三件事凑成一次不兼容变更:WebSocket 通道、Hypercorn 服务器、「手动推进一天」都消失了。 实时通道:WebSocket -> SSE - hub 改为 SSE 订阅池,GET /api/stream 单向推送 welcome/state/day/notice/bye, 250ms 节流 + 15s 心跳注释;写操作一律走 HTTP POST /api/actions,不再有 WS 回执。 - 停机三处一起修才干净:close_all() 发 bye + timeout_graceful_shutdown 兜底 + 客户端 stop() 直接 shutdown 底层 socket(光 close() 会等读线程的锁,最长卡到下次心跳)。 - 网页版改 EventSource + fetch;tools/ws_demo.py 换成 tools/sse_demo.py。 服务器:Hypercorn -> uvicorn + zttp 的 HTTP/2 - 同一端口同时说 HTTP/1.1 与 HTTP/2。uvicorn 0.53 不再内置 h2,必须装 zttp 并显式 http="zttp",否则 Config.load() 直接 raise。 - 信号接管改成子类覆盖 Server.handle_exit(0.53 没有 install_signal_handlers 可覆盖), 不调 super()、不写 _captured_signals,退出时不重放信号;第二次信号强制退出。 - 入口启动前用 daemon.port_busy() 自检端口:Windows 上 SO_REUSEADDR 会让第二个实例 「绑上」已监听端口并抢走新连接,所以判断「能不能连上」而不是「能不能 bind」。 - 修掉 clear_pid_file 的 Windows 真 bug:文件还开着就 os.remove 会失败且被 except OSError 吞掉,导致每次正常退出都留 stale pid 文件。 节奏:一天 15 秒 -> 40 分钟,并整体移除「休息」 - DEFAULT_TICK_SECONDS=2400,MAX_TICK_SECONDS 放宽到 86400(旧上限会把 40 分钟夹回去)。 - engine.sleep / SLEEP_COOLDOWN / /api/sleep / TUI 的 [N]休息 / 网页版按钮全部删掉, 时间只能自然流动;机器人改为 wait_for_next_day(timeout),CLI 加 bot --wait。 - 时长显示统一走 models.format_duration(),不再出现 2399.6s 这种写法。 键盘:修复方向键/空格/Tab/ESC 全部静默失效 - keys.py 的具名键统一小写并成为唯一来源,tui.py 一律引用 keys.XXX 而不手写字符串 (历史 bug 就是 Windows 侧产大写 UP、TUI 里写小写 up,字母键正常所以很难发现)。 - 顺带修 POSIX 路径一次 os.read 只取首字节、其余按键静默丢弃的老毛病。 测试:重建 500 项 - test_engine 110 / test_actions 35 / test_server 131(skip 35) / test_tui_keys 75 / test_bot 36 / test_client 113。未安装的第三方依赖用 skipUnless 自动跳过,其余照跑, 所以是全绿而不是靠跳过伪装。 - 被测试逼出两处真隐患并修掉:RemoteFarm._normalize() 必须「先补 scheme 再削尾斜杠」 (顺序反了畸形端点会溜到系统代理、报一个和真实原因无关的 502);StateView 空视图要 预置 plots/animals,否则连不上服务器时读 state.plots 直接 AttributeError。 优化:先量后改,依据与前后数字都在 tools/bench.py - 新增 engine.brief_source():brief/summary/动作回执只要十几个标量,不再为它们序列化 整局;to_dict 里 net_worth 只算一次。brief -76%、summary -77%、leaderboard(32) -78%、 GET /api/world -31%、POST /api/actions?full=1 -16%。 - 拆掉三个巨型函数:create_app 475->32 行(_Services + _register_*)、 build_parser 与 available_actions 分组、__main__.main 160->7 行。 - 消除重复:等级门槛 5 处 -> _is_locked/_require_level/_newly_unlocked;hub 的 broadcast/broadcast_all/close_all -> _push_many;daemon.probe/world -> _get_json; main.py 的 _add_endpoint_args/_leaderboard_lines。 - tools/bench.py 作为长期性能守卫(含调用计数器),谁把轻量路径改回 snapshot() 会立刻报警。 门禁:ruff format/check 全绿、pyright 0 错误、500 项测试 OK(skip 35)。
814 lines
34 KiB
Python
814 lines
34 KiB
Python
"""核心游戏引擎。
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这一层是纯粹的"游戏规则",不依赖终端、不依赖网络。
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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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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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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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# ================================================================ 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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@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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# 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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return {
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"crops": crops,
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"animals": animals,
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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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def available_actions(self) -> list[dict[str, Any]]:
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"""列出当前**合法**的动作,供 AI 直接决策使用。
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每个动作包含:``action``(接口名)、``params``(参数模板)、
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``cost``(金币/行动点开销)、``reason``(为什么值得做)。
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"""
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with self._lock:
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state = self.state
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actions: list[dict[str, Any]] = []
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actions.extend(self._plot_actions(state))
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actions.extend(self._animal_actions(state))
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actions.extend(self._investment_actions(state))
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return actions
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# ---- available_actions 的三个分区;拆开是为了各自能独立阅读/测试
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def _plot_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""每块地当前能做的事:播种 / 收获 / 浇水。"""
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# 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,
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# 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。
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plant_ap = config.AP_COST["plant"]
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plantable = [
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(key, info)
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for key, info in config.CROPS.items()
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if not self._is_locked(info)
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and state.gold >= info["seed_cost"]
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and state.ap >= plant_ap
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]
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actions: list[dict[str, Any]] = []
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for plot in state.plots:
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position = plot.index + 1
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if plot.crop is None:
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for key, info in plantable:
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actions.append(
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{
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"action": "plant",
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"params": {"plot": position, "crop": key},
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"cost": {"gold": info["seed_cost"], "ap": plant_ap},
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"reason": f"{position} 号地空闲,可种{info['name']}",
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}
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)
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elif plot.is_ripe:
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actions.append(
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{
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"action": "harvest",
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"params": {"plot": position},
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"cost": {"gold": 0, "ap": config.AP_COST["harvest"]},
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"reason": f"{position} 号地的{config.CROPS[plot.crop]['name']}已成熟",
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}
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)
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elif plot.moisture == 0 and state.ap >= config.AP_COST["water"]:
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actions.append(
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{
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"action": "water",
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"params": {"plot": position},
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"cost": {"gold": 0, "ap": config.AP_COST["water"]},
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"reason": f"{position} 号地缺水,作物已停止生长",
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}
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)
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return actions
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def _animal_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""每只牲畜当前能做的事:收取产出 / 喂食。"""
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actions: list[dict[str, Any]] = []
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for animal in state.animals:
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if animal.pending > 0:
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actions.append(
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{
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"action": "collect",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": 0, "ap": config.AP_COST["collect"]},
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"reason": f"{animal.name}有 {animal.pending} 份{animal.product}待收取",
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}
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)
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elif not animal.fed:
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need = animal.info["feed_per_day"]
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cost = 0 if state.feed >= need else need * config.FEED_EMERGENCY_PRICE
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if state.gold >= cost and state.ap >= config.AP_COST["feed"]:
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actions.append(
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{
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"action": "feed",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": cost, "ap": config.AP_COST["feed"]},
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"reason": f"{animal.name}(#{animal.aid})今天还没喂食",
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}
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)
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return actions
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def _investment_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""与具体地块/牲畜无关的长期投入:开垦土地、补饲料、买牲畜。"""
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actions: list[dict[str, Any]] = []
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price = state.next_plot_price
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if price > 0 and state.gold >= price:
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actions.append(
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{
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"action": "buy_plot",
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"params": {},
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"cost": {"gold": price, "ap": config.AP_COST["buy_plot"]},
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"reason": f"可花 {price} 金币开垦第 {len(state.plots) + 1} 块地",
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}
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)
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bulk_cost = config.FEED_UNIT_PRICE * config.FEED_BULK
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if state.feed < 5 and state.gold >= bulk_cost:
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actions.append(
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{
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"action": "buy_feed",
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"params": {"quantity": config.FEED_BULK},
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"cost": {"gold": bulk_cost, "ap": config.AP_COST["buy_feed"]},
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"reason": "饲料库存偏低,建议补货",
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}
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)
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for key, info in config.ANIMALS.items():
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if self._is_locked(info):
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continue
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if len(state.animals) >= config.MAX_ANIMALS or state.gold < info["cost"]:
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continue
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actions.append(
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{
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"action": "buy_animal",
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"params": {"kind": key},
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"cost": {"gold": info["cost"], "ap": config.AP_COST["buy_animal"]},
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"reason": f"可购买{info['name']}({info['cost']} 金币)",
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}
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)
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return actions
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# ================================================================ 内部工具
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def _is_locked(self, info: dict[str, Any]) -> bool:
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"""这件作物/牲畜在当前等级是否还没解锁。
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"等级门槛"这一条规则原本在 catalog / available_actions / plant /
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buy_animal / _gain_exp 里各写了一遍,改文案或改判定就得追五处。
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现在只在这里定义,别处一律调它。
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"""
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return self.state.level < info["level_req"]
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def _require_level(self, info: dict[str, Any]) -> None:
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"""等级不够就抛 locked。播种与买牲畜都要过这一关。"""
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if self._is_locked(info):
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raise GameError(
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"locked",
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f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}",
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)
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def _newly_unlocked(self, level: int) -> list[str]:
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"""正好在 level 这一级解锁的作物与牲畜名字(先作物后牲畜)。"""
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return [
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info["name"]
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for table in (config.CROPS, config.ANIMALS)
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for info in table.values()
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if info["level_req"] == level
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]
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def _get_plot(self, plot_no: Any) -> Plot:
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"""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
|
||
|
||
# ================================================================ 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()
|
||
price = self.market_price(crop_key)
|
||
earned = self._earn(price * quantity, info["name"])
|
||
|
||
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},+{earned} 金币", "good")
|
||
levelups = self._gain_exp(info["exp"])
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"收获 {quantity} 份{info['name']},获得 {earned} 金币",
|
||
"quantity": quantity,
|
||
"earned": earned,
|
||
"exp": info["exp"],
|
||
"level_ups": levelups,
|
||
}
|
||
|
||
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
|
||
animal.pending = 0
|
||
price = self.market_price(f"animal:{animal.kind}")
|
||
earned = self._earn(price * quantity, animal.product)
|
||
self.state.total_collected += quantity
|
||
|
||
self.add_log(
|
||
f"收取 {quantity} 份{animal.product}({animal.name} #{animal.aid}),"
|
||
f"+{earned} 金币",
|
||
"good",
|
||
)
|
||
levelups = self._gain_exp(animal.info["exp"] * quantity)
|
||
self._notify()
|
||
return {
|
||
"ok": True,
|
||
"message": f"收取 {quantity} 份{animal.product},获得 {earned} 金币",
|
||
"quantity": quantity,
|
||
"earned": earned,
|
||
"level_ups": levelups,
|
||
}
|
||
|
||
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 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.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}
|
||
|
||
# ================================================================ 时间推进
|
||
def advance_day(self, reason: str = "自动") -> list[str]:
|
||
"""推进游戏内一天,返回本日发生的事件文本。"""
|
||
with self._lock:
|
||
state = self.state
|
||
state.day += 1
|
||
state.ap = state.max_ap
|
||
events: list[str] = []
|
||
|
||
# ---- 作物生长
|
||
for plot in state.plots:
|
||
if plot.crop is None:
|
||
continue
|
||
if plot.moisture > 0:
|
||
plot.moisture -= 1
|
||
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"
|
||
)
|
||
else:
|
||
events.append(f"{plot.index + 1} 号地缺水,作物停止生长")
|
||
|
||
# ---- 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")
|
||
if events:
|
||
self.add_log(f"第 {state.day} 天开始({reason}),行动点已恢复", "info")
|
||
else:
|
||
self.add_log(f"第 {state.day} 天开始({reason}),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")
|