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NewWPSBot/Plugins/WPSCombatSystem/combat_plugin_adventure.py

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"""冒险系统插件 - PVE冒险模式"""
from __future__ import annotations
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from datetime import datetime
from typing import List, Optional, Sequence
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from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
from PWF.Convention.Runtime.Architecture import Architecture
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from Plugins.WPSAPI import GuideEntry, GuideSection
from Plugins.WPSBackpackSystem import WPSBackpackSystem
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from .combat_plugin_base import WPSCombatBase
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from .combat_models import CombatConfig
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logger: ProjectConfig = ProjectConfig()
class WPSCombatAdventure(WPSCombatBase):
"""冒险系统插件"""
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def get_guide_subtitle(self) -> str:
return "阶段式 PVE 冒险,产出装备与素材"
def collect_command_entries(self) -> Sequence[GuideEntry]:
return (
GuideEntry(
title="冒险 开始",
identifier="冒险 开始 [食物...]",
description="启动第 1 阶段冒险,可额外投入食物缩短时间并提升成功率。",
metadata={"别名": "start"},
icon="🚀",
tags=("阶段1", "需未受伤"),
details=[
{
"type": "steps",
"items": [
"检查自身状态,确认未处于受伤或其他冒险中。",
"可选:准备食物 `food_id` 列表;每个食物将被立即消耗。",
"系统计算预计耗时、成功率并生成冒险记录。",
"创建时钟任务,时间到后自动结算。",
],
},
"结算时会根据装备强度与运势发放奖励。",
],
),
GuideEntry(
title="继续冒险",
identifier="冒险 / 继续冒险",
description="在已有链路下进入下一阶段或查看剩余时间。",
metadata={"别名": "adventure / continue"},
icon="⏱️",
tags=("阶段推进",),
details=[
{
"type": "steps",
"items": [
"查询当前冒险记录,若已在倒计时阶段则返回剩余时间。",
"如冒险链完成并准备进入下一阶段,可再次投喂食物并启动。",
"系统保持阶段编号,累计奖励与时间。",
],
}
],
),
GuideEntry(
title="冒险 停止",
identifier="冒险 停止 / 放弃",
description="放弃当前冒险链,结算状态并清空倒计时。",
metadata={"别名": "放弃 / 停止"},
icon="🛑",
tags=("风险",),
details=[
"放弃后当前阶段奖励作废,未来可从第 1 阶段重开。",
"若系统已开始结算,则命令会提示等待完成。",
],
),
)
def collect_guide_entries(self) -> Sequence[GuideEntry]:
return (
GuideEntry(
title="冒险阶段",
description="Adventure 链路包含多个阶段,难度逐渐提升,奖励也随之增加。",
icon="⚙️",
details=[
{
"type": "list",
"items": [
"阶段时间:基础 15 分钟,最高不超过 24 小时。",
"投喂食物:每份食物提供额外时间与成功率加成。",
"装备影响:装备强度越高,成功率越高且时间越短。",
"运势影响:由运势系统提供当前整点的幸运值,用于修正成功率。",
],
}
],
),
GuideEntry(
title="奖励构成",
description="冒险完成后会发放积分、装备、材料、纪念品等。",
icon="🎁",
details=[
{
"type": "list",
"items": [
"基础积分奖励随阶段提升。",
"装备掉落根据稀有度加权抽取。",
"部分阶段触发事件可获得药剂、种子或纪念品。",
],
}
],
),
)
def collect_additional_sections(self) -> Sequence[GuideSection]:
sections = list(super().collect_additional_sections())
adventure_config_entries: List[GuideEntry] = []
config_labels = {
"combat_adventure_base_time": "阶段起始时间 (分钟)",
"combat_adventure_max_time": "时间上限 (分钟)",
"combat_food_support_time": "单个食物提供时间 (分钟)",
"combat_adventure_base_success_rate": "基础成功率",
"combat_adventure_stage_penalty": "阶段成功率衰减",
"combat_adventure_equipment_coeff": "装备强度加成系数",
"combat_adventure_fortune_coeff": "运势加成系数",
"combat_time_reduction_divisor": "时间缩减除数",
}
for key, label in config_labels.items():
value = CombatConfig.get(key)
adventure_config_entries.append(
GuideEntry(
title=label,
identifier=key,
description=f"{value}",
category="配置项",
icon="📐",
)
)
sections.append(
GuideSection(
title="冒险参数一览",
entries=adventure_config_entries,
layout="grid",
section_id="adventure-config",
description="核心公式与系数决定冒险耗时、成功率与奖励结构。",
)
)
return tuple(sections)
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def is_enable_plugin(self) -> bool:
return True
def wake_up(self) -> None:
super().wake_up()
logger.Log(
"Info",
f"{ConsoleFrontColor.GREEN}WPSCombatAdventure 插件已加载{ConsoleFrontColor.RESET}"
)
self.register_plugin("冒险")
self.register_plugin("adventure")
self.register_plugin("继续冒险")
# 恢复过期冒险
service = self.service()
service.recover_overdue_adventures()
async def callback(self, message: str, chat_id: int, user_id: int) -> Optional[str]:
"""
处理冒险命令
命令格式
- 冒险 开始 [食物1] [食物2] ...
- 继续冒险 [食物1] [食物2] ...
"""
message = self.parse_message_after_at(message).strip()
tokens = message.split()
if not tokens:
# 默认视为继续冒险,支持直接命令 `继续冒险`
return await self._handle_continue_adventure(chat_id, user_id, [])
# 判断是开始新冒险、继续或结束
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command = tokens[0].lower()
if command in ["放弃", "停止"]:
return await self._handle_finish_adventure(chat_id, user_id)
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if command in ["开始", "start"]:
# 开始新冒险第1阶段
food_items = tokens[1:] if len(tokens) > 1 else []
return await self._handle_start_adventure(chat_id, user_id, food_items)
elif command in ["继续", "continue"]:
food_items = tokens[1:] if len(tokens) > 1 else []
return await self._handle_continue_adventure(chat_id, user_id, food_items)
else:
# 默认视为继续冒险tokens 即为食物列表
food_items = tokens
return await self._handle_continue_adventure(chat_id, user_id, food_items)
def _normalize_food_items(self, user_id: int, raw_items: List[str]) -> List[str]:
"""将用户输入的食物标识转换为背包中的物品ID"""
if not raw_items:
return []
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
try:
user_items = backpack.get_user_items(user_id)
except Exception:
return [item for item in raw_items if item]
id_lookup = {item.item_id.lower(): item.item_id for item in user_items}
name_lookup = {
item.definition.name.lower(): item.item_id for item in user_items
if item.definition and item.definition.name
}
normalized: List[str] = []
for raw in raw_items:
token = raw.strip()
if not token:
continue
lowered = token.lower()
if lowered in id_lookup:
normalized.append(id_lookup[lowered])
continue
if lowered in name_lookup:
normalized.append(name_lookup[lowered])
continue
normalized.append(token)
return normalized
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async def _handle_start_adventure(
self,
chat_id: int,
user_id: int,
food_items: list
) -> Optional[str]:
"""处理开始新冒险"""
service = self.service()
# 第1阶段
stage = 1
normalized_food = self._normalize_food_items(user_id, food_items)
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success, msg, adventure_id = service.start_adventure(
user_id=user_id,
chat_id=chat_id,
stage=stage,
food_items=normalized_food,
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register_callback=self
)
return await self.send_markdown_message(msg, chat_id, user_id)
async def _handle_finish_adventure(
self,
chat_id: int,
user_id: int
) -> Optional[str]:
"""处理结束冒险(不再继续)"""
service = self.service()
status = service.get_player_status(user_id)
if status.get("current_adventure_id"):
_success, msg = service.abort_current_adventure(user_id)
return await self.send_markdown_message(msg, chat_id, user_id)
last_record = service.get_last_adventure_record(user_id)
if not last_record:
return await self.send_markdown_message(
" 你尚未开始冒险,可使用 `冒险 开始`。",
chat_id,
user_id
)
record_status = last_record["status"]
stage = last_record["stage"]
if record_status == "success":
return await self.send_markdown_message(
(
f"✅ 第 {stage} 阶段冒险已完成并发放奖励。\n"
"若不再继续,冒险链已自然结束;未来可随时使用 `冒险 开始` 重新开启。"
),
chat_id,
user_id
)
if record_status == "failed":
return await self.send_markdown_message(
"❌ 最近一次冒险失败,奖励已结算且需要治疗或重新开始。",
chat_id,
user_id
)
if record_status == "abandoned":
return await self.send_markdown_message(
" 上一次冒险已放弃,无需额外操作。如需重新开启,请使用 `冒险 开始`。",
chat_id,
user_id
)
return await self.send_markdown_message(
f" 最近一次冒险状态为 {record_status},无需执行放弃指令。",
chat_id,
user_id
)
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async def _handle_continue_adventure(
self,
chat_id: int,
user_id: int,
food_items: list
) -> Optional[str]:
"""处理继续冒险"""
service = self.service()
# 获取当前冒险状态
status = service.get_player_status(user_id)
current_adventure_id = status.get("current_adventure_id")
if current_adventure_id:
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adventure = service.get_adventure_by_id(current_adventure_id)
if not adventure:
return await self.send_markdown_message(
(
"❌ 你已经在冒险中,但未找到相关记录,请稍后重试或联系管理员。"
f"\n- 冒险ID{current_adventure_id}"
),
chat_id,
user_id
)
expected_end_str = adventure.get("expected_end_time")
try:
expected_end = datetime.fromisoformat(expected_end_str) if expected_end_str else None
except (TypeError, ValueError):
expected_end = None
if expected_end:
remaining_seconds = (expected_end - datetime.now()).total_seconds()
if remaining_seconds <= 0:
message = [
"⏳ 当前冒险已进入结算,请稍候等待系统发放结果。",
f"- 冒险ID{current_adventure_id}",
f"- 预计完成:{expected_end.strftime('%Y-%m-%d %H:%M')}"
]
else:
remaining_minutes = int((remaining_seconds + 59) // 60)
remaining_text = (
"不到 1 分钟" if remaining_minutes == 0 else f"{remaining_minutes} 分钟"
)
message = [
"⏳ 你已经在冒险中,请等待当前冒险完成。",
f"- 冒险ID{current_adventure_id}",
f"- 剩余时间:{remaining_text}",
f"- 预计完成:{expected_end.strftime('%Y-%m-%d %H:%M')}"
]
else:
message = [
"❌ 你已经在冒险中,但无法解析预计结束时间,请稍后重试。",
f"- 冒险ID{current_adventure_id}"
]
return await self.send_markdown_message("\n".join(message), chat_id, user_id)
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last_record = service.get_last_adventure_record(user_id)
if not last_record:
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return await self.send_markdown_message(
"❌ 你还没有完成任何冒险,请使用 `冒险 开始 [食物...]` 开始第1阶段",
chat_id,
user_id
)
if last_record["status"] == "failed":
return await self.send_markdown_message(
"❌ 最近一次冒险失败,冒险已结束。请先使用 `冒险 开始 [食物...]` 重新从第1阶段开始",
chat_id,
user_id
)
if last_record["status"] == "abandoned":
return await self.send_markdown_message(
"⚠️ 最近一次冒险已被你放弃需要重新从第1阶段开始",
chat_id,
user_id
)
if last_record["status"] != "success":
return await self.send_markdown_message(
f"❌ 最近一次冒险状态为 {last_record['status']},无法继续。请使用 `冒险 开始 [食物...]` 重新冒险",
chat_id,
user_id
)
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# 下一阶段
next_stage = last_record["stage"] + 1
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normalized_food = self._normalize_food_items(user_id, food_items)
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success, msg, adventure_id = service.start_adventure(
user_id=user_id,
chat_id=chat_id,
stage=next_stage,
food_items=normalized_food,
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register_callback=self
)
return await self.send_markdown_message(msg, chat_id, user_id)
async def _settle_adventure_callback(
self,
adventure_id: int,
user_id: int,
chat_id: int
) -> None:
"""冒险结算回调(时钟任务)"""
service = self.service()
success, msg, rewards = service.settle_adventure(adventure_id)
# 发送结算消息
await self.send_markdown_message(msg, chat_id, user_id)
def _help_message(self) -> str:
"""帮助信息"""
return """# 🗺️ 冒险系统
**命令格式**
- `冒险 开始 [食物1] [食物2] ...`开始第1阶段冒险
- `继续冒险 [食物1] [食物2] ...` `冒险 继续 ...`继续下一阶段
- `冒险 放弃`结束当前冒险链阶段奖励已结算
- `停止冒险` / `放弃冒险`在冒险进行中立即终止当前阶段无奖励
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**说明**
- 每个阶段耗时翻倍15min 30min 60min...
- 食物果酒是可选的可提供buff加成时间缩减收益提升等
- 阶段结束时立即判定成功/失败并发放奖励
- 完成后可选择继续下一阶段或直接放弃
- 冒险失败会受伤需要消耗100积分治疗
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**示例**
- `冒险 开始`不使用食物开始第1阶段
- `冒险 开始 薄荷果酒`使用1个薄荷果酒时间缩减10%
- `继续冒险 银杏果酒`继续下一阶段并使用银杏果酒
- `冒险 放弃`冒险阶段已结算但不再继续
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"""
class WPSCombatAdventureAbort(WPSCombatBase):
"""冒险放弃指令插件"""
def is_enable_plugin(self) -> bool:
return True
def wake_up(self) -> None:
super().wake_up()
logger.Log(
"Info",
f"{ConsoleFrontColor.GREEN}WPSCombatAdventureAbort 插件已加载{ConsoleFrontColor.RESET}"
)
self.register_plugin("停止冒险")
self.register_plugin("放弃冒险")
self.register_plugin("abort_adventure")
async def callback(self, message: str, chat_id: int, user_id: int) -> Optional[str]:
"""直接放弃当前冒险"""
service = self.service()
status = service.get_player_status(user_id)
if status.get("current_adventure_id"):
_success, msg = service.abort_current_adventure(user_id)
return await self.send_markdown_message(msg, chat_id, user_id)
last_record = service.get_last_adventure_record(user_id)
if not last_record:
return await self.send_markdown_message(
" 你尚未开始冒险,可使用 `冒险 开始`。",
chat_id,
user_id
)
record_status = last_record["status"]
stage = last_record["stage"]
if record_status == "success":
return await self.send_markdown_message(
(
f"✅ 第 {stage} 阶段冒险已完成并发放奖励。\n"
"若不再继续,冒险链已自然结束;未来可随时使用 `冒险 开始` 重新开启。"
),
chat_id,
user_id
)
if record_status == "failed":
return await self.send_markdown_message(
"❌ 最近一次冒险失败,奖励已结算且需要治疗或重新开始。",
chat_id,
user_id
)
if record_status == "abandoned":
return await self.send_markdown_message(
" 上一次冒险已放弃,无需额外操作。如需重新开启,请使用 `冒险 开始`。",
chat_id,
user_id
)
return await self.send_markdown_message(
f" 最近一次冒险状态为 {record_status},无需执行放弃指令。",
chat_id,
user_id
)
__all__ = ["WPSCombatAdventure", "WPSCombatAdventureAbort"]