Add HeXi bot codebase: custom plugins, web frontends, tests

- hexi core: message handling, rate limiting, cooldown, plugin manager
- Custom plugins: BF stats, daily check-in, quotes, persona cards, etc.
- Community plugins vendored under hexi/plugins with local fixes
- Web admin frontends (learning-chat, persona-admin), unified hexi/web
- Tests for rate_limit/cooldown/memes/persona; poetry.lock

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2026-09-01 13:13:40 +08:00
co-authored by Claude
parent 1783c60afa
commit b61d09f09f
3201 changed files with 160436 additions and 171 deletions
@@ -0,0 +1,273 @@
from nonebot import on_command, require
from nonebot.adapters import Message, Event, Bot
from nonebot.log import logger
from nonebot.matcher import Matcher
from nonebot.params import CommandArg
from nonebot.plugin import PluginMetadata
from nonebot.rule import to_me
import time
from .user_data.data_utils import UserManager
require("nonebot_plugin_alconna")
from nonebot_plugin_alconna import UniMessage
from .data import *
from .data_utils import *
from .image_builder import *
from .text_utils import *
__plugin_meta__ = PluginMetadata(
name="BF查询",
description="战地3,4,1,5,2042,6",
usage="""
bf3: /bf3 EAID (查询BF3数据)
bf4: /bf4 EAID (查询BF4数据)
bf1: /bf1 EAID (查询BF5数据)
bfv: /bfv EAID (查询BF6数据)
bf2042: /bf2042 EAID (查询BF2042数据)
bf6: /bf6 EAID (查询BF6数据)
绑定: /绑定 EAID (绑定你的QQ与EAID)
解绑: /解绑 (解除你的QQ与当前绑定的EAID)
修改绑定: /修改绑定 EAID (修改你的QQ与当前绑定的EAID)
""".strip(),
extra={
},
)
query = on_command("bft", rule=to_me(), aliases={"bf3", "bf4", "bfv", "bf1", "bf2042", "bf6"}, block=True)
bind = on_command("bfbind", rule=to_me(), aliases={"绑定"}, block=True)
unbind = on_command("unbind", rule=to_me(), aliases={"解绑"}, block=True)
update_bind = on_command("update_bind", rule=to_me(), aliases={"修改绑定"}, block=True)
bf_dict = {
"bf3": "战地3",
"bf4": "战地4",
"bf1": "战地1",
"bfv": "战地5",
"bf2042": "战地2042",
"bf6": "战地6",
}
@query.handle()
async def handle_function(event: Event, matcher: Matcher, msg: Message = CommandArg()):
start_time = time.time()
usermanager = UserManager()
cmd = matcher.state["_prefix"]["command"][0]
game = cmd
input_text = msg.extract_plain_text().strip()
logger.info(f"{type(input_text)}, {repr(input_text)}")
if input_text is None or input_text == "":
content = usermanager.get_user_by_qq(event.get_user_id())
if not content:
await UniMessage.at(user_id=event.get_user_id()).text(
"未检测到id,也未检测到绑定记录,请使用 绑定 EAID 进行绑定操作").send()
return
player_id = content['ea_player_id']
user_id = content['ea_user_id']
player = content['ea_player_name']
platform = "pc"
else:
content = await get_player_info_by_name(input_text, "pc")
if 'errors' in content:
await UniMessage.at(user_id=event.get_user_id()).text("未找到玩家,请检查是否拼写正确").send()
return
player_id = content['personaId']
user_id = content['userId']
player = content.get('personaName') or content.get('displayName') or content.get('username', 'error')
if 'errors' in player:
await UniMessage.text(f"请检查id是否正确!").send()
return
platform = "pc"
await UniMessage.text(f"正在查询 {player} 的 {bf_dict[cmd]} 数据,请耐心等待").send()
play_stat = ""
try:
if cmd == "bf3":
play_stat = await get_data_bf3(player, player_id, user_id, platform)
elif cmd == "bf4":
play_stat = await get_data_bf4(player, player_id, user_id, platform)
elif cmd == "bf1":
play_stat = await get_data_bf1(player, player_id, user_id, platform)
elif cmd == "bfv":
play_stat = await get_data_bfv(player, player_id, user_id, platform)
elif cmd == "bf2042":
await UniMessage.at(event.get_user_id()).text("正在开发中,敬请期待!").send()
elif cmd == "bf6":
play_stat, rank = await asyncio.gather(
get_data_bf6(player, player_id, user_id, platform),
get_bf6_rank(player)
)
logger.info(f"等级:{rank}")
else:
await UniMessage.at(event.get_user_id()).text("指令异常").send()
return
if "errors" in play_stat:
logger.warning(play_stat['errors'][0])
msg = play_stat['errors'][0]
await UniMessage.text(f"{msg}").send()
return
else:
# logger.info(f"结果{play_stat}")
# player = play_stat['userName']
weapon, vehicle = await get_best_weapon_and_best_vehicle(play_stat)
pid = play_stat['userId']
kd = play_stat['killDeath']
kpm = play_stat['killsPerMinute']
acc = play_stat['accuracy']
# 战地3 特化
if cmd == 'bf3':
head_shots = play_stat['headShots']
else:
head_shots = play_stat['headshots']
time_play = convert_to_hours(play_stat['timePlayed'])
logger.info(f"游玩时长监测:{time_play}")
if time_play == 0:
await UniMessage.at(event.get_user_id()).text("查询接口异常,请等待一段时间后查询").send()
return
kills = int(play_stat['kills'])
kill_assists = int(play_stat['killAssists'])
revives = int(play_stat['revives'])
wins = int(play_stat['wins'])
loses = int(play_stat['loses'])
best_weapon = weapon
best_vehicle = vehicle
best_class = play_stat['bestClass']
destroyed = await get_vehicle_destroyed(play_stat["vehicles"])
if cmd == 'bf6':
best_class = await get_best_classes(play_stat)
captured = play_stat['objective']['captured']
score = sum(item.get("score", 0) for item in play_stat['classes'])
# 计算4兵种游玩时长
seconds = sum(item.get("secondsPlayed", 0) for item in play_stat['classes'])
kpm = round(kills / (int(seconds) / 60), 2)
logger.info(f"击杀数:{kills},游玩分钟数:{seconds / 60},计算kpm值:{kpm}")
spm = int(score / (int(seconds) / 60))
logger.info(f"计算spm值:{spm}")
repairs = play_stat['repairs']
img = await build_bf6_stats_card(game='bf6',
qq_id=event.get_user_id(),
player=player,
pid=pid,
rank=rank,
kd=kd,
kpm=kpm,
spm=spm,
acc=acc,
head_shots=head_shots,
time_play=time_play,
kills=kills,
kill_assists=kill_assists,
revives=revives,
repairs=repairs,
captured=captured,
score=score,
wins=wins,
loses=loses,
destroyed=destroyed,
best_weapon=best_weapon,
best_vehicle=best_vehicle,
best_class=best_class)
else:
spm = play_stat['scorePerMinute']
rank = play_stat['rank']
longest_head_shot = play_stat['longestHeadShot']
highest_ill_streak = play_stat['highestKillStreak']
stat_data, level_designation = await stats_calculator(play_stat, cmd)
img = await build_stats_card(game, player, pid, kd, kpm, spm, acc, head_shots, rank, time_play, kills,
kill_assists, revives, wins, loses, destroyed, best_weapon, best_vehicle,
best_class,
longest_head_shot, highest_ill_streak, stat_data, level_designation)
end_time = time.time()
duration = round(end_time - start_time, 3)
await UniMessage.image(raw=img.getvalue()).at(user_id=event.get_user_id()).text(
f"本次查询耗时:{duration}s").send()
except Exception as e:
logger.exception(f"异常:{e}")
@bind.handle()
async def bind_user(event: Event, matcher: Matcher, msg: Message = CommandArg()):
user_manager = UserManager()
player_name = msg.extract_plain_text()
qq_id = event.get_user_id()
# 执行已有数据查询操作
user_record = user_manager.get_user_by_qq(qq_id)
if user_record:
user_info = await get_player_info_by_ea_id(user_record['ea_player_id'], user_record['ea_user_id'], 'pc')
await (UniMessage.at(user_id=event.get_user_id())
.text(f"您已经将账号绑定到: {user_info['personaName']},如果你需要更改绑定请发送 修改绑定 EAID ").send())
return
else:
user_info_json = await get_player_info_by_name(player_name, "pc")
if 'errors' in user_info_json:
await UniMessage.at(user_id=event.get_user_id()).text("未找到玩家,请检查是否拼写正确").send()
player_id = user_info_json['personaId']
user_id = user_info_json['userId']
player_name = user_info_json.get('personaName') or user_info_json.get('displayName') or user_info_json.get(
'username', 'error')
avatar_url = user_info_json['avatar']
logger.info(f"QQ号:{qq_id},EA双ID:{player_id}-{user_id}")
# 检测ea账号 是否被绑定至其他qq
bind_record = user_manager.get_user_by_ea_id(user_id)
if bind_record:
await (UniMessage.at(user_id=event.get_user_id())
.text(
f"您的EA账号 {bind_record['ea_player_name']} 已经绑定到: {bind_record['qq_id']},请您确认绑定的EAID").send())
return
else:
# 执行绑定操作
record = user_manager.add_user(qq_id, player_name, player_id, user_id, "[]", "[]")
logger.info(f"插入数据返回结果:{record}")
if record > 0:
await UniMessage.at(user_id=event.get_user_id()).text(f"您已经成功绑定至: {player_name}").send()
@unbind.handle()
async def bind_user(event: Event, matcher: Matcher, msg: Message = CommandArg()):
user_manager = UserManager()
qq_id = event.get_user_id()
# 执行已有数据查询操作
user_record = user_manager.get_user_by_qq(qq_id)
if user_record:
user_info = await get_player_info_by_ea_id(user_record['ea_player_id'], user_record['ea_user_id'], 'pc')
rows = user_manager.delete_user_by_qq(qq_id)
if rows > 0:
await (UniMessage.at(user_id=event.get_user_id())
.text(
f"您已经与: {user_info['personaName']} 成功解除绑定,如果你需要重新绑定请发送 修改绑定 EAID ").send())
return
else:
await UniMessage.at(user_id=event.get_user_id()).text(f"未查询到绑定记录").send()
@update_bind.handle()
async def bind_user(event: Event, matcher: Matcher, msg: Message = CommandArg()):
user_manager = UserManager()
player_name = msg.extract_plain_text()
qq_id = event.get_user_id()
# 执行已有数据查询操作
user_record = user_manager.get_user_by_qq(qq_id)
if user_record:
user_info_json = await get_player_info_by_name(player_name, "pc")
if 'errors' in user_info_json:
await UniMessage.at(user_id=event.get_user_id()).text("未找到玩家,请检查是否拼写正确").send()
player_id = user_info_json['personaId']
user_id = user_info_json['userId']
player_name = user_info_json.get('personaName') or user_info_json.get('displayName') or user_info_json.get(
'username', 'error')
avatar_url = user_info_json['avatar']
logger.info(f"QQ号:{qq_id},EA双ID:{player_id}-{user_id}")
# 执行修改绑定操作
record = user_manager.update_user(qq_id, player_name, player_id, user_id, "[]", "[]")
logger.info(f"修改数据返回结果:{record}")
if record > 0 and record == 1:
await UniMessage.at(user_id=event.get_user_id()).text(
f"您已经成功从:{user_record['ea_player_name']}修改绑定至: {player_name}").send()
else:
await UniMessage.at(user_id=event.get_user_id()).text(
f"未查询到绑定记录: {player_name},如果需要绑定,请@机器人并发送 绑定 {player_name} ").send()
@@ -0,0 +1,137 @@
import asyncio
import os
import random
from pathlib import Path
from typing import List, Dict, Optional
from curl_cffi import AsyncSession, CurlError
from nonebot import logger
# ---------- 配置 ----------
file_path = os.path.dirname(__file__).replace("\\", "/")
exported_cookie_path = Path(f"{file_path}/cookies/tracker.txt") # 你导出的 cookies.txt
CUSTOM_UA = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/141.0.0.0 Safari/537.36"
RAW_BROWSER_HEADERS = """
sec-ch-ua-platform: "Windows"
sec-ch-ua: "Google Chrome";v="141", "Not?A_Brand";v="8", "Chromium";v="141"
sec-ch-ua-mobile: ?0
user-agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/141.0.0.0 Safari/537.36
"""
# ======================
def parse_raw_headers(raw: str) -> Dict[str, str]:
headers = {}
skip_prefix = (":authority", ":method", ":path", ":scheme")
for line in raw.strip().splitlines():
if not line.strip():
continue
if any(line.lower().startswith(p) for p in skip_prefix):
continue
if ":" not in line:
continue
key, value = line.split(":", 1)
headers[key.strip()] = value.strip()
return headers
def load_cookies_from_txt(path: Path) -> List[Dict[str, str]]:
cookies = []
if not path.exists():
return cookies
with path.open("r", encoding="utf-8") as f:
for line in f:
line = line.strip()
if not line or line.startswith("#"):
continue
parts = line.split("\t")
if len(parts) >= 7:
cookies.append({"name": parts[5], "value": parts[6]})
elif "=" in line:
k, v = line.split("=", 1)
cookies.append({"name": k.strip(), "value": v.strip()})
return cookies
def build_cookie_header(cookies: List[Dict[str, str]]) -> str:
return "; ".join(f"{c['name']}={c['value']}" for c in cookies)
def build_headers(
raw_headers: str,
cookies: Optional[List[Dict[str, str]]] = None,
ua_override: Optional[str] = None,
) -> Dict[str, str]:
headers = parse_raw_headers(raw_headers)
# 强制改成 XHR 请求风格
headers.update({
"accept": "application/json, text/plain, */*",
"origin": "https://tracker.gg",
"referer": "https://tracker.gg/",
"sec-fetch-mode": "cors",
"sec-fetch-site": "same-site",
})
if cookies:
headers["cookie"] = build_cookie_header(cookies)
if ua_override:
headers["user-agent"] = ua_override
return headers
async def fetch_with_cookies(url: str, headers: dict, impersonate: str = "chrome110", timeout: int = 15):
async with AsyncSession() as session:
try:
await asyncio.sleep(random.uniform(0.5, 1.2)) # 模拟浏览器请求间隔
response = await session.get(url, headers=headers, impersonate=impersonate, timeout=timeout)
# 重试一次,防止偶尔 CF 拦截
if getattr(response, "status_code", 0) in (403, 429):
await asyncio.sleep(2)
response = await session.get(url, headers=headers, impersonate=impersonate, timeout=timeout)
return response
except CurlError as e:
return {"error": f"cURL 错误: {e}"}
except Exception as e:
return {"error": f"未知错误: {e}"}
def is_challenge_response(resp) -> bool:
if isinstance(resp, dict) and "error" in resp:
return True
try:
status = getattr(resp, "status_code", None)
text = getattr(resp, "text", "") or ""
if status in (429, 403):
return True
low = text.lower()
if any(k in low for k in ["cloudflare", "captcha", "cf-challenge", "just a moment"]):
return True
except Exception:
return True
return False
async def search_user_with_fallback(url: str):
# cookies.txt
cookies = load_cookies_from_txt(exported_cookie_path)
headers = build_headers(RAW_BROWSER_HEADERS, cookies=cookies, ua_override=CUSTOM_UA)
logger.info(f"请求 URL: {url}")
logger.info(f"使用 headers 字段数: {len(headers)}")
resp = await fetch_with_cookies(url, headers)
if is_challenge_response(resp):
logger.warning("Cloudflare 拦截或 cookies 失效。")
if isinstance(resp, dict):
return resp
return {"status": getattr(resp, "status_code", None), "preview": getattr(resp, "text", "")[:200]}
else:
logger.info("请求成功。")
return getattr(resp, "json", lambda: resp)() if hasattr(resp, "json") else resp
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import httpx
import re
from typing import Any, Dict, Optional
from .get_bf6_data import *
from .tracker_data import *
async def get_data_bf3(player, player_id, user_id, platform):
url = f"https://api.gametools.network/bf3/all/?format_values=true&playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false&lang=en-us"
url = f"https://api.gametools.network/bf3/all/?format_values=true&name={player}&platform={platform}&skip_battlelog=false&lang=en-us"
async with httpx.AsyncClient(timeout=10.0) as client:
# 创建两个并发任务
task_id = asyncio.create_task(client.get(url_by_id))
task_name = asyncio.create_task(client.get(url_by_name))
# 等待第一个完成的任务
done, pending = await asyncio.wait(
[task_id, task_name],
return_when=asyncio.FIRST_COMPLETED
)
# 取消未完成的任务
for task in pending:
task.cancel()
# 检查已完成的任务是否成功且无 errors
for task in done:
try:
response = await task
if response.status_code == 200:
data = response.json()
if 'errors' not in data:
logger.info(f"成功获取数据({'ID' if task is task_id else 'Name'}方式)")
return data
except (httpx.RequestError, ValueError) as e:
logger.warning(f"请求或解析失败: {e}")
if pending:
pass
# 如果所有尝试都失败,返回错误
return {"errors": ["未找到玩家"]}
async def get_data_bf4(player, player_id, user_id, platform):
url_by_id = f"https://api.gametools.network/bf4/all/?format_values=true&playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false&lang=en-us"
url_by_name = f"https://api.gametools.network/bf4/all/?format_values=true&name={player}&platform={platform}&skip_battlelog=false&lang=en-us"
async with httpx.AsyncClient(timeout=10.0) as client:
# 创建两个并发任务
task_id = asyncio.create_task(client.get(url_by_id))
task_name = asyncio.create_task(client.get(url_by_name))
# 等待第一个完成的任务
done, pending = await asyncio.wait(
[task_id, task_name],
return_when=asyncio.FIRST_COMPLETED
)
# 取消未完成的任务
for task in pending:
task.cancel()
# 检查已完成的任务是否成功且无 errors
for task in done:
try:
response = await task
if response.status_code == 200:
data = response.json()
if 'errors' not in data:
logger.info(f"成功获取数据({'ID' if task is task_id else 'Name'}方式)")
return data
except (httpx.RequestError, ValueError) as e:
logger.warning(f"请求或解析失败: {e}")
if pending:
pass
# 如果所有尝试都失败,返回错误
return {"errors": ["未找到玩家"]}
async def get_data_bf1(player, player_id, user_id, platform):
url_by_id = f"https://api.gametools.network/bf1/all/?format_values=true&playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false&lang=en-us"
url_by_name = f"https://api.gametools.network/bf1/all/?format_values=true&name={player}&platform={platform}&skip_battlelog=false&lang=en-us"
async with httpx.AsyncClient(timeout=10.0) as client:
# 创建两个并发任务
task_id = asyncio.create_task(client.get(url_by_id))
task_name = asyncio.create_task(client.get(url_by_name))
# 等待第一个完成的任务
done, pending = await asyncio.wait(
[task_id, task_name],
return_when=asyncio.FIRST_COMPLETED
)
# 取消未完成的任务
for task in pending:
task.cancel()
# 检查已完成的任务是否成功且无 errors
for task in done:
try:
response = await task
if response.status_code == 200:
data = response.json()
if 'errors' not in data:
logger.info(f"成功获取数据({'ID' if task is task_id else 'Name'}方式)")
return data
except (httpx.RequestError, ValueError) as e:
logger.warning(f"请求或解析失败: {e}")
if pending:
pass
# 如果所有尝试都失败,返回错误
return {"errors": ["未找到玩家"]}
async def get_data_bfv(player, player_id, user_id, platform):
url_by_id = f"https://api.gametools.network/bfv/all/?format_values=true&playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false&lang=en-us"
url_by_name = f"https://api.gametools.network/bfv/all/?format_values=true&name={player}&platform={platform}&skip_battlelog=false&lang=en-us"
async with httpx.AsyncClient(timeout=10.0) as client:
# 创建两个并发任务
task_id = asyncio.create_task(client.get(url_by_id))
task_name = asyncio.create_task(client.get(url_by_name))
# 等待第一个完成的任务
done, pending = await asyncio.wait(
[task_id, task_name],
return_when=asyncio.FIRST_COMPLETED
)
# 取消未完成的任务
for task in pending:
task.cancel()
# 检查已完成的任务是否成功且无 errors
for task in done:
try:
response = await task
if response.status_code == 200:
data = response.json()
if 'errors' not in data:
logger.info(f"成功获取数据({'ID' if task is task_id else 'Name'}方式)")
return data
except (httpx.RequestError, ValueError) as e:
logger.warning(f"请求或解析失败: {e}")
if pending:
pass
# 如果所有尝试都失败,返回错误
return {"errors": ["未找到玩家"]}
async def get_data_bf6(player_name, player_id, user_id, platform):
# 构造两个 URL
url_by_id = f"https://api.gametools.network/bf6/all/?format_values=true&playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false&lang=en-us"
url_by_name = f"https://api.gametools.network/bf6/all/?format_values=true&name={player_name}&platform={platform}&skip_battlelog=false&lang=en-us"
async with httpx.AsyncClient(timeout=10.0) as client:
# 创建两个并发任务
task_id = asyncio.create_task(client.get(url_by_id))
task_name = asyncio.create_task(client.get(url_by_name))
# 等待第一个完成的任务
done, pending = await asyncio.wait(
[task_id, task_name],
return_when=asyncio.FIRST_COMPLETED
)
# 取消未完成的任务
for task in pending:
task.cancel()
# 检查已完成的任务是否成功且无 errors
for task in done:
try:
response = await task
if response.status_code == 200:
data = response.json()
if 'errors' not in data:
logger.info(f"成功获取数据({'ID' if task is task_id else 'Name'}方式)")
return data
except (httpx.RequestError, ValueError) as e:
logger.warning(f"请求或解析失败: {e}")
if pending:
pass
# 如果所有尝试都失败,返回错误
return {"errors": ["未找到玩家"]}
async def get_player_info_by_name(user_name, platform):
user_info_url = f"https://api.gametools.network/bfglobal/player/?name={user_name}&platform={platform}&skip_battlelog=false"
payload = {}
headers = {
'accept': 'application/json'
}
logger.info(f"查询用户请求url:{user_info_url}")
response = requests.request("GET", user_info_url, headers=headers, data=payload)
user_info_json = json.loads(response.text)
return user_info_json
async def get_player_info_by_ea_id(player_id, user_id, platform):
url = f"https://api.gametools.network/bfglobal/player/?playerid={player_id}&oid={user_id}&platform={platform}&skip_battlelog=false"
payload = {}
headers = {
'accept': 'application/json'
}
response = requests.request("GET", url, headers=headers, data=payload)
user_info_json = json.loads(response.text)
return user_info_json
def normalize_name(name: str) -> str:
"""统一用户名格式(大小写 + 空格)"""
return (name or "").strip().lower()
def extract_rank(status: str) -> int:
"""从 status 中提取 Rank 数值"""
if not status:
return 0
match = re.search(r'Rank\s+(\d+)', status)
return int(match.group(1)) if match else 0
async def get_bf6_rank(player,player_id, user_id, platform):
url_by_name = f"https://api.gametools.network/bf6/profile/?name={player}&playerid=1234&nucleus_id=1234&platform=ea&skip_battlelog=true&lang=en-us"
url_by_id = f"https://api.gametools.network/bf6/profile/?name={player}&playerid=1234&nucleus_id=1234&platform=ea&skip_battlelog=true&lang=en-us"
payload = {}
headers = {
'accept': 'application/json'
}
response = requests.request("GET", url, headers=headers, data=payload)
result: Dict[str, Any] = response.json().get("playerProfiles")
logger.info(f"Tracker用户信息:{result}")
if not result or "errors" in result:
logger.warning(f"查询失败或返回错误: {player}")
return 0
data = result.get("data") or []
if not data:
logger.info(f"未搜索到用户: {player}")
return 0
norm_player = normalize_name(player)
# 评分函数(核心策略)
def score(r: Dict[str, Any]) -> int:
if not r or not r.get("status"):
return -1
name = normalize_name(r.get("platformUserHandle"))
platform = r.get("platformSlug")
s = 0
# 用户名匹配权重(最高优先级)
if name == norm_player:
s += 100
elif norm_player in name:
s += 50
# 平台权重(次优先级)
if platform == "origin":
s += 20
return s
# 选出最优 candidate
target: Optional[Dict[str, Any]] = max(data, key=score, default=None)
if not target or score(target) <= 0:
logger.info(f"未匹配到有效用户: {player}")
return 0
# 提取信息
name = target.get("platformUserHandle")
uid = target.get("titleUserId")
status = target.get("status", "")
rank = extract_rank(status)
user_info = {
"name": name,
"uid": uid,
"rank": rank,
"platform": target.get("platformSlug"),
}
logger.info(f"最终匹配用户: {user_info}")
return rank
@@ -0,0 +1,151 @@
import os
from functools import reduce
from PIL import Image, ImageDraw, ImageFont
from nonebot import logger
# from img_utils import png_resize
# from param import round_data, interval_table
from .param import round_data, interval_table
filepath = os.path.dirname(__file__).replace("\\", "/")
# async def avatar_cache(avatar_url, player_id):
# if avatar_url:
# try:
# # 添加10s超时判断,如果超时直接使用默认头像
# res = BytesIO(requests.get(avatar_url, timeout=10).content)
# avatar = Image.open(res).convert('RGBA')
# avatar.save(f'{filepath}/avatar_cache/{player_id}.png', 'PNG')
# return avatar
# except requests.exceptions.RequestException as e:
# logger.warning(f"请求异常:{e}")
# else:
# return None
#
#
# async def get_avatar(avatar_url, player_id):
# img = Image.open(filepath + "/avatar_cache/0.png").convert('RGBA')
# path = filepath + "/avatar_cache/"
# try:
# avatar_list = os.listdir(path)
# if player_id in str(avatar_list):
# logger.info(f"本地已存在{player_id}头像")
# img = Image.open(f"{path}{player_id}.png").convert('RGBA')
# else:
# logger.info(f"未检测到{player_id}头像,缓存至本地")
# out_put = filepath + f"/avatar_cache/{player_id}.png"
# img = await avatar_cache(avatar_url, out_put)
# except Exception as err:
# logger.error(f"获取头像失败:{str(err)}")
# return img
async def get_best_weapon_and_best_vehicle(player_stat):
weapon = sorted(player_stat["weapons"], key=lambda k: k['kills'], reverse=True)[0]
vehicle = sorted(player_stat["vehicles"], key=lambda k: k['kills'], reverse=True)[0]
return weapon, vehicle
async def get_best_classes(player_stat):
classes_data = player_stat['classes']
data = [obj for obj in classes_data if obj.get("className") != "All"]
best_classes = max(data, key=lambda x: x["kills"])
best_classes_name = best_classes["className"]
return best_classes_name
async def get_vehicle_destroyed(player_stat):
vehicle = reduce(lambda acc, x: acc + x['destroyed'], player_stat, 0)
return vehicle
async def stats_calculator(player_stat, game):
per500_data = round_data[game]
# 场次(无直接数值反馈,采用胜利数+失败数)
match_played = player_stat["wins"] + player_stat["loses"]
kd = player_stat["killDeath"]
kpm = player_stat["killsPerMinute"]
kill_assists = player_stat["killAssists"]
acc = float(player_stat["accuracy"].replace("%", ""))
if game == "bf3":
headshots = float(0)
else:
headshots = float(player_stat["headshots"].replace("%", ""))
spm = player_stat["scorePerMinute"]
revives = player_stat["revives"]
# second_play = player_stat["secondsPlayed"]
apr = kill_assists / match_played
rpr = revives / match_played
# SPM*秒数/60/场数=场均得分
# dpr = score_perMinute * (second_play / 60) / match_played
# 计算比值
# kd
ratio_kd = round(kd / per500_data["kd"], 2)
# kpm
ratio_kpm = round(kpm / per500_data["kpm"], 2)
# 爆头率
ratio_hs = round(headshots / 100 / per500_data["hs"], 2)
# 场均救援
ratio_rpr = round(rpr / per500_data["rpr"], 2)
# 场均助攻
ratio_apr = round(apr / per500_data["apr"], 2)
# 分钟得分
ratio_spm = round(spm / per500_data["spm"], 2)
logger.info(f"雷达图数据")
logger.info(f"生涯KD比值:{ratio_kd}")
logger.info(f"生涯Kpm比值:{ratio_kpm}")
logger.info(f"生涯准度比值:{ratio_hs}")
logger.info(f"场均救援比值:{ratio_rpr}")
logger.info(f"场均助攻比值:{ratio_apr}")
logger.info(f"分钟得分比值:{ratio_spm}")
stat_data = [ratio_kd, ratio_apr, ratio_hs, ratio_spm, ratio_kpm, ratio_rpr]
# 血腥度 kd*0.5 + kpm *0.4 +hs*0.1
player_blood = kd * 0.5 + kpm * 0.4 + headshots * 0.1
ratio_blood = player_blood / per500_data["blood"]
# 贡献度 场均助攻*0.4 + 场均救援*0.4 + spm*0.2
player_dedication = rpr * 0.4 + apr * 0.4 + spm * 0.2
ratio_dedication = player_dedication / per500_data["dedication"]
# 全能度 血腥度*0.5 + 贡献度*0.5
player_all_round = player_blood * 0.5 + player_dedication * 0.5
ratio_all_round = player_all_round / per500_data["all_round"]
logger.info(f"称号评级数据")
logger.info(f"血腥度:{player_blood} 比值:{ratio_blood}")
logger.info(f"贡献度:{player_dedication} 比值:{ratio_dedication}")
logger.info(f"全能度:{player_all_round} 比值:{ratio_all_round}")
level_designation = get_level_designation(ratio_blood, ratio_dedication, ratio_all_round)
return stat_data, level_designation
def get_level_designation(blood, dedication, all_round):
feature_type = ""
final_max = max([blood, dedication, all_round])
if final_max == blood:
feature_type = "blood"
elif final_max == dedication:
feature_type = "dedication"
elif final_max == all_round:
feature_type = "all_round"
logger.info(f"最高能力:{feature_type}")
logger.info(f"最高能力值:{final_max}")
final_info = get_feature(final_max, feature_type)
return final_info
def get_feature(value, feature_type):
"""根据输入值和数值类别,返回对应特征值"""
for (low, high), features in interval_table.items():
if low <= value < high:
return features[feature_type]
raise ValueError(f"数值 {value} 不在任何区间内")
@@ -0,0 +1,4 @@
def bind_user(user_info):
user_info['']
@@ -0,0 +1,67 @@
import json
import requests
async def get_data_bf6(player_id, user_id, platform):
url = "https://api.gametools.network/bf6/multiple/?raw=false&format_values=true"
payload = json.dumps([
{
"player_id": player_id,
"user_id": user_id,
"platform": platform
}
])
headers = {
'accept': 'application/json',
'Content-Type': 'application/json'
}
response = requests.request("POST", url, headers=headers, data=payload)
info = json.loads(response.text)
return info
async def get_data_user(user_name, platform):
url = f"https://api.gametools.network/bfglobal/player/?name={user_name}&platform={platform}&skip_battlelog=false"
payload = {}
headers = {
'accept': 'application/json'
}
response = requests.request("GET", url, headers=headers, data=payload)
data_json = json.loads(response.text)
player_id = data_json["personaId"]
user_id = data_json["userId"]
platform = data_json["platform"]
if 'personaName' in data_json:
user_name = data_json["personaName"]
elif 'displayName' in data_json:
user_name = data_json["displayName"]
elif 'username' in data_json:
user_name = data_json["username"]
else:
data_json = 'errors'
if "errors" in data_json:
return False, data_json
user_info = {
"player_id": player_id,
"user_id": user_id,
"platform": platform,
"user_name": user_name
}
return True, user_info
async def get_player_game_info(user_name, platform):
flag, user_info = await get_data_user(user_name, platform)
info = await get_data_bf6(user_info['player_id'], user_info['user_id'], user_info['platform'])
info['userName'] = user_name
info_format = json.dumps(info, ensure_ascii=False, indent=2)
print(info_format)
@@ -0,0 +1,271 @@
from nonebot import logger
import json
# from bf6_data import *
import requests
from curl_cffi import AsyncSession, CurlError
from nonebot import logger
from .bf6_data import *
url_search = "https://api.tracker.gg/api/v2/bf6/standard/search?platform={platform}&query={name}&autocomplete=true"
url_overview = "https://api.tracker.gg/api/v2/bf6/standard/profile/ign/{param}"
async def format_data(response, search_type):
status = ""
platform_info = response['data']['platformInfo']
segments = response['data']['segments']
overview = ""
weapons = []
vehicles = []
gamemodes = []
gadgets = []
kits = []
maps = []
for segment in segments:
if segment['type'] == 'overview':
overview = segment
elif segment['type'] == 'weapon':
weapons.append(segment)
elif segment['type'] == 'vehicle':
vehicles.append(segment)
elif segment['type'] == 'gamemode':
gamemodes.append(segment)
elif segment['type'] == 'gadget':
gadgets.append(segment)
elif segment['type'] == 'kit':
kits.append(segment)
elif segment['type'] == 'level':
maps.append(segment)
if search_type == 0:
status = await get_overview(platform_info, overview, weapons, vehicles, gamemodes, gadgets, kits, maps)
if search_type == 1:
status = await get_weapons(platform_info, overview, weapons, vehicles, gamemodes, gadgets, kits, maps)
return status
async def get_user_id_2_data(title_id, search_type):
url = url_overview.format(param=title_id)
info = await search_user_with_fallback(url)
info = await format_data(info, search_type)
return info
# 调用此方法获取格式化后的数据(调用此方法即可)
async def get_info(player, search_type):
# 先使用橘子搜索
url = url_search.format(platform="orign", name=player)
result = await search_user_with_fallback(url)
# 无结果再使用steam搜索
if "errors" in result:
url = url_search.format(platform="steam", name=player)
result = await search_user_with_fallback(url)
title_id_list = []
logger.info(f"查询结果: \n{json.dumps(result, ensure_ascii=False, indent=2)}")
if "status" in result or "errors" in result:
return 3, '查询异常'
for res in result['data']:
if res['status'] is not None:
name = res['platformUserHandle']
uid = res['titleUserId']
status = res['status'].strip().split('•', 1)[0].replace("Rank", "")
user = {
'name': name,
'rank': status,
'uid': uid,
}
title_id_list.append(user)
if len(title_id_list) > 1:
user_list = sorted(title_id_list, key=lambda k: int(k['rank']), reverse=True)
msg = '\n'.join(f'用户名:{info["name"]}-等级:{info["rank"]}-UID:{info["uid"]}' for info in user_list)
logger.info(f"检测到多个同名用户\n{msg}")
return 0, title_id_list
elif len(title_id_list) == 1:
logger.info(f"单用户{title_id_list}")
info = await get_user_id_2_data(title_id_list[0]['uid'], search_type)
logger.info(f"查询结果: {json.dumps(info, ensure_ascii=False, indent=2)}")
return 1, info
else:
logger.info(f"未查询到用户")
return 2, '未查询到用户'
async def get_overview(platform_info, overview, weapons, vehicles, gamemodes, gadgets, kits, maps):
top_kill_weapon = sorted(weapons, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_weapon = {
"名称": top_kill_weapon['metadata']['name'],
"击杀": top_kill_weapon['stats']['kills']['value'],
"KPM": top_kill_weapon['stats']['killsPerMinute']['value'],
"时长": top_kill_weapon['stats']['timePlayed']['displayValue'],
"爆头率": top_kill_weapon['stats']['headshotPercentage']['displayValue'],
"命中率": top_kill_weapon['stats']['shotsAccuracy']['displayValue']
}
top_kill_vehicle = sorted(vehicles, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_vehicle = {
"名称": top_kill_vehicle['metadata']['name'],
"击杀": top_kill_vehicle['stats']['kills']['value'],
"KPM": top_kill_vehicle['stats']['killsPerMinute']['value'],
"时长": top_kill_vehicle['stats']['timePlayed']['displayValue'],
"碾压": top_kill_vehicle['stats']['roadKills']['value'],
"摧毁": top_kill_vehicle['stats']['destroyedWith']['value'],
}
shot_count = overview['stats']['shotsFired']['value']
hit_count = overview['stats']['shotsHit']['value']
logger.info(f"开火数:{shot_count}")
logger.info(f"命中数:{hit_count}")
acc = round((hit_count / shot_count) * 100, 2)
logger.info(f"命中率:{acc}%")
player_info = {
'玩家名称': platform_info['platformUserHandle'],
'游玩平台': platform_info['platformSlug'],
'游戏等级': overview['stats']['careerPlayerRank']['displayValue'],
'游玩时长': overview['stats']['timePlayed']['displayValue'],
'游玩场次': overview['stats']['matchesPlayed']['displayValue'],
'对局胜率': overview['stats']['wlPercentage']['displayValue'],
'对局得分': overview['stats']['score']['displayValue'],
'玩家K/D': overview['stats']['kdRatio']['value'],
'玩家KPM': overview['stats']['killsPerMinute']['value'],
'玩家SPM': overview['stats']['scorePerMinute']['value'],
'真人击杀': overview['stats']['playerKills']['displayValue'],
'击杀总计': overview['stats']['kills']['displayValue'],
'目标占领': overview['stats']['objectivesCaptured']['value'],
'游戏助攻': overview['stats']['assists']['displayValue'],
'救援数量': overview['stats']['revives']['displayValue'],
'最高连杀': overview['stats']['multiKills']['value'],
'命中率': f"{acc}%",
'爆头率': overview['stats']['headshotPercentage']['displayValue'],
'最佳武器': best_weapon,
'最佳载具': best_vehicle,
}
return player_info
async def get_weapons(platform_info, overview, weapons, vehicles, gamemodes, gadgets, kits, maps):
top_kill_weapon = sorted(weapons, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_weapon = {
"名称": top_kill_weapon['metadata']['name'],
"击杀": top_kill_weapon['stats']['kills']['value'],
"KPM": top_kill_weapon['stats']['killsPerMinute']['value'],
"时长": top_kill_weapon['stats']['timePlayed']['displayValue'],
"爆头率": top_kill_weapon['stats']['headshotPercentage']['displayValue'],
"命中率": top_kill_weapon['stats']['shotsAccuracy']['displayValue']
}
top_kill_vehicle = sorted(vehicles, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_vehicle = {
"名称": top_kill_vehicle['metadata']['name'],
"击杀": top_kill_vehicle['stats']['kills']['value'],
"KPM": top_kill_vehicle['stats']['killsPerMinute']['value'],
"时长": top_kill_vehicle['stats']['timePlayed']['displayValue'],
"碾压": top_kill_vehicle['stats']['roadKills']['value'],
"摧毁": top_kill_vehicle['stats']['destroyedWith']['value'],
}
shot_count = overview['stats']['shotsFired']['value']
hit_count = overview['stats']['shotsHit']['value']
logger.info(f"开火数:{shot_count}")
logger.info(f"命中数:{hit_count}")
acc = round((hit_count / shot_count) * 100, 2)
logger.info(f"命中率:{acc}%")
player_info = {
'玩家名称': platform_info['platformUserHandle'],
'游玩平台': platform_info['platformSlug'],
'游戏等级': overview['stats']['careerPlayerRank']['displayValue'],
'游玩时长': overview['stats']['timePlayed']['displayValue'],
'游玩场次': overview['stats']['matchesPlayed']['displayValue'],
'对局胜率': overview['stats']['wlPercentage']['displayValue'],
'对局得分': overview['stats']['score']['displayValue'],
'玩家K/D': overview['stats']['kdRatio']['value'],
'玩家KPM': overview['stats']['killsPerMinute']['value'],
'玩家SPM': overview['stats']['scorePerMinute']['value'],
'真人击杀': overview['stats']['playerKills']['displayValue'],
'击杀总计': overview['stats']['kills']['displayValue'],
'目标占领': overview['stats']['objectivesCaptured']['value'],
'游戏助攻': overview['stats']['assists']['displayValue'],
'救援数量': overview['stats']['revives']['displayValue'],
'最高连杀': overview['stats']['multiKills']['value'],
'命中率': f"{acc}%",
'爆头率': overview['stats']['headshotPercentage']['displayValue'],
'最佳武器': best_weapon,
'最佳载具': best_vehicle,
}
return player_info
async def get_vehicles(platform_info, overview, weapons, vehicles, gamemodes, gadgets, kits, maps):
top_kill_weapon = sorted(weapons, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_weapon = {
"名称": top_kill_weapon['metadata']['name'],
"击杀": top_kill_weapon['stats']['kills']['value'],
"KPM": top_kill_weapon['stats']['killsPerMinute']['value'],
"时长": top_kill_weapon['stats']['timePlayed']['displayValue'],
"爆头率": top_kill_weapon['stats']['headshotPercentage']['displayValue'],
"命中率": top_kill_weapon['stats']['shotsAccuracy']['displayValue']
}
top_kill_vehicle = sorted(vehicles, key=lambda k: k['stats']['kills']['value'], reverse=True)[0]
best_vehicle = {
"名称": top_kill_vehicle['metadata']['name'],
"击杀": top_kill_vehicle['stats']['kills']['value'],
"KPM": top_kill_vehicle['stats']['killsPerMinute']['value'],
"时长": top_kill_vehicle['stats']['timePlayed']['displayValue'],
"碾压": top_kill_vehicle['stats']['roadKills']['value'],
"摧毁": top_kill_vehicle['stats']['destroyedWith']['value'],
}
shot_count = overview['stats']['shotsFired']['value']
hit_count = overview['stats']['shotsHit']['value']
logger.info(f"开火数:{shot_count}")
logger.info(f"命中数:{hit_count}")
acc = round((hit_count / shot_count) * 100, 2)
logger.info(f"命中率:{acc}%")
player_info = {
'玩家名称': platform_info['platformUserHandle'],
'游玩平台': platform_info['platformSlug'],
'游戏等级': overview['stats']['careerPlayerRank']['displayValue'],
'游玩时长': overview['stats']['timePlayed']['displayValue'],
'游玩场次': overview['stats']['matchesPlayed']['displayValue'],
'对局胜率': overview['stats']['wlPercentage']['displayValue'],
'对局得分': overview['stats']['score']['displayValue'],
'玩家K/D': overview['stats']['kdRatio']['value'],
'玩家KPM': overview['stats']['killsPerMinute']['value'],
'玩家SPM': overview['stats']['scorePerMinute']['value'],
'真人击杀': overview['stats']['playerKills']['displayValue'],
'击杀总计': overview['stats']['kills']['displayValue'],
'目标占领': overview['stats']['objectivesCaptured']['value'],
'游戏助攻': overview['stats']['assists']['displayValue'],
'救援数量': overview['stats']['revives']['displayValue'],
'最高连杀': overview['stats']['multiKills']['value'],
'命中率': f"{acc}%",
'爆头率': overview['stats']['headshotPercentage']['displayValue'],
'最佳武器': best_weapon,
'最佳载具': best_vehicle,
}
return player_info
async def get_bf6_data(player_id, user_id, platform):
url = "https://api.gametools.network/bf6/multiple/?raw=false&format_values=true"
payload = json.dumps([
{
"player_id": player_id,
"user_id": user_id,
"platform": platform
}
])
headers = {
'accept': 'application/json',
'Content-Type': 'application/json'
}
response = requests.request("POST", url, headers=headers, data=payload)
player_stat_json = json.loads(response.text)
return player_stat_json
@@ -0,0 +1,592 @@
import datetime
import io
import re
import cv2
import numpy as np
from PIL import Image, ImageDraw, ImageFont
from .data_utils import *
from .img_utils import *
from .param import *
# from img_utils import *
# from data_utils import *
# from param import *
filepath = os.path.dirname(__file__).replace("\\", "/")
# 字体
font_XXL = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 72)
font_XL = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 64)
font_L = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 48)
font_ML = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 42)
font_M = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 36)
font_MS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 32)
font_S = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 28)
font_XS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 24)
font_XXS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 18)
font_XXXS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 16)
font_XXL_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 72)
font_XL_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 64)
font_L_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 48)
font_ML_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 42)
font_M_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 36)
font_MS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 32)
font_S_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 28)
font_XS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 24)
font_XXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 18)
font_XXXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 16)
font_S_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 28)
font_XS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 20)
font_XXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 18)
font_XXXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 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, 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):
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(f"{filepath}/template/{game}.png", cv2.IMREAD_COLOR)
# 载入头像并缩放
avatar = cv2.imread(f"{filepath}/avatar_cache/0.png", cv2.IMREAD_UNCHANGED)
avatar = cv2.resize(avatar, (200, 200), interpolation=cv2.INTER_AREA)
# 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
# 处理透明通道
if avatar.shape[2] == 4:
# 合并圆形蒙版与原有alpha通道
alpha = cv2.bitwise_and(avatar[:, :, 3], mask)
avatar[:, :, 3] = alpha
else:
# 无透明通道时创建BGRA图像
avatar = cv2.cvtColor(avatar, cv2.COLOR_BGR2BGRA)
avatar[:, :, 3] = mask
# 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)
# draw_centered_text(draw=draw, text=rank, x_left=730, x_right=905, y=210, font=font_M, fill="white", )
# draw_centered_text(draw=draw, text=f"{time_play}H", x_left=965, x_right=1120, y=210, font=font_M, fill="white", )
# draw.text((730, 195), f"{rank}", fill="white", font=font_M)
# draw.text((1000, 195), f"{time_play}", fill="white", font=font_M)
# 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")
else:
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,
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(f"{filepath}/template/{game}.png", cv2.IMREAD_COLOR)
# 载入头像并缩放
avatar = cv2.imread(f"{filepath}/avatar_cache/0.png", cv2.IMREAD_UNCHANGED)
avatar = cv2.resize(avatar, (134, 134), interpolation=cv2.INTER_AREA)
# 粘贴头像(保持原有坐标)
y, x = 65, 105
h, w = avatar.shape[:2]
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")
# draw.text((740, 212), f"{rank}", fill="white", font=font_M)
# 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)
# draw_centered_text(draw=draw, text=(wins + loses), x_left=45, x_right=265, y=350,
# font=font_L,
# fill="white")
# 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")
# 底部栏
# # 最佳兵种
# logger.info(f"最佳兵种:{best_class}")
# draw_centered_text(draw=draw, text=classes[best_class], x_left=140, x_right=310, y=1290, 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}/战地中文社区/维护 SANSENHOSHI", fill=(154, 132, 149), font=font_XS_CH)
# ---------------- 转回 OpenCV ----------------
img = cv2.cvtColor(np.array(pil_img), cv2.COLOR_RGB2BGR)
# ---------------- 雷达图 ----------------
# 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: ImageDraw, img: Image, 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: ImageDraw, img: Image, 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_centered_text(draw=draw, text=bf_item[game][weapon_name].upper(), x_left=1240, x_right=1750, y=1355,
# font=font_MS, fill="white")
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_centered_text(draw=draw, text=bf_item[game][vehicle_name].upper(), x_left=1990, x_right=2440, y=1355,
# font=font_MS, fill="white")
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()
def add_commas(text):
return re.sub(r'(?<!^)(?=(\d{3})+$)', ',', text)
def add_commas_with_padding(value, total_digits):
"""
固定总位数补零后,再添加千分位分隔符
:param value: 输入数字(int / str)
:param total_digits: 固定总位数(如 7)
:return: 格式化后的字符串,如 '1,234,567'
"""
# 转字符串并补零
text = str(value).zfill(total_digits)
# 添加千分位
return re.sub(r'(?<!^)(?=(\d{3})+$)', ',', text)
# ---------------- 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
def build_bf6_simple_card(player_info):
# 1.创建黑色板块 1920*1080
new_img = Image.new('RGBA', (1080, 1920), (255, 255, 255, 1000))
draw = ImageDraw.Draw(new_img)
draw.text((50, 60), f"玩家名称:{player_info['玩家名称']}", fill='black', font=font_M)
draw.text((550, 60), f"游玩平台:{player_info['游玩平台']}", fill='black', font=font_M)
draw.text((50, 160), f"游戏等级:{player_info['游戏等级']}", fill='black', font=font_M)
draw.text((550, 160), f"游玩时长:{player_info['游玩时长']}", fill='black', font=font_M)
draw.text((50, 260), f"游玩场次:{player_info['游玩场次']}", fill='black', font=font_M)
draw.text((550, 260), f"对局胜率:{player_info['对局胜率']}", fill='black', font=font_M)
draw.text((50, 360), f"对局得分:{player_info['对局得分']}", fill='black', font=font_M)
draw.text((550, 360), f"玩家SPM:{player_info['玩家SPM']}", fill='black', font=font_M)
draw.text((50, 460), f"玩家K/D:{player_info['玩家K/D']}", fill='black', font=font_M)
draw.text((550, 460), f"玩家KPM:{player_info['玩家KPM']}", fill='black', font=font_M)
draw.text((50, 560), f"击杀总计:{player_info['击杀总计']}", fill='black', font=font_M)
draw.text((550, 560), f"真人击杀:{player_info['真人击杀']}", fill='black', font=font_M)
draw.text((50, 660), f"游戏助攻:{player_info['游戏助攻']}", fill='black', font=font_M)
draw.text((550, 660), f"目标占领:{player_info['目标占领']}", fill='black', font=font_M)
draw.text((50, 760), f"救援数量:{player_info['救援数量']}", fill='black', font=font_M)
draw.text((550, 760), f"最高连杀:{player_info['最高连杀']}", fill='black', font=font_M)
draw.text((50, 860), f"命中率:{player_info['命中率']}", fill='black', font=font_M)
draw.text((550, 860), f"爆头率:{player_info['爆头率']}", fill='black', font=font_M)
draw.text((150, 1060), f"最佳武器", fill='black', font=font_M)
draw.text((650, 1060), f"最佳载具", fill='black', font=font_M)
draw.text((50, 1160), f"名称:{player_info['最佳武器']['名称']}", fill='black', font=font_M)
draw.text((50, 1260), f"击杀:{player_info['最佳武器']['击杀']}", fill='black', font=font_M)
draw.text((50, 1360), f"KPM:{player_info['最佳武器']['KPM']}", fill='black', font=font_M)
draw.text((50, 1460), f"时长:{player_info['最佳武器']['时长']}", fill='black', font=font_M)
draw.text((50, 1560), f"命中率:{player_info['最佳武器']['命中率']}", fill='black', font=font_M)
draw.text((50, 1660), f"爆头率:{player_info['最佳武器']['爆头率']}", fill='black', font=font_M)
draw.text((550, 1160), f"名称:{player_info['最佳载具']['名称']}", fill='black', font=font_M)
draw.text((550, 1260), f"击杀:{player_info['最佳载具']['击杀']}", fill='black', font=font_M)
draw.text((550, 1360), f"KPM:{player_info['最佳载具']['KPM']}", fill='black', font=font_M)
draw.text((550, 1460), f"时长:{player_info['最佳载具']['时长']}", fill='black', font=font_M)
draw.text((550, 1560), f"碾压:{player_info['最佳载具']['碾压']}", fill='black', font=font_M)
draw.text((550, 1660), f"摧毁:{player_info['最佳载具']['摧毁']}", fill='black', font=font_M)
b_io = BytesIO()
new_img.save(b_io, format="PNG")
return b_io # 就可以直接 return 二进制流
@@ -0,0 +1,200 @@
import datetime
import io
import cv2
import numpy as np
from PIL import Image, ImageDraw, ImageFont
from . import add_commas_with_padding, add_commas
from .data_utils import *
from .img_utils import *
from .param import *
# from img_utils import *
# from data_utils import *
# from param import *
filepath = os.path.dirname(__file__).replace("\\", "/")
# 字体
font_XXL = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 72)
font_XL = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 64)
font_L = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 48)
font_ML = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 42)
font_M = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 36)
font_MS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 32)
font_S = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 28)
font_XS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 24)
font_XXS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 18)
font_XXXS = ImageFont.truetype(f"{filepath}/font/bf-sub-headline-bold 等宽数字.ttf", 16)
font_XXL_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 72)
font_XL_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 64)
font_L_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 48)
font_ML_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 42)
font_M_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 36)
font_MS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 32)
font_S_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 28)
font_XS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 24)
font_XXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 18)
font_XXXS_CH = ImageFont.truetype(f"{filepath}/font/演示创黑FLY.ttf", 16)
async def build_bf6_horizon_stat(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,
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(f"{filepath}/template/horizon/{game}.png", cv2.IMREAD_COLOR)
# ---------------- 头像 ----------------
avatar = cv2.imread(f"{filepath}/avatar_cache/0.png", cv2.IMREAD_UNCHANGED)
avatar = cv2.resize(avatar, (134, 134), interpolation=cv2.INTER_AREA)
# 粘贴头像(保持原有坐标)
y, x = 65, 105
h, w = avatar.shape[:2]
img[y:y + h, x:x + w] = avatar
# ---------------- 勋章 ----------------
# ---------------- 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")
# draw.text((740, 212), f"{rank}", fill="white", font=font_M)
# 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
# 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)
# ---------------- 数据 ----------------
# 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")
# 底部栏
# 最佳⭐
pil_img = build_best_bf6_horizon(draw, pil_img, best_weapon, best_vehicle, best_class, game)
# 生成时间
draw.text((1750, 10), f"{formatted_time}/战地中文社区/维护 SANSENHOSHI", fill=(154, 132, 149), font=font_XS_CH)
# ---------------- 转回 OpenCV ----------------
img = cv2.cvtColor(np.array(pil_img), cv2.COLOR_RGB2BGR)
# ---------------- 雷达图 ----------------
# 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_bf6_horizon(draw, pil_img, best_weapon, best_vehicle, best_class, game):
return 1
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