"""游戏数据模型。 设计原则:模型只负责"持有数据 + 结构化转换",所有规则判定放在 engine.py。 这样 HTTP 层和 TUI 层都能拿到同一份状态快照。 """ from __future__ import annotations import itertools from typing import Any from . import config def clamp(value: float, low: float, high: float) -> float: """把 value 限制在 [low, high] 区间内。""" return max(low, min(high, value)) class Plot: """一块土地。""" __slots__ = ("crop", "growth", "index", "moisture", "planted_day") def __init__(self, index: int) -> None: self.index = index # 0-based 下标,对外展示用 index+1 self.crop: str | None = None self.growth: float = 0.0 # 已生长天数 self.moisture: int = 0 # 剩余可支撑天数 self.planted_day: int = 0 # ---------------------------------------------------------------- 查询 @property def is_empty(self) -> bool: return self.crop is None @property def grow_days(self) -> int: if self.crop is None: return 0 return int(config.CROPS[self.crop]["grow_days"]) @property def is_ripe(self) -> bool: return self.crop is not None and self.growth >= self.grow_days @property def days_left(self) -> int: if self.crop is None: return 0 return max(0, self.grow_days - int(self.growth)) @property def stage(self) -> str: """人类可读的生长阶段。""" if self.crop is None: return "空地" progress = self.growth / max(1, self.grow_days) name = "已播种" for threshold, label in config.GROWTH_STAGES: if progress >= threshold: name = label return name # ---------------------------------------------------------------- 序列化 def to_dict(self) -> dict[str, Any]: info = config.CROPS.get(self.crop) if self.crop else None return { "index": self.index, "position": self.index + 1, "crop": self.crop, "crop_name": info["name"] if info else None, "growth": round(self.growth, 2), "grow_days": self.grow_days, "days_left": self.days_left, "is_ripe": self.is_ripe, "is_empty": self.is_empty, "moisture": self.moisture, "water_capacity": config.WATER_CAPACITY, "stage": self.stage, } @classmethod def from_dict(cls, data: dict[str, Any]) -> Plot: plot = cls(int(data.get("index", 0))) crop = data.get("crop") # 校验存档里的作物名仍然合法,避免旧存档导致 KeyError plot.crop = crop if crop in config.CROPS else None plot.growth = float(data.get("growth", 0.0)) plot.moisture = int(data.get("moisture", 0)) plot.planted_day = int(data.get("planted_day", 0)) return plot class Animal: """一只牲畜。""" _id_counter = itertools.count(1) __slots__ = ("aid", "fed", "kind", "pending", "progress", "starve") def __init__(self, kind: str, aid: int | None = None) -> None: self.aid = aid if aid is not None else next(Animal._id_counter) self.kind = kind self.fed = False # 今天是否已喂食 self.progress = 0 # 距下次产出的累计天数 self.starve = 0 # 连续未进食天数 self.pending = 0 # 待收集的产出数量 # ---------------------------------------------------------------- 查询 @property def info(self) -> dict[str, Any]: return config.ANIMALS[self.kind] @property def name(self) -> str: return self.info["name"] @property def product(self) -> str: return self.info["product"] @property def cycle(self) -> int: return int(self.info["cycle"]) @property def days_to_product(self) -> int: return max(0, self.cycle - self.progress) @property def is_sick(self) -> bool: """连续 2 天没吃东西,进入"虚弱"状态。""" return self.starve >= 2 # ---------------------------------------------------------------- 序列化 def to_dict(self) -> dict[str, Any]: return { "id": self.aid, "kind": self.kind, "name": self.name, "product": self.product, "fed": self.fed, "progress": self.progress, "cycle": self.cycle, "days_to_product": self.days_to_product, "pending": self.pending, "starve": self.starve, "is_sick": self.is_sick, } @classmethod def from_dict(cls, data: dict[str, Any]) -> Animal | None: kind = data.get("kind") if kind not in config.ANIMALS: return None animal = cls(kind, int(data.get("id", 0)) or None) animal.fed = bool(data.get("fed", False)) animal.progress = int(data.get("progress", 0)) animal.starve = int(data.get("starve", 0)) animal.pending = int(data.get("pending", 0)) # 恢复 id 计数器,避免新动物与旧动物 id 冲突 Animal._id_counter = itertools.count(max(animal.aid + 1, next(Animal._id_counter))) return animal class GameState: """完整的游戏状态。所有字段都必须是可 JSON 序列化的。""" def __init__(self) -> None: self.day: int = 1 self.gold: int = config.START_GOLD self.level: int = config.START_LEVEL self.exp: int = 0 self.ap: int = config.START_AP self.feed: int = config.START_FEED self.plots: list[Plot] = [Plot(i) for i in range(config.BASE_PLOTS)] self.animals: list[Animal] = [] self.log: list[dict[str, Any]] = [] # 市场价格(每天波动):key -> 当前单价 self.market: dict[str, float] = { key: float(info["base_price"]) for key, info in config.CROPS.items() } for key, info in config.ANIMALS.items(): self.market[f"animal:{key}"] = float(info["base_price"]) # 统计 self.total_harvested: int = 0 self.total_collected: int = 0 self.total_earned: int = 0 self.total_spent: int = 0 self.plots_bought: int = 0 # ---------------------------------------------------------------- 派生属性 @property def max_ap(self) -> int: return config.START_AP @property def max_plots(self) -> int: """当前等级允许持有的土地上限。""" allowed = config.BASE_PLOTS + config.PLOTS_PER_LEVEL * (self.level - 1) return int(clamp(allowed, config.BASE_PLOTS, config.MAX_PLOTS)) @property def next_plot_price(self) -> int: """下一块土地的价格;已达上限时返回 -1。""" if len(self.plots) >= self.max_plots: return -1 return int(config.PLOT_BASE_PRICE * (config.PLOT_PRICE_GROWTH**self.plots_bought)) @property def exp_needed(self) -> int: return config.exp_to_next(self.level) @property def inventory_value(self) -> float: return self.feed * config.FEED_UNIT_PRICE @property def livestock_value(self) -> float: return sum( a.pending * self.market.get(f"animal:{a.kind}", 0) + a.info["cost"] * 0.5 for a in self.animals ) @property def net_worth(self) -> float: """净资产:金币 + 已购地价 + 牲畜折价 + 库存 + 地里未收的作物。""" land = sum( config.PLOT_BASE_PRICE * (config.PLOT_PRICE_GROWTH**i) for i in range(self.plots_bought) ) crops = 0.0 for plot in self.plots: if plot.crop: crops += self.market.get(plot.crop, 0) * (plot.growth / max(1, plot.grow_days)) return self.gold + land + self.livestock_value + self.inventory_value + crops @property def goal_index(self) -> int: return config.goal_index(self.net_worth) @property def next_goal(self) -> dict[str, Any] | None: nxt = self.goal_index + 1 if nxt >= len(config.GOALS): return None amount, text = config.GOALS[nxt] return {"amount": amount, "text": text} # ---------------------------------------------------------------- 序列化 def to_dict(self) -> dict[str, Any]: return { "day": self.day, "gold": self.gold, "level": self.level, "exp": self.exp, "exp_needed": self.exp_needed, "ap": self.ap, "max_ap": self.max_ap, "feed": self.feed, "plots": [p.to_dict() for p in self.plots], "plot_count": len(self.plots), "max_plots": self.max_plots, "next_plot_price": self.next_plot_price, "animals": [a.to_dict() for a in self.animals], "animal_count": len(self.animals), "max_animals": config.MAX_ANIMALS, "market": {k: round(v, 2) for k, v in self.market.items()}, "net_worth": round(self.net_worth, 2), "goal_index": self.goal_index, "next_goal": self.next_goal, "stats": { "harvested": self.total_harvested, "collected": self.total_collected, "earned": self.total_earned, "spent": self.total_spent, }, } @classmethod def from_dict(cls, data: dict[str, Any]) -> GameState: state = cls() state.day = max(1, int(data.get("day", 1))) state.gold = max(0, int(data.get("gold", config.START_GOLD))) state.level = max(1, int(data.get("level", 1))) state.exp = max(0, int(data.get("exp", 0))) state.feed = max(0, int(data.get("feed", 0))) state.ap = int(clamp(int(data.get("ap", state.max_ap)), 0, state.max_ap)) plots = [Plot.from_dict(p) for p in data.get("plots", []) if isinstance(p, dict)] # 保证至少有初始土地,且不超过硬上限 count = int(clamp(len(plots) or config.BASE_PLOTS, config.BASE_PLOTS, config.MAX_PLOTS)) if len(plots) < count: plots.extend(Plot(i) for i in range(len(plots), count)) state.plots = plots[: config.MAX_PLOTS] for i, plot in enumerate(state.plots): plot.index = i animals: list[Animal] = [] for item in data.get("animals", [])[: config.MAX_ANIMALS]: if isinstance(item, dict): animal = Animal.from_dict(item) if animal is not None: animals.append(animal) state.animals = animals market = data.get("market", {}) for key in list(state.market.keys()): try: value = float(market.get(key, state.market[key])) except (TypeError, ValueError): continue state.market[key] = clamp(value, 1.0, 100000.0) stats = data.get("stats", {}) state.total_harvested = max(0, int(stats.get("harvested", 0))) state.total_collected = max(0, int(stats.get("collected", 0))) state.total_earned = max(0, int(stats.get("earned", 0))) state.total_spent = max(0, int(stats.get("spent", 0))) state.plots_bought = max(0, len(state.plots) - config.BASE_PLOTS) return state