"""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)) def format_duration(seconds: float | None) -> str: """把秒数写成人看的时长:``45s`` / ``39:58`` / ``1:05:00``。 一天默认 40 分钟(2400 秒),直接显示秒数是一串难读的大数, 所以 TUI 头部、``main.py state`` 这类地方都走这个函数。 """ if seconds is None: return "—" total = int(max(0.0, seconds)) if total < 60: return f"{total}s" hours, rest = divmod(total, 3600) minutes, secs = divmod(rest, 60) if hours: return f"{hours}:{minutes:02d}:{secs:02d}" return f"{minutes}:{secs:02d}" def next_goal_after(index: int) -> dict[str, Any] | None: """给定目标序号,返回"下一个目标"。已到最后一个则返回 None。""" nxt = index + 1 if nxt >= len(config.GOALS): return None amount, text = config.GOALS[nxt] return {"amount": amount, "text": text} 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。""" return self._stage(self.grow_days) def _stage(self, grow: int) -> str: """stage 的实现体。to_dict 已算好 grow_days,走这里避免重复求值。""" if self.crop is None: return "空地" progress = self.growth / max(1, grow) 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]: # 热路径(每次快照对每块地调一次):grow_days 原来经 4 个属性各求值 # 一遍(本处 + days_left + is_ripe + stage),这里算一次局部复用。 # 规则本体仍以同名属性为唯一来源,此处只是等价的直接计算。 info = config.CROPS.get(self.crop) if self.crop else None grow = int(info["grow_days"]) if info else 0 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": grow, "days_left": max(0, grow - int(self.growth)) if info else 0, "is_ripe": info is not None and self.growth >= grow, "is_empty": self.crop is None, "moisture": self.moisture, "water_capacity": config.WATER_CAPACITY, "stage": self._stage(grow), } @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]: # 热路径:info 原来经 name/product/cycle/days_to_product 查 4 次配置表, # 这里取一次局部复用;is_sick 与 days_to_product 的规则本体仍在属性里。 info = config.ANIMALS[self.kind] cycle = int(info["cycle"]) return { "id": self.aid, "kind": self.kind, "name": info["name"], "product": info["product"], "fed": self.fed, "progress": self.progress, "cycle": cycle, "days_to_product": max(0, cycle - self.progress), "pending": self.pending, "starve": self.starve, "is_sick": self.starve >= 2, } @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.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 # 谷仓:收获先进这里,卖不卖、什么时候卖由玩家决定。 # 键与 self.market 完全同构(作物用 "wheat",畜产品用 "animal:chicken"), # 这样定价、序列化、存档校验都只有一套规则。 self.inventory: dict[str, int] = {} # 建筑:key -> 已建座数(0 表示还没造) self.buildings: dict[str, int] = dict.fromkeys(config.BUILDINGS, 0) # 天气:今天与明天。掷骰在 engine 里做,模型层只持有结果, # 这样"存/读档"不需要重放随机序列就能复原当天的天气。 self.weather: str = config.DEFAULT_WEATHER self.forecast: str = config.DEFAULT_WEATHER # ---------------------------------------------------------------- 派生属性 @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 + 饲料 + 地里未收的作物 + 谷仓存货。""" 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)) stored = self.goods_value return self.gold + land + self.livestock_value + self.inventory_value + crops + stored @property def goal_index(self) -> int: return config.goal_index(self.net_worth) @property def next_goal(self) -> dict[str, Any] | None: return next_goal_after(self.goal_index) @property def granary_capacity(self) -> int: """仓储上限:基础值 + 等级成长 + 谷仓建筑。""" cap = ( config.GRANARY_BASE + config.GRANARY_PER_LEVEL * (self.level - 1) + config.GRANARY_PER_UPGRADE * self.building_count("granary") ) return int(clamp(cap, config.GRANARY_BASE, config.MAX_GRANARY)) @property def storage_used(self) -> int: return sum(self.inventory.values()) @property def granary_free(self) -> int: return max(0, self.granary_capacity - self.storage_used) @property def goods_value(self) -> float: """谷仓存货按**当前市价**的估值(会随市场波动,这正是囤货的风险与收益)。""" return sum(count * self.market.get(key, 0.0) for key, count in self.inventory.items()) def building_count(self, key: str) -> int: return int(self.buildings.get(key, 0)) # ---------------------------------------------------------------- 序列化 def to_dict(self) -> dict[str, Any]: # net_worth 要遍历地块与牲畜,是这里最贵的一项;下面三处都要用它, # 所以只算一次再分发给 net_worth / goal_index / next_goal。 worth = self.net_worth goal = config.goal_index(worth) winfo = config.weather_info(self.weather) finfo = config.weather_info(self.forecast) # granary_free 原来会把 granary_capacity 和 storage_used 各重算一遍 cap = self.granary_capacity used = self.storage_used return { "day": self.day, "weather": self.weather, "weather_name": winfo["name"], "weather_desc": winfo["desc"], "forecast": self.forecast, "forecast_name": finfo["name"], "gold": self.gold, "level": self.level, "exp": self.exp, "exp_needed": self.exp_needed, "feed": self.feed, "inventory": dict(sorted(self.inventory.items())), "storage_used": used, "granary_capacity": cap, "granary_free": max(0, cap - used), "buildings": dict(self.buildings), "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(worth, 2), "goal_index": goal, "next_goal": next_goal_after(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))) 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 raw_buildings = data.get("buildings", {}) if isinstance(raw_buildings, dict): for key, info in config.BUILDINGS.items(): try: owned = int(raw_buildings.get(key, 0)) except (TypeError, ValueError): continue state.buildings[key] = int(clamp(owned, 0, info["max_level"])) weather = data.get("weather") if isinstance(weather, str) and weather in config.WEATHER: state.weather = weather forecast = data.get("forecast") if isinstance(forecast, str) and forecast in config.WEATHER: state.forecast = forecast 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) # 存货键必须存在于 market:顺手挡住"手改存档塞进来的野键", # 否则它会一直躺在谷仓里、既卖不掉也算不进净资产。 raw_inventory = data.get("inventory", {}) if isinstance(raw_inventory, dict): for key, count in raw_inventory.items(): if key not in state.market: continue try: amount = int(count) except (TypeError, ValueError): continue if amount > 0: state.inventory[key] = amount 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