"""核心游戏引擎。 这一层是纯粹的"游戏规则",不依赖终端、不依赖网络。 TUI 与 HTTP/gRPC 接口都调用同一组方法,因此三方共享完全一致的裁判逻辑。 线程模型 -------- 所有对状态的读写都在 ``self._lock`` 保护下进行,TUI 主线程、 自动推进线程、HTTP 工作线程可以安全并发调用。 错误约定 -------- 业务规则不满足时抛出 :class:`GameError`(带机器可读的 ``code``), 调用方据此返回 4xx JSON 或界面提示。 """ from __future__ import annotations import random import threading import time from typing import Any, Callable, Dict, List, Optional from . import config from .models import Animal, GameState, Plot, clamp class GameError(Exception): """业务规则错误。``code`` 供 API 调用方程序化判断。""" def __init__(self, code: str, message: str, status: int = 400) -> None: super().__init__(message) self.code = code self.message = message self.status = status def to_dict(self) -> Dict[str, Any]: return {"ok": False, "error": self.code, "message": self.message} class FarmEngine: """农场游戏引擎。""" def __init__(self, tick_seconds: float = config.DEFAULT_TICK_SECONDS) -> None: self._lock = threading.RLock() self.state = GameState() self.tick_seconds = clamp( float(tick_seconds), config.MIN_TICK_SECONDS, config.MAX_TICK_SECONDS ) self._log_seq = 0 self._last_sleep = 0.0 self.paused = False # 由 Scheduler 维护:下一次自动推进的绝对时间戳(无调度器时为 None) self.next_tick_at: Optional[float] = None # 状态变化回调(TUI 用它触发重绘) self._listeners: List[Callable[[], None]] = [] # ================================================================ 订阅 def subscribe(self, callback: Callable[[], None]) -> None: with self._lock: self._listeners.append(callback) def _notify(self) -> None: for callback in list(self._listeners): try: callback() except Exception: # 监听器异常不能影响游戏主流程 pass # ================================================================ 日志 def add_log(self, text: str, kind: str = "info") -> None: with self._lock: self._log_seq += 1 self.state.log.append( { "seq": self._log_seq, "day": self.state.day, "kind": kind, # info / good / bad / warn / action "text": text, } ) if len(self.state.log) > config.MAX_LOG_ENTRIES: del self.state.log[: len(self.state.log) - config.MAX_LOG_ENTRIES] def recent_log(self, limit: int = 12, since: int = 0) -> List[Dict[str, Any]]: with self._lock: entries = [e for e in self.state.log if e["seq"] > since] return entries[-limit:] if limit > 0 else entries # ================================================================ 查询 def snapshot(self) -> Dict[str, Any]: """返回完整状态快照(供 TUI 渲染与 API 响应)。""" with self._lock: data = self.state.to_dict() data["tick_seconds"] = self.tick_seconds data["paused"] = self.paused data["seconds_to_tick"] = self.seconds_to_tick data["last_event"] = self.state.log[-1] if self.state.log else None return data @property def seconds_to_tick(self) -> Optional[float]: if self.paused or self.next_tick_at is None: return None return round(max(0.0, self.next_tick_at - time.time()), 1) def market_price(self, key: str) -> float: with self._lock: return round(self.state.market.get(key, 0.0), 2) def catalog(self) -> Dict[str, Any]: """返回所有可种植/可养殖对象及其在市场上的实时价格。""" with self._lock: crops = [] for key, info in config.CROPS.items(): price = self.market_price(key) gross = price days = int(info["grow_days"]) crops.append( { "key": key, "name": info["name"], "seed_cost": info["seed_cost"], "grow_days": days, "price": price, "exp": info["exp"], "level_req": info["level_req"], "locked": self.state.level < info["level_req"], "profit": round(gross - info["seed_cost"], 2), "profit_per_day": round((gross - info["seed_cost"]) / days, 2), } ) animals = [] for key, info in config.ANIMALS.items(): price = self.market_price(f"animal:{key}") feed_cost = info["feed_per_day"] * config.FEED_UNIT_PRICE * info["cycle"] animals.append( { "key": key, "name": info["name"], "cost": info["cost"], "product": info["product"], "price": price, "cycle": info["cycle"], "feed_per_day": info["feed_per_day"], "exp": info["exp"], "level_req": info["level_req"], "locked": self.state.level < info["level_req"], "profit_per_day": round( (price - feed_cost) / max(1, info["cycle"]), 2 ), } ) return { "crops": crops, "animals": animals, "feed_price": config.FEED_UNIT_PRICE, "water_capacity": config.WATER_CAPACITY, "ap_cost": config.AP_COST, } def available_actions(self) -> List[Dict[str, Any]]: """列出当前**合法**的动作,供 AI 直接决策使用。 每个动作包含:``action``(接口名)、``params``(参数模板)、 ``cost``(金币/行动点开销)、``reason``(为什么值得做)。 """ with self._lock: actions: List[Dict[str, Any]] = [] state = self.state # ---- 收获 / 浇水 / 播种 for plot in state.plots: if plot.crop is None: for key, info in config.CROPS.items(): if state.level < info["level_req"]: continue if state.gold < info["seed_cost"] or state.ap < config.AP_COST["plant"]: continue actions.append( { "action": "plant", "params": {"plot": plot.index + 1, "crop": key}, "cost": {"gold": info["seed_cost"], "ap": config.AP_COST["plant"]}, "reason": f"{plot.index + 1} 号地空闲,可种{info['name']}", } ) elif plot.is_ripe: actions.append( { "action": "harvest", "params": {"plot": plot.index + 1}, "cost": {"gold": 0, "ap": config.AP_COST["harvest"]}, "reason": f"{plot.index + 1} 号地的{config.CROPS[plot.crop]['name']}已成熟", } ) elif plot.moisture == 0 and state.ap >= config.AP_COST["water"]: actions.append( { "action": "water", "params": {"plot": plot.index + 1}, "cost": {"gold": 0, "ap": config.AP_COST["water"]}, "reason": f"{plot.index + 1} 号地缺水,作物已停止生长", } ) # ---- 动物 for animal in state.animals: if animal.pending > 0: actions.append( { "action": "collect", "params": {"animal_id": animal.aid}, "cost": {"gold": 0, "ap": config.AP_COST["collect"]}, "reason": f"{animal.name}有 {animal.pending} 份{animal.product}待收取", } ) elif not animal.fed: need = animal.info["feed_per_day"] cost = 0 if state.feed >= need else need * config.FEED_EMERGENCY_PRICE if state.gold >= cost and state.ap >= config.AP_COST["feed"]: actions.append( { "action": "feed", "params": {"animal_id": animal.aid}, "cost": {"gold": cost, "ap": config.AP_COST["feed"]}, "reason": f"{animal.name}(#{animal.aid})今天还没喂食", } ) # ---- 投资类 price = state.next_plot_price if price > 0 and state.gold >= price: actions.append( { "action": "buy_plot", "params": {}, "cost": {"gold": price, "ap": config.AP_COST["buy_plot"]}, "reason": f"可花 {price} 金币开垦第 {len(state.plots) + 1} 块地", } ) if state.feed < 5 and state.gold >= config.FEED_UNIT_PRICE * config.FEED_BULK: actions.append( { "action": "buy_feed", "params": {"quantity": config.FEED_BULK}, "cost": { "gold": config.FEED_UNIT_PRICE * config.FEED_BULK, "ap": config.AP_COST["buy_feed"], }, "reason": "饲料库存偏低,建议补货", } ) for key, info in config.ANIMALS.items(): if state.level < info["level_req"]: continue if len(state.animals) >= config.MAX_ANIMALS or state.gold < info["cost"]: continue actions.append( { "action": "buy_animal", "params": {"kind": key}, "cost": {"gold": info["cost"], "ap": config.AP_COST["buy_animal"]}, "reason": f"可购买{info['name']}({info['cost']} 金币)", } ) return actions # ================================================================ 内部工具 def _get_plot(self, plot_no: Any) -> Plot: """把 1-based 的地块编号转成 Plot,越界即报错。""" try: number = int(plot_no) except (TypeError, ValueError): raise GameError("bad_param", f"地块编号必须是整数,收到 {plot_no!r}") if number < 1 or number > len(self.state.plots): raise GameError( "no_such_plot", f"地块编号 {number} 不存在(当前共 {len(self.state.plots)} 块地)", ) return self.state.plots[number - 1] def _get_animal(self, animal_id: Any) -> Animal: try: aid = int(animal_id) except (TypeError, ValueError): raise GameError("bad_param", f"动物编号必须是整数,收到 {animal_id!r}") for animal in self.state.animals: if animal.aid == aid: return animal raise GameError("no_such_animal", f"没有编号为 {aid} 的动物") def _spend_ap(self, action: str) -> None: cost = config.AP_COST.get(action, 0) if cost and self.state.ap < cost: raise GameError( "no_ap", f"行动点不足:{action} 需要 {cost} 点,当前只剩 {self.state.ap} 点。" f"按 N 休息或等待下一天。", ) if cost: self.state.ap -= cost def _spend_gold(self, amount: int, what: str) -> None: amount = int(amount) if amount < 0: raise GameError("bad_param", "金额不能为负") if self.state.gold < amount: raise GameError( "not_enough_gold", f"金币不足:{what}需要 {amount},你只有 {self.state.gold}", ) self.state.gold -= amount self.state.total_spent += amount def _earn(self, amount: float, reason: str) -> int: earned = max(0, int(round(amount))) self.state.gold += earned self.state.total_earned += earned return earned def _gain_exp(self, amount: int) -> List[str]: """增加经验并处理连续升级,返回升级提示文本。""" messages: List[str] = [] self.state.exp += int(amount) guard = 0 while self.state.exp >= self.state.exp_needed and guard < 50: guard += 1 self.state.exp -= self.state.exp_needed self.state.level += 1 bonus = config.level_up_bonus(self.state.level) self.state.gold += bonus unlocked = [ info["name"] for info in config.CROPS.values() if info["level_req"] == self.state.level ] + [ info["name"] for info in config.ANIMALS.values() if info["level_req"] == self.state.level ] text = f"升级到 Lv.{self.state.level}!奖励 {bonus} 金币" if unlocked: text += f",解锁:{'、'.join(unlocked)}" messages.append(text) self.add_log(text, "good") return messages def _roll_yield(self) -> int: """丰收回合判定:常规产出 1,暴击产出 2。""" return 2 if random.random() < config.LUCKY_CHANCE else 1 # ================================================================ 动作 def plant(self, plot_no: Any, crop: Any) -> Dict[str, Any]: with self._lock: if not isinstance(crop, str) or crop not in config.CROPS: raise GameError( "unknown_crop", f"未知作物 {crop!r},可选:{'、'.join(config.CROPS)}", ) info = config.CROPS[crop] if self.state.level < info["level_req"]: raise GameError( "locked", f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}", ) plot = self._get_plot(plot_no) if plot.crop is not None: raise GameError("plot_busy", f"{plot.index + 1} 号地已经种了{config.CROPS[plot.crop]['name']}") self._spend_gold(info["seed_cost"], f"购买{info['name']}种子") self._spend_ap("plant") plot.crop = crop plot.growth = 0.0 plot.moisture = config.PLANT_INITIAL_MOISTURE plot.planted_day = self.state.day self.add_log(f"在 {plot.index + 1} 号地播下{info['name']}种子", "action") self._notify() return { "ok": True, "message": f"{plot.index + 1} 号地已种下{info['name']},{info['grow_days']} 天后成熟", "plot": plot.to_dict(), } def water(self, plot_no: Any) -> Dict[str, Any]: with self._lock: plot = self._get_plot(plot_no) if plot.crop is None: raise GameError("plot_empty", f"{plot.index + 1} 号地是空地,不需要浇水") if plot.moisture >= config.WATER_CAPACITY: raise GameError( "already_watered", f"{plot.index + 1} 号地水分已满({plot.moisture}/{config.WATER_CAPACITY})", ) self._spend_ap("water") plot.moisture = config.WATER_CAPACITY self.add_log(f"给 {plot.index + 1} 号地浇水(水分 {config.WATER_CAPACITY})", "action") self._notify() return {"ok": True, "message": f"{plot.index + 1} 号地已浇水", "plot": plot.to_dict()} def harvest(self, plot_no: Any) -> Dict[str, Any]: with self._lock: plot = self._get_plot(plot_no) if plot.crop is None: raise GameError("plot_empty", f"{plot.index + 1} 号地是空地") if not plot.is_ripe: raise GameError( "not_ripe", f"{config.CROPS[plot.crop]['name']}还差 {plot.days_left} 天成熟", ) crop_key = plot.crop info = config.CROPS[crop_key] self._spend_ap("harvest") quantity = self._roll_yield() price = self.market_price(crop_key) earned = self._earn(price * quantity, info["name"]) plot.crop = None plot.growth = 0.0 plot.moisture = 0 self.state.total_harvested += quantity lucky = "(丰收!)" if quantity > 1 else "" self.add_log( f"收获 {quantity} 份{info['name']}{lucky},+{earned} 金币", "good" ) levelups = self._gain_exp(info["exp"]) self._notify() return { "ok": True, "message": f"收获 {quantity} 份{info['name']},获得 {earned} 金币", "quantity": quantity, "earned": earned, "exp": info["exp"], "level_ups": levelups, } def buy_animal(self, kind: Any) -> Dict[str, Any]: with self._lock: if not isinstance(kind, str) or kind not in config.ANIMALS: raise GameError( "unknown_animal", f"未知动物 {kind!r},可选:{'、'.join(config.ANIMALS)}", ) info = config.ANIMALS[kind] if self.state.level < info["level_req"]: raise GameError( "locked", f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}", ) if len(self.state.animals) >= config.MAX_ANIMALS: raise GameError("pasture_full", f"牧场已满(上限 {config.MAX_ANIMALS} 只)") self._spend_gold(info["cost"], f"购买{info['name']}") self._spend_ap("buy_animal") animal = Animal(kind) self.state.animals.append(animal) self.add_log(f"买了一只{info['name']}(#{animal.aid}),{info['cost']} 金币", "action") self._notify() return { "ok": True, "message": f"购入{info['name']} #{animal.aid},记得每天喂食", "animal": animal.to_dict(), } def feed(self, animal_id: Any, quantity: Any = None) -> Dict[str, Any]: with self._lock: animal = self._get_animal(animal_id) if animal.fed: raise GameError("already_fed", f"{animal.name} #{animal.aid} 今天已经吃过了") need = int(animal.info["feed_per_day"]) if quantity is None: quantity = need try: quantity = int(quantity) except (TypeError, ValueError): raise GameError("bad_param", "喂食数量必须是整数") if quantity <= 0: raise GameError("bad_param", "喂食数量必须大于 0") if quantity > need: quantity = need # 多喂无益,自动收窄到实际需求 if self.state.feed < quantity: shortfall = quantity - self.state.feed cost = shortfall * config.FEED_EMERGENCY_PRICE self._spend_gold(cost, f"临时采购 {shortfall} 份饲料") self.state.feed += shortfall self.add_log(f"饲料不足,临时高价补货 {shortfall} 份(-{cost} 金币)", "warn") self._spend_ap("feed") self.state.feed -= quantity animal.fed = True animal.starve = 0 self.add_log(f"喂了{animal.name} #{animal.aid} {quantity} 份饲料", "action") self._notify() return { "ok": True, "message": f"{animal.name} #{animal.aid} 吃饱了,剩余饲料 {self.state.feed}", "feed_left": self.state.feed, "animal": animal.to_dict(), } def collect(self, animal_id: Any) -> Dict[str, Any]: with self._lock: animal = self._get_animal(animal_id) if animal.pending <= 0: raise GameError( "nothing_to_collect", f"{animal.name} #{animal.aid} 暂时没有可收取的{animal.product}" f"(还需 {animal.days_to_product} 天)", ) self._spend_ap("collect") quantity = animal.pending animal.pending = 0 price = self.market_price(f"animal:{animal.kind}") earned = self._earn(price * quantity, animal.product) self.state.total_collected += quantity self.add_log( f"收取 {quantity} 份{animal.product}({animal.name} #{animal.aid}),+{earned} 金币", "good", ) levelups = self._gain_exp(animal.info["exp"] * quantity) self._notify() return { "ok": True, "message": f"收取 {quantity} 份{animal.product},获得 {earned} 金币", "quantity": quantity, "earned": earned, "level_ups": levelups, } def buy_feed(self, quantity: Any = config.FEED_BULK) -> Dict[str, Any]: with self._lock: try: quantity = int(quantity) except (TypeError, ValueError): raise GameError("bad_param", "饲料数量必须是整数") if quantity <= 0: raise GameError("bad_param", "饲料数量必须大于 0") if quantity > config.MAX_FEED_PURCHASE: raise GameError( "too_many", f"单次最多购买 {config.MAX_FEED_PURCHASE} 份饲料(请求 {quantity})", ) cost = quantity * config.FEED_UNIT_PRICE self._spend_gold(cost, f"购买 {quantity} 份饲料") self.state.feed += quantity self.add_log(f"购买 {quantity} 份饲料(-{cost} 金币)", "action") self._notify() return { "ok": True, "message": f"购入 {quantity} 份饲料,库存 {self.state.feed}", "feed": self.state.feed, } def buy_plot(self) -> Dict[str, Any]: with self._lock: price = self.state.next_plot_price if price < 0: raise GameError( "plot_limit", f"土地已达当前等级上限({self.state.max_plots} 块),升级后可继续开垦", ) self._spend_gold(price, "开垦新土地") self._spend_ap("buy_plot") plot = Plot(len(self.state.plots)) self.state.plots.append(plot) self.state.plots_bought += 1 self.add_log(f"开垦了第 {plot.index + 1} 块地(-{price} 金币)", "action") self._notify() return { "ok": True, "message": f"新增 {plot.index + 1} 号地,共 {len(self.state.plots)} 块", "plot": plot.to_dict(), "next_plot_price": self.state.next_plot_price, } def sleep(self) -> Dict[str, Any]: """手动推进一天,带冷却避免刷时间。""" with self._lock: elapsed = time.time() - self._last_sleep if elapsed < config.SLEEP_COOLDOWN: wait = config.SLEEP_COOLDOWN - elapsed raise GameError("cooldown", f"刚休息过,请等待 {wait:.1f} 秒", status=429) self._last_sleep = time.time() events = self.advance_day(reason="休息") return {"ok": True, "message": f"进入第 {self.state.day} 天", "events": events} def pause(self, paused: Optional[bool] = None) -> Dict[str, Any]: with self._lock: self.paused = bool(paused) if paused is not None else not self.paused self.add_log("时间已暂停" if self.paused else "时间继续流动", "warn") self._notify() return {"ok": True, "paused": self.paused} def reset(self, keep_tick: bool = True) -> Dict[str, Any]: with self._lock: tick = self.tick_seconds self.state = GameState() self._log_seq = 0 self._last_sleep = 0.0 self.paused = False if keep_tick: self.tick_seconds = tick self.add_log("新的一天,新的开始。欢迎来到 SimpleFarm!", "info") self._notify() return {"ok": True, "message": "农场已重置"} def save(self, path: Optional[str] = None) -> Dict[str, Any]: """把当前状态写入磁盘。 单机模式下由 TUI 直接调用;服务器模式里存档位置由牧场会话决定, 但保留同名方法是为了让界面代码不必区分"本地/远程"。 """ from .storage import save_state target = save_state(self.state, path) self.add_log(f"已存档到 {target}", "info") return {"ok": True, "message": f"已存档到 {target}", "path": target} # ================================================================ 时间推进 def advance_day(self, reason: str = "自动") -> List[str]: """推进游戏内一天,返回本日发生的事件文本。""" with self._lock: state = self.state state.day += 1 state.ap = state.max_ap events: List[str] = [] # ---- 作物生长 for plot in state.plots: if plot.crop is None: continue if plot.moisture > 0: plot.moisture -= 1 plot.growth = min(plot.grow_days, plot.growth + 1) if plot.is_ripe: events.append(f"{plot.index + 1} 号地的{config.CROPS[plot.crop]['name']}已成熟") else: events.append(f"{plot.index + 1} 号地缺水,作物停止生长") # ---- 牲畜 dead: List[Animal] = [] for animal in state.animals: if animal.fed: animal.fed = False animal.starve = 0 animal.progress += 1 if animal.progress >= animal.cycle: animal.progress = 0 animal.pending += 1 else: animal.starve += 1 if animal.starve >= 3: dead.append(animal) elif animal.starve == 2: events.append(f"{animal.name} #{animal.aid} 已经两天没吃东西了") for animal in dead: state.animals.remove(animal) events.append(f"{animal.name} #{animal.aid} 因长期饥饿离你而去") self.add_log(f"{animal.name} #{animal.aid} 因长期饥饿离开农场", "bad") # ---- 市场波动 self._shuffle_market() # ---- 写入日志(最多 4 条,避免刷屏) for text in events[:4]: self.add_log(text, "warn") if events: self.add_log(f"第 {state.day} 天开始({reason}),行动点已恢复", "info") else: self.add_log(f"第 {state.day} 天开始({reason}),一切安好", "info") self._notify() return events def _shuffle_market(self) -> None: """每天让市场价格围绕基准价波动。""" vol = config.PRICE_VOLATILITY for key, info in config.CROPS.items(): base = float(info["base_price"]) factor = random.uniform(1 - vol, 1 + vol) # 轻微均值回归,避免价格长期漂移 current = self.state.market.get(key, base) blended = current * 0.35 + base * 0.65 self.state.market[key] = round(clamp(blended * factor, base * 0.55, base * 1.55), 2) for key, info in config.ANIMALS.items(): base = float(info["base_price"]) factor = random.uniform(1 - vol, 1 + vol) current = self.state.market.get(f"animal:{key}", base) blended = current * 0.35 + base * 0.65 self.state.market[f"animal:{key}"] = round( clamp(blended * factor, base * 0.55, base * 1.55), 2 ) class Scheduler: """自动推进游戏时间的后台线程。""" def __init__(self, engine: FarmEngine, enabled: bool = True) -> None: self.engine = engine self.enabled = enabled self._stop = threading.Event() self._thread: Optional[threading.Thread] = None def start(self) -> None: if not self.enabled or self._thread is not None: return self.engine.next_tick_at = time.time() + self.engine.tick_seconds self._thread = threading.Thread(target=self._run, name="farm-clock", daemon=True) self._thread.start() def stop(self) -> None: self._stop.set() self.engine.next_tick_at = None def _run(self) -> None: while not self._stop.wait(0.2): engine = self.engine if engine.paused: # 暂停时顺延,保证恢复后仍有完整的一个 tick engine.next_tick_at = time.time() + engine.tick_seconds continue deadline = engine.next_tick_at if deadline is None: deadline = time.time() + engine.tick_seconds if time.time() >= deadline: try: engine.advance_day(reason="时间流逝") except Exception: pass engine.next_tick_at = time.time() + engine.tick_seconds else: engine.next_tick_at = deadline