2022-10-19 07:14:41 +00:00
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from typing import Any, List, Tuple, Union, Optional
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2022-09-09 14:50:17 +00:00
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from enkanetwork import (
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CharacterInfo,
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DigitType,
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EnkaNetworkAPI,
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EnkaNetworkResponse,
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EnkaServerError,
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2022-09-09 14:50:17 +00:00
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Equipments,
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EquipmentsStats,
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EquipmentsType,
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Forbidden,
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HTTPException,
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Stats,
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StatsPercentage,
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UIDNotFounded,
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VaildateUIDError,
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)
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from pydantic import BaseModel
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from telegram import InlineKeyboardButton, InlineKeyboardMarkup, Update
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from telegram.constants import ChatAction
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from telegram.ext import CallbackContext, CallbackQueryHandler, CommandHandler, MessageHandler, filters
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2022-10-10 03:37:58 +00:00
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from core.base.assets import DEFAULT_EnkaAssets
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from core.baseplugin import BasePlugin
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from core.config import config
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from core.plugin import Plugin, handler
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from core.template import TemplateService
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from core.user import UserService
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from core.user.error import UserNotFoundError
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from metadata.shortname import roleToName
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from modules.playercards.helpers import ArtifactStatsTheory, fix_skills_level_data
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from utils.bot import get_all_args
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from utils.decorators.error import error_callable
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from utils.decorators.restricts import restricts
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from utils.helpers import url_to_file
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from utils.log import logger
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from utils.models.base import RegionEnum
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from utils.patch.aiohttp import AioHttpTimeoutException
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class PlayerCards(Plugin, BasePlugin):
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def __init__(self, user_service: UserService = None, template_service: TemplateService = None):
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self.user_service = user_service
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self.client = EnkaNetworkAPI(lang="chs", agent=config.enka_network_api_agent)
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self.template_service = template_service
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self.temp_photo: Optional[str] = None
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async def _fetch_user(self, uid) -> Union[EnkaNetworkResponse, str]:
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try:
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return await self.client.fetch_user(uid)
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except EnkaServerError:
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return "Enka.Network 服务请求错误,请稍后重试"
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except Forbidden:
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return "Enka.Network 服务请求被拒绝,请稍后重试"
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except AioHttpTimeoutException:
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return "Enka.Network 服务请求超时,请稍后重试"
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except HTTPException:
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return "Enka.Network HTTP 服务请求错误,请稍后重试"
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2022-10-22 13:54:04 +00:00
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except (UIDNotFounded, VaildateUIDError):
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return "UID 未找到,可能为服务器抽风,请稍后重试"
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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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@restricts(restricts_time_of_groups=20, without_overlapping=True)
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@error_callable
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async def player_cards(self, update: Update, context: CallbackContext) -> None:
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user = update.effective_user
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message = update.effective_message
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args = get_all_args(context)
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await message.reply_chat_action(ChatAction.TYPING)
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try:
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user_info = await self.user_service.get_user_by_id(user.id)
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if user_info.region == RegionEnum.HYPERION:
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uid = user_info.yuanshen_uid
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else:
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uid = user_info.genshin_uid
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except UserNotFoundError:
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buttons = [[InlineKeyboardButton("点我绑定账号", url=f"https://t.me/{context.bot.username}?start=set_uid")]]
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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", reply_markup=InlineKeyboardMarkup(buttons)
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)
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self._add_delete_message_job(context, reply_message.chat_id, reply_message.message_id, 30)
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self._add_delete_message_job(context, message.chat_id, message.message_id, 30)
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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._fetch_user(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:
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await message.reply_text("请在游戏中的角色展柜中添加角色再开启显示角色详情再使用此功能,如果已经添加了角色,请等待角色数据更新后重试")
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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(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求 || character_name[{character_name}] uid[{uid}]")
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else:
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logger.info(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求")
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buttons = []
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temp = []
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for index, value in enumerate(data.characters):
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temp.append(
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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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)
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if index == 3:
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buttons.append(temp)
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temp = []
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if len(temp) > 0:
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buttons.append(temp)
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if isinstance(self.temp_photo, str):
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photo = self.temp_photo
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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, caption="请选择你要查询的角色,部分角色数据存在缓存,更新可能不及时", reply_markup=InlineKeyboardMarkup(buttons)
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)
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if reply_message.photo:
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self.temp_photo = 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(uid, characters, self.template_service).render() # pylint: disable=W0631
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await render_result.reply_photo(message, filename=f"player_card_{uid}_{character_name}.png")
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@handler(CallbackQueryHandler, pattern=r"^get_player_card\|", block=False)
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@restricts(restricts_time_of_groups=20, without_overlapping=True)
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@error_callable
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async def get_player_cards(self, update: Update, _: CallbackContext) -> 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(callback_query_data: str) -> 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(f"callback_query_data函数返回 result[{_result}] user_id[{_user_id}] uid[{_uid}]")
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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" "再乱点再按我叫西风骑士团、千岩军、天领奉行和教令院了!", show_alert=True)
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return
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logger.info(f"用户 {user.full_name}[{user.id}] 角色卡片查询命令请求 || character_name[{result}] uid[{uid}]")
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data = await self._fetch_user(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:
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await message.delete()
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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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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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2022-09-10 12:56:22 +00:00
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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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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",
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}
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return mapping.get(label, "text-neutral-400")
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class RenderTemplate:
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def __init__(self, uid: Union[int, str], character: CharacterInfo, template_service: TemplateService = None):
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self.uid = uid
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self.template_service = template_service
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# 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
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self.character = character.copy(deep=True)
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async def render(self):
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# 缓存所有图片到本地
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await self.cache_images()
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artifacts = self.find_artifacts()
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artifact_total_score: float = sum(artifact.score for artifact in artifacts)
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artifact_total_score = round(artifact_total_score, 1)
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artifact_total_score_label: str = "E"
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2022-10-10 03:37:58 +00:00
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for r in (
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2022-10-22 07:03:59 +00:00
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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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2022-10-10 03:37:58 +00:00
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):
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2022-09-09 14:50:17 +00:00
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if artifact_total_score / 5 >= r[1]:
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artifact_total_score_label = r[0]
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2022-09-10 12:22:51 +00:00
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self.fix_skills_level()
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2022-09-09 14:50:17 +00:00
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data = {
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"uid": self.uid,
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"character": self.character,
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"stats": await self.de_stats(),
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"weapon": self.find_weapon(),
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# 圣遗物评分
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"artifact_total_score": artifact_total_score,
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# 圣遗物评级
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"artifact_total_score_label": artifact_total_score_label,
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# 圣遗物评级颜色
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"artifact_total_score_class": Artifact.get_score_class(artifact_total_score_label),
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"artifacts": artifacts,
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# 需要在模板中使用的 enum 类型
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"DigitType": DigitType,
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}
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# html = await self.template_service.render_async(
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2022-10-12 13:39:47 +00:00
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# "genshin/player_card/player_card.html", data
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2022-09-09 14:50:17 +00:00
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# )
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# logger.debug(html)
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return await self.template_service.render(
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2022-10-12 13:39:47 +00:00
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"genshin/player_card/player_card.html",
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2022-09-09 14:50:17 +00:00
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data,
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{"width": 950, "height": 1080},
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full_page=True,
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2022-10-10 03:37:58 +00:00
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query_selector=".text-neutral-200",
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2022-10-22 07:03:59 +00:00
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ttl=7 * 24 * 60 * 60,
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2022-09-09 14:50:17 +00:00
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)
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async def de_stats(self) -> List[Tuple[str, Any]]:
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stats = self.character.stats
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items: List[Tuple[str, Any]] = []
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logger.debug(self.character.stats)
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# items.append(("基础生命值", stats.BASE_HP.to_rounded()))
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items.append(("生命值", stats.FIGHT_PROP_MAX_HP.to_rounded()))
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# items.append(("基础攻击力", stats.FIGHT_PROP_BASE_ATTACK.to_rounded()))
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items.append(("攻击力", stats.FIGHT_PROP_CUR_ATTACK.to_rounded()))
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# items.append(("基础防御力", stats.FIGHT_PROP_BASE_DEFENSE.to_rounded()))
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items.append(("防御力", stats.FIGHT_PROP_CUR_DEFENSE.to_rounded()))
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items.append(("暴击率", stats.FIGHT_PROP_CRITICAL.to_percentage_symbol()))
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items.append(
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(
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"暴击伤害",
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stats.FIGHT_PROP_CRITICAL_HURT.to_percentage_symbol(),
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)
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)
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items.append(
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(
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"元素充能效率",
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stats.FIGHT_PROP_CHARGE_EFFICIENCY.to_percentage_symbol(),
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)
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)
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items.append(("元素精通", stats.FIGHT_PROP_ELEMENT_MASTERY.to_rounded()))
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# 查找元素伤害加成和治疗加成
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max_stat = StatsPercentage() # 用于记录最高元素伤害加成 避免武器特效影响
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for stat in stats:
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if 40 <= stat[1].id <= 46: # 元素伤害加成
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if max_stat.value <= stat[1].value:
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max_stat = stat[1]
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elif stat[1].id == 29: # 物理伤害加成
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pass
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elif stat[1].id != 26: # 治疗加成
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continue
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2022-10-10 03:37:58 +00:00
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value = stat[1].to_rounded() if isinstance(stat[1], Stats) else stat[1].to_percentage_symbol()
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2022-09-09 14:50:17 +00:00
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if value in ("0%", 0):
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continue
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2022-10-10 03:37:58 +00:00
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name = DEFAULT_EnkaAssets.get_hash_map(stat[0])
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2022-09-09 14:50:17 +00:00
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if name is None:
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continue
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items.append((name, value))
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if max_stat.id != 0:
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for item in items:
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2022-09-10 12:22:51 +00:00
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if "元素伤害加成" in item[0] and max_stat.to_percentage_symbol() != item[1]:
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items.remove(item)
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2022-09-09 14:50:17 +00:00
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return items
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async def cache_images(self) -> None:
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"""缓存所有图片到本地"""
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# TODO: 并发下载所有资源
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c = self.character
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# 角色
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c.image.banner.url = await url_to_file(c.image.banner.url)
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# 技能
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for item in c.skills:
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item.icon.url = await url_to_file(item.icon.url)
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# 命座
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for item in c.constellations:
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item.icon.url = await url_to_file(item.icon.url)
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# 装备,包括圣遗物和武器
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for item in c.equipments:
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item.detail.icon.url = await url_to_file(item.detail.icon.url)
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def find_weapon(self) -> Union[Equipments, None]:
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"""在 equipments 数组中找到武器,equipments 数组包含圣遗物和武器"""
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for item in self.character.equipments:
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if item.type == EquipmentsType.WEAPON:
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return item
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def find_artifacts(self) -> List[Artifact]:
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"""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"""
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stats = ArtifactStatsTheory(self.character.name)
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def substat_score(s: EquipmentsStats) -> float:
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return stats.theory(s)
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return [
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Artifact(
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equipment=e,
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# 圣遗物单行属性评分
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substat_scores=[substat_score(s) for s in e.detail.substats],
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)
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for e in self.character.equipments
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if e.type == EquipmentsType.ARTIFACT
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]
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2022-09-10 12:22:51 +00:00
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def fix_skills_level(self) -> None:
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"""修复因命座加成导致的技能等级错误"""
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data = fix_skills_level_data.get(self.character.name)
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if not data:
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return
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unlocked_constellations = len([i for i in self.character.constellations if i.unlocked])
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for i in range(2):
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if unlocked_constellations >= 3 + i * 2:
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if data[i] == "E" and len(self.character.skills) >= 2:
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self.character.skills[1].level += 3
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elif data[i] == "Q" and len(self.character.skills) >= 3:
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self.character.skills[2].level += 3
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