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。
1283 lines
54 KiB
Python
1283 lines
54 KiB
Python
"""核心游戏引擎。
|
||
|
||
这一层是纯粹的"游戏规则",不依赖终端、不依赖网络。
|
||
TUI 与 HTTP/gRPC 接口都调用同一组方法,因此三方共享完全一致的裁判逻辑。
|
||
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||
线程模型
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--------
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所有对状态的读写都在 ``self._lock`` 保护下进行,TUI 主线程、
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自动推进线程、HTTP 工作线程可以安全并发调用。
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|
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错误约定
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--------
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业务规则不满足时抛出 :class:`GameError`(带机器可读的 ``code``),
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调用方据此返回 4xx JSON 或界面提示。
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"""
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from __future__ import annotations
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import contextlib
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import random
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import threading
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import time
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from collections.abc import Callable
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from typing import Any
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from . import config
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from .models import Animal, GameState, Plot, clamp
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class GameError(Exception):
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"""业务规则错误。``code`` 供 API 调用方程序化判断。"""
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||
|
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def __init__(self, code: str, message: str, status: int = 400) -> None:
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super().__init__(message)
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self.code = code
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self.message = message
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self.status = status
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def to_dict(self) -> dict[str, Any]:
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return {"ok": False, "error": self.code, "message": self.message}
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class FarmEngine:
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"""农场游戏引擎。"""
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def __init__(self, tick_seconds: float = config.DEFAULT_TICK_SECONDS) -> None:
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self._lock = threading.RLock()
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self.state = GameState()
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self.tick_seconds = clamp(
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float(tick_seconds), config.MIN_TICK_SECONDS, config.MAX_TICK_SECONDS
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)
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self._log_seq = 0
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self.paused = False
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# 由 Scheduler 维护:下一次自动推进的绝对时间戳(无调度器时为 None)
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self.next_tick_at: float | None = None
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# 状态变化回调(TUI 用它触发重绘)
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self._listeners: list[Callable[[], None]] = []
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# 开局先把今天与明天的天气掷好:否则第一天会顶着 DEFAULT_WEATHER 的
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# 占位值开局,而"预报"字段又和它对不上。
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self.state.weather = self._roll_weather()
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self.state.forecast = self._roll_weather(previous=self.state.weather)
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# ================================================================ 订阅
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def subscribe(self, callback: Callable[[], None]) -> None:
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with self._lock:
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self._listeners.append(callback)
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def _notify(self) -> None:
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for callback in list(self._listeners):
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# 监听器异常不能影响游戏主流程
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with contextlib.suppress(Exception):
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callback()
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# ================================================================ 日志
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def add_log(self, text: str, kind: str = "info") -> None:
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with self._lock:
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self._log_seq += 1
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self.state.log.append(
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{
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"seq": self._log_seq,
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"day": self.state.day,
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"kind": kind, # info / good / bad / warn / action
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"text": text,
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}
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)
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if len(self.state.log) > config.MAX_LOG_ENTRIES:
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del self.state.log[: len(self.state.log) - config.MAX_LOG_ENTRIES]
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def recent_log(self, limit: int = 12, since: int = 0) -> list[dict[str, Any]]:
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with self._lock:
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entries = [e for e in self.state.log if e["seq"] > since]
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return entries[-limit:] if limit > 0 else entries
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# ================================================================ 查询
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def snapshot(self) -> dict[str, Any]:
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"""返回完整状态快照(供 TUI 渲染与 API 响应)。"""
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with self._lock:
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data = self.state.to_dict()
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data["tick_seconds"] = self.tick_seconds
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data["paused"] = self.paused
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data["seconds_to_tick"] = self.seconds_to_tick
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data["last_event"] = self.state.log[-1] if self.state.log else None
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return data
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||
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@property
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def seconds_to_tick(self) -> float | None:
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if self.paused or self.next_tick_at is None:
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return None
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||
return round(max(0.0, self.next_tick_at - time.time()), 1)
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||
|
||
def brief_source(self) -> dict[str, Any]:
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"""精简状态(动作回执、排行榜、`status`)要用的字段。
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刻意**不走** :meth:`snapshot`:那些场景只要十几个标量,而完整快照会把
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每块地、每只牲畜都序列化成 dict,再被调用方整批丢掉。实测每个请求因此
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白花 ~60µs;排行榜更夸张——N 个牧场就是 N 次全量序列化。
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这里的键是 ``farm.server.app.BRIEF_KEYS`` 的超集:加字段时两边一起改。
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"""
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with self._lock:
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state = self.state
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# net_worth 是这里最贵的一项(要遍历地块与牲畜),算一次给两处用
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worth = state.net_worth
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return {
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"day": state.day,
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"gold": state.gold,
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"level": state.level,
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"exp": state.exp,
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"exp_needed": state.exp_needed,
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"ap": state.ap,
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"max_ap": state.max_ap,
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"feed": state.feed,
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"plot_count": len(state.plots),
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"max_plots": state.max_plots,
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"next_plot_price": state.next_plot_price,
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"animal_count": len(state.animals),
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"max_animals": config.MAX_ANIMALS,
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"net_worth": round(worth, 2),
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"goal_index": config.goal_index(worth),
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"seconds_to_tick": self.seconds_to_tick,
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"paused": self.paused,
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"tick_seconds": self.tick_seconds,
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"weather": state.weather,
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"weather_name": config.weather_info(state.weather)["name"],
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"forecast": state.forecast,
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"forecast_name": config.weather_info(state.forecast)["name"],
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"storage_used": state.storage_used,
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"granary_capacity": state.granary_capacity,
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"granary_free": state.granary_free,
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# 存货是给 AI 的"卖什么"清单;只带非空项,通常只有几行
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"inventory": dict(state.inventory),
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"building_count": sum(state.buildings.values()),
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# 待办清单是特意为 AI 准备的:直接读模型对象,不再过一遍序列化
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"ripe_plots": [p.index + 1 for p in state.plots if p.is_ripe],
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"hungry_animals": [a.aid for a in state.animals if not a.fed],
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"collectable_animals": [a.aid for a in state.animals if a.pending > 0],
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}
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def market_price(self, key: str) -> float:
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with self._lock:
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return round(self.state.market.get(key, 0.0), 2)
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def catalog(self) -> dict[str, Any]:
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"""返回所有可种植/可养殖对象及其在市场上的实时价格。"""
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with self._lock:
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crops = []
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for key, info in config.CROPS.items():
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price = self.market_price(key)
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gross = price
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days = int(info["grow_days"])
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crops.append(
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{
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"key": key,
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"name": info["name"],
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"seed_cost": info["seed_cost"],
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"grow_days": days,
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"price": price,
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"exp": info["exp"],
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"level_req": info["level_req"],
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"locked": self._is_locked(info),
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"profit": round(gross - info["seed_cost"], 2),
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"profit_per_day": round((gross - info["seed_cost"]) / days, 2),
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}
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)
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animals = []
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for key, info in config.ANIMALS.items():
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price = self.market_price(f"animal:{key}")
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feed_cost = info["feed_per_day"] * config.FEED_UNIT_PRICE * info["cycle"]
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animals.append(
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{
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"key": key,
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"name": info["name"],
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"cost": info["cost"],
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"product": info["product"],
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"price": price,
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||
"cycle": info["cycle"],
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||
"feed_per_day": info["feed_per_day"],
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"exp": info["exp"],
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"level_req": info["level_req"],
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"locked": self._is_locked(info),
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"profit_per_day": round((price - feed_cost) / max(1, info["cycle"]), 2),
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}
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)
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goods = self._goods_catalog()
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||
return {
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"crops": crops,
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"animals": animals,
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"goods": goods,
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||
"buildings": self._building_catalog(),
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||
"weather": self._weather_catalog(),
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||
"granary": {
|
||
"used": self.state.storage_used,
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||
"capacity": self.state.granary_capacity,
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||
},
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||
"feed_price": config.FEED_UNIT_PRICE,
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||
"water_capacity": config.WATER_CAPACITY,
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||
"ap_cost": config.AP_COST,
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||
}
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||
|
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# ---- catalog 的三个子表。拆开是因为它们的"变化频率"各不相同:
|
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# goods 随市价与存货变,buildings 随等级与已建数量变,weather 每天都在变。
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||
def _goods_catalog(self) -> list[dict[str, Any]]:
|
||
"""所有可卖货物(作物 + 畜产品)的现价、基准价与仓库存量。
|
||
|
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合成一张表是刻意的:``sell`` 的 key 空间就是这张表的 key 空间,
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客户端不必自己拼 "animal:chicken" 这种前缀。
|
||
"""
|
||
state = self.state
|
||
goods: list[dict[str, Any]] = []
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keys = list(config.CROPS) + [f"animal:{kind}" for kind in config.ANIMALS]
|
||
for key in keys:
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price = self.market_price(key)
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base = config.base_price(key)
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stock = state.inventory.get(key, 0)
|
||
goods.append(
|
||
{
|
||
"key": key,
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"name": config.goods_name(key),
|
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"kind": "animal" if key.startswith("animal:") else "crop",
|
||
"price": price,
|
||
"base_price": base,
|
||
"ratio": round(price / base, 3) if base else 1.0,
|
||
"stock": stock,
|
||
"value": round(price * stock, 2),
|
||
}
|
||
)
|
||
return goods
|
||
|
||
def _building_catalog(self) -> list[dict[str, Any]]:
|
||
return [self._building_entry(self.state, key) for key in config.BUILDINGS]
|
||
|
||
def _building_entry(self, state: GameState, key: str) -> dict[str, Any]:
|
||
"""一座建筑的完整状态:报价、已建、上限、解锁。
|
||
|
||
catalog 与 available_actions 都读它——否则"报价"和"建议"两处
|
||
一旦各写一遍,迟早就出现"建议建、真去建却说太贵"这种矛盾。
|
||
"""
|
||
info = config.BUILDINGS[key]
|
||
owned = state.building_count(key)
|
||
maxed = owned >= info["max_level"]
|
||
return {
|
||
"key": key,
|
||
"name": info["name"],
|
||
"effect": info["effect"],
|
||
"cost": info["cost"],
|
||
"next_cost": -1 if maxed else config.build_price(key, owned),
|
||
"level_req": info["level_req"],
|
||
"locked": state.level < info["level_req"],
|
||
"owned": owned,
|
||
"max_level": info["max_level"],
|
||
"maxed": maxed,
|
||
}
|
||
|
||
def _weather_catalog(self) -> dict[str, Any]:
|
||
"""今天的天气、明天的预报,以及这张天气表本身(给 AI 讲清规则用)。"""
|
||
state = self.state
|
||
return {
|
||
"today": state.weather,
|
||
"today_name": config.weather_info(state.weather)["name"],
|
||
"forecast": state.forecast,
|
||
"forecast_name": config.weather_info(state.forecast)["name"],
|
||
"evaporation": self._evaporation(state, config.weather_info(state.weather)),
|
||
"table": [
|
||
{
|
||
"key": key,
|
||
"name": info["name"],
|
||
"desc": info["desc"],
|
||
"evaporation": info["evaporation"],
|
||
"water_gain": info["water_gain"],
|
||
"damage": info["damage"],
|
||
}
|
||
for key, info in config.WEATHER.items()
|
||
],
|
||
}
|
||
|
||
def available_actions(self) -> list[dict[str, Any]]:
|
||
"""列出当前**合法**的动作,供 AI 直接决策使用。
|
||
|
||
每个动作包含:``action``(接口名)、``params``(参数模板)、
|
||
``cost``(金币/行动点开销)、``reason``(为什么值得做)。
|
||
"""
|
||
with self._lock:
|
||
state = self.state
|
||
actions: list[dict[str, Any]] = []
|
||
actions.extend(self._plot_actions(state))
|
||
actions.extend(self._animal_actions(state))
|
||
actions.extend(self._market_actions(state))
|
||
actions.extend(self._investment_actions(state))
|
||
actions.extend(self._build_actions(state))
|
||
return actions
|
||
|
||
# ---- available_actions 的三个分区;拆开是为了各自能独立阅读/测试
|
||
def _plot_actions(self, state: GameState) -> list[dict[str, Any]]:
|
||
"""每块地当前能做的事:播种 / 收获 / 浇水。"""
|
||
# 能种什么只取决于等级、金币和行动点,与**具体是哪块地**无关,
|
||
# 所以整趟只筛一次,不要放进地块循环里做 O(地块 × 作物) 次判断。
|
||
plant_ap = config.AP_COST["plant"]
|
||
plantable = [
|
||
(key, info)
|
||
for key, info in config.CROPS.items()
|
||
if not self._is_locked(info)
|
||
and state.gold >= info["seed_cost"]
|
||
and state.ap >= plant_ap
|
||
]
|
||
actions: list[dict[str, Any]] = []
|
||
for plot in state.plots:
|
||
position = plot.index + 1
|
||
if plot.crop is None:
|
||
for key, info in plantable:
|
||
actions.append(
|
||
{
|
||
"action": "plant",
|
||
"params": {"plot": position, "crop": key},
|
||
"cost": {"gold": info["seed_cost"], "ap": plant_ap},
|
||
"reason": f"{position} 号地空闲,可种{info['name']}",
|
||
}
|
||
)
|
||
elif plot.is_ripe:
|
||
actions.append(
|
||
{
|
||
"action": "harvest",
|
||
"params": {"plot": position},
|
||
"cost": {"gold": 0, "ap": config.AP_COST["harvest"]},
|
||
"reason": f"{position} 号地的{config.CROPS[plot.crop]['name']}已成熟",
|
||
}
|
||
)
|
||
elif self._needs_water(plot) and state.ap >= config.AP_COST["water"]:
|
||
reason = (
|
||
f"{position} 号地缺水,作物已停止生长"
|
||
if plot.moisture <= 0
|
||
else f"{position} 号地水分只够撑到今天,不浇明天就会停长"
|
||
)
|
||
actions.append(
|
||
{
|
||
"action": "water",
|
||
"params": {"plot": position},
|
||
"cost": {"gold": 0, "ap": config.AP_COST["water"]},
|
||
"reason": reason,
|
||
}
|
||
)
|
||
return actions
|
||
|
||
def _animal_actions(self, state: GameState) -> list[dict[str, Any]]:
|
||
"""每只牲畜当前能做的事:收取产出 / 喂食。"""
|
||
actions: list[dict[str, Any]] = []
|
||
for animal in state.animals:
|
||
if animal.pending > 0:
|
||
actions.append(
|
||
{
|
||
"action": "collect",
|
||
"params": {"animal_id": animal.aid},
|
||
"cost": {"gold": 0, "ap": config.AP_COST["collect"]},
|
||
"reason": f"{animal.name}有 {animal.pending} 份{animal.product}待收取",
|
||
}
|
||
)
|
||
elif not animal.fed:
|
||
need = animal.info["feed_per_day"]
|
||
cost = 0 if state.feed >= need else need * config.FEED_EMERGENCY_PRICE
|
||
if state.gold >= cost and state.ap >= config.AP_COST["feed"]:
|
||
actions.append(
|
||
{
|
||
"action": "feed",
|
||
"params": {"animal_id": animal.aid},
|
||
"cost": {"gold": cost, "ap": config.AP_COST["feed"]},
|
||
"reason": f"{animal.name}(#{animal.aid})今天还没喂食",
|
||
}
|
||
)
|
||
return actions
|
||
|
||
def _investment_actions(self, state: GameState) -> list[dict[str, Any]]:
|
||
"""与具体地块/牲畜无关的长期投入:开垦土地、补饲料、买牲畜。"""
|
||
actions: list[dict[str, Any]] = []
|
||
price = state.next_plot_price
|
||
if price > 0 and state.gold >= price:
|
||
actions.append(
|
||
{
|
||
"action": "buy_plot",
|
||
"params": {},
|
||
"cost": {"gold": price, "ap": config.AP_COST["buy_plot"]},
|
||
"reason": f"可花 {price} 金币开垦第 {len(state.plots) + 1} 块地",
|
||
}
|
||
)
|
||
bulk_cost = config.FEED_UNIT_PRICE * config.FEED_BULK
|
||
if state.feed < 5 and state.gold >= bulk_cost:
|
||
actions.append(
|
||
{
|
||
"action": "buy_feed",
|
||
"params": {"quantity": config.FEED_BULK},
|
||
"cost": {"gold": bulk_cost, "ap": config.AP_COST["buy_feed"]},
|
||
"reason": "饲料库存偏低,建议补货",
|
||
}
|
||
)
|
||
for key, info in config.ANIMALS.items():
|
||
if self._is_locked(info):
|
||
continue
|
||
if len(state.animals) >= config.MAX_ANIMALS or state.gold < info["cost"]:
|
||
continue
|
||
actions.append(
|
||
{
|
||
"action": "buy_animal",
|
||
"params": {"kind": key},
|
||
"cost": {"gold": info["cost"], "ap": config.AP_COST["buy_animal"]},
|
||
"reason": f"可购买{info['name']}({info['cost']} 金币)",
|
||
}
|
||
)
|
||
return actions
|
||
|
||
def _market_actions(self, state: GameState) -> list[dict[str, Any]]:
|
||
"""该不该卖货:谷仓快满了要腾地方,价格明显高于基准价则值得出手。
|
||
|
||
这是"择时卖出"在 AI 侧的落点:把"现价 vs 基准价"直接算好写进 reason,
|
||
机器人/LLM 不需要自己记住每种货的基准价,也就能真的做出囤或抛的判断。
|
||
"""
|
||
actions: list[dict[str, Any]] = []
|
||
if not state.inventory:
|
||
return actions
|
||
used, capacity = state.storage_used, state.granary_capacity
|
||
tight = used >= capacity * 0.8
|
||
for key, count in sorted(state.inventory.items()):
|
||
if count <= 0:
|
||
continue
|
||
price = self.market_price(key)
|
||
base = config.base_price(key)
|
||
ratio = price / base if base else 1.0
|
||
reasons = [f"谷仓有 {count} 份{config.goods_name(key)},现价 {price}(基准 {base})"]
|
||
if tight:
|
||
reasons.append(f"谷仓已用 {used}/{capacity},该腾地方了")
|
||
if ratio >= 1.1:
|
||
reasons.append(f"比基准价高 {(ratio - 1) * 100:.0f}%,适合出手")
|
||
if len(reasons) == 1:
|
||
# 价格没优势、仓也不挤 → 建议继续囤着。不推荐就别出声,
|
||
# 否则候选动作里全是"卖了吧",AI 反而挑不出重点。
|
||
continue
|
||
actions.append(
|
||
{
|
||
"action": "sell",
|
||
"params": {"key": key, "quantity": count},
|
||
"cost": {"gold": 0, "ap": config.AP_COST["sell"]},
|
||
"reason": ";".join(reasons),
|
||
}
|
||
)
|
||
return actions
|
||
|
||
def _build_actions(self, state: GameState) -> list[dict[str, Any]]:
|
||
"""能造什么:等级够、没建满、且钱够。"""
|
||
actions: list[dict[str, Any]] = []
|
||
for key in config.BUILDINGS:
|
||
entry = self._building_entry(state, key)
|
||
if entry["locked"] or entry["maxed"] or state.gold < entry["next_cost"]:
|
||
continue
|
||
actions.append(
|
||
{
|
||
"action": "build",
|
||
"params": {"key": key},
|
||
"cost": {"gold": entry["next_cost"], "ap": config.AP_COST["build"]},
|
||
"reason": f"可造第 {entry['owned'] + 1} 座{entry['name']}:{entry['effect']}",
|
||
}
|
||
)
|
||
return actions
|
||
|
||
# ================================================================ 内部工具
|
||
def _is_locked(self, info: dict[str, Any]) -> bool:
|
||
"""这件作物/牲畜在当前等级是否还没解锁。
|
||
|
||
"等级门槛"这一条规则原本在 catalog / available_actions / plant /
|
||
buy_animal / _gain_exp 里各写了一遍,改文案或改判定就得追五处。
|
||
现在只在这里定义,别处一律调它。
|
||
"""
|
||
return self.state.level < info["level_req"]
|
||
|
||
def _require_level(self, info: dict[str, Any]) -> None:
|
||
"""等级不够就抛 locked。播种与买牲畜都要过这一关。"""
|
||
if self._is_locked(info):
|
||
raise GameError(
|
||
"locked",
|
||
f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}",
|
||
)
|
||
|
||
def _newly_unlocked(self, level: int) -> list[str]:
|
||
"""正好在 level 这一级解锁的作物与牲畜名字(先作物后牲畜)。"""
|
||
return [
|
||
info["name"]
|
||
for table in (config.CROPS, config.ANIMALS, config.BUILDINGS)
|
||
for info in table.values()
|
||
if info["level_req"] == level
|
||
]
|
||
|
||
def _get_plot(self, plot_no: Any) -> Plot:
|
||
"""把 1-based 的地块编号转成 Plot,越界即报错。"""
|
||
try:
|
||
number = int(plot_no)
|
||
except (TypeError, ValueError):
|
||
# 底层 ValueError 的细节对调用者没意义,只保留友好提示
|
||
raise GameError("bad_param", f"地块编号必须是整数,收到 {plot_no!r}") from None
|
||
if number < 1 or number > len(self.state.plots):
|
||
raise GameError(
|
||
"no_such_plot",
|
||
f"地块编号 {number} 不存在(当前共 {len(self.state.plots)} 块地)",
|
||
)
|
||
return self.state.plots[number - 1]
|
||
|
||
def _get_animal(self, animal_id: Any) -> Animal:
|
||
try:
|
||
aid = int(animal_id)
|
||
except (TypeError, ValueError):
|
||
raise GameError("bad_param", f"动物编号必须是整数,收到 {animal_id!r}") from None
|
||
for animal in self.state.animals:
|
||
if animal.aid == aid:
|
||
return animal
|
||
raise GameError("no_such_animal", f"没有编号为 {aid} 的动物")
|
||
|
||
def _spend_ap(self, action: str) -> None:
|
||
cost = config.AP_COST.get(action, 0)
|
||
if cost and self.state.ap < cost:
|
||
raise GameError(
|
||
"no_ap",
|
||
f"行动点不足:{action} 需要 {cost} 点,当前只剩 {self.state.ap} 点。"
|
||
f"等一天的时间自然走完就会恢复。",
|
||
)
|
||
if cost:
|
||
self.state.ap -= cost
|
||
|
||
def _spend_gold(self, amount: int, what: str) -> None:
|
||
amount = int(amount)
|
||
if amount < 0:
|
||
raise GameError("bad_param", "金额不能为负")
|
||
if self.state.gold < amount:
|
||
raise GameError(
|
||
"not_enough_gold",
|
||
f"金币不足:{what}需要 {amount},你只有 {self.state.gold}",
|
||
)
|
||
self.state.gold -= amount
|
||
self.state.total_spent += amount
|
||
|
||
def _earn(self, amount: float, reason: str) -> int:
|
||
earned = max(0, round(amount))
|
||
self.state.gold += earned
|
||
self.state.total_earned += earned
|
||
return earned
|
||
|
||
def _gain_exp(self, amount: int) -> list[str]:
|
||
"""增加经验并处理连续升级,返回升级提示文本。"""
|
||
messages: list[str] = []
|
||
self.state.exp += int(amount)
|
||
guard = 0
|
||
while self.state.exp >= self.state.exp_needed and guard < 50:
|
||
guard += 1
|
||
self.state.exp -= self.state.exp_needed
|
||
self.state.level += 1
|
||
bonus = config.level_up_bonus(self.state.level)
|
||
self.state.gold += bonus
|
||
unlocked = self._newly_unlocked(self.state.level)
|
||
text = f"升级到 Lv.{self.state.level}!奖励 {bonus} 金币"
|
||
if unlocked:
|
||
text += f",解锁:{'、'.join(unlocked)}"
|
||
messages.append(text)
|
||
self.add_log(text, "good")
|
||
return messages
|
||
|
||
def _roll_yield(self) -> int:
|
||
"""丰收回合判定:常规产出 1,暴击产出 2。"""
|
||
return 2 if random.random() < config.LUCKY_CHANCE else 1
|
||
|
||
def _store(self, key: str, amount: int) -> None:
|
||
"""把货物放进谷仓;装不下就抛 granary_full,且**不改动任何状态**。
|
||
|
||
先判容量再落袋,所以收获撞上满仓时作物还好好地留在地里,
|
||
玩家卖掉一点东西就能重来,不会"收了个寂寞"。
|
||
"""
|
||
amount = int(amount)
|
||
if amount <= 0:
|
||
return
|
||
state = self.state
|
||
free = state.granary_free
|
||
if amount > free:
|
||
raise GameError(
|
||
"granary_full",
|
||
f"谷仓装不下:还差 {amount - free} 格"
|
||
f"(已用 {state.storage_used}/{state.granary_capacity})。"
|
||
"先 sell 卖掉点存货,或者 build 一座谷仓。",
|
||
)
|
||
state.inventory[key] = state.inventory.get(key, 0) + amount
|
||
|
||
def _needs_water(self, plot: Plot) -> bool:
|
||
"""这块地现在该不该浇水。
|
||
|
||
* 已经干透 → 今天就长不了,必须浇;
|
||
* 水分刚好够今天蒸发、而明天又不下雨 → 明天会停长,提前浇能少浪费一天。
|
||
|
||
第二条用到了明天的预报——这就是"预报"这个字段存在的意义:
|
||
让"今天浇不浇"变成能提前算清的决策,而不是撞运气。
|
||
"""
|
||
if plot.crop is None:
|
||
return False
|
||
if plot.moisture <= 0:
|
||
return True
|
||
forecast = config.weather_info(self.state.forecast)
|
||
if forecast["water_gain"] > 0:
|
||
# 明天有雨,今天浇水等于把水倒进雨里
|
||
return False
|
||
return plot.moisture <= self._evaporation(self.state, forecast)
|
||
|
||
# ================================================================ 动作
|
||
def plant(self, plot_no: Any, crop: Any) -> dict[str, Any]:
|
||
with self._lock:
|
||
if not isinstance(crop, str) or crop not in config.CROPS:
|
||
raise GameError(
|
||
"unknown_crop",
|
||
f"未知作物 {crop!r},可选:{'、'.join(config.CROPS)}",
|
||
)
|
||
info = config.CROPS[crop]
|
||
self._require_level(info)
|
||
plot = self._get_plot(plot_no)
|
||
if plot.crop is not None:
|
||
raise GameError(
|
||
"plot_busy", f"{plot.index + 1} 号地已经种了{config.CROPS[plot.crop]['name']}"
|
||
)
|
||
|
||
self._spend_gold(info["seed_cost"], f"购买{info['name']}种子")
|
||
self._spend_ap("plant")
|
||
|
||
plot.crop = crop
|
||
plot.growth = 0.0
|
||
plot.moisture = config.PLANT_INITIAL_MOISTURE
|
||
plot.planted_day = self.state.day
|
||
|
||
self.add_log(f"在 {plot.index + 1} 号地播下{info['name']}种子", "action")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": (
|
||
f"{plot.index + 1} 号地已种下{info['name']},{info['grow_days']} 天后成熟"
|
||
),
|
||
"plot": plot.to_dict(),
|
||
}
|
||
|
||
def water(self, plot_no: Any) -> dict[str, Any]:
|
||
with self._lock:
|
||
plot = self._get_plot(plot_no)
|
||
if plot.crop is None:
|
||
raise GameError("plot_empty", f"{plot.index + 1} 号地是空地,不需要浇水")
|
||
if plot.moisture >= config.WATER_CAPACITY:
|
||
raise GameError(
|
||
"already_watered",
|
||
f"{plot.index + 1} 号地水分已满({plot.moisture}/{config.WATER_CAPACITY})",
|
||
)
|
||
self._spend_ap("water")
|
||
plot.moisture = config.WATER_CAPACITY
|
||
self.add_log(f"给 {plot.index + 1} 号地浇水(水分 {config.WATER_CAPACITY})", "action")
|
||
self._notify()
|
||
return {"ok": True, "message": f"{plot.index + 1} 号地已浇水", "plot": plot.to_dict()}
|
||
|
||
def harvest(self, plot_no: Any) -> dict[str, Any]:
|
||
with self._lock:
|
||
plot = self._get_plot(plot_no)
|
||
if plot.crop is None:
|
||
raise GameError("plot_empty", f"{plot.index + 1} 号地是空地")
|
||
if not plot.is_ripe:
|
||
raise GameError(
|
||
"not_ripe",
|
||
f"{config.CROPS[plot.crop]['name']}还差 {plot.days_left} 天成熟",
|
||
)
|
||
crop_key = plot.crop
|
||
info = config.CROPS[crop_key]
|
||
self._spend_ap("harvest")
|
||
|
||
quantity = self._roll_yield()
|
||
# 先入库再清地:谷仓满了会在这里抛 granary_full,作物原地不动,
|
||
# 玩家卖掉一点就能重来,不会"收了个寂寞"。
|
||
self._store(crop_key, quantity)
|
||
price = self.market_price(crop_key)
|
||
value = round(price * quantity, 2)
|
||
|
||
plot.crop = None
|
||
plot.growth = 0.0
|
||
plot.moisture = 0
|
||
self.state.total_harvested += quantity
|
||
|
||
lucky = "(丰收!)" if quantity > 1 else ""
|
||
self.add_log(f"收获 {quantity} 份{info['name']}{lucky}入库,现价 {price}", "good")
|
||
levelups = self._gain_exp(info["exp"])
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": (
|
||
f"收获 {quantity} 份{info['name']}{lucky}入谷仓,现价 {price}"
|
||
f"(约 {value} 金币,需 sell 才能换成钱)"
|
||
),
|
||
"quantity": quantity,
|
||
"price": price,
|
||
"value": value,
|
||
"exp": info["exp"],
|
||
"level_ups": levelups,
|
||
"storage_used": self.state.storage_used,
|
||
}
|
||
|
||
def buy_animal(self, kind: Any) -> dict[str, Any]:
|
||
with self._lock:
|
||
if not isinstance(kind, str) or kind not in config.ANIMALS:
|
||
raise GameError(
|
||
"unknown_animal",
|
||
f"未知动物 {kind!r},可选:{'、'.join(config.ANIMALS)}",
|
||
)
|
||
info = config.ANIMALS[kind]
|
||
self._require_level(info)
|
||
if len(self.state.animals) >= config.MAX_ANIMALS:
|
||
raise GameError("pasture_full", f"牧场已满(上限 {config.MAX_ANIMALS} 只)")
|
||
|
||
self._spend_gold(info["cost"], f"购买{info['name']}")
|
||
self._spend_ap("buy_animal")
|
||
|
||
animal = Animal(kind)
|
||
self.state.animals.append(animal)
|
||
self.add_log(f"买了一只{info['name']}(#{animal.aid}),{info['cost']} 金币", "action")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"购入{info['name']} #{animal.aid},记得每天喂食",
|
||
"animal": animal.to_dict(),
|
||
}
|
||
|
||
def feed(self, animal_id: Any, quantity: Any = None) -> dict[str, Any]:
|
||
with self._lock:
|
||
animal = self._get_animal(animal_id)
|
||
if animal.fed:
|
||
raise GameError("already_fed", f"{animal.name} #{animal.aid} 今天已经吃过了")
|
||
|
||
need = int(animal.info["feed_per_day"])
|
||
if quantity is None:
|
||
quantity = need
|
||
try:
|
||
quantity = int(quantity)
|
||
except (TypeError, ValueError):
|
||
raise GameError("bad_param", "喂食数量必须是整数") from None
|
||
if quantity <= 0:
|
||
raise GameError("bad_param", "喂食数量必须大于 0")
|
||
if quantity > need:
|
||
quantity = need # 多喂无益,自动收窄到实际需求
|
||
|
||
if self.state.feed < quantity:
|
||
shortfall = quantity - self.state.feed
|
||
cost = shortfall * config.FEED_EMERGENCY_PRICE
|
||
self._spend_gold(cost, f"临时采购 {shortfall} 份饲料")
|
||
self.state.feed += shortfall
|
||
self.add_log(f"饲料不足,临时高价补货 {shortfall} 份(-{cost} 金币)", "warn")
|
||
|
||
self._spend_ap("feed")
|
||
self.state.feed -= quantity
|
||
animal.fed = True
|
||
animal.starve = 0
|
||
self.add_log(f"喂了{animal.name} #{animal.aid} {quantity} 份饲料", "action")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"{animal.name} #{animal.aid} 吃饱了,剩余饲料 {self.state.feed}",
|
||
"feed_left": self.state.feed,
|
||
"animal": animal.to_dict(),
|
||
}
|
||
|
||
def collect(self, animal_id: Any) -> dict[str, Any]:
|
||
with self._lock:
|
||
animal = self._get_animal(animal_id)
|
||
if animal.pending <= 0:
|
||
raise GameError(
|
||
"nothing_to_collect",
|
||
f"{animal.name} #{animal.aid} 暂时没有可收取的{animal.product}"
|
||
f"(还需 {animal.days_to_product} 天)",
|
||
)
|
||
self._spend_ap("collect")
|
||
quantity = animal.pending
|
||
key = f"animal:{animal.kind}"
|
||
# 与收获同理:先确认装得下,再清空待收,免得产出凭空消失
|
||
self._store(key, quantity)
|
||
animal.pending = 0
|
||
price = self.market_price(key)
|
||
value = round(price * quantity, 2)
|
||
self.state.total_collected += quantity
|
||
|
||
self.add_log(
|
||
f"收取 {quantity} 份{animal.product}({animal.name} #{animal.aid})入库,"
|
||
f"现价 {price}",
|
||
"good",
|
||
)
|
||
levelups = self._gain_exp(animal.info["exp"] * quantity)
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": (
|
||
f"收取 {quantity} 份{animal.product}入谷仓,现价 {price}(约 {value} 金币)"
|
||
),
|
||
"quantity": quantity,
|
||
"price": price,
|
||
"value": value,
|
||
"level_ups": levelups,
|
||
"storage_used": self.state.storage_used,
|
||
}
|
||
|
||
def buy_feed(self, quantity: Any = config.FEED_BULK) -> dict[str, Any]:
|
||
with self._lock:
|
||
try:
|
||
quantity = int(quantity)
|
||
except (TypeError, ValueError):
|
||
raise GameError("bad_param", "饲料数量必须是整数") from None
|
||
if quantity <= 0:
|
||
raise GameError("bad_param", "饲料数量必须大于 0")
|
||
if quantity > config.MAX_FEED_PURCHASE:
|
||
raise GameError(
|
||
"too_many",
|
||
f"单次最多购买 {config.MAX_FEED_PURCHASE} 份饲料(请求 {quantity})",
|
||
)
|
||
cost = quantity * config.FEED_UNIT_PRICE
|
||
self._spend_gold(cost, f"购买 {quantity} 份饲料")
|
||
self.state.feed += quantity
|
||
self.add_log(f"购买 {quantity} 份饲料(-{cost} 金币)", "action")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"购入 {quantity} 份饲料,库存 {self.state.feed}",
|
||
"feed": self.state.feed,
|
||
}
|
||
|
||
def buy_plot(self) -> dict[str, Any]:
|
||
with self._lock:
|
||
price = self.state.next_plot_price
|
||
if price < 0:
|
||
raise GameError(
|
||
"plot_limit",
|
||
f"土地已达当前等级上限({self.state.max_plots} 块),升级后可继续开垦",
|
||
)
|
||
self._spend_gold(price, "开垦新土地")
|
||
self._spend_ap("buy_plot")
|
||
plot = Plot(len(self.state.plots))
|
||
self.state.plots.append(plot)
|
||
self.state.plots_bought += 1
|
||
self.add_log(f"开垦了第 {plot.index + 1} 块地(-{price} 金币)", "action")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"新增 {plot.index + 1} 号地,共 {len(self.state.plots)} 块",
|
||
"plot": plot.to_dict(),
|
||
"next_plot_price": self.state.next_plot_price,
|
||
}
|
||
|
||
def sell(self, key: Any = None, quantity: Any = None) -> dict[str, Any]:
|
||
"""把谷仓里的货物按**当前市价**卖掉。
|
||
|
||
``key`` 省略 = 能卖的都卖;``quantity`` 省略 = 该货物全卖。
|
||
这是存货变回金币的唯一出口,所以 ``granary_full`` 时它是唯一的解法——
|
||
``available_actions`` 会在谷仓快满或价格见好时主动推荐它。
|
||
"""
|
||
with self._lock:
|
||
state = self.state
|
||
if key is None:
|
||
if quantity is not None:
|
||
raise GameError("bad_param", "不指定 key 时不能只卖指定数量")
|
||
if not state.inventory:
|
||
raise GameError("nothing_to_sell", "谷仓还是空的,没东西可卖")
|
||
return self._sell_everything(state)
|
||
|
||
if not isinstance(key, str) or config.goods_info(key) is None:
|
||
raise GameError(
|
||
"unknown_goods",
|
||
f"未知货物 {key!r},可选:{'、'.join(sorted(state.market))}",
|
||
)
|
||
name = config.goods_name(key)
|
||
count = state.inventory.get(key, 0)
|
||
if count <= 0:
|
||
raise GameError("nothing_to_sell", f"谷仓里没有{name}")
|
||
if quantity is None:
|
||
quantity = count
|
||
try:
|
||
quantity = int(quantity)
|
||
except (TypeError, ValueError):
|
||
raise GameError("bad_param", "卖出数量必须是整数") from None
|
||
if quantity <= 0:
|
||
raise GameError("bad_param", "卖出数量必须大于 0")
|
||
quantity = min(quantity, count)
|
||
|
||
price = self.market_price(key)
|
||
earned = self._earn(price * quantity, name)
|
||
left = count - quantity
|
||
if left > 0:
|
||
state.inventory[key] = left
|
||
else:
|
||
del state.inventory[key]
|
||
|
||
text = f"卖出 {quantity} 份{name}(单价 {price}),+{earned} 金币"
|
||
self.add_log(text, "good")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": text,
|
||
"key": key,
|
||
"quantity": quantity,
|
||
"price": price,
|
||
"earned": earned,
|
||
"gold": state.gold,
|
||
"storage_used": state.storage_used,
|
||
}
|
||
|
||
def _sell_everything(self, state: GameState) -> dict[str, Any]:
|
||
"""一键清仓。带上明细,回执才能说清"到底卖了什么、各卖了多少"。"""
|
||
sold: list[dict[str, Any]] = []
|
||
total = 0
|
||
for key in sorted(state.inventory):
|
||
count = state.inventory[key]
|
||
price = self.market_price(key)
|
||
earned = round(price * count)
|
||
total += earned
|
||
sold.append(
|
||
{
|
||
"key": key,
|
||
"name": config.goods_name(key),
|
||
"quantity": count,
|
||
"price": price,
|
||
"earned": earned,
|
||
}
|
||
)
|
||
state.inventory.clear()
|
||
self._earn(total, "卖出存货")
|
||
names = "、".join(f"{item['name']}×{item['quantity']}" for item in sold)
|
||
text = f"卖出 {names},共 +{total} 金币"
|
||
self.add_log(text, "good")
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": text,
|
||
"earned": total,
|
||
"sold": sold,
|
||
"gold": state.gold,
|
||
"storage_used": state.storage_used,
|
||
}
|
||
|
||
def build(self, key: Any) -> dict[str, Any]:
|
||
"""造一座建筑。价格与解锁等级见 ``config.BUILDINGS``。"""
|
||
with self._lock:
|
||
if not isinstance(key, str) or key not in config.BUILDINGS:
|
||
raise GameError(
|
||
"unknown_building",
|
||
f"未知建筑 {key!r},可选:{'、'.join(config.BUILDINGS)}",
|
||
)
|
||
entry = self._building_entry(self.state, key)
|
||
if entry["locked"]:
|
||
raise GameError(
|
||
"locked",
|
||
f"{entry['name']}需要 Lv.{entry['level_req']},当前 Lv.{self.state.level}",
|
||
)
|
||
if entry["maxed"]:
|
||
raise GameError("build_limit", f"{entry['name']}已建满({entry['max_level']} 座)")
|
||
|
||
self._spend_gold(entry["next_cost"], f"建造{entry['name']}")
|
||
self._spend_ap("build")
|
||
self.state.buildings[key] = entry["owned"] + 1
|
||
built = self._building_entry(self.state, key)
|
||
self.add_log(
|
||
f"建成第 {built['owned']} 座{built['name']}(-{entry['next_cost']} 金币)",
|
||
"good",
|
||
)
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": (
|
||
f"{built['name']} 已建成({built['owned']}/{built['max_level']}):"
|
||
f"{built['effect']}"
|
||
),
|
||
"building": built,
|
||
"gold": self.state.gold,
|
||
}
|
||
|
||
def pause(self, paused: bool | None = None) -> dict[str, Any]:
|
||
with self._lock:
|
||
self.paused = bool(paused) if paused is not None else not self.paused
|
||
self.add_log("时间已暂停" if self.paused else "时间继续流动", "warn")
|
||
self._notify()
|
||
return {"ok": True, "paused": self.paused}
|
||
|
||
def reset(self, keep_tick: bool = True) -> dict[str, Any]:
|
||
with self._lock:
|
||
tick = self.tick_seconds
|
||
self.state = GameState()
|
||
self._log_seq = 0
|
||
self.paused = False
|
||
if keep_tick:
|
||
self.tick_seconds = tick
|
||
self.state.weather = self._roll_weather()
|
||
self.state.forecast = self._roll_weather(previous=self.state.weather)
|
||
self.add_log("新的一天,新的开始。欢迎来到 SimpleFarm!", "info")
|
||
self._notify()
|
||
return {"ok": True, "message": "农场已重置"}
|
||
|
||
def save(self, path: str | None = None) -> dict[str, Any]:
|
||
"""把当前状态写入磁盘。
|
||
|
||
单机模式下由 TUI 直接调用;服务器模式里存档位置由牧场会话决定,
|
||
但保留同名方法是为了让界面代码不必区分"本地/远程"。
|
||
"""
|
||
from .storage import save_state
|
||
|
||
target = save_state(self.state, path)
|
||
self.add_log(f"已存档到 {target}", "info")
|
||
return {"ok": True, "message": f"已存档到 {target}", "path": target}
|
||
|
||
# ================================================================ 天气与建筑
|
||
def _roll_weather(self, previous: str | None = None) -> str:
|
||
"""按权重掷一种天气;同一种不连着出现(最多重掷 WEATHER_REROLLS 次)。
|
||
|
||
权重已经表达了稀有度,连续性约束是额外补的一层手感——防的是
|
||
"一连五天干旱"这种既难玩、又不像真天气的序列。
|
||
"""
|
||
keys = list(config.WEATHER)
|
||
weights = [float(config.WEATHER[key]["weight"]) for key in keys]
|
||
pick = keys[0]
|
||
for _ in range(config.WEATHER_REROLLS):
|
||
pick = random.choices(keys, weights=weights, k=1)[0]
|
||
if pick != previous:
|
||
return pick
|
||
return pick
|
||
|
||
def _resolve_weather(self, state: GameState, forced: str | None) -> dict[str, Any]:
|
||
"""定下今天的天气,并把预报翻到明天,返回今天天气的定义。
|
||
|
||
"预报"是刻意做成**提前一天可知**的:这样"明天要干旱,今晚先浇一遍"
|
||
才是一个算得清的决策,而不是撞运气。正常玩法走预报;``forced``
|
||
只给测试与调试用(钉住"今天下雨"这类场景,否则断言会随掷骰抖动)。
|
||
"""
|
||
if forced is not None and forced in config.WEATHER:
|
||
today = forced
|
||
elif state.forecast in config.WEATHER:
|
||
today = state.forecast
|
||
else:
|
||
today = self._roll_weather()
|
||
state.weather = today
|
||
state.forecast = self._roll_weather(previous=today)
|
||
return config.WEATHER[today]
|
||
|
||
def _evaporation(self, state: GameState, info: dict[str, Any]) -> int:
|
||
"""当天实际蒸发量;温室让蒸发减半(向下取整)。
|
||
|
||
这是温室"省水"的那一半效果,另一半是免疫暴风雨(见 _storm_damage)。
|
||
"""
|
||
evaporate = int(info["evaporation"])
|
||
if state.building_count("greenhouse"):
|
||
evaporate //= 2
|
||
return evaporate
|
||
|
||
def _run_buildings(self, state: GameState) -> list[str]:
|
||
"""结算建筑的每日自动动作:水井浇水、喂食器喂食。
|
||
|
||
两件事都只替代"玩家本来要花行动点做的事",且都**不替玩家花钱**:
|
||
喂食器只在库存饲料够时动作,缺了就停摆并记一条日志,而不是像手动
|
||
喂食那样以应急价临时采购——自动系统悄悄花光金币是最容易被骂的设计。
|
||
"""
|
||
return self._wells(state) + self._feeders(state)
|
||
|
||
def _wells(self, state: GameState) -> list[str]:
|
||
quota = state.building_count("well")
|
||
if quota <= 0:
|
||
return []
|
||
events: list[str] = []
|
||
for plot in state.plots:
|
||
if quota <= 0:
|
||
break
|
||
if plot.crop is None or plot.moisture > 0:
|
||
continue
|
||
plot.moisture = config.WATER_CAPACITY
|
||
quota -= 1
|
||
events.append(f"水井给 {plot.index + 1} 号地浇了水")
|
||
return events
|
||
|
||
def _feeders(self, state: GameState) -> list[str]:
|
||
quota = state.building_count("feeder")
|
||
if quota <= 0:
|
||
return []
|
||
events: list[str] = []
|
||
for animal in state.animals:
|
||
if quota <= 0:
|
||
break
|
||
if animal.fed:
|
||
continue
|
||
need = int(animal.info["feed_per_day"])
|
||
if state.feed < need:
|
||
# 只报一次就停:饲料见底时每只都报一条会刷爆日志
|
||
events.append("饲料不够,自动喂食器停摆")
|
||
break
|
||
state.feed -= need
|
||
animal.fed = True
|
||
animal.starve = 0
|
||
quota -= 1
|
||
events.append(f"自动喂食器喂了{animal.name} #{animal.aid}")
|
||
return events
|
||
|
||
def _storm_damage(self, state: GameState, info: dict[str, Any]) -> list[str]:
|
||
"""暴风雨:每块**未成熟**的作物独立判定,被毁则地块直接清空。
|
||
|
||
成熟的作物不参与判定——"等你来收的东西被天灾吃掉"只会让人关掉游戏。
|
||
温室建成后整段失效。
|
||
"""
|
||
damage = float(info["damage"])
|
||
if damage <= 0 or state.building_count("greenhouse"):
|
||
return []
|
||
events: list[str] = []
|
||
for plot in state.plots:
|
||
if plot.crop is None or plot.is_ripe or random.random() >= damage:
|
||
continue
|
||
name = config.CROPS[plot.crop]["name"]
|
||
plot.crop = None
|
||
plot.growth = 0.0
|
||
plot.moisture = 0
|
||
plot.planted_day = 0
|
||
text = f"暴风雨毁了 {plot.index + 1} 号地的{name}"
|
||
events.append(text)
|
||
self.add_log(text, "bad")
|
||
return events
|
||
|
||
# ================================================================ 时间推进
|
||
def advance_day(self, reason: str = "自动", weather: str | None = None) -> list[str]:
|
||
"""推进游戏内一天,返回本日发生的事件文本。
|
||
|
||
``weather`` 是留给测试与调试的显式入口:不传就按"昨天的预报"结算
|
||
(正常玩法走这条),传了就强制使用该天气。
|
||
"""
|
||
with self._lock:
|
||
state = self.state
|
||
info = self._resolve_weather(state, weather)
|
||
state.day += 1
|
||
state.ap = state.max_ap
|
||
events: list[str] = []
|
||
|
||
# ---- 建筑自动化。必须排在生长结算之前:水井救的正是"今天就断水"的
|
||
# 那块地,晚一步它今天就白等了。
|
||
events.extend(self._run_buildings(state))
|
||
|
||
# ---- 作物生长:水分消耗改由天气决定(0~2),浇水于是变成看天吃饭
|
||
evaporate = self._evaporation(state, info)
|
||
gain = int(info["water_gain"])
|
||
for plot in state.plots:
|
||
if plot.crop is None:
|
||
continue
|
||
if gain:
|
||
# 雨天/暴风雨先补水再蒸发,等于免费替你浇了一遍
|
||
plot.moisture = min(config.WATER_CAPACITY, plot.moisture + gain)
|
||
if plot.moisture <= 0:
|
||
events.append(f"{plot.index + 1} 号地缺水,作物停止生长")
|
||
continue
|
||
plot.moisture = max(0, plot.moisture - evaporate)
|
||
plot.growth = min(plot.grow_days, plot.growth + 1)
|
||
if plot.is_ripe:
|
||
events.append(f"{plot.index + 1} 号地的{config.CROPS[plot.crop]['name']}已成熟")
|
||
|
||
# ---- 天灾:暴风雨只毁**还没成熟**的作物
|
||
events.extend(self._storm_damage(state, info))
|
||
|
||
# ---- 牲畜
|
||
dead: list[Animal] = []
|
||
for animal in state.animals:
|
||
if animal.fed:
|
||
animal.fed = False
|
||
animal.starve = 0
|
||
animal.progress += 1
|
||
if animal.progress >= animal.cycle:
|
||
animal.progress = 0
|
||
animal.pending += 1
|
||
else:
|
||
animal.starve += 1
|
||
if animal.starve >= 3:
|
||
dead.append(animal)
|
||
elif animal.starve == 2:
|
||
events.append(f"{animal.name} #{animal.aid} 已经两天没吃东西了")
|
||
|
||
for animal in dead:
|
||
state.animals.remove(animal)
|
||
events.append(f"{animal.name} #{animal.aid} 因长期饥饿离你而去")
|
||
self.add_log(f"{animal.name} #{animal.aid} 因长期饥饿离开农场", "bad")
|
||
|
||
# ---- 市场波动
|
||
self._shuffle_market()
|
||
|
||
# ---- 写入日志(最多 4 条,避免刷屏)
|
||
for text in events[:4]:
|
||
self.add_log(text, "warn")
|
||
today = f"第 {state.day} 天开始({reason}),今日{info['name']}"
|
||
if events:
|
||
self.add_log(f"{today},行动点已恢复", "info")
|
||
else:
|
||
self.add_log(f"{today},一切安好", "info")
|
||
|
||
self._notify()
|
||
return events
|
||
|
||
def _shuffle_market(self) -> None:
|
||
"""每天让市场价格围绕基准价波动。"""
|
||
vol = config.PRICE_VOLATILITY
|
||
for key, info in config.CROPS.items():
|
||
base = float(info["base_price"])
|
||
factor = random.uniform(1 - vol, 1 + vol)
|
||
# 轻微均值回归,避免价格长期漂移
|
||
current = self.state.market.get(key, base)
|
||
blended = current * 0.35 + base * 0.65
|
||
self.state.market[key] = round(clamp(blended * factor, base * 0.55, base * 1.55), 2)
|
||
for key, info in config.ANIMALS.items():
|
||
base = float(info["base_price"])
|
||
factor = random.uniform(1 - vol, 1 + vol)
|
||
current = self.state.market.get(f"animal:{key}", base)
|
||
blended = current * 0.35 + base * 0.65
|
||
self.state.market[f"animal:{key}"] = round(
|
||
clamp(blended * factor, base * 0.55, base * 1.55), 2
|
||
)
|
||
|
||
|
||
def tick_decision(
|
||
paused: bool, next_tick_at: float | None, tick_seconds: float, now: float
|
||
) -> tuple[bool, float]:
|
||
"""根据当前时刻决定"是否该推进一天",并给出新的调度时间点。
|
||
|
||
这是 :class:`Scheduler`(单机)与 :class:`farm.server.session.FarmClock`
|
||
(服务器)共用的唯一 tick 决策,两处不再各写一遍:
|
||
|
||
* 暂停中 → 顺延,保证恢复后仍有完整的一个 tick;
|
||
* 没有调度点(从未启动/被清空)→ 从现在起重新计时;
|
||
* 到点 → 推进,并把下一次调度设为 now + tick_seconds;
|
||
* 未到点 → 维持原调度时间。
|
||
|
||
返回 ``(should_advance, next_tick_at)``。
|
||
"""
|
||
if paused or next_tick_at is None:
|
||
return False, now + tick_seconds
|
||
if now >= next_tick_at:
|
||
return True, now + tick_seconds
|
||
return False, next_tick_at
|
||
|
||
|
||
class Scheduler:
|
||
"""自动推进游戏时间的后台线程(单机模式;服务器版见 farm.server.session.FarmClock)。"""
|
||
|
||
def __init__(self, engine: FarmEngine, enabled: bool = True) -> None:
|
||
self.engine = engine
|
||
self.enabled = enabled
|
||
self._stop = threading.Event()
|
||
self._thread: threading.Thread | None = None
|
||
|
||
def start(self) -> None:
|
||
if not self.enabled or self._thread is not None:
|
||
return
|
||
self.engine.next_tick_at = time.time() + self.engine.tick_seconds
|
||
self._thread = threading.Thread(target=self._run, name="farm-clock", daemon=True)
|
||
self._thread.start()
|
||
|
||
def stop(self) -> None:
|
||
self._stop.set()
|
||
self.engine.next_tick_at = None
|
||
|
||
def _run(self) -> None:
|
||
while not self._stop.wait(0.2):
|
||
engine = self.engine
|
||
advance, engine.next_tick_at = tick_decision(
|
||
engine.paused, engine.next_tick_at, engine.tick_seconds, time.time()
|
||
)
|
||
if advance:
|
||
with contextlib.suppress(Exception):
|
||
engine.advance_day(reason="时间流逝")
|