新增战斗/冒险系统
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178
Plugins/WPSCombatSystem/combat_plugin_adventure.py
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178
Plugins/WPSCombatSystem/combat_plugin_adventure.py
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"""冒险系统插件 - PVE冒险模式"""
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from __future__ import annotations
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from typing import Optional
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from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
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from .combat_plugin_base import WPSCombatBase
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logger: ProjectConfig = ProjectConfig()
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class WPSCombatAdventure(WPSCombatBase):
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"""冒险系统插件"""
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def is_enable_plugin(self) -> bool:
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return True
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def wake_up(self) -> None:
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super().wake_up()
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logger.Log(
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"Info",
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f"{ConsoleFrontColor.GREEN}WPSCombatAdventure 插件已加载{ConsoleFrontColor.RESET}"
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)
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self.register_plugin("冒险")
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self.register_plugin("adventure")
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self.register_plugin("继续冒险")
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# 恢复过期冒险
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service = self.service()
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service.recover_overdue_adventures()
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async def callback(self, message: str, chat_id: int, user_id: int) -> Optional[str]:
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"""
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处理冒险命令
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命令格式:
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- 冒险 开始 [食物1] [食物2] ...
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- 继续冒险 [食物1] [食物2] ...
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"""
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message = self.parse_message_after_at(message).strip()
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tokens = message.split()
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if not tokens:
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# 默认视为继续冒险,支持直接命令 `继续冒险`
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return await self._handle_continue_adventure(chat_id, user_id, [])
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# 判断是开始新冒险还是继续
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command = tokens[0].lower()
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if command in ["开始", "start"]:
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# 开始新冒险(第1阶段)
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food_items = tokens[1:] if len(tokens) > 1 else []
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return await self._handle_start_adventure(chat_id, user_id, food_items)
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elif command in ["继续", "continue"]:
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food_items = tokens[1:] if len(tokens) > 1 else []
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return await self._handle_continue_adventure(chat_id, user_id, food_items)
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else:
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# 默认视为继续冒险,tokens 即为食物列表
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food_items = tokens
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return await self._handle_continue_adventure(chat_id, user_id, food_items)
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async def _handle_start_adventure(
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self,
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chat_id: int,
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user_id: int,
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food_items: list
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) -> Optional[str]:
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"""处理开始新冒险"""
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service = self.service()
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# 第1阶段
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stage = 1
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success, msg, adventure_id = service.start_adventure(
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user_id=user_id,
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chat_id=chat_id,
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stage=stage,
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food_items=food_items,
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register_callback=self
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)
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return await self.send_markdown_message(msg, chat_id, user_id)
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async def _handle_continue_adventure(
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self,
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chat_id: int,
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user_id: int,
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food_items: list
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) -> Optional[str]:
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"""处理继续冒险"""
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service = self.service()
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# 获取当前冒险状态
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status = service.get_player_status(user_id)
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current_adventure_id = status.get("current_adventure_id")
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if current_adventure_id:
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return await self.send_markdown_message(
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"❌ 你已经在冒险中,请等待当前冒险完成",
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chat_id,
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user_id
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)
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# 查找最近的成功冒险
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from PWF.CoreModules.database import get_db
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db = get_db()
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cursor = db.conn.cursor()
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cursor.execute(
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"""
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SELECT stage FROM combat_adventure_records
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WHERE user_id = ? AND status = 'success'
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ORDER BY adventure_id DESC
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LIMIT 1
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""",
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(user_id,)
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)
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row = cursor.fetchone()
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if not row:
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return await self.send_markdown_message(
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"❌ 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",
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chat_id,
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user_id
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)
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# 下一阶段
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next_stage = row["stage"] + 1
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success, msg, adventure_id = service.start_adventure(
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user_id=user_id,
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chat_id=chat_id,
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stage=next_stage,
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food_items=food_items,
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register_callback=self
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)
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return await self.send_markdown_message(msg, chat_id, user_id)
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async def _settle_adventure_callback(
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self,
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adventure_id: int,
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user_id: int,
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chat_id: int
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) -> None:
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"""冒险结算回调(时钟任务)"""
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service = self.service()
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success, msg, rewards = service.settle_adventure(adventure_id)
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# 发送结算消息
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await self.send_markdown_message(msg, chat_id, user_id)
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def _help_message(self) -> str:
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"""帮助信息"""
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return """# 🗺️ 冒险系统
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**命令格式:**
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- `冒险 开始 [食物1] [食物2] ...`:开始第1阶段冒险
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- `继续冒险 [食物1] [食物2] ...`:继续下一阶段
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**说明:**
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- 每个阶段耗时翻倍(15min → 30min → 60min...)
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- 食物(果酒)是可选的,可提供buff加成(时间缩减、收益提升等)
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- 不提供食物也可以冒险,只是没有buff加成
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- 成功率受装备强度和运势影响
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- 失败会受伤,需消耗100积分治疗
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- 成功后可选择继续或停止
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**示例:**
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- `冒险 开始`:不使用食物开始第1阶段
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- `冒险 开始 薄荷果酒`:使用1个薄荷果酒(时间缩减10%)
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- `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%)
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"""
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__all__ = ["WPSCombatAdventure"]
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