This commit is contained in:
bridge
2025-11-22 18:49:15 +08:00
parent 0c0d4f8240
commit 9634ace682
5 changed files with 107 additions and 19 deletions

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@@ -5,6 +5,7 @@ NPC AI 的类。
from __future__ import annotations
from abc import ABC, abstractmethod
from typing import TYPE_CHECKING
import asyncio
from src.classes.world import World
from src.classes.event import Event, NULL_EVENT
@@ -35,8 +36,16 @@ class AI(ABC):
"""
results = {}
max_decide_num = CONFIG.ai.max_decide_num
# 使用 asyncio.gather 并行执行多个批次的决策
tasks = []
for i in range(0, len(avatars_to_decide), max_decide_num):
results.update(await self._decide(world, avatars_to_decide[i:i+max_decide_num]))
tasks.append(self._decide(world, avatars_to_decide[i:i+max_decide_num]))
if tasks:
batch_results_list = await asyncio.gather(*tasks)
for batch_result in batch_results_list:
results.update(batch_result)
for avatar, result in list(results.items()):
action_name_params_pairs, avatar_thinking, short_term_objective = result # type: ignore

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@@ -1,4 +1,5 @@
import random
import asyncio
from src.classes.calendar import Month, Year, MonthStamp
from src.classes.avatar import Avatar, Gender
@@ -118,9 +119,14 @@ class Simulator:
events = []
for avatar in self.world.avatar_manager.avatars.values():
avatar.update_time_effect()
for avatar in list(self.world.avatar_manager.avatars.values()):
fortune_events = await try_trigger_fortune(avatar)
events.extend(fortune_events)
# 使用 gather 并行触发奇遇
tasks = [try_trigger_fortune(avatar) for avatar in self.world.avatar_manager.avatars.values()]
results = await asyncio.gather(*tasks)
for res in results:
if res:
events.extend(res)
return events
async def _phase_nickname_generation(self):
@@ -129,11 +135,11 @@ class Simulator:
"""
from src.classes.nickname import process_avatar_nickname
events = []
for avatar in list(self.world.avatar_manager.avatars.values()):
event = await process_avatar_nickname(avatar)
if event:
events.append(event)
# 并发执行
tasks = [process_avatar_nickname(avatar) for avatar in self.world.avatar_manager.avatars.values()]
results = await asyncio.gather(*tasks)
events = [e for e in results if e]
return events
async def _phase_long_term_objective_thinking(self):
@@ -141,11 +147,11 @@ class Simulator:
长期目标思考阶段
检查角色是否需要生成/更新长期目标
"""
events = []
for avatar in list(self.world.avatar_manager.avatars.values()):
event = await process_avatar_long_term_objective(avatar)
if event:
events.append(event)
# 并发执行
tasks = [process_avatar_long_term_objective(avatar) for avatar in self.world.avatar_manager.avatars.values()]
results = await asyncio.gather(*tasks)
events = [e for e in results if e]
return events
def _phase_update_celestial_phenomenon(self):

53
src/utils/ai_batch.py Normal file
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@@ -0,0 +1,53 @@
"""
通用 AI 任务批处理器。
用于将串行的异步任务收集起来并行执行,优化 LLM 密集型场景的性能。
"""
import asyncio
from typing import Coroutine, Any, List
class AITaskBatch:
"""
AI 任务批处理器。
使用示例:
```python
async with AITaskBatch() as batch:
for item in items:
batch.add(process_item(item))
# with 块结束时,所有任务已并发执行完毕
```
"""
def __init__(self):
self.tasks: List[Coroutine[Any, Any, Any]] = []
def add(self, coro: Coroutine[Any, Any, Any]) -> None:
"""
添加一个协程任务到池中(不立即执行)。
注意:传入的协程应该自行处理结果(如修改对象状态),或者通过外部变量收集结果。
"""
self.tasks.append(coro)
async def run(self) -> List[Any]:
"""
并行执行池中所有任务,并等待全部完成。
返回所有任务的结果列表(顺序与添加顺序一致)。
"""
if not self.tasks:
return []
# 使用 gather 并发执行
results = await asyncio.gather(*self.tasks)
# 清空任务队列
self.tasks = []
return list(results)
async def __aenter__(self) -> "AITaskBatch":
return self
async def __aexit__(self, exc_type, exc_val, exc_tb) -> None:
# 如果 with 块内部发生异常,不执行任务,直接抛出
if exc_type:
return
await self.run()

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@@ -14,7 +14,7 @@ paths:
saves: assets/saves/
ai:
max_decide_num: 4
max_decide_num: 3
max_parse_retries: 3
game:

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@@ -65,7 +65,8 @@ export const useWorldStore = defineStore('world', () => {
if (!rawEvents || rawEvents.length === 0) return;
// 转换 DTO -> Domain
const newEvents: GameEvent[] = rawEvents.map(e => ({
// 增加临时索引 _seq 记录原始逻辑顺序,用于同时间戳事件的排序
const newEvents: GameEvent[] = rawEvents.map((e, index) => ({
id: e.id,
text: e.text,
content: e.content,
@@ -74,13 +75,32 @@ export const useWorldStore = defineStore('world', () => {
timestamp: (e.year ?? year.value) * 12 + (e.month ?? month.value),
relatedAvatarIds: e.related_avatar_ids || [],
isMajor: e.is_major,
isStory: e.is_story
}));
isStory: e.is_story,
_seq: index
} as GameEvent & { _seq: number }));
// 排序并保留最新的 N 条
const MAX_EVENTS = 300;
const combined = [...newEvents, ...events.value];
combined.sort((a, b) => b.timestamp - a.timestamp); // 降序
combined.sort((a, b) => {
// 1. 先按时间戳降序(最新的月在上面)
const ta = a.timestamp;
const tb = b.timestamp;
if (tb !== ta) {
return tb - ta;
}
// 2. 时间相同时,按原始逻辑顺序降序(后发生的在上面)
// 旧事件通常没有 _seq (undefined),视为最旧 (-1)
const seqA = (a as any)._seq ?? -1;
const seqB = (b as any)._seq ?? -1;
// 如果都是旧事件,保持相对顺序 (Stable)
if (seqA === -1 && seqB === -1) return 0;
return seqB - seqA;
});
events.value = combined.slice(0, MAX_EVENTS);
}