366 lines
14 KiB
Python
366 lines
14 KiB
Python
"""冒险系统游戏模块"""
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import random
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import time
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import logging
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import re
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from datetime import datetime
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from games.base import BaseGame
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from utils.parser import CommandParser
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from core.database import get_db
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from typing import *
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logger = logging.getLogger(__name__)
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class AdventureGame(BaseGame):
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"""冒险系统游戏"""
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def __init__(self):
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"""初始化游戏"""
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super().__init__()
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self.db = get_db()
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# 奖品池配置
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self.prize_pool: List[Tuple[int, float, str]] = [
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# (权重, 倍率, 描述)
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(300, 1, "少量积分"),
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(250, 2, "中等积分"),
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(200, 2, "大量积分"),
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(150, 5, "丰厚积分"),
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(100, 10, "丰厚积分"),
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(50, 100, "🌟 巨额积分"),
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(10, 1000, "💎 传说积分"),
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]
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self.total_weight: int = 0
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for weight,_,_ in self.prize_pool:
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self.total_weight += weight
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def _parse_time_string(self, time_str: str) -> int:
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"""解析时间字符串,支持 h/m/s 格式
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支持的格式示例:
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- "1h30m10s" -> 5410秒
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- "30m" -> 1800秒
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- "10s" -> 10秒
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- "1h30m" -> 5400秒
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- "3600" -> 3600秒(纯数字,按秒处理)
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Args:
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time_str: 时间字符串
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Returns:
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解析后的秒数,如果解析失败返回None
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"""
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if not time_str:
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return None
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# 如果是纯数字,直接返回
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if time_str.isdigit():
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return int(time_str)
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# 使用正则表达式匹配 h/m/s 格式,确保整个字符串匹配
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pattern = r'^(?:(\d+)h)?(?:(\d+)m)?(?:(\d+)s)?$'
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match = re.match(pattern, time_str.lower())
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if not match:
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return None
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hours = int(match.group(1) or 0)
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minutes = int(match.group(2) or 0)
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seconds = int(match.group(3) or 0)
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# 如果所有值都是0,返回None
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if hours == 0 and minutes == 0 and seconds == 0:
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return None
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total_seconds = hours * 3600 + minutes * 60 + seconds
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return total_seconds
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def _format_time(self, seconds: int) -> str:
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"""将秒数格式化为 "X时X分X秒" 格式
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Args:
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seconds: 秒数
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Returns:
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格式化的时间字符串,如 "1时30分10秒"、"30分10秒"、"10秒"
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"""
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if seconds < 0:
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seconds = 0
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hours = seconds // 3600
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minutes = (seconds % 3600) // 60
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secs = seconds % 60
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parts = []
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if hours > 0:
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parts.append(f"{hours}时")
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if minutes > 0:
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parts.append(f"{minutes}分")
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if secs > 0 or not parts:
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parts.append(f"{secs}秒")
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return "".join(parts)
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async def handle(self, command: str, chat_id: int, user_id: int) -> str:
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"""处理冒险相关指令
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Args:
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command: 指令,如 ".adventure", ".adventure 10", ".adventure stats"
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chat_id: 会话ID
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user_id: 用户ID
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Returns:
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回复消息
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"""
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try:
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# 提取参数
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_, args = CommandParser.extract_command_args(command)
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args = args.strip().lower()
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# 冒险说明
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if args in ['help', '帮助', 'info']:
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return self._get_adventure_help()
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# 放弃当前冒险(按最低倍率结算已冒险时间)
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if args in ['abandon', '放弃']:
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return await self._abandon_adventure(chat_id, user_id)
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# 默认:冒险耗时1秒
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else:
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# 解析消耗时间
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cost_time = 1 # 默认消耗1秒
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if args:
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parsed_time = self._parse_time_string(args)
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if parsed_time is not None:
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cost_time = parsed_time
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else:
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return f"❌ 时间格式错误!请使用以下格式:\n- 纯数字(秒):`.adventure 60`\n- 时分秒格式:`.adventure 1h30m10s`\n- 分钟秒格式:`.adventure 30m10s`\n- 只有秒:`.adventure 10s`"
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return await self._perform_adventure(chat_id, user_id, cost_time)
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except Exception as e:
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logger.error(f"处理冒险指令错误: {e}", exc_info=True)
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return f"❌ 处理指令出错: {str(e)}"
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async def _perform_adventure(self, chat_id: int, user_id: int, cost_time: int) -> str:
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"""执行冒险耗时
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Args:
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chat_id: 会话ID(使用0作为用户级标识)
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user_id: 用户ID
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cost_time: 消耗时间(秒)
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Returns:
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抽奖结果消息
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"""
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# 参数验证
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if cost_time < 1:
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return "❌ 冒险时间至少需要1秒!"
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# 查询冒险状态(使用chat_id=0表示用户级状态)
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state = self.db.get_game_state(0, user_id, 'adventure')
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current_time = int(time.time())
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# 情况1:用户已有未完成的冒险
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if state:
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try:
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state_data = state['state_data']
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start_time = state_data.get('start_time', 0)
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saved_cost_time = state_data.get('cost_time', 1)
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end_time = start_time + saved_cost_time
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remaining_seconds = end_time - current_time
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# 情况1.1:冒险已完成(时间已到或过期)
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if remaining_seconds <= 0:
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# 选择奖品池
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prize_pool = self.prize_pool
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# 执行抽奖
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reward = self._draw_prize(prize_pool)
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reward_points = int(reward['value'] * saved_cost_time)
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# 处理奖励
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self.db.add_points(user_id, reward_points, "adventure", f"冒险奖励")
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# 删除冒险状态
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self.db.delete_game_state(0, user_id, 'adventure')
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# 获取更新后的积分信息
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updated_points = self.db.get_user_points(user_id)
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# 格式化输出
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time_str = self._format_time(saved_cost_time)
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text = f"## ⚡️ 冒险结果\n\n"
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text += f"**消耗时间**: {time_str}\n\n"
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text += f"**{reward['description']}**: 获得 {reward_points} 积分\n\n"
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text += f"**当前积分**: {updated_points['points']} 分\n\n"
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text += "---\n\n"
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text += "💡 提示:冒险进行时不能炼金!"
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return text
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# 情况1.2:冒险未完成,返回等待提示
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wait_msg = self._format_time(remaining_seconds)
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saved_time_str = self._format_time(saved_cost_time)
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text = f"## ⚡️ 冒险进行中\n\n"
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text += f"你正在进行一次冒险,还需等待 **{wait_msg}** 才能完成。\n\n"
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text += f"**当前冒险时长**: {saved_time_str}\n\n"
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text += "---\n\n"
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text += "💡 提示:冒险期间无法进行炼金,请耐心等待!"
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return text
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except Exception as e:
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# 状态数据异常,删除损坏状态并允许重新开始
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logger.error(f"冒险状态数据异常: {e}", exc_info=True)
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self.db.delete_game_state(0, user_id, 'adventure')
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# 继续执行到情况3(开始新冒险)
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# 情况3:用户没有冒险状态,开始新的冒险
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state_data = {
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'start_time': current_time,
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'cost_time': cost_time
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}
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# 保存冒险状态
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self.db.save_game_state(0, user_id, 'adventure', state_data)
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# 计算预计完成时间
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end_time = current_time + cost_time
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end_datetime = datetime.fromtimestamp(end_time)
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current_datetime = datetime.fromtimestamp(current_time)
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# 判断是否跨天:如果完成日期和当前日期不同,或跨年,则显示完整日期时间
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if (end_datetime.date() != current_datetime.date() or
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end_datetime.year != current_datetime.year):
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end_time_str = end_datetime.strftime('%Y-%m-%d %H:%M:%S')
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else:
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end_time_str = end_datetime.strftime('%H:%M:%S')
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cost_time_str = self._format_time(cost_time)
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text = f"## ⚡️ 冒险开始\n\n"
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text += f"你已经开始了冒险之旅,本次冒险将持续 **{cost_time_str}**。\n\n"
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text += f"**预计完成时间**: {end_time_str}\n\n"
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text += "---\n\n"
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text += "💡 提示:冒险期间无法进行炼金,完成后使用 `.adventure` 获取奖励!"
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return text
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async def _abandon_adventure(self, chat_id: int, user_id: int) -> str:
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"""放弃当前冒险,按最低倍率结算已冒险时间
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Args:
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chat_id: 会话ID(使用0作为用户级标识)
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user_id: 用户ID
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Returns:
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放弃结果消息
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"""
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try:
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# 查询冒险状态
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state = self.db.get_game_state(0, user_id, 'adventure')
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if not state:
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return "❌ 当前没有进行中的冒险,可使用 `.adventure` 开始新的冒险。"
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state_data = state.get('state_data', {})
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start_time = state_data.get('start_time')
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cost_time = state_data.get('cost_time')
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if start_time is None or cost_time is None:
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# 状态异常,清理并提示
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self.db.delete_game_state(0, user_id, 'adventure')
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return "⚠️ 冒险状态异常已清理,请使用 `.adventure` 重新开始。"
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current_time = int(time.time())
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elapsed_seconds = max(0, current_time - int(start_time))
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if elapsed_seconds < 1:
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elapsed_seconds = 1
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# 计算最低倍率
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try:
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min_multiplier = min(m for _, m, _ in self.prize_pool)
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except Exception:
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# 兜底:若奖池异常,按0.5处理
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min_multiplier = 0.5
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reward_points = int(min_multiplier * elapsed_seconds)
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if reward_points < 0:
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reward_points = 0
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# 发放奖励并清理状态
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if reward_points > 0:
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self.db.add_points(user_id, reward_points, "adventure", "冒险放弃奖励")
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self.db.delete_game_state(0, user_id, 'adventure')
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# 查询当前积分
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updated_points = self.db.get_user_points(user_id)
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# 输出
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elapsed_time_str = self._format_time(elapsed_seconds)
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text = f"## ⚡️ 冒险放弃\n\n"
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text += f"**已计入时间**: {elapsed_time_str}\n\n"
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text += f"**最低倍率**: {min_multiplier} 倍\n\n"
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text += f"**获得积分**: {reward_points} 分\n\n"
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text += f"**当前积分**: {updated_points['points']} 分\n\n"
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text += "---\n\n"
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text += "💡 提示:可随时使用 `.adventure` 再次踏上冒险之旅!"
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return text
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except Exception as e:
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logger.error(f"放弃冒险时出错: {e}", exc_info=True)
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# 失败时不影响原状态,返回提示
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return f"❌ 放弃冒险失败:{str(e)}"
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def _draw_prize(self, prize_pool: list) -> dict:
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"""从奖品池中抽取奖品
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Args:
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prize_pool: 奖品池,格式为 (权重, 倍率, 描述)
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Returns:
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奖品信息,格式为 {'value': 倍率, 'description': 描述}
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"""
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# 生成随机数
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rand = random.random()*self.total_weight
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cumulative_prob = 0.0
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for weight, multiplier, description in prize_pool:
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cumulative_prob += weight
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if rand <= cumulative_prob:
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return {
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'value': multiplier,
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'description': description
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}
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# 兜底返回第一个奖品
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return {
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'value': prize_pool[0][1],
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'description': prize_pool[0][2]
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}
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def _get_adventure_help(self) -> str:
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"""获取冒险帮助信息
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Returns:
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帮助信息消息
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"""
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text = f"## ⚡️ 冒险系统\n\n"
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text += f"### 基础用法\n"
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text += f"- `.adventure` - 消耗1秒进行冒险\n"
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text += f"- `.adventure 60` - 消耗60秒进行冒险\n"
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text += f"- `.adventure 1h30m10s` - 消耗1小时30分10秒进行冒险\n"
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text += f"- `.adventure 30m` - 消耗30分钟进行冒险\n"
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text += f"- `.adventure 10s` - 消耗10秒进行冒险\n\n"
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text += f"**时间格式说明**:支持时分秒组合,如 `1h30m10s`、`30m`、`10s`,也支持纯数字(按秒计算)。\n\n"
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text += f"### 其他功能\n"
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text += f"- `.adventure abandon` - 放弃当前冒险,按最低倍率结算已冒险时间\n"
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text += f"- `.adventure 放弃` - 放弃当前冒险,按最低倍率结算已冒险时间\n"
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text += f"- `.adventure help` - 查看帮助\n\n"
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return text
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def get_help(self) -> str:
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"""获取帮助信息"""
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return self._get_adventure_help()
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