refactor sect in vue

This commit is contained in:
bridge
2025-11-27 21:46:42 +08:00
parent a1210589b7
commit 796f48315f
14 changed files with 457 additions and 79 deletions

View File

@@ -120,6 +120,23 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
_action_cd_last_months: dict[str, int] = field(default_factory=dict)
# 不缓存 effects实时从宗门与功法合并
def join_sect(self, sect: Sect, rank: "SectRank") -> None:
"""加入宗门"""
if self.sect:
self.leave_sect()
self.sect = sect
self.sect_rank = rank
sect.add_member(self)
# 更新阵营倾向为宗门阵营(如果之前是中立或不同)- 可选,视设计而定
# 这里暂不强制修改个人阵营,除非完全不兼容
def leave_sect(self) -> None:
"""退出宗门"""
if self.sect:
self.sect.remove_member(self)
self.sect = None
self.sect_rank = None
def __post_init__(self):
"""
在Avatar创建后自动初始化tile和HP
@@ -142,6 +159,10 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
if self.technique is None:
self.technique = get_technique_by_sect(self.sect)
# 确保宗门引用同步
if self.sect:
self.sect.add_member(self)
# 若未设定阵营,则依据宗门/无门无派规则设置,避免后续为 None
if self.alignment is None:
if self.sect is not None:
@@ -772,6 +793,16 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
rank_name = get_rank_display_name(self.sect_rank, self.sect)
return f"{self.sect.name}{rank_name}"
def get_sect_rank_name(self) -> str:
"""
获取宗门职位的显示名称
"""
if self.sect is None or self.sect_rank is None:
return "散修"
from src.classes.sect_ranks import get_rank_display_name
return get_rank_display_name(self.sect_rank, self.sect)
def set_relation(self, other: "Avatar", relation: Relation) -> None:
"""
设置与另一个角色的关系。

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@@ -358,7 +358,7 @@ class CultivateRegion(Region):
info = super().get_structured_info()
info["type_name"] = "修炼区域"
info["essence"] = {
"type": self.essence_type.value,
"type": str(self.essence_type), # EssenceType.__str__ 已经返回中文名
"density": self.essence_density
}
return info

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@@ -7,6 +7,11 @@ from src.utils.df import game_configs, get_str, get_float, get_int
from src.classes.effect import load_effect_from_str
from src.utils.config import CONFIG
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from src.classes.avatar import Avatar
from src.classes.technique import Technique
from src.classes.sect_ranks import SectRank
"""
宗门、宗门总部基础数据。
@@ -46,6 +51,25 @@ class Sect:
effect_desc: str = ""
# 宗门自定义职位名称可选SectRank -> 名称
rank_names: dict[str, str] = field(default_factory=dict)
# 运行时成员列表Avatar ID -> Avatar
members: dict[str, "Avatar"] = field(default_factory=dict, init=False)
# 功法对象列表Technique
techniques: list["Technique"] = field(default_factory=list, init=False)
def __post_init__(self):
self.members = {}
self.techniques = []
def add_member(self, avatar: "Avatar") -> None:
"""添加成员到宗门"""
if avatar.id not in self.members:
self.members[avatar.id] = avatar
def remove_member(self, avatar: "Avatar") -> None:
"""从宗门移除成员"""
if avatar.id in self.members:
del self.members[avatar.id]
def get_info(self) -> str:
hq = self.headquarter
@@ -73,14 +97,66 @@ class Sect:
def get_structured_info(self) -> dict:
hq = self.headquarter
from src.classes.sect_ranks import RANK_ORDER
from src.server.main import resolve_avatar_pic_id
from src.classes.technique import techniques_by_name
# 成员列表:直接从 self.members 获取
members_list = []
for a in self.members.values():
rank_enum = getattr(a, "sect_rank", None)
sort_val = 999
if rank_enum and rank_enum in RANK_ORDER:
sort_val = RANK_ORDER[rank_enum]
members_list.append({
"id": str(a.id),
"name": a.name,
"pic_id": resolve_avatar_pic_id(a),
"gender": a.gender.value if hasattr(a.gender, "value") else "male",
"rank": a.get_sect_rank_name(),
"realm": a.cultivation_progress.realm.value if hasattr(a, 'cultivation_progress') else "未知",
"_sort_val": sort_val
})
# 按职位排序
members_list.sort(key=lambda x: x["_sort_val"])
# 清理排序字段
for m in members_list:
del m["_sort_val"]
# 填充 techniques
# 使用 technique_names 从全局字典中查找对应的 Technique 对象并序列化
techniques_data = []
for t_name in self.technique_names:
t_obj = techniques_by_name.get(t_name)
if t_obj:
techniques_data.append(t_obj.get_structured_info())
else:
# Fallback for missing techniques: create a minimal structure
techniques_data.append({
"name": t_name,
"desc": "(未知功法)",
"grade": "",
"color": (200, 200, 200), # Gray
"attribute": "",
"effect_desc": ""
})
return {
"id": self.id,
"name": self.name,
"desc": self.desc,
"alignment": self.alignment.value,
"alignment": str(self.alignment), # 直接返回中文
"style": self.member_act_style,
"hq_name": hq.name,
"hq_desc": hq.desc,
"effect_desc": self.effect_desc,
"techniques": techniques_data,
# 兼容旧字段,如果前端还要用的话(建议迁移后废弃)
"technique_names": self.technique_names,
"preferred_weapon": self.preferred_weapon,
"members": members_list
}
def _split_names(value: object) -> list[str]:

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@@ -11,6 +11,7 @@ class SectRegion(Region):
无额外操作或属性。
"""
sect_name: str
sect_id: int = -1
image_path: str | None = None
def get_region_type(self) -> str:
@@ -28,4 +29,5 @@ class SectRegion(Region):
info = super().get_structured_info()
info["type_name"] = "宗门驻地"
info["sect_name"] = self.sect_name
info["sect_id"] = self.sect_id
return info

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@@ -133,6 +133,7 @@ def add_sect_headquarters(game_map: Map, enabled_sects: list[Sect]):
north_west_cor=f"{nw_x},{nw_y}",
south_east_cor=f"{se_x},{se_y}",
sect_name=sect_name_for_region,
sect_id=sect.id,
image_path=str(getattr(sect.headquarter, "image", None)),
)
game_map.regions[region.id] = region
@@ -372,6 +373,8 @@ def _scale_loaded_regions(game_map: Map) -> None:
# SectRegion 透传特有字段
if hasattr(region, "sect_name"):
params["sect_name"] = getattr(region, "sect_name")
if hasattr(region, "sect_id"):
params["sect_id"] = getattr(region, "sect_id")
if hasattr(region, "image_path"):
params["image_path"] = getattr(region, "image_path")
new_region = cls(**params) # 重新构建以刷新 cors/area/center

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@@ -615,12 +615,19 @@ def get_detail_info(
target = regions.get(int(target_id))
except (ValueError, TypeError):
target = None
elif target_type == "sect":
try:
sid = int(target_id)
target = sects_by_id.get(sid)
except (ValueError, TypeError):
target = None
if target is None:
raise HTTPException(status_code=404, detail="Target not found")
if hasattr(target, "get_structured_info"):
return target.get_structured_info()
info = target.get_structured_info()
return info
else:
# 回退到 hover info 如果没有结构化信息
if hasattr(target, "get_hover_info"):

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@@ -124,6 +124,24 @@ def load_game(save_path: Optional[Path] = None) -> Tuple["World", "Simulator", L
# 将所有avatar添加到world
world.avatar_manager.avatars = all_avatars
# 重建宗门成员关系与功法列表
from src.classes.technique import techniques_by_name
# 1. 重建成员
for avatar in all_avatars.values():
if avatar.sect:
# 存档中 avatar.sect 已经被 Avatar.from_save_dict 恢复为 Sect 对象引用
# 但 Sect.members 是空的(因为 Sect 是重新加载配置生成的)
avatar.sect.add_member(avatar)
# 2. 重建功法对象列表(兼容旧存档)
for sect in existed_sects:
if not sect.techniques and sect.technique_names:
sect.techniques = []
for t_name in sect.technique_names:
if t_name in techniques_by_name:
sect.techniques.append(techniques_by_name[t_name])
# 重建事件历史
events_data = save_data.get("events", [])
for event_data in events_data: