];
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}
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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) {
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let final_value = base_val;
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if (char_level > 1) {
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final_value += (char_level - 1) * growth_val / 10000;
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}
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const promoStr = String(promotion_level);
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if (level_data && level_data[promoStr] && level_data[promoStr][stat_key_in_promo] !== undefined) {
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final_value += level_data[promoStr][stat_key_in_promo];
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}
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// Match Python's extra level calculation
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if (char_level > 10 && extra_level_data && extra_level_data[promoStr] && extra_level_data[promoStr]['Extra'] && extra_key_id) {
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const extraValue = _.get(extra_level_data[promoStr], ['Extra', extra_key_id, 'Value'], 0); // Use lodash get for safety
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final_value += extraValue;
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}
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return Math.floor(final_value);
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}
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function getSkillName(charId, skillIndex) {
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const charSkillsData = PartnerId2SkillParam?.[String(charId)];
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if (!charSkillsData) return `技能 ${skillIndex}`;
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// Find the skill name by matching the Index property
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for (const skillName in charSkillsData) {
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if (Object.hasOwnProperty.call(charSkillsData, skillName) &&
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charSkillsData[skillName] &&
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charSkillsData[skillName].Index === skillIndex) {
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return charSkillsData[skillName].Name || skillName; // Prefer Name field if available
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}
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}
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return `技能 ${skillIndex}`; // Fallback
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}
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// --- 主要转换函数 ---
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export async function _enka_data_to_mys_data(enka_data) {
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if (!enka_data || !enka_data.PlayerInfo || !enka_data.PlayerInfo.ShowcaseDetail || !enka_data.PlayerInfo.ShowcaseDetail.AvatarList) {
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logger.error("[enka_to_mys.js] 接收到无效的 enka_data 结构。");
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return [];
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}
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const uid = enka_data.uid;
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const result_list = [];
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for (const char of enka_data.PlayerInfo.ShowcaseDetail.AvatarList) {
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const char_id = String(char.Id);
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if (!partner_data[char_id]) {
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logger.warn(`[enka_to_mys.js] 跳过角色 ID ${char_id}: 在 partner_data 中未找到数据。`);
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continue;
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}
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const _partner = partner_data[char_id];
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logger.debug(`[enka_to_mys.js] Processing character: ${char_id} (${_partner.name})`);
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// --- 初始化接近 MysApi 原始结构的 result 对象 ---
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const result = {
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id: char.Id, level: char.Level, name_mi18n: _partner.name,
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full_name_mi18n: _partner.full_name, element_type: parseInt(_partner.ElementType),
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camp_name_mi18n: _partner.Camp, avatar_profession: parseInt(_partner.WeaponType),
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rarity: _partner.Rarity, // 使用字符串 'S'/'A'
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rank: char.TalentLevel || 0, // 命座等级
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equip: [], weapon: null, properties: [], skills: [], ranks: [], // 初始化为空数组
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// --- MYS 特有字段占位符 ---
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icon_paths: { group_icon_path: '', hollow_icon_path: '' }, // 匹配 MysApi 结构
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role_vertical_painting_url: '', us_full_name: _partner.en_name || '',
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vertical_painting_color: '', skin_list: [], role_square_url: '',
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};
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// --- 属性计算准备 ---
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const props = { /* HpBase, AttackBase, DefenceBase will be calculated */ };
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// Initialize all possible props from ID_TO_EN to 0
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Object.values(ID_TO_EN).forEach(enKey => { props[enKey] = 0; });
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// Add base crit damage (万分位)
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props.CritDmg = _partner.CritDamage || 0; // Initialize CritDmg from base stats
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// Calculate character base stats (matching Python logic)
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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)]));
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const baseStatsToCalc = {
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'HpMax': { base: _partner.HpMax, growth: _partner.HpGrowth, key: 'HpMax', extraKeyId: NAME_TO_ID['生命值']},
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'Attack': { base: _partner.Attack, growth: _partner.AttackGrowth, key: 'Attack', extraKeyId: NAME_TO_ID['攻击力'] },
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'Defence': { base: _partner.Defence, growth: _partner.DefenceGrowth, key: 'Defence', extraKeyId: NAME_TO_ID['防御力'] },
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};
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for (const [statName, statData] of Object.entries(baseStatsToCalc)) {
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if (statData.base !== undefined && statData.growth !== undefined) {
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const calculatedBase = _calculate_char_base_stat(
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statData.base, statData.growth,
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_partner.Level, _partner.ExtraLevel, // Pass both level data structures
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char.Level, char.PromotionLevel,
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statData.key, statData.extraKeyId // Pass stat key and the ID for extra lookup
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);
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// Store calculated BASE values (HpBase, AttackBase, DefenceBase)
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const baseKey = statName.replace('Max', 'Base'); // Convert HpMax -> HpBase etc.
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props[baseKey] = calculatedBase;
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logger.debug(` > ${baseKey} calculated base: ${calculatedBase}`);
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} else {
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logger.warn(` > Missing base/growth data for ${statName} in partner_data for ID ${char_id}`);
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}
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}
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logger.debug(` > Initial props after base calc:`, JSON.stringify(props));
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// --- 处理音擎驱动 (填充 result.equip) ---
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if (char.EquippedList && Array.isArray(char.EquippedList)) {
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for (const relic of char.EquippedList) {
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if (!relic || !relic.Equipment) continue;
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const _equip = relic.Equipment;
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const equip_id_str = String(_equip.Id);
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const suit_id = equip_id_str.slice(0, 3) + '00';
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const equip_meta = equip_data[suit_id];
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if (!equip_meta) {
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logger.warn(`[enka_to_mys.js] 未找到驱动器套装元数据 ID: ${suit_id}`);
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continue;
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}
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const relic_level = _equip.Level || 0;
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//const relic_tier = Math.floor(relic_level / 3); // Tier calculation moved inside loop
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const raw_equip_obj = {
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id: _equip.Id, level: relic_level,
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equipment_type: relic.Slot,
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name: equip_meta.equip_name ? `${equip_meta.equip_name} ${relic.Slot}` : `驱动 ${relic.Slot}`, // Append slot number like python
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rarity: 'S', // Assume S rank for now
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icon: '',
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equip_suit: {
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suit_id: parseInt(suit_id), name: equip_meta.equip_name || "未知套装",
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desc1: equip_meta.desc1 || "", desc2: equip_meta.desc2 || "",
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},
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main_properties: [],
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properties: [],
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};
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// --- 处理主词条 (!!! 使用 Python 的计算逻辑 !!!) ---
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if (_equip.MainPropertyList && _equip.MainPropertyList[0]) {
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const main_prop = _equip.MainPropertyList[0];
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const prop_id_str = String(main_prop.PropertyId);
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const prop_zh_name = ID_TO_PROP_NAME[prop_id_str] || `未知(${prop_id_str})`;
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const en_prop_name = ID_TO_EN[prop_id_str];
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// *** 使用 Python 的计算逻辑 ***
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const base_value = main_prop.PropertyValue || 0; // Base value at level 0
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const increase_per_tier = MAIN_PROP_BASE_INCREASE[prop_id_str] !== undefined ? MAIN_PROP_BASE_INCREASE[prop_id_str] : 0;
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const property_level_multiplier = main_prop.PropertyLevel || 1; // Get multiplier from Enka (likely 1 for main stat)
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const relic_tier = Math.floor(relic_level / 3); // Calculate tiers
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// Apply the exact Python formula: base + increase * (multiplier * tier)
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const total_main_value_raw = base_value + increase_per_tier * (property_level_multiplier * relic_tier);
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// *** End of Python calculation logic ***
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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}`);
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// 累加到总属性 (使用 raw 万分位值)
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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;
|
||
}
|