refactor death
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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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