为什么:snapshot() 同时压在 SSE 每 250ms 推送和 full=1 动作回执两条
高频路径上,而它的成本大头是重复求值——profile 显示单次快照
1,128,001 次函数调用里近半是属性链重复计算同一份配置数据。
- Plot.to_dict:grow_days 原来经 4 个属性各求值一遍(本体 + days_left
+ is_ripe + stage),16 块地就是 64 次配置表查询。改为算一次局部
复用;stage 的实现体拆到 _stage(grow),规则本体仍只有一份。
- Animal.to_dict:info 配置表原来查 4 次、cycle int() 两遍,改取一次。
- GameState.to_dict:weather_info 3 键 2 次查询;granary_free 原来把
granary_capacity 和 storage_used 整个重算,改算一轮复用。
行为零变化(规则本体全在原属性里,532 项测试全绿)。
基准(tools/bench.py --repeat 5,最坏形态 16 地 + 8 牲畜):
场景 优化前 优化后
engine.snapshot() 50.1 µs 44.2 µs -12%
session.snapshot() 51.0 µs 41.9 µs -18%
build_state_message() 50.9 µs 43.3 µs -15%
engine.available_actions 52.7 µs 48.7 µs -8%
单次 snapshot 函数调用数 1,128,001 → 588,001(-48%),本次数字已记入
bench.py docstring 作长期参考。重复计数器全 OK(to_dict/snapshot/
net_worth 每请求仍各 1 次,无回归)。
438 lines
16 KiB
Python
438 lines
16 KiB
Python
"""游戏数据模型。
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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。
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这样 HTTP 层和 TUI 层都能拿到同一份状态快照。
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"""
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from __future__ import annotations
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import itertools
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from typing import Any
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from . import config
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def clamp(value: float, low: float, high: float) -> float:
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"""把 value 限制在 [low, high] 区间内。"""
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return max(low, min(high, value))
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def format_duration(seconds: float | None) -> str:
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"""把秒数写成人看的时长:``45s`` / ``39:58`` / ``1:05:00``。
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一天默认 40 分钟(2400 秒),直接显示秒数是一串难读的大数,
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所以 TUI 头部、``main.py state`` 这类地方都走这个函数。
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"""
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if seconds is None:
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return "—"
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total = int(max(0.0, seconds))
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if total < 60:
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return f"{total}s"
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hours, rest = divmod(total, 3600)
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minutes, secs = divmod(rest, 60)
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if hours:
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return f"{hours}:{minutes:02d}:{secs:02d}"
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return f"{minutes}:{secs:02d}"
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def next_goal_after(index: int) -> dict[str, Any] | None:
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"""给定目标序号,返回"下一个目标"。已到最后一个则返回 None。"""
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nxt = index + 1
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if nxt >= len(config.GOALS):
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return None
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amount, text = config.GOALS[nxt]
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return {"amount": amount, "text": text}
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class Plot:
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"""一块土地。"""
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__slots__ = ("crop", "growth", "index", "moisture", "planted_day")
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def __init__(self, index: int) -> None:
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self.index = index # 0-based 下标,对外展示用 index+1
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self.crop: str | None = None
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self.growth: float = 0.0 # 已生长天数
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self.moisture: int = 0 # 剩余可支撑天数
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self.planted_day: int = 0
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# ---------------------------------------------------------------- 查询
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@property
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def is_empty(self) -> bool:
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return self.crop is None
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@property
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def grow_days(self) -> int:
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if self.crop is None:
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return 0
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return int(config.CROPS[self.crop]["grow_days"])
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@property
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def is_ripe(self) -> bool:
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return self.crop is not None and self.growth >= self.grow_days
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@property
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def days_left(self) -> int:
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if self.crop is None:
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return 0
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return max(0, self.grow_days - int(self.growth))
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@property
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def stage(self) -> str:
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"""人类可读的生长阶段。"""
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return self._stage(self.grow_days)
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def _stage(self, grow: int) -> str:
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"""stage 的实现体。to_dict 已算好 grow_days,走这里避免重复求值。"""
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if self.crop is None:
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return "空地"
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progress = self.growth / max(1, grow)
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name = "已播种"
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for threshold, label in config.GROWTH_STAGES:
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if progress >= threshold:
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name = label
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return name
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# ---------------------------------------------------------------- 序列化
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def to_dict(self) -> dict[str, Any]:
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# 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
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# 一遍(本处 + days_left + is_ripe + stage),这里算一次局部复用。
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# 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。
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info = config.CROPS.get(self.crop) if self.crop else None
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grow = int(info["grow_days"]) if info else 0
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return {
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"index": self.index,
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"position": self.index + 1,
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"crop": self.crop,
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"crop_name": info["name"] if info else None,
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"growth": round(self.growth, 2),
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"grow_days": grow,
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"days_left": max(0, grow - int(self.growth)) if info else 0,
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"is_ripe": info is not None and self.growth >= grow,
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"is_empty": self.crop is None,
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"moisture": self.moisture,
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"water_capacity": config.WATER_CAPACITY,
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"stage": self._stage(grow),
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}
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@classmethod
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def from_dict(cls, data: dict[str, Any]) -> Plot:
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plot = cls(int(data.get("index", 0)))
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crop = data.get("crop")
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# 校验存档里的作物名仍然合法,避免旧存档导致 KeyError
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plot.crop = crop if crop in config.CROPS else None
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plot.growth = float(data.get("growth", 0.0))
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plot.moisture = int(data.get("moisture", 0))
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plot.planted_day = int(data.get("planted_day", 0))
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return plot
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class Animal:
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"""一只牲畜。"""
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_id_counter = itertools.count(1)
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__slots__ = ("aid", "fed", "kind", "pending", "progress", "starve")
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def __init__(self, kind: str, aid: int | None = None) -> None:
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self.aid = aid if aid is not None else next(Animal._id_counter)
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self.kind = kind
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self.fed = False # 今天是否已喂食
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self.progress = 0 # 距下次产出的累计天数
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self.starve = 0 # 连续未进食天数
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self.pending = 0 # 待收集的产出数量
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# ---------------------------------------------------------------- 查询
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@property
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def info(self) -> dict[str, Any]:
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return config.ANIMALS[self.kind]
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@property
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def name(self) -> str:
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return self.info["name"]
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@property
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def product(self) -> str:
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return self.info["product"]
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@property
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def cycle(self) -> int:
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return int(self.info["cycle"])
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@property
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def days_to_product(self) -> int:
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return max(0, self.cycle - self.progress)
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@property
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def is_sick(self) -> bool:
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"""连续 2 天没吃东西,进入"虚弱"状态。"""
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return self.starve >= 2
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# ---------------------------------------------------------------- 序列化
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def to_dict(self) -> dict[str, Any]:
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# 热路径:info 原来经 name/product/cycle/days_to_product 查 4 次配置表,
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# 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。
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info = config.ANIMALS[self.kind]
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cycle = int(info["cycle"])
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return {
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"id": self.aid,
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"kind": self.kind,
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"name": info["name"],
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"product": info["product"],
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"fed": self.fed,
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"progress": self.progress,
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"cycle": cycle,
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"days_to_product": max(0, cycle - self.progress),
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"pending": self.pending,
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"starve": self.starve,
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"is_sick": self.starve >= 2,
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}
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@classmethod
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def from_dict(cls, data: dict[str, Any]) -> Animal | None:
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kind = data.get("kind")
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if kind not in config.ANIMALS:
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return None
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animal = cls(kind, int(data.get("id", 0)) or None)
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animal.fed = bool(data.get("fed", False))
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animal.progress = int(data.get("progress", 0))
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animal.starve = int(data.get("starve", 0))
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animal.pending = int(data.get("pending", 0))
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# 恢复 id 计数器,避免新动物与旧动物 id 冲突
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Animal._id_counter = itertools.count(max(animal.aid + 1, next(Animal._id_counter)))
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return animal
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class GameState:
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"""完整的游戏状态。所有字段都必须是可 JSON 序列化的。"""
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def __init__(self) -> None:
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self.day: int = 1
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self.gold: int = config.START_GOLD
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self.level: int = config.START_LEVEL
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self.exp: int = 0
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self.feed: int = config.START_FEED
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self.plots: list[Plot] = [Plot(i) for i in range(config.BASE_PLOTS)]
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self.animals: list[Animal] = []
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self.log: list[dict[str, Any]] = []
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# 市场价格(每天波动):key -> 当前单价
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self.market: dict[str, float] = {
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key: float(info["base_price"]) for key, info in config.CROPS.items()
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}
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for key, info in config.ANIMALS.items():
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self.market[f"animal:{key}"] = float(info["base_price"])
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# 统计
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self.total_harvested: int = 0
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self.total_collected: int = 0
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self.total_earned: int = 0
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self.total_spent: int = 0
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self.plots_bought: int = 0
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# 谷仓:收获先进这里,卖不卖、什么时候卖由玩家决定。
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# 键与 self.market 完全同构(作物用 "wheat",畜产品用 "animal:chicken"),
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# 这样定价、序列化、存档校验都只有一套规则。
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self.inventory: dict[str, int] = {}
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# 建筑:key -> 已建座数(0 表示还没造)
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self.buildings: dict[str, int] = dict.fromkeys(config.BUILDINGS, 0)
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# 天气:今天与明天。掷骰在 engine 里做,模型层只持有结果,
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# 这样"存/读档"不需要重放随机序列就能复原当天的天气。
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self.weather: str = config.DEFAULT_WEATHER
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self.forecast: str = config.DEFAULT_WEATHER
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# ---------------------------------------------------------------- 派生属性
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@property
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def max_plots(self) -> int:
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"""当前等级允许持有的土地上限。"""
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allowed = config.BASE_PLOTS + config.PLOTS_PER_LEVEL * (self.level - 1)
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return int(clamp(allowed, config.BASE_PLOTS, config.MAX_PLOTS))
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@property
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def next_plot_price(self) -> int:
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"""下一块土地的价格;已达上限时返回 -1。"""
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if len(self.plots) >= self.max_plots:
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return -1
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return int(config.PLOT_BASE_PRICE * (config.PLOT_PRICE_GROWTH**self.plots_bought))
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@property
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def exp_needed(self) -> int:
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return config.exp_to_next(self.level)
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@property
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def inventory_value(self) -> float:
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return self.feed * config.FEED_UNIT_PRICE
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@property
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def livestock_value(self) -> float:
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return sum(
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a.pending * self.market.get(f"animal:{a.kind}", 0) + a.info["cost"] * 0.5
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for a in self.animals
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)
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@property
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def net_worth(self) -> float:
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"""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。"""
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land = sum(
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config.PLOT_BASE_PRICE * (config.PLOT_PRICE_GROWTH**i) for i in range(self.plots_bought)
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)
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crops = 0.0
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for plot in self.plots:
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if plot.crop:
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crops += self.market.get(plot.crop, 0) * (plot.growth / max(1, plot.grow_days))
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stored = self.goods_value
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return self.gold + land + self.livestock_value + self.inventory_value + crops + stored
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@property
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def goal_index(self) -> int:
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return config.goal_index(self.net_worth)
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@property
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def next_goal(self) -> dict[str, Any] | None:
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return next_goal_after(self.goal_index)
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@property
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def granary_capacity(self) -> int:
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"""仓储上限:基础值 + 等级成长 + 谷仓建筑。"""
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cap = (
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config.GRANARY_BASE
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+ config.GRANARY_PER_LEVEL * (self.level - 1)
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+ config.GRANARY_PER_UPGRADE * self.building_count("granary")
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)
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return int(clamp(cap, config.GRANARY_BASE, config.MAX_GRANARY))
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@property
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def storage_used(self) -> int:
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return sum(self.inventory.values())
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@property
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def granary_free(self) -> int:
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return max(0, self.granary_capacity - self.storage_used)
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@property
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def goods_value(self) -> float:
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"""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)。"""
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return sum(count * self.market.get(key, 0.0) for key, count in self.inventory.items())
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def building_count(self, key: str) -> int:
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return int(self.buildings.get(key, 0))
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# ---------------------------------------------------------------- 序列化
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def to_dict(self) -> dict[str, Any]:
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# 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,
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# 所以只算一次再分发给 net_worth / goal_index / next_goal。
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worth = self.net_worth
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goal = config.goal_index(worth)
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winfo = config.weather_info(self.weather)
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finfo = config.weather_info(self.forecast)
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# granary_free 原来会把 granary_capacity 和 storage_used 各重算一遍
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cap = self.granary_capacity
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used = self.storage_used
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return {
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"day": self.day,
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"weather": self.weather,
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"weather_name": winfo["name"],
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"weather_desc": winfo["desc"],
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"forecast": self.forecast,
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"forecast_name": finfo["name"],
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"gold": self.gold,
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"level": self.level,
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"exp": self.exp,
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"exp_needed": self.exp_needed,
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"feed": self.feed,
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"inventory": dict(sorted(self.inventory.items())),
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"storage_used": used,
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"granary_capacity": cap,
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"granary_free": max(0, cap - used),
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"buildings": dict(self.buildings),
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"plots": [p.to_dict() for p in self.plots],
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"plot_count": len(self.plots),
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"max_plots": self.max_plots,
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"next_plot_price": self.next_plot_price,
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"animals": [a.to_dict() for a in self.animals],
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"animal_count": len(self.animals),
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"max_animals": config.MAX_ANIMALS,
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"market": {k: round(v, 2) for k, v in self.market.items()},
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"net_worth": round(worth, 2),
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"goal_index": goal,
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"next_goal": next_goal_after(goal),
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"stats": {
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"harvested": self.total_harvested,
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"collected": self.total_collected,
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"earned": self.total_earned,
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"spent": self.total_spent,
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},
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}
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@classmethod
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def from_dict(cls, data: dict[str, Any]) -> GameState:
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state = cls()
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state.day = max(1, int(data.get("day", 1)))
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state.gold = max(0, int(data.get("gold", config.START_GOLD)))
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state.level = max(1, int(data.get("level", 1)))
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state.exp = max(0, int(data.get("exp", 0)))
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state.feed = max(0, int(data.get("feed", 0)))
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plots = [Plot.from_dict(p) for p in data.get("plots", []) if isinstance(p, dict)]
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# 保证至少有初始土地,且不超过硬上限
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count = int(clamp(len(plots) or config.BASE_PLOTS, config.BASE_PLOTS, config.MAX_PLOTS))
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if len(plots) < count:
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plots.extend(Plot(i) for i in range(len(plots), count))
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state.plots = plots[: config.MAX_PLOTS]
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for i, plot in enumerate(state.plots):
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plot.index = i
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animals: list[Animal] = []
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for item in data.get("animals", [])[: config.MAX_ANIMALS]:
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if isinstance(item, dict):
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animal = Animal.from_dict(item)
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if animal is not None:
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animals.append(animal)
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state.animals = animals
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raw_buildings = data.get("buildings", {})
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if isinstance(raw_buildings, dict):
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for key, info in config.BUILDINGS.items():
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try:
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owned = int(raw_buildings.get(key, 0))
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except (TypeError, ValueError):
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continue
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state.buildings[key] = int(clamp(owned, 0, info["max_level"]))
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weather = data.get("weather")
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if isinstance(weather, str) and weather in config.WEATHER:
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state.weather = weather
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forecast = data.get("forecast")
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if isinstance(forecast, str) and forecast in config.WEATHER:
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state.forecast = forecast
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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
|