mirror of
https://github.com/PaiGramTeam/PaiGram.git
synced 2024-11-25 09:37:30 +00:00
607 lines
24 KiB
Python
607 lines
24 KiB
Python
import math
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from typing import Any, List, Tuple, Union, Optional, TYPE_CHECKING
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from enkanetwork import (
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DigitType,
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EnkaNetworkAPI,
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EnkaNetworkResponse,
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EnkaServerError,
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Equipments,
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EquipmentsType,
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HTTPException,
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Stats,
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StatsPercentage,
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VaildateUIDError,
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EnkaServerMaintanance,
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EnkaServerUnknown,
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EnkaServerRateLimit,
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EnkaPlayerNotFound,
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)
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from pydantic import BaseModel
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from telegram import InlineKeyboardButton, InlineKeyboardMarkup
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from telegram.constants import ChatAction
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from telegram.ext import CommandHandler, MessageHandler, filters
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from telegram.helpers import create_deep_linked_url
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from core.config import config
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from core.dependence.assets import DEFAULT_EnkaAssets, AssetsService
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from core.dependence.redisdb import RedisDB
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from core.handler.callbackqueryhandler import CallbackQueryHandler
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from core.plugin import Plugin, handler
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from core.services.players import PlayersService
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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
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from modules.playercards.helpers import ArtifactStatsTheory
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from utils.enkanetwork import RedisCache
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from utils.helpers import download_resource
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from utils.log import logger
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from utils.patch.aiohttp import AioHttpTimeoutException
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if TYPE_CHECKING:
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from enkanetwork import CharacterInfo, EquipmentsStats
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from telegram.ext import ContextTypes
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from telegram import Update
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try:
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import ujson as jsonlib
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except ImportError:
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import json as jsonlib
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class PlayerCards(Plugin):
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def __init__(
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self,
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player_service: PlayersService,
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template_service: TemplateService,
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assets_service: AssetsService,
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redis: RedisDB,
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):
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self.player_service = player_service
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self.client = EnkaNetworkAPI(lang="chs", user_agent=config.enka_network_api_agent, cache=False)
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self.cache = RedisCache(redis.client, key="plugin:player_cards:enka_network", ex=60)
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self.player_cards_file = PlayerCardsFile()
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self.assets_service = assets_service
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self.template_service = template_service
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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)
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if data is not None:
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return EnkaNetworkResponse.parse_obj(data)
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user = await self.client.http.fetch_user_by_uid(uid)
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data = user["content"].decode("utf-8", "surrogatepass") # type: ignore
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data = jsonlib.loads(data)
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data = await self.player_cards_file.merge_info(uid, data)
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await self.cache.set(uid, data)
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return EnkaNetworkResponse.parse_obj(data)
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except AioHttpTimeoutException:
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error = "Enka.Network 服务请求超时,请稍后重试"
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except EnkaServerRateLimit:
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error = "Enka.Network 已对此API进行速率限制,请稍后重试"
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except EnkaServerMaintanance:
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error = "Enka.Network 正在维护,请等待5-8小时或1天"
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except EnkaServerError:
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error = "Enka.Network 服务请求错误,请稍后重试"
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except EnkaServerUnknown:
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error = "Enka.Network 服务瞬间爆炸,请稍后重试"
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except EnkaPlayerNotFound:
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error = "UID 未找到,可能为服务器抽风,请稍后重试"
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except VaildateUIDError:
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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"
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return error
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async def _load_history(self, uid) -> Optional[EnkaNetworkResponse]:
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data = await self.player_cards_file.load_history_info(uid)
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if data is None:
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return None
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return EnkaNetworkResponse.parse_obj(data)
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@handler(CommandHandler, command="player_card", block=False)
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@handler(MessageHandler, filters=filters.Regex("^角色卡片查询(.*)"), block=False)
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async def player_cards(self, update: "Update", context: "ContextTypes.DEFAULT_TYPE") -> None:
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user = update.effective_user
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message = update.effective_message
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args = self.get_args(context)
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await message.reply_chat_action(ChatAction.TYPING)
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player_info = await self.player_service.get_player(user.id)
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if player_info is None:
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buttons = [
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[
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InlineKeyboardButton(
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"点我绑定账号",
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url=create_deep_linked_url(context.bot.username, "set_uid"),
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)
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]
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]
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if filters.ChatType.GROUPS.filter(message):
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reply_message = await message.reply_text(
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"未查询到您所绑定的账号信息,请先私聊派蒙绑定账号",
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reply_markup=InlineKeyboardMarkup(buttons),
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)
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self.add_delete_message_job(reply_message, delay=30)
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self.add_delete_message_job(message, delay=30)
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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))
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return
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data = await self._load_history(player_info.player_id)
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if data is None:
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if isinstance(self.kitsune, str):
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photo = self.kitsune
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else:
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photo = open("resources/img/kitsune.png", "rb")
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buttons = [
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[
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InlineKeyboardButton(
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"更新面板",
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callback_data=f"update_player_card|{user.id}|{player_info.player_id}",
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)
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]
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]
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reply_message = await message.reply_photo(
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photo=photo,
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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",
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reply_markup=InlineKeyboardMarkup(buttons),
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)
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if reply_message.photo:
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self.kitsune = reply_message.photo[-1].file_id
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return
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if len(args) == 1:
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character_name = roleToName(args[0])
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logger.info(
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"用户 %s[%s] 角色卡片查询命令请求 || character_name[%s] uid[%s]",
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user.full_name,
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user.id,
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character_name,
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player_info.player_id,
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)
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else:
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logger.info("用户 %s[%s] 角色卡片查询命令请求", user.full_name, user.id)
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ttl = await self.cache.ttl(player_info.player_id)
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if data.characters is None or len(data.characters) == 0:
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buttons = [
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[
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InlineKeyboardButton(
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"更新面板",
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callback_data=f"update_player_card|{user.id}|{player_info.player_id,}",
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)
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]
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]
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else:
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buttons = self.gen_button(data, user.id, player_info.player_id, update_button=ttl < 0)
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if isinstance(self.kitsune, str):
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photo = self.kitsune
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else:
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photo = open("resources/img/kitsune.png", "rb")
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reply_message = await message.reply_photo(
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photo=photo,
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caption="请选择你要查询的角色",
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reply_markup=InlineKeyboardMarkup(buttons),
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)
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if reply_message.photo:
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self.kitsune = reply_message.photo[-1].file_id
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return
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for characters in data.characters:
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if characters.name == character_name:
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break
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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")
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return
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await message.reply_chat_action(ChatAction.UPLOAD_PHOTO)
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render_result = await RenderTemplate(
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player_info.player_id, characters, self.template_service
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).render() # pylint: disable=W0631
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await render_result.reply_photo(
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message,
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filename=f"player_card_{player_info.player_id}_{character_name}.png",
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)
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@handler(CallbackQueryHandler, pattern=r"^update_player_card\|", block=False)
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async def update_player_card(self, update: "Update", _: "ContextTypes.DEFAULT_TYPE") -> None:
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user = update.effective_user
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message = update.effective_message
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callback_query = update.callback_query
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async def get_player_card_callback(callback_query_data: str) -> Tuple[int, int]:
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_data = callback_query_data.split("|")
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_user_id = int(_data[1])
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_uid = int(_data[2])
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logger.debug("callback_query_data函数返回 user_id[%s] uid[%s]", _user_id, _uid)
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return _user_id, _uid
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user_id, uid = await get_player_card_callback(callback_query.data)
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if user.id != user_id:
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await callback_query.answer(text="这不是你的按钮!\n" + config.notice.user_mismatch, show_alert=True)
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return
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ttl = await self.cache.ttl(uid)
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if ttl > 0:
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await callback_query.answer(text=f"请等待 {ttl} 秒后再更新", show_alert=True)
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return
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await message.reply_chat_action(ChatAction.TYPING)
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await callback_query.answer(text="正在从 EnkaNetwork 获取角色列表 请不要重复点击按钮")
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data = await self._update_enka_data(uid)
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if isinstance(data, str):
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await callback_query.answer(text=data, show_alert=True)
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return
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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)
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await message.delete()
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return
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buttons = self.gen_button(data, user.id, uid, update_button=False)
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render_data = await self.parse_holder_data(data)
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holder = await self.template_service.render(
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"genshin/player_card/holder.jinja2",
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render_data,
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viewport={"width": 750, "height": 580},
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ttl=60 * 10,
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caption="更新角色列表成功,请选择你要查询的角色",
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)
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await holder.edit_media(message, reply_markup=InlineKeyboardMarkup(buttons))
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@handler(CallbackQueryHandler, pattern=r"^get_player_card\|", block=False)
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async def get_player_cards(self, update: "Update", _: "ContextTypes.DEFAULT_TYPE") -> None:
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callback_query = update.callback_query
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user = callback_query.from_user
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message = callback_query.message
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async def get_player_card_callback(
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callback_query_data: str,
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) -> Tuple[str, int, int]:
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_data = callback_query_data.split("|")
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_user_id = int(_data[1])
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_uid = int(_data[2])
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_result = _data[3]
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logger.debug(
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"callback_query_data函数返回 result[%s] user_id[%s] uid[%s]",
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_result,
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_user_id,
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_uid,
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)
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return _result, _user_id, _uid
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result, user_id, uid = await get_player_card_callback(callback_query.data)
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if user.id != user_id:
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await callback_query.answer(text="这不是你的按钮!\n" + config.notice.user_mismatch, show_alert=True)
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return
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if result == "empty_data":
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await callback_query.answer(text="此按钮不可用", show_alert=True)
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return
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page = 0
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if result.isdigit():
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page = int(result)
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logger.info(
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"用户 %s[%s] 角色卡片查询命令请求 || page[%s] uid[%s]",
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user.full_name,
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user.id,
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page,
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uid,
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)
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else:
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logger.info(
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"用户 %s[%s] 角色卡片查询命令请求 || character_name[%s] uid[%s]",
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user.full_name,
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user.id,
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result,
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uid,
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)
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data = await self._load_history(uid)
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if isinstance(data, str):
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await message.reply_text(data)
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return
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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)
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await message.delete()
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return
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if page:
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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))
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await callback_query.answer(f"已切换到第 {page} 页", show_alert=False)
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return
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for characters in data.characters:
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if characters.name == result:
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break
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else:
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await message.delete()
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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)
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return
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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)
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await message.reply_chat_action(ChatAction.UPLOAD_PHOTO)
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render_result = await RenderTemplate(uid, characters, self.template_service).render() # pylint: disable=W0631
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render_result.filename = f"player_card_{uid}_{result}.png"
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await render_result.edit_media(message)
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@staticmethod
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def gen_button(
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data: EnkaNetworkResponse,
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user_id: Union[str, int],
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uid: int,
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page: int = 1,
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update_button: bool = True,
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) -> List[List[InlineKeyboardButton]]:
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"""生成按钮"""
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buttons = []
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if data.characters:
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buttons = [
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InlineKeyboardButton(
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value.name,
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callback_data=f"get_player_card|{user_id}|{uid}|{value.name}",
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)
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for value in data.characters
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if value.name
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]
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all_buttons = [buttons[i : i + 4] for i in range(0, len(buttons), 4)]
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send_buttons = all_buttons[(page - 1) * 3 : page * 3]
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last_page = page - 1 if page > 1 else 0
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all_page = math.ceil(len(all_buttons) / 3)
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next_page = page + 1 if page < all_page and all_page > 1 else 0
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last_button = []
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if last_page:
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last_button.append(
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InlineKeyboardButton(
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"<< 上一页",
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callback_data=f"get_player_card|{user_id}|{uid}|{last_page}",
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)
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)
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if last_page or next_page:
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last_button.append(
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InlineKeyboardButton(
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f"{page}/{all_page}",
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callback_data=f"get_player_card|{user_id}|{uid}|empty_data",
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)
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)
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if update_button:
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last_button.append(
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InlineKeyboardButton(
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"更新面板",
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callback_data=f"update_player_card|{user_id}|{uid}",
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)
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)
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if next_page:
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last_button.append(
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InlineKeyboardButton(
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"下一页 >>",
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callback_data=f"get_player_card|{user_id}|{uid}|{next_page}",
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)
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)
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if last_button:
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send_buttons.append(last_button)
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return send_buttons
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async def parse_holder_data(self, data: EnkaNetworkResponse) -> dict:
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"""
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生成渲染所需数据
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"""
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characters_data = []
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for idx, character in enumerate(data.characters):
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characters_data.append(
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{
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"level": character.level,
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"element": character.element.name,
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"constellation": character.constellations_unlocked,
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"rarity": character.rarity,
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"icon": (await self.assets_service.avatar(character.id).icon()).as_uri(),
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}
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)
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if idx > 6:
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break
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return {
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"uid": data.uid,
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"level": data.player.level,
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"signature": data.player.signature,
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"characters": characters_data,
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}
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class Artifact(BaseModel):
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"""在 enka Equipments model 基础上扩展了圣遗物评分数据"""
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equipment: Equipments
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# 圣遗物评分
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score: float = 0
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# 圣遗物评级
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score_label: str = "E"
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# 圣遗物评级颜色
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score_class: str = ""
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# 圣遗物单行属性评分
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substat_scores: List[float]
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def __init__(self, **kwargs):
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super().__init__(**kwargs)
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for substat_scores in self.substat_scores:
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self.score += substat_scores
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self.score = round(self.score, 1)
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for r in (
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("D", 10),
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("C", 16.5),
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("B", 23.1),
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("A", 29.7),
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("S", 36.3),
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("SS", 42.9),
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("SSS", 49.5),
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("ACE", 56.1),
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("ACE²", 66),
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):
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if self.score >= r[1]:
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self.score_label = r[0]
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self.score_class = self.get_score_class(r[0])
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@staticmethod
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def get_score_class(label: str) -> str:
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mapping = {
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"D": "text-neutral-400",
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"C": "text-neutral-200",
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"B": "text-violet-400",
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"A": "text-violet-400",
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"S": "text-yellow-400",
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"SS": "text-yellow-400",
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"SSS": "text-yellow-400",
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"ACE": "text-red-500",
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"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"
|
||
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": 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,
|
||
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
|
||
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)
|
||
|
||
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
|
||
]
|