pyright(basic 模式)从 15 errors / 10 warnings 降到 0/0: - pyproject: pythonPlatform="All"(termios/msvcrt 双平台分支不再误报), reportUnsupportedDunderAll=false(__init__ 惰性导出属正常写法) - keys.py: 捕获 sys.stdin 局部变量 + 提前返回,消除 fileno() 的 None 收窄告警 - server/app.py: lifespan 改用 @asynccontextmanager 并标注 AsyncIterator[None] - server/actions.py: 显式标注 result: dict[str, Any],消除 isinstance 冗余报错 - server/__main__.py: 用 importlib.util.find_spec 探测 websockets - tests/test_server.py: 同上,uvicorn 探测改为 find_spec - tools/preview_tui.py: TYPE_CHECKING 下引入 RemoteFarm,修正返回类型标注 - farm/tui.py: 取消未使用变量,统一 round/取整写法 其他: - README: 新增第 11 节「工程化:uv + ruff + pyright」,快速开始全部改用 uv sync / uv run;原第 11 节起顺延为 12 - requirements.txt: 由 uv export --no-dev --no-hashes 重新生成(锁定版本) - 清理临时日志文件 验收:ruff check 全通过 / ruff format 26 文件无改动 / pyright 0 错误 / unittest 97 项全部通过
307 lines
9.8 KiB
Python
307 lines
9.8 KiB
Python
"""统一的动作表:HTTP、WebSocket、命令行、机器人都走这一份映射。
|
||
|
||
为什么要有这一层
|
||
----------------
|
||
引擎(``farm.engine.FarmEngine``)提供的是**方法**,但外部调用者(AI Agent、
|
||
脚本、网页)手里拿到的只有字符串动作名 + 参数字典。如果让每个入口各自写一遍
|
||
``if action == "plant"`` 的分发,规则就会散落在三四个文件里,迟早出现
|
||
"HTTP 能做、WS 不能做" 这种不一致。
|
||
|
||
所以这里集中定义:动作名 → 参数规格 → 引擎调用 → 返回结果。
|
||
新增一个玩法动作,只需要在这张表里加一行。
|
||
"""
|
||
|
||
from __future__ import annotations
|
||
|
||
from collections.abc import Callable
|
||
from typing import Any
|
||
|
||
from .. import config
|
||
from ..engine import FarmEngine, GameError
|
||
|
||
|
||
class Param:
|
||
"""一个动作参数的规格说明(同时用于校验与自动生成给 AI 的文档)。"""
|
||
|
||
__slots__ = ("default", "desc", "kind", "name", "required")
|
||
|
||
def __init__(
|
||
self, name: str, kind: str, required: bool = True, default: Any = None, desc: str = ""
|
||
) -> None:
|
||
self.name = name
|
||
self.kind = kind # "int" / "str" / "bool"
|
||
self.required = required
|
||
self.default = default
|
||
self.desc = desc
|
||
|
||
def coerce(self, raw: Any) -> Any:
|
||
"""把外部传来的值转成期望类型,失败时抛出带 code 的业务异常。"""
|
||
if self.kind == "bool":
|
||
if isinstance(raw, bool):
|
||
return raw
|
||
if isinstance(raw, str) and raw.lower() in ("true", "false", "1", "0"):
|
||
return raw.lower() in ("true", "1")
|
||
if isinstance(raw, int):
|
||
return bool(raw)
|
||
raise GameError("bad_param", f"参数 {self.name} 需要布尔值,收到 {raw!r}")
|
||
if self.kind == "int":
|
||
if isinstance(raw, bool):
|
||
raise GameError("bad_param", f"参数 {self.name} 需要整数,收到布尔值")
|
||
if isinstance(raw, int):
|
||
return raw
|
||
if isinstance(raw, float) and raw.is_integer():
|
||
return int(raw)
|
||
if isinstance(raw, str) and raw.strip().lstrip("+-").isdigit():
|
||
return int(raw.strip())
|
||
raise GameError("bad_param", f"参数 {self.name} 需要整数,收到 {raw!r}")
|
||
if self.kind == "str":
|
||
if isinstance(raw, (str, int, float)):
|
||
return str(raw)
|
||
raise GameError("bad_param", f"参数 {self.name} 需要字符串,收到 {raw!r}")
|
||
return raw
|
||
|
||
def to_dict(self) -> dict[str, Any]:
|
||
return {
|
||
"name": self.name,
|
||
"type": self.kind,
|
||
"required": self.required,
|
||
"default": self.default,
|
||
"desc": self.desc,
|
||
}
|
||
|
||
|
||
class Action:
|
||
"""一个可执行动作。"""
|
||
|
||
__slots__ = ("handler", "name", "params", "realtime", "summary")
|
||
|
||
def __init__(
|
||
self,
|
||
name: str,
|
||
summary: str,
|
||
params: list[Param],
|
||
handler: Callable[[FarmEngine, dict[str, Any]], dict[str, Any]],
|
||
realtime: bool = True,
|
||
) -> None:
|
||
self.name = name
|
||
self.summary = summary
|
||
self.params = params
|
||
self.handler = handler
|
||
self.realtime = realtime
|
||
|
||
def to_dict(self) -> dict[str, Any]:
|
||
return {
|
||
"action": self.name,
|
||
"summary": self.summary,
|
||
"params": [p.to_dict() for p in self.params],
|
||
}
|
||
|
||
|
||
# ---------------------------------------------------------------------- 处理器
|
||
def _harvest_all(engine: FarmEngine, _params: dict[str, Any]) -> dict[str, Any]:
|
||
"""收获所有成熟作物。逐块调用引擎,个别地块失败不影响其它地块。"""
|
||
total_gold = 0
|
||
total_units = 0
|
||
plots: list[int] = []
|
||
errors: list[str] = []
|
||
# 复制列表:harvest 会修改 state.plots 中元素的内容,但不会增删元素
|
||
for plot in list(engine.state.plots):
|
||
if not plot.is_ripe:
|
||
continue
|
||
try:
|
||
result = engine.harvest(plot.index + 1)
|
||
except GameError as exc:
|
||
errors.append(f"{plot.index + 1}号地:{exc.message}")
|
||
continue
|
||
total_gold += int(result.get("earned", 0))
|
||
total_units += int(result.get("quantity", 0))
|
||
plots.append(plot.index + 1)
|
||
|
||
if not plots and not errors:
|
||
raise GameError("nothing_to_harvest", "当前没有成熟的作物可以收获")
|
||
return {
|
||
"message": f"收获 {len(plots)} 块地共 {total_units} 份作物,+{total_gold} 金币",
|
||
"plots": plots,
|
||
"quantity": total_units,
|
||
"earned": total_gold,
|
||
"errors": errors,
|
||
}
|
||
|
||
|
||
def _save(engine: FarmEngine, _params: dict[str, Any]) -> dict[str, Any]:
|
||
return engine.save()
|
||
|
||
|
||
def _reset(engine: FarmEngine, _params: dict[str, Any]) -> dict[str, Any]:
|
||
return engine.reset()
|
||
|
||
|
||
def _pause(engine: FarmEngine, params: dict[str, Any]) -> dict[str, Any]:
|
||
value = params.get("paused")
|
||
return engine.pause(value if isinstance(value, bool) else None)
|
||
|
||
|
||
# ---------------------------------------------------------------------- 动作表
|
||
ACTIONS: dict[str, Action] = {}
|
||
|
||
|
||
def _register(action: Action) -> None:
|
||
ACTIONS[action.name] = action
|
||
|
||
|
||
_register(
|
||
Action(
|
||
"plant",
|
||
"在指定地块播种",
|
||
[
|
||
Param("plot", "int", True, None, "地块编号,从 1 开始"),
|
||
Param("crop", "str", True, None, "作物标识,如 wheat"),
|
||
],
|
||
lambda e, p: e.plant(p["plot"], p["crop"]),
|
||
)
|
||
)
|
||
|
||
_register(
|
||
Action(
|
||
"water",
|
||
"给指定地块浇水(补满水分)",
|
||
[
|
||
Param("plot", "int", True, None, "地块编号,从 1 开始"),
|
||
],
|
||
lambda e, p: e.water(p["plot"]),
|
||
)
|
||
)
|
||
|
||
_register(
|
||
Action(
|
||
"harvest",
|
||
"收获指定地块的成熟作物",
|
||
[
|
||
Param("plot", "int", True, None, "地块编号,从 1 开始"),
|
||
],
|
||
lambda e, p: e.harvest(p["plot"]),
|
||
)
|
||
)
|
||
|
||
_register(Action("harvest_all", "一键收获所有成熟作物", [], _harvest_all))
|
||
|
||
_register(
|
||
Action(
|
||
"buy_animal",
|
||
"购买牲畜",
|
||
[
|
||
Param("kind", "str", True, None, "牲畜标识:chicken / sheep / cow"),
|
||
],
|
||
lambda e, p: e.buy_animal(p["kind"]),
|
||
)
|
||
)
|
||
|
||
_register(
|
||
Action(
|
||
"feed",
|
||
"喂食指定牲畜",
|
||
[
|
||
Param("animal_id", "int", True, None, "牲畜编号(state.animals[].id)"),
|
||
Param("quantity", "int", False, None, "喂食份数,默认按需求;多喂无益"),
|
||
],
|
||
lambda e, p: e.feed(p["animal_id"], p.get("quantity")),
|
||
)
|
||
)
|
||
|
||
_register(
|
||
Action(
|
||
"collect",
|
||
"收取牲畜的产出并自动出售",
|
||
[
|
||
Param("animal_id", "int", True, None, "牲畜编号"),
|
||
],
|
||
lambda e, p: e.collect(p["animal_id"]),
|
||
)
|
||
)
|
||
|
||
_register(
|
||
Action(
|
||
"buy_feed",
|
||
"购买饲料",
|
||
[
|
||
Param("quantity", "int", False, config.FEED_BULK, f"份数,默认 {config.FEED_BULK}"),
|
||
],
|
||
lambda e, p: e.buy_feed(p.get("quantity", config.FEED_BULK)),
|
||
)
|
||
)
|
||
|
||
_register(Action("buy_plot", "花钱开垦一块新土地", [], lambda e, p: e.buy_plot()))
|
||
|
||
_register(Action("sleep", "主动推进一天(有冷却)", [], lambda e, p: e.sleep()))
|
||
|
||
_register(
|
||
Action(
|
||
"pause",
|
||
"暂停或恢复自动推进时间",
|
||
[
|
||
Param("paused", "bool", False, None, "true 暂停 / false 恢复;省略则反转当前状态"),
|
||
],
|
||
_pause,
|
||
)
|
||
)
|
||
|
||
_register(Action("save", "把当前农场写入存档文件", [], _save))
|
||
|
||
_register(Action("reset", "重置农场,从头开始经营", [], _reset))
|
||
|
||
|
||
def action_names() -> list[str]:
|
||
return sorted(ACTIONS)
|
||
|
||
|
||
def describe_actions() -> list[dict[str, Any]]:
|
||
return [ACTIONS[name].to_dict() for name in action_names()]
|
||
|
||
|
||
def run_action(engine: FarmEngine, name: Any, params: Any = None) -> dict[str, Any]:
|
||
"""校验参数并执行动作。
|
||
|
||
这是所有入口的**唯一**执行通道,因此输入校验只需要在这里做一次。
|
||
"""
|
||
if not isinstance(name, str) or not name.strip():
|
||
raise GameError("bad_param", "缺少动作名 action")
|
||
key = name.strip().lower()
|
||
action = ACTIONS.get(key)
|
||
if action is None:
|
||
raise GameError(
|
||
"unknown_action",
|
||
f"未知动作 {name!r},可用动作:{'、'.join(action_names())}",
|
||
)
|
||
if params is None:
|
||
params = {}
|
||
# params 来自外部 JSON,类型标注是 Any 而不是 dict——这里的检查是**真的**校验,
|
||
# 不是多余防御(`params` 完全可能就是数组或字符串)
|
||
if not isinstance(params, dict):
|
||
raise GameError("bad_param", "params 必须是对象")
|
||
|
||
known = {p.name for p in action.params}
|
||
unknown = [k for k in params if k not in known]
|
||
if unknown:
|
||
allowed = "、".join(sorted(known)) or "无"
|
||
raise GameError(
|
||
"bad_param",
|
||
f"动作 {key} 不认识参数 {'、'.join(unknown)}(可用:{allowed})",
|
||
)
|
||
|
||
clean: dict[str, Any] = {}
|
||
for spec in action.params:
|
||
if spec.name in params and params[spec.name] is not None:
|
||
clean[spec.name] = spec.coerce(params[spec.name])
|
||
elif spec.required:
|
||
raise GameError("missing_param", f"动作 {key} 缺少必需参数 {spec.name}")
|
||
elif spec.default is not None:
|
||
clean[spec.name] = spec.default
|
||
|
||
# handler 声明返回 dict,但这里是所有入口的唯一执行通道,仍然兜一层:
|
||
# 万一以后有 handler 返回了别的类型,也不会污染接口格式
|
||
raw: Any = action.handler(engine, clean)
|
||
result: dict[str, Any] = raw if isinstance(raw, dict) else {"message": str(raw)}
|
||
result.setdefault("ok", True)
|
||
result["action"] = key
|
||
return result
|