add essence

This commit is contained in:
bridge
2025-08-21 00:20:26 +08:00
parent 658f2aefdb
commit 25ff7c1c17
4 changed files with 330 additions and 43 deletions

40
src/classes/essence.py Normal file
View File

@@ -0,0 +1,40 @@
from enum import Enum
class EssenceType(Enum):
"""
灵气类型
"""
GOLD = "gold" # 金
WOOD = "wood" # 木
WATER = "water" # 水
FIRE = "fire" # 火
EARTH = "earth" # 土
def __str__(self) -> str:
"""返回灵气类型的中文名称"""
return essence_names.get(self, self.value)
essence_names = {
EssenceType.GOLD: "",
EssenceType.WOOD: "",
EssenceType.WATER: "",
EssenceType.FIRE: "",
EssenceType.EARTH: ""
}
class Essence():
"""
灵气用来描述某个region的灵气情况。
灵气分为五种:金木水火土(先这些,之后加新的)
每个region有五种灵气每种灵气有不同的浓度。
浓度从0~10。
"""
def __init__(self, density: dict[EssenceType, int]):
self.density = density
def get_density(self, essence_type: EssenceType) -> int:
return self.density[essence_type]
def set_density(self, essence_type: EssenceType, density: int):
self.density[essence_type] = density

View File

@@ -1,6 +1,8 @@
import itertools
from enum import Enum
from dataclasses import dataclass, field
import itertools
from src.classes.essence import Essence, EssenceType
class TileType(Enum):
PLAIN = "plain" # 平原
@@ -13,6 +15,7 @@ class TileType(Enum):
RAINFOREST = "rainforest" # 热带雨林
GLACIER = "glacier" # 冰川/冰原
SNOW_MOUNTAIN = "snow_mountain" # 雪山
VOLCANO = "volcano" # 火山
region_id_counter = itertools.count(1)
@@ -29,7 +32,7 @@ class Region():
"""
name: str
description: str
qi: int # 灵气从0~255
essence: Essence
id: int = field(init=False)
def __post_init__(self):
@@ -46,13 +49,15 @@ class Region():
# 灵气
# 其他
default_region = Region(name="平原", description="最普通的平原,没有什么可说的", essence=Essence(density={EssenceType.GOLD: 1, EssenceType.WOOD: 1, EssenceType.WATER: 1, EssenceType.FIRE: 1, EssenceType.EARTH: 1}))
@dataclass
class Tile():
# 实际的地块
type: TileType
x: int
y: int
region: Region | None = None # 可以是一个region的一部分也可以不属于任何region
region: Region # 可以是一个region的一部分也可以不属于任何region
class Map():
"""
@@ -71,16 +76,16 @@ class Map():
return 0 <= x < self.width and 0 <= y < self.height
def create_tile(self, x: int, y: int, tile_type: TileType):
self.tiles[(x, y)] = Tile(tile_type, x, y)
self.tiles[(x, y)] = Tile(tile_type, x, y, region=default_region)
def get_tile(self, x: int, y: int) -> Tile:
return self.tiles[(x, y)]
def create_region(self, name: str, description: str, qi: int, locs: list[tuple[int, int]]):
def create_region(self, name: str, description: str, essence: Essence, locs: list[tuple[int, int]]):
"""
创建一个region。
"""
region = Region(name=name, description=description, qi=qi)
region = Region(name=name, description=description, essence=essence)
for loc in locs:
self.tiles[loc].region = region
return region

View File

@@ -85,6 +85,7 @@ class Front:
TileType.RAINFOREST: (12, 80, 36),
TileType.GLACIER: (210, 230, 240),
TileType.SNOW_MOUNTAIN: (200, 200, 200),
TileType.VOLCANO: (180, 40, 40), # 火山红色
}
self.clock = pygame.time.Clock()
@@ -125,10 +126,15 @@ class Front:
self.screen.fill(self.colors["bg"])
self._draw_map()
self._draw_region_labels()
hovered = self._draw_avatars_and_pick_hover()
if hovered is not None:
self._draw_tooltip_for_avatar(hovered)
hovered_region = self._draw_region_labels()
hovered_avatar = self._draw_avatars_and_pick_hover()
# 优先显示region tooltip如果没有region tooltip才显示avatar tooltip
if hovered_region is not None:
mouse_x, mouse_y = self.pygame.mouse.get_pos()
self._draw_tooltip_for_region(hovered_region, mouse_x, mouse_y)
elif hovered_avatar is not None:
self._draw_tooltip_for_avatar(hovered_avatar)
# 状态条
hint = f"A:自动步进({'' if self._auto_step else ''}) SPACE:单步 ESC:退出"
@@ -177,6 +183,7 @@ class Front:
map_obj = self.world.map
ts = self.tile_size
m = self.margin
mouse_x, mouse_y = pygame.mouse.get_pos()
# 聚合每个 region 的所有地块中心点Region 以自身 id 为哈希键
region_to_points: Dict[object, List[Tuple[int, int]]] = {}
@@ -192,6 +199,7 @@ class Front:
if not region_to_points:
return
hovered_region = None
for region, points in region_to_points.items():
if not points:
continue
@@ -219,11 +227,18 @@ class Front:
x = int(avg_x - text_w / 2)
y = int(avg_y - text_h / 2)
# 检测鼠标悬停
if (x <= mouse_x <= x + text_w and y <= mouse_y <= y + text_h):
hovered_region = region
# 先画阴影,略微偏移
self.screen.blit(shadow_surface, (x + 1, y + 1))
# 再画主文字
self.screen.blit(text_surface, (x, y))
# 返回悬停的region
return hovered_region
def _get_region_font(self, size: int):
# 缓存不同大小的字体,避免每帧重复创建
f = self._region_font_cache.get(size)
@@ -272,6 +287,32 @@ class Front:
]
return lines
def _region_tooltip_lines(self, region) -> List[str]:
lines = [
f"区域: {region.name}",
f"描述: {region.description}",
]
# 添加灵气信息
if hasattr(region, 'essence') and region.essence:
# 按密度排序,显示最重要的灵气
essence_items = []
for essence_type, density in region.essence.density.items():
if density > 0:
essence_name = str(essence_type)
essence_items.append((density, essence_name))
if essence_items:
# 按密度降序排序
essence_items.sort(reverse=True)
lines.append("灵气分布:")
for density, name in essence_items:
# 用星号表示密度等级
stars = "" * density + "" * (10 - density)
lines.append(f" {name}: {stars}")
return lines
def _draw_tooltip_for_avatar(self, avatar: Avatar):
pygame = self.pygame
lines = self._avatar_tooltip_lines(avatar)
@@ -304,6 +345,37 @@ class Front:
self.screen.blit(s, (x + padding, cursor_y))
cursor_y += s.get_height() + spacing
def _draw_tooltip_for_region(self, region, mouse_x: int, mouse_y: int):
pygame = self.pygame
lines = self._region_tooltip_lines(region)
# 计算尺寸
padding = 6
spacing = 2
surf_lines = [self.tooltip_font.render(t, True, self.colors["text"]) for t in lines]
width = max(s.get_width() for s in surf_lines) + padding * 2
height = sum(s.get_height() for s in surf_lines) + padding * 2 + spacing * (len(surf_lines) - 1)
x = mouse_x + 12
y = mouse_y + 12
# 边界修正:尽量不出屏幕
screen_w, screen_h = self.screen.get_size()
if x + width > screen_w:
x = mouse_x - width - 12
if y + height > screen_h:
y = mouse_y - height - 12
bg_rect = pygame.Rect(x, y, width, height)
pygame.draw.rect(self.screen, self.colors["tooltip_bg"], bg_rect, border_radius=6)
pygame.draw.rect(self.screen, self.colors["tooltip_bd"], bg_rect, 1, border_radius=6)
# 绘制文字
cursor_y = y + padding
for s in surf_lines:
self.screen.blit(s, (x + padding, cursor_y))
cursor_y += s.get_height() + spacing
def _create_font(self, size: int):
pygame = self.pygame

View File

@@ -16,6 +16,7 @@ from src.classes.tile import Map, TileType
from src.classes.avatar import Avatar, Gender
from src.classes.calendar import Month, Year
from src.classes.action import Move
from src.classes.essence import Essence, EssenceType
def clamp(value: int, lo: int, hi: int) -> int:
@@ -50,20 +51,16 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
for x in range(0, desert_w):
game_map.create_tile(x, y, TileType.DESERT)
desert_tiles.append((x, y))
# 绿洲
for _ in range(random.randint(2, 3)):
cx = random.randint(1, max(1, desert_w - 1))
cy = random.randint(2, height - 3)
r = random.randint(1, 2)
for x, y in circle_points(cx, cy, r, width, height):
if x < desert_w:
game_map.create_tile(x, y, TileType.WATER)
# 移除绿洲,大漠里面不要有水
# 3) 北部雪山与冰原(顶部宽带,覆盖整宽度)
north_band = max(3, height // 5)
snow_mountain_tiles: List[Tuple[int, int]] = []
glacier_tiles: List[Tuple[int, int]] = []
for y in range(0, north_band):
for x in range(width):
game_map.create_tile(x, y, TileType.SNOW_MOUNTAIN)
snow_mountain_tiles.append((x, y))
# 局部冰川簇
for _ in range(random.randint(2, 3)):
cx = random.randint(1, width - 2)
@@ -72,6 +69,7 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
for x, y in circle_points(cx, cy, r, width, height):
if y < north_band:
game_map.create_tile(x, y, TileType.GLACIER)
glacier_tiles.append((x, y))
# 4) 南部热带雨林(底部宽带,覆盖整宽度)
south_band = max(3, height // 5)
@@ -108,25 +106,57 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
if x < sea_x0:
game_map.create_tile(x, y, TileType.WATER)
# 7) 中部山脉:多条更长的链(避开海域和上下带)
for _ in range(random.randint(6, 10)):
length = random.randint(10, 20)
x = random.randint(desert_w + 1, sea_x0 - 2)
y = random.randint(north_band + 1, height - south_band - 2)
dx, dy = random.choice([(1, 0), (1, 1), (1, -1)])
# 7) 中部山脉:聚集成为一堆(避开海域和上下带,左移
mountain_tiles: List[Tuple[int, int]] = []
# 左移山脉生成范围,从沙漠边缘开始,但不要延伸到太右边
mountain_end_x = sea_x0 - max(4, width // 8) # 留出更多空间给东部
# 选择一个中心点,让山脉围绕这个中心聚集
center_x = random.randint(desert_w + 3, mountain_end_x - 3)
center_y = random.randint(north_band + 3, height - south_band - 3)
# 生成多条山脉链,都从中心点附近开始
for _ in range(random.randint(8, 12)):
length = random.randint(8, 15)
# 从中心点附近随机选择一个起始点
start_x = center_x + random.randint(-2, 2)
start_y = center_y + random.randint(-2, 2)
x, y = start_x, start_y
# 随机选择方向,但倾向于向中心聚集
directions = [(1, 0), (1, 1), (1, -1), (-1, 0), (-1, 1), (-1, -1), (0, 1), (0, -1)]
dx, dy = random.choice(directions)
for _ in range(length):
if 0 <= x < sea_x0 and north_band <= y < height - south_band:
if 0 <= x < mountain_end_x and north_band <= y < height - south_band:
game_map.create_tile(x, y, TileType.MOUNTAIN)
mountain_tiles.append((x, y))
# 随机改变方向,增加聚集效果
if random.random() < 0.3:
dx, dy = random.choice(directions)
x += dx
y += dy
# 8) 中部森林:几个圆斑
# 8) 中部森林:几个圆斑(调整范围与山脉一致)
mountain_end_x = sea_x0 - max(4, width // 8) # 与山脉使用相同的结束位置
for _ in range(random.randint(4, 7)):
cx = random.randint(desert_w + 1, sea_x0 - 2)
cx = random.randint(desert_w + 1, mountain_end_x - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
r = random.randint(2, 4)
for x, y in circle_points(cx, cy, r, width, height):
game_map.create_tile(x, y, TileType.FOREST)
# 8.5) 火山:在中央山脉附近生成一个火山
volcano_tiles: List[Tuple[int, int]] = []
# 在中央山脉的中心点附近生成火山
volcano_center_x = center_x + random.randint(-1, 1)
volcano_center_y = center_y + random.randint(-1, 1)
volcano_radius = random.randint(2, 3)
for x, y in circle_points(volcano_center_x, volcano_center_y, volcano_radius, width, height):
if 0 <= x < mountain_end_x and north_band <= y < height - south_band:
game_map.create_tile(x, y, TileType.VOLCANO)
volcano_tiles.append((x, y))
# 9) 城市2~4个尽量落在非极端地形
cities = 0
@@ -136,32 +166,46 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
x = random.randint(0, width - 1)
y = random.randint(0, height - 1)
t = game_map.get_tile(x, y)
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.DESERT):
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.DESERT, TileType.VOLCANO):
game_map.create_tile(x, y, TileType.CITY)
cities += 1
# 10) 创建示例 Region演示底色可无 region特意设立的带名字与描述
if desert_tiles:
game_map.create_region("大漠", "西部荒漠地带", 40, desert_tiles)
game_map.create_region("大漠", "西部荒漠地带",
Essence(density={EssenceType.EARTH: 8, EssenceType.FIRE: 6, EssenceType.GOLD: 4, EssenceType.WOOD: 2, EssenceType.WATER: 1}),
desert_tiles)
if sea_tiles:
game_map.create_region("东海", "最东边的大海", 80, sea_tiles)
game_map.create_region("东海", "最东边的大海",
Essence(density={EssenceType.WATER: 10, EssenceType.EARTH: 3, EssenceType.GOLD: 2, EssenceType.WOOD: 1, EssenceType.FIRE: 1}),
sea_tiles)
if rainforest_tiles:
game_map.create_region("南疆雨林", "南部潮湿炎热的雨林", 120, rainforest_tiles)
game_map.create_region("南疆雨林", "南部潮湿炎热的雨林",
Essence(density={EssenceType.WOOD: 9, EssenceType.WATER: 7, EssenceType.FIRE: 5, EssenceType.EARTH: 3, EssenceType.GOLD: 2}),
rainforest_tiles)
# 9.5) 生成一条横贯东西的长河(允许小幅上下摆动与随机加宽)
# 9.5) 生成一条横贯东西的长河(允许小幅上下摆动与随机加宽,避开沙漠和大海
river_tiles: List[Tuple[int, int]] = []
# 选一条靠近中部的基准纬线,避开极北/极南带
base_y = clamp(height // 2 + random.randint(-2, 2), north_band + 1, height - south_band - 2)
y = base_y
for x in range(0, width):
# 检查当前位置是否为沙漠或大海,如果是则跳过
current_tile = game_map.get_tile(x, y)
if current_tile.type in (TileType.DESERT, TileType.SEA):
continue
# 开凿主河道
game_map.create_tile(x, y, TileType.WATER)
river_tiles.append((x, y))
# 随机加宽 1 格(上下其一)
# 随机加宽 1 格(上下其一),但要避开沙漠和大海
if random.random() < 0.45:
wy = clamp(y + random.choice([-1, 1]), 0, height - 1)
game_map.create_tile(x, wy, TileType.WATER)
river_tiles.append((x, wy))
# 检查加宽位置是否为沙漠或大海
wide_tile = game_map.get_tile(x, wy)
if wide_tile.type not in (TileType.DESERT, TileType.SEA):
game_map.create_tile(x, wy, TileType.WATER)
river_tiles.append((x, wy))
# 轻微摆动(-1, 0, 1并缓慢回归基准线
drift_choices = [-1, 0, 1]
dy = random.choice(drift_choices)
@@ -203,22 +247,148 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
# 组装所有地理信息到一个统一的配置 dict
regions_cfg: List[Dict[str, Any]] = []
if desert_tiles:
regions_cfg.append({"name": "大漠", "description": "西部荒漠地带", "qi": 40, "tiles": desert_tiles})
regions_cfg.append({
"name": "大漠",
"description": "西部荒漠地带",
"essence": Essence(density={
EssenceType.EARTH: 8,
EssenceType.FIRE: 6,
EssenceType.GOLD: 4,
EssenceType.WOOD: 2,
EssenceType.WATER: 1
}),
"tiles": desert_tiles
})
if sea_tiles:
regions_cfg.append({"name": "东海", "description": "最东边的大海", "qi": 80, "tiles": sea_tiles})
regions_cfg.append({
"name": "东海",
"description": "最东边的大海",
"essence": Essence(density={
EssenceType.WATER: 10,
EssenceType.EARTH: 3,
EssenceType.GOLD: 2,
EssenceType.WOOD: 1,
EssenceType.FIRE: 1
}),
"tiles": sea_tiles
})
if rainforest_tiles:
regions_cfg.append({"name": "南疆雨林", "description": "南部潮湿炎热的雨林", "qi": 120, "tiles": rainforest_tiles})
regions_cfg.append({
"name": "南疆雨林",
"description": "南部潮湿炎热的雨林",
"essence": Essence(density={
EssenceType.WOOD: 9,
EssenceType.WATER: 7,
EssenceType.FIRE: 5,
EssenceType.EARTH: 3,
EssenceType.GOLD: 2
}),
"tiles": rainforest_tiles
})
if river_tiles:
regions_cfg.append({"name": "大河", "description": "发源内陆,奔流入海", "qi": 100, "tiles": river_tiles})
regions_cfg.append({
"name": "大河",
"description": "发源内陆,奔流入海",
"essence": Essence(density={
EssenceType.WATER: 8,
EssenceType.EARTH: 4,
EssenceType.WOOD: 3,
EssenceType.GOLD: 2,
EssenceType.FIRE: 1
}),
"tiles": river_tiles
})
# 添加山脉region提高金属性灵气
if mountain_tiles:
regions_cfg.append({
"name": "中央山脉",
"description": "横贯大陆的中央山脉,蕴含丰富的金属性灵气",
"essence": Essence(density={
EssenceType.GOLD: 10, # 提高金属性灵气
EssenceType.EARTH: 9,
EssenceType.FIRE: 5,
EssenceType.WATER: 3,
EssenceType.WOOD: 2
}),
"tiles": mountain_tiles
})
# 添加雪山region
if snow_mountain_tiles:
regions_cfg.append({
"name": "北境雪山",
"description": "北部终年积雪的高山地带",
"essence": Essence(density={
EssenceType.WATER: 9,
EssenceType.EARTH: 8,
EssenceType.GOLD: 6,
EssenceType.FIRE: 2,
EssenceType.WOOD: 1
}),
"tiles": snow_mountain_tiles
})
# 添加冰川region
if glacier_tiles:
regions_cfg.append({
"name": "极地冰川",
"description": "北部极寒的冰川地带",
"essence": Essence(density={
EssenceType.WATER: 10,
EssenceType.EARTH: 7,
EssenceType.GOLD: 5,
EssenceType.FIRE: 1,
EssenceType.WOOD: 1
}),
"tiles": glacier_tiles
})
# 添加火山region火属性灵气最高
if volcano_tiles:
regions_cfg.append({
"name": "火山",
"description": "活跃的火山地带,火属性灵气极其浓郁",
"essence": Essence(density={
EssenceType.FIRE: 10, # 火属性灵气最高
EssenceType.EARTH: 8,
EssenceType.GOLD: 6,
EssenceType.WATER: 2,
EssenceType.WOOD: 1
}),
"tiles": volcano_tiles
})
for i, comp in enumerate(sorted(mountain_clusters, key=len, reverse=True), start=1):
regions_cfg.append({"name": f"高山{i}", "description": "山脉与高峰地带", "qi": 110, "tiles": comp})
regions_cfg.append({
"name": f"高山{i}",
"description": "山脉与高峰地带",
"essence": Essence(density={
EssenceType.EARTH: 9,
EssenceType.GOLD: 7,
EssenceType.FIRE: 4,
EssenceType.WATER: 3,
EssenceType.WOOD: 2
}),
"tiles": comp
})
for i, comp in enumerate(sorted(forest_clusters, key=len, reverse=True), start=1):
regions_cfg.append({"name": f"大林{i}", "description": "茂密幽深的森林", "qi": 90, "tiles": comp})
regions_cfg.append({
"name": f"大林{i}",
"description": "茂密幽深的森林",
"essence": Essence(density={
EssenceType.WOOD: 8,
EssenceType.EARTH: 5,
EssenceType.WATER: 4,
EssenceType.FIRE: 2,
EssenceType.GOLD: 1
}),
"tiles": comp
})
# 应用配置创建 Region并把配置存到 map 上,方便前端/后续逻辑使用
for r in regions_cfg:
game_map.create_region(r["name"], r["description"], r["qi"], r["tiles"])
game_map.create_region(r["name"], r["description"], r["essence"], r["tiles"])
geo_config: Dict[str, Any] = {"regions": regions_cfg}
setattr(game_map, "geo_config", geo_config)
@@ -244,7 +414,7 @@ def make_avatars(world: World, count: int = 12) -> list[Avatar]:
x = random.randint(0, width - 1)
y = random.randint(0, height - 1)
t = world.map.get_tile(x, y)
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN):
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.VOLCANO):
break
else:
x, y = random.randint(0, width - 1), random.randint(0, height - 1)