refactor sect in vue
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@@ -120,6 +120,23 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
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_action_cd_last_months: dict[str, int] = field(default_factory=dict)
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# 不缓存 effects;实时从宗门与功法合并
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def join_sect(self, sect: Sect, rank: "SectRank") -> None:
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"""加入宗门"""
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if self.sect:
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self.leave_sect()
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self.sect = sect
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self.sect_rank = rank
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sect.add_member(self)
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# 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
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# 这里暂不强制修改个人阵营,除非完全不兼容
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def leave_sect(self) -> None:
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"""退出宗门"""
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if self.sect:
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self.sect.remove_member(self)
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self.sect = None
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self.sect_rank = None
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def __post_init__(self):
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"""
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在Avatar创建后自动初始化tile和HP
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@@ -142,6 +159,10 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
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if self.technique is None:
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self.technique = get_technique_by_sect(self.sect)
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# 确保宗门引用同步
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if self.sect:
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self.sect.add_member(self)
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# 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
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if self.alignment is None:
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if self.sect is not None:
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@@ -772,6 +793,16 @@ class Avatar(AvatarSaveMixin, AvatarLoadMixin):
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rank_name = get_rank_display_name(self.sect_rank, self.sect)
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return f"{self.sect.name}{rank_name}"
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def get_sect_rank_name(self) -> str:
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"""
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获取宗门职位的显示名称
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"""
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if self.sect is None or self.sect_rank is None:
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return "散修"
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from src.classes.sect_ranks import get_rank_display_name
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return get_rank_display_name(self.sect_rank, self.sect)
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def set_relation(self, other: "Avatar", relation: Relation) -> None:
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"""
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设置与另一个角色的关系。
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@@ -358,7 +358,7 @@ class CultivateRegion(Region):
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info = super().get_structured_info()
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info["type_name"] = "修炼区域"
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info["essence"] = {
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"type": self.essence_type.value,
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"type": str(self.essence_type), # EssenceType.__str__ 已经返回中文名
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"density": self.essence_density
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}
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return info
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@@ -7,6 +7,11 @@ from src.utils.df import game_configs, get_str, get_float, get_int
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from src.classes.effect import load_effect_from_str
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from src.utils.config import CONFIG
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from src.classes.avatar import Avatar
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from src.classes.technique import Technique
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from src.classes.sect_ranks import SectRank
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"""
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宗门、宗门总部基础数据。
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@@ -46,6 +51,25 @@ class Sect:
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effect_desc: str = ""
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# 宗门自定义职位名称(可选):SectRank -> 名称
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rank_names: dict[str, str] = field(default_factory=dict)
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# 运行时成员列表:Avatar ID -> Avatar
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members: dict[str, "Avatar"] = field(default_factory=dict, init=False)
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# 功法对象列表:Technique
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techniques: list["Technique"] = field(default_factory=list, init=False)
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def __post_init__(self):
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self.members = {}
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self.techniques = []
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def add_member(self, avatar: "Avatar") -> None:
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"""添加成员到宗门"""
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if avatar.id not in self.members:
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self.members[avatar.id] = avatar
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def remove_member(self, avatar: "Avatar") -> None:
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"""从宗门移除成员"""
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if avatar.id in self.members:
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del self.members[avatar.id]
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def get_info(self) -> str:
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hq = self.headquarter
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@@ -73,14 +97,66 @@ class Sect:
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def get_structured_info(self) -> dict:
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hq = self.headquarter
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from src.classes.sect_ranks import RANK_ORDER
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from src.server.main import resolve_avatar_pic_id
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from src.classes.technique import techniques_by_name
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# 成员列表:直接从 self.members 获取
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members_list = []
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for a in self.members.values():
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rank_enum = getattr(a, "sect_rank", None)
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sort_val = 999
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if rank_enum and rank_enum in RANK_ORDER:
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sort_val = RANK_ORDER[rank_enum]
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members_list.append({
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"id": str(a.id),
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"name": a.name,
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"pic_id": resolve_avatar_pic_id(a),
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"gender": a.gender.value if hasattr(a.gender, "value") else "male",
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"rank": a.get_sect_rank_name(),
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"realm": a.cultivation_progress.realm.value if hasattr(a, 'cultivation_progress') else "未知",
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"_sort_val": sort_val
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})
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# 按职位排序
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members_list.sort(key=lambda x: x["_sort_val"])
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# 清理排序字段
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for m in members_list:
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del m["_sort_val"]
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# 填充 techniques
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# 使用 technique_names 从全局字典中查找对应的 Technique 对象并序列化
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techniques_data = []
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for t_name in self.technique_names:
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t_obj = techniques_by_name.get(t_name)
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if t_obj:
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techniques_data.append(t_obj.get_structured_info())
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else:
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# Fallback for missing techniques: create a minimal structure
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techniques_data.append({
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"name": t_name,
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"desc": "(未知功法)",
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"grade": "",
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"color": (200, 200, 200), # Gray
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"attribute": "",
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"effect_desc": ""
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})
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return {
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"id": self.id,
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"name": self.name,
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"desc": self.desc,
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"alignment": self.alignment.value,
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"alignment": str(self.alignment), # 直接返回中文
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"style": self.member_act_style,
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"hq_name": hq.name,
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"hq_desc": hq.desc,
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"effect_desc": self.effect_desc,
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"techniques": techniques_data,
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# 兼容旧字段,如果前端还要用的话(建议迁移后废弃)
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"technique_names": self.technique_names,
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"preferred_weapon": self.preferred_weapon,
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"members": members_list
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}
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def _split_names(value: object) -> list[str]:
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@@ -11,6 +11,7 @@ class SectRegion(Region):
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无额外操作或属性。
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"""
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sect_name: str
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sect_id: int = -1
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image_path: str | None = None
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def get_region_type(self) -> str:
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@@ -28,4 +29,5 @@ class SectRegion(Region):
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info = super().get_structured_info()
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info["type_name"] = "宗门驻地"
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info["sect_name"] = self.sect_name
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info["sect_id"] = self.sect_id
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return info
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@@ -133,6 +133,7 @@ def add_sect_headquarters(game_map: Map, enabled_sects: list[Sect]):
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north_west_cor=f"{nw_x},{nw_y}",
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south_east_cor=f"{se_x},{se_y}",
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sect_name=sect_name_for_region,
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sect_id=sect.id,
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image_path=str(getattr(sect.headquarter, "image", None)),
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)
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game_map.regions[region.id] = region
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@@ -372,6 +373,8 @@ def _scale_loaded_regions(game_map: Map) -> None:
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# SectRegion 透传特有字段
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if hasattr(region, "sect_name"):
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params["sect_name"] = getattr(region, "sect_name")
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if hasattr(region, "sect_id"):
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params["sect_id"] = getattr(region, "sect_id")
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if hasattr(region, "image_path"):
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params["image_path"] = getattr(region, "image_path")
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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(
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target = regions.get(int(target_id))
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except (ValueError, TypeError):
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target = None
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elif target_type == "sect":
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try:
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sid = int(target_id)
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target = sects_by_id.get(sid)
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except (ValueError, TypeError):
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target = None
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if target is None:
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raise HTTPException(status_code=404, detail="Target not found")
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if hasattr(target, "get_structured_info"):
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return target.get_structured_info()
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info = target.get_structured_info()
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return info
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else:
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# 回退到 hover info 如果没有结构化信息
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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
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# 将所有avatar添加到world
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world.avatar_manager.avatars = all_avatars
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# 重建宗门成员关系与功法列表
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from src.classes.technique import techniques_by_name
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# 1. 重建成员
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for avatar in all_avatars.values():
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if avatar.sect:
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# 存档中 avatar.sect 已经被 Avatar.from_save_dict 恢复为 Sect 对象引用
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# 但 Sect.members 是空的(因为 Sect 是重新加载配置生成的)
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avatar.sect.add_member(avatar)
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# 2. 重建功法对象列表(兼容旧存档)
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for sect in existed_sects:
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if not sect.techniques and sect.technique_names:
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sect.techniques = []
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for t_name in sect.technique_names:
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if t_name in techniques_by_name:
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sect.techniques.append(techniques_by_name[t_name])
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# 重建事件历史
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events_data = save_data.get("events", [])
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for event_data in events_data:
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