1.修复一些bug2.冒险现在可以放弃

This commit is contained in:
2025-11-10 21:03:18 +08:00
parent 40f754e57b
commit 092ef58f23
8 changed files with 301 additions and 33 deletions

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@@ -728,6 +728,51 @@ async def handle_heal(self, user_id: int, chat_id: int) -> str:
- 阻碍因素:无
- 状态:成功
2025-11-10_19:40:20
- 已修改combat_service.py, combat_plugin_adventure.py
- 更改:新增“停止冒险”指令,允许玩家立即放弃当前冒险且不获得奖励
- 原因:满足手动终止冒险的需求,防止长时间等待仍无法退出
- 完成内容:
- 实现 `abort_current_adventure`,清理冒险状态并标记定时任务完成
- 将提前终止的冒险记录为 `abandoned` 状态,避免奖励结算
- 插件新增指令解析、帮助文案与用户反馈,阻止放弃后继续冒险
- 阻碍因素:无
- 状态:成功
2025-11-10_19:57:19
- 已修改combat_plugin_adventure.py, combat_plugin_adventure.py(WPSCombatAdventureAbort), Plugins/WPSCombatSystem/__init__.py
- 更改:根据核心路由逻辑拆分“停止冒险”命令入口,新增独立插件并修正冒险命令解析
- 原因:中央路由在进入插件前已移除命令词,原实现误用命令匹配导致放弃指令无效
- 完成内容:
- 还原冒险插件的命令注册,仅通过参数关键字触发放弃流程
- 新增 `WPSCombatAdventureAbort` 插件,处理 `停止冒险` 等独立指令
- 更新帮助文档、导出列表,并在模块入口导出新插件
- 阻碍因素:无
- 状态:成功
2025-11-10_20:45:09
- 已修改combat_service.py, combat_plugin_adventure.py
- 更改:简化冒险指令逻辑,支持 `冒险 放弃` 作为冒险链终止指令,并统一结算后提示
- 原因:阶段奖励应立即发放,同时允许玩家在结算后停止继续冒险
- 完成内容:
- 服务新增 `get_last_adventure_record`,供插件查询最近记录状态
- `冒险` 命令加入放弃分支:进行中则终止,已结算则反馈奖励已发放
- `继续冒险` 使用新查询接口,避免重复 SQL
- 放弃插件扩展:若无进行中冒险,对最近记录返回友好提示
- 帮助文档更新,明确命令用途与结算机制
- 阻碍因素:无
- 状态:成功
2025-11-10_20:55:00
- 已修改WPSConfigSystem.py, combat_service.py
- 更改:修复冒险奖励与积分调整未生效问题
- 原因:同步服务直接调用异步 `adjust_user_points` 未执行,导致积分不变
- 完成内容:
-`WPSConfigAPI` 提供同步接口 `adjust_user_points_sync`
- 冒险奖励、治疗费用、PVP胜负积分均改用同步接口
- 阻碍因素:无
- 状态:成功
# 最终审查
## 实施总结

2
PWF

Submodule PWF updated: ac68bb27a3...ca3cf114e3

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@@ -12,7 +12,7 @@ from .combat_models import (
from .combat_service import CombatService
from .combat_plugin_status import WPSCombatStatus
from .combat_plugin_equipment import WPSCombatEquipment
from .combat_plugin_adventure import WPSCombatAdventure
from .combat_plugin_adventure import WPSCombatAdventure, WPSCombatAdventureAbort
from .combat_plugin_battle import WPSCombatBattle
from .combat_plugin_heal import WPSCombatHeal
@@ -28,6 +28,7 @@ __all__ = [
"WPSCombatStatus",
"WPSCombatEquipment",
"WPSCombatAdventure",
"WPSCombatAdventureAbort",
"WPSCombatBattle",
"WPSCombatHeal",
]

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@@ -48,9 +48,11 @@ class WPSCombatAdventure(WPSCombatBase):
# 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, [])
# 判断是开始新冒险还是继续
# 判断是开始新冒险、继续或结束
command = tokens[0].lower()
if command in ["放弃", "停止"]:
return await self._handle_finish_adventure(chat_id, user_id)
if command in ["开始", "start"]:
# 开始新冒险第1阶段
food_items = tokens[1:] if len(tokens) > 1 else []
@@ -85,6 +87,56 @@ class WPSCombatAdventure(WPSCombatBase):
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
)
async def _handle_continue_adventure(
self,
chat_id: int,
@@ -105,37 +157,35 @@ class WPSCombatAdventure(WPSCombatBase):
user_id
)
# 查找最近一次冒险结果
from PWF.CoreModules.database import get_db
db = get_db()
cursor = db.conn.cursor()
cursor.execute(
"""
SELECT stage, status FROM combat_adventure_records
WHERE user_id = ?
ORDER BY adventure_id DESC
LIMIT 1
""",
(user_id,)
)
row = cursor.fetchone()
if not row:
last_record = service.get_last_adventure_record(user_id)
if not last_record:
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 row["status"] != "success":
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
)
# 下一阶段
next_stage = row["stage"] + 1
next_stage = last_record["stage"] + 1
success, msg, adventure_id = service.start_adventure(
user_id=user_id,
@@ -165,21 +215,87 @@ class WPSCombatAdventure(WPSCombatBase):
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] ...`:继续下一阶段
- `继续冒险 [食物1] [食物2] ...` 或 `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)
**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
- 不提供食物也可以冒险只是没有buff加成
- 成功率受装备强度和运势影响
- 失败会受伤需消耗100积分治疗
- 成功后可选择继续或停止
- 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,需消耗100积分治疗
**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 银杏果酒`使用2个银杏果酒时间缩减20%
- `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
"""
__all__ = ["WPSCombatAdventure"]
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"]

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@@ -10,7 +10,7 @@ from typing import Any, Dict, List, Optional, Tuple
from PWF.Convention.Runtime.Architecture import Architecture
from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
from PWF.CoreModules.database import get_db
from PWF.CoreModules.database import STATUS_COMPLETED, get_db
from Plugins.WPSBackpackSystem import WPSBackpackSystem, BackpackItemTier
from Plugins.WPSConfigSystem import WPSConfigAPI
from Plugins.WPSFortuneSystem import WPSFortuneSystem
@@ -382,7 +382,7 @@ class CombatService:
return False, f"❌ 积分不足,治疗需要 {self.heal_cost} 积分,当前仅有 {user_points} 积分"
# 扣除积分
config_api.adjust_user_points(0, user_id, -self.heal_cost, "治疗费用")
config_api.adjust_user_points_sync(user_id, -self.heal_cost, "治疗费用")
# 解除受伤状态
self.set_injured(user_id, False)
@@ -535,6 +535,102 @@ class CombatService:
# ========================================================================
# 冒险系统 - 流程方法
# ========================================================================
def abort_current_adventure(self, user_id: int) -> Tuple[bool, str]:
"""
立即放弃当前冒险(无奖励,清理状态)
Args:
user_id: 玩家ID
Returns:
(是否成功, 消息)
"""
cursor = self._db.conn.cursor()
cursor.execute(
"SELECT current_adventure_id FROM combat_player_status WHERE user_id = ?",
(user_id,),
)
status_row = cursor.fetchone()
if not status_row or not status_row["current_adventure_id"]:
return False, "❌ 当前没有进行中的冒险"
adventure_id = status_row["current_adventure_id"]
cursor.execute(
"""
SELECT adventure_id, stage, status, scheduled_task_id
FROM combat_adventure_records
WHERE adventure_id = ?
""",
(adventure_id,),
)
adventure = cursor.fetchone()
if not adventure:
cursor.execute(
"UPDATE combat_player_status SET current_adventure_id = NULL WHERE user_id = ?",
(user_id,),
)
self._db.conn.commit()
return False, "❌ 未找到冒险记录,状态已重置"
if adventure["status"] != "in_progress":
cursor.execute(
"UPDATE combat_player_status SET current_adventure_id = NULL WHERE user_id = ?",
(user_id,),
)
self._db.conn.commit()
return False, f"❌ 冒险已结算(状态:{adventure['status']}"
scheduled_task_id = adventure["scheduled_task_id"]
if scheduled_task_id:
try:
self._db.update_task_status(int(scheduled_task_id), STATUS_COMPLETED)
except Exception as exc: # pylint: disable=broad-except
self._config.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}取消冒险定时任务失败: {exc}{ConsoleFrontColor.RESET}",
)
cursor.execute(
"""
UPDATE combat_adventure_records
SET status = ?, rewards = NULL, scheduled_task_id = NULL
WHERE adventure_id = ? AND status = 'in_progress'
""",
("abandoned", adventure_id),
)
cursor.execute(
"UPDATE combat_player_status SET current_adventure_id = NULL WHERE user_id = ?",
(user_id,),
)
self._db.conn.commit()
stage = adventure["stage"]
self._config.Log(
"Info",
f"{ConsoleFrontColor.LIGHTCYAN_EX}用户 {user_id} 放弃冒险 {adventure_id}(阶段 {stage}{ConsoleFrontColor.RESET}",
)
return True, f"⚠️ 已放弃第 {stage} 阶段冒险,本阶段奖励作废"
def get_last_adventure_record(self, user_id: int) -> Optional[Dict[str, Any]]:
"""
获取最近一次冒险记录(无论状态)
"""
cursor = self._db.conn.cursor()
cursor.execute(
"""
SELECT * FROM combat_adventure_records
WHERE user_id = ?
ORDER BY adventure_id DESC
LIMIT 1
""",
(user_id,),
)
row = cursor.fetchone()
return dict(row) if row else None
def start_adventure(
self,
@@ -900,7 +996,7 @@ class CombatService:
# 1. 积分
if "points" in rewards:
config_api: WPSConfigAPI = Architecture.Get(WPSConfigAPI)
config_api.adjust_user_points(0, user_id, rewards["points"], "冒险奖励")
config_api.adjust_user_points_sync(user_id, rewards["points"], "冒险奖励")
# 2. 物品
if "items" in rewards:
@@ -1396,8 +1492,8 @@ class CombatService:
loser_points = config_api.get_user_points(0, loser_id)
actual_reward = min(reward, loser_points)
config_api.adjust_user_points(0, loser_id, -actual_reward, f"PVP战斗失败战斗{battle_id}")
config_api.adjust_user_points(0, winner_id, actual_reward, f"PVP战斗胜利战斗{battle_id}")
config_api.adjust_user_points_sync(loser_id, -actual_reward, f"PVP战斗失败战斗{battle_id}")
config_api.adjust_user_points_sync(winner_id, actual_reward, f"PVP战斗胜利战斗{battle_id}")
self._db.conn.commit()

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@@ -182,6 +182,10 @@ class WPSConfigAPI(WPSAPI):
async def adjust_user_points(self, chat_id: int, user_id: int, delta: int, reason: str = "") -> int:
return await self._adjust_points(chat_id, user_id, delta, reason)
def adjust_user_points_sync(self, user_id: int, delta: int, reason: str = "") -> int:
"""同步调整积分,供非异步流程使用"""
return self._adjust_db_points(user_id, delta)
def _help_message(self) -> str:
return '''# 🛠️ Config 命令帮助

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