PaiGram/plugins/genshin/player_cards.py

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import math
from typing import Any, List, Tuple, Union, Optional, TYPE_CHECKING
from enkanetwork import (
DigitType,
EnkaNetworkResponse,
EnkaServerError,
Equipments,
EquipmentsType,
HTTPException,
Stats,
StatsPercentage,
VaildateUIDError,
EnkaServerMaintanance,
EnkaServerUnknown,
EnkaServerRateLimit,
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EnkaPlayerNotFound,
TimedOut,
)
from pydantic import BaseModel
from telegram import InlineKeyboardButton, InlineKeyboardMarkup
from telegram.constants import ChatAction
from telegram.ext import CommandHandler, MessageHandler, 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
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from core.handler.callbackqueryhandler import CallbackQueryHandler
from core.plugin import Plugin, handler
from core.services.players import PlayersService
from core.services.template.services import TemplateService
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from metadata.shortname import roleToName
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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
if TYPE_CHECKING:
from enkanetwork import CharacterInfo, EquipmentsStats
from telegram.ext import ContextTypes
from telegram import Update
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)
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self.player_cards_file = PlayerCardsFile()
self.assets_service = assets_service
self.template_service = template_service
self.kitsune: Optional[str] = None
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async def _update_enka_data(self, uid) -> Union[EnkaNetworkResponse, str]:
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try:
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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)
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data = user["content"].decode("utf-8", "surrogatepass") # type: ignore
data = jsonlib.loads(data)
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data = await self.player_cards_file.merge_info(uid, data)
await self.cache.set(uid, data)
return EnkaNetworkResponse.parse_obj(data)
except TimedOut:
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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"
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except EnkaPlayerNotFound:
error = "UID 未找到,可能为服务器抽风,请稍后重试"
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except VaildateUIDError:
error = "未找到玩家请检查您的UID/用户名"
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except HTTPException:
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error = "Enka.Network HTTP 服务请求错误,请稍后重试"
return error
async def _load_history(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)
@handler(CommandHandler, command="player_card", block=False)
@handler(MessageHandler, 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)
player_info = await self.player_service.get_player(user.id)
if player_info 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:
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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
data = await self._load_history(player_info.player_id)
if data is None:
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}|{player_info.player_id}",
)
]
]
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
if len(args) == 1:
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character_name = roleToName(args[0])
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,
player_info.player_id,
)
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(player_info.player_id)
if data.characters is None or len(data.characters) == 0:
buttons = [
[
InlineKeyboardButton(
"更新面板",
callback_data=f"update_player_card|{user.id}|{player_info.player_id}",
)
]
]
else:
buttons = self.gen_button(data, user.id, player_info.player_id, update_button=ttl < 0)
if isinstance(self.kitsune, str):
photo = self.kitsune
else:
photo = open("resources/img/kitsune.png", "rb")
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reply_message = await message.reply_photo(
photo=photo,
caption="请选择你要查询的角色",
reply_markup=InlineKeyboardMarkup(buttons),
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)
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if reply_message.photo:
self.kitsune = 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(
player_info.player_id, characters, self.template_service
).render() # pylint: disable=W0631
await render_result.reply_photo(
message,
filename=f"player_card_{player_info.player_id}_{character_name}.png",
)
@handler(CallbackQueryHandler, 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(CallbackQueryHandler, 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
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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,
)
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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,
)
data = await self._load_history(uid)
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if isinstance(data, str):
await message.reply_text(data)
return
if data.characters is None or len(data.characters) == 0:
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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
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if page:
buttons = self.gen_button(data, user.id, uid, page, not await self.cache.ttl(uid) > 0)
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await message.edit_reply_markup(reply_markup=InlineKeyboardMarkup(buttons))
await callback_query.answer(f"已切换到第 {page}", show_alert=False)
return
for characters in data.characters:
if characters.name == result:
break
else:
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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.template_service).render() # pylint: disable=W0631
render_result.filename = f"player_card_{uid}_{result}.png"
await render_result.edit_media(message)
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@staticmethod
def gen_button(
data: EnkaNetworkResponse,
user_id: Union[str, int],
uid: int,
page: int = 1,
update_button: bool = True,
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) -> 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
]
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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}",
)
)
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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": 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)
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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]
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,
}
return await self.template_service.render(
"genshin/player_card/player_card.jinja2",
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 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)
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
]