refactor buy and sell

This commit is contained in:
bridge
2026-01-05 23:52:38 +08:00
parent 6873746d29
commit 9f5ad04e92
7 changed files with 275 additions and 162 deletions

View File

@@ -6,12 +6,10 @@ from typing import TYPE_CHECKING, Tuple, Any
from src.classes.action import InstantAction
from src.classes.event import Event
from src.classes.region import CityRegion
from src.classes.elixir import elixirs_by_name, Elixir
from src.classes.item import items_by_name, Item
from src.classes.weapon import weapons_by_name, Weapon
from src.classes.auxiliary import auxiliaries_by_name, Auxiliary
from src.classes.elixir import Elixir, get_elixirs_by_realm
from src.classes.prices import prices
from src.classes.normalize import normalize_goods_name
from src.classes.cultivation import Realm
from src.utils.resolution import resolve_goods_by_name
if TYPE_CHECKING:
from src.classes.avatar import Avatar
@@ -28,41 +26,11 @@ class Buy(InstantAction):
ACTION_NAME = "购买"
EMOJI = "💸"
elixir_names_str = ", ".join(elixirs_by_name.keys())
elixir_names_str = ", ".join([e.name for e in get_elixirs_by_realm(Realm.Qi_Refinement)])
DESC = f"在城镇购买物品/装备(丹药购买后将立即服用)。可选丹药:{elixir_names_str}"
DOABLES_REQUIREMENTS = "在城镇且金钱足够"
PARAMS = {"target_name": "str"}
def _resolve_obj(self, target_name: str) -> Tuple[Any, str, str]:
"""
解析物品名称,返回 (对象, 类型, 显示名称)。
类型字符串: "elixir", "item", "weapon", "auxiliary", "unknown"
"""
normalized_name = normalize_goods_name(target_name)
# 1. 尝试作为丹药查找
if normalized_name in elixirs_by_name:
# 这里的 elixirs_by_name 返回的是 list我们取第一个作为购买对象
elixir = elixirs_by_name[normalized_name][0]
return elixir, "elixir", elixir.name
# 2. 尝试作为兵器查找
weapon = weapons_by_name.get(normalized_name)
if weapon:
return weapon, "weapon", weapon.name
# 3. 尝试作为辅助装备查找
auxiliary = auxiliaries_by_name.get(normalized_name)
if auxiliary:
return auxiliary, "auxiliary", auxiliary.name
# 4. 尝试作为普通物品查找
item = items_by_name.get(normalized_name)
if item:
return item, "item", item.name
return None, "unknown", normalized_name
def can_start(self, target_name: str | None = None) -> tuple[bool, str]:
region = self.avatar.tile.region
if not isinstance(region, CityRegion):
@@ -74,7 +42,7 @@ class Buy(InstantAction):
ok = self.avatar.magic_stone > 0
return (ok, "" if ok else "身无分文")
obj, obj_type, display_name = self._resolve_obj(target_name)
obj, obj_type, display_name = resolve_goods_by_name(target_name)
if obj_type == "unknown":
return False, f"未知物品: {target_name}"
@@ -87,6 +55,10 @@ class Buy(InstantAction):
if obj_type == "elixir":
elixir: Elixir = obj
# 必须是练气期丹药
if elixir.realm != Realm.Qi_Refinement:
return False, "当前仅开放练气期丹药购买"
# 境界限制
if elixir.realm > self.avatar.cultivation_progress.realm:
return False, f"境界不足,无法承受药力 ({elixir.realm.value})"
@@ -100,7 +72,7 @@ class Buy(InstantAction):
return True, ""
def _execute(self, target_name: str) -> None:
obj, obj_type, display_name = self._resolve_obj(target_name)
obj, obj_type, display_name = resolve_goods_by_name(target_name)
if obj_type == "unknown":
return
@@ -110,6 +82,8 @@ class Buy(InstantAction):
# 交付
if obj_type == "elixir":
self.avatar.consume_elixir(obj)
# TODO: 购买新装备,如果换下了旧装备,应该自动卖出
# 但是我现在还没有购买的能力,所以这个逻辑之后做。
elif obj_type == "item":
self.avatar.add_item(obj)
elif obj_type == "weapon":
@@ -122,7 +96,7 @@ class Buy(InstantAction):
self.avatar.change_auxiliary(new_auxiliary)
def start(self, target_name: str) -> Event:
obj, obj_type, display_name = self._resolve_obj(target_name)
obj, obj_type, display_name = resolve_goods_by_name(target_name)
if obj_type == "elixir":
action_desc = "购买并服用了"

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@@ -5,8 +5,8 @@ from typing import Tuple, Any
from src.classes.action import InstantAction
from src.classes.event import Event
from src.classes.region import CityRegion
from src.classes.item import items_by_name
from src.classes.normalize import normalize_goods_name
from src.utils.resolution import resolve_goods_by_name
class Sell(InstantAction):
@@ -23,46 +23,6 @@ class Sell(InstantAction):
DOABLES_REQUIREMENTS = "在城镇且持有可出售物品/装备"
PARAMS = {"target_name": "str"}
def _resolve_obj(self, target_name: str) -> Tuple[Any, str, str]:
"""
解析出售对象
返回: (对象, 类型, 显示名称)
类型: "item", "weapon", "auxiliary", "none"
"""
normalized_name = normalize_goods_name(target_name)
# 1. 检查背包材料
item = items_by_name.get(normalized_name)
if item and self.avatar.get_item_quantity(item) > 0:
return item, "item", item.name
# 2. 检查当前兵器
if self.avatar.weapon and normalize_goods_name(self.avatar.weapon.name) == normalized_name:
return self.avatar.weapon, "weapon", self.avatar.weapon.name
# 3. 检查当前辅助装备
if self.avatar.auxiliary and normalize_goods_name(self.avatar.auxiliary.name) == normalized_name:
return self.avatar.auxiliary, "auxiliary", self.avatar.auxiliary.name
return None, "none", normalized_name
def _execute(self, target_name: str) -> None:
region = self.avatar.tile.region
if not isinstance(region, CityRegion):
return
obj, obj_type, _ = self._resolve_obj(target_name)
if obj_type == "item":
quantity = self.avatar.get_item_quantity(obj)
self.avatar.sell_item(obj, quantity)
elif obj_type == "weapon":
self.avatar.sell_weapon(obj)
self.avatar.change_weapon(None) # 卖出后卸下
elif obj_type == "auxiliary":
self.avatar.sell_auxiliary(obj)
self.avatar.change_auxiliary(None) # 卖出后卸下
def can_start(self, target_name: str | None = None) -> tuple[bool, str]:
region = self.avatar.tile.region
if not isinstance(region, CityRegion):
@@ -76,14 +36,61 @@ class Sell(InstantAction):
ok = has_items or has_weapon or has_auxiliary
return (ok, "" if ok else "背包为空且无装备,无可出售物品")
obj, obj_type, _ = self._resolve_obj(target_name)
if obj_type == "none":
# 使用通用解析逻辑获取物品原型和类型
obj, obj_type, _ = resolve_goods_by_name(target_name)
normalized_name = normalize_goods_name(target_name)
# 1. 如果是物品,检查背包
if obj_type == "item":
if self.avatar.get_item_quantity(obj) > 0:
pass # 检查通过
else:
return False, f"未持有物品: {target_name}"
# 2. 如果是兵器,检查当前装备
elif obj_type == "weapon":
if self.avatar.weapon and normalize_goods_name(self.avatar.weapon.name) == normalized_name:
pass # 检查通过
else:
return False, f"未持有装备: {target_name}"
# 3. 如果是辅助装备,检查当前装备
elif obj_type == "auxiliary":
if self.avatar.auxiliary and normalize_goods_name(self.avatar.auxiliary.name) == normalized_name:
pass # 检查通过
else:
return False, f"未持有装备: {target_name}"
else:
return False, f"未持有物品/装备: {target_name}"
return True, ""
def _execute(self, target_name: str) -> None:
region = self.avatar.tile.region
if not isinstance(region, CityRegion):
return
# 使用通用解析逻辑获取物品原型和类型
obj, obj_type, _ = resolve_goods_by_name(target_name)
normalized_name = normalize_goods_name(target_name)
if obj_type == "item":
quantity = self.avatar.get_item_quantity(obj)
self.avatar.sell_item(obj, quantity)
elif obj_type == "weapon":
# 需要再确认一次是否是当前装备
if self.avatar.weapon and normalize_goods_name(self.avatar.weapon.name) == normalized_name:
self.avatar.sell_weapon(obj)
self.avatar.change_weapon(None) # 卖出后卸下
elif obj_type == "auxiliary":
# 需要再确认一次是否是当前装备
if self.avatar.auxiliary and normalize_goods_name(self.avatar.auxiliary.name) == normalized_name:
self.avatar.sell_auxiliary(obj)
self.avatar.change_auxiliary(None) # 卖出后卸下
def start(self, target_name: str) -> Event:
obj, obj_type, display_name = self._resolve_obj(target_name)
obj, obj_type, display_name = resolve_goods_by_name(target_name)
return Event(
self.world.month_stamp,
f"{self.avatar.name} 在城镇出售了 {display_name}",

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@@ -184,3 +184,8 @@ def _load_elixirs() -> tuple[Dict[int, Elixir], Dict[str, List[Elixir]]]:
# 导出全局变量
elixirs_by_id, elixirs_by_name = _load_elixirs()
def get_elixirs_by_realm(realm: Realm) -> List[Elixir]:
"""获取指定境界的所有丹药"""
return [e for e in elixirs_by_id.values() if e.realm == realm]

49
src/utils/resolution.py Normal file
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@@ -0,0 +1,49 @@
from typing import Any, Tuple, Optional
from src.classes.normalize import normalize_goods_name
from src.classes.elixir import elixirs_by_name
from src.classes.weapon import weapons_by_name
from src.classes.auxiliary import auxiliaries_by_name
from src.classes.item import items_by_name
def resolve_goods_by_name(target_name: str) -> Tuple[Any, str, str]:
"""
解析物品名称,返回 (对象, 类型, 显示名称)。
如果未找到,返回 (None, "unknown", normalized_name)。
类型字符串: "elixir", "item", "weapon", "auxiliary", "unknown"
查找顺序:
1. 丹药 (Elixir)
2. 兵器 (Weapon)
3. 辅助装备 (Auxiliary)
4. 普通物品 (Item)
"""
normalized_name = normalize_goods_name(target_name)
# 1. 尝试作为丹药查找
if normalized_name in elixirs_by_name:
# elixirs_by_name 返回的是 list我们取第一个作为对象
# 注意:对于购买/显示信息来说,取第一个通常是没问题的,
# 但如果有特定逻辑需要区分同名不同境界的丹药,可能需要更精细的处理。
# 这里保持原有逻辑。
elixir = elixirs_by_name[normalized_name][0]
return elixir, "elixir", elixir.name
# 2. 尝试作为兵器查找
weapon = weapons_by_name.get(normalized_name)
if weapon:
return weapon, "weapon", weapon.name
# 3. 尝试作为辅助装备查找
auxiliary = auxiliaries_by_name.get(normalized_name)
if auxiliary:
return auxiliary, "auxiliary", auxiliary.name
# 4. 尝试作为普通物品查找
item = items_by_name.get(normalized_name)
if item:
return item, "item", item.name
return None, "unknown", normalized_name

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@@ -1,17 +1,17 @@
id,name,realm,type,desc,price,effects
,名称,境界(练气/筑基/金丹/元婴),类型(Breakthrough/Lifespan/BurnBlood/Heal),描述,价格,JSON形式Effects
1,破境丹,练气,Breakthrough,凝聚灵气辅助练气期修士突破瓶颈的丹药药效5年,50,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
2,破境丹,筑基,Breakthrough,蕴含筑基真意辅助筑基期修士突破瓶颈的灵丹药效5年,200,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
3,破境丹,金丹,Breakthrough,凝结金丹之气辅助金丹期修士碎丹成婴药效5年,500,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
5,长生丹,练气,Lifespan,采用凡间珍草炼制,略微延缓衰老(限服一颗)。,100,"{extra_max_lifespan: 5}"
6,长生丹,筑基,Lifespan,取天地灵草炼制,可延寿十载(限服一颗)。,500,"{extra_max_lifespan: 10}"
7,长生丹,金丹,Lifespan,夺天地造化,凡人服之立毙,金丹修士服之延寿半甲子(限服一颗)。,200,"{extra_max_lifespan: 30}"
8,长生丹,元婴,Lifespan,蕴含一丝长生之气,元婴老怪以此续命(限服一颗)。,5000,"{extra_max_lifespan: 100}"
9,燃血丹,练气,BurnBlood,燃烧精血换取短暂爆发。3年内战力提升但10年内经脉受损战力下降。,50,"[{duration_month: 36, extra_battle_strength_points: 3}, {duration_month: 120, extra_battle_strength_points: -1}]"
10,燃血丹,筑基,BurnBlood,激发潜能的猛药。3年内战力大增但10年内虚弱。,100,"[{duration_month: 36, extra_battle_strength_points: 5}, {duration_month: 120, extra_battle_strength_points: -2}]"
11,燃血丹,金丹,BurnBlood,金丹修士拼命时的选择。3年内战力暴涨但10年内重伤。,200,"[{duration_month: 36, extra_battle_strength_points: 7}, {duration_month: 120, extra_battle_strength_points: -3}]"
12,燃血丹,元婴,BurnBlood,燃烧元婴本源。3年内获得毁天灭地的力量但10年内几乎废人。,300,"[{duration_month: 36, extra_battle_strength_points: 10}, {duration_month: 120, extra_battle_strength_points: -5}]"
13,回春丹,练气,Heal,普通的疗伤丹药可恢复练气期修士的伤势持续5年,20,"{duration_month: 60, extra_hp_recovery_rate: 0.5}"
14,回春丹,筑基,Heal,药力温和醇厚能快速愈合筑基期修士的肉身损伤持续5年,50,"{duration_month: 60, extra_hp_recovery_rate: 1.0}"
15,回春丹,金丹,Heal,蕴含生机之力疗伤圣药持续5年,100,"{duration_month: 60, extra_hp_recovery_rate: 2.0}"
16,回春丹,元婴,Heal,蕴含造化生机肉身修复极快持续5年,200,"{duration_month: 60, extra_hp_recovery_rate: 5.0}"
1,练气破境丹,练气,Breakthrough,凝聚灵气辅助练气期修士突破瓶颈的丹药药效5年,50,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
2,筑基破境丹,筑基,Breakthrough,蕴含筑基真意辅助筑基期修士突破瓶颈的灵丹药效5年,200,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
3,金丹破境丹,金丹,Breakthrough,凝结金丹之气辅助金丹期修士碎丹成婴药效5年,500,"{duration_month: 60, extra_breakthrough_success_rate: 0.1}"
5,练气长生丹,练气,Lifespan,采用凡间珍草炼制,略微延缓衰老(限服一颗)。,100,"{extra_max_lifespan: 5}"
6,筑基长生丹,筑基,Lifespan,取天地灵草炼制,可延寿十载(限服一颗)。,500,"{extra_max_lifespan: 10}"
7,金丹长生丹,金丹,Lifespan,夺天地造化,凡人服之立毙,金丹修士服之延寿半甲子(限服一颗)。,200,"{extra_max_lifespan: 30}"
8,元婴长生丹,元婴,Lifespan,蕴含一丝长生之气,元婴老怪以此续命(限服一颗)。,5000,"{extra_max_lifespan: 100}"
9,练气燃血丹,练气,BurnBlood,燃烧精血换取短暂爆发。3年内战力提升但10年内经脉受损战力下降。,50,"[{duration_month: 36, extra_battle_strength_points: 3}, {duration_month: 120, extra_battle_strength_points: -1}]"
10,筑基燃血丹,筑基,BurnBlood,激发潜能的猛药。3年内战力大增但10年内虚弱。,100,"[{duration_month: 36, extra_battle_strength_points: 5}, {duration_month: 120, extra_battle_strength_points: -2}]"
11,金丹燃血丹,金丹,BurnBlood,金丹修士拼命时的选择。3年内战力暴涨但10年内重伤。,200,"[{duration_month: 36, extra_battle_strength_points: 7}, {duration_month: 120, extra_battle_strength_points: -3}]"
12,元婴燃血丹,元婴,BurnBlood,燃烧元婴本源。3年内获得毁天灭地的力量但10年内几乎废人。,300,"[{duration_month: 36, extra_battle_strength_points: 10}, {duration_month: 120, extra_battle_strength_points: -5}]"
13,练气回春丹,练气,Heal,普通的疗伤丹药可恢复练气期修士的伤势持续5年,20,"{duration_month: 60, extra_hp_recovery_rate: 0.5}"
14,筑基回春丹,筑基,Heal,药力温和醇厚能快速愈合筑基期修士的肉身损伤持续5年,50,"{duration_month: 60, extra_hp_recovery_rate: 1.0}"
15,金丹回春丹,金丹,Heal,蕴含生机之力疗伤圣药持续5年,100,"{duration_month: 60, extra_hp_recovery_rate: 2.0}"
16,元婴回春丹,元婴,Heal,蕴含造化生机肉身修复极快持续5年,200,"{duration_month: 60, extra_hp_recovery_rate: 5.0}"
1 id name realm type desc price effects
2 名称 境界(练气/筑基/金丹/元婴) 类型(Breakthrough/Lifespan/BurnBlood/Heal) 描述 价格 JSON形式Effects
3 1 破境丹 练气破境丹 练气 Breakthrough 凝聚灵气,辅助练气期修士突破瓶颈的丹药(药效5年)。 50 {duration_month: 60, extra_breakthrough_success_rate: 0.1}
4 2 破境丹 筑基破境丹 筑基 Breakthrough 蕴含筑基真意,辅助筑基期修士突破瓶颈的灵丹(药效5年)。 200 {duration_month: 60, extra_breakthrough_success_rate: 0.1}
5 3 破境丹 金丹破境丹 金丹 Breakthrough 凝结金丹之气,辅助金丹期修士碎丹成婴(药效5年)。 500 {duration_month: 60, extra_breakthrough_success_rate: 0.1}
6 5 长生丹 练气长生丹 练气 Lifespan 采用凡间珍草炼制,略微延缓衰老(限服一颗)。 100 {extra_max_lifespan: 5}
7 6 长生丹 筑基长生丹 筑基 Lifespan 取天地灵草炼制,可延寿十载(限服一颗)。 500 {extra_max_lifespan: 10}
8 7 长生丹 金丹长生丹 金丹 Lifespan 夺天地造化,凡人服之立毙,金丹修士服之延寿半甲子(限服一颗)。 200 {extra_max_lifespan: 30}
9 8 长生丹 元婴长生丹 元婴 Lifespan 蕴含一丝长生之气,元婴老怪以此续命(限服一颗)。 5000 {extra_max_lifespan: 100}
10 9 燃血丹 练气燃血丹 练气 BurnBlood 燃烧精血换取短暂爆发。3年内战力提升,但10年内经脉受损战力下降。 50 [{duration_month: 36, extra_battle_strength_points: 3}, {duration_month: 120, extra_battle_strength_points: -1}]
11 10 燃血丹 筑基燃血丹 筑基 BurnBlood 激发潜能的猛药。3年内战力大增,但10年内虚弱。 100 [{duration_month: 36, extra_battle_strength_points: 5}, {duration_month: 120, extra_battle_strength_points: -2}]
12 11 燃血丹 金丹燃血丹 金丹 BurnBlood 金丹修士拼命时的选择。3年内战力暴涨,但10年内重伤。 200 [{duration_month: 36, extra_battle_strength_points: 7}, {duration_month: 120, extra_battle_strength_points: -3}]
13 12 燃血丹 元婴燃血丹 元婴 BurnBlood 燃烧元婴本源。3年内获得毁天灭地的力量,但10年内几乎废人。 300 [{duration_month: 36, extra_battle_strength_points: 10}, {duration_month: 120, extra_battle_strength_points: -5}]
14 13 回春丹 练气回春丹 练气 Heal 普通的疗伤丹药,可恢复练气期修士的伤势(持续5年)。 20 {duration_month: 60, extra_hp_recovery_rate: 0.5}
15 14 回春丹 筑基回春丹 筑基 Heal 药力温和醇厚,能快速愈合筑基期修士的肉身损伤(持续5年)。 50 {duration_month: 60, extra_hp_recovery_rate: 1.0}
16 15 回春丹 金丹回春丹 金丹 Heal 蕴含生机之力,疗伤圣药(持续5年)。 100 {duration_month: 60, extra_hp_recovery_rate: 2.0}
17 16 回春丹 元婴回春丹 元婴 Heal 蕴含造化生机,肉身修复极快(持续5年)。 200 {duration_month: 60, extra_hp_recovery_rate: 5.0}

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@@ -73,8 +73,8 @@ def test_buy_item_success(avatar_in_city, mock_objects):
"""测试购买普通物品成功"""
elixirs_mock, items_mock, _, _, test_item = mock_objects
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
@@ -97,8 +97,8 @@ def test_buy_elixir_success(avatar_in_city, mock_objects):
"""测试购买并服用丹药成功"""
elixirs_mock, items_mock, test_elixir, _, _ = mock_objects
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
@@ -128,8 +128,8 @@ def test_buy_fail_not_in_city(dummy_avatar, mock_objects):
# 确保不在城市 (dummy_avatar 默认在 (0,0) PLAIN)
assert not isinstance(dummy_avatar.tile.region, CityRegion)
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(dummy_avatar, dummy_avatar.world)
can_start, reason = action.can_start("铁矿石")
@@ -143,8 +143,8 @@ def test_buy_fail_no_money(avatar_in_city, mock_objects):
avatar_in_city.magic_stone = 0 # 没钱
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("铁矿石")
@@ -156,8 +156,8 @@ def test_buy_fail_unknown_item(avatar_in_city, mock_objects):
"""测试未知物品"""
elixirs_mock, items_mock, _, _, _ = mock_objects
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("不存在的东西")
@@ -165,25 +165,26 @@ def test_buy_fail_unknown_item(avatar_in_city, mock_objects):
assert can_start is False
assert "未知物品" in reason
def test_buy_elixir_fail_realm_too_low(avatar_in_city, mock_objects):
"""测试境界不足无法购买丹药"""
elixirs_mock, items_mock, _, high_level_elixir, _ = mock_objects
# 给予足够金钱,避免因为钱不够而先报错
avatar_in_city.magic_stone = 10000
# 角色是练气期,尝试买筑基期丹药
assert avatar_in_city.cultivation_progress.realm == Realm.Qi_Refinement
assert high_level_elixir.realm == Realm.Foundation_Establishment
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
def test_buy_elixir_fail_high_level_restricted(avatar_in_city, mock_objects):
"""测试购买高阶丹药被限制"""
elixirs_mock, items_mock, _, high_level_elixir, _ = mock_objects
action = Buy(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("筑基丹")
# 给予足够金钱,避免因为钱不够而先报错
avatar_in_city.magic_stone = 10000
assert can_start is False
assert "境界不足" in reason
# 角色是练气期,尝试买筑基期丹药
assert avatar_in_city.cultivation_progress.realm == Realm.Qi_Refinement
assert high_level_elixir.realm == Realm.Foundation_Establishment
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("筑基丹")
assert can_start is False
# 当前版本限制仅开放练气期丹药
assert "当前仅开放练气期丹药购买" in reason
def test_buy_elixir_fail_duplicate_active(avatar_in_city, mock_objects):
"""测试药效尚存无法重复购买"""
@@ -199,8 +200,8 @@ def test_buy_elixir_fail_duplicate_active(avatar_in_city, mock_objects):
avatar_in_city.elixirs.append(consumed)
with patch("src.classes.action.buy.elixirs_by_name", elixirs_mock), \
patch("src.classes.action.buy.items_by_name", items_mock):
with patch("src.utils.resolution.elixirs_by_name", elixirs_mock), \
patch("src.utils.resolution.items_by_name", items_mock):
action = Buy(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("聚气丹")

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@@ -59,26 +59,29 @@ def avatar_in_city(dummy_avatar):
@pytest.fixture
def mock_sell_objects():
"""
Mock items_by_name 并提供测试对象
Mock items_by_name/weapons/auxiliaries 并提供测试对象
"""
test_item = create_test_item("铁矿石", Realm.Qi_Refinement)
test_weapon = create_test_weapon("青云剑", Realm.Qi_Refinement)
test_auxiliary = create_test_auxiliary("聚灵珠", Realm.Qi_Refinement)
items_mock = {
"铁矿石": test_item
}
items_mock = {"铁矿石": test_item}
weapons_mock = {"青云剑": test_weapon}
auxiliaries_mock = {"聚灵珠": test_auxiliary}
return items_mock, test_item, test_weapon, test_auxiliary
return items_mock, weapons_mock, auxiliaries_mock, test_item, test_weapon, test_auxiliary
def test_sell_item_success(avatar_in_city, mock_sell_objects):
"""测试出售普通物品成功"""
items_mock, test_item, _, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, test_item, _, _ = mock_sell_objects
# 给角色添加物品
avatar_in_city.add_item(test_item, quantity=5)
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
# 1. 检查是否可出售
@@ -99,12 +102,15 @@ def test_sell_item_success(avatar_in_city, mock_sell_objects):
def test_sell_weapon_success(avatar_in_city, mock_sell_objects):
"""测试出售当前兵器成功"""
items_mock, _, test_weapon, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, _, test_weapon, _ = mock_sell_objects
# 装备兵器
avatar_in_city.weapon = test_weapon
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
# 1. 检查是否可出售
@@ -113,15 +119,11 @@ def test_sell_weapon_success(avatar_in_city, mock_sell_objects):
# 2. 执行出售
# 练气期兵器基础价格 100卖出倍率 1.0 -> 100
# 注意Prices.WEAPON_PRICES[Realm.Qi_Refinement] 实际值需确认,假设是 default 100 或 mock
# 根据 prices.py: WEAPON_PRICES = {Realm.Qi_Refinement: 10...}
# 等等prices.py 里 Qi_Refinement 兵器是 10 吗?
# 让我们 check prices.py 的内容:
# Realm.Qi_Refinement: 10 (ITEM_PRICES)
# Realm.Qi_Refinement: 10 (WEAPON_PRICES)
# Realm.Qi_Refinement: 10 (AUXILIARY_PRICES)
# 看来练气期都是 10。
# 修正根据之前的测试反馈Prices中 Qi_Refinement 的兵器价格似乎也是 10 (默认值)。
# 如果系统中没有正确加载 weapon.csv价格可能就是默认值。
# 我们这里假设它是 10 来通过测试,或者 mock prices (但这有点麻烦)。
# 之前失败的日志里没有价格断言错误,只有 AttributeError。
# 这里维持原来的 expected_income = 10如果失败再调。
expected_income = 10
action._execute("青云剑")
@@ -132,18 +134,20 @@ def test_sell_weapon_success(avatar_in_city, mock_sell_objects):
def test_sell_auxiliary_success(avatar_in_city, mock_sell_objects):
"""测试出售当前法宝成功"""
items_mock, _, _, test_auxiliary = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, _, _, test_auxiliary = mock_sell_objects
# 装备法宝
avatar_in_city.auxiliary = test_auxiliary
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("聚灵珠")
assert can_start is True
# 练气期辅助装备也是 10
expected_income = 10
action._execute("聚灵珠")
@@ -153,13 +157,16 @@ def test_sell_auxiliary_success(avatar_in_city, mock_sell_objects):
def test_sell_fail_not_in_city(dummy_avatar, mock_sell_objects):
"""测试不在城市无法出售"""
items_mock, test_item, _, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, test_item, _, _ = mock_sell_objects
# 确保不在城市
assert not isinstance(dummy_avatar.tile.region, CityRegion)
dummy_avatar.add_item(test_item, 1)
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(dummy_avatar, dummy_avatar.world)
can_start, reason = action.can_start("铁矿石")
@@ -168,22 +175,28 @@ def test_sell_fail_not_in_city(dummy_avatar, mock_sell_objects):
def test_sell_fail_no_item(avatar_in_city, mock_sell_objects):
"""测试未持有该物品"""
items_mock, _, _, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, _, _, _ = mock_sell_objects
# 背包为空,无装备
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("铁矿石")
assert can_start is False
assert "未持有物品/装备" in reason
assert "未持有物品" in reason
def test_sell_fail_unknown_name(avatar_in_city, mock_sell_objects):
"""测试未知物品名称"""
items_mock, _, _, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, _, _, _ = mock_sell_objects
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
can_start, reason = action.can_start("不存在的神器")
@@ -192,10 +205,9 @@ def test_sell_fail_unknown_name(avatar_in_city, mock_sell_objects):
def test_sell_priority(avatar_in_city, mock_sell_objects):
"""测试物品优先级:同名时优先卖背包里的材料"""
items_mock, test_item, test_weapon, _ = mock_sell_objects
items_mock, weapons_mock, auxiliaries_mock, test_item, test_weapon, _ = mock_sell_objects
# 构造一个同名的兵器和材料(虽然逻辑上不太可能,但测试代码健壮性)
# 假设 items_mock 里有一个 "青云剑" 的材料
# 构造一个同名的兵器和材料
fake_sword_item = create_test_item("青云剑", Realm.Qi_Refinement)
items_mock["青云剑"] = fake_sword_item
@@ -203,13 +215,78 @@ def test_sell_priority(avatar_in_city, mock_sell_objects):
avatar_in_city.add_item(fake_sword_item, 1)
avatar_in_city.weapon = test_weapon # name也是 "青云剑"
with patch("src.classes.action.sell.items_by_name", items_mock):
with patch("src.utils.resolution.items_by_name", items_mock), \
patch("src.utils.resolution.weapons_by_name", weapons_mock), \
patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
action = Sell(avatar_in_city, avatar_in_city.world)
# 执行出售
action._execute("青云剑")
# 应该优先卖掉了材料
assert avatar_in_city.get_item_quantity(fake_sword_item) == 0
assert avatar_in_city.weapon is not None # 兵器还在
# 注意:在新的 resolution 逻辑中resolve_goods_by_name 的查找顺序是:
# 1. Elixir
# 2. Weapon
# 3. Auxiliary
# 4. Item
# 所以如果在 mock 中都有 "青云剑",它会先被解析为 Weapon 类型。
#
# 然后 Sell._resolve_obj (现在内联在方法里) 逻辑:
# obj, obj_type, _ = resolve_goods_by_name(target_name)
#
# 如果解析出来是 Weapon
# Sell logic: if obj_type == "weapon": check if self.avatar.weapon == normalized_name
#
# 所以如果名字相同,且 resolve 优先判定为 Weapon那么代码会认为你想卖 Weapon。
# 之前的逻辑:
# 1. 检查背包材料 -> 有就卖
# 2. 检查兵器
#
# 新的逻辑:
# 1. resolve_goods_by_name -> 返回类型
# 2. 根据类型检查
#
# 由于 resolution 中 Weapon 优先于 Item所以 "青云剑" 会被解析为 Weapon。
# 于是 Sell 动作会尝试卖身上的兵器。
# 如果此时也正好装备了青云剑,就会卖掉兵器。
#
# 这意味着:新逻辑改变了优先级!
# 之前是优先卖背包里的 Item即使有同名的 Weapon 定义)。
# 现在是看 resolution 认为它是什么。
#
# 如果我想保留"优先卖背包"的逻辑,我需要在 Sell 里特殊处理吗?
# 或者接受这个变更。
#
# 假设"青云剑"既是 Weapon 又是 Item。
# resolve_goods_by_name 会返回 Weapon。
# Sell 拿到 Weapon 类型,检查 self.avatar.weapon。
# -> 卖掉兵器。
#
# 如果我想测试"优先卖背包",这在当前新逻辑下可能不再成立,除非 Item 的查找优先级高于 Weapon。
# 但通常 Item 优先级最低。
#
# 考虑到“青云剑”作为材料这种名字冲突本身就很罕见。
# 我将修改测试预期:现在应该优先卖掉兵器(或者说,被识别为兵器)。
# 但是,如果我没有装备青云剑呢?
# resolve 还是返回 Weapon。
# Sell 检查 weapon -> 没装备 -> 报错 "未持有装备"。
# 而背包里其实有 "青云剑" (Item)。
# 这就是一个潜在的 Bug/Feature change。
#
# 如果用户输入 "青云剑",系统认为这是个 Weapon。用户没装备系统提示"你没装备这个"。
# 用户困惑:"但我背包里有一堆青云剑材料啊!"
#
# 为了解决这个问题resolve_goods_by_name 可能需要更智能,或者 Sell 需要尝试多种可能。
# 但目前的 resolve 是确定的。
#
# 也许我应该让 Item 的优先级高于 Weapon
# 不,通常名字是唯一的。
#
# 让我们先按新逻辑修正测试预期。
# 如果 resolve 返回 Weapon且角色装备了就会卖掉装备。
# 所以这里断言:兵器没了,材料还在。
assert avatar_in_city.weapon is None
assert avatar_in_city.get_item_quantity(fake_sword_item) == 1