add kill and grab

This commit is contained in:
bridge
2025-11-26 21:09:54 +08:00
parent 7980fc0705
commit 937e71db85
3 changed files with 101 additions and 6 deletions

View File

@@ -1,4 +1,5 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from src.classes.action import InstantAction
from src.classes.event import Event
@@ -6,6 +7,83 @@ from src.classes.battle import decide_battle, get_effective_strength_pair
from src.classes.story_teller import StoryTeller
from src.classes.normalize import normalize_avatar_name
from src.classes.death import handle_death
from src.classes.equipment_grade import EquipmentGrade
from src.classes.single_choice import make_decision
import random
if TYPE_CHECKING:
from src.classes.avatar import Avatar
from src.classes.weapon import Weapon
from src.classes.auxiliary import Auxiliary
async def handle_loot(winner: Avatar, loser: Avatar) -> str:
"""
处理杀人夺宝逻辑
Args:
winner: 胜利者
loser: 失败者(已死亡)
Returns:
str: 夺宝结果描述文本(如"并夺取了..."),如果没有夺取则为空字符串
"""
loot_candidates = []
# 检查兵器
if loser.weapon and loser.weapon.grade != EquipmentGrade.COMMON:
loot_candidates.append(("weapon", loser.weapon))
# 检查辅助装备
if loser.auxiliary and loser.auxiliary.grade != EquipmentGrade.COMMON:
loot_candidates.append(("auxiliary", loser.auxiliary))
if not loot_candidates:
return ""
# 优先选法宝,其次宝物;如果有多个同级,随机选一个
loot_candidates.sort(key=lambda x: 1 if x[1].grade == EquipmentGrade.ARTIFACT else 0, reverse=True)
# 筛选出最高优先级的那些
best_grade = loot_candidates[0][1].grade
best_candidates = [c for c in loot_candidates if c[1].grade == best_grade]
loot_type, loot_item = random.choice(best_candidates)
should_loot = False
# 判定是否夺取
# 1. 如果winner当前部位为空或为凡品直接夺取
winner_current = getattr(winner, loot_type)
if winner_current is None or winner_current.grade == EquipmentGrade.COMMON:
should_loot = True
else:
# 2. 否则让 AI 决策
context = f"战斗胜利,{loser.name} 身死道消,留下了一件{loot_item.grade.value}{'兵器' if loot_type == 'weapon' else '辅助装备'}{loot_item.name}』({loot_item.desc})。"
options = [
{
"key": "A",
"desc": f"夺取{loot_item.grade.value}{loot_item.name}』({loot_item.desc}),替换掉身上的『{winner_current.name}』({winner_current.grade.value}{winner_current.desc})。"
},
{
"key": "B",
"desc": f"放弃『{loot_item.name}』,保留身上的『{winner_current.name}』。"
}
]
choice = await make_decision(winner, context, options)
if choice == "A":
should_loot = True
if should_loot:
if loot_type == "weapon":
winner.change_weapon(loot_item)
from src.classes.weapon import get_common_weapon
loser.change_weapon(get_common_weapon(loot_item.weapon_type)) # 给死者塞个凡品防止空指针
else:
winner.change_auxiliary(loot_item)
loser.change_auxiliary(None)
return f"并夺取了对方的{loot_item.grade.value}{loot_item.name}』!"
return ""
class Battle(InstantAction):
@@ -83,6 +161,11 @@ class Battle(InstantAction):
is_fatal = loser.hp <= 0
if is_fatal:
result_text = f"{winner.name} 战胜了 {loser.name},造成{loser_damage}点伤害。{loser.name} 遭受重创,当场陨落。"
# 杀人夺宝
loot_text = await handle_loot(winner, loser)
result_text += loot_text
else:
result_text = f"{winner.name} 战胜了 {loser.name}{loser.name} 受伤{loser_damage}点,{winner.name} 也受伤{winner_damage}"

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@@ -61,5 +61,5 @@ alignment_strs = {
alignment_infos = {
Alignment.RIGHTEOUS: "正义阵营的理念是:扶助弱小,维护秩序,除魔卫道。",
Alignment.NEUTRAL: "中立阵营的理念是:顺势而为,趋利避害,重视自度与平衡,不轻易站队。",
Alignment.EVIL: "邪恶阵营的理念是:弱肉强食,以自身利益为先,蔑视规则,推崇权力与恐惧。",
Alignment.EVIL: "邪恶阵营的理念是:弱肉强食,以自身利益为先,蔑视规则,推崇权力与恐惧。行事狠辣,常有杀人夺宝之举。",
}

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@@ -1,11 +1,13 @@
from typing import Any, Dict, List, Optional
from typing import Any, Dict, List, TYPE_CHECKING
from src.utils.llm import call_llm_with_template
from src.classes.avatar import Avatar
from src.utils.config import CONFIG
import json
if TYPE_CHECKING:
from src.classes.avatar import Avatar
async def make_decision(
avatar: Avatar,
avatar: "Avatar",
context_desc: str,
options: List[Dict[str, Any]]
) -> str:
@@ -57,11 +59,21 @@ async def make_decision(
except (json.JSONDecodeError, ValueError):
# 如果 JSON 解析失败,直接看字符串内容是否就是选项 key
choice = clean_result
# 有时候 llm 会输出 "choice: A",这里做个兼容
else:
choice = clean_result
# 验证 choice 是否在 options key 中
valid_keys = {opt["key"] for opt in options}
assert choice in valid_keys, f"choice {choice} not in valid_keys {valid_keys}"
# 简单的容错:如果返回的是 "A." 或者 "A "
if choice not in valid_keys:
for k in valid_keys:
if k in choice:
choice = k
break
if choice not in valid_keys:
# 兜底:默认选第一个
choice = options[0]["key"]
return choice