移除行动点系统,倒计时本地走秒,字体优化
为什么:游戏的时间(40 分钟一天、只能自然流动)本身就是唯一的行动节奏 阀门,再叠一层"每天 10 点行动点"纯属重复惩罚——浇水还要体力既不拟真 也不好玩。删掉之后,稀缺的只剩时间本身,放置玩法的定位反而更纯粹。 改动范围(引擎到界面连根拔): - config 删 START_AP/AP_COST;models 删 ap 字段与 max_ap,存档 payload 里的旧 ap 键被 from_dict 自然忽略; - engine 删 _spend_ap 与全部 8 个调用点、每日恢复逻辑与日志; available_actions 不再按行动点筛,cost 只剩金币; - storage 建表去掉 ap 列,老库在 connect() 里 ALTER TABLE DROP COLUMN 无痛迁移(实测 saves/farm.db 已自动迁完); - bot 删 AP 分支(无 AP 后 available_actions 恒可用);client/TUI/CLI/ README/帮助文本同步清理。 网页端顺带两件事: - "下一天"倒计时改为客户端本地走秒——SSE 只在有变化时推送,以前倒计时 只在推送瞬间跳变,现在每秒都在动(记基点 + 1s 定时器补齐); - 字体优化:页面字体栈补齐 MiSans/HarmonyOS Sans/PingFang,正文字号 14→15,统计数字 tabular-nums;canvas 小字统一字体栈并加粗提对比度。 测试适配:删 2 个 AP 专属用例(无 AP 可测)、改名/收敛 5 个, 532 项全绿(skip 39),ruff/pyright 干净。真机验证:老库迁移、 统计条无行动点、倒计时逐秒递减(39:04→39:02)、动作不再报 no_ap。
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@@ -64,7 +64,6 @@ BASE_STATE = {
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"day": 1,
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"gold": 1000,
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"feed": 20,
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"ap": 10,
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"next_plot_price": 200,
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"paused": False,
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"seconds_to_tick": 120.0,
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@@ -123,11 +122,10 @@ class ScoreTestCase(unittest.TestCase):
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self.assertEqual(self.score(action, gold=599, next_plot_price=200), 4.0)
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self.assertEqual(self.score(action, gold=9999, next_plot_price=-1), 4.0, "没地可买")
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def test_animals_need_a_cash_buffer_and_a_free_action_point(self):
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def test_animals_need_a_cash_buffer(self):
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action = {"action": "buy_animal", "params": {"kind": "chicken"}}
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self.assertEqual(self.score(action, gold=270, ap=1), 39.0)
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self.assertEqual(self.score(action, gold=269, ap=1), 3.0)
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self.assertEqual(self.score(action, gold=1000, ap=0), 3.0, "没行动点就别想")
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self.assertEqual(self.score(action, gold=270), 39.0)
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self.assertEqual(self.score(action, gold=269), 3.0)
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def test_unknown_actions_have_the_lowest_score(self):
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self.assertEqual(self.score({"action": "fly_to_moon"}), 1.0)
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@@ -196,7 +194,7 @@ class StepTestCase(unittest.TestCase):
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state=BASE_STATE,
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catalog=CATALOG,
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)
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client.fail_with = GameError("no_ap", "行动点不足")
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client.fail_with = GameError("not_enough_gold", "金币不足")
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bot = make_bot(client)
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self.assertIsNone(bot.step())
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self.assertEqual(bot.failures, 1)
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@@ -208,7 +206,7 @@ class StepTestCase(unittest.TestCase):
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state=BASE_STATE,
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catalog=CATALOG,
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)
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client.fail_with = GameError("no_ap", "行动点不足")
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client.fail_with = GameError("not_enough_gold", "金币不足")
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bot = make_bot(client)
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bot.step()
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client.fail_with = None
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@@ -290,13 +288,11 @@ class RunTestCase(unittest.TestCase):
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summary = make_bot(client).run(rounds=1)
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self.assertEqual(set(summary) >= {"name", "days", "actions", "failures", "net_worth"}, True)
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def test_no_action_points_means_clocking_out(self):
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# AP 用完时,服务端的 available_actions 只会剩下 0 消耗的动作
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# (卖货/建造/收获/收取),这里模拟"连这些都没有"的极端情况:
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# 机器人应当直接收工,而不是空转或乱发请求。
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def test_no_actions_means_clocking_out(self):
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# 没有任何可执行动作时机器人应当直接收工,而不是空转或乱发请求。
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client = FakeClient(
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actions=[],
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state={**BASE_STATE, "ap": 0},
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state=BASE_STATE,
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catalog=CATALOG,
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)
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bot = make_bot(client)
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@@ -304,12 +300,11 @@ class RunTestCase(unittest.TestCase):
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self.assertEqual(summary["actions"], 0)
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self.assertEqual(client.calls, [], "没得做就不该发动作请求")
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def test_free_actions_still_run_without_action_points(self):
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# 新设计:收获不再直接给钱,得靠 sell 把谷仓里的货变现;而 sell/build
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# 是 0 消耗动作,AP=0 时也必须能执行,否则一整天只能干等着。
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def test_sell_still_runs_when_idle(self):
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# 收获不再直接给钱,得靠 sell 把谷仓里的货变现;sell 随时可执行。
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client = FakeClient(
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actions=[{"action": "sell", "params": {}}],
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state={**BASE_STATE, "ap": 0},
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state=BASE_STATE,
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catalog=CATALOG,
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)
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bot = make_bot(client)
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