add choice helper
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@@ -150,7 +150,7 @@ def _find_potential_master(avatar: Avatar) -> Optional[Avatar]:
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def _can_get_weapon(avatar: Avatar) -> bool:
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"""检查是否可以获得兵器奇遇:当前兵器是练气级(凡品)时可触发"""
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"""检查是否可以获得兵器奇遇:当前兵器是练气级(练气)时可触发"""
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if avatar.weapon is None:
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return True
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return avatar.weapon.realm == Realm.Qi_Refinement
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@@ -395,7 +395,7 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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# 导入单选决策模块
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from src.classes.single_choice import make_decision
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from src.classes.single_choice import make_decision, format_swap_choice_desc
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async def _resolve_choice(
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new_obj: Any,
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@@ -414,16 +414,17 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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return True, f"{avatar.name} 获得{new_grade_val}{type_label}『{new_name}』"
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old_name = old_obj.name
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old_grade_val = getattr(old_obj, "grade", getattr(old_obj, "realm", None)).value
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swap_desc = format_swap_choice_desc(new_obj, old_obj, type_label)
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options = [
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{
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"key": "A",
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"desc": f"保留原{type_label}『{old_name}』({old_grade_val}),放弃新{type_label}『{new_name}』({new_grade_val})。"
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"desc": f"保留原{type_label}『{old_name}』,放弃新{type_label}『{new_name}』。"
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},
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{
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"key": "B",
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"desc": f"卖掉原{type_label}『{old_name}』换取灵石,接受新{type_label}『{new_name}』({new_grade_val})。"
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"desc": f"卖掉原{type_label}『{old_name}』换取灵石,接受新{type_label}『{new_name}』。\n{swap_desc}"
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}
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]
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