This commit is contained in:
bridge
2025-12-11 00:40:11 +08:00
parent a51f0a0ad2
commit 9a16e2aa16
14 changed files with 1305 additions and 1138 deletions

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@@ -127,34 +127,17 @@ class Assassinate(InstantAction):
if not (isinstance(res, tuple) and len(res) == 4):
return []
winner, loser, loser_damage, winner_damage = res
start_text = getattr(self, '_start_event_content', "")
is_fatal = loser.hp <= 0
prefix = f"暗杀失败!双方爆发激战。"
if is_fatal:
result_text = f"{prefix} {winner.name} 最终战胜并斩杀了 {loser.name} (伤害 {loser_damage})。"
loot_text = await kill_and_grab(winner, loser)
result_text += loot_text
else:
result_text = f"{prefix} {winner.name} 战胜了 {loser.name},造成 {loser_damage} 点伤害,自身受损 {winner_damage} 点。"
result_event = Event(self.world.month_stamp, result_text, related_avatars=rel_ids, is_major=True)
# 生成故事
story = await StoryTeller.tell_story(
self._start_event_content,
result_event.content,
from src.classes.battle import handle_battle_finish
return await handle_battle_finish(
self.world,
self.avatar,
target,
prompt=self.STORY_PROMPT_FAIL,
allow_relation_changes=True
res,
start_text,
self.STORY_PROMPT_FAIL,
prefix="暗杀失败!双方爆发激战。",
check_loot=True
)
story_event = Event(self.world.month_stamp, story, related_avatars=rel_ids, is_story=True)
if is_fatal:
handle_death(self.world, loser, DeathReason.BATTLE)
return [result_event, story_event]

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@@ -78,38 +78,17 @@ class Attack(InstantAction):
res = self._last_result
if not (isinstance(res, tuple) and len(res) == 4):
return []
winner, loser = res[0], res[1]
loser_damage, winner_damage = res[2], res[3]
# 判定是否致死
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 kill_and_grab(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}"
rel_ids = [self.avatar.id]
target = self._get_target(avatar_name)
try:
if target is not None:
rel_ids.append(target.id)
except Exception:
pass
result_event = Event(self.world.month_stamp, result_text, related_avatars=rel_ids, is_major=True)
# 生成战斗小故事
start_text = self._start_event_content if hasattr(self, '_start_event_content') else result_event.content
# 战斗强制双人模式,允许改变关系
story = await StoryTeller.tell_story(start_text, result_event.content, self.avatar, target, prompt=self.STORY_PROMPT, allow_relation_changes=True)
story_event = Event(self.world.month_stamp, story, related_avatars=rel_ids, is_story=True)
# 如果死亡,执行死亡清理(在故事生成后,保证关系数据可用)
if is_fatal:
handle_death(self.world, loser, DeathReason.BATTLE)
return [result_event, story_event]
start_text = getattr(self, '_start_event_content', "")
from src.classes.battle import handle_battle_finish
return await handle_battle_finish(
self.world,
self.avatar,
target,
res,
start_text,
self.STORY_PROMPT,
check_loot=True
)

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@@ -0,0 +1,34 @@
"""
Avatar 模块
将原 avatar.py 拆分为多个子模块,通过此 __init__.py 导出以保持向后兼容。
"""
from src.classes.avatar.core import (
Avatar,
Gender,
gender_strs,
MAX_HISTORY_EVENTS,
)
from src.classes.avatar.info_presenter import (
get_avatar_info,
get_avatar_structured_info,
get_avatar_hover_info,
get_avatar_expanded_info,
get_other_avatar_info,
)
__all__ = [
# 核心类
"Avatar",
"Gender",
"gender_strs",
"MAX_HISTORY_EVENTS",
# 信息展示函数
"get_avatar_info",
"get_avatar_structured_info",
"get_avatar_hover_info",
"get_avatar_expanded_info",
"get_other_avatar_info",
]

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@@ -0,0 +1,158 @@
"""
Avatar 动作管理 Mixin
"""
from __future__ import annotations
from typing import TYPE_CHECKING, Optional, List
if TYPE_CHECKING:
from src.classes.avatar.core import Avatar
from src.classes.action import Action
from src.classes.action_runtime import ActionStatus, ActionResult, ActionPlan, ActionInstance
from src.classes.action.registry import ActionRegistry
from src.classes.event import Event
from src.classes.typings import ACTION_NAME, ACTION_NAME_PARAMS_PAIRS
from src.utils.params import filter_kwargs_for_callable
from src.run.log import get_logger
class ActionMixin:
"""动作管理相关方法"""
def create_action(self: "Avatar", action_name: ACTION_NAME) -> Action:
"""
根据动作名称创建新的action实例
Args:
action_name: 动作类的名称(如 'Cultivate', 'Breakthrough' 等)
Returns:
新创建的Action实例
Raises:
ValueError: 如果找不到对应的动作类
"""
action_cls = ActionRegistry.get(action_name)
return action_cls(self, self.world)
def load_decide_result_chain(
self: "Avatar",
action_name_params_pairs: ACTION_NAME_PARAMS_PAIRS,
avatar_thinking: str,
short_term_objective: str,
prepend: bool = False
):
"""
加载AI的决策结果动作链立即设置第一个为当前动作其余进入队列。
Args:
action_name_params_pairs: 动作名和参数对列表
avatar_thinking: 思考内容
short_term_objective: 短期目标
prepend: 是否插队到最前面默认False即追加到末尾
"""
if not action_name_params_pairs:
return
self.thinking = avatar_thinking
self.short_term_objective = short_term_objective
# 转为计划并入队(不立即提交,交由提交阶段统一触发开始事件)
plans: List[ActionPlan] = [ActionPlan(name, params) for name, params in action_name_params_pairs]
if prepend:
self.planned_actions[0:0] = plans
else:
self.planned_actions.extend(plans)
def clear_plans(self: "Avatar") -> None:
self.planned_actions.clear()
def has_plans(self: "Avatar") -> bool:
return len(self.planned_actions) > 0
def commit_next_plan(self: "Avatar") -> Optional[Event]:
"""
提交下一个可启动的计划为当前动作;返回开始事件(若有)。
"""
if self.current_action is not None:
return None
while self.planned_actions:
plan = self.planned_actions.pop(0)
try:
action = self.create_action(plan.action_name)
except Exception as e:
logger = get_logger().logger
logger.warning(
"非法动作: Avatar(name=%s,id=%s) 的动作 %s 参数=%s 无法启动,原因=%s",
self.name, self.id, plan.action_name, plan.params, e
)
continue
# 再验证
params_for_can_start = filter_kwargs_for_callable(action.can_start, plan.params)
can_start, reason = action.can_start(**params_for_can_start)
if not can_start:
# 记录不合法动作
logger = get_logger().logger
logger.warning(
"非法动作: Avatar(name=%s,id=%s) 的动作 %s 参数=%s 无法启动,原因=%s",
self.name, self.id, plan.action_name, plan.params, reason
)
continue
# 启动
params_for_start = filter_kwargs_for_callable(action.start, plan.params)
start_event = action.start(**params_for_start)
self.current_action = ActionInstance(action=action, params=plan.params, status="running")
# 标记为"本轮新设动作",用于本月补充执行
self._new_action_set_this_step = True
return start_event
return None
def peek_next_plan(self: "Avatar") -> Optional[ActionPlan]:
if not self.planned_actions:
return None
return self.planned_actions[0]
async def tick_action(self: "Avatar") -> List[Event]:
"""
推进当前动作一步;返回过程中由动作内部产生的事件(通过 add_event 收集)。
"""
if self.current_action is None:
return []
# 记录当前动作实例引用,用于检测执行过程中是否发生了"抢占/切换"
action_instance_before = self.current_action
action = action_instance_before.action
params = action_instance_before.params
params_for_step = filter_kwargs_for_callable(action.step, params)
result: ActionResult = action.step(**params_for_step)
if result.status == ActionStatus.COMPLETED:
params_for_finish = filter_kwargs_for_callable(action.finish, params)
finish_events = await action.finish(**params_for_finish)
# 仅当当前动作仍然是刚才执行的那个实例时才清空
# 若在 step() 内部通过"抢占"机制切换了动作(如 Escape 失败立即切到 Attack不要清空新动作
if self.current_action is action_instance_before:
self.current_action = None
if finish_events:
# 允许 finish 直接返回事件(极少用),统一并入 pending
for e in finish_events:
self._pending_events.append(e)
# 合并动作返回的事件(通常为空)
if result.events:
for e in result.events:
self._pending_events.append(e)
events, self._pending_events = self._pending_events, []
# 本轮已执行过,清除"新设动作"标记但如果刚刚提交了新动作commit_next_plan会重新设置为True
if self.current_action is None:
# 当前无动作时才清除标记,避免清除新提交动作的标记
self._new_action_set_this_step = False
return events
def add_event(self: "Avatar", event: Event, *, to_sidebar: bool = True) -> None:
"""
添加事件:
- to_sidebar: 是否进入全局侧边栏(通过 Avatar._pending_events 暂存)
注意事件会先存入_pending_events统一由Simulator写入event_manager避免重复
"""
if to_sidebar:
self._pending_events.append(event)

311
src/classes/avatar/core.py Normal file
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@@ -0,0 +1,311 @@
"""
Avatar 核心类
精简后的 Avatar 类,通过 Mixin 组合完整功能。
"""
import random
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional, List, TYPE_CHECKING
if TYPE_CHECKING:
from src.classes.sect_ranks import SectRank
from src.classes.calendar import MonthStamp
from src.classes.world import World
from src.sim.save.avatar_save_mixin import AvatarSaveMixin
from src.sim.load.avatar_load_mixin import AvatarLoadMixin
from src.classes.tile import Tile
from src.classes.region import Region
from src.classes.cultivation import CultivationProgress
from src.classes.root import Root
from src.classes.technique import Technique, get_technique_by_sect
from src.classes.age import Age
from src.classes.event import Event
from src.classes.action_runtime import ActionPlan, ActionInstance
from src.classes.alignment import Alignment
from src.classes.persona import Persona, get_random_compatible_personas
from src.classes.item import Item
from src.classes.weapon import Weapon
from src.classes.auxiliary import Auxiliary
from src.classes.magic_stone import MagicStone
from src.classes.hp_and_mp import HP, HP_MAX_BY_REALM
from src.classes.relation import Relation
from src.classes.sect import Sect
from src.classes.appearance import Appearance, get_random_appearance
from src.classes.spirit_animal import SpiritAnimal
from src.classes.long_term_objective import LongTermObjective
from src.classes.nickname_data import Nickname
from src.utils.config import CONFIG
# Mixin 导入
from src.classes.avatar.effects_mixin import EffectsMixin
from src.classes.avatar.inventory_mixin import InventoryMixin
from src.classes.avatar.action_mixin import ActionMixin
persona_num = CONFIG.avatar.persona_num
class Gender(Enum):
MALE = "male"
FEMALE = "female"
def __str__(self) -> str:
return gender_strs.get(self, self.value)
gender_strs = {
Gender.MALE: "",
Gender.FEMALE: "",
}
# 历史事件的最大数量
MAX_HISTORY_EVENTS = 10
@dataclass
class Avatar(
AvatarSaveMixin,
AvatarLoadMixin,
EffectsMixin,
InventoryMixin,
ActionMixin,
):
"""
NPC的类。
包含了这个角色的一切信息。
"""
world: World
name: str
id: str
birth_month_stamp: MonthStamp
age: Age
gender: Gender
cultivation_progress: CultivationProgress = field(default_factory=lambda: CultivationProgress(0))
pos_x: int = 0
pos_y: int = 0
tile: Optional[Tile] = None
root: Root = field(default_factory=lambda: random.choice(list(Root)))
personas: List[Persona] = field(default_factory=list)
technique: Technique | None = None
history_events: List[Event] = field(default_factory=list)
_pending_events: List[Event] = field(default_factory=list)
current_action: Optional[ActionInstance] = None
planned_actions: List[ActionPlan] = field(default_factory=list)
thinking: str = ""
short_term_objective: str = ""
long_term_objective: Optional[LongTermObjective] = None
magic_stone: MagicStone = field(default_factory=lambda: MagicStone(0))
items: dict[Item, int] = field(default_factory=dict)
hp: HP = field(default_factory=lambda: HP(0, 0))
relations: dict["Avatar", Relation] = field(default_factory=dict)
alignment: Alignment | None = None
sect: Sect | None = None
sect_rank: "SectRank | None" = None
appearance: Appearance = field(default_factory=get_random_appearance)
weapon: Optional[Weapon] = None
weapon_proficiency: float = 0.0
auxiliary: Optional[Auxiliary] = None
spirit_animal: Optional[SpiritAnimal] = None
nickname: Optional[Nickname] = None
custom_pic_id: Optional[int] = None
is_dead: bool = False
death_info: Optional[dict] = None
_new_action_set_this_step: bool = False
_action_cd_last_months: dict[str, int] = field(default_factory=dict)
known_regions: set[int] = field(default_factory=set)
# ========== 宗门相关 ==========
def join_sect(self, sect: Sect, rank: "SectRank") -> None:
"""加入宗门"""
if self.is_dead:
return
if self.sect:
self.leave_sect()
self.sect = sect
self.sect_rank = rank
sect.add_member(self)
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 get_sect_str(self) -> str:
"""获取宗门显示名:有宗门则返回"宗门名+职位",否则返回"散修""""
if self.sect is None:
return "散修"
if self.sect_rank is None:
return self.sect.name
from src.classes.sect_ranks import get_rank_display_name
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)
# ========== 死亡相关 ==========
def set_dead(self, reason: str, time: MonthStamp) -> None:
"""设置角色死亡状态。"""
if self.is_dead:
return
self.is_dead = True
self.death_info = {
"time": int(time),
"reason": reason,
"location": (self.pos_x, self.pos_y)
}
self.planned_actions.clear()
self.current_action = None
self._pending_events.clear()
self.thinking = ""
self.short_term_objective = ""
if self.sect:
self.sect.remove_member(self)
def death_by_old_age(self) -> bool:
"""检查是否老死"""
return self.age.death_by_old_age(self.cultivation_progress.realm)
# ========== 年龄与修为 ==========
def update_age(self, current_month_stamp: MonthStamp):
"""更新年龄"""
self.age.update_age(current_month_stamp, self.birth_month_stamp)
def update_cultivation(self, new_level: int):
"""更新修仙进度,并在境界提升时更新寿命和宗门职位"""
old_realm = self.cultivation_progress.realm
self.cultivation_progress.level = new_level
self.cultivation_progress.realm = self.cultivation_progress.get_realm(new_level)
if self.cultivation_progress.realm != old_realm:
self.age.update_realm(self.cultivation_progress.realm)
self.recalc_effects()
from src.classes.sect_ranks import check_and_promote_sect_rank
check_and_promote_sect_rank(self, old_realm, self.cultivation_progress.realm)
# ========== 区域与位置 ==========
def is_in_region(self, region: Region | None) -> bool:
current_region = self.tile.region
if current_region is None:
tile = self.world.map.get_tile(self.pos_x, self.pos_y)
current_region = tile.region
return current_region == region
def get_co_region_avatars(self, avatars: List["Avatar"]) -> List["Avatar"]:
"""返回与自己处于同一区域的角色列表(不含自己)。"""
if self.tile is None:
return []
same_region: list[Avatar] = []
for other in avatars:
if other is self or other.tile is None:
continue
if other.tile.region == self.tile.region:
same_region.append(other)
return same_region
def _init_known_regions(self):
"""初始化已知区域:当前位置 + 宗门驻地"""
if self.tile and self.tile.region:
self.known_regions.add(self.tile.region.id)
if self.sect:
for r in self.world.map.sect_regions.values():
if r.sect_id == self.sect.id:
self.known_regions.add(r.id)
break
# ========== 关系相关 ==========
def set_relation(self, other: "Avatar", relation: Relation) -> None:
"""设置与另一个角色的关系。"""
from src.classes.relations import set_relation
set_relation(self, other, relation)
def get_relation(self, other: "Avatar") -> Optional[Relation]:
"""获取与另一个角色的关系。"""
from src.classes.relations import get_relation
return get_relation(self, other)
def clear_relation(self, other: "Avatar") -> None:
"""清除与另一个角色的关系。"""
from src.classes.relations import clear_relation
clear_relation(self, other)
# ========== 信息展示(委托) ==========
def get_info(self, detailed: bool = False) -> dict:
from src.classes.avatar.info_presenter import get_avatar_info
return get_avatar_info(self, detailed)
def get_structured_info(self) -> dict:
from src.classes.avatar.info_presenter import get_avatar_structured_info
return get_avatar_structured_info(self)
def get_hover_info(self) -> list[str]:
from src.classes.avatar.info_presenter import get_avatar_hover_info
return get_avatar_hover_info(self)
def get_expanded_info(
self,
co_region_avatars: Optional[List["Avatar"]] = None,
other_avatar: Optional["Avatar"] = None,
detailed: bool = False
) -> dict:
from src.classes.avatar.info_presenter import get_avatar_expanded_info
return get_avatar_expanded_info(self, co_region_avatars, other_avatar, detailed)
def get_other_avatar_info(self, other_avatar: "Avatar") -> str:
from src.classes.avatar.info_presenter import get_other_avatar_info
return get_other_avatar_info(self, other_avatar)
# ========== 魔法方法 ==========
def __post_init__(self):
"""在Avatar创建后自动初始化tile和HP"""
self.tile = self.world.map.get_tile(self.pos_x, self.pos_y)
max_hp = HP_MAX_BY_REALM.get(self.cultivation_progress.realm, 100)
self.hp = HP(max_hp, max_hp)
if not self.personas:
self.personas = get_random_compatible_personas(persona_num, avatar=self)
if self.technique is None:
self.technique = get_technique_by_sect(self.sect)
if self.sect:
self.sect.add_member(self)
if self.alignment is None:
if self.sect is not None:
self.alignment = self.sect.alignment
else:
self.alignment = random.choice(list(Alignment))
self.recalc_effects()
self._init_known_regions()
def __hash__(self) -> int:
return hash(self.id)
def __str__(self) -> str:
return str(self.get_info(detailed=False))

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@@ -0,0 +1,119 @@
"""
Avatar 效果计算 Mixin
负责角色效果的计算和应用。
"""
from __future__ import annotations
from collections import defaultdict
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from src.classes.avatar.core import Avatar
from src.classes.effect import _merge_effects, _evaluate_conditional_effect
from src.classes.hp_and_mp import HP_MAX_BY_REALM
class EffectsMixin:
"""效果计算相关方法"""
@property
def effects(self: "Avatar") -> dict[str, object]:
"""
合并所有来源的效果:宗门、功法、灵根、特质、兵器、辅助装备、灵兽、天地灵机
"""
merged: dict[str, object] = defaultdict(str)
# 来自宗门
if self.sect is not None:
evaluated = _evaluate_conditional_effect(self.sect.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自功法
evaluated = _evaluate_conditional_effect(self.technique.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自灵根
evaluated = _evaluate_conditional_effect(self.root.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自特质persona
for persona in self.personas:
evaluated = _evaluate_conditional_effect(persona.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自兵器
if self.weapon is not None:
evaluated = _evaluate_conditional_effect(self.weapon.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自辅助装备
if self.auxiliary is not None:
evaluated = _evaluate_conditional_effect(self.auxiliary.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自灵兽
if self.spirit_animal is not None:
evaluated = _evaluate_conditional_effect(self.spirit_animal.effects, self)
merged = _merge_effects(merged, evaluated)
# 来自天地灵机世界级buff/debuff
if self.world.current_phenomenon is not None:
evaluated = _evaluate_conditional_effect(self.world.current_phenomenon.effects, self)
merged = _merge_effects(merged, evaluated)
# 评估动态效果表达式:值以 "eval(...)" 形式给出
final: dict[str, object] = {}
for k, v in merged.items():
if isinstance(v, str):
s = v.strip()
if s.startswith("eval(") and s.endswith(")"):
expr = s[5:-1]
final[k] = eval(expr, {"__builtins__": {}}, {"avatar": self})
continue
final[k] = v
return final
def recalc_effects(self: "Avatar") -> None:
"""
重新计算所有长期效果
在装备更换、突破境界等情况下调用
当前包括:
- HP 最大值
- 寿命最大值
"""
# 计算基础最大值(基于境界)
base_max_hp = HP_MAX_BY_REALM.get(self.cultivation_progress.realm, 100)
# 访问 self.effects 会触发 @property重新 merge 所有 effects
effects = self.effects
extra_max_hp = int(effects.get("extra_max_hp", 0))
extra_max_lifespan = int(effects.get("extra_max_lifespan", 0))
# 计算新的最大值
new_max_hp = base_max_hp + extra_max_hp
# 更新最大值
self.hp.max = new_max_hp
# 更新寿命
if self.age:
self.age.max_lifespan = self.age.base_max_lifespan + extra_max_lifespan
# 调整当前值(不超过新的最大值)
if self.hp.cur > new_max_hp:
self.hp.cur = new_max_hp
def update_time_effect(self: "Avatar") -> None:
"""
随时间更新的被动效果。
当前实现:当 HP 未满时,回复最大生命值的 1%受HP恢复速率加成影响
"""
if self.hp.cur < self.hp.max:
base_recover = self.hp.max * 0.01
# 应用HP恢复速率加成
recovery_rate_raw = self.effects.get("extra_hp_recovery_rate", 0.0)
recovery_rate_multiplier = 1.0 + float(recovery_rate_raw or 0.0)
recover_amount = int(base_recover * recovery_rate_multiplier)
self.hp.recover(recover_amount)
@property
def move_step_length(self: "Avatar") -> int:
"""获取角色的移动步长"""
return self.cultivation_progress.get_move_step()

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@@ -0,0 +1,349 @@
"""
Avatar 信息展示模块
将信息格式化逻辑从 Avatar 类中分离,作为独立函数提供。
"""
from __future__ import annotations
from typing import TYPE_CHECKING, Optional, List
if TYPE_CHECKING:
from src.classes.avatar.core import Avatar
from src.classes.battle import get_base_strength
from src.classes.relation import get_relation_label
from src.utils.config import CONFIG
def get_avatar_info(avatar: "Avatar", detailed: bool = False) -> dict:
"""
获取 avatar 的信息,返回 dict根据 detailed 控制信息粒度。
"""
region = avatar.tile.region if avatar.tile is not None else None
from src.classes.relation import get_relations_strs
relation_lines = get_relations_strs(avatar, max_lines=8)
relations_info = "".join(relation_lines) if relation_lines else ""
magic_stone_info = str(avatar.magic_stone)
from src.classes.sect import get_sect_info_with_rank
if detailed:
weapon_info = f"{avatar.weapon.get_detailed_info()},熟练度:{avatar.weapon_proficiency:.1f}%"
auxiliary_info = avatar.auxiliary.get_detailed_info() if avatar.auxiliary is not None else ""
sect_info = get_sect_info_with_rank(avatar, detailed=True)
alignment_info = avatar.alignment.get_detailed_info() if avatar.alignment is not None else "未知"
region_info = region.get_detailed_info() if region is not None else ""
root_info = avatar.root.get_detailed_info()
technique_info = avatar.technique.get_detailed_info() if avatar.technique is not None else ""
cultivation_info = avatar.cultivation_progress.get_detailed_info()
personas_info = ", ".join([p.get_detailed_info() for p in avatar.personas]) if avatar.personas else ""
items_info = "".join([f"{item.get_detailed_info()}x{quantity}" for item, quantity in avatar.items.items()]) if avatar.items else ""
appearance_info = avatar.appearance.get_detailed_info(avatar.gender)
spirit_animal_info = avatar.spirit_animal.get_info() if avatar.spirit_animal is not None else ""
else:
weapon_info = avatar.weapon.get_info() if avatar.weapon is not None else ""
auxiliary_info = avatar.auxiliary.get_info() if avatar.auxiliary is not None else ""
sect_info = get_sect_info_with_rank(avatar, detailed=False)
region_info = region.get_info() if region is not None else ""
alignment_info = avatar.alignment.get_info() if avatar.alignment is not None else "未知"
root_info = avatar.root.get_info()
technique_info = avatar.technique.get_info() if avatar.technique is not None else ""
cultivation_info = avatar.cultivation_progress.get_info()
personas_info = ", ".join([p.get_detailed_info() for p in avatar.personas]) if avatar.personas else ""
items_info = "".join([f"{item.get_info()}x{quantity}" for item, quantity in avatar.items.items()]) if avatar.items else ""
appearance_info = avatar.appearance.get_info()
spirit_animal_info = avatar.spirit_animal.get_info() if avatar.spirit_animal is not None else ""
info_dict = {
"名字": avatar.name,
"性别": str(avatar.gender),
"年龄": str(avatar.age),
"hp": str(avatar.hp),
"灵石": magic_stone_info,
"关系": relations_info,
"宗门": sect_info,
"阵营": alignment_info,
"地区": region_info,
"灵根": root_info,
"功法": technique_info,
"境界": cultivation_info,
"特质": personas_info,
"物品": items_info,
"外貌": appearance_info,
"兵器": weapon_info,
"辅助装备": auxiliary_info,
}
# 绰号:仅在存在时显示
if avatar.nickname is not None:
info_dict["绰号"] = avatar.nickname.value
# 灵兽:仅在存在时显示
if avatar.spirit_animal is not None:
info_dict["灵兽"] = spirit_animal_info
# 长期目标:仅在存在时显示
if avatar.long_term_objective is not None:
info_dict["长期目标"] = avatar.long_term_objective.content
# 短期目标:仅在存在时显示
if avatar.short_term_objective:
info_dict["短期目标"] = avatar.short_term_objective
return info_dict
def get_avatar_structured_info(avatar: "Avatar") -> dict:
"""
获取结构化的角色信息,用于前端展示和交互。
"""
# 基础信息
info = {
"id": avatar.id,
"name": avatar.name,
"gender": str(avatar.gender),
"age": avatar.age.age,
"lifespan": avatar.age.max_lifespan,
"realm": avatar.cultivation_progress.realm.value,
"level": avatar.cultivation_progress.level,
"hp": {"cur": avatar.hp.cur, "max": avatar.hp.max},
"alignment": str(avatar.alignment) if avatar.alignment else "未知",
"magic_stone": avatar.magic_stone.value,
"thinking": avatar.thinking,
"short_term_objective": avatar.short_term_objective,
"long_term_objective": avatar.long_term_objective.content if avatar.long_term_objective else "",
"nickname": avatar.nickname.value if avatar.nickname else None,
"nickname_reason": avatar.nickname.reason if avatar.nickname else None,
"is_dead": avatar.is_dead,
"death_info": avatar.death_info,
}
# 1. 特质 (Personas)
info["personas"] = [p.get_structured_info() for p in avatar.personas]
# 2. 功法 (Technique)
if avatar.technique:
info["technique"] = avatar.technique.get_structured_info()
else:
info["technique"] = None
# 3. 宗门 (Sect)
if avatar.sect:
sect_info = avatar.sect.get_structured_info()
if avatar.sect_rank:
from src.classes.sect_ranks import get_rank_display_name
sect_info["rank"] = get_rank_display_name(avatar.sect_rank, avatar.sect)
else:
sect_info["rank"] = "弟子"
info["sect"] = sect_info
else:
info["sect"] = None
# 补充:阵营详情
from src.classes.alignment import alignment_infos, alignment_strs
info["alignment"] = str(avatar.alignment) if avatar.alignment else "未知"
if avatar.alignment:
cn_name = alignment_strs.get(avatar.alignment, avatar.alignment.value)
desc = alignment_infos.get(avatar.alignment, "")
info["alignment_detail"] = {
"name": cn_name,
"desc": desc,
}
# 4. 装备 (Weapon & Auxiliary)
if avatar.weapon:
w_info = avatar.weapon.get_structured_info()
w_info["proficiency"] = f"{avatar.weapon_proficiency:.1f}%"
info["weapon"] = w_info
else:
info["weapon"] = None
if avatar.auxiliary:
info["auxiliary"] = avatar.auxiliary.get_structured_info()
else:
info["auxiliary"] = None
# 5. 物品 (Items)
items_list = []
for item, count in avatar.items.items():
i_info = item.get_structured_info()
i_info["count"] = count
items_list.append(i_info)
info["items"] = items_list
# 6. 关系 (Relations)
relations_list = []
for other, relation in avatar.relations.items():
relations_list.append({
"target_id": other.id,
"name": other.name,
"relation": get_relation_label(relation, avatar, other),
"realm": other.cultivation_progress.realm.value,
"sect": other.sect.name if other.sect else "散修"
})
info["relations"] = relations_list
# 7. 外貌
info["appearance"] = avatar.appearance.get_info()
# 8. 灵根
from src.classes.root import format_root_cn
root_str = format_root_cn(avatar.root)
info["root"] = root_str
info["root_detail"] = {
"name": root_str,
"desc": f"包含元素:{''.join(str(e) for e in avatar.root.elements)}",
"effect_desc": avatar.root.effect_desc
}
# 9. 灵兽
if avatar.spirit_animal:
info["spirit_animal"] = avatar.spirit_animal.get_structured_info()
return info
def get_avatar_hover_info(avatar: "Avatar") -> list[str]:
"""
返回用于前端悬浮提示的多行信息。
"""
def add_kv(lines: list[str], key: str, value: object) -> None:
lines.append(f"{key}: {value}")
def add_section(lines: list[str], title: str, body: list[str]) -> None:
lines.append("")
lines.append(f"{title}:")
lines.extend(body)
lines: list[str] = []
# 基础信息
if avatar.nickname:
add_kv(lines, "绰号", f"{avatar.nickname.value}")
add_kv(lines, "性别", avatar.gender)
add_kv(lines, "年龄", avatar.age)
add_kv(lines, "外貌", avatar.appearance.get_info())
add_kv(lines, "阵营", avatar.alignment)
add_kv(lines, "境界", str(avatar.cultivation_progress))
add_kv(lines, "HP", avatar.hp)
add_kv(lines, "战斗力", int(get_base_strength(avatar)))
add_kv(lines, "宗门", avatar.get_sect_str())
from src.classes.root import format_root_cn
add_kv(lines, "灵根", format_root_cn(avatar.root))
tech_str = avatar.technique.get_colored_info() if avatar.technique is not None else ""
add_kv(lines, "功法", tech_str)
if avatar.personas:
persona_parts = [p.get_colored_info() for p in avatar.personas]
add_kv(lines, "特质", ", ".join(persona_parts))
add_kv(lines, "灵石", str(avatar.magic_stone))
# 物品
if avatar.items:
items_lines = [f" {item.name} x{quantity}" for item, quantity in avatar.items.items()]
add_section(lines, "物品", items_lines)
else:
add_kv(lines, "物品", "")
# 思考与目标
if avatar.thinking:
add_section(lines, "思考", [avatar.thinking])
if avatar.long_term_objective:
add_section(lines, "长期目标", [avatar.long_term_objective.content])
if avatar.short_term_objective:
add_section(lines, "短期目标", [avatar.short_term_objective])
# 兵器(必有,使用颜色标记等级)
if avatar.weapon is not None:
weapon_text = avatar.weapon.get_colored_info()
if avatar.weapon.desc:
weapon_text += f"{avatar.weapon.desc}"
add_kv(lines, "兵器", weapon_text)
# 辅助装备(可选,使用颜色标记等级)
if avatar.auxiliary is not None:
auxiliary_text = avatar.auxiliary.get_colored_info()
if avatar.auxiliary.desc:
auxiliary_text += f"{avatar.auxiliary.desc}"
add_kv(lines, "辅助装备", auxiliary_text)
else:
add_kv(lines, "辅助装备", "")
# 灵兽:仅在存在时显示
if avatar.spirit_animal is not None:
add_kv(lines, "灵兽", avatar.spirit_animal.get_info())
# 关系(从自身视角分组展示)
from src.classes.relation import get_relations_strs
relation_lines = get_relations_strs(avatar, max_lines=15)
if relation_lines:
add_section(lines, "关系", [f" {s}" for s in relation_lines])
else:
add_kv(lines, "关系", "")
return lines
def get_avatar_expanded_info(
avatar: "Avatar",
co_region_avatars: Optional[List["Avatar"]] = None,
other_avatar: Optional["Avatar"] = None,
detailed: bool = False
) -> dict:
"""
获取角色的扩展信息,包含基础信息、观察到的角色和事件历史。
Args:
avatar: 目标角色
co_region_avatars: 同区域的其他角色列表,用于"观察到的角色"字段
other_avatar: 另一个角色,如果提供则返回两人共同经历的事件,否则返回单人事件
detailed: 是否返回详细信息
"""
info = get_avatar_info(avatar, detailed=detailed)
observed: list[str] = []
if co_region_avatars:
for other in co_region_avatars[:8]:
observed.append(f"{other.name},境界:{other.cultivation_progress.get_info()}")
# 历史事件改为从全局事件管理器分类查询
em = avatar.world.event_manager
major_limit = CONFIG.social.major_event_context_num
minor_limit = CONFIG.social.minor_event_context_num
# 根据是否提供 other_avatar 决定获取单人事件还是双人共同事件
if other_avatar is not None:
major_events = em.get_major_events_between(avatar.id, other_avatar.id, limit=major_limit)
minor_events = em.get_minor_events_between(avatar.id, other_avatar.id, limit=minor_limit)
else:
major_events = em.get_major_events_by_avatar(avatar.id, limit=major_limit)
minor_events = em.get_minor_events_by_avatar(avatar.id, limit=minor_limit)
major_list = [str(e) for e in major_events]
minor_list = [str(e) for e in minor_events]
info["周围角色"] = observed
info["重大事件"] = major_list
info["短期事件"] = minor_list
info["长期目标"] = avatar.long_term_objective.content if avatar.long_term_objective else ""
return info
def get_other_avatar_info(from_avatar: "Avatar", to_avatar: "Avatar") -> str:
"""
仅显示几个字段名字、绰号、境界、关系、宗门、阵营、外貌、功法、武器、辅助装备、HP
"""
nickname = to_avatar.nickname.value if to_avatar.nickname else ""
sect = to_avatar.sect.name if to_avatar.sect else "散修"
tech = to_avatar.technique.get_info() if to_avatar.technique else ""
weapon = to_avatar.weapon.get_info() if to_avatar.weapon else ""
aux = to_avatar.auxiliary.get_info() if to_avatar.auxiliary else ""
alignment = to_avatar.alignment
# 关系可能为空
relation = from_avatar.get_relation(to_avatar) or ""
return (
f"{to_avatar.name},绰号:{nickname},境界:{to_avatar.cultivation_progress.get_info()}"
f"关系:{relation},宗门:{sect},阵营:{alignment}"
f"外貌:{to_avatar.appearance.get_info()},功法:{tech},兵器:{weapon},辅助:{aux}HP{to_avatar.hp}"
)

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@@ -0,0 +1,119 @@
"""
Avatar 物品与装备管理 Mixin
"""
from __future__ import annotations
from typing import TYPE_CHECKING, Optional
if TYPE_CHECKING:
from src.classes.avatar.core import Avatar
from src.classes.item import Item
from src.classes.weapon import Weapon
from src.classes.auxiliary import Auxiliary
class InventoryMixin:
"""物品与装备管理相关方法"""
def add_item(self: "Avatar", item: "Item", quantity: int = 1) -> None:
"""
添加物品到背包
Args:
item: 要添加的物品
quantity: 添加数量默认为1
"""
if quantity <= 0:
return
if item in self.items:
self.items[item] += quantity
else:
self.items[item] = quantity
def remove_item(self: "Avatar", item: "Item", quantity: int = 1) -> bool:
"""
从背包移除物品
Args:
item: 要移除的物品
quantity: 移除数量默认为1
Returns:
bool: 是否成功移除如果物品不足则返回False
"""
if quantity <= 0:
return True
if item not in self.items:
return False
if self.items[item] < quantity:
return False
self.items[item] -= quantity
# 如果数量为0从字典中移除该物品
if self.items[item] == 0:
del self.items[item]
return True
def has_item(self: "Avatar", item: "Item", quantity: int = 1) -> bool:
"""
检查是否拥有足够数量的物品
Args:
item: 要检查的物品
quantity: 需要的数量默认为1
Returns:
bool: 是否拥有足够数量的物品
"""
return item in self.items and self.items[item] >= quantity
def get_item_quantity(self: "Avatar", item: "Item") -> int:
"""
获取指定物品的数量
Args:
item: 要查询的物品
Returns:
int: 物品数量如果没有该物品则返回0
"""
return self.items.get(item, 0)
def change_weapon(self: "Avatar", new_weapon: "Weapon") -> None:
"""
更换兵器,熟练度归零,并重新计算长期效果
Args:
new_weapon: 新的兵器
"""
self.weapon = new_weapon
self.weapon_proficiency = 0.0
self.recalc_effects()
def change_auxiliary(self: "Avatar", new_auxiliary: Optional["Auxiliary"]) -> None:
"""
更换辅助装备,并重新计算长期效果
Args:
new_auxiliary: 新的辅助装备(可为 None 表示卸下)
"""
self.auxiliary = new_auxiliary
self.recalc_effects()
def increase_weapon_proficiency(self: "Avatar", amount: float) -> None:
"""
增加兵器熟练度上限100
Args:
amount: 增加的熟练度值
"""
# 应用extra_weapon_proficiency_gain效果倍率加成
gain_multiplier = 1.0 + self.effects.get("extra_weapon_proficiency_gain", 0.0)
actual_amount = amount * gain_multiplier
self.weapon_proficiency = min(100.0, self.weapon_proficiency + actual_amount)

View File

@@ -2,12 +2,13 @@ from __future__ import annotations
import math
import random
from typing import Tuple, TYPE_CHECKING
from typing import Tuple, TYPE_CHECKING, Callable, Awaitable, Optional
from src.classes.technique import TechniqueGrade, get_suppression_bonus
if TYPE_CHECKING:
from src.classes.avatar import Avatar
from src.classes.event import Event
# 战斗力参数参考文明6思想但适配本项目数值体系
@@ -114,19 +115,6 @@ def _base_damage_scale(defender: "Avatar") -> float:
max_hp = defender.hp.max
return max(1.0, max_hp / 100.0)
def _damage_from_to(attacker: "Avatar", defender: "Avatar") -> int:
"""
使用 Civ6 风格伤害damage = U(24,36)×scale × e^(K×差值)
- scale = defender.maxHP / 100使不同境界下伤害相对一致
- 差值 = strength(att) - strength(def)
"""
diff = _strength_diff(attacker, defender)
base = random.randint(_BASE_DAMAGE_LOW, _BASE_DAMAGE_HIGH) * _base_damage_scale(defender)
dmg = base * math.exp(_CIV6_K * diff)
return max(1, int(dmg))
def _damage_pair(winner: "Avatar", loser: "Avatar") -> tuple[int, int]:
"""
成对伤害:使用同一基础与对称比值,保证赢家伤害严格小于败者伤害。
@@ -217,3 +205,112 @@ def get_assassination_success_rate(attacker: "Avatar", defender: "Avatar") -> fl
rate += extra
return max(0.01, min(1.0, rate))
async def gen_battle_result_text(
winner: "Avatar",
loser: "Avatar",
l_dmg: int,
w_dmg: int,
is_fatal: bool,
prefix: str = "",
action_desc: str = "战胜了",
postfix: str = "",
check_loot: bool = False
) -> str:
"""
生成标准战斗结果文本。
"""
text_prefix = f"{prefix} " if prefix else ""
if is_fatal:
text = f"{text_prefix}{winner.name} {action_desc} {loser.name}{postfix},造成 {l_dmg} 点伤害。{loser.name} 遭受重创,当场陨落。"
if check_loot:
from src.classes.kill_and_grab import kill_and_grab
text += await kill_and_grab(winner, loser)
return text
else:
return f"{text_prefix}{winner.name} {action_desc} {loser.name}{postfix}{loser.name} 受伤 {l_dmg} 点,{winner.name} 也受伤 {w_dmg} 点。"
async def handle_battle_finish(
world,
attacker: "Avatar",
target: "Avatar",
res: Tuple["Avatar", "Avatar", int, int],
start_event_content: str,
story_prompt: str,
outcome_text_func: Optional[Callable[["Avatar", "Avatar", int, int, bool], Awaitable[str]]] = None,
check_loot: bool = False,
prefix: str = "",
action_desc: str = "战胜了",
postfix: str = ""
) -> list["Event"]:
"""
处理战斗结果的通用逻辑(生成事件、故事、处理死亡)。
Args:
world: 世界对象
attacker: 发起者
target: 目标
res: decide_battle 的结果 (winner, loser, loser_damage, winner_damage)
start_event_content: 开始事件的内容(用于故事生成)
story_prompt: 故事生成的提示词
outcome_text_func: (可选) 异步回调函数,用于生成结果文本。
如果为 None则使用标准生成逻辑。
参数: (winner, loser, loser_damage, winner_damage, is_fatal)
返回: 结果文本字符串
check_loot: 是否检查杀人夺宝(仅当 is_fatal 为 True 且使用默认文本生成时生效,或者 outcome_text_func 自己处理)
prefix: 默认文本生成的前缀(仅当 outcome_text_func 为 None 时生效)
action_desc: 默认文本生成的动作描述(仅当 outcome_text_func 为 None 时生效)
postfix: 默认文本生成的后缀(仅当 outcome_text_func 为 None 时生效)
"""
from src.classes.event import Event
from src.classes.story_teller import StoryTeller
from src.classes.death import handle_death
from src.classes.death_reason import DeathReason
winner, loser, loser_damage, winner_damage = res
is_fatal = loser.hp <= 0
# 生成结果文本
if outcome_text_func:
result_text = await outcome_text_func(winner, loser, loser_damage, winner_damage, is_fatal)
else:
result_text = await gen_battle_result_text(
winner, loser, loser_damage, winner_damage, is_fatal,
prefix=prefix, action_desc=action_desc, postfix=postfix, check_loot=check_loot
)
# 构造事件
rel_ids = [attacker.id]
if target:
rel_ids.append(target.id)
result_event = Event(world.month_stamp, result_text, related_avatars=rel_ids, is_major=True)
# 确定故事生成的起始文本(如果为空则使用结果文本作为兜底)
start_content = start_event_content
if not start_content:
start_content = result_text
# 生成故事
story = await StoryTeller.tell_story(
start_content,
result_event.content,
attacker,
target,
prompt=story_prompt,
allow_relation_changes=True
)
story_event = Event(world.month_stamp, story, related_avatars=rel_ids, is_story=True)
# 处理死亡
if is_fatal:
handle_death(world, loser, DeathReason.BATTLE)
# 将事件分发给目标(如果目标不是发起者),发起者由 ActionMixin 处理
if target and target.id != attacker.id:
target.add_event(result_event)
target.add_event(story_event)
return [result_event, story_event]

View File

@@ -20,7 +20,7 @@ if TYPE_CHECKING:
from src.classes.world import World
class MutualAction(DefineAction, LLMAction, TargetingMixin):
class MutualAction(DefineAction, LLMAction, ActualActionMixin, TargetingMixin):
"""
互动动作A 对 B 发起动作B 可以给出反馈(由 LLM 决策)。
子类需要定义:

View File

@@ -1,62 +1,56 @@
from __future__ import annotations
import random
from typing import TYPE_CHECKING
from src.classes.mutual_action.mutual_action import MutualAction
from src.classes.event import Event
from src.classes.action.registry import register_action
from src.classes.action.cooldown import cooldown_action
from src.classes.region import resolve_region, CultivateRegion
from src.classes.action_runtime import ActionResult, ActionStatus
from src.classes.battle import decide_battle
from src.classes.story_teller import StoryTeller
from src.classes.death import handle_death
from src.classes.death_reason import DeathReason
if TYPE_CHECKING:
from src.classes.avatar import Avatar
from src.classes.world import World
@cooldown_action
@register_action(actual=True)
class Occupy(MutualAction):
"""
占据动作(互动版):
占据指定的洞府。如果是无主洞府直接占据;如果是有主洞府,则发起抢夺。
对方拒绝则进入战斗,进攻方胜利则洞府易主。
"""
ACTION_NAME = "Occupy"
COMMENT = "占据或抢夺洞府"
# 参数:洞府名称
PARAMS = {"region_name": "str"}
# 对方的反馈选项(仅在抢夺时有效)
FEEDBACK_ACTIONS = ["Yield", "Reject"]
# 反馈对应的中文描述
FEEDBACK_LABELS = {
"Yield": "让步",
"Reject": "拒绝",
}
# 是大事
FEEDBACK_LABELS = {"Yield": "让步", "Reject": "拒绝"}
IS_MAJOR = True
ACTION_CD_MONTHS = 6
STORY_PROMPT = "这是一场争夺洞府的战斗。不要出现具体血量或伤害数值。"
def _get_region_and_host(self, region_name: str) -> tuple[CultivateRegion | None, Avatar | None, str]:
"""
解析区域并获取主人
"""
try:
region = resolve_region(self.world, region_name)
except Exception as e:
def _get_region_and_host(self, region_name: str) -> tuple[CultivateRegion | None, "Avatar | None", str]:
"""解析区域并获取主人"""
region = resolve_region(self.world, region_name)
if region is None:
return None, None, f"无法找到区域:{region_name}"
if not isinstance(region, CultivateRegion):
return None, None, f"{region.name} 不是修炼区域,无法占据"
return region, region.host_avatar, ""
def can_start(self, region_name: str) -> tuple[bool, str]:
region, host, err = self._get_region_and_host(region_name)
if err:
return False, err
if region.host_avatar == self.avatar:
return False, "已经是该洞府的主人了"
return super().can_start(target_avatar=host)
def start(self, region_name: str) -> Event:
@@ -68,19 +62,63 @@ class Occupy(MutualAction):
return super().step(target_avatar=host)
def _settle_feedback(self, target_avatar: "Avatar", feedback_name: str) -> None:
"""
处理反馈结果
"""
"""处理反馈结果"""
region = self.avatar.tile.region
if feedback_name == "Yield":
# 对方让步:转移所有权
# 对方让步:直接转移所有权
region.host_avatar = self.avatar
# 记录事件
self.avatar.add_event(self.create_event(f"成功从 {target_avatar.name} 手中夺取{region.name}", related_avatars=[target_avatar.id]))
target_avatar.add_event(Event(self.world.month_stamp, f"面对 {self.avatar.name} 的逼迫,不得不让出了 {region.name}", related_avatars=[self.avatar.id], is_major=True))
# 共用一个事件
event_text = f"{self.avatar.name} 逼迫 {target_avatar.name} 让出{region.name}"
event = Event(
self.world.month_stamp,
event_text,
related_avatars=[self.avatar.id, target_avatar.id],
is_major=True
)
self.avatar.add_event(event)
target_avatar.add_event(event)
self._last_result = None
elif feedback_name == "Reject":
# 对方拒绝:所有权不变
self.avatar.add_event(self.create_event(f"试图抢夺 {region.name},但被 {target_avatar.name} 拒绝", related_avatars=[target_avatar.id]))
target_avatar.add_event(Event(self.world.month_stamp, f"拒绝了 {self.avatar.name}{region.name} 的抢夺要求", related_avatars=[self.avatar.id], is_major=True))
# 对方拒绝:进入战斗
winner, loser, loser_dmg, winner_dmg = decide_battle(self.avatar, target_avatar)
loser.hp.reduce(loser_dmg)
winner.hp.reduce(winner_dmg)
# 进攻方胜利则洞府易主
attacker_won = winner == self.avatar
if attacker_won:
region.host_avatar = self.avatar
self._last_result = (winner, loser, loser_dmg, winner_dmg, region.name, attacker_won)
async def finish(self, region_name: str) -> list[Event]:
"""完成动作,生成战斗故事并处理死亡"""
res = self._last_result if hasattr(self, '_last_result') else None
if res is None:
return []
# res format from occupy: (winner, loser, l_dmg, w_dmg, r_name, attacker_won)
winner, loser, l_dmg, w_dmg, r_name, attacker_won = res
battle_res = (winner, loser, l_dmg, w_dmg)
target = loser if winner == self.avatar else winner
start_text = f"{self.avatar.name} 试图抢夺 {target.name} 的洞府 {r_name}{target.name} 拒绝并应战"
postfix = f",成功夺取了 {r_name}" if attacker_won else f",守住了 {r_name}"
from src.classes.battle import handle_battle_finish
return await handle_battle_finish(
self.world,
self.avatar,
target,
battle_res,
start_text,
self.STORY_PROMPT,
action_desc="击败了",
postfix=postfix
)

View File

@@ -56,13 +56,17 @@ class Talk(MutualAction):
)
EventHelper.push_pair(accept_event, initiator=self.avatar, target=target, to_sidebar_once=True)
# 将 Conversation 加入计划队列在Talk完成后立即执行插队到最前
# 将 Conversation 加入计划队列并立即提交
self.avatar.load_decide_result_chain(
[("Conversation", {"target_avatar": target.name})],
self.avatar.thinking,
self.avatar.short_term_objective,
prepend=True
)
# 立即提交为当前动作
start_event = self.avatar.commit_next_plan()
if start_event is not None:
EventHelper.push_pair(start_event, initiator=self.avatar, target=target, to_sidebar_once=True)
else:
# 拒绝攀谈
reject_event = Event(