继脱坑了原神、星穹铁道以及绝区零后,最近沉迷上了鸣潮 ||(没错就是 「xxx 只要 xxx 就好了,而 xxx 要考虑的事情就很多了」的那个游戏)||。聊到这类二次元游戏,万恶的抽卡便是不得不品的一环;有抽卡就必定会有角色武器的歪与不歪,从而催生出了一堆例如「xxx 小助手」、「xxx 工坊」之类的第三方小程序,它们的其中一个重要的功能便是抽卡分析。
事情的起因是,某位朋友想看看我的星穹铁道抽卡记录,但是打开之前使用的小程序发现以前存进去的抽卡记录全都不见了。尝试下载星铁云游戏重新导入抽卡链接恢复数据,但是折腾了半天,小程序始终提示抽卡地址错误,最没能找回历史记录。后来一直对这件事情耿耿于怀,便想自己做一个抽卡记录分析的工具,将数据保存在自己手上,于是便写了下面这个抽卡分析工具:
Astrionyx 是一个基于 Next.js 的 Web 应用,支持分析不同类型的卡池记录,可以手动导入或者更新数据,也可以通过 API 导入数据。
同时还支持部署在 Vercel 以及自己的服务器,支持 MySQL 和 Vercel Postgres 双数据库,目前境外流量会被解析到 Vercel 上,使用的是 Vercel Postgres 数据库;而境内流量会被解析到自己的服务器上,数据库使用的是自己的 MySQL 数据库,非常非常的方便。
在开发 Astrionyx 的过程中,碰到了不少有意思的问题,如果你也想自己写一个这样的应用,希望对你有所帮助。
数据的导入与更新#
数据导入#
和绝大多数游戏一样,鸣潮并未提供官方 API 用于导出抽卡数据。其抽卡历史的展示方式是:当用户点击 "抽卡历史" 按钮时,游戏会生成一个临时链接,并通过游戏内的浏览器打开该链接,以此来呈现抽卡历史内容。我们可以通过抓包或者从日志文件中获取到这个以 https://aki-gm-resources.aki-game.com/aki/gacha/index.html
开头的链接。
该页面会通过 POST
的方式向 API https://gmserver-api.aki-game2.com/gacha/record/query
获取每个卡池的抽取历史。这个请求中包含了玩家 ID(playerId
)、服务器 ID(serverId
)、卡池 ID(cardPoolId
)等关键信息,这些都可以从 URL 中的参数提取:
const url = new URL(sanitizedInput);
const params = new URLSearchParams(url.hash.substring(url.hash.indexOf('?') + 1));
const playerId = params.get('player_id') || '';
const cardPoolId = params.get('resources_id') || '';
const cardPoolType = params.get('gacha_type') || '';
const serverId = params.get('svr_id') || '';
const languageCode = params.get('lang') || '';
const recordId = params.get('record_id') || '';
其中,卡池类型参数 cardPoolType
取值为 [1, 7]
,具体映射如下:
export const POOL_TYPES = [
{ type: 1, name: "角色活动唤取" },
{ type: 2, name: "武器活动唤取" },
{ type: 3, name: "角色常驻唤取" },
{ type: 4, name: "武器常驻唤取" },
{ type: 5, name: "新手唤取" },
{ type: 6, name: "新手自选唤取" },
{ type: 7, name: "感恩定向唤取" },
];
创建一个后端 API ,转发到官方 API 获取每个卡池的抽卡历史即可。
数据更新#
在鸣潮等游戏中,抽卡会存在「十连抽」的情况。
由图可以看到,「十连抽」会出现获取到两件相同物品的情况,即两个记录具有包括抽取时间在内的完全相同的属性,通过 Json 获取到的结果就像这样:
{
"code": 0,
"message": "success",
"data": [
{
"cardPoolType": "角色精准调谐",
"resourceId": 21050043,
"qualityLevel": 3,
"resourceType": "武器",
"name": "远行者矩阵·探幽",
"count": 1,
"time": "2025-05-29 01:47:36"
},
...
{
"cardPoolType": "角色精准调谐",
"resourceId": 21050043,
"qualityLevel": 3,
"resourceType": "武器",
"name": "远行者矩阵·探幽",
"count": 1,
"time": "2025-05-29 01:47:36"
},
...
]
}
这会导致我们在后续更新抽卡记录的时候无法确定哪些记录已经导入过,从而影响统计数据的准确性。所以我们需要构建一个即使在相同时间下依然能区分两件相同物品的编号。
我们可以通过 卡池类型 ID + 时间戳 + 抽卡序号 来确定这个唯一编号。其中,抽卡序号表示:从 1 开始计数,在相同时间戳下的第几次抽卡。由此,可以将上面的两个相同的武器设置 uniqueId,分别为 01174845445601
和 01174845445605
。
function generateUniqueId(poolType: string | number, timestamp: number, drawNumber: number): string {
const poolTypeStr = poolType.toString().padStart(2, '0');
const drawNumberStr = drawNumber.toString().padStart(2, '0');
return `${poolTypeStr}${timestamp}${drawNumberStr}`;
}
const uniqueId = generateUniqueId(timestampInSeconds, requestPoolType, drawNumber);
这样即使导入的数据与原有的数据存在重合等情况,依然可以正常识别新增的抽卡记录并更新数据库。
概率数据计算#
页面的统计概览中,使用 ECharts 库实现了抽卡概率分析折线图作为组件背景,用来展示抽卡系统的概率分布。折线图的数据通过两个主要函数计算:
理论概率计算#
根据 B 站 UP 主一棵平衡树撰写的 鸣潮抽卡系统简析,鸣潮抽卡概率符合下面模型,其中 $i$ 为抽卡次数:
以此构建一个理论概率函数 calculateTheoreticalProbability
:
export const calculateTheoreticalProbability = (): [number, number][] => {
const baseRate = 0.008; // 基础概率0.8%
const hardPity = 79; // 保底79抽
const data: [number, number][] = [];
const rateIncrease = [
...Array(65).fill(0), // 1-65抽概率不增加
...Array(5).fill(0.04), // 66-70抽每次+4%
...Array(5).fill(0.08), // 71-75抽每次+8%
...Array(3).fill(0.10) // 76-78抽每次+10%
];
let currentProbability = baseRate;
for (let i = 1; i <= hardPity; i++) {
if (i === hardPity) {
currentProbability = 1; // 第79抽必出
} else if (i > 65) {
currentProbability = i === 66
? baseRate + rateIncrease[i - 1]
: currentProbability + rateIncrease[i - 1];
}
data.push([i, currentProbability]);
}
return data;
};
实际概率计算#
由于工具主要是个人使用,抽卡数据样本量较小,某些抽数位置可能没有任何数据。如果直接使用频率估计,会导致概率曲线波动极大,出现 0% 或者 100% 这样的极端值。
为了避免出现这种情况,我们可以引入 贝叶斯平滑 来实现更好的效果。
其中,
$k_i$:在第 $i$ 抽位置观察到的 5 星数量、$n_i$:在第 $i$ 抽位置的总抽数、$P_{\text {prior}}$:理论概率、$S$:平滑因子(这里取 20)
其行为如下:
如果 $n_i$ 较小(即数据量较小时),$P_{\text {posterior}}$ 会更趋近于理论概率 $P_{\text {prior}}$
如果 $n_i$ 较大(即数据量较大时),$P_{\text {posterior}}$ 会更趋近于实际频率 $\frac {k_i}{n_i}$
优化后的效果如下:
实现代码如下:
export const calculateActualProbability = (
gachaItems: GachaItem[] | undefined,
theoreticalProbabilityData: [number, number][]
): [number, number][] | null => {
// 数据处理逻辑
const S = 20;
const probabilityData: [number, number][] = new Array(79);
for (let i = 0; i < 79; i++) {
const n_i = pullCounts[i];
const k_i = rarityFiveCounts[i];
if (n_i === 0) {
// 如果该抽数位置没有数据,使用理论概率
probabilityData[i] = [i + 1, theoreticalProbabilityData[i][1]];
} else {
const prior_prob_i = theoreticalProbabilityData[i][1];
const smoothed_probability = (k_i + S * prior_prob_i) / (n_i + S);
probabilityData[i] = [i + 1, smoothed_probability];
}
}
return probabilityData;
};
自动部署#
上文提到过,Astrionyx 同时部署在 vercel 以及自己的服务器上,所以每次修改完项目 push 到仓库的时候,都需要在服务器上 pull 以及 build,非常麻烦。这个主题的作者写过一个将主题自动构建并且部署到远程服务器的工作流,将其稍作修改后用到了 Astrionyx 上。
但是使用过程中发现,GitHub 到服务器之间的网络连接质量非常差,导致每次将构建好的包传输到服务器都需要花费大量时间(平均 20 min+)。恰好的是,Cloudflare 家的 R2 对象存储有每月 10 GB 的免费存储额度以及免下载费用,境内的下载质量也算不错,可以作为「中转站」来解决这个问题。
结合对象存储的主要工作流如下,给上传和下载都加上了 5 次重试(单次下载仍然可能因为网络波动导致下载失败,实测 5 次重试能解决绝大部分问题)
name: 构建与部署
on:
push:
branches:
- main
paths-ignore:
- '**.md'
- 'docs/**'
repository_dispatch:
types: [trigger-workflow]
permissions: write-all
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
env:
PNPM_VERSION: 9.x.x
NODE_VERSION: 20.x
KEEP_DEPLOYMENTS: 1
RELEASE_FILE: release.zip
jobs:
build_and_deploy:
name: 构建与部署
runs-on: ubuntu-latest
steps:
- name: 检出代码
uses: actions/checkout@v4
with:
fetch-depth: 1
lfs: true
- name: 设置PNPM
uses: pnpm/action-setup@v3
with:
version: ${{ env.PNPM_VERSION }}
run_install: false
- name: 设置Node.js
uses: actions/setup-node@v4
with:
node-version: ${{ env.NODE_VERSION }}
cache: 'pnpm'
- name: 安装依赖
run: pnpm install --frozen-lockfile
- name: 构建项目
run: |
if [ -f "./ci-release-build.sh" ]; then
sh ./ci-release-build.sh
else
echo "构建脚本不存在,使用默认构建命令"
pnpm build
fi
- name: 创建发布归档
run: |
mkdir -p release_dir
if [ -f "./assets/release.zip" ]; then
mv assets/release.zip release_dir/${{ env.RELEASE_FILE }}
else
echo "assets/release.zip 不存在,检查构建脚本输出"
exit 1
fi
- name: 安装 rclone
run: |
curl -O https://downloads.rclone.org/rclone-current-linux-amd64.zip
unzip rclone-current-linux-amd64.zip
cd rclone-*-linux-amd64
sudo cp rclone /usr/local/bin/
sudo chown root:root /usr/local/bin/rclone
sudo chmod 755 /usr/local/bin/rclone
rclone version
- name: 配置 rclone
run: |
mkdir -p ~/.config/rclone
cat > ~/.config/rclone/rclone.conf << EOF
[r2]
type = s3
provider = Cloudflare
access_key_id = ${{ secrets.R2_ACCESS_KEY_ID }}
secret_access_key = ${{ secrets.R2_SECRET_ACCESS_KEY }}
endpoint = ${{ secrets.R2_ENDPOINT_URL }}
region = auto
acl = private
bucket_acl = private
no_check_bucket = true
force_path_style = true
EOF
- name: 上传到 R2 存储
id: upload_to_r2
run: |
echo "开始上传到 R2"
max_retries=5
retry_count=0
upload_success=false
while [ $retry_count -lt $max_retries ] && [ "$upload_success" = "false" ]; do
echo "上传 ${retry_count}/${max_retries} 到 R2 存储"
if rclone copy release_dir/${{ env.RELEASE_FILE }} r2:${{ secrets.R2_BUCKET }} --retries 3 --retries-sleep 10s --progress --s3-upload-cutoff=64M --s3-chunk-size=8M --s3-disable-checksum; then
upload_success=true
echo "上传成功"
else
echo "上传失败,准备重试"
retry_count=$((retry_count + 1))
if [ $retry_count -lt $max_retries ]; then
echo "等待 5 秒后重试"
sleep 5
fi
fi
done
if [ "$upload_success" = "false" ]; then
echo "已达到最大重试次数"
exit 1
fi
DOWNLOAD_URL="${{ secrets.R2_PUBLIC_URL }}/${{ env.RELEASE_FILE }}"
echo "DOWNLOAD_URL=$DOWNLOAD_URL" >> $GITHUB_ENV
echo "下载URL: $DOWNLOAD_URL"
- name: 从 R2 下载并部署
uses: appleboy/[email protected]
with:
command_timeout: 10m
host: ${{ secrets.HOST }}
username: ${{ secrets.USER }}
password: ${{ secrets.PASSWORD }}
key: ${{ secrets.KEY }}
port: ${{ secrets.PORT }}
script: |
set -e
source $HOME/.bashrc
mkdir -p /tmp/astrionyx
cd /tmp/astrionyx
rm -f release.zip
max_retries=5
retry_count=0
download_success=false
echo ${{ env.DOWNLOAD_URL }}
while [ $retry_count -lt $max_retries ] && [ "$download_success" = "false" ]; do
echo "下载 (${retry_count}/${max_retries})"
if timeout 60s wget -q --show-progress --progress=bar:force:noscroll --no-check-certificate -O release.zip "${{ env.DOWNLOAD_URL }}"; then
if [ -s release.zip ]; then
download_success=true
else
echo "下载的文件为空,准备重试"
fi
else
echo "下载失败,准备重试"
fi
retry_count=$((retry_count + 1))
if [ $retry_count -lt $max_retries ] && [ "$download_success" = "false" ]; then
echo "等待5秒后重试"
sleep 5
rm -f release.zip
fi
done
if [ "$download_success" = "false" ]; then
echo "已达到最大重试次数"
exit 1
fi
basedir=$HOME/astrionyx
workdir=$basedir/${{ github.run_number }}
mkdir -p $workdir
mkdir -p $basedir/.cache
mv /tmp/astrionyx/release.zip $workdir/release.zip
cd $workdir
unzip -q $workdir/release.zip
rm -f $workdir/release.zip
rm -rf $workdir/standalone/.env
ln -s $HOME/astrionyx/.env $workdir/standalone/.env
export NEXT_SHARP_PATH=$(npm root -g)/sharp
cp $workdir/standalone/ecosystem.config.js $basedir/ecosystem.config.js
rm -f $basedir/server.mjs
ln -s $workdir/standalone/server.mjs $basedir/server.mjs
mkdir -p $workdir/standalone/.next
rm -rf $workdir/standalone/.next/cache
ln -sf $basedir/.cache $workdir/standalone/.next/cache
cd $basedir
# 记得修改成你的可用端口 👇
export PORT=8523
pm2 reload server.mjs --update-env || pm2 start server.mjs --name astrionyx --interpreter node --interpreter-args="--enable-source-maps"
pm2 save
echo "${{ github.run_number }}" > $basedir/current_deployment
echo "清理旧部署,保留 ${{ env.KEEP_DEPLOYMENTS }} 个最新版本"
current_run=${{ github.run_number }}
ls -d $basedir/[0-9]* 2>/dev/null | grep -v "$basedir/$current_run" | sort -rn | awk -v keep=${{ env.KEEP_DEPLOYMENTS }} 'NR>keep' | while read dir; do
echo "删除旧版本: $dir"
rm -rf "$dir"
done
rm -rf /tmp/astrionyx 2>/dev/null || true
echo "部署完成"
- name: 运行部署后脚本
if: success()
run: |
if [ -n "${{ secrets.AFTER_DEPLOY_SCRIPT }}" ]; then
echo "执行部署后脚本"
${{ secrets.AFTER_DEPLOY_SCRIPT }}
fi
- name: 删除 R2 中的文件
if: always()
run: |
echo "清理 R2 存储中的临时文件"
rclone delete r2:${{ secrets.R2_BUCKET }}/${{ env.RELEASE_FILE }}
通过这套工作流,每次推送代码到主分支时,Astrionyx 都会自动构建并部署到服务器。而通过 R2 对象存储作为中转站,能极大缩短部署时间(整套工作流从 20min 降低到 4 min 内),节省生命。
iOS 小组件#
Astrionyx 提供了一个 API 用来给其他应用接入,在 iOS 上可以使用 Scriptable 这个应用来开发一个展示小组件。
/**
* 鸣潮小组件
*
* Author: Vinking
*/
const config = {
apiUrl: "https://example.com/path/to/your/api",
userId: "uid",
design: {
typography: {
small: {
hero: { size: 18, weight: 'heavy' },
title: { size: 12, weight: 'medium' },
body: { size: 10, weight: 'regular' },
caption: { size: 8, weight: 'medium' }
},
medium: {
hero: { size: 24, weight: 'heavy' },
title: { size: 14, weight: 'medium' },
body: { size: 12, weight: 'regular' },
caption: { size: 10, weight: 'medium' }
},
large: {
hero: { size: 28, weight: 'heavy' },
title: { size: 16, weight: 'medium' },
body: { size: 14, weight: 'regular' },
caption: { size: 11, weight: 'medium' }
}
},
spacing: {
small: { xs: 4, sm: 6, md: 8, lg: 12, xl: 16 },
medium: { xs: 6, sm: 8, md: 12, lg: 16, xl: 20 },
large: { xs: 8, sm: 10, md: 16, lg: 20, xl: 24 }
},
radius: {
small: 12,
medium: 16,
large: 20,
element: 8
}
},
colors: {
primary: "#7c3aed",
primarySoft: "#8b5cf6",
success: "#059669",
warning: "#d97706",
accent: "#a855f7",
pitySmall: "#0891b2",
text: {
primary: "#0f172a",
secondary: "#1e293b",
tertiary: "#475569",
muted: "#64748b",
accent: "#4f46e5"
},
surface: {
primary: "#f8fafc",
secondary: "#f1f5f9",
elevated: "#e2e8f0"
},
luck: {
positive: "#eab308",
negative: "#65a30d"
}
}
};
function getColor(colorName) {
if (colorName && colorName.startsWith('#')) {
return new Color(colorName);
}
if (typeof config.colors[colorName] === 'string') {
return new Color(config.colors[colorName]);
}
if (colorName && colorName.includes('#')) {
return new Color(colorName);
}
if (colorName && colorName.includes('.')) {
const [category, subcategory] = colorName.split('.');
if (category === 'text' || category === 'surface') {
return new Color(config.colors[category][subcategory]);
}
if (category === 'luck') {
return new Color(config.colors.luck[subcategory]);
}
}
console.warn(`无法解析颜色: ${colorName}`);
return new Color("#666666");
}
function getWidgetSize() {
return config.widgetFamily || 'medium';
}
function getDesignTokens(size) {
return {
typography: config.design.typography[size],
spacing: config.design.spacing[size],
radius: config.design.radius[size] || config.design.radius.medium
};
}
async function createWidget() {
const widget = new ListWidget();
const size = getWidgetSize();
const tokens = getDesignTokens(size);
setupWidgetStyle(widget, size, tokens);
try {
const data = await fetchGachaData();
if (!data.success || !data.data?.length) {
throw new Error("暂无数据");
}
// 查找限定角色池数据 (poolType = "1")
const characterPool = data.data.find(pool => pool.poolType === "1");
if (!characterPool) {
throw new Error("未找到限定角色池数据");
}
switch (size) {
case 'small':
buildSmallLayout(widget, characterPool, tokens);
break;
case 'medium':
buildMediumLayout(widget, characterPool, tokens);
break;
case 'large':
buildLargeLayout(widget, characterPool, tokens);
break;
}
} catch (error) {
buildErrorLayout(widget, error.message, tokens);
}
return widget;
}
function setupWidgetStyle(widget, size, tokens) {
widget.backgroundColor = getColor('surface.primary');
widget.cornerRadius = tokens.radius;
const padding = tokens.spacing.lg;
widget.setPadding(padding, padding, padding, padding);
}
async function fetchGachaData() {
const request = new Request(config.apiUrl);
request.timeoutInterval = 15;
return await request.loadJSON();
}
function buildSmallLayout(widget, pool, tokens) {
const { totalCount = 0, highestRarityCount = 0, luckIndex = 0 } = pool;
const header = createHeader(widget, tokens, true);
widget.addSpacer(tokens.spacing.md);
const statsContainer = widget.addStack();
statsContainer.layoutHorizontally();
statsContainer.spacing = tokens.spacing.sm;
const totalCard = createStatCard(
statsContainer,
totalCount.toString(),
"总抽数",
getColor('primary'),
tokens
);
const legendaryCard = createStatCard(
statsContainer,
highestRarityCount.toString(),
"五星数",
getColor('accent'),
tokens
);
widget.addSpacer(tokens.spacing.sm);
createLuckIndicator(widget, luckIndex, tokens, 'compact');
}
function buildMediumLayout(widget, pool, tokens) {
const {
totalCount = 0,
highestRarityCount = 0,
averagePull = 0,
isSmallPity,
luckIndex = 0
} = pool;
createHeader(widget, tokens, false);
widget.addSpacer(tokens.spacing.lg);
const mainStats = widget.addStack();
mainStats.layoutHorizontally();
mainStats.spacing = tokens.spacing.md;
createStatColumn(mainStats, totalCount.toString(), "总抽数", getColor('primary'), tokens);
const divider1 = mainStats.addStack();
divider1.backgroundColor = new Color(getColor('text.muted').hex, 0.1);
divider1.cornerRadius = 1;
divider1.size = new Size(1, tokens.typography.hero.size);
createStatColumn(mainStats, highestRarityCount.toString(), "五星数", getColor('accent'), tokens);
const divider2 = mainStats.addStack();
divider2.backgroundColor = new Color(getColor('text.muted').hex, 0.1);
divider2.cornerRadius = 1;
divider2.size = new Size(1, tokens.typography.hero.size);
createStatColumn(mainStats, averagePull.toFixed(1), "平均", getColor('success'), tokens);
widget.addSpacer(tokens.spacing.lg);
const bottomRow = widget.addStack();
bottomRow.layoutHorizontally();
bottomRow.centerAlignContent();
const pityIndicator = createPityStatus(bottomRow, isSmallPity, tokens);
bottomRow.addSpacer();
createLuckIndicator(bottomRow, luckIndex, tokens, 'inline');
}
function buildLargeLayout(widget, pool, tokens) {
const {
totalCount = 0,
highestRarityCount = 0,
averagePull = 0,
isSmallPity,
luckIndex = 0,
lastPullTime
} = pool;
createDetailedHeader(widget, tokens);
widget.addSpacer(tokens.spacing.xl);
const statsGrid = widget.addStack();
statsGrid.layoutHorizontally();
statsGrid.spacing = tokens.spacing.lg;
createStatColumn(statsGrid, totalCount.toString(), "总抽数", getColor('primary'), tokens);
createStatColumn(statsGrid, highestRarityCount.toString(), "五星数", getColor('accent'), tokens);
createStatColumn(statsGrid, averagePull.toFixed(1), "平均", getColor('success'), tokens);
widget.addSpacer(tokens.spacing.xl);
createDivider(widget);
widget.addSpacer(tokens.spacing.lg);
createDetailedPityStatus(widget, isSmallPity, tokens);
widget.addSpacer(tokens.spacing.md);
createLuckIndicator(widget, luckIndex, tokens, 'detailed');
widget.addSpacer(tokens.spacing.lg);
createFooter(widget, tokens);
}
function createHeader(widget, tokens, compact = false) {
const header = widget.addStack();
header.layoutHorizontally();
header.centerAlignContent();
const iconSymbol = SFSymbol.named("person.fill.viewfinder");
iconSymbol.applyFont(Font.systemFont(tokens.typography.title.size + 2));
const icon = header.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.title.size + 2, tokens.typography.title.size + 2);
icon.tintColor = getColor('primary');
header.addSpacer(tokens.spacing.xs);
const title = header.addText("限定角色");
title.font = Font.boldSystemFont(tokens.typography.title.size);
title.textColor = getColor('text.accent');
title.lineLimit = 1;
if (!compact) {
header.addSpacer();
const uid = header.addText(`UID: ${config.userId}`);
uid.font = Font.mediumSystemFont(tokens.typography.caption.size);
uid.textColor = getColor('text.muted');
}
return header;
}
function createDetailedHeader(widget, tokens) {
const header = createHeader(widget, tokens, false);
widget.addSpacer(tokens.spacing.sm);
const subtitleStack = widget.addStack();
subtitleStack.layoutHorizontally();
const subtitleIcon = SFSymbol.named("square.grid.3x3.bottomright.filled");
subtitleIcon.applyFont(Font.systemFont(tokens.typography.body.size));
const icon = subtitleStack.addImage(subtitleIcon.image);
icon.imageSize = new Size(tokens.typography.body.size, tokens.typography.body.size);
icon.tintColor = getColor('primarySoft');
subtitleStack.addSpacer(tokens.spacing.xs);
const subtitle = subtitleStack.addText("限定角色池数据概览");
subtitle.font = Font.systemFont(tokens.typography.body.size);
subtitle.textColor = getColor('text.secondary');
}
function createStatCard(container, value, label, color, tokens) {
const card = container.addStack();
card.layoutVertically();
card.centerAlignContent();
const bgColor = getColor('surface.elevated');
const borderColor = new Color(color.hex, 0.2);
card.backgroundColor = new Color(bgColor.hex, 0.3);
card.borderColor = borderColor;
card.borderWidth = 1;
card.cornerRadius = config.design.radius.element;
card.setPadding(tokens.spacing.sm, tokens.spacing.md, tokens.spacing.sm, tokens.spacing.md);
const valueText = card.addText(value);
valueText.font = Font.heavySystemFont(tokens.typography.hero.size);
valueText.textColor = color;
valueText.centerAlignText();
valueText.shadowColor = new Color(color.hex, 0.3);
valueText.shadowOffset = new Point(0, 1);
valueText.shadowRadius = 2;
card.addSpacer(2);
const labelText = card.addText(label);
labelText.font = Font.mediumSystemFont(tokens.typography.caption.size);
labelText.textColor = getColor('text.tertiary');
labelText.centerAlignText();
return card;
}
function createStatColumn(container, value, label, color, tokens) {
const column = container.addStack();
column.layoutVertically();
column.centerAlignContent();
const valueText = column.addText(value);
valueText.font = Font.heavySystemFont(tokens.typography.hero.size);
valueText.textColor = color;
valueText.centerAlignText();
valueText.shadowColor = new Color(color.hex, 0.3);
valueText.shadowOffset = new Point(0, 1);
valueText.shadowRadius = 1;
column.addSpacer(tokens.spacing.xs);
const labelText = column.addText(label);
labelText.font = Font.systemFont(tokens.typography.body.size);
labelText.textColor = getColor('text.secondary');
labelText.centerAlignText();
return column;
}
function createPityStatus(container, isSmallPity, tokens) {
const status = container.addStack();
status.layoutHorizontally();
status.centerAlignContent();
const dotColor = isSmallPity
? new Color(config.colors.pitySmall)
: getColor('success');
const bgColor = new Color(dotColor.hex, 0.15);
status.backgroundColor = bgColor;
status.cornerRadius = tokens.spacing.sm;
status.setPadding(tokens.spacing.xs, tokens.spacing.md, tokens.spacing.xs, tokens.spacing.md);
const iconName = isSmallPity ? "diamond.bottomhalf.filled" : "diamond.fill";
const iconSymbol = SFSymbol.named(iconName);
iconSymbol.applyFont(Font.systemFont(tokens.typography.caption.size));
const icon = status.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.caption.size, tokens.typography.caption.size);
icon.tintColor = dotColor;
status.addSpacer(tokens.spacing.xs);
const text = status.addText(isSmallPity ? "小保底" : "大保底");
text.font = Font.boldSystemFont(tokens.typography.body.size);
text.textColor = dotColor;
return status;
}
function createDetailedPityStatus(widget, isSmallPity, tokens) {
const row = widget.addStack();
row.layoutHorizontally();
row.centerAlignContent();
const label = row.addText("保底状态");
label.font = Font.systemFont(tokens.typography.body.size);
label.textColor = getColor('text.secondary');
row.addSpacer();
createPityStatus(row, isSmallPity, tokens);
}
function createLuckIndicator(container, luckIndex, tokens, style = 'inline') {
const luckColor = getLuckColor(luckIndex);
if (style === 'compact') {
const luck = container.addStack();
luck.layoutHorizontally();
luck.centerAlignContent();
const iconSymbol = SFSymbol.named("sparkles");
iconSymbol.applyFont(Font.systemFont(tokens.typography.body.size));
const icon = luck.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.body.size, tokens.typography.body.size);
icon.tintColor = luckColor;
luck.addSpacer(tokens.spacing.xs);
const value = luck.addText(`${luckIndex > 0 ? '+' : ''}${luckIndex}%`);
value.font = Font.heavySystemFont(tokens.typography.title.size);
value.textColor = luckColor;
value.shadowColor = new Color(luckColor.hex, 0.3);
value.shadowOffset = new Point(0, 1);
value.shadowRadius = 1;
} else if (style === 'inline') {
const luck = container.addStack();
luck.layoutHorizontally();
luck.centerAlignContent();
const label = luck.addText("欧气");
label.font = Font.systemFont(tokens.typography.body.size);
label.textColor = getColor('text.secondary');
luck.addSpacer(tokens.spacing.xs);
const value = luck.addText(`${luckIndex > 0 ? '+' : ''}${luckIndex}%`);
value.font = Font.heavySystemFont(tokens.typography.title.size);
value.textColor = luckColor;
value.shadowColor = new Color(luckColor.hex, 0.3);
value.shadowOffset = new Point(0, 1);
value.shadowRadius = 1;
} else if (style === 'detailed') {
const row = container.addStack();
row.layoutHorizontally();
row.centerAlignContent();
const iconSymbol = SFSymbol.named("sparkles.square.filled.on.square");
iconSymbol.applyFont(Font.systemFont(tokens.typography.body.size));
const icon = row.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.body.size, tokens.typography.body.size);
icon.tintColor = luckColor;
row.addSpacer(tokens.spacing.xs);
const label = row.addText("欧气指数");
label.font = Font.systemFont(tokens.typography.body.size);
label.textColor = getColor('text.secondary');
row.addSpacer();
const value = row.addText(`${luckIndex > 0 ? '+' : ''}${luckIndex}%`);
value.font = Font.heavySystemFont(tokens.typography.title.size);
value.textColor = luckColor;
value.shadowColor = new Color(luckColor.hex, 0.3);
value.shadowOffset = new Point(0, 1);
value.shadowRadius = 1;
}
}
function getLuckColor(luckIndex) {
return luckIndex >= 0
? getColor('luck.positive')
: getColor('luck.negative');
}
function createDivider(widget) {
const divider = widget.addStack();
const gradient = new LinearGradient();
gradient.colors = [
new Color(getColor('text.muted').hex, 0.05),
new Color(getColor('text.muted').hex, 0.2),
new Color(getColor('text.muted').hex, 0.05)
];
gradient.locations = [0, 0.5, 1];
divider.backgroundGradient = gradient;
divider.cornerRadius = 1;
divider.size = new Size(0, 1);
}
function createFooter(widget, tokens) {
const footerStack = widget.addStack();
footerStack.layoutHorizontally();
footerStack.centerAlignContent();
const iconSymbol = SFSymbol.named("wave.3.right");
iconSymbol.applyFont(Font.systemFont(tokens.typography.caption.size));
const icon = footerStack.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.caption.size, tokens.typography.caption.size);
icon.tintColor = getColor('text.muted');
footerStack.addSpacer(tokens.spacing.xs);
const footer = footerStack.addText("Powered by Astrionyx");
footer.font = Font.systemFont(tokens.typography.caption.size);
footer.textColor = getColor('text.muted');
footer.alpha = 0.8;
}
function buildErrorLayout(widget, message, tokens) {
const container = widget.addStack();
container.layoutVertically();
container.centerAlignContent();
const iconSymbol = SFSymbol.named("xmark.octagon.fill");
iconSymbol.applyFont(Font.systemFont(tokens.typography.hero.size));
const icon = container.addImage(iconSymbol.image);
icon.imageSize = new Size(tokens.typography.hero.size, tokens.typography.hero.size);
icon.tintColor = getColor('warning');
container.addSpacer(tokens.spacing.sm);
const errorTitle = container.addText("数据获取失败");
errorTitle.font = Font.boldSystemFont(tokens.typography.title.size);
errorTitle.textColor = getColor('text.primary');
errorTitle.centerAlignText();
container.addSpacer(tokens.spacing.xs);
const errorStack = container.addStack();
errorStack.backgroundColor = new Color(getColor('warning').hex, 0.1);
errorStack.cornerRadius = 8;
errorStack.setPadding(tokens.spacing.sm, tokens.spacing.md, tokens.spacing.sm, tokens.spacing.md);
const text = errorStack.addText(message);
text.font = Font.mediumSystemFont(tokens.typography.body.size);
text.textColor = getColor('warning');
text.centerAlignText();
text.lineLimit = 2;
container.addSpacer(tokens.spacing.md);
const refreshStack = container.addStack();
refreshStack.layoutHorizontally();
refreshStack.centerAlignContent();
const refreshIcon = SFSymbol.named("arrow.clockwise");
refreshIcon.applyFont(Font.systemFont(tokens.typography.caption.size));
const refreshIconImage = refreshStack.addImage(refreshIcon.image);
refreshIconImage.imageSize = new Size(tokens.typography.caption.size, tokens.typography.caption.size);
refreshIconImage.tintColor = getColor('text.tertiary');
refreshStack.addSpacer(tokens.spacing.xs);
const refreshHint = refreshStack.addText("请稍后刷新重试");
refreshHint.font = Font.systemFont(tokens.typography.caption.size);
refreshHint.textColor = getColor('text.tertiary');
}
async function main() {
const widget = await createWidget();
if (config.runsInWidget) {
Script.setWidget(widget);
} else {
const size = config.previewSize || "medium";
switch (size) {
case "small":
widget.presentSmall();
break;
case "large":
widget.presentLarge();
break;
default:
widget.presentMedium();
}
}
Script.complete();
}
await main();
That's all🎉.
此文由 Mix Space 同步更新至 xLog
原始链接为 https://www.vinking.top/posts/codes/astrionyx-wuwa-gacha-analysis