refactor death

This commit is contained in:
bridge
2025-12-29 21:46:26 +08:00
parent aef6fe6f74
commit 6a4059280a
7 changed files with 192 additions and 19 deletions

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@@ -6,7 +6,7 @@ if TYPE_CHECKING:
from src.classes.world import World
from src.classes.avatar import Avatar
def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason] = DeathReason.UNKNOWN) -> None:
def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason]) -> None:
"""
处理角色死亡的统一入口。
负责将角色标记为死亡,清理行动队列,但保留角色数据。
@@ -14,14 +14,11 @@ def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason] =
Args:
world: 世界对象
avatar: 死亡的角色
reason: 死亡原因DeathReason枚举或字符串)
reason: 死亡原因DeathReason对象或字符串)
"""
# 如果传入的是枚举,转为字符串值
reason_str = reason.value if isinstance(reason, DeathReason) else str(reason)
reason_str = str(reason)
# 标记为死亡(软删除)
avatar.set_dead(reason_str, world.month_stamp)
# 可以在这里触发其他逻辑,比如检查是否有继承人等

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@@ -1,11 +1,24 @@
from __future__ import annotations
from enum import Enum
from dataclasses import dataclass
from typing import Optional
class DeathReason(Enum):
class DeathType(Enum):
OLD_AGE = "老死"
BATTLE = "战死"
SERIOUS_INJURY = "重伤"
UNKNOWN = "未知"
@dataclass
class DeathReason:
death_type: DeathType
killer_name: Optional[str] = None
def __str__(self) -> str:
return self.value
if self.death_type == DeathType.BATTLE:
killer = self.killer_name if self.killer_name else "未知角色"
return f"{killer}杀害"
elif self.death_type == DeathType.SERIOUS_INJURY:
return "重伤不治身亡"
elif self.death_type == DeathType.OLD_AGE:
return "寿元耗尽而亡"
return self.death_type.value

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@@ -188,7 +188,16 @@ def get_relations_strs(avatar: "Avatar", max_lines: int = 12) -> list[str]:
grouped: dict[str, list[str]] = defaultdict(list)
for other, rel in relations.items():
label = get_relation_label(rel, avatar, other)
grouped[label].append(other.name)
display_name = other.name
# 死亡标记
if getattr(other, "is_dead", False):
# death_info 是一个可选的字典,其中 'reason' 已经被 handle_death 格式化好了
d_info = getattr(other, "death_info", None)
reason = d_info["reason"] if d_info and "reason" in d_info else "未知原因"
display_name = f"{other.name}(已故:{reason})"
grouped[label].append(display_name)
lines: list[str] = []
processed_labels = set()

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@@ -151,25 +151,24 @@ class Simulator:
- 战斗死亡已在 Action 中结算
- 此时剩下的 avatars 都是存活的,只需检查非战斗因素(如老死、被动掉血)
"""
from src.classes.death_reason import DeathReason, DeathType
events = []
for avatar in self.world.avatar_manager.get_living_avatars():
is_dead = False
reason_str = ""
death_reason = DeathReason.UNKNOWN
death_reason: DeathReason | None = None
# 优先判定重伤(可能是被动效果导致)
if avatar.hp.cur <= 0: # 注意:这里应该是 avatar.hp.cur 或者 avatar.hp <= 0 取决于 HP 类的实现,原代码是 avatar.hp <= 0
is_dead = True
reason_str = f"{avatar.name} 因重伤不治身亡"
death_reason = DeathReason.SERIOUS_INJURY
death_reason = DeathReason(DeathType.SERIOUS_INJURY)
# 其次判定寿元
elif avatar.death_by_old_age():
is_dead = True
reason_str = f"{avatar.name} 老死了,时年{avatar.age.get_age()}"
death_reason = DeathReason.OLD_AGE
death_reason = DeathReason(DeathType.OLD_AGE)
if is_dead:
event = Event(self.world.month_stamp, reason_str, related_avatars=[avatar.id])
if is_dead and death_reason:
event = Event(self.world.month_stamp, str(death_reason), related_avatars=[avatar.id])
events.append(event)
handle_death(self.world, avatar, death_reason)
@@ -318,6 +317,9 @@ class Simulator:
state = avatar.relation_interaction_states[target_id]
target = self.world.avatar_manager.get_avatar(target_id)
if target is None or target.is_dead:
continue
# 判定是否触发
count = state["count"]
should_trigger = False

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@@ -108,3 +108,4 @@ def test_cp_serialization():
assert cp_new.exp == 123
assert cp_new.realm == Realm.Qi_Refinement

150
tests/test_death.py Normal file
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@@ -0,0 +1,150 @@
import pytest
from unittest.mock import MagicMock
from src.classes.death_reason import DeathReason, DeathType
from src.classes.death import handle_death
from src.classes.relation import Relation, get_relations_strs
from src.classes.event import Event
def test_death_reason_str():
"""测试死因的字符串格式化"""
# 战死
reason_battle = DeathReason(DeathType.BATTLE, killer_name="张三")
assert str(reason_battle) == "被张三杀害"
# 战死(未知凶手)
reason_battle_unknown = DeathReason(DeathType.BATTLE)
assert str(reason_battle_unknown) == "被未知角色杀害"
# 重伤
reason_injury = DeathReason(DeathType.SERIOUS_INJURY)
assert str(reason_injury) == "重伤不治身亡"
# 老死
reason_old = DeathReason(DeathType.OLD_AGE)
assert str(reason_old) == "寿元耗尽而亡"
def test_handle_death(base_world, dummy_avatar):
"""测试死亡处理函数"""
reason = DeathReason(DeathType.BATTLE, killer_name="李四")
# 执行死亡处理
handle_death(base_world, dummy_avatar, reason)
# 验证状态
assert dummy_avatar.is_dead is True
assert dummy_avatar.death_info is not None
assert dummy_avatar.death_info["reason"] == "被李四杀害"
assert dummy_avatar.death_info["time"] == int(base_world.month_stamp)
assert dummy_avatar.death_info["location"] == (dummy_avatar.pos_x, dummy_avatar.pos_y)
# 验证清理工作
assert len(dummy_avatar.planned_actions) == 0
assert dummy_avatar.current_action is None
assert dummy_avatar.sect is None
def test_relation_display_with_death(base_world, dummy_avatar):
"""测试关系列表中的死亡显示"""
# 创建另一个角色作为朋友
from src.classes.avatar import Avatar, Gender
from src.classes.age import Age
from src.classes.cultivation import Realm
from src.utils.id_generator import get_avatar_id
from src.classes.root import Root
from src.classes.alignment import Alignment
from src.classes.calendar import create_month_stamp, Year, Month
friend = Avatar(
world=base_world,
name="Friend",
id=get_avatar_id(),
birth_month_stamp=create_month_stamp(Year(2000), Month.JANUARY),
age=Age(20, Realm.Qi_Refinement),
gender=Gender.MALE,
pos_x=0, pos_y=0,
root=Root.WOOD,
alignment=Alignment.RIGHTEOUS
)
# 建立关系
dummy_avatar.set_relation(friend, Relation.FRIEND)
# 初始状态:显示正常名字
strs_before = get_relations_strs(dummy_avatar)
assert "朋友Friend" in strs_before
# 朋友死亡(重伤)
reason = DeathReason(DeathType.SERIOUS_INJURY)
handle_death(base_world, friend, reason)
# 死亡后:显示带死因的名字
strs_after = get_relations_strs(dummy_avatar)
assert "朋友Friend(已故:重伤不治身亡)" in strs_after
@pytest.mark.asyncio
async def test_simulator_resolve_death(base_world, dummy_avatar):
"""测试模拟器的死亡结算阶段"""
from src.sim.simulator import Simulator
sim = Simulator(base_world)
base_world.avatar_manager.avatars[dummy_avatar.id] = dummy_avatar
# Case 1: 重伤死亡
dummy_avatar.hp.cur = -10
events = sim._phase_resolve_death()
assert dummy_avatar.is_dead is True
assert dummy_avatar.death_info["reason"] == "重伤不治身亡"
assert len(events) > 0
assert "重伤不治身亡" in str(events[0])
@pytest.mark.asyncio
async def test_simulator_evolve_relations_filter_dead(base_world, dummy_avatar):
"""测试关系演化阶段过滤死者"""
from src.sim.simulator import Simulator
sim = Simulator(base_world)
# 创建对手
from src.classes.avatar import Avatar, Gender
from src.classes.age import Age
from src.classes.cultivation import Realm
from src.utils.id_generator import get_avatar_id
from src.classes.root import Root
from src.classes.alignment import Alignment
from src.classes.calendar import create_month_stamp, Year, Month
target = Avatar(
world=base_world,
name="Target",
id=get_avatar_id(),
birth_month_stamp=create_month_stamp(Year(2000), Month.JANUARY),
age=Age(20, Realm.Qi_Refinement),
gender=Gender.MALE,
pos_x=0, pos_y=0,
root=Root.FIRE,
alignment=Alignment.EVIL
)
base_world.avatar_manager.avatars[dummy_avatar.id] = dummy_avatar
base_world.avatar_manager.avatars[target.id] = target
# 设置交互状态达到阈值
dummy_avatar.relation_interaction_states[target.id]["count"] = 100
# 让 Target 死亡
target.set_dead("测试死亡", base_world.month_stamp)
# Mock RelationResolver 防止真正调用 LLM
from unittest.mock import patch
with patch('src.classes.relation_resolver.RelationResolver.run_batch') as mock_run:
await sim._phase_evolve_relations()
# 验证:因为 target 已死,应该不会调用 run_batch
mock_run.assert_not_called()
# 如果 Target 活着,应该会调用
target.is_dead = False
with patch('src.classes.relation_resolver.RelationResolver.run_batch') as mock_run:
mock_run.return_value = []
await sim._phase_evolve_relations()
mock_run.assert_called_once()

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@@ -116,3 +116,4 @@ def test_df_get_list_int():
assert get_list_int(row, "a", separator="|") == [1, 2, 3]
assert get_list_int(row, "c", separator="|") == [1, 3]