refactor all gather logic

This commit is contained in:
bridge
2026-01-06 23:17:21 +08:00
parent 649f66213e
commit 35c0756e85
5 changed files with 240 additions and 119 deletions

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@@ -1,9 +1,8 @@
from __future__ import annotations
import random
from src.classes.action import TimedAction
from src.classes.event import Event
from src.classes.region import NormalRegion
from src.utils.gather import execute_gather, check_can_start_gather
class Harvest(TimedAction):
@@ -20,54 +19,31 @@ class Harvest(TimedAction):
duration_months = 6
def __init__(self, avatar, world):
super().__init__(avatar, world)
self.gained_items: dict[str, int] = {}
def _execute(self) -> None:
"""
执行采集动作
"""
region = self.avatar.tile.region
plants = getattr(region, "plants", [])
if len(plants) == 0:
return
available_plants = [
plant for plant in plants
if self.avatar.cultivation_progress.realm >= plant.realm
]
if len(available_plants) == 0:
return
# 目前固定100%成功率
if random.random() < 1.0:
target_plant = random.choice(available_plants)
# 随机选择该植物的一种物品
item = random.choice(target_plant.items)
# 基础获得1个额外物品来自effects
base_quantity = 1
extra_items = int(self.avatar.effects.get("extra_harvest_items", 0) or 0)
total_quantity = base_quantity + extra_items
self.avatar.add_item(item, total_quantity)
gained = execute_gather(self.avatar, "plants", "extra_harvest_items")
for name, count in gained.items():
self.gained_items[name] = self.gained_items.get(name, 0) + count
def can_start(self) -> tuple[bool, str]:
region = self.avatar.tile.region
if not isinstance(region, NormalRegion):
return False, "当前不在普通区域"
plants = getattr(region, "plants", [])
if len(plants) == 0:
return False, "当前区域没有植物"
available_plants = [
plant for plant in plants
if self.avatar.cultivation_progress.realm >= plant.realm
]
if len(available_plants) == 0:
return False, "当前区域的植物境界过高"
return True, ""
return check_can_start_gather(self.avatar, "plants", "植物")
def start(self) -> Event:
region = self.avatar.tile.region
return Event(self.world.month_stamp, f"{self.avatar.name}{self.avatar.tile.location_name} 开始采集", related_avatars=[self.avatar.id])
# TimedAction 已统一 step 逻辑
async def finish(self) -> list[Event]:
return []
# 必定有产出
items_desc = "".join([f"{k}x{v}" for k, v in self.gained_items.items()])
return [Event(
self.world.month_stamp,
f"{self.avatar.name} 结束了采集,获得了:{items_desc}",
related_avatars=[self.avatar.id]
)]

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@@ -1,9 +1,8 @@
from __future__ import annotations
import random
from src.classes.action import TimedAction
from src.classes.event import Event
from src.classes.region import NormalRegion
from src.utils.gather import execute_gather, check_can_start_gather
class Hunt(TimedAction):
@@ -20,54 +19,31 @@ class Hunt(TimedAction):
duration_months = 6
def __init__(self, avatar, world):
super().__init__(avatar, world)
self.gained_items: dict[str, int] = {}
def _execute(self) -> None:
"""
执行狩猎动作
"""
region = self.avatar.tile.region
animals = getattr(region, "animals", [])
if len(animals) == 0:
return
available_animals = [
animal for animal in animals
if self.avatar.cultivation_progress.realm >= animal.realm
]
if len(available_animals) == 0:
return
# 目前固定100%成功率
if random.random() < 1.0:
target_animal = random.choice(available_animals)
# 随机选择该动物的一种物品
item = random.choice(target_animal.items)
# 基础获得1个额外物品来自effects
base_quantity = 1
extra_items = int(self.avatar.effects.get("extra_hunt_items", 0) or 0)
total_quantity = base_quantity + extra_items
self.avatar.add_item(item, total_quantity)
gained = execute_gather(self.avatar, "animals", "extra_hunt_items")
for name, count in gained.items():
self.gained_items[name] = self.gained_items.get(name, 0) + count
def can_start(self) -> tuple[bool, str]:
region = self.avatar.tile.region
if not isinstance(region, NormalRegion):
return False, "当前不在普通区域"
animals = getattr(region, "animals", [])
if len(animals) == 0:
return False, f"当前区域{region.name}没有动物"
available_animals = [
animal for animal in animals
if self.avatar.cultivation_progress.realm >= animal.realm
]
if len(available_animals) == 0:
return False, "当前区域的动物境界过高"
return True, ""
return check_can_start_gather(self.avatar, "animals", "动物")
def start(self) -> Event:
region = self.avatar.tile.region
return Event(self.world.month_stamp, f"{self.avatar.name}{self.avatar.tile.location_name} 开始狩猎", related_avatars=[self.avatar.id])
# TimedAction 已统一 step 逻辑
async def finish(self) -> list[Event]:
return []
# 必定有产出
items_desc = "".join([f"{k}x{v}" for k, v in self.gained_items.items()])
return [Event(
self.world.month_stamp,
f"{self.avatar.name} 结束了狩猎,获得了:{items_desc}",
related_avatars=[self.avatar.id]
)]

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@@ -1,9 +1,8 @@
from __future__ import annotations
import random
from src.classes.action import TimedAction
from src.classes.event import Event
from src.classes.region import NormalRegion
from src.utils.gather import execute_gather, check_can_start_gather
class Mine(TimedAction):
@@ -20,53 +19,30 @@ class Mine(TimedAction):
duration_months = 6
def __init__(self, avatar, world):
super().__init__(avatar, world)
self.gained_items: dict[str, int] = {}
def _execute(self) -> None:
"""
执行挖矿动作
"""
region = self.avatar.tile.region
lodes = getattr(region, "lodes", [])
if len(lodes) == 0:
return
available_lodes = [
lode for lode in lodes
if self.avatar.cultivation_progress.realm >= lode.realm
]
if len(available_lodes) == 0:
return
# 目前固定100%成功率
if random.random() < 1.0:
target_lode = random.choice(available_lodes)
# 随机选择该矿脉的一种物品
item = random.choice(target_lode.items)
# 基础获得1个额外物品来自effects
base_quantity = 1
extra_items = int(self.avatar.effects.get("extra_mine_items", 0) or 0)
total_quantity = base_quantity + extra_items
self.avatar.add_item(item, total_quantity)
gained = execute_gather(self.avatar, "lodes", "extra_mine_items")
for name, count in gained.items():
self.gained_items[name] = self.gained_items.get(name, 0) + count
def can_start(self) -> tuple[bool, str]:
region = self.avatar.tile.region
if not isinstance(region, NormalRegion):
return False, "当前不在普通区域"
lodes = getattr(region, "lodes", [])
if len(lodes) == 0:
return False, "当前区域没有矿脉"
available_lodes = [
lode for lode in lodes
if self.avatar.cultivation_progress.realm >= lode.realm
]
if len(available_lodes) == 0:
return False, "当前区域的矿脉境界过高"
return True, ""
return check_can_start_gather(self.avatar, "lodes", "矿脉")
def start(self) -> Event:
region = self.avatar.tile.region
return Event(self.world.month_stamp, f"{self.avatar.name}{self.avatar.tile.location_name} 开始挖矿", related_avatars=[self.avatar.id])
# TimedAction 已统一 step 逻辑
async def finish(self) -> list[Event]:
return []
items_desc = "".join([f"{k}x{v}" for k, v in self.gained_items.items()])
return [Event(
self.world.month_stamp,
f"{self.avatar.name} 结束了挖矿,获得了:{items_desc}",
related_avatars=[self.avatar.id]
)]

76
src/utils/gather.py Normal file
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@@ -0,0 +1,76 @@
from __future__ import annotations
import random
from typing import TYPE_CHECKING, Any
if TYPE_CHECKING:
from src.classes.avatar import Avatar
def check_can_start_gather(
avatar: Avatar,
resource_attr: str, # "lodes", "animals", "plants"
resource_name_cn: str # "矿脉", "动物", "植物"
) -> tuple[bool, str]:
from src.classes.region import NormalRegion
region = avatar.tile.region
if not isinstance(region, NormalRegion):
return False, "当前不在普通区域"
resources = getattr(region, resource_attr, [])
if not resources:
return False, f"当前区域没有{resource_name_cn}"
# 筛选境界符合的资源
available = [
r for r in resources
if avatar.cultivation_progress.realm >= r.realm
]
if not available:
return False, f"当前区域的{resource_name_cn}境界过高"
return True, ""
def execute_gather(
avatar: Avatar,
resource_attr: str,
extra_effect_key: str
) -> dict[str, int]:
"""
执行采集逻辑。
返回: {item_name: count}
"""
from src.classes.region import NormalRegion
region = avatar.tile.region
# 再次校验类型,防止运行时环境变化
if not isinstance(region, NormalRegion):
return {}
resources = getattr(region, resource_attr, [])
# 筛选
available = [
r for r in resources
if avatar.cultivation_progress.realm >= r.realm
]
if not available:
return {}
# 1. 随机选择资源点 (均匀分布)
target = random.choice(available)
# 2. 随机选择产出物
if not hasattr(target, "items") or not target.items:
return {}
item = random.choice(target.items)
base_quantity = 1
extra_items = int(avatar.effects.get(extra_effect_key, 0) or 0)
total_quantity = max(1, base_quantity + extra_items)
avatar.add_item(item, total_quantity)
return {item.name: total_quantity}

117
tests/test_gather.py Normal file
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@@ -0,0 +1,117 @@
import pytest
from unittest.mock import MagicMock, patch
from src.utils.gather import execute_gather, check_can_start_gather
from src.classes.cultivation import Realm
from src.classes.region import NormalRegion
@pytest.fixture
def mock_region(dummy_avatar):
"""设置一个 Mock 的 NormalRegion 到 avatar 所在 tile"""
real_region = NormalRegion(id=999, name="TestRegion", desc="Testing")
# Bypass post_init loading from global dicts by manually setting fields
real_region.lodes = []
real_region.animals = []
real_region.plants = []
dummy_avatar.tile.region = real_region
return real_region
@pytest.fixture
def mock_resource_item():
item = MagicMock()
item.name = "TestItem"
item.realm = Realm.Qi_Refinement
return item
@pytest.fixture
def mock_resource(mock_resource_item):
"""创建一个通用的资源对象 (Lode/Animal/Plant)"""
res = MagicMock()
res.realm = Realm.Qi_Refinement
res.items = [mock_resource_item]
return res
def test_check_can_start_gather_success(dummy_avatar, mock_region, mock_resource):
"""测试采集检查通过的情况"""
mock_region.lodes = [mock_resource]
can, msg = check_can_start_gather(dummy_avatar, "lodes", "矿脉")
assert can is True
assert msg == ""
def test_check_can_start_gather_not_normal_region(dummy_avatar):
"""测试不在普通区域的情况"""
dummy_avatar.tile.region = "NotARegion"
can, msg = check_can_start_gather(dummy_avatar, "lodes", "矿脉")
assert can is False
assert "当前不在普通区域" in msg
def test_check_can_start_gather_no_resources(dummy_avatar, mock_region):
"""测试区域没有资源的情况"""
mock_region.lodes = []
can, msg = check_can_start_gather(dummy_avatar, "lodes", "矿脉")
assert can is False
assert "当前区域没有矿脉" in msg
def test_check_can_start_gather_realm_too_low(dummy_avatar, mock_region, mock_resource):
"""测试境界不足的情况"""
# 提升资源境界到筑基
mock_resource.realm = Realm.Foundation_Establishment
mock_region.lodes = [mock_resource]
# avatar 默认为练气
can, msg = check_can_start_gather(dummy_avatar, "lodes", "矿脉")
assert can is False
assert "当前区域的矿脉境界过高" in msg
def test_execute_gather_success(dummy_avatar, mock_region, mock_resource, mock_resource_item):
"""测试执行采集逻辑成功"""
mock_region.lodes = [mock_resource]
# 模拟 add_item
dummy_avatar.add_item = MagicMock()
result = execute_gather(dummy_avatar, "lodes", "extra_mine_items")
assert "TestItem" in result
assert result["TestItem"] >= 1
dummy_avatar.add_item.assert_called_once()
# 验证获得的物品是正确的
args, _ = dummy_avatar.add_item.call_args
assert args[0] == mock_resource_item
assert args[1] >= 1
def test_execute_gather_with_extra_effect(dummy_avatar, mock_region, mock_resource):
"""测试带有加成效果的采集"""
mock_region.lodes = [mock_resource]
# effects 是只读属性,它通过合并各个组件的 effects 来计算。
# 为了测试,我们 Mock 掉 effects 属性。
with patch.object(type(dummy_avatar), 'effects', new_callable=lambda: {"extra_mine_items": 2}):
dummy_avatar.add_item = MagicMock()
result = execute_gather(dummy_avatar, "lodes", "extra_mine_items")
# 基础1 + 加成2 = 3
assert result["TestItem"] == 3
def test_execute_gather_random_selection(dummy_avatar, mock_region):
"""测试从多个资源中随机选择"""
res1 = MagicMock()
res1.realm = Realm.Qi_Refinement
res1.items = [MagicMock(name="Item1")]
res1.items[0].name = "Item1"
res2 = MagicMock()
res2.realm = Realm.Qi_Refinement
res2.items = [MagicMock(name="Item2")]
res2.items[0].name = "Item2"
mock_region.lodes = [res1, res2]
dummy_avatar.add_item = MagicMock()
execute_gather(dummy_avatar, "lodes", "extra_mine_items")
dummy_avatar.add_item.assert_called_once()