1.修复被错误删除的炼金配方查看插件类2.新增更多装备与配方3.新增闪烁粉尘用于合成共鸣粉末

This commit is contained in:
2025-11-14 00:34:03 +08:00
parent 5a8eb6cbd8
commit d80bfe28d5
4 changed files with 389 additions and 24 deletions

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@@ -1321,5 +1321,201 @@ class WPSAlchemyGame(WPSAPI):
)
class WPSAlchemyRecipeLookup(WPSAPI):
def __init__(self) -> None:
super().__init__()
self._alchemy: Optional[WPSAlchemyGame] = None
self._backpack: Optional[WPSBackpackSystem] = None
def get_guide_subtitle(self) -> str:
return "查询指定物品涉及的炼金配方"
def collect_command_entries(self) -> Sequence[GuideEntry]:
return (
{
"title": "炼金配方",
"identifier": "炼金配方",
"description": "展示物品作为材料、成功产物或失败产物的所有配方。",
"metadata": {"别名": "alchemy_recipe"},
},
)
def collect_guide_entries(self) -> Sequence[GuideEntry]:
return (
{
"title": "查询格式",
"description": "`炼金配方 <物品ID>` 或 `炼金配方 <物品名称>`,忽略大小写。",
},
{
"title": "输出结构",
"description": "结果按材料/成功/失败三类分组,列出配方材料与成功率。",
},
)
def dependencies(self) -> List[type]:
return [WPSAlchemyGame, WPSBackpackSystem]
def is_enable_plugin(self) -> bool:
return True
def wake_up(self) -> None:
self._alchemy = Architecture.Get(WPSAlchemyGame)
self._backpack = Architecture.Get(WPSBackpackSystem)
self.register_plugin("炼金配方")
self.register_plugin("alchemy_recipe")
logger.Log(
"Info",
f"{ConsoleFrontColor.GREEN}WPSAlchemyRecipeLookup 插件已加载{ConsoleFrontColor.RESET}",
)
async def callback(
self, message: str, chat_id: int, user_id: int
) -> Optional[str]:
payload = self.parse_message_after_at(message).strip()
if not payload:
return await self.send_markdown_message(self._help_text(), chat_id, user_id)
backpack = self._backpack or Architecture.Get(WPSBackpackSystem)
definition = self._resolve_definition(payload, backpack)
if definition is None:
return await self.send_markdown_message(
f"❌ 未找到物品 `{payload}`,请确认输入的物品 ID 或名称。",
chat_id,
user_id,
)
alchemy = self._alchemy or Architecture.Get(WPSAlchemyGame)
material_recipes = alchemy.get_recipes_using_item(definition.item_id)
produce_map = alchemy.get_recipes_producing_item(definition.item_id)
success_recipes = produce_map["success"]
fail_recipes = produce_map["fail"]
message_text = self._format_markdown(
definition,
material_recipes,
success_recipes,
fail_recipes,
backpack,
)
return await self.send_markdown_message(message_text, chat_id, user_id)
def _resolve_definition(
self, identifier: str, backpack: WPSBackpackSystem
) -> Optional[BackpackItemDefinition]:
lowered = identifier.strip().lower()
cursor = get_db().conn.cursor()
cursor.execute(
f"""
SELECT item_id
FROM {WPSBackpackSystem.ITEMS_TABLE}
WHERE lower(item_id) = ? OR lower(name) = ?
LIMIT 1
""",
(lowered, lowered),
)
row = cursor.fetchone()
item_id = row["item_id"] if row else identifier.strip()
try:
return backpack._get_definition(item_id) # noqa: SLF001
except Exception:
return None
def _format_markdown(
self,
target: BackpackItemDefinition,
material_recipes: List[AlchemyRecipe],
success_recipes: List[AlchemyRecipe],
fail_recipes: List[AlchemyRecipe],
backpack: WPSBackpackSystem,
) -> str:
lines = [
f"# 🔍 炼金配方查询|{target.name}",
f"- 物品 ID`{target.item_id}`",
"---",
]
lines.append("## 作为配方材料")
lines.extend(
self._format_recipe_entries(material_recipes, backpack)
or ["- 暂无记录"]
)
lines.append("\n## 作为成功产物")
lines.extend(
self._format_recipe_entries(success_recipes, backpack, role="success")
or ["- 暂无记录"]
)
lines.append("\n## 作为失败产物")
lines.extend(
self._format_recipe_entries(fail_recipes, backpack, role="fail")
or ["- 暂无记录"]
)
return "\n".join(lines)
def _format_recipe_entries(
self,
recipes: List[AlchemyRecipe],
backpack: WPSBackpackSystem,
*,
role: str = "material",
) -> List[str]:
if not recipes:
return []
entries: List[str] = []
for recipe in recipes:
materials = self._summarize_materials(recipe, backpack)
success_name = self._resolve_item_name(recipe.success_item_id, backpack)
fail_name = self._resolve_item_name(recipe.fail_item_id, backpack)
rate = f"{recipe.base_success_rate:.0%}"
if role == "material":
entry = (
f"- 材料:{materials}|成功产物:`{success_name}`"
f"失败产物:`{fail_name}`|成功率:{rate}"
)
elif role == "success":
entry = (
f"- 材料:{materials}|成功率:{rate}"
f"失败产物:`{fail_name}`"
)
else:
entry = (
f"- 材料:{materials}|成功率:{rate}"
f"成功产物:`{success_name}`"
)
entries.append(entry)
return entries
def _summarize_materials(
self, recipe: AlchemyRecipe, backpack: WPSBackpackSystem
) -> str:
counter = Counter(recipe.materials)
parts: List[str] = []
for item_id, count in sorted(counter.items()):
name = self._resolve_item_name(item_id, backpack)
if count == 1:
parts.append(f"`{name}`")
else:
parts.append(f"`{name}` × {count}")
return " + ".join(parts)
def _resolve_item_name(
self, item_id: str, backpack: WPSBackpackSystem
) -> str:
try:
definition = backpack._get_definition(item_id) # noqa: SLF001
return definition.name
except Exception:
return item_id
def _help_text(self) -> str:
return (
"# ⚗️ 炼金配方查询帮助\n"
"- `炼金配方 <物品ID>`\n"
"- `炼金配方 <物品名称>`\n"
"> 输入需要精确匹配注册物品,名称不区分大小写。\n"
"> 积分炼金费用将进入奖池,根据挡位概率抽取奖池奖励;部分挡位会额外掉落普通物品。"
)
__all__ = ["WPSAlchemyGame", "WPSAlchemyRecipeLookup"]

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@@ -358,6 +358,42 @@ SKILL_REGISTRY: Dict[str, SkillDefinition] = {
cooldown=3,
icon="✝️"
),
"skill_bastion_guard": SkillDefinition(
skill_id="skill_bastion_guard",
name="圣壁",
description="召唤防御之墙立即获得80点护盾并提升25%防御力3回合",
effects=[
{"type": "shield", "value": 80},
{"type": "buff", "target": "self", "stat": "DEF", "value": 0.25, "duration": 3}
],
cooldown=5,
icon="🛡️"
),
"skill_tempest_step": SkillDefinition(
skill_id="skill_tempest_step",
name="星辰疾行",
description="化作疾风必定先手并提升30%速度2回合",
effects=[
{"type": "special", "effect": "priority"},
{"type": "buff", "target": "self", "stat": "SPD", "value": 0.3, "duration": 2}
],
cooldown=4,
icon="🌠"
),
"skill_sanctuary_guard": SkillDefinition(
skill_id="skill_sanctuary_guard",
name="庇护",
description="赐下防护光辉回复40点生命并获得60点护盾",
effects=[
{"type": "heal", "value": 40},
{"type": "shield", "value": 60}
],
cooldown=4,
icon="🕊️"
),
}
# 虚拟装备(提供默认技能)
@@ -488,6 +524,36 @@ EQUIPMENT_REGISTRY: Dict[str, EquipmentDefinition] = {
description="厚重的全身板甲"
),
"combat_armor_sentinel": EquipmentDefinition(
item_id="combat_armor_sentinel",
name="圣卫重甲",
tier=BackpackItemTier.EPIC,
slot="armor",
attributes={"HP": 160, "DEF": 60, "ATK": 15},
skill_ids=["skill_iron_wall"],
description="经多次锻造强化的重甲,为传说防具的前置形态"
),
"combat_armor_dragonheart": EquipmentDefinition(
item_id="combat_armor_dragonheart",
name="龙心护甲",
tier=BackpackItemTier.LEGENDARY,
slot="armor",
attributes={"HP": 200, "DEF": 75, "ATK": 20},
skill_ids=["skill_bastion_guard"],
description="蕴含龙心之力的护甲,距离传说防具仅一步之遥"
),
"combat_armor_guardian": EquipmentDefinition(
item_id="combat_armor_guardian",
name="星辉壁垒",
tier=BackpackItemTier.LEGENDARY,
slot="armor",
attributes={"HP": 240, "DEF": 90, "ATK": 20, "CRIT": 5},
skill_ids=["skill_bastion_guard"],
description="传说级防御护甲,通过多阶段炼金与锻造而成"
),
# ===== 鞋子 =====
"combat_boots_leather": EquipmentDefinition(
item_id="combat_boots_leather",
@@ -509,6 +575,36 @@ EQUIPMENT_REGISTRY: Dict[str, EquipmentDefinition] = {
description="蕴含风之力的靴子"
),
"combat_boots_rapid": EquipmentDefinition(
item_id="combat_boots_rapid",
name="迅捷行者",
tier=BackpackItemTier.RARE,
slot="boots",
attributes={"SPD": 15, "DEF": 5},
skill_ids=[],
description="注入矿石与木材的轻便靴,是速度链的第一步"
),
"combat_boots_tempest": EquipmentDefinition(
item_id="combat_boots_tempest",
name="暴风逐影",
tier=BackpackItemTier.EPIC,
slot="boots",
attributes={"SPD": 28, "DEF": 12},
skill_ids=["skill_swift_move"],
description="融合水晶之力的靴子,进一步提升疾风步的效率"
),
"combat_boots_starlight": EquipmentDefinition(
item_id="combat_boots_starlight",
name="星辉疾靴",
tier=BackpackItemTier.LEGENDARY,
slot="boots",
attributes={"SPD": 38, "DEF": 14, "CRIT": 5},
skill_ids=["skill_tempest_step"],
description="传说级速度之靴,通过多段炼金融合获得"
),
# ===== 饰品 =====
"combat_accessory_ring_str": EquipmentDefinition(
item_id="combat_accessory_ring_str",
@@ -529,8 +625,40 @@ EQUIPMENT_REGISTRY: Dict[str, EquipmentDefinition] = {
skill_ids=["skill_protect"],
description="守护佩戴者的神秘护符"
),
"combat_accessory_barrier": EquipmentDefinition(
item_id="combat_accessory_barrier",
name="壁垒护符",
tier=BackpackItemTier.RARE,
slot="accessory",
attributes={"HP": 60, "DEF": 15},
skill_ids=[],
description="以宝石与木材铸成的护符,是传说饰品的起点"
),
"combat_accessory_sanctum": EquipmentDefinition(
item_id="combat_accessory_sanctum",
name="圣域结界",
tier=BackpackItemTier.EPIC,
slot="accessory",
attributes={"HP": 90, "DEF": 25, "CRIT": 5},
skill_ids=["skill_protect"],
description="蕴含水晶能量的护符,提供更强防护"
),
"combat_accessory_aegis": EquipmentDefinition(
item_id="combat_accessory_aegis",
name="星辉守护",
tier=BackpackItemTier.LEGENDARY,
slot="accessory",
attributes={"HP": 130, "DEF": 35, "CRIT": 5, "CRIT_DMG": 20},
skill_ids=["skill_sanctuary_guard"],
description="传说级守护饰品,散发星辉防护力量"
),
}
SPARK_DUST_ITEM_ID = "alchemy_spark_dust"
# 果酒buff映射
WINE_BUFFS: Dict[str, Dict[str, float]] = {
# 普通草药果酒
@@ -567,6 +695,7 @@ ADVENTURE_MATERIALS: Dict[str, Tuple[str, BackpackItemTier, str]] = {
"combat_material_gem": ("宝石", BackpackItemTier.RARE, "闪亮的宝石,适合在高级制作或兑换时使用。"),
"combat_material_crystal": ("水晶", BackpackItemTier.EPIC, "蕴含魔力的晶体,是强化装备的稀有素材。"),
"combat_material_essence": ("精华", BackpackItemTier.LEGENDARY, "远古战场遗留的精华,可构筑传说装备核心。"),
SPARK_DUST_ITEM_ID: ("闪烁粉尘", BackpackItemTier.COMMON, "炼金失败后残留的粉尘。"),
}
# 纪念品item_id -> (name, tier, sell_price, description)

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@@ -2,14 +2,13 @@
from __future__ import annotations
from typing import Dict, List, Type, Union
from PWF.Convention.Runtime.Architecture import Architecture
from PWF.Convention.Runtime.Architecture import *
from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
from PWF.CoreModules.plugin_interface import DatabaseModel
from Plugins.WPSAPI import GuideEntry, GuideSection, WPSAPI
from Plugins.WPSBackpackSystem import BackpackItemTier, WPSBackpackSystem
from Plugins.WPSAlchemyGame import WPSAlchemyGame
from Plugins.WPSStoreSystem import WPSStoreSystem
from Plugins.WPSConfigSystem import WPSConfigAPI
from Plugins.WPSFortuneSystem import WPSFortuneSystem
@@ -21,21 +20,17 @@ from .combat_models import (
COMBAT_POTIONS,
EQUIPMENT_REGISTRY,
SKILL_REGISTRY,
SPARK_DUST_ITEM_ID,
EquipmentDefinition,
get_combat_db_models,
)
from .combat_service import CombatService, get_combat_service
# 尝试导入菜园系统(可选依赖)
try:
from Plugins.WPSGardenSystem import (
from Plugins.WPSGardenSystem import (
GardenCropDefinition,
GardenExtraReward,
register_crop,
)
GARDEN_SYSTEM_AVAILABLE = True
except ImportError:
GARDEN_SYSTEM_AVAILABLE = False
)
logger: ProjectConfig = Architecture.Get(ProjectConfig)
@@ -326,7 +321,7 @@ class WPSCombatBase(WPSAPI):
WPSBackpackSystem,
WPSStoreSystem,
WPSFortuneSystem,
# 注:不强制依赖 WPSGardenSystem果酒buff配置在 combat_models.py 中
WPSAlchemyGame,
]
def register_db_model(self) -> List[DatabaseModel]:
@@ -389,10 +384,11 @@ class WPSCombatBase(WPSAPI):
self._safe_register_item(backpack, item_id, name, tier, desc)
# 种子只能通过冒险获得
# 5.1. 注册冒险种子到菜园系统(如果可用)
if GARDEN_SYSTEM_AVAILABLE:
# 5.1. 注册冒险种子到菜园系统
self._register_adventure_seeds_to_garden()
self._register_legendary_alchemy_recipes()
# 6. 恢复过期任务和超时战斗
try:
service = self.service()
@@ -492,7 +488,7 @@ class WPSCombatBase(WPSAPI):
return " | ".join(parts) if parts else equipment.description
def _calculate_equipment_price(self, equipment) -> int:
def _calculate_equipment_price(self, equipment: EquipmentDefinition) -> int:
"""根据装备品质和属性计算价格"""
# 基础价格
base_prices = {
@@ -514,9 +510,6 @@ class WPSCombatBase(WPSAPI):
def _register_adventure_seeds_to_garden(self) -> None:
"""注册冒险种子到菜园系统"""
if not GARDEN_SYSTEM_AVAILABLE:
return
try:
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
@@ -584,5 +577,36 @@ class WPSCombatBase(WPSAPI):
f"{ConsoleFrontColor.YELLOW}注册冒险种子到菜园系统时出错: {e}{ConsoleFrontColor.RESET}"
)
def _register_legendary_alchemy_recipes(self) -> None:
"""注册传说装备的炼金链条"""
alchemy: WPSAlchemyGame = Architecture.Get(WPSAlchemyGame)
recipe_definitions = (
# 护甲链
(("combat_material_ore", "garden_wood_maple", "combat_armor_chain"), "combat_armor_plate", 0.70),
(("combat_material_gem", "combat_material_crystal", "combat_armor_plate"), "combat_armor_sentinel", 0.50),
(("combat_armor_sentinel", "garden_wood_sakura", "combat_material_crystal"), "combat_armor_dragonheart", 0.30),
(("combat_armor_dragonheart", "combat_material_essence", "combat_armor_plate"), "combat_armor_guardian", 0.10),
# 鞋子链
(("combat_material_ore", "garden_wood_ginkgo", "combat_boots_leather"), "combat_boots_rapid", 0.70),
(("combat_boots_rapid", "combat_material_gem", "combat_material_crystal"), "combat_boots_wind", 0.50),
(("combat_boots_wind", "combat_material_crystal", "garden_wood_ginkgo"), "combat_boots_tempest", 0.30),
(("combat_boots_tempest", "combat_material_essence", "garden_wine_maple"), "combat_boots_starlight", 0.10),
# 饰品链
(("combat_accessory_ring_str", "combat_material_gem", "garden_wood_sakura"), "combat_accessory_barrier", 0.70),
(("combat_accessory_barrier", "combat_material_crystal", "garden_wood_sakura"), "combat_accessory_amulet", 0.50),
(("combat_accessory_amulet", "combat_material_crystal", "garden_wine_sakura"), "combat_accessory_sanctum", 0.30),
(("combat_accessory_sanctum", "combat_material_essence", "combat_souvenir_relic"), "combat_accessory_aegis", 0.10),
)
for materials, success_item_id, success_rate in recipe_definitions:
try:
alchemy.register_recipe(materials, success_item_id, SPARK_DUST_ITEM_ID, success_rate)
except Exception as exc:
logger.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}注册炼金配方 {materials} -> {success_item_id} 失败: {exc}{ConsoleFrontColor.RESET}",
)
__all__ = ["WPSCombatBase"]

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@@ -3,16 +3,16 @@
from __future__ import annotations
from datetime import datetime, timezone
from typing import Dict, List, Mapping, Optional, Tuple
from PWF.Convention.Runtime.Architecture import Architecture
from PWF.Convention.Runtime.Architecture import *
from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
from PWF.CoreModules.clock_scheduler import get_clock_scheduler
from PWF.CoreModules.plugin_interface import DatabaseModel
from Plugins.WPSAPI import WPSAPI
from Plugins.WPSAPI import GuideEntry, WPSAPI
from Plugins.WPSAlchemyGame import WPSAlchemyGame
from Plugins.WPSBackpackSystem import BackpackItemTier, WPSBackpackSystem
from Plugins.WPSCombatSystem.combat_models import SPARK_DUST_ITEM_ID
from Plugins.WPSStoreSystem import WPSStoreSystem
from Plugins.WPSGardenSystem import (
GardenCropDefinition,
@@ -32,6 +32,7 @@ from .crystal_models import (
CRYSTAL_TREE_FRUIT_ID,
CRYSTAL_TREE_SEED_ID,
CRYSTAL_TINT_POWDER_ID,
CRYSTAL_RESONANCE_POWDER_ID,
)
from .crystal_service import get_crystal_db_models, get_crystal_service
@@ -489,6 +490,7 @@ class WPSCrystalSystem(WPSAPI):
self._try_register_wine_recipe(alchemy, crop)
self._register_tint_powder_recipe(alchemy)
self._register_resonance_powder_recipe(alchemy)
def _safe_register_backpack_item(
self,
@@ -550,6 +552,20 @@ class WPSCrystalSystem(WPSAPI):
f"{ConsoleFrontColor.YELLOW}注册 {CRYSTAL_TREE_FRUIT_ID} 炼金配方失败: {exc}{ConsoleFrontColor.RESET}",
)
def _register_resonance_powder_recipe(self, alchemy: WPSAlchemyGame) -> None:
try:
alchemy.register_recipe(
(SPARK_DUST_ITEM_ID, SPARK_DUST_ITEM_ID, SPARK_DUST_ITEM_ID),
CRYSTAL_RESONANCE_POWDER_ID,
WPSAlchemyGame.ASH_ITEM_ID,
0.45,
)
except Exception as exc: # pylint: disable=broad-except
logger.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}注册闪烁粉尘共鸣配方失败: {exc}{ConsoleFrontColor.RESET}",
)
def _item_display_name(
self,
item_id: str,