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