新增冒险系统

This commit is contained in:
2025-10-29 17:23:24 +08:00
parent 9718eb0614
commit 5742adc2ad
4 changed files with 261 additions and 145 deletions

218
games/adventure.py Normal file
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@@ -0,0 +1,218 @@
"""冒险系统游戏模块"""
import random
import time
import logging
from datetime import datetime
from games.base import BaseGame
from utils.parser import CommandParser
from core.database import get_db
from typing import *
logger = logging.getLogger(__name__)
class AdventureGame(BaseGame):
"""冒险系统游戏"""
def __init__(self):
"""初始化游戏"""
super().__init__()
self.db = get_db()
# 奖品池配置
self.prize_pool: List[Tuple[int, float, str]] = [
# (权重, 倍率, 描述)
(500, 0.5, "少量积分"),
(350, 1, "中等积分"),
(200, 2, "大量积分"),
(100, 5, "丰厚积分"),
(50, 10, "丰厚积分"),
(10, 100, "🌟 巨额积分"),
(1, 1000, "💎 传说积分"),
]
self.total_weight: int = 0
for weight,_ in self.prize_pool:
self.total_weight += weight
async def handle(self, command: str, chat_id: int, user_id: int) -> str:
"""处理冒险相关指令
Args:
command: 指令,如 ".adventure", ".adventure 10", ".adventure stats"
chat_id: 会话ID
user_id: 用户ID
Returns:
回复消息
"""
try:
# 提取参数
_, args = CommandParser.extract_command_args(command)
args = args.strip().lower()
# 冒险说明
if args in ['help', '帮助', 'info']:
return self._get_adventure_help()
# 默认冒险耗时1分钟
else:
# 解析消耗时间
cost_time = 1 # 默认消耗1分钟
if args.isdigit():
cost_time = int(args)
return await self._perform_adventure(chat_id, user_id, cost_time)
except Exception as e:
logger.error(f"处理冒险指令错误: {e}", exc_info=True)
return f"❌ 处理指令出错: {str(e)}"
async def _perform_adventure(self, chat_id: int, user_id: int, cost_time: int) -> str:
"""执行冒险耗时
Args:
chat_id: 会话ID使用0作为用户级标识
user_id: 用户ID
cost_time: 消耗时间(分钟)
Returns:
抽奖结果消息
"""
# 参数验证
if cost_time < 1:
return "❌ 冒险时间至少需要1分钟"
# 查询冒险状态使用chat_id=0表示用户级状态
state = self.db.get_game_state(0, user_id, 'adventure')
current_time = int(time.time())
# 情况1用户已有未完成的冒险
if state:
try:
state_data = state['state_data']
start_time = state_data.get('start_time', 0)
saved_cost_time = state_data.get('cost_time', 1)
end_time = start_time + saved_cost_time * 60
remaining_seconds = end_time - current_time
# 情况1.1:冒险已完成(时间已到或过期)
if remaining_seconds <= 0:
# 选择奖品池
prize_pool = self.prize_pool
# 执行抽奖
reward = self._draw_prize(prize_pool)
reward_points = int(reward['value'] * saved_cost_time)
# 处理奖励
self.db.add_points(user_id, reward_points, "adventure", f"冒险奖励")
# 删除冒险状态
self.db.delete_game_state(0, user_id, 'adventure')
# 获取更新后的积分信息
updated_points = self.db.get_user_points(user_id)
# 格式化输出
text = f"## ⚡️ 冒险结果\n\n"
text += f"**消耗时间**: {saved_cost_time} 分钟\n\n"
text += f"**{reward['description']}**: 获得 {reward_points} 积分\n\n"
text += f"**当前积分**: {updated_points['points']}\n\n"
text += "---\n\n"
text += "💡 提示:冒险进行时不能炼金!"
return text
# 情况1.2:冒险未完成,返回等待提示
remaining_minutes = remaining_seconds // 60
remaining_secs = remaining_seconds % 60
if remaining_minutes > 0:
wait_msg = f"{remaining_minutes}{remaining_secs}"
else:
wait_msg = f"{remaining_secs}"
text = f"## ⚡️ 冒险进行中\n\n"
text += f"你正在进行一次冒险,还需等待 **{wait_msg}** 才能完成。\n\n"
text += f"**当前冒险时长**: {saved_cost_time} 分钟\n\n"
text += "---\n\n"
text += "💡 提示:冒险期间无法进行炼金,请耐心等待!"
return text
except Exception as e:
# 状态数据异常,删除损坏状态并允许重新开始
logger.error(f"冒险状态数据异常: {e}", exc_info=True)
self.db.delete_game_state(0, user_id, 'adventure')
# 继续执行到情况3开始新冒险
# 情况3用户没有冒险状态开始新的冒险
state_data = {
'start_time': current_time,
'cost_time': cost_time
}
# 保存冒险状态
self.db.save_game_state(0, user_id, 'adventure', state_data)
# 计算预计完成时间
end_time = current_time + cost_time * 60
end_datetime = datetime.fromtimestamp(end_time)
end_time_str = end_datetime.strftime('%H:%M:%S')
text = f"## ⚡️ 冒险开始\n\n"
text += f"你已经开始了冒险之旅,本次冒险将持续 **{cost_time}** 分钟。\n\n"
text += f"**预计完成时间**: {end_time_str}\n\n"
text += "---\n\n"
text += "💡 提示:冒险期间无法进行炼金,完成后使用 `.adventure` 获取奖励!"
return text
def _draw_prize(self, prize_pool: list) -> dict:
"""从奖品池中抽取奖品
Args:
prize_pool: 奖品池,格式为 (权重, 倍率, 描述)
Returns:
奖品信息,格式为 {'value': 倍率, 'description': 描述}
"""
# 生成随机数
rand = random.random()*self.total_weight
cumulative_prob = 0.0
for weight, multiplier, description in prize_pool:
cumulative_prob += weight
if rand <= cumulative_prob:
return {
'value': multiplier,
'description': description
}
# 兜底返回第一个奖品
return {
'value': prize_pool[0][1],
'description': prize_pool[0][2]
}
def _get_adventure_help(self) -> str:
"""获取冒险帮助信息
Returns:
帮助信息消息
"""
text = f"## ⚡️ 冒险系统\n\n"
text += f"### 基础用法\n"
text += f"- `.adventure` - 消耗1分钟进行冒险\n"
text += f"- `.adventure time` - 消耗time分钟进行冒险, 最少一分钟\n"
text += f"### 其他功能\n"
text += f"- `.adventure help` - 查看帮助\n\n"
return text
def get_help(self) -> str:
"""获取帮助信息"""
return self._get_adventure_help()

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@@ -1,5 +1,6 @@
"""炼金系统游戏模块""" """炼金系统游戏模块"""
import random import random
import time
import logging import logging
from datetime import datetime from datetime import datetime
from games.base import BaseGame from games.base import BaseGame
@@ -80,6 +81,36 @@ class AlchemyGame(BaseGame):
Returns: Returns:
抽奖结果消息 抽奖结果消息
""" """
# 检查用户是否正在冒险中
state = self.db.get_game_state(0, user_id, 'adventure')
if state:
try:
state_data = state['state_data']
start_time = state_data.get('start_time', 0)
cost_time = state_data.get('cost_time', 1)
current_time = int(time.time())
end_time = start_time + cost_time * 60
remaining_seconds = end_time - current_time
# 如果冒险已完成,自动清理状态,允许炼金
if remaining_seconds <= 0:
self.db.delete_game_state(0, user_id, 'adventure')
else:
# 冒险未完成,返回错误提示
remaining_minutes = remaining_seconds // 60
remaining_secs = remaining_seconds % 60
if remaining_minutes > 0:
wait_msg = f"{remaining_minutes}{remaining_secs}"
else:
wait_msg = f"{remaining_secs}"
return f"❌ 冒险进行中,无法进行炼金!\n\n还需等待 **{wait_msg}** 才能完成冒险。\n\n💡 提示:冒险期间无法进行炼金,请先完成冒险!"
except Exception as e:
# 状态数据异常,删除损坏状态,允许继续
logger.error(f"冒险状态数据异常: {e}", exc_info=True)
self.db.delete_game_state(0, user_id, 'adventure')
# 检查用户积分是否足够 # 检查用户积分是否足够
user_points = self.db.get_user_points(user_id) user_points = self.db.get_user_points(user_id)
if user_points['points'] < cost_points: if user_points['points'] < cost_points:
@@ -154,88 +185,6 @@ class AlchemyGame(BaseGame):
'description': prize_pool[0][3] 'description': prize_pool[0][3]
} }
def _get_alchemy_stats(self, user_id: int) -> str:
"""获取炼金统计信息
Args:
user_id: 用户ID
Returns:
统计信息消息
"""
stats = self.db.get_alchemy_stats(user_id)
if stats['total_draws'] == 0:
return "📊 你还没有进行过炼金抽奖哦~"
text = f"## ⚗️ 炼金统计\n\n"
text += f"**总抽奖次数**{stats['total_draws']}\n\n"
text += f"**总消耗积分**{stats['total_cost']}\n\n"
text += f"**总获得积分**{stats['total_points_gained']}\n\n"
net_points = stats['net_points']
if net_points > 0:
text += f"**净收益**+{net_points} 分 🎉\n\n"
elif net_points < 0:
text += f"**净收益**{net_points} 分 😅\n\n"
else:
text += f"**净收益**0 分 ⚖️\n\n"
# 计算平均收益
avg_gain = stats['total_points_gained'] / stats['total_draws']
avg_cost = stats['total_cost'] / stats['total_draws']
text += f"**平均消耗**{avg_cost:.1f} 分/次\n\n"
text += f"**平均获得**{avg_gain:.1f} 分/次\n\n"
text += "---\n\n"
text += "💡 提示:使用 `.alchemy records` 查看详细记录"
return text
def _get_alchemy_records(self, user_id: int, limit: int = 10) -> str:
"""获取炼金记录
Args:
user_id: 用户ID
limit: 限制数量
Returns:
记录信息消息
"""
records = self.db.get_alchemy_records(user_id, limit)
if not records:
return "📝 暂无炼金记录"
text = f"## ⚗️ 炼金记录(最近 {len(records)} 条)\n\n"
for record in records:
timestamp = datetime.fromtimestamp(record['created_at']).strftime('%m-%d %H:%M')
cost = record['cost_points']
reward_type = record['reward_type']
reward_value = record['reward_value']
description = record['reward_description']
text += f"**{timestamp}** 消耗 {cost}\n"
if reward_type == 'points' and reward_value > 0:
if reward_value >= 100:
emoji = "👑"
elif reward_value >= 50:
emoji = "💎"
else:
emoji = "🎁"
text += f" {emoji} 获得 {reward_value} 积分 - {description}\n"
elif reward_type == 'penalty' and reward_value < 0:
penalty_points = abs(reward_value)
text += f" 💥 损失 {penalty_points} 积分 - {description}\n"
else:
text += f" {description}\n"
text += "\n"
return text
def _get_alchemy_help(self) -> str: def _get_alchemy_help(self) -> str:
"""获取炼金帮助信息 """获取炼金帮助信息
@@ -245,75 +194,14 @@ class AlchemyGame(BaseGame):
text = f"## ⚗️ 炼金系统\n\n" text = f"## ⚗️ 炼金系统\n\n"
text += f"### 基础用法\n" text += f"### 基础用法\n"
text += f"- `.alchemy` - 消耗10积分进行炼金\n" text += f"- `.alchemy` - 消耗10积分进行炼金\n"
text += f"- `.alchemy 10` - 消耗10积分进行炼金\n" text += f"- `.alchemy cost` - 消耗cost积分进行炼金, 最少1积分\n"
text += f"- `.alchemy 20` - 消耗20积分进行炼金\n"
text += f"- `.alchemy 50` - 消耗50积分进行炼金\n\n"
text += f"### 其他功能\n" text += f"### 其他功能\n"
text += f"- `.alchemy stats` - 查看炼金统计\n"
text += f"- `.alchemy records` - 查看炼金记录\n"
text += f"- `.alchemy help` - 查看帮助\n\n" text += f"- `.alchemy help` - 查看帮助\n\n"
text += f"### 炼金说明\n"
text += f"- **消耗积分**10、20、50 积分\n"
text += f"- **奖励类型**:积分奖励、负面惩罚\n"
text += f"- **大奖概率**:极小概率获得巨额积分\n"
text += f"- **风险提示**:小概率额外扣分\n"
text += f"- **数学期望**:略高于消耗积分,对玩家友好\n"
text += f"- **风险提示**:炼金有风险,投资需谨慎!\n\n"
text += f"### 示例\n"
text += f"```\n"
text += f".alchemy\n"
text += f".alchemy 20\n"
text += f".alchemy stats\n"
text += f"```\n"
return text return text
def get_help(self) -> str: def get_help(self) -> str:
"""获取帮助信息""" """获取帮助信息"""
return self._get_alchemy_help() return self._get_alchemy_help()
def calculate_expected_value(self, cost_points: int) -> float:
"""计算奖品池的数学期望
Args:
cost_points: 消耗积分
Returns:
数学期望值
"""
if cost_points == 10:
prize_pool = self.prize_pool_10
elif cost_points == 20:
prize_pool = self.prize_pool_20
elif cost_points == 50:
prize_pool = self.prize_pool_50
else:
return 0.0
expected_value = 0.0
for prob, reward_type, reward_value, description in prize_pool:
if reward_type == 'points':
expected_value += prob * reward_value
return expected_value
def verify_prize_pools(self) -> dict:
"""验证所有奖品池的数学期望
Returns:
验证结果字典
"""
results = {}
for cost_points in [10, 20, 50]:
expected = self.calculate_expected_value(cost_points)
results[f"cost_{cost_points}"] = {
"expected_value": expected,
"is_fair": abs(expected - cost_points) < 0.01, # 允许0.01的误差
"difference": expected - cost_points
}
return results

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@@ -175,6 +175,12 @@ async def handle_command(game_type: str, command: str,
game = AlchemyGame() game = AlchemyGame()
return await game.handle(command, chat_id, user_id) return await game.handle(command, chat_id, user_id)
# 冒险系统
if game_type == 'adventure':
from games.adventure import AdventureGame
game = AdventureGame()
return await game.handle(command, chat_id, user_id)
# 积分赠送系统 # 积分赠送系统
if game_type == 'gift': if game_type == 'gift':
from games.gift import GiftGame from games.gift import GiftGame

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@@ -55,6 +55,10 @@ class CommandParser:
'.alchemy': 'alchemy', '.alchemy': 'alchemy',
'.炼金': 'alchemy', '.炼金': 'alchemy',
# 冒险系统
'.adventure': 'adventure',
'.冒险': 'adventure',
# 积分赠送系统 # 积分赠送系统
'.gift': 'gift', '.gift': 'gift',
'.赠送': 'gift', '.赠送': 'gift',