refactor(bf-bot): 插件重构为 handlers/services/utils 分层,资源归入 res/

- 旧平铺模块(data/data_utils/database_op/image_builder*/get_bf6_data/
  gametools_bf6/bf6_data/img_utils)拆分为 handlers(绑定/查询)、
  services(fetchers/processing/query)、utils(渲染/参数)分层;
  新增 repository.py / config.py / paths.py
- 字体/图片/模板资源迁入 res/,新增 BF2042 卡面素材(bg/object_icon 等)
- browser_ext/:BF2042 扩展捕获桥(WS 直连兜底通道)源码入库
- 新增 hexi/web/src/plugins/bf_bot 前端管理页
- 新增 tests:test_bf_bot_helpers / repository / tracker_api

Co-Authored-By: Claude Code <noreply@anthropic.com>
This commit is contained in:
sansenhoshiandClaude Code committed 2026-10-13 17:53:06 +08:00
1 parent 614e1d7e00
commit a31aab00e8
752 files changed
+6241 -2506

No files matched your search

@@ -0,0 +1,917 @@
"""EA 系(BF1/3/4/5/6)战绩卡渲染:OpenCV 拼模板 + PIL 绘字,输出 PNG BytesIO。"""
import datetime
import io
import cv2
import numpy as np
from PIL import Image, ImageDraw, ImageFont
from nonebot import logger
from ..paths import RES_DIR
from .images import (
designation_paste,
draw_centered_text,
draw_right_aligned_text,
get_icon_from_cache,
get_save_icon,
image_paste,
image_paste_center,
load_avatar,
notice_paste,
notice_paste_bf6,
paste_rank_icon,
png_resize,
)
from .params import bf_item, classes
from .text import add_commas, add_commas_with_padding
# 字体
_FONT_NUM = RES_DIR / "font" / "bf-sub-headline-bold 等宽数字.ttf"
_FONT_CH = RES_DIR / "font" / "演示创黑FLY.ttf"
font_XXL = ImageFont.truetype(str(_FONT_NUM), 72)
font_XL = ImageFont.truetype(str(_FONT_NUM), 64)
font_L = ImageFont.truetype(str(_FONT_NUM), 48)
font_ML = ImageFont.truetype(str(_FONT_NUM), 42)
font_M = ImageFont.truetype(str(_FONT_NUM), 36)
font_MS = ImageFont.truetype(str(_FONT_NUM), 32)
font_S = ImageFont.truetype(str(_FONT_NUM), 28)
font_XS = ImageFont.truetype(str(_FONT_NUM), 24)
font_XXS = ImageFont.truetype(str(_FONT_NUM), 18)
font_XXXS = ImageFont.truetype(str(_FONT_NUM), 16)
font_XXL_CH = ImageFont.truetype(str(_FONT_CH), 72)
font_XL_CH = ImageFont.truetype(str(_FONT_CH), 64)
font_L_CH = ImageFont.truetype(str(_FONT_CH), 48)
font_ML_CH = ImageFont.truetype(str(_FONT_CH), 42)
font_M_CH = ImageFont.truetype(str(_FONT_CH), 36)
font_MS_CH = ImageFont.truetype(str(_FONT_CH), 32)
font_S_CH = ImageFont.truetype(str(_FONT_CH), 28)
font_XS_CH = ImageFont.truetype(str(_FONT_CH), 24)
font_XXS_CH = ImageFont.truetype(str(_FONT_CH), 18)
font_XXXS_CH = ImageFont.truetype(str(_FONT_CH), 16)
async def build_stats_card(
game="bfv",
player="Player001",
pid=1145141919,
kd=1.25,
kpm=2.3,
spm=500,
acc="25.6",
head_shots="10",
rank=100,
time_play=100.0,
kills=100,
kill_assists=150,
revives=114,
wins=10,
loses=10,
destroyed=514,
best_weapon="M1907 SF",
best_vehicle="坦克",
best_class="Support",
longest_head_shot=1200,
highest_ill_streak=100,
stat_data=None,
level_designation=None,
qq_id=None,
):
if stat_data is None:
stat_data = [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
# 获取当前事件并且格式化
now = datetime.datetime.now()
formatted_time = now.strftime("%Y-%m-%d %H:%M:%S")
# ---------------- OpenCV 部分 ----------------
# 载入模板
img = cv2.imread(str(RES_DIR / "template" / f"{game}.png"), cv2.IMREAD_COLOR)
# 载入头像(按QQ号取,取不到时使用占位头像,避免空图 resize 崩溃)
avatar = load_avatar(qq_id, 200)
# 创建圆形蒙版
mask = np.zeros((200, 200), dtype=np.uint8)
cv2.circle(mask, (100, 100), 100, 255, -1) # 绘制半径100的实心圆
# 合并圆形蒙版与原有alpha通道(load_avatar 保证是BGRA四通道)
alpha = cv2.bitwise_and(avatar[:, :, 3], mask)
avatar[:, :, 3] = alpha
# 粘贴头像(保持原有坐标)
y, x = 55, 426
h, w = avatar.shape[:2]
alpha = avatar[:, :, 3] / 255.0
for c in range(3):
img[y : y + h, x : x + w, c] = (
alpha * avatar[:, :, c] + (1 - alpha) * img[y : y + h, x : x + w, c]
)
# 公告栏
img = notice_paste(img)
# ---------------- PIL 部分 ----------------
pil_img = Image.fromarray(cv2.cvtColor(img, cv2.COLOR_BGR2RGB))
draw = ImageDraw.Draw(pil_img)
# 玩家信息
draw.text((665, 65), f"{player}", fill="white", font=font_L_CH)
draw.text((745, 133), f"{pid}", fill="white", font=font_M_CH)
# 等级游玩时长
draw.text((740, 212), f"{rank}", fill="white", font=font_M_CH)
draw.text((985, 212), f"{time_play}H", fill="white", font=font_M_CH)
# 生涯总览
# 场次
draw_centered_text(
draw=draw,
text=(wins + loses),
x_left=45,
x_right=265,
y=350,
font=font_L_CH,
fill="white",
)
# 命中率
draw_centered_text(
draw=draw,
text=round(float(acc.replace("%", "")), 1),
x_left=415,
x_right=495,
y=343,
font=font_M_CH,
fill="white",
)
# 爆头率
if head_shots:
head_shots = head_shots.replace("%", "")
else:
head_shots = 0
draw_centered_text(
draw=draw,
text=round(float(head_shots), 1),
x_left=395,
x_right=470,
y=420,
font=font_M_CH,
fill="white",
)
# kd
draw_centered_text(
draw=draw,
text=kd,
x_left=585,
x_right=785,
y=340,
font=font_XL_CH,
fill="white",
)
# kpm
draw_centered_text(
draw=draw,
text=round(kpm, 1),
x_left=825,
x_right=1025,
y=340,
font=font_XL_CH,
fill="white",
)
# spm
draw_centered_text(
draw=draw,
text=round(spm, 1),
x_left=1065,
x_right=1265,
y=340,
font=font_XL_CH,
fill="white",
)
# 击杀
draw_centered_text(
draw=draw,
text=kills,
x_left=870,
x_right=1190,
y=595,
font=font_L_CH,
fill="white",
)
# 助攻
draw_centered_text(
draw=draw,
text=kill_assists,
x_left=820,
x_right=1145,
y=770,
font=font_L_CH,
fill="white",
)
# 急救
draw_centered_text(
draw=draw,
text=revives,
x_left=770,
x_right=1090,
y=960,
font=font_L_CH,
fill="white",
)
# 摧毁
draw_centered_text(
draw=draw,
text=destroyed,
x_left=720,
x_right=1040,
y=1140,
font=font_L_CH,
fill="white",
)
# 底部栏
# 评级
if game == "bf6":
logger.info("bf6不计算称号")
elif level_designation:
level = level_designation["level"]
des = level_designation["designation"]
color = level_designation["color"]
draw_centered_text(
draw=draw,
text=level,
x_left=70,
x_right=200,
y=1120,
font=font_XL_CH,
fill=color,
)
draw_centered_text(
draw=draw,
text=des,
x_left=200,
x_right=550,
y=1120,
font=font_XL_CH,
fill="white",
)
# 最佳兵种
draw_centered_text(
draw=draw,
text=classes[best_class],
x_left=140,
x_right=310,
y=1290,
font=font_L_CH,
fill="white",
)
# 最远击杀
draw_centered_text(
draw=draw,
text=f"{longest_head_shot}m",
x_left=455,
x_right=625,
y=1290,
font=font_L_CH,
fill="white",
)
# 最高连杀
draw_centered_text(
draw=draw,
text=highest_ill_streak,
x_left=765,
x_right=935,
y=1290,
font=font_L_CH,
fill="white",
)
# 最佳⭐
pil_img = build_best(draw, pil_img, best_weapon, best_vehicle, game)
# 生成时间
draw.text(
(1870, 1420), f"{formatted_time}", fill=(154, 132, 149), font=font_XXXS_CH
)
# ---------------- 转回 OpenCV ----------------
img = cv2.cvtColor(np.array(pil_img), cv2.COLOR_RGB2BGR)
# ---------------- 雷达图 ----------------
if game != "bf6":
center = (311, 796)
r = 185
scale_min = 0.25 if min(stat_data) < 0.25 else min(stat_data)
img = draw_radar(
img,
stat_data,
center=center,
r=r,
buffer=0.1,
scale_min=scale_min,
scale_max=1.10,
)
# 保存
success, buffer = cv2.imencode(".png", img)
if success:
b_io = io.BytesIO(buffer)
return b_io # 就可以直接 return 二进制流
else:
return None
async def build_bf6_stats_card(
game="bfv",
qq_id=2931,
player="Player001",
pid=1145141919,
rank=114,
kd=1.25,
kpm=2.3,
spm=500,
acc="25.6",
head_shots="10",
time_play=100.0,
kills=100,
kill_assists=150,
revives=114,
repairs=1000,
captured=300,
score=145674,
wins=10,
loses=10,
destroyed=514,
best_weapon="M1907 SF",
best_vehicle="坦克",
best_class="Support",
):
# 获取当前事件并且格式化
now = datetime.datetime.now()
formatted_time = now.strftime("%Y-%m-%d %H:%M:%S")
# ---------------- OpenCV 部分 ----------------
# 载入模板
img = cv2.imread(str(RES_DIR / "template" / f"{game}.png"), cv2.IMREAD_COLOR)
# 载入头像(按QQ号取,取不到时使用占位头像,避免空图 resize 崩溃)
avatar = load_avatar(qq_id, 134)
# 粘贴头像(保持原有坐标)
y, x = 65, 105
h, w = avatar.shape[:2]
if avatar.shape[2] == 4:
# 带透明通道时按alpha混合,避免直接赋值通道数不匹配
alpha = avatar[:, :, 3:4] / 255.0
img[y : y + h, x : x + w] = (
alpha * avatar[:, :, :3] + (1 - alpha) * img[y : y + h, x : x + w]
).astype(np.uint8)
else:
img[y : y + h, x : x + w] = avatar
# 公告栏
img = notice_paste_bf6(img)
img = designation_paste(
player,
img,
user_id=qq_id,
start_x=104,
start_y=215,
target_height=30,
spacing=10,
)
# ---------------- PIL 部分 ----------------
pil_img = Image.fromarray(cv2.cvtColor(img, cv2.COLOR_BGR2RGB))
draw = ImageDraw.Draw(pil_img)
# 玩家信息 105+160
draw.text((265, 80), f"{player}", fill="white", font=font_XL)
draw.text((265, 140), f"UID: {pid}", fill="#CCCCCC", font=font_L)
# 等级
pil_img = paste_rank_icon(int(rank), pil_img)
draw_centered_text(
draw=draw,
text=f"{rank}",
x_left=950,
x_right=1075,
y=205,
font=font_M,
fill="white",
)
# 游玩时长
draw.text((2300, 350), f"{time_play:.1f} H", fill="white", font=font_L)
# 场次
draw.text((2300, 450), f"{wins + loses}", fill="white", font=font_L)
# 生涯总览
# 胜率
win_rate = round((wins / (wins + loses)) * 100, 1)
logger.info(f"胜场{wins},负场{loses},胜率{win_rate}")
draw_centered_text(
draw=draw,
text=f"{win_rate}%",
x_left=2090,
x_right=2200,
y=375,
font=font_XL,
fill="white",
)
# 命中率
acc_format = round(float(acc.replace("%", "")), 1)
draw_centered_text(
draw=draw,
text=f"{acc_format}%",
x_left=1210,
x_right=1303,
y=363,
font=font_M,
fill="white",
)
# 爆头率
if head_shots:
head_shots = head_shots.replace("%", "")
else:
head_shots = 0
draw_centered_text(
draw=draw,
text=f"{round(float(head_shots), 1)}%",
x_left=1210,
x_right=1303,
y=458,
font=font_M,
fill="white",
)
# kd
draw.text((1350, 355), text=str(kd), fill="white", font=font_XXL)
# kpm
draw.text((1610, 355), text=f"{kpm:.2f}", fill="white", font=font_XXL)
# spm
draw.text((1870, 355), text=f"{int(spm)}", fill="white", font=font_XXL)
# 击杀
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1165,
x_right=1455,
y=805,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(kills)),
x_left=1165,
x_right=1455,
y=805,
font=font_L,
fill="white",
)
# 急救
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1165,
x_right=1455,
y=1080,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(revives)),
x_left=1165,
x_right=1455,
y=1080,
font=font_L,
fill="white",
)
# 摧毁
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1165,
x_right=1455,
y=1350,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(destroyed)),
x_left=1165,
x_right=1455,
y=1350,
font=font_L,
fill="white",
)
# 右侧
# 占领
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1485,
x_right=1780,
y=745,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(captured)),
x_left=1485,
x_right=1780,
y=745,
font=font_L,
fill="white",
)
# 得分
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1485,
x_right=1780,
y=955,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(score)),
x_left=1485,
x_right=1780,
y=955,
font=font_L,
fill="white",
)
# 助攻
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1485,
x_right=1780,
y=1160,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(kill_assists)),
x_left=1485,
x_right=1780,
y=1160,
font=font_L,
fill="white",
)
# 修理
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 10),
x_left=1485,
x_right=1780,
y=1370,
font=font_L,
fill="#444445",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(repairs)),
x_left=1485,
x_right=1780,
y=1370,
font=font_L,
fill="white",
)
# 最佳⭐
pil_img = build_best_bf6(draw, pil_img, best_weapon, best_vehicle, best_class, game)
# 生成时间
draw.text(
(1750, 10),
f"{formatted_time}/维护 SANSENHOSHI",
fill=(154, 132, 149),
font=font_XS_CH,
)
# ---------------- 转回 OpenCV ----------------
img = cv2.cvtColor(np.array(pil_img), cv2.COLOR_RGB2BGR)
# 保存
success, buffer = cv2.imencode(".png", img)
if success:
b_io = io.BytesIO(buffer)
return b_io # 就可以直接 return 二进制流
else:
return None
def build_best(draw, img, weapons, vehicle, game: str):
# 最佳武器
weapon_name = weapons["weaponName"]
w_kills = weapons["kills"]
w_kpm = weapons["killsPerMinute"]
acc = weapons["accuracy"].replace("%", "")
headshots = weapons["headshots"].replace("%", "")
# 最佳载具
vehicle_name = vehicle["vehicleName"]
v_kills = vehicle["kills"]
v_kpm = vehicle["killsPerMinute"]
destroyed = vehicle["destroyed"]
# 绘制最佳⭐
# 武器
draw_centered_text(
draw=draw,
text=bf_item[game][weapon_name].upper(),
x_left=1240,
x_right=1750,
y=1355,
font=font_MS_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=w_kills,
x_left=1190,
x_right=1390,
y=1260,
font=font_L_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=w_kpm,
x_left=1510,
x_right=1635,
y=1260,
font=font_L_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=acc,
x_left=1735,
x_right=1803,
y=1030,
font=font_M_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=headshots,
x_left=1695,
x_right=1760,
y=1200,
font=font_M_CH,
fill="white",
)
# 载具
draw_centered_text(
draw=draw,
text=bf_item[game][vehicle_name].upper(),
x_left=1990,
x_right=2440,
y=1355,
font=font_MS_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=v_kills,
x_left=1940,
x_right=2150,
y=1260,
font=font_L_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=v_kpm,
x_left=2295,
x_right=2465,
y=1055,
font=font_XL_CH,
fill="white",
)
draw_centered_text(
draw=draw,
text=destroyed,
x_left=2265,
x_right=2440,
y=1260,
font=font_L_CH,
fill="white",
)
# 图片
weapon_url = weapons["image"]
vehicle_url = vehicle["image"]
wp_icon = get_save_icon(game, weapon_name, "weapon", weapon_url)
vc_icon = get_save_icon(game, vehicle_name, "vehicles", vehicle_url)
img = image_paste_center(wp_icon, img, (1165, 1110))
img = image_paste_center(vc_icon, img, (1920, 1110))
return img
def build_best_bf6(draw, img, weapons, vehicle, classes, game: str):
# 最佳武器
weapon_name = weapons["weaponName"]
w_kills = weapons["kills"]
w_kpm = weapons["killsPerMinute"]
acc = round(float(weapons["accuracy"].replace("%", "")), 1)
headshots = round(float(weapons["headshots"].replace("%", "")), 1)
# 最佳载具
vehicle_name = vehicle["vehicleName"]
v_kills = vehicle["kills"]
v_kpm = vehicle["killsPerMinute"]
destroyed = vehicle["destroyed"]
# 绘制最佳⭐
# 武器
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 7),
x_left=95,
x_right=313,
y=665,
font=font_L,
fill="#313131",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(w_kills)),
x_left=95,
x_right=313,
y=665,
font=font_L,
fill="white",
)
draw_centered_text(
draw=draw, text=w_kpm, x_left=335, x_right=447, y=665, font=font_L, fill="white"
)
draw_centered_text(
draw=draw,
text=f"{acc}%",
x_left=470,
x_right=580,
y=670,
font=font_M,
fill="white",
)
draw_centered_text(
draw=draw,
text=f"{headshots}%",
x_left=610,
x_right=717,
y=670,
font=font_M,
fill="white",
)
# 载具
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 7),
x_left=125,
x_right=325,
y=1087,
font=font_L,
fill="#313131",
)
draw_right_aligned_text(
draw=draw,
text=add_commas(str(v_kills)),
x_left=125,
x_right=325,
y=1087,
font=font_L,
fill="white",
)
draw_centered_text(
draw=draw,
text=v_kpm,
x_left=351,
x_right=463,
y=1087,
font=font_L,
fill="white",
)
draw_right_aligned_text(
draw=draw,
text=add_commas_with_padding("0", 7),
x_left=477,
x_right=688,
y=1087,
font=font_L,
fill="#313131",
)
draw_right_aligned_text(
draw=draw,
text=destroyed,
x_left=477,
x_right=688,
y=1087,
font=font_L,
fill="white",
)
# 图片
weapon_url = weapons["image"]
vehicle_url = vehicle["image"]
wp_icon = get_save_icon(game, weapon_name, "weapon", weapon_url)
vc_icon = get_save_icon(game, vehicle_name, "vehicles", vehicle_url)
classes_icon = get_icon_from_cache(classes, "bf6", "classes")
wp_icon_new = png_resize(wp_icon, new_width=729 - 88)
vc_icon_new = png_resize(vc_icon, new_width=729 - 88)
classes_icon_new = png_resize(
classes_icon, new_height=1165 - 326, new_width=1100 - 748
)
img = image_paste(wp_icon_new, img, (88, 325))
img = image_paste(vc_icon_new, img, (88, 746))
img = image_paste(classes_icon_new, img, (748, 326))
return img
def normalize_for_radar(data, buffer=0.1, scale_min=0.0, scale_max=1.0):
"""
将数据动态归一化到指定区间 [scale_min, scale_max],
并给最大值预留 buffer,让图形更饱满。
Args:
data (list/ndarray): 原始数据
buffer (float): 缓冲比例,例如 0.1 表示最大值按 1.1 倍处理
scale_min (float): 映射区间下限
scale_max (float): 映射区间上限
Returns:
list: 归一化后的数据
"""
data = np.array(data, dtype=float)
d_min, d_max = data.min(), data.max()
# 给最大值留 buffer
d_max = d_max * (1 + buffer)
if d_max == d_min: # 避免除零
norm = np.ones_like(data) * (scale_min + scale_max) / 2
else:
norm = (data - d_min) / (d_max - d_min)
norm = scale_min + norm * (scale_max - scale_min)
return norm.tolist()
# ---------------- 雷达图示例 ----------------
def draw_radar(
img, stat_data, center=(311, 796), r=185, buffer=0.1, scale_min=0.1, scale_max=1.05
):
# 动态归一化
scaled_data = normalize_for_radar(stat_data, buffer, scale_min, scale_max)
points = []
for i, v in enumerate(scaled_data):
angle = 2 * np.pi / len(scaled_data) * i - np.pi / 2
px = int(center[0] + r * v * np.cos(angle))
py = int(center[1] + r * v * np.sin(angle))
points.append([px, py])
points = np.array(points, np.int32)
# 绘制填充
overlay = img.copy()
cv2.fillPoly(overlay, [points], color=(255, 255, 255, 76))
img = cv2.addWeighted(overlay, 0.3, img, 0.7, 0)
# 绘制边框
cv2.polylines(img, [points], isClosed=True, color=(255, 255, 255), thickness=2)
return img