MibooGram/plugins/genshin/player_cards.py

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from typing import Any, List, Tuple, Union, Optional
from enkanetwork import (
CharacterInfo,
DigitType,
EnkaNetworkAPI,
EnkaNetworkResponse,
EnkaServerError,
Equipments,
EquipmentsStats,
EquipmentsType,
Forbidden,
HTTPException,
Stats,
StatsPercentage,
UIDNotFounded,
VaildateUIDError,
)
from pydantic import BaseModel
from telegram import InlineKeyboardButton, InlineKeyboardMarkup, Update
from telegram.constants import ChatAction
from telegram.ext import CallbackContext, CallbackQueryHandler, CommandHandler, MessageHandler, filters
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from core.base.assets import DEFAULT_EnkaAssets
from core.baseplugin import BasePlugin
from core.config import config
from core.plugin import Plugin, handler
from core.template import TemplateService
from core.user import UserService
from core.user.error import UserNotFoundError
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from metadata.shortname import roleToName
from modules.playercards.helpers import ArtifactStatsTheory, fix_skills_level_data
from utils.bot import get_all_args
from utils.decorators.error import error_callable
from utils.decorators.restricts import restricts
from utils.helpers import url_to_file
from utils.log import logger
from utils.models.base import RegionEnum
from utils.patch.aiohttp import AioHttpTimeoutException
class PlayerCards(Plugin, BasePlugin):
def __init__(self, user_service: UserService = None, template_service: TemplateService = None):
self.user_service = user_service
self.client = EnkaNetworkAPI(lang="chs", agent=config.enka_network_api_agent)
self.template_service = template_service
self.temp_photo: Optional[str] = None
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async def _fetch_user(self, uid) -> Union[EnkaNetworkResponse, str]:
try:
return await self.client.fetch_user(uid)
except EnkaServerError:
return "Enka.Network 服务请求错误,请稍后重试"
except Forbidden:
return "Enka.Network 服务请求被拒绝,请稍后重试"
except AioHttpTimeoutException:
return "Enka.Network 服务请求超时,请稍后重试"
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except HTTPException:
return "Enka.Network HTTP 服务请求错误,请稍后重试"
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except (UIDNotFounded, VaildateUIDError):
return "UID 未找到,可能为服务器抽风,请稍后重试"
@handler(CommandHandler, command="player_card", block=False)
@handler(MessageHandler, filters=filters.Regex("^角色卡片查询(.*)"), block=False)
@restricts(restricts_time_of_groups=20, without_overlapping=True)
@error_callable
async def player_cards(self, update: Update, context: CallbackContext) -> None:
user = update.effective_user
message = update.effective_message
args = get_all_args(context)
await message.reply_chat_action(ChatAction.TYPING)
try:
user_info = await self.user_service.get_user_by_id(user.id)
if user_info.region == RegionEnum.HYPERION:
uid = user_info.yuanshen_uid
else:
uid = user_info.genshin_uid
except UserNotFoundError:
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buttons = [[InlineKeyboardButton("点我绑定账号", url=f"https://t.me/{context.bot.username}?start=set_uid")]]
if filters.ChatType.GROUPS.filter(message):
reply_message = await message.reply_text(
"未查询到您所绑定的账号信息,请先私聊派蒙绑定账号", reply_markup=InlineKeyboardMarkup(buttons)
)
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self._add_delete_message_job(context, reply_message.chat_id, reply_message.message_id, 30)
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self._add_delete_message_job(context, message.chat_id, message.message_id, 30)
else:
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await message.reply_text("未查询到您所绑定的账号信息,请先绑定账号", reply_markup=InlineKeyboardMarkup(buttons))
return
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data = await self._fetch_user(uid)
if isinstance(data, str):
await message.reply_text(data)
return
if data.characters is None:
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await message.reply_text("请先将角色加入到角色展柜并允许查看角色详情后再使用此功能,如果已经添加了角色,请等待角色数据更新后重试")
return
if len(args) == 1:
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character_name = roleToName(args[0])
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logger.info(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求 || character_name[{character_name}] uid[{uid}]")
else:
logger.info(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求")
buttons = []
temp = []
for index, value in enumerate(data.characters):
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temp.append(
InlineKeyboardButton(
value.name,
callback_data=f"get_player_card|{user.id}|{uid}|{value.name}",
)
)
if index == 3:
buttons.append(temp)
temp = []
if len(temp) > 0:
buttons.append(temp)
if isinstance(self.temp_photo, str):
photo = self.temp_photo
else:
photo = open("resources/img/kitsune.png", "rb")
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reply_message = await message.reply_photo(
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photo=photo, caption="请选择你要查询的角色,部分角色数据存在缓存,更新可能不及时", reply_markup=InlineKeyboardMarkup(buttons)
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)
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if reply_message.photo:
self.temp_photo = reply_message.photo[-1].file_id
return
for characters in data.characters:
if characters.name == character_name:
break
else:
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await message.reply_text(f"角色展柜中未找到 {character_name} ,请检查角色是否存在于角色展柜中,或者等待角色数据更新后重试")
return
await message.reply_chat_action(ChatAction.UPLOAD_PHOTO)
render_result = await RenderTemplate(uid, characters, self.template_service).render() # pylint: disable=W0631
await render_result.reply_photo(message, filename=f"player_card_{uid}_{character_name}.png")
@handler(CallbackQueryHandler, pattern=r"^get_player_card\|", block=False)
@restricts(restricts_time_of_groups=20, without_overlapping=True)
@error_callable
async def get_player_cards(self, update: Update, _: CallbackContext) -> None:
callback_query = update.callback_query
user = callback_query.from_user
message = callback_query.message
async def get_player_card_callback(callback_query_data: str) -> Tuple[str, int, int]:
_data = callback_query_data.split("|")
_user_id = int(_data[1])
_uid = int(_data[2])
_result = _data[3]
logger.debug(f"callback_query_data函数返回 result[{_result}] user_id[{_user_id}] uid[{_uid}]")
return _result, _user_id, _uid
result, user_id, uid = await get_player_card_callback(callback_query.data)
if user.id != user_id:
await callback_query.answer(text="这不是你的按钮!\n" "再乱点再按我叫西风骑士团、千岩军、天领奉行和教令院了!", show_alert=True)
return
logger.info(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求 || character_name[{result}] uid[{uid}]")
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data = await self._fetch_user(uid)
if isinstance(data, str):
await message.reply_text(data)
return
if data.characters is None:
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await message.edit_text("请先将角色加入到角色展柜并允许查看角色详情后再使用此功能,如果已经添加了角色,请等待角色数据更新后重试")
return
for characters in data.characters:
if characters.name == result:
break
else:
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await message.edit_text(f"角色展柜中未找到 {result} ,请检查角色是否存在于角色展柜中,或者等待角色数据更新后重试")
return
await callback_query.answer(text="正在渲染图片中 请稍等 请不要重复点击按钮", show_alert=False)
await message.reply_chat_action(ChatAction.UPLOAD_PHOTO)
render_result = await RenderTemplate(uid, characters, self.template_service).render() # pylint: disable=W0631
render_result.filename = f"player_card_{uid}_{result}.png"
await render_result.edit_media(message)
class Artifact(BaseModel):
"""在 enka Equipments model 基础上扩展了圣遗物评分数据"""
equipment: Equipments
# 圣遗物评分
score: float = 0
# 圣遗物评级
score_label: str = "E"
# 圣遗物评级颜色
score_class: str = ""
# 圣遗物单行属性评分
substat_scores: List[float]
def __init__(self, **kwargs):
super().__init__(**kwargs)
for substat_scores in self.substat_scores:
self.score += substat_scores
self.score = round(self.score, 1)
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for r in (
("D", 10),
("C", 16.5),
("B", 23.1),
("A", 29.7),
("S", 36.3),
("SS", 42.9),
("SSS", 49.5),
("ACE", 56.1),
("ACE²", 66),
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):
if self.score >= r[1]:
self.score_label = r[0]
self.score_class = self.get_score_class(r[0])
@staticmethod
def get_score_class(label: str) -> str:
mapping = {
"D": "text-neutral-400",
"C": "text-neutral-200",
"B": "text-violet-400",
"A": "text-violet-400",
"S": "text-yellow-400",
"SS": "text-yellow-400",
"SSS": "text-yellow-400",
"ACE": "text-red-500",
"ACE²": "text-red-500",
}
return mapping.get(label, "text-neutral-400")
class RenderTemplate:
def __init__(self, uid: Union[int, str], character: CharacterInfo, template_service: TemplateService = None):
self.uid = uid
self.template_service = template_service
# 因为需要替换线上 enka 图片地址为本地地址,先克隆数据,避免修改原数据
self.character = character.copy(deep=True)
async def render(self):
# 缓存所有图片到本地
await self.cache_images()
artifacts = self.find_artifacts()
artifact_total_score: float = sum(artifact.score for artifact in artifacts)
artifact_total_score = round(artifact_total_score, 1)
artifact_total_score_label: str = "E"
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for r in (
("D", 10),
("C", 16.5),
("B", 23.1),
("A", 29.7),
("S", 36.3),
("SS", 42.9),
("SSS", 49.5),
("ACE", 56.1),
("ACE²", 66),
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):
if artifact_total_score / 5 >= r[1]:
artifact_total_score_label = r[0]
self.fix_skills_level()
data = {
"uid": self.uid,
"character": self.character,
"stats": await self.de_stats(),
"weapon": self.find_weapon(),
# 圣遗物评分
"artifact_total_score": artifact_total_score,
# 圣遗物评级
"artifact_total_score_label": artifact_total_score_label,
# 圣遗物评级颜色
"artifact_total_score_class": Artifact.get_score_class(artifact_total_score_label),
"artifacts": artifacts,
# 需要在模板中使用的 enum 类型
"DigitType": DigitType,
}
# html = await self.template_service.render_async(
# "genshin/player_card/player_card.html", data
# )
# logger.debug(html)
return await self.template_service.render(
"genshin/player_card/player_card.html",
data,
{"width": 950, "height": 1080},
full_page=True,
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query_selector=".text-neutral-200",
ttl=7 * 24 * 60 * 60,
)
async def de_stats(self) -> List[Tuple[str, Any]]:
stats = self.character.stats
items: List[Tuple[str, Any]] = []
logger.debug(self.character.stats)
# items.append(("基础生命值", stats.BASE_HP.to_rounded()))
items.append(("生命值", stats.FIGHT_PROP_MAX_HP.to_rounded()))
# items.append(("基础攻击力", stats.FIGHT_PROP_BASE_ATTACK.to_rounded()))
items.append(("攻击力", stats.FIGHT_PROP_CUR_ATTACK.to_rounded()))
# items.append(("基础防御力", stats.FIGHT_PROP_BASE_DEFENSE.to_rounded()))
items.append(("防御力", stats.FIGHT_PROP_CUR_DEFENSE.to_rounded()))
items.append(("暴击率", stats.FIGHT_PROP_CRITICAL.to_percentage_symbol()))
items.append(
(
"暴击伤害",
stats.FIGHT_PROP_CRITICAL_HURT.to_percentage_symbol(),
)
)
items.append(
(
"元素充能效率",
stats.FIGHT_PROP_CHARGE_EFFICIENCY.to_percentage_symbol(),
)
)
items.append(("元素精通", stats.FIGHT_PROP_ELEMENT_MASTERY.to_rounded()))
# 查找元素伤害加成和治疗加成
max_stat = StatsPercentage() # 用于记录最高元素伤害加成 避免武器特效影响
for stat in stats:
if 40 <= stat[1].id <= 46: # 元素伤害加成
if max_stat.value <= stat[1].value:
max_stat = stat[1]
elif stat[1].id == 29: # 物理伤害加成
pass
elif stat[1].id != 26: # 治疗加成
continue
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value = stat[1].to_rounded() if isinstance(stat[1], Stats) else stat[1].to_percentage_symbol()
if value in ("0%", 0):
continue
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name = DEFAULT_EnkaAssets.get_hash_map(stat[0])
if name is None:
continue
items.append((name, value))
if max_stat.id != 0:
for item in items:
if "元素伤害加成" in item[0] and max_stat.to_percentage_symbol() != item[1]:
items.remove(item)
return items
async def cache_images(self) -> None:
"""缓存所有图片到本地"""
# TODO: 并发下载所有资源
c = self.character
# 角色
c.image.banner.url = await url_to_file(c.image.banner.url)
# 技能
for item in c.skills:
item.icon.url = await url_to_file(item.icon.url)
# 命座
for item in c.constellations:
item.icon.url = await url_to_file(item.icon.url)
# 装备,包括圣遗物和武器
for item in c.equipments:
item.detail.icon.url = await url_to_file(item.detail.icon.url)
def find_weapon(self) -> Union[Equipments, None]:
"""在 equipments 数组中找到武器equipments 数组包含圣遗物和武器"""
for item in self.character.equipments:
if item.type == EquipmentsType.WEAPON:
return item
def find_artifacts(self) -> List[Artifact]:
"""在 equipments 数组中找到圣遗物,并转换成带有分数的 model。equipments 数组包含圣遗物和武器"""
stats = ArtifactStatsTheory(self.character.name)
def substat_score(s: EquipmentsStats) -> float:
return stats.theory(s)
return [
Artifact(
equipment=e,
# 圣遗物单行属性评分
substat_scores=[substat_score(s) for s in e.detail.substats],
)
for e in self.character.equipments
if e.type == EquipmentsType.ARTIFACT
]
def fix_skills_level(self) -> None:
"""修复因命座加成导致的技能等级错误"""
data = fix_skills_level_data.get(self.character.name)
if not data:
return
unlocked_constellations = len([i for i in self.character.constellations if i.unlocked])
for i in range(2):
if unlocked_constellations >= 3 + i * 2:
if data[i] == "E" and len(self.character.skills) >= 2:
self.character.skills[1].level += 3
elif data[i] == "Q" and len(self.character.skills) >= 3:
self.character.skills[2].level += 3