@lf_maple/koishi-plugin-phi-plugin-full 0.1.80

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (629) hide show
  1. package/LICENSE +22 -0
  2. package/core/.github/ISSUE_TEMPLATE/bug.yaml +133 -0
  3. package/core/.github/ISSUE_TEMPLATE/config.yml +1 -0
  4. package/core/.github/ISSUE_TEMPLATE/enhancement.yml +44 -0
  5. package/core/.vscode/c_cpp_properties.json +18 -0
  6. package/core/.vscode/launch.json +24 -0
  7. package/core/.vscode/settings.json +59 -0
  8. package/core/CHANGELOG.md +184 -0
  9. package/core/LICENSE +674 -0
  10. package/core/README.md +330 -0
  11. package/core/README_en.md +285 -0
  12. package/core/apps/Dan.js +129 -0
  13. package/core/apps/RankList.js +322 -0
  14. package/core/apps/aliasProposal.js +223 -0
  15. package/core/apps/apiSetting.js +592 -0
  16. package/core/apps/b19.js +1329 -0
  17. package/core/apps/botClient.js +64 -0
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  28. package/core/apps/phisong.js +1418 -0
  29. package/core/apps/session.js +664 -0
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+ import common from '../../components/common.js'
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+ import Config from '../../components/Config.js'
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+ import logger from '../../components/Logger.js'
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+ import getInfo from '../../model/game/getInfo.js'
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+ import send from '../../model/render/send.js'
6
+ import picmodle from "../../model/render/picmodle.js";
7
+ import SongsInfo from '../../model/game/SongsInfo.js'
8
+ import fCompute from '../../model/game/fCompute.js'
9
+ import getPic from '../../model/render/getPic.js'
10
+
11
+ let songIdList = getInfo.illlist || [] //所有有曲绘的曲目列表
12
+
13
+ /**
14
+ * @type {Record<string, Record<idString, number>>}
15
+ */
16
+ let songweights = {} //存储每首歌曲被抽取的权重
17
+
18
+ /** @type {Record<string, NodeJS.Timeout>} */
19
+ const songweightCleanupTimers = {}
20
+ const SONGWEIGHT_IDLE_TTL = 60 * 60 * 1000
21
+
22
+ /** @param {string} groupId */
23
+ function scheduleSongweightCleanup(groupId) {
24
+ if (songweightCleanupTimers[groupId]) clearTimeout(songweightCleanupTimers[groupId])
25
+ songweightCleanupTimers[groupId] = setTimeout(() => {
26
+ delete songweights[groupId]
27
+ delete songweightCleanupTimers[groupId]
28
+ }, SONGWEIGHT_IDLE_TTL)
29
+ songweightCleanupTimers[groupId].unref?.()
30
+ }
31
+
32
+ //曲目初始洗牌
33
+ songIdList = fCompute.randArray(songIdList)
34
+
35
+ /**
36
+ * 答案列表
37
+ * @type {Record<string, idString>}
38
+ */
39
+ let ansList = {}
40
+ /**
41
+ * @type {Record<string, any>}
42
+ */
43
+ const eList = {}
44
+
45
+
46
+ /**
47
+ * @typedef {Object} guessIllData
48
+ * @property {string} illustration 曲绘路径
49
+ * @property {number} width 展示的宽度
50
+ * @property {number} height 展示的高度
51
+ * @property {number} x 展示的X位置
52
+ * @property {number} y 展示的Y位置
53
+ * @property {number} blur 模糊度
54
+ * @property {number} saturate 饱和度 (0=灰度, 1=正常, >1=过饱和)
55
+ * @property {boolean} invert 反相度 (0=正常, 1=完全反相)
56
+ * @property {number} hueRotate 色相旋转角度 (deg)
57
+ * @property {boolean} lineMode 是否线稿模式
58
+ * @property {number|boolean} style 是否全局视野 (0/1 or false/true)
59
+ * @property {string} filterStyle 用于模板的CSS filter字符串
60
+ * @property {string[]} chosenInterferences 记录选择的干扰类型
61
+ * @property {string} [ans] 答案图片路径(游戏结束时)
62
+ */
63
+
64
+ /**
65
+ * @typedef {Object} interferenceConfig
66
+ * @property {string[]} chosen 当前选择的干扰类型列表
67
+ * @property {number[]} fncModifier fnc类型修正 (要在fnc中添加或删除的类型)
68
+ */
69
+ /**
70
+ * @typedef {import('../guessGame.js').GameList} GameList
71
+ * @typedef {['chapter', 'bpm', 'composer', 'length', 'illustrator', 'chart']} remainInfoType
72
+ */
73
+
74
+ /**
75
+ * @import { botEvent } from '../../components/baseClass.js'
76
+ */
77
+
78
+
79
+
80
+ const ifeCNMap = {
81
+ 'blur': '模糊',
82
+ 'saturate': '饱和',
83
+ 'invert': '反相',
84
+ 'hueRotate': '色相',
85
+ 'lineMode': '线稿'
86
+ }
87
+
88
+ /**
89
+ * @param {botEvent} e
90
+ * @returns {string}
91
+ */
92
+ function groupKey(e) {
93
+ return String(e.group_id || e.chatId || e.user_id)
94
+ }
95
+
96
+ export default new class guessIll {
97
+ /**
98
+ * 猜曲绘
99
+ * @param {botEvent} e
100
+ * @param {GameList} gameList
101
+ */
102
+ async start(e, gameList) {
103
+ const group_id = groupKey(e)
104
+ if (ansList[group_id]) {
105
+ send.reply(e, "请不要重复发起哦!", true)
106
+ return true
107
+ }
108
+ if (songIdList.length == 0) {
109
+ send.reply(e, '当前曲库暂无有曲绘的曲目哦!更改曲库后需要重启哦!')
110
+ return true
111
+ }
112
+
113
+ if (!songweights[group_id]) {
114
+ songweights[group_id] = {}
115
+
116
+ //将每一首曲目的权重初始化为1
117
+ songIdList.forEach(song => {
118
+ songweights[group_id][song] = 1
119
+ })
120
+ }
121
+ scheduleSongweightCleanup(group_id)
122
+
123
+ let songId = getRandomSong(e)
124
+ let songs_info = getInfo.info(songId)
125
+
126
+ let cnnt = 0
127
+ while (!songs_info || songs_info.can_t_be_guessill) {
128
+ ++cnnt
129
+ if (cnnt >= 50) {
130
+ logger.error(`[phi guess]抽取曲目失败,请检查曲库设置`)
131
+ send.reply(e, `[phi guess]抽取曲目失败,请检查曲库设置`)
132
+ return
133
+ }
134
+ songId = getRandomSong(e)
135
+ songs_info = getInfo.info(songId)
136
+ }
137
+
138
+ ansList[group_id] = songs_info.id
139
+ gameList[group_id] = { gameType: "guessIll" }
140
+ eList[group_id] = e
141
+
142
+ let w_ = fCompute.randInt(100, 140)
143
+ let h_ = fCompute.randInt(100, 140)
144
+ let x_ = fCompute.randInt(0, 2048 - w_)
145
+ let y_ = fCompute.randInt(0, 1080 - h_)
146
+
147
+ let lvMsg = e.msg.match(/-[lL]\s*(\d+)/)?.[0]?.match(/(\d+)/)?.[0]
148
+
149
+ // 根据难度等级生成干扰组合
150
+ const level = lvMsg ? Number(lvMsg) : fCompute.randFromArray([[0, 2], [1, 5], [2, 2], [3, 1]]);
151
+ const interference = generateInterference(level);
152
+
153
+ let data = {
154
+ illustration: getInfo.getill(songs_info.id),
155
+ width: w_,
156
+ height: h_,
157
+ x: x_,
158
+ y: y_,
159
+ blur: interference.blur,
160
+ saturate: interference.saturate,
161
+ invert: interference.invert,
162
+ hueRotate: interference.hueRotate,
163
+ lineMode: interference.lineMode,
164
+ chosenInterferences: interference.chosenInterferences,
165
+ style: 0,
166
+ filterStyle: buildFilterStyle(interference),
167
+ }
168
+ /**
169
+ * 已知信息
170
+ * @type {Record<string, string>}
171
+ */
172
+ const known_info = {}
173
+ /** @type {remainInfoType} */
174
+ const remain_info = ['chapter', 'bpm', 'composer', 'length', 'illustrator', 'chart']
175
+ /**
176
+ * 随机给出提示
177
+ * 0: 区域扩大
178
+ * 1: 模糊度减小
179
+ * 2: 给出一条文字信息
180
+ * 3: 显示区域位置
181
+ * 4: 干扰减弱(非模糊类干扰减弱)
182
+ */
183
+ let fnc = [0, 1, 2, 3]
184
+
185
+ /**
186
+ * 返回带有权重的随机干扰操作列表
187
+ * @param {number[]} fnc
188
+ * @param {guessIllData} data
189
+ */
190
+ function genRandFncArr(fnc, data) {
191
+ /**
192
+ * @type {[number, number][]}
193
+ */
194
+ const res = []
195
+ fnc.forEach(f => {
196
+ switch (f) {
197
+ case 0:
198
+ res.push([0, Math.floor((1 - (data.width * data.height) / (1080 * 2048)) * 100)]);
199
+ break;
200
+ case 1:
201
+ res.push([1, Math.floor((data.blur / 16) * 30)]);
202
+ break;
203
+ case 2:
204
+ res.push([2, Math.floor(remain_info.length / 6 * 50)]);
205
+ break;
206
+ case 3:
207
+ res.push([3, fCompute.randInt(10, 50)]);
208
+ break;
209
+ case 4:
210
+ let interferenceCount = 0
211
+ if (data.saturate !== 1) interferenceCount += 15
212
+ if (data.invert) interferenceCount += 5
213
+ if (data.hueRotate !== 0) interferenceCount += 20
214
+ if (data.lineMode) interferenceCount += 5
215
+ res.push([4, interferenceCount]);
216
+ }
217
+ })
218
+ return res;
219
+ }
220
+
221
+ // 如果初始没有模糊干扰,移除类型1
222
+ if (!interference.blur && fnc.indexOf(1) !== -1) {
223
+ fnc.splice(fnc.indexOf(1), 1)
224
+ }
225
+ // 如果存在非模糊类干扰,加入类型4
226
+ if (interference.lineMode || interference.saturate !== 1 || interference.invert !== false || interference.hueRotate !== 0) {
227
+ fnc.push(4)
228
+ }
229
+ logger.info(data)
230
+
231
+ send.reply(e,
232
+ [`下面开始进行猜曲绘哦!回答可以直接发送哦!每过${Config.getUserCfg('config', 'GuessTipCd')}秒后将会给出进一步提示。`,
233
+ `发送 /${Config.getUserCfg('config', 'cmdhead')} ans 结束游戏`,
234
+ `本局难度:${level},当前干扰类型:${data.chosenInterferences.length ? data.chosenInterferences.join('、') : '无干扰'}`].join('\n')
235
+ )
236
+ if (Config.getUserCfg('config', 'GuessTipRecall'))
237
+ await send.reply(e, await picmodle.guess(e, data), false, { recallMsg: Config.getUserCfg('config', 'GuessTipCd') })
238
+ else
239
+ await send.reply(e, await picmodle.guess(e, data))
240
+
241
+ /**单局时间不超过4分半 */
242
+ const time = Config.getUserCfg('config', 'GuessTipCd')
243
+ for (let i = 0; i < Math.min(270 / time, 30); ++i) {
244
+
245
+
246
+ for (let j = 0; j < time; ++j) {
247
+ await common.sleep(1000)
248
+
249
+ e = eList[group_id]
250
+ if (ansList[group_id]) {
251
+ if (ansList[group_id] != songs_info.id) {
252
+ await gameover(e, data)
253
+ return true
254
+ }
255
+ } else {
256
+ await gameover(e, data)
257
+ return true
258
+ }
259
+ }
260
+ let remsg = [] //回复内容
261
+ let tipmsg = '' //这次干了什么
262
+ const select = fCompute.randFromArray(genRandFncArr(fnc, data));
263
+
264
+ switch (select) {
265
+ case 0: {
266
+ area_increase(100, data, fnc)
267
+ tipmsg = `[区域扩增!]`
268
+ break
269
+ }
270
+ case 1: {
271
+ blur_down(2, data, fnc)
272
+ tipmsg = `[清晰度上升!]`
273
+ break
274
+ }
275
+ case 2: {
276
+ gave_a_tip(known_info, remain_info, songs_info, fnc)
277
+ tipmsg = `[追加提示!]`
278
+ break
279
+ }
280
+ case 3: {
281
+ data.style = 1
282
+ fnc.splice(fnc.indexOf(3), 1)
283
+ tipmsg = `[全局视野!]`
284
+ break
285
+ }
286
+ case 4: {
287
+ const reduced = interference_reduce(data, fnc)
288
+ tipmsg = `[${reduced}干扰减弱!]`
289
+ break
290
+ }
291
+ }
292
+ if (data.blur || data.saturate !== 1 || data.invert || data.hueRotate !== 0 || data.lineMode) {
293
+ tipmsg += `\n当前干扰类型:`
294
+ if (data.blur) tipmsg += `模糊 `
295
+ if (data.saturate !== 1) tipmsg += `饱和 `
296
+ if (data.invert) tipmsg += `反相 `
297
+ if (data.hueRotate !== 0) tipmsg += `色相 `
298
+ if (data.lineMode) tipmsg += `线稿 `
299
+ } else {
300
+ tipmsg += `\n当前没有任何干扰了哦!`
301
+ }
302
+ if (known_info.chapter) tipmsg += `\n该曲目隶属于 ${known_info.chapter}`
303
+ if (known_info.bpm) tipmsg += `\n该曲目的 BPM 值为 ${known_info.bpm}`
304
+ if (known_info.composer) tipmsg += `\n该曲目的作者为 ${known_info.composer}`
305
+ if (known_info.length) tipmsg += `\n该曲目的时长为 ${known_info.length}`
306
+ if (known_info.illustrator) tipmsg += `\n该曲目曲绘的作者为 ${known_info.illustrator}`
307
+ if (known_info.chart) tipmsg += known_info.chart
308
+ remsg = []
309
+ remsg.push(await picmodle.guess(e, data))
310
+ remsg.push(tipmsg)
311
+
312
+ e = eList[group_id]
313
+
314
+ if (ansList[group_id]) {
315
+ if (ansList[group_id] != songs_info.id) {
316
+ await gameover(e, data)
317
+ return true
318
+ }
319
+ } else {
320
+ await gameover(e, data)
321
+ return true
322
+ }
323
+
324
+ if (Config.getUserCfg('config', 'GuessTipRecall'))
325
+ send.reply(e, remsg, false, { recallMsg: Config.getUserCfg('config', 'GuessTipCd') + 1 })
326
+ else
327
+ send.reply(e, remsg)
328
+
329
+ }
330
+
331
+ for (let j = 0; j < time; ++j) {
332
+ await common.sleep(1000)
333
+
334
+ e = eList[group_id]
335
+
336
+ if (ansList[group_id]) {
337
+ if (ansList[group_id] != songs_info.id) {
338
+ await gameover(e, data)
339
+ return true
340
+ }
341
+ } else {
342
+ await gameover(e, data)
343
+ return true
344
+ }
345
+ }
346
+
347
+ e = eList[group_id]
348
+
349
+ const t = ansList[group_id]
350
+ delete ansList[group_id]
351
+ delete gameList[group_id]
352
+ await send.reply(e, "呜,怎么还没有人答对啊QAQ!只能说答案了喵……")
353
+
354
+ await send.reply(e, await getPic.GetSongsInfoAtlas(e, t))
355
+ await gameover(e, data)
356
+
357
+ return true
358
+ }
359
+
360
+ /**
361
+ * 玩家猜测
362
+ * @param {any} e
363
+ * @param {GameList} gameList
364
+ */
365
+ async guess(e, gameList) {
366
+ const group_id = groupKey(e)
367
+ const { msg } = e
368
+ if (ansList[group_id]) {
369
+ eList[group_id] = e
370
+ if (typeof msg === 'string') {
371
+ const ans = msg.replace(/[#/](我)?猜(\s*)/g, '')
372
+ const ids = getInfo.fuzzysongsnick(ans, 0.95)
373
+ if (ids[0]) {
374
+ for (let i in ids) {
375
+ if (ansList[group_id] == ids[i]) {
376
+ const t = ansList[group_id]
377
+ delete ansList[group_id]
378
+ delete gameList[group_id]
379
+ delete eList[group_id]
380
+ send.send_with_At(e, '恭喜你,答对啦喵!ヾ(≧▽≦*)o', true)
381
+ await send.reply(e, await getPic.GetSongsInfoAtlas(e, t))
382
+ return true
383
+ }
384
+ }
385
+ if (ids[1]) {
386
+ send.send_with_At(e, `不是 ${ans} 哦喵!≧ ﹏ ≦`, true, { recallMsg: 5 })
387
+ } else {
388
+ send.send_with_At(e, `不是 ${getInfo.info(ids[0])?.song ?? ids[0]} 哦喵!≧ ﹏ ≦`, true, { recallMsg: 5 })
389
+ }
390
+ return false
391
+ }
392
+ }
393
+ }
394
+ return false
395
+ }
396
+
397
+ /**
398
+ * 获取答案
399
+ * @param {any} e
400
+ * @param {GameList} gameList
401
+ * @returns
402
+ */
403
+ async ans(e, gameList) {
404
+ const group_id = groupKey(e)
405
+ if (ansList[group_id]) {
406
+ const t = ansList[group_id]
407
+ delete ansList[group_id]
408
+ delete gameList[group_id]
409
+ delete eList[group_id]
410
+ await send.reply(e, '好吧,下面开始公布答案。', true)
411
+ await send.reply(e, await getPic.GetSongsInfoAtlas(e, t))
412
+ return true
413
+ }
414
+ return false
415
+ }
416
+
417
+ /**
418
+ * 洗牌
419
+ * @param {any} e
420
+ */
421
+ async mix(e) {
422
+ const group_id = groupKey(e)
423
+
424
+ if (ansList[group_id]) {
425
+ await send.reply(e, `当前有正在进行的游戏,请等待游戏结束再执行该指令`, true)
426
+ return false
427
+ }
428
+
429
+ // 曲目初始洗牌
430
+ songIdList = fCompute.randArray(songIdList)
431
+
432
+ songweights[group_id] = songweights[group_id] || {}
433
+ scheduleSongweightCleanup(group_id)
434
+
435
+ // 将权重归1
436
+ songIdList.forEach(song => {
437
+ songweights[group_id][song] = 1
438
+ })
439
+
440
+ await send.reply(e, `洗牌成功了www`, true)
441
+ return true
442
+ }
443
+ }()
444
+
445
+
446
+
447
+ /**
448
+ * 游戏结束,发送相应位置
449
+ * @param {import('../../components/baseClass.js').botEvent} e
450
+ * @param {any} data
451
+ */
452
+ async function gameover(e, data) {
453
+ data.filterStyle = buildFilterStyle(data)
454
+ data.ans = data.illustration
455
+ data.style = 1
456
+ await send.reply(e, await picmodle.guess(e, data))
457
+ delete eList[groupKey(e)]
458
+ }
459
+
460
+ /**
461
+ * RandBetween
462
+ * @param {number} top 随机值上界
463
+ * @param {number} [bottom=0] 随机值下界
464
+ * @returns {number} 随机整数
465
+ */
466
+ function randbt(top, bottom = 0) {
467
+ return Number((Math.random() * (top - bottom)).toFixed(0)) + bottom
468
+ }
469
+
470
+ /**
471
+ * 区域扩增
472
+ * @param {number} size 增大的像素值
473
+ * @param {guessIllData} data
474
+ * @param {number[]} fnc
475
+ */
476
+ function area_increase(size, data, fnc) {
477
+ if (data.height < 1080) {
478
+ if (data.height + size >= 1080) {
479
+ data.height = 1080
480
+ data.y = 0
481
+ } else {
482
+ data.height += size
483
+ data.y = Math.max(0, data.y - size / 2)
484
+ data.y = Math.min(data.y, 1080 - data.height)
485
+ }
486
+ }
487
+ if (data.width < 2048) {
488
+ if (data.width + size >= 2048) {
489
+ data.width = 2048
490
+ data.x = 0
491
+ fnc.splice(fnc.indexOf(0), 1)
492
+ } else {
493
+ data.width += size
494
+ data.x = Math.max(0, data.x - size / 2)
495
+ data.x = Math.min(data.x, 2048 - data.width)
496
+ }
497
+ } else {
498
+ logger.error('err')
499
+ return true
500
+ }
501
+ return false
502
+ }
503
+
504
+ /**
505
+ * 降低模糊度
506
+ * @param {number} size 降低值
507
+ * @param {guessIllData} data
508
+ * @param {number[]} fnc
509
+ */
510
+ function blur_down(size, data, fnc) {
511
+ if (data.blur) {
512
+ data.blur = Math.max(0, data.blur - size)
513
+ data.filterStyle = buildFilterStyle(data)
514
+ if (!data.blur) fnc.splice(fnc.indexOf(1), 1)
515
+ } else {
516
+ logger.error('err')
517
+ return true
518
+ }
519
+ return false
520
+ }
521
+
522
+ /**
523
+ * 获得一个歌曲信息的提示
524
+ * @param {Record<string, string>} known_info
525
+ * @param {remainInfoType} remain_info
526
+ * @param {SongsInfo} songs_info
527
+ * @param {number[]} fnc
528
+ */
529
+ function gave_a_tip(known_info, remain_info, songs_info, fnc) {
530
+ if (remain_info.length) {
531
+ const t = randbt(remain_info.length - 1)
532
+ const aim = remain_info[t]
533
+ if (!aim) {
534
+ logger.error('Error: aim is undefined')
535
+ return true
536
+ }
537
+ remain_info.splice(t, 1)
538
+
539
+ if (!remain_info.length) fnc.splice(fnc.indexOf(2), 1)
540
+
541
+ if (aim === 'chart') {
542
+ /**
543
+ * @type {levelKind[]}
544
+ */
545
+ let charts = /**@type {levelKind[]} */(Object.keys(songs_info.chart))
546
+
547
+ let t1 = charts[fCompute.randInt(0, charts.length - 1)]
548
+
549
+ known_info[aim] = `\n该曲目的 ${t1} 谱面的`
550
+
551
+ switch (fCompute.randInt(0, 2)) {
552
+ case 0: {
553
+ /**定数 */
554
+ known_info[aim] += `定数为 ${songs_info[aim][t1]?.['difficulty']}`
555
+ break
556
+ }
557
+ case 1: {
558
+ /**物量 */
559
+ known_info[aim] += `物量为 ${songs_info[aim][t1]?.['combo']}`
560
+ break
561
+ }
562
+ case 2: {
563
+ /**谱师 */
564
+ known_info[aim] += `谱师为 ${songs_info[aim][t1]?.['charter']}`
565
+ break
566
+ }
567
+ }
568
+ } else {
569
+ known_info[aim] = songs_info[aim]
570
+ }
571
+ } else {
572
+ logger.error('Error: remaining info is empty')
573
+ return true
574
+ }
575
+ return false
576
+ }
577
+
578
+ /**
579
+ * 根据干扰数据构建 CSS filter 字符串
580
+ * @param {guessIllData} data
581
+ * @returns {string}
582
+ */
583
+ function buildFilterStyle(data) {
584
+ let filters = []
585
+ if (data.lineMode) {
586
+ // 线稿模式:使用 SVG 边缘检测滤镜 (#phiLineArt)
587
+ filters.push('url(#phiLineArt)')
588
+ } else {
589
+ // 非线稿模式下才应用颜色类干扰
590
+ if (data.saturate !== 1 && typeof data.saturate === 'number') filters.push(`saturate(${data.saturate})`)
591
+ if (data.invert !== false) filters.push(`invert(${data.invert ? 1 : 0})`)
592
+ if (data.hueRotate !== 0) filters.push(`hue-rotate(${data.hueRotate}deg)`)
593
+ }
594
+ if (data.blur > 0) filters.push(`blur(${data.blur}px)`)
595
+ return `filter: ${filters.join(' ')};`
596
+ }
597
+
598
+ /**
599
+ * 难度等级干扰定义
600
+ * Level 1: 单一干扰 (blur/saturate/invert/hueRotate/lineMode 中随机一种)
601
+ * Level 2: blur + 任一其他干扰
602
+ * Level 3: blur + 两种颜色干扰, 或 blur + lineMode
603
+ * 规则: lineMode 与颜色类干扰(saturate/invert/hueRotate)不可共存
604
+ *
605
+ * @param {number} level 难度等级 1-3
606
+ * @returns {guessIllData} 干扰数据
607
+ */
608
+ function generateInterference(level) {
609
+ /**
610
+ * 颜色类干扰
611
+ * @type {(keyof ifeCNMap)[]}
612
+ */
613
+ const colorTypes = ['saturate', 'invert', 'hueRotate']
614
+
615
+ /**
616
+ * 所有干扰类型
617
+ * @type {(keyof ifeCNMap)[]}
618
+ */
619
+ const allTypes = ['blur', 'saturate', 'invert', 'hueRotate', 'lineMode']
620
+
621
+ /** @type {(keyof ifeCNMap)[]} */
622
+ const commonTypes = ['blur', 'saturate', 'invert', 'hueRotate']
623
+
624
+ /** @type {(keyof ifeCNMap)[]} */
625
+ let chosen = []
626
+
627
+ switch (level) {
628
+ case 0: {
629
+ // 无干扰
630
+ chosen = []
631
+ break
632
+ }
633
+ case 1: {
634
+ // 单一干扰:从除线稿类型中随机选1个
635
+ chosen = [commonTypes[fCompute.randInt(0, commonTypes.length - 1)]]
636
+ break
637
+ }
638
+ case 2: {
639
+ // blur + 任一颜色干扰 或 仅线稿(线稿本身就很有干扰性,所以有一定概率单独出现)
640
+ if (Math.random() < 0.6) {
641
+ chosen = ['blur', colorTypes[fCompute.randInt(0, colorTypes.length - 1)]]
642
+ } else {
643
+ chosen = ['lineMode']
644
+ }
645
+ break
646
+ }
647
+ case 3:
648
+ default: {
649
+ // 70%概率: blur + 两种颜色干扰
650
+ // 30%概率: blur + lineMode (线稿本身就很有干扰性)
651
+ if (Math.random() < 0.7) {
652
+ const shuffled = fCompute.randArray([...colorTypes])
653
+ chosen = ['blur', shuffled[0], shuffled[1]]
654
+ } else {
655
+ chosen = ['blur', 'lineMode']
656
+ }
657
+ break
658
+ }
659
+ }
660
+
661
+ /** @type {guessIllData} */
662
+ let result = {
663
+ illustration: '',
664
+ width: 0,
665
+ height: 0,
666
+ x: 0,
667
+ y: 0,
668
+ blur: 0,
669
+ saturate: 1,
670
+ invert: false,
671
+ hueRotate: 0,
672
+ lineMode: false,
673
+ style: 0,
674
+ filterStyle: '',
675
+ chosenInterferences: [], // 记录选择的干扰类型
676
+ }
677
+
678
+ for (const type of chosen) {
679
+ switch (type) {
680
+ case 'blur':
681
+ result.blur = fCompute.randInt(8, 16)
682
+ break
683
+ case 'saturate':
684
+ // 0(灰度) ~ 0.3(低饱和) 或 2.5~4(过饱和),避免接近正常值1
685
+ result.saturate = Math.random() < 0.5
686
+ ? fCompute.randFloatBetween(0, 0.3, 2)
687
+ : fCompute.randFloatBetween(2.5, 4, 2)
688
+ break
689
+ case 'invert':
690
+ result.invert = true;
691
+ break
692
+ case 'hueRotate':
693
+ result.hueRotate = fCompute.randInt(60, 300)
694
+ // 避开接近0/360的区域(太接近原色)
695
+ if (result.hueRotate > 330 && result.hueRotate <= 360) result.hueRotate = 330
696
+ break
697
+ case 'lineMode':
698
+ result.lineMode = true
699
+ break
700
+ }
701
+ result.chosenInterferences.push(ifeCNMap[type] || type)
702
+ }
703
+
704
+ return result
705
+ }
706
+
707
+ /**
708
+ * 减弱非模糊类干扰
709
+ * @param {guessIllData} data
710
+ * @param {number[]} fnc
711
+ * @returns {string} 被减弱的干扰名称
712
+ */
713
+ function interference_reduce(data, fnc) {
714
+ /** @type {Record<'saturate' | 'invert' | 'hueRotate' | 'lineMode', string>} */
715
+ const nameMap = { saturate: '饱和度', invert: '反相', hueRotate: '色相', lineMode: '线稿' }
716
+ /**
717
+ * 当前可减弱的非模糊干扰
718
+ * @type {[keyof typeof nameMap, number][]}
719
+ */
720
+ const reducible = []
721
+ if (data.saturate !== 1) reducible.push(['saturate', 30])
722
+ if (data.invert) reducible.push(['invert', 25])
723
+ if (data.hueRotate !== 0) reducible.push(['hueRotate', 50])
724
+ if (data.lineMode) reducible.push(['lineMode', 5])
725
+
726
+ if (reducible.length === 0) {
727
+ fnc.splice(fnc.indexOf(4), 1)
728
+ return ''
729
+ }
730
+
731
+ const target = fCompute.randFromArray(reducible)
732
+
733
+ switch (target) {
734
+ case 'saturate': {
735
+ // 向正常值1靠近
736
+ const step = fCompute.randFloatBetween(0.2, 0.5, 2)
737
+ if (data.saturate < 1) {
738
+ data.saturate = Math.min(1, data.saturate + step)
739
+ } else {
740
+ data.saturate = Math.max(1, data.saturate - step)
741
+ }
742
+ if (data.saturate === 1) {
743
+ checkRemainingInterferences(data, fnc)
744
+ }
745
+ break
746
+ }
747
+ case 'invert': {
748
+ data.invert = false
749
+ checkRemainingInterferences(data, fnc)
750
+ break
751
+ }
752
+ case 'hueRotate': {
753
+ // 向0靠近
754
+ const step = fCompute.randInt(20, 40)
755
+ if (data.hueRotate > 180) {
756
+ data.hueRotate = Math.min(360, data.hueRotate + step)
757
+ if (data.hueRotate >= 360) data.hueRotate = 0
758
+ } else {
759
+ data.hueRotate = Math.max(0, data.hueRotate - step)
760
+ }
761
+ if (data.hueRotate === 0) {
762
+ checkRemainingInterferences(data, fnc)
763
+ }
764
+ break
765
+ }
766
+ case 'lineMode': {
767
+ data.lineMode = false
768
+ checkRemainingInterferences(data, fnc)
769
+ break
770
+ }
771
+ }
772
+
773
+ data.filterStyle = buildFilterStyle(data)
774
+ return nameMap[target] || target
775
+ }
776
+
777
+ /**
778
+ * 检查是否还有非模糊类干扰,没有则从fnc中移除类型4
779
+ * @param {guessIllData} data
780
+ * @param {number[]} fnc
781
+ */
782
+ function checkRemainingInterferences(data, fnc) {
783
+ const hasOtherInterference = data.lineMode
784
+ || (data.saturate !== 1)
785
+ || (data.invert)
786
+ || (data.hueRotate !== 0)
787
+ if (!hasOtherInterference) {
788
+ const idx = fnc.indexOf(4)
789
+ if (idx !== -1) fnc.splice(idx, 1)
790
+ }
791
+ }
792
+
793
+ /**
794
+ * 定义随机抽取曲目的函数
795
+ * @param {botEvent} e
796
+ * @returns {idString}
797
+ */
798
+ function getRandomSong(e) {
799
+ //对象解构提取groupid
800
+ const group_id = groupKey(e)
801
+
802
+ //计算曲目的总权重
803
+ const totalWeight = Object.values(songweights[group_id]).reduce((total, weight) => total + weight, 0)
804
+
805
+ //生成一个0到总权重之间带有6位小数的随机数
806
+ const randomWeight = fCompute.randFloatBetween(0, totalWeight, 6)
807
+
808
+ let accumulatedWeight = 0
809
+ const ids = /** @type {idString[]} */(Object.keys(songweights[group_id]))
810
+ for (const id of ids) {
811
+ const weight = songweights[group_id][id]
812
+ accumulatedWeight += weight
813
+ if (accumulatedWeight >= randomWeight) {
814
+ songweights[group_id][id] *= 0.4 //权重每次衰减60%
815
+ return id
816
+ }
817
+ }
818
+
819
+ //如果由于浮点数精度问题未能正确选择歌曲,则随机返回一首
820
+ return songIdList[fCompute.randInt(0, songIdList.length - 1)]
821
+ }