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NewWPSBot/Plugins/WPSAlchemyGame.py
2025-11-09 01:31:12 +08:00

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from __future__ import annotations
import random
from dataclasses import dataclass
from typing import Dict, List, Optional, Sequence, Tuple, override
from PWF.Convention.Runtime.Architecture import Architecture
from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
from PWF.CoreModules.database import get_db
from .WPSAPI import WPSAPI
from .WPSBackpackSystem import (
BackpackItemDefinition,
BackpackItemTier,
WPSBackpackSystem,
)
from .WPSConfigSystem import WPSConfigAPI
from .WPSFortuneSystem import WPSFortuneSystem
logger: ProjectConfig = Architecture.Get(ProjectConfig)
FORTUNE_COEFF:float = logger.FindItem("alchemy_fortune_coeff", 0.03)
logger.SaveProperties()
def clamp01(value: float) -> float:
return max(0.0, min(1.0, value))
@dataclass(frozen=True)
class AlchemyRecipe:
materials: Tuple[str, str, str]
success_item_id: str
fail_item_id: str
base_success_rate: float
class WPSAlchemyGame(WPSAPI):
ASH_ITEM_ID = "alchemy_ash"
ASH_ITEM_NAME = "炉灰"
SLAG_ITEM_ID = "alchemy_slag"
SLAG_ITEM_NAME = "炉渣"
MAX_BATCH_TIMES = 9999
_PHASE_TABLE: List[Tuple[float, float, str, str]] = [
(0.1481481481, 0.0, "爆炸", "💥 炼金反噬,积分化为飞灰……"),
(0.4444444444, 0.5, "失败", "😖 炼金失败,仅保留半数积分。"),
(0.7407407407, 2.0, "成功", "😊 炼金成功,积分翻倍!"),
(0.8888888888, 5.0, "丰厚积分", "😁 运气加成,收获丰厚积分!"),
(0.9629629630, 10.0, "巨额积分", "🤩 巨额积分入账,今日欧气爆棚!"),
(1.0, 100.0, "传说积分", "🌈 传说级好运!积分暴涨一百倍!"),
]
def __init__(self) -> None:
super().__init__()
self._recipes: Dict[Tuple[str, str, str], AlchemyRecipe] = {}
self._fortune_coeff = FORTUNE_COEFF
@override
def dependencies(self) -> List[type]:
return [WPSAPI, WPSBackpackSystem, WPSConfigAPI, WPSFortuneSystem]
@override
def wake_up(self) -> None:
logger.Log(
"Info",
f"{ConsoleFrontColor.GREEN}WPSAlchemyGame 插件已加载{ConsoleFrontColor.RESET}",
)
self.register_plugin("alchemy")
self.register_plugin("炼金")
self._register_alchemy_items()
def _register_alchemy_items(self) -> None:
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
try:
backpack.register_item(
self.ASH_ITEM_ID,
self.ASH_ITEM_NAME,
BackpackItemTier.COMMON,
)
except Exception as exc:
logger.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}注册炉灰物品时出现问题: {exc}{ConsoleFrontColor.RESET}",
)
try:
backpack.register_item(
self.SLAG_ITEM_ID,
self.SLAG_ITEM_NAME,
BackpackItemTier.COMMON,
)
except Exception as exc:
logger.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}注册炉渣物品时出现问题: {exc}{ConsoleFrontColor.RESET}",
)
try:
self.register_recipe(
(self.ASH_ITEM_ID, self.ASH_ITEM_ID, self.ASH_ITEM_ID),
self.SLAG_ITEM_ID,
self.ASH_ITEM_ID,
1.0,
)
except Exception as exc:
logger.Log(
"Warning",
f"{ConsoleFrontColor.YELLOW}注册炉渣配方时出现问题: {exc}{ConsoleFrontColor.RESET}",
)
def register_recipe(
self,
materials: Tuple[str, str, str]|Sequence[str],
success_item_id: str,
fail_item_id: str,
base_success_rate: float,
) -> None:
if len(materials) != 3:
raise ValueError("炼金配方必须提供三种材料")
sorted_materials = tuple(sorted(mat.strip() for mat in materials))
if any(not material for material in sorted_materials):
raise ValueError("炼金材料 ID 不能为空")
clamped_rate = clamp01(base_success_rate)
if clamped_rate != base_success_rate:
raise ValueError("配方成功率必须位于 0~1 之间")
recipe = AlchemyRecipe(
materials=sorted_materials,
success_item_id=success_item_id.strip(),
fail_item_id=fail_item_id.strip() or self.ASH_ITEM_ID,
base_success_rate=base_success_rate,
)
self._recipes[sorted_materials] = recipe
logger.Log(
"Info",
f"{ConsoleFrontColor.CYAN}已注册炼金配方 {sorted_materials} -> {success_item_id} ({base_success_rate:.2%}){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_message(), chat_id, user_id
)
tokens = [token.strip() for token in payload.split() if token.strip()]
if not tokens:
return await self.send_markdown_message(
self._help_message(), chat_id, user_id
)
if len(tokens) == 1 and tokens[0].isdigit():
points = int(tokens[0])
response = await self._handle_point_alchemy(
chat_id, user_id, points
)
return await self.send_markdown_message(response, chat_id, user_id)
if len(tokens) >= 3:
materials = tokens[:3]
times = 1
if len(tokens) >= 4:
try:
times = int(tokens[3])
except ValueError:
return await self.send_markdown_message(
"❌ 炼金次数必须是整数", chat_id, user_id
)
response = await self._handle_item_alchemy(
chat_id, user_id, materials, times
)
return await self.send_markdown_message(response, chat_id, user_id)
return await self.send_markdown_message(
self._help_message(), chat_id, user_id
)
async def _handle_point_alchemy(
self, chat_id: int, user_id: int, points: int
) -> str:
if points <= 0:
return "❌ 投入积分必须大于 0"
config_api: WPSConfigAPI = Architecture.Get(WPSConfigAPI)
current_points = config_api.get_user_points(chat_id, user_id)
if current_points < points:
return f"❌ 积分不足,需要 {points} 分,当前仅有 {current_points}"
await config_api.adjust_user_points(
chat_id, user_id, -points, "炼金消耗"
)
fortune_system: WPSFortuneSystem = Architecture.Get(WPSFortuneSystem)
fortune_value = fortune_system.get_fortune_value(user_id)
multiplier, phase_label, phase_text = self._draw_point_multiplier(
fortune_value
)
reward = int(points * multiplier)
if reward:
await config_api.adjust_user_points(
chat_id, user_id, reward, f"炼金收益({phase_label}"
)
ash_reward = 0
if multiplier == 0.0:
ash_reward = min(points // 10, 99)
if ash_reward > 0:
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
backpack.add_item(user_id, self.ASH_ITEM_ID, ash_reward)
final_points = config_api.get_user_points(chat_id, user_id)
extra_line = ""
if ash_reward > 0:
extra_line = (
f"- 额外获得:{self.ASH_ITEM_NAME} × `{ash_reward}`\n"
)
return (
"# 🔮 炼金结算\n"
f"- 投入积分:`{points}`\n"
f"- 结果:{phase_text}\n"
f"- 获得倍率:×{multiplier:.1f},返还 `+{reward}` 积分\n"
f"{extra_line}"
f"- 当前积分:`{final_points}`"
)
def _draw_point_multiplier(
self, fortune_value: float
) -> Tuple[float, str, str]:
offset = fortune_value * self._fortune_coeff
random_value = random.random()
landing = clamp01(offset + random_value)
for threshold, multiplier, label, text in self._PHASE_TABLE:
if landing <= threshold:
return multiplier, label, text
return self._PHASE_TABLE[-1][1:]
async def _handle_item_alchemy(
self,
chat_id: int,
user_id: int,
materials: Sequence[str],
times: int,
) -> str:
if times <= 0:
return "❌ 炼金次数必须大于 0"
if times > self.MAX_BATCH_TIMES:
return f"❌ 每次最多只能炼金 {self.MAX_BATCH_TIMES}"
resolved: List[BackpackItemDefinition] = []
for identifier in materials:
resolved_item = self._resolve_item(identifier)
if resolved_item is None:
return f"❌ 未找到材料 `{identifier}`,请确认已注册"
resolved.append(resolved_item)
material_ids = [item.item_id for item in resolved]
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
for item in resolved:
owned = self._get_user_quantity(user_id, item.item_id)
if owned < times:
return (
f"❌ 材料 `{item.name}` 数量不足,需要 {times} 个,当前仅有 {owned}"
)
for item in resolved:
current = self._get_user_quantity(user_id, item.item_id)
backpack.set_item_quantity(
user_id, item.item_id, current - times
)
recipe = self._recipes.get(tuple(sorted(material_ids)))
fortune_system: WPSFortuneSystem = Architecture.Get(WPSFortuneSystem)
fortune_value = fortune_system.get_fortune_value(user_id)
adjusted_rate = (
clamp01(recipe.base_success_rate + fortune_value * self._fortune_coeff)
if recipe
else 0.0
)
success_count = 0
fail_count = 0
rewards: Dict[str, int] = {}
for _ in range(times):
if recipe and random.random() < adjusted_rate:
reward_id = recipe.success_item_id
success_count += 1
else:
reward_id = (
recipe.fail_item_id if recipe else self.ASH_ITEM_ID
)
fail_count += 1
backpack.add_item(user_id, reward_id, 1)
rewards[reward_id] = rewards.get(reward_id, 0) + 1
details = []
for item_id, count in rewards.items():
try:
definition = backpack._get_definition(item_id) # type: ignore[attr-defined]
item_name = definition.name
except Exception:
item_name = item_id
details.append(f"- {item_name} × **{count}**")
success_line = (
f"- 成功次数:`{success_count}`"
if recipe
else "- 成功次数:`0`(未知配方必定失败)"
)
fail_line = (
f"- 失败次数:`{fail_count}`"
if recipe
else f"- 失败次数:`{times}`"
)
rate_line = (
f"- 基础成功率:`{recipe.base_success_rate:.2%}`"
if recipe
else "- ✅ 未知配方仅产出炉灰"
)
rewards_block = "\n".join(details) if details else "- (无物品获得)"
return (
"# ⚗️ 物品炼金结果\n"
f"- 投入材料:{''.join([item.name for item in resolved])} × {times}\n"
f"{success_line}\n"
f"{fail_line}\n"
f"{rate_line}\n"
"- 获得物品:\n"
f"{rewards_block}"
)
def _resolve_item(
self, identifier: str
) -> Optional[BackpackItemDefinition]:
identifier_lower = 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
""",
(identifier_lower, identifier_lower),
)
row = cursor.fetchone()
item_id = row["item_id"] if row else identifier.strip()
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
try:
return backpack._get_definition(item_id) # type: ignore[attr-defined]
except Exception:
return None
def _get_user_quantity(self, user_id: int, item_id: str) -> int:
backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
for item in backpack.get_user_items(user_id):
if item.item_id == item_id:
return item.quantity
return 0
def _help_message(self) -> str:
return (
"# ⚗️ 炼金指令帮助\n"
"- `炼金 <积分>`:投入积分尝试炼金\n"
"- `炼金 <材料1> <材料2> <材料3> [次数]`:使用三件材料进行炼金(可选次数,默认 1\n"
"> 建议提前备足材料及积分,谨慎开启炼金流程。"
)
__all__ = ["WPSAlchemyGame"]