配置见 pyproject.toml:
- line-length=100:贴着现有代码定。若用默认的 88 会重排 122 行,
噪音淹没真正有价值的修复。
- 启用 E/W/F/I/UP/B/C4/SIM/RET/PERF/RUF;**不**启用 PTH。因为本项目的路径
多是"字符串身份"——要塞进 subprocess 命令行、写进 JSON 存档、打印给用户,
全换 pathlib 只是包一层再拆一层,换来 70 处纯风格改动。
- 忽略 RUF001/002/003:中文全角标点是正确写法,不是"歧义字符"。
- 忽略 PERF203:剩下两处都是"逐项容错"语义(逐个牧场存档要立刻上报失败、
收获全部要跳过失败地块)。把 try 提到循环外会毁掉"一项失败不影响其它项"
这个行为,是错的优化。
自动修复 358 项:Dict/List/Optional 换成 PEP 585/604 写法、导入排序、
失效的 noqa、空占位 f-string 等。
手工修复的(这些是真问题,不是风格偏好):
- B904 x9:except 中 raise 补异常链。刻意区分——网络/IO 失败用 from exc 保留
根因;参数解析失败用 from None,因为底层 ValueError 对玩家只是噪音。
- RUF012 x2:StateView 的 plots/animals 原本是**类级共享可变列表**,
改成在 __init__ 里初始化(apply({}) 会提前返回,所以必须显式摆好)。
- F841:TUI 里一个赋值后再没用过的死变量。
- SIM105 x11:try/except/pass 统一改成 contextlib.suppress。
- SIM115:日志句柄改用 with。Popen 已把 fd 复制给子进程,父进程可安全关闭。
- E501 x7:拆超长行;main.py 那处顺手提取变量,避免超长嵌套表达式。
- E741:把 l/r 改成 left_line/right_line。
- 其余:RUF046 / PERF401 / RET504 / RUF005 / UP031 / B007。
ruff format 重排 24 个文件。
验证:97 项测试全绿。
324 lines
11 KiB
Python
324 lines
11 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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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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if self.crop is None:
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return "空地"
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progress = self.growth / max(1, self.grow_days)
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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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info = config.CROPS.get(self.crop) if self.crop else None
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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": self.grow_days,
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"days_left": self.days_left,
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"is_ripe": self.is_ripe,
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"is_empty": self.is_empty,
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"moisture": self.moisture,
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"water_capacity": config.WATER_CAPACITY,
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"stage": self.stage,
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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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return {
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"id": self.aid,
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"kind": self.kind,
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"name": self.name,
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"product": self.product,
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"fed": self.fed,
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"progress": self.progress,
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"cycle": self.cycle,
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"days_to_product": self.days_to_product,
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"pending": self.pending,
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"starve": self.starve,
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"is_sick": self.is_sick,
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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.ap: int = config.START_AP
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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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# ---------------------------------------------------------------- 派生属性
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@property
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def max_ap(self) -> int:
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return config.START_AP
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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 + 库存 + 地里未收的作物。"""
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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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return self.gold + land + self.livestock_value + self.inventory_value + crops
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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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nxt = self.goal_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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# ---------------------------------------------------------------- 序列化
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def to_dict(self) -> dict[str, Any]:
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return {
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"day": self.day,
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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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"ap": self.ap,
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"max_ap": self.max_ap,
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"feed": self.feed,
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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(self.net_worth, 2),
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"goal_index": self.goal_index,
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"next_goal": self.next_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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state.ap = int(clamp(int(data.get("ap", state.max_ap)), 0, state.max_ap))
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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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market = data.get("market", {})
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for key in list(state.market.keys()):
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try:
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value = float(market.get(key, state.market[key]))
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except (TypeError, ValueError):
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continue
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state.market[key] = clamp(value, 1.0, 100000.0)
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stats = data.get("stats", {})
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state.total_harvested = max(0, int(stats.get("harvested", 0)))
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state.total_collected = max(0, int(stats.get("collected", 0)))
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state.total_earned = max(0, int(stats.get("earned", 0)))
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state.total_spent = max(0, int(stats.get("spent", 0)))
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state.plots_bought = max(0, len(state.plots) - config.BASE_PLOTS)
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return state
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