Files
SimpleFarm/farm/models.py
T
snowy-yang a9bc8238ab 序列化热路径去重:to_dict 里重复求值的属性改局部复用
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)。
2026-09-26 11:08:14 +08:00

438 lines
16 KiB
Python

"""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