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🎨 daily_material: optimize get skills level code
Co-authored-by: 洛水居室 <luoshuijs@outlook.com>
This commit is contained in:
parent
31d71fd6a1
commit
755c224ca0
@ -129,22 +129,25 @@ class DailyMaterial(Plugin, BasePlugin):
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@staticmethod
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@staticmethod
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async def _get_skills_data(client: Client, character_id: int) -> Optional[List[int]]:
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async def _get_skills_data(client: Client, character_id: int) -> Optional[List[int]]:
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detail = None
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"""获取角色技能的数据"""
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for _ in range(5):
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for _ in range(5):
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try:
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try:
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detail = await client.get_character_details(character_id)
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detail = await client.get_character_details(character_id)
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except Exception as e: # pylint: disable=W0703
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except Exception as e: # pylint: disable=W0703
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logger.warning(f"daily_material 解析角色 id 为 [bold]{character_id}[/]的数据时遇到了错误:{e}", extra={"markup": True})
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if isinstance(e, GenshinException):
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if isinstance(e, GenshinException) and "Too Many Requests" in e.msg:
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# 如果是 Too Many Requests 异常,则等待一段时间后重试
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await asyncio.sleep(0.2)
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if "Too Many Requests" in e.msg:
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continue
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await asyncio.sleep(0.2)
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# 输入数据不可能是旅行者
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continue
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# if character.name != "旅行者":
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# 如果是其他异常,则直接抛出
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# raise e
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raise e
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# logger.debug(f"解析旅行者数据时遇到了错误:{e}")
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else:
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else:
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break
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break
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if not detail:
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else:
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# 如果重试了5次都失败了,则直接返回 None
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logger.warning(
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f"daily_material 解析角色 id 为 [bold]{character_id}[/]的数据时遇到了 Too Many Requests 错误", extra={"markup": True}
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)
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return None
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return None
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# 不用针对旅行者、草主进行特殊处理,因为输入数据不会有旅行者。
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# 不用针对旅行者、草主进行特殊处理,因为输入数据不会有旅行者。
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# 不用计算命座加成,因为这个是展示天赋升级情况,10 级为最高。计算命座会引起混淆。
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# 不用计算命座加成,因为这个是展示天赋升级情况,10 级为最高。计算命座会引起混淆。
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@ -153,7 +156,6 @@ class DailyMaterial(Plugin, BasePlugin):
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async def _get_data_from_user(self, user: User) -> Tuple[Optional[Client], Dict[str, List[Any]]]:
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async def _get_data_from_user(self, user: User) -> Tuple[Optional[Client], Dict[str, List[Any]]]:
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"""获取已经绑定的账号的角色、武器信息"""
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"""获取已经绑定的账号的角色、武器信息"""
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client = None
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user_data = {"avatar": [], "weapon": []}
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user_data = {"avatar": [], "weapon": []}
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try:
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try:
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logger.debug("尝试获取已绑定的原神账号")
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logger.debug("尝试获取已绑定的原神账号")
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@ -195,7 +197,11 @@ class DailyMaterial(Plugin, BasePlugin):
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logger.info(f"未查询到用户({user.full_name} {user.id}) 所绑定的账号信息")
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logger.info(f"未查询到用户({user.full_name} {user.id}) 所绑定的账号信息")
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except InvalidCookies:
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except InvalidCookies:
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logger.info(f"用户({user.full_name} {user.id}) 所绑定的账号信息已失效")
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logger.info(f"用户({user.full_name} {user.id}) 所绑定的账号信息已失效")
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return client, user_data
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else:
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# 没有异常返回数据
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return client, user_data
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# 有上述异常的, client 会返回 None
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return None, user_data
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@handler.command("daily_material", block=False)
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@handler.command("daily_material", block=False)
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@restricts(restricts_time_of_groups=20, without_overlapping=True)
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@restricts(restricts_time_of_groups=20, without_overlapping=True)
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@ -253,57 +259,60 @@ class DailyMaterial(Plugin, BasePlugin):
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await message.reply_chat_action(ChatAction.TYPING)
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await message.reply_chat_action(ChatAction.TYPING)
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render_data = RenderData(title=title, time=time, uid=client.uid if client else client)
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render_data = RenderData(title=title, time=time, uid=client.uid if client else client)
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for type_ in ["avatar", "weapon"]:
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areas = []
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# 如果 client 为 None 就没必要进技能处理 因为已经触发 InvalidCookies 等异常
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for area_data in local_data[type_]: # 遍历每个区域的信息:蒙德、璃月、稻妻、须弥
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if client:
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items = []
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for type_ in ["avatar", "weapon"]:
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for id_ in area_data["items"]: # 遍历所有该区域下,当天(weekday)可以培养的角色、武器
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areas = []
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added = False
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for area_data in local_data[type_]: # 遍历每个区域的信息:蒙德、璃月、稻妻、须弥
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for i in user_data[type_]: # 从已经获取的角色数据中查找对应角色、武器
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items = []
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if id_ == str(i.id):
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for id_ in area_data["items"]: # 遍历所有该区域下,当天(weekday)可以培养的角色、武器
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if i.rarity > 3: # 跳过 3 星及以下的武器
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added = False
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if type_ == "avatar": # 给角色添加天赋信息
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for i in user_data[type_]: # 从已经获取的角色数据中查找对应角色、武器
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skills = await self._get_skills_data(client, i.gid)
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if id_ == str(i.id):
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i.skills = skills
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if i.rarity > 3: # 跳过 3 星及以下的武器
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items.append(i)
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if type_ == "avatar": # 给角色添加天赋信息
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added = True
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skills = await self._get_skills_data(client, i.gid)
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if added:
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i.skills = skills
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continue
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items.append(i)
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try:
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added = True
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item = HONEY_DATA[type_][id_]
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if added:
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except KeyError: # 跳过不存在或者已忽略的角色、武器
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continue
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logger.warning(f"未在 honey 数据中找到 {type_} {id_} 的信息")
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try:
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continue
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item = HONEY_DATA[type_][id_]
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if item[2] < 4: # 跳过 3 星及以下的武器
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except KeyError: # 跳过不存在或者已忽略的角色、武器
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continue
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logger.warning(f"未在 honey 数据中找到 {type_} {id_} 的信息")
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items.append(
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continue
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ItemData( # 添加角色数据中未找到的
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if item[2] < 4: # 跳过 3 星及以下的武器
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id=id_,
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continue
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name=item[1],
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items.append(
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rarity=item[2],
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ItemData( # 添加角色数据中未找到的
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icon=(await getattr(self.assets_service, type_)(id_).icon()).as_uri(),
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id=id_,
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name=item[1],
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rarity=item[2],
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icon=(await getattr(self.assets_service, type_)(id_).icon()).as_uri(),
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)
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)
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materials = []
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for mid in area_data["materials"]: # 添加这个区域当天(weekday)的培养素材
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try:
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path = (await self.assets_service.material(mid).icon()).as_uri()
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material = HONEY_DATA["material"][mid]
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materials.append(ItemData(id=mid, icon=path, name=material[1], rarity=material[2]))
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except AssetsCouldNotFound as exc:
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logger.error(f"出错了呜呜呜 ~ {repr(exc)}")
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await notice.edit_text("出错了呜呜呜 ~ 派蒙找不到一些素材")
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return
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areas.append(
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AreaData(
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name=area_data["name"],
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materials=materials,
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# template previewer pickle cannot serialize generator
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items=list(sort_item(items)),
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material_name=get_material_serial_name(map(lambda x: x.name, materials)),
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)
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)
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)
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)
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materials = []
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setattr(render_data, {"avatar": "character"}.get(type_, type_), areas)
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for mid in area_data["materials"]: # 添加这个区域当天(weekday)的培养素材
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try:
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path = (await self.assets_service.material(mid).icon()).as_uri()
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material = HONEY_DATA["material"][mid]
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materials.append(ItemData(id=mid, icon=path, name=material[1], rarity=material[2]))
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except AssetsCouldNotFound as exc:
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logger.error(f"出错了呜呜呜 ~ {repr(exc)}")
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await notice.edit_text("出错了呜呜呜 ~ 派蒙找不到一些素材")
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return
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areas.append(
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AreaData(
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name=area_data["name"],
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materials=materials,
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# template previewer pickle cannot serialize generator
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items=list(sort_item(items)),
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material_name=get_material_serial_name(map(lambda x: x.name, materials)),
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)
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)
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setattr(render_data, {"avatar": "character"}.get(type_, type_), areas)
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await message.reply_chat_action(ChatAction.TYPING)
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await message.reply_chat_action(ChatAction.TYPING)
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