import copy import math from typing import Any, List, Tuple, Union, Optional, TYPE_CHECKING, Dict from enkanetwork import ( DigitType, EnkaNetworkResponse, EnkaServerError, Equipments, EquipmentsType, HTTPException, Stats, StatsPercentage, VaildateUIDError, EnkaServerMaintanance, EnkaServerUnknown, EnkaServerRateLimit, EnkaPlayerNotFound, TimedOut, ) from pydantic import BaseModel from telegram import InlineKeyboardButton, InlineKeyboardMarkup from telegram.constants import ChatAction from telegram.ext import filters from telegram.helpers import create_deep_linked_url from core.config import config from core.dependence.assets import DEFAULT_EnkaAssets, AssetsService from core.dependence.redisdb import RedisDB from core.plugin import Plugin, handler from core.services.players import PlayersService from core.services.template.services import TemplateService from metadata.shortname import roleToName, idToName from modules.apihelper.client.components.remote import Remote from modules.playercards.file import PlayerCardsFile from modules.playercards.helpers import ArtifactStatsTheory from utils.enkanetwork import RedisCache, EnkaNetworkAPI from utils.helpers import download_resource from utils.log import logger from utils.uid import mask_number try: from python_genshin_artifact.calculator import get_damage_analysis, get_transformative_damage from python_genshin_artifact.enka.enka_parser import enka_parser from python_genshin_artifact.models.calculator import CalculatorConfig from python_genshin_artifact.models.skill import SkillInfo GENSHIN_ARTIFACT_FUNCTION_AVAILABLE = True except ImportError as exc: get_damage_analysis = None get_transformative_damage = None enka_parser = None CalculatorConfig = None SkillInfo = None GENSHIN_ARTIFACT_FUNCTION_AVAILABLE = False if TYPE_CHECKING: from enkanetwork import CharacterInfo, EquipmentsStats from telegram.ext import ContextTypes from telegram import Update, Message try: import ujson as jsonlib except ImportError: import json as jsonlib class PlayerCards(Plugin): def __init__( self, player_service: PlayersService, template_service: TemplateService, assets_service: AssetsService, redis: RedisDB, ): self.player_service = player_service self.client = EnkaNetworkAPI(lang="chs", user_agent=config.enka_network_api_agent, cache=False) self.cache = RedisCache(redis.client, key="plugin:player_cards:enka_network", ex=60) self.player_cards_file = PlayerCardsFile() self.assets_service = assets_service self.template_service = template_service self.kitsune: Optional[str] = None self.fight_prop_rule: Dict[str, Dict[str, float]] = {} self.damage_config: Dict = {} async def initialize(self): await self._refresh() async def _refresh(self): self.fight_prop_rule = await Remote.get_fight_prop_rule_data() self.damage_config = await Remote.get_damage_data() async def _update_enka_data(self, uid) -> Union[EnkaNetworkResponse, str]: try: data = await self.cache.get(uid) if data is not None: return EnkaNetworkResponse.parse_obj(data) user = await self.client.http.fetch_user_by_uid(uid) data = user["content"].decode("utf-8", "surrogatepass") # type: ignore data = jsonlib.loads(data) data = await self.player_cards_file.merge_info(uid, data) await self.cache.set(uid, data) return EnkaNetworkResponse.parse_obj(data) except TimedOut: error = "Enka.Network 服务请求超时,请稍后重试" except EnkaServerRateLimit: error = "Enka.Network 已对此API进行速率限制,请稍后重试" except EnkaServerMaintanance: error = "Enka.Network 正在维护,请等待5-8小时或1天" except EnkaServerError: error = "Enka.Network 服务请求错误,请稍后重试" except EnkaServerUnknown: error = "Enka.Network 服务瞬间爆炸,请稍后重试" except EnkaPlayerNotFound: error = "UID 未找到,可能为服务器抽风,请稍后重试" except VaildateUIDError: error = "未找到玩家,请检查您的UID/用户名" except HTTPException: error = "Enka.Network HTTP 服务请求错误,请稍后重试" return error async def _load_data_as_enka_response(self, uid) -> Optional[EnkaNetworkResponse]: data = await self.player_cards_file.load_history_info(uid) if data is None: return None return EnkaNetworkResponse.parse_obj(data) async def _load_history(self, uid) -> Optional[Dict]: return await self.player_cards_file.load_history_info(uid) async def get_uid_and_ch( self, user_id: int, args: List[str], reply: Optional["Message"] ) -> Tuple[Optional[int], Optional[str]]: """通过消息获取 uid,优先级:args > reply > self""" uid, ch_name, user_id_ = None, None, user_id if args: for i in args: if i is not None: if i.isdigit() and len(i) == 9: uid = int(i) else: ch_name = roleToName(i) if reply: try: user_id_ = reply.from_user.id except AttributeError: pass if not uid: player_info = await self.player_service.get_player(user_id_) if player_info is not None: uid = player_info.player_id if (not uid) and (user_id_ != user_id): player_info = await self.player_service.get_player(user_id) if player_info is not None: uid = player_info.player_id return uid, ch_name @handler.command(command="player_card", block=False) @handler.message(filters=filters.Regex("^角色卡片查询(.*)"), block=False) async def player_cards(self, update: "Update", context: "ContextTypes.DEFAULT_TYPE") -> None: user = update.effective_user message = update.effective_message args = self.get_args(context) await message.reply_chat_action(ChatAction.TYPING) uid, character_name = await self.get_uid_and_ch(user.id, args, message.reply_to_message) if uid is None: buttons = [ [ InlineKeyboardButton( "点我绑定账号", url=create_deep_linked_url(context.bot.username, "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), ) self.add_delete_message_job(reply_message, delay=30) self.add_delete_message_job(message, delay=30) else: 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 original_data = await self._load_history(uid) if original_data is None or len(original_data.get("avatarInfoList", [])) == 0: if isinstance(self.kitsune, str): photo = self.kitsune else: photo = open("resources/img/kitsune.png", "rb") buttons = [ [ InlineKeyboardButton( "更新面板", callback_data=f"update_player_card|{user.id}|{uid}", ) ] ] reply_message = await message.reply_photo( photo=photo, caption="角色列表未找到,请尝试点击下方按钮从 EnkaNetwork 更新角色列表", reply_markup=InlineKeyboardMarkup(buttons), ) if reply_message.photo: self.kitsune = reply_message.photo[-1].file_id return enka_response = EnkaNetworkResponse.parse_obj(copy.deepcopy(original_data)) if character_name is not None: logger.info( "用户 %s[%s] 角色卡片查询命令请求 || character_name[%s] uid[%s]", user.full_name, user.id, character_name, uid, ) else: logger.info("用户 %s[%s] 角色卡片查询命令请求", user.full_name, user.id) ttl = await self.cache.ttl(uid) if enka_response.characters is None or len(enka_response.characters) == 0: buttons = [ [ InlineKeyboardButton( "更新面板", callback_data=f"update_player_card|{user.id}|{uid}", ) ] ] else: buttons = self.gen_button(enka_response, user.id, uid, update_button=ttl < 0) if isinstance(self.kitsune, str): photo = self.kitsune else: photo = open("resources/img/kitsune.png", "rb") reply_message = await message.reply_photo( photo=photo, caption="请选择你要查询的角色", reply_markup=InlineKeyboardMarkup(buttons), ) if reply_message.photo: self.kitsune = reply_message.photo[-1].file_id return for characters in enka_response.characters: if characters.name == character_name: break else: 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) original_data: Optional[Dict] = None if GENSHIN_ARTIFACT_FUNCTION_AVAILABLE: original_data = await self._load_history(uid) render_result = await RenderTemplate( uid, characters, self.fight_prop_rule, self.damage_config, self.template_service, original_data, ).render() # pylint: disable=W0631 await render_result.reply_photo( message, filename=f"player_card_{uid}_{character_name}.png", ) @handler.callback_query(pattern=r"^update_player_card\|", block=False) async def update_player_card(self, update: "Update", _: "ContextTypes.DEFAULT_TYPE") -> None: user = update.effective_user message = update.effective_message callback_query = update.callback_query async def get_player_card_callback(callback_query_data: str) -> Tuple[int, int]: _data = callback_query_data.split("|") _user_id = int(_data[1]) _uid = int(_data[2]) logger.debug("callback_query_data函数返回 user_id[%s] uid[%s]", _user_id, _uid) return _user_id, _uid 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" + config.notice.user_mismatch, show_alert=True) return ttl = await self.cache.ttl(uid) if ttl > 0: await callback_query.answer(text=f"请等待 {ttl} 秒后再更新", show_alert=True) return await message.reply_chat_action(ChatAction.TYPING) await callback_query.answer(text="正在从 EnkaNetwork 获取角色列表 请不要重复点击按钮") data = await self._update_enka_data(uid) if isinstance(data, str): await callback_query.answer(text=data, show_alert=True) return if data.characters is None or len(data.characters) == 0: await callback_query.answer("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", show_alert=True) await message.delete() return buttons = self.gen_button(data, user.id, uid, update_button=False) render_data = await self.parse_holder_data(data) holder = await self.template_service.render( "genshin/player_card/holder.jinja2", render_data, viewport={"width": 750, "height": 580}, ttl=60 * 10, caption="更新角色列表成功,请选择你要查询的角色", ) await holder.edit_media(message, reply_markup=InlineKeyboardMarkup(buttons)) @handler.callback_query(pattern=r"^get_player_card\|", block=False) async def get_player_cards(self, update: "Update", _: "ContextTypes.DEFAULT_TYPE") -> 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( "callback_query_data函数返回 result[%s] user_id[%s] uid[%s]", _result, _user_id, _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" + config.notice.user_mismatch, show_alert=True) return if result == "empty_data": await callback_query.answer(text="此按钮不可用", show_alert=True) return page = 0 if result.isdigit(): page = int(result) logger.info( "用户 %s[%s] 角色卡片查询命令请求 || page[%s] uid[%s]", user.full_name, user.id, page, uid, ) else: logger.info( "用户 %s[%s] 角色卡片查询命令请求 || character_name[%s] uid[%s]", user.full_name, user.id, result, uid, ) original_data = await self._load_history(uid) enka_response = EnkaNetworkResponse.parse_obj(copy.deepcopy(original_data)) if enka_response.characters is None or len(enka_response.characters) == 0: await callback_query.answer("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", show_alert=True) await message.delete() return if page: buttons = self.gen_button(enka_response, user.id, uid, page, await self.cache.ttl(uid) <= 0) await message.edit_reply_markup(reply_markup=InlineKeyboardMarkup(buttons)) await callback_query.answer(f"已切换到第 {page} 页", show_alert=False) return for characters in enka_response.characters: if characters.name == result: break else: await message.delete() await callback_query.answer(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", show_alert=True) 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.fight_prop_rule, self.damage_config, self.template_service, original_data ).render() # pylint: disable=W0631 render_result.filename = f"player_card_{uid}_{result}.png" await render_result.edit_media(message) @staticmethod def gen_button( data: EnkaNetworkResponse, user_id: Union[str, int], uid: int, page: int = 1, update_button: bool = True, ) -> List[List[InlineKeyboardButton]]: """生成按钮""" buttons = [] if data.characters: buttons = [ InlineKeyboardButton( value.name, callback_data=f"get_player_card|{user_id}|{uid}|{value.name}", ) for value in data.characters if value.name ] all_buttons = [buttons[i : i + 4] for i in range(0, len(buttons), 4)] send_buttons = all_buttons[(page - 1) * 3 : page * 3] last_page = page - 1 if page > 1 else 0 all_page = math.ceil(len(all_buttons) / 3) next_page = page + 1 if page < all_page and all_page > 1 else 0 last_button = [] if last_page: last_button.append( InlineKeyboardButton( "<< 上一页", callback_data=f"get_player_card|{user_id}|{uid}|{last_page}", ) ) if last_page or next_page: last_button.append( InlineKeyboardButton( f"{page}/{all_page}", callback_data=f"get_player_card|{user_id}|{uid}|empty_data", ) ) if update_button: last_button.append( InlineKeyboardButton( "更新面板", callback_data=f"update_player_card|{user_id}|{uid}", ) ) if next_page: last_button.append( InlineKeyboardButton( "下一页 >>", callback_data=f"get_player_card|{user_id}|{uid}|{next_page}", ) ) if last_button: send_buttons.append(last_button) return send_buttons async def parse_holder_data(self, data: EnkaNetworkResponse) -> dict: """ 生成渲染所需数据 """ characters_data = [] for idx, character in enumerate(data.characters): characters_data.append( { "level": character.level, "element": character.element.name, "constellation": character.constellations_unlocked, "rarity": character.rarity, "icon": (await self.assets_service.avatar(character.id).icon()).as_uri(), } ) if idx > 6: break return { "uid": mask_number(data.uid), "level": data.player.level, "signature": data.player.signature, "characters": characters_data, } 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) 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), ): 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", fight_prop_rule: Dict[str, Dict[str, float]], damage_config: Dict, template_service: TemplateService, original_data: Optional[Dict] = 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) self.fight_prop_rule = fight_prop_rule self.original_data = original_data self.damage_config = damage_config 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" 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), ): if artifact_total_score / 5 >= r[1]: artifact_total_score_label = r[0] data = { "uid": mask_number(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, "damage_function_available": False, "damage_info": [], } if GENSHIN_ARTIFACT_FUNCTION_AVAILABLE: character_cn_name = idToName(self.character.id) damage_config = self.damage_config.get(character_cn_name) if damage_config is not None: data["damage_function_available"] = True data["damage_info"] = self.render_damage(damage_config) return await self.template_service.render( "genshin/player_card/player_card.jinja2", data, full_page=True, query_selector=".text-neutral-200", ttl=7 * 24 * 60 * 60, ) def render_damage(self, damage_config: Optional[Dict]) -> List: character, weapon, artifacts = enka_parser(self.original_data, self.character.id) character_name = character.name character_cn_name = idToName(self.character.id) if damage_config is None: damage_config = self.damage_config.get(character_cn_name) skills = damage_config.get("skills") config_skill = damage_config.get("config_skill") if config_skill is not None: config_skill = {character_name: config_skill} else: config_skill = "NoConfig" character_config = damage_config.get("config") artifact_config = damage_config.get("artifact_config") if character_config is not None: character.params = {character_name: character_config} config_weapon = damage_config.get("config_weapon") if config_weapon is not None: _weapon_config = config_weapon.get(weapon.name) if _weapon_config is not None: weapon.params = {weapon.name: _weapon_config} damage = [] for skill in skills: index = skill.get("index") skill_info = SkillInfo(index=index, config=config_skill) calculator_config = CalculatorConfig( character=character, weapon=weapon, artifacts=artifacts, skill=skill_info, artifact_config=artifact_config, ) damage_key = skill.get("damage_key") transformative_damage_key = skill.get("transformative_damage_key") damage_info = {"skill_info": skill, "damage": None, "transformative_damage": None} if damage_key is not None: damage_analysis = get_damage_analysis(calculator_config) damage_value = getattr(damage_analysis, damage_key) damage_info["damage"] = damage_value if transformative_damage_key is not None: transformative_damage = get_transformative_damage(calculator_config) transformative_damage_value = getattr(transformative_damage, transformative_damage_key) damage_info["transformative_damage"] = transformative_damage_value damage.append(damage_info) return damage 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 value = stat[1].to_rounded() if isinstance(stat[1], Stats) else stat[1].to_percentage_symbol() if value in ("0%", 0): continue 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 download_resource(c.image.banner.url) # 技能 for item in c.skills: item.icon.url = await download_resource(item.icon.url) # 命座 for item in c.constellations: item.icon.url = await download_resource(item.icon.url) # 装备,包括圣遗物和武器 for item in c.equipments: item.detail.icon.url = await download_resource(item.detail.icon.url) def find_weapon(self) -> Optional[Equipments]: """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 return None 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, self.fight_prop_rule) 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 ]