动手前先修掉了两处「死机制」,新增的三个系统各自激活一个: * 天气:小麦 2 天成熟、初始水分 2、每天只掉 1 点,等于永远不需要浇水。 现在水分消耗由天气决定(晴 1 / 多云 0 / 干旱 2,雨天反补 3),而 `state.forecast` 把明天的天气提前告诉你——「今晚浇不浇」成了能算的决策。 5 种天气、权重合计 100、同种不连出;暴风雨会毁未熟作物,温室免疫。 * 谷仓:市场波动原本纯装饰(收获当场按市价变现,没有择时空间)。现在收获与 收取只进 `state.inventory`,靠新增的 `sell` 换金币,价格波动才真正参与决策。 仓满时 `_store()` 抛 `granary_full` 且不改状态,作物原样留在地里。 * 建筑:新增 `build`,买的是「以后不用天天手动做」——水井自动浇干地、 喂食器自动喂食(只吃库存饲料,绝不自动花钱)、温室、谷仓扩容。 每天在 `advance_day` 里先于生长执行,同类越造越贵(×1.6)。 存档升到 `SAVE_VERSION=2`,配 `MIN_SAVE_VERSION=1` 向后兼容,旧档缺的新字段 一律走默认值,不作废玩家手里的档。`advance_day(weather=...)` 是留给测试的 确定性入口。 顺带修两个真 bug: * `daemon.py` 三处 `makedirs(os.path.dirname(path))`:`--pid-file pid.txt` 这种只给文件名的用法会让 dirname 变成空串,启动阶段直接崩。抽出 `ensure_parent_dir()` 兜底。 * `RemoteFarm.snapshot()` 是本地缓存,非实时客户端轮询会一直读到旧数据, 看起来像服务器卡死。补 docstring 指明要自己调 `refresh()`。 质量门禁:ruff format/check 全绿、pyright 0 错误、503 项测试 OK(skip 35)、 bench 无回归(brief 19.5µs / snapshot 48.5µs / POST full=1 400µs)。 另起真实服务器(--tick 3 + 预置存档)跑了 38 项端到端验收,全过。
269 lines
10 KiB
Python
269 lines
10 KiB
Python
"""规则机器人玩家——"AI 也能玩"的最小可用示例。
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它的意义不在于"内置了 AI",而在于证明一件事:
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**服务器把状态和合法动作都摊开了,外面是谁在决策根本不重要。**
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这个机器人做决策的方式是"给候选动作打分",而一个 LLM 做决策的方式是
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"读同一份 ``/api/actions``,用语言模型选一个"。两者的接口调用序列一模一样。
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所以:
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* :meth:`RuleBot.choose` 里那段打分逻辑 = 可以整体替换成 LLM 的"策略函数";
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* :meth:`RuleBot.step` 的执行路径 = LLM 将来要走的那条路(读动作 → 执行 → 看回执)。
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它只依赖 :mod:`farm.client`,因此既能在本机跑,也能从别处连上服务器跑——
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换个 ``--url`` 就是一个独立的外挂玩家。
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节奏完全由服务器时钟决定。服务器**没有**"手动推进一天"的接口,所以行动点
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用完之后它只能等时间流动(或收工)::meth:`RuleBot.run` 的 ``wait_seconds``
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就是"最多等多久",默认 0——一天 40 分钟,干等不划算。
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"""
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from __future__ import annotations
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import random
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import threading
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import time
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from typing import Any
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from .engine import GameError
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from .models import format_duration
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class RuleBot:
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"""一个会种地、会养殖、会投资的规则机器人。"""
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def __init__(
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self, client, verbose: bool = True, pause: float = 0.25, name: str = "bot"
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) -> None:
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self.client = client # 任何与 RemoteFarm 接口一致的对象
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self.verbose = verbose
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self.pause = pause
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self.name = name
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self.done: list[str] = []
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self.failures = 0
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self.actions_executed = 0
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self._stop = threading.Event()
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# ------------------------------------------------------------ 输出
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def say(self, text: str) -> None:
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if self.verbose:
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print(f"[{time.strftime('%H:%M:%S')}] {text}", flush=True)
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def stop(self) -> None:
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self._stop.set()
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@property
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def stopped(self) -> bool:
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return self._stop.is_set()
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# ------------------------------------------------------------ 打分
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def score(
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self, action: dict[str, Any], state: dict[str, Any], catalog: dict[str, Any]
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) -> float:
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"""给一个候选动作打分。分数越高越先执行。
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这张表就是整个"策略":先做免费的,再喂饱牲畜,再补水,再扩张。
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换成 LLM 时,把这里换成一次模型调用即可,其余代码不用动。
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"""
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name = action.get("action")
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params = action.get("params") or {}
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gold = state.get("gold", 0)
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feed = state.get("feed", 0)
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ap = state.get("ap", 0)
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if name == "harvest":
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return 100.0
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if name == "collect":
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return 96.0
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if name == "feed":
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return 92.0
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if name == "water":
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return 84.0
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if name == "plant":
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# 优先种"每天净收益"最高的作物
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crop = params.get("crop")
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entry = next((c for c in catalog.get("crops", []) if c["key"] == crop), None)
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per_day = entry["profit_per_day"] if entry else 0.0
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return 60.0 + max(0.0, per_day)
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if name == "buy_feed":
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# 饲料快见底才补,且别把钱花光
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if feed <= 2 and gold >= 200:
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return 40.0
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return 5.0
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if name == "buy_plot":
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price = state.get("next_plot_price") or 0
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# 地太贵就别买,留下周转资金
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if price > 0 and gold >= price * 3:
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return 34.0
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return 4.0
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if name == "buy_animal":
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info = next(
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(a for a in catalog.get("animals", []) if a["key"] == params.get("kind")), None
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)
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cost = info["cost"] if info else 0
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if cost and gold >= cost * 3 and ap >= 1:
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return 30.0 + (info.get("profit_per_day", 0) if info else 0)
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return 3.0
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if name == "sell":
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# 卖货是唯一的现金流入口(收获不再直接给钱),所以优先级跟着"缺钱"
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# 和"仓快满"走:仓满了不腾地方,下一茬根本收不进来。
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used = state.get("storage_used", 0) or 0
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capacity = state.get("granary_capacity", 1) or 1
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if gold < 150:
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return 90.0
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if used >= capacity * 0.8:
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return 88.0
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return 30.0
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if name == "build":
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key = params.get("key")
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used = state.get("storage_used", 0) or 0
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capacity = state.get("granary_capacity", 1) or 1
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if key == "granary" and used >= capacity * 0.7:
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return 46.0
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if key in ("well", "feeder"):
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# 这两个买的是"以后不用天天手动做",放置玩法里稳赚
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return 38.0
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return 22.0
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return 1.0
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def choose(self) -> dict[str, Any] | None:
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"""在服务器给出的合法动作里挑一个最优的。"""
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actions = self.client.available_actions()
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if not actions:
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return None
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state = self.client.snapshot()
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catalog = self.client.catalog()
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best = max(actions, key=lambda item: self.score(item, state, catalog))
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if self.score(best, state, catalog) <= 1.0:
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return None
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return best
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# ------------------------------------------------------------ 单步
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def step(self) -> str | None:
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"""执行一个动作,返回动作名;没得做或做不了返回 None。"""
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action = self.choose()
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if action is None:
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return None
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name = action["action"]
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params = action.get("params") or {}
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try:
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result = self.client._action(name, params) # 走通用动作入口
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except GameError as exc:
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self.failures += 1
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self.say(f"✗ {name} 失败({exc.code}):{exc.message}")
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return None
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self.actions_executed += 1
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self.done.append(name)
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self.say(f"✓ {name} {params} → {result.get('message', '')}")
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if self.pause:
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time.sleep(self.pause)
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return name
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def wait_for_next_day(self, timeout: float) -> bool:
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"""没得可做时等时间自己流动到下一天。
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返回 True 表示等到了新的一天;``timeout`` 为 0 表示不等待、直接收工
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(机器人本来就该"把能做的做完就走",不像真人会挂机守着)。
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"""
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state = self.client.snapshot()
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if state.get("paused"):
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self.say("— 时间被暂停了,再等也不会有下一天,先收工。")
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return False
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if timeout <= 0:
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left = format_duration(state.get("seconds_to_tick"))
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self.say(f"— 暂时没事可做,距离下一天还有 {left},先收工。")
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return False
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start_day = state.get("day")
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self.say(f"— 等时间流动(最多 {timeout:.0f} 秒)…")
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deadline = time.time() + timeout
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while not self._stop.is_set() and time.time() < deadline:
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time.sleep(0.25)
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day = self.client.snapshot().get("day")
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if day != start_day:
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self.say(f"— 天亮了:第 {day} 天")
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return True
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self.say("— 没等到下一天,先收工。")
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return False
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# ------------------------------------------------------------ 主循环
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def run(
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self,
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rounds: int = 0,
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max_minutes: float = 0.0,
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idle_limit: int = 8,
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wait_seconds: float = 0.0,
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) -> dict[str, Any]:
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"""跑机器人。
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``rounds`` 为 0 表示不限轮数;``max_minutes`` 为 0 表示不限时间;
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``wait_seconds`` 是"没事可做时最多等多久"(等下一天),0 表示直接收工。
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"""
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deadline = (time.time() + max_minutes * 60) if max_minutes > 0 else None
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start_day = self.client.snapshot().get("day", 1)
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idle = 0
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round_no = 0
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self.say(f"机器人 {self.name} 上线(第 {start_day} 天,{self.client.transport_label()})")
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while not self._stop.is_set():
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round_no += 1
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if rounds and round_no > rounds:
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break
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if deadline and time.time() > deadline:
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self.say("到时间了,收工。")
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break
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state = self.client.snapshot()
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if state.get("ap", 0) <= 0:
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# 行动点用完 ≠ 没事可做:sell / build / harvest / collect / buy_*
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# 都是 0 消耗,而 available_actions 本身就按行动点筛过一遍了,
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# 所以照常挑一次最优的;真的没得选才等下一天。
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if self.step() is None and not self.wait_for_next_day(wait_seconds):
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break
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idle = 0
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continue
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did = self.step()
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if did is None:
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idle += 1
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if idle >= idle_limit:
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if not self.wait_for_next_day(wait_seconds):
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break
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idle = 0
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else:
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time.sleep(0.4)
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else:
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idle = 0
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end_day = self.client.snapshot().get("day", start_day)
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summary = {
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"name": self.name,
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"days": end_day - start_day,
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"actions": self.actions_executed,
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"failures": self.failures,
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"net_worth": self.client.snapshot().get("net_worth"),
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"gold": self.client.snapshot().get("gold"),
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}
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self.say(
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f"机器人 {self.name} 下线:跑了 {summary['days']} 天、"
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f"执行 {summary['actions']} 个动作、净资产 {summary['net_worth']}"
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)
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return summary
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def random_bot(client, **kwargs) -> RuleBot:
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"""随机策略机器人:用来做对照实验(证明"有策略"确实比乱按强)。"""
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bot = RuleBot(client, **kwargs)
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original = bot.choose
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def choose() -> dict[str, Any] | None:
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actions = client.available_actions()
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if not actions:
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return None
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return random.choice(actions)
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bot.choose = choose # type: ignore[assignment]
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bot.name = kwargs.get("name", "random")
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del original
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return bot
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