baiqwerdvd b9cd700789
update
2024-09-18 15:26:50 +08:00

526 lines
17 KiB
Python

import re
from typing import List, Optional, Tuple, Union, cast
from gsuid_core.logger import logger
from starrail_damage_cal.excel.model import (
AvatarPromotionConfig,
EquipmentPromotionConfig,
)
from starrail_damage_cal.map.SR_MAP_PATH import AvatarRankSkillUp
from starrail_damage_cal.model import (
AttributeBounsStatusAdd,
AvatarBaseAttributes,
AvatarEquipmentInfo,
EquipmentBaseAttributes,
MihomoAvatarAttributeBonus,
MihomoAvatarExtraAbility,
MihomoAvatarSkill,
MihomoCharacter,
RankData,
)
from starrail_damage_cal.to_data import api_to_dict, characterSkillTree
from .draw_char_img import draw_char_img
from ..utils.error_reply import CHAR_HINT
from ..utils.map.SR_MAP_PATH import (
EquipmentID2Name,
EquipmentID2Rarity,
Property2Name,
avatarId2DamageType,
avatarId2EnName,
avatarId2Name,
avatarId2Rarity,
rankId2Name,
skillId2AttackType,
skillId2Effect,
skillId2Name,
)
from ..utils.map.name_covert import (
alias_to_char_name,
alias_to_weapon_name,
name_to_avatar_id,
name_to_weapon_id,
)
from ..utils.resource.RESOURCE_PATH import PLAYER_PATH
WEAPON_TO_INT = {
"": 1,
"": 2,
"": 3,
"": 4,
"": 5,
"": 5,
}
CHAR_TO_INT = {
"": 0,
"": 1,
"": 2,
"": 3,
"": 4,
"": 5,
"": 6,
"": 6,
}
PieceName_ilst = {
0: ["", ""],
1: [""],
2: ["", "", ""],
3: ["", ""],
4: [""],
5: ["", ""],
}
async def draw_char_info_img(raw_mes: str, sr_uid: str):
# 获取角色名
# msg = ' '.join(re.findall('[\u4e00-\u9fa5]+', raw_mes))
_args = await get_char_args(raw_mes, sr_uid)
if isinstance(_args, str):
return _args
if isinstance(_args[0], str):
return _args[0]
char = await get_char(*_args)
if isinstance(char, str):
logger.info("[sr查询角色] 绘图失败, 替换的武器不正确!")
return char
im = await draw_char_img(char, sr_uid, raw_mes)
logger.info("[查询角色] 绘图完成,等待发送...")
return im
async def get_char_args(
msg: str, uid: str
) -> Union[Tuple[MihomoCharacter, Optional[str], Optional[int], Optional[int]], str]:
# 可能进来的值
# 六命希儿带于夜色中换1000xxxx4青雀遗器换1000xxxx6希儿头换银狼手
# 六命希儿带于夜色中换1000xxxx6希儿头
# 希儿换银狼手
fake_name = ""
talent_num = None
char_data = {}
weapon, weapon_affix = None, None
msg = msg.replace("", "").replace("", "").replace("圣遗物", "遗器")
# 希儿带于夜色中换1000xxxx6希儿头
msg_list = msg.split("")
for index, part in enumerate(msg_list):
changeuid = await get_part_uid(part, uid)
if changeuid is None:
return "UID不正确噢~"
# 判断主体
if index == 0:
fake_name, talent_num = await get_fake_char_str(part)
# 判断是否开启fake_char
if "遗器" in msg:
char_data = await get_char_data(uid, fake_name)
if isinstance(char_data, str):
char_data = await make_new_charinfo(uid, fake_name)
else:
char_data = await get_char_data(uid, fake_name)
if isinstance(char_data, str):
return char_data
continue
if isinstance(char_data, str):
return char_data
if isinstance(char_data, dict):
return "请先输入角色名噢~"
if "遗器" in part:
char_data = await get_fake_char_data(
char_data,
part.replace("遗器", "").replace(changeuid, ""),
changeuid,
)
if isinstance(char_data, str):
return char_data
else:
for i, s in enumerate(["头部", "手部", "躯干", "腿部", "位面球", "连结绳"]):
if "赤沙" in part:
continue
if part[-1] in PieceName_ilst[i]:
if isinstance(char_data, str):
return char_data
char_data = await change_equip(changeuid, char_data, part, s, i)
if not char_data:
change_name = part.replace(part[-1], "")
return f"要替换的{change_name}{s}遗器不存在噢~"
break
else:
weapon, weapon_affix = await get_fake_weapon_str(part)
return cast(
Tuple[MihomoCharacter, Optional[str], Optional[int], Optional[int]],
(
char_data,
weapon,
weapon_affix,
talent_num,
),
)
async def change_equip(
uid: str, char_data: MihomoCharacter, part: str, s: str, i: int
) -> Union[MihomoCharacter, str]:
char_name = part.replace(part[-1], "").replace(uid, "")
fake_data = await get_char_data(uid, char_name)
if isinstance(fake_data, str):
return fake_data
relicmap = i + 1
for equip in fake_data.RelicInfo:
if str(str(equip.relicId)[-1]) == str(relicmap):
char_data.RelicInfo[i] = equip
break
return char_data
async def get_part_uid(part: str, uid: str):
sr_uid = uid
uid_data = re.findall(r"\d{9}", part)
if uid_data:
sr_uid: Optional[str] = uid_data[0]
return sr_uid
async def get_fake_char_str(char_name: str) -> Tuple[str, Optional[int]]:
"""
获取一个角色信息
"""
talent_num = None
if ("" in char_name or "" in char_name) and char_name[0] in CHAR_TO_INT:
talent_num = CHAR_TO_INT[char_name[0]]
char_name = char_name[2:]
return char_name, talent_num
async def get_fake_weapon_str(msg: str) -> Tuple[str, Optional[int]]:
weapon_affix = 1
if "" in msg and msg[1] in WEAPON_TO_INT:
weapon_affix = WEAPON_TO_INT[msg[1]]
weapon = msg[2:]
else:
weapon = msg
return weapon, weapon_affix
async def get_fake_char_data(
char_data: MihomoCharacter, change_name: str, changeuid: str
) -> Union[MihomoCharacter, str]:
original_data = await get_char_data(changeuid, change_name)
if isinstance(original_data, str):
return original_data
if isinstance(original_data, MihomoCharacter):
char_data.RelicInfo = original_data.RelicInfo
return char_data
async def get_char_data(
uid: str, char_name: str, enable_self: bool = True
) -> Union[MihomoCharacter, str]:
if "开拓者" in str(char_name):
char_name = "开拓者"
char_id = await name_to_avatar_id(char_name)
if char_id == "":
char_name = await alias_to_char_name(char_name)
char_id_list, chars = await api_to_dict(uid, save_path=PLAYER_PATH)
charname_list = []
for char in char_id_list:
charname = avatarId2Name[str(char)]
charname_list.append(charname)
if char_name in charname_list:
return chars[char_id_list[charname_list.index(char_name)]]
return CHAR_HINT.format(char_name, char_name)
async def make_new_charinfo(
uid: str,
fake_name: str,
) -> MihomoCharacter:
char_data = MihomoCharacter(
uid="",
nickName="test",
avatarId=0,
avatarName="",
avatarElement="",
avatarRarity="",
avatarPromotion=0,
avatarLevel=1,
avatarSkill=[],
avatarExtraAbility=[],
avatarAttributeBonus=[],
RelicInfo=[],
avatarEnName="",
baseAttributes=AvatarBaseAttributes(
hp=0,
attack=0,
defence=0,
speed=0,
CriticalChanceBase=0,
CriticalDamageBase=0,
BaseAggro=0,
),
equipmentInfo=AvatarEquipmentInfo(
equipmentID=0,
equipmentName="",
equipmentLevel=0,
equipmentPromotion=0,
equipmentRank=0,
equipmentRarity=0,
baseAttributes=EquipmentBaseAttributes(hp=0, attack=0, defence=0),
),
rank=0,
rankList=[],
)
char_data.uid = uid
char_data.nickName = "test"
char_id = await name_to_avatar_id(fake_name)
if char_id == "":
fake_name = await alias_to_char_name(fake_name)
char_id = await name_to_avatar_id(fake_name)
char_data.avatarId = int(char_id)
char_data.avatarName = fake_name
char_data.avatarElement = avatarId2DamageType[str(char_data.avatarId)]
char_data.avatarRarity = str(avatarId2Rarity[str(char_data.avatarId)])
char_data.avatarPromotion = 6
char_data.avatarLevel = 80
char_data.avatarSkill = await get_skill_list(char_data.avatarId)
char_data.avatarExtraAbility = await get_extra_list(char_data.avatarId)
char_data.avatarAttributeBonus = await get_attribute_list(char_data.avatarId)
char_data.RelicInfo = []
char_data.avatarEnName = avatarId2EnName[str(char_data.avatarId)]
char_data.rank = 0
char_data.rankList = []
char_data.baseAttributes = await get_baseAttributes(char_data.avatarId)
return char_data
async def get_baseAttributes(
char_id: int,
) -> AvatarBaseAttributes:
# 处理基础属性
base_attributes = AvatarBaseAttributes(
hp=0,
attack=0,
defence=0,
speed=0,
CriticalChanceBase=0,
CriticalDamageBase=0,
BaseAggro=0,
)
avatar_promotion_base = None
for avatar in AvatarPromotionConfig:
if avatar.AvatarID == str(char_id) and avatar.Promotion == 6:
avatar_promotion_base = avatar
break
if not avatar_promotion_base:
msg = f"AvatarPromotionConfig not found: {char_id}"
raise ValueError(msg)
# 攻击力
base_attributes.attack = (
avatar_promotion_base.AttackBase.Value
+ avatar_promotion_base.AttackAdd.Value * (80 - 1)
)
# 防御力
base_attributes.defence = (
avatar_promotion_base.DefenceBase.Value
+ avatar_promotion_base.DefenceAdd.Value * (80 - 1)
)
# 血量
base_attributes.hp = (
avatar_promotion_base.HPBase.Value
+ avatar_promotion_base.HPAdd.Value * (80 - 1)
)
# 速度
base_attributes.speed = avatar_promotion_base.SpeedBase.Value
# 暴击率
base_attributes.CriticalChanceBase = avatar_promotion_base.CriticalChance.Value
# 暴击伤害
base_attributes.CriticalDamageBase = avatar_promotion_base.CriticalDamage.Value
# 嘲讽
base_attributes.BaseAggro = avatar_promotion_base.BaseAggro.Value
return base_attributes
async def get_attribute_list(
char_id: int,
) -> List[MihomoAvatarAttributeBonus]:
attribute_list = []
for attributeid in [201, 202, 203, 204, 205, 206, 207, 208, 209, 210]:
attribute_bonus_temp = MihomoAvatarAttributeBonus(
attributeBonusId=0,
attributeBonusLevel=0,
statusAdd=AttributeBounsStatusAdd(property_="", name="", value=0),
)
attribute_bonus_temp.attributeBonusId = char_id * 1000 + attributeid
attribute_bonus_temp.attributeBonusLevel = 1
status_add = (
characterSkillTree[str(char_id)][str(attribute_bonus_temp.attributeBonusId)]
.levels[0]
.properties
)
for property_ in status_add:
attribute_bonus_temp.statusAdd.property_ = property_.type
attribute_bonus_temp.statusAdd.name = Property2Name[property_.type]
attribute_bonus_temp.statusAdd.value = property_.value
attribute_list.append(attribute_bonus_temp)
return attribute_list
async def get_extra_list(
char_id: int,
) -> List[MihomoAvatarExtraAbility]:
extra_list = []
for extraid in [101, 102, 103]:
extra_temp = MihomoAvatarExtraAbility(
extraAbilityId=0,
extraAbilityLevel=0,
)
extra_temp.extraAbilityId = char_id * 1000 + extraid
extra_temp.extraAbilityLevel = 1
extra_list.append(extra_temp)
return extra_list
async def get_skill_list(
char_id: int,
) -> List[MihomoAvatarSkill]:
Skilllist = []
for skillid in [1, 2, 3, 4, 7]:
skill_temp = MihomoAvatarSkill(
skillId=0,
skillName="",
skillEffect="",
skillAttackType="",
skillLevel=0,
)
skill_temp.skillId = char_id * 100 + skillid
skill_temp.skillName = skillId2Name[str(skill_temp.skillId)]
skill_temp.skillEffect = skillId2Effect[str(skill_temp.skillId)]
skill_temp.skillAttackType = skillId2AttackType[str(skill_temp.skillId)]
skilllevel = 10
if skillid == 1:
skilllevel = 6
if skillid == 7:
skilllevel = 1
skill_temp.skillLevel = skilllevel
Skilllist.append(skill_temp)
return Skilllist
def get_rank_list(
char_id: int,
talent_num: int,
) -> List[RankData]:
rank_temp = []
for index in range(talent_num):
rankTemp = RankData(
rankId=0,
rankName="",
)
rank_id = int(str(char_id) + "0" + str(index + 1))
rankTemp.rankId = rank_id
rankTemp.rankName = rankId2Name[str(rank_id)]
rank_temp.append(rankTemp)
return rank_temp
async def get_char(
char_data: MihomoCharacter,
weapon: Optional[str] = None,
weapon_affix: Optional[int] = None,
talent_num: Optional[int] = None,
):
if isinstance(talent_num, int):
# 处理命座
char_data.rank = talent_num
char_data.rankList = get_rank_list(char_data.avatarId, talent_num)
# 处理命座中的 level_up_skills
if char_data.rankList:
for rank_item in char_data.rankList:
rank_id = rank_item.rankId
level_up_skill = AvatarRankSkillUp[str(rank_id)]
if level_up_skill:
for item in level_up_skill:
skill_id = item.id
skill_up_num = item.num
# 查找skill_id在不在avatarSkill中
for index, skill_item in enumerate(char_data.avatarSkill):
if skill_id == str(skill_item.skillId):
if skill_id[-1] == 1:
skilllevel_max = 7
else:
skilllevel_max = 12
skilllevel = min(
skilllevel_max,
char_data.avatarSkill[index].skillLevel
+ skill_up_num,
)
char_data.avatarSkill[index].skillLevel = skilllevel
break
if isinstance(weapon, str):
# 处理武器
equipmentid = await name_to_weapon_id(weapon)
if equipmentid == "":
weapon = await alias_to_weapon_name(weapon)
equipmentid = await name_to_weapon_id(weapon)
equipment_info = AvatarEquipmentInfo(
equipmentID=0,
equipmentName="",
equipmentLevel=0,
equipmentPromotion=0,
equipmentRank=0,
equipmentRarity=0,
baseAttributes=EquipmentBaseAttributes(hp=0, attack=0, defence=0),
)
equipment_info.equipmentID = int(equipmentid)
equipment_info.equipmentName = EquipmentID2Name[str(equipmentid)]
equipment_info.equipmentLevel = 80
equipment_info.equipmentPromotion = 6
equipment_info.equipmentRank = weapon_affix if weapon_affix else 1
equipment_info.equipmentRarity = EquipmentID2Rarity[str(equipmentid)]
equipment_promotion_base = None
for equipment in EquipmentPromotionConfig:
if equipment.EquipmentID == str(equipmentid) and equipment.Promotion == 6:
equipment_promotion_base = equipment
break
if not equipment_promotion_base:
msg = f"EquipmentPromotionConfig not found: {equipmentid}"
raise ValueError(msg)
# 生命值
equipment_info.baseAttributes.hp = (
equipment_promotion_base.BaseHP.Value
+ equipment_promotion_base.BaseHPAdd.Value * (80 - 1)
)
# 攻击力
equipment_info.baseAttributes.attack = (
equipment_promotion_base.BaseAttack.Value
+ equipment_promotion_base.BaseAttackAdd.Value * (80 - 1)
)
# 防御力
equipment_info.baseAttributes.defence = (
equipment_promotion_base.BaseDefence.Value
+ equipment_promotion_base.BaseDefenceAdd.Value * (80 - 1)
)
char_data.equipmentInfo = equipment_info
return char_data