refactor death
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@@ -6,7 +6,7 @@ if TYPE_CHECKING:
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from src.classes.world import World
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from src.classes.avatar import Avatar
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def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason] = DeathReason.UNKNOWN) -> None:
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def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason]) -> None:
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"""
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处理角色死亡的统一入口。
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负责将角色标记为死亡,清理行动队列,但保留角色数据。
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@@ -14,14 +14,11 @@ def handle_death(world: World, avatar: Avatar, reason: Union[str, DeathReason] =
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Args:
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world: 世界对象
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avatar: 死亡的角色
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reason: 死亡原因(DeathReason枚举或字符串)
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reason: 死亡原因(DeathReason对象或字符串)
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"""
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# 如果传入的是枚举,转为字符串值
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reason_str = reason.value if isinstance(reason, DeathReason) else str(reason)
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reason_str = str(reason)
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# 标记为死亡(软删除)
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avatar.set_dead(reason_str, world.month_stamp)
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# 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 @@
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from __future__ import annotations
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from enum import Enum
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from dataclasses import dataclass
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from typing import Optional
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class DeathReason(Enum):
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class DeathType(Enum):
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OLD_AGE = "老死"
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BATTLE = "战死"
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SERIOUS_INJURY = "重伤"
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UNKNOWN = "未知"
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@dataclass
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class DeathReason:
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death_type: DeathType
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killer_name: Optional[str] = None
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def __str__(self) -> str:
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return self.value
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if self.death_type == DeathType.BATTLE:
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killer = self.killer_name if self.killer_name else "未知角色"
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return f"被{killer}杀害"
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elif self.death_type == DeathType.SERIOUS_INJURY:
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return "重伤不治身亡"
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elif self.death_type == DeathType.OLD_AGE:
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return "寿元耗尽而亡"
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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]:
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grouped: dict[str, list[str]] = defaultdict(list)
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for other, rel in relations.items():
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label = get_relation_label(rel, avatar, other)
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grouped[label].append(other.name)
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display_name = other.name
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# 死亡标记
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if getattr(other, "is_dead", False):
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# death_info 是一个可选的字典,其中 'reason' 已经被 handle_death 格式化好了
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d_info = getattr(other, "death_info", None)
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reason = d_info["reason"] if d_info and "reason" in d_info else "未知原因"
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display_name = f"{other.name}(已故:{reason})"
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grouped[label].append(display_name)
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lines: list[str] = []
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processed_labels = set()
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@@ -151,25 +151,24 @@ class Simulator:
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- 战斗死亡已在 Action 中结算
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- 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)
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"""
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from src.classes.death_reason import DeathReason, DeathType
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events = []
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for avatar in self.world.avatar_manager.get_living_avatars():
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is_dead = False
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reason_str = ""
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death_reason = DeathReason.UNKNOWN
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death_reason: DeathReason | None = None
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# 优先判定重伤(可能是被动效果导致)
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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
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is_dead = True
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reason_str = f"{avatar.name} 因重伤不治身亡"
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death_reason = DeathReason.SERIOUS_INJURY
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death_reason = DeathReason(DeathType.SERIOUS_INJURY)
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# 其次判定寿元
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elif avatar.death_by_old_age():
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is_dead = True
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reason_str = f"{avatar.name} 老死了,时年{avatar.age.get_age()}岁"
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death_reason = DeathReason.OLD_AGE
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death_reason = DeathReason(DeathType.OLD_AGE)
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if is_dead:
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event = Event(self.world.month_stamp, reason_str, related_avatars=[avatar.id])
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if is_dead and death_reason:
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event = Event(self.world.month_stamp, str(death_reason), related_avatars=[avatar.id])
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events.append(event)
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handle_death(self.world, avatar, death_reason)
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@@ -318,6 +317,9 @@ class Simulator:
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state = avatar.relation_interaction_states[target_id]
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target = self.world.avatar_manager.get_avatar(target_id)
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if target is None or target.is_dead:
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continue
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# 判定是否触发
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count = state["count"]
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should_trigger = False
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