feat: data reload system
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@@ -68,16 +68,16 @@ class Auxiliary(Item):
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}
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def _load_auxiliaries() -> tuple[Dict[int, Auxiliary], Dict[str, Auxiliary]]:
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def _load_auxiliaries_data() -> tuple[Dict[int, Auxiliary], Dict[str, Auxiliary]]:
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"""从配表加载 auxiliary 数据。
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返回:(按ID、按名称 的映射)。
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返回:新的 (按ID、按名称 的映射)。
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"""
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auxiliaries_by_id: Dict[int, Auxiliary] = {}
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auxiliaries_by_name: Dict[str, Auxiliary] = {}
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new_by_id: Dict[int, Auxiliary] = {}
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new_by_name: Dict[str, Auxiliary] = {}
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df = game_configs.get("auxiliary")
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if df is None:
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return auxiliaries_by_id, auxiliaries_by_name
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return new_by_id, new_by_name
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for row in df:
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effects = load_effect_from_str(get_str(row, "effects"))
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@@ -100,17 +100,31 @@ def _load_auxiliaries() -> tuple[Dict[int, Auxiliary], Dict[str, Auxiliary]]:
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effect_desc=effect_desc,
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)
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auxiliaries_by_id[a.id] = a
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auxiliaries_by_name[a.name] = a
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new_by_id[a.id] = a
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new_by_name[a.name] = a
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# 注册到全局注册表
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from src.classes.item_registry import ItemRegistry
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ItemRegistry.register(a.id, a)
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return auxiliaries_by_id, auxiliaries_by_name
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return new_by_id, new_by_name
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# 全局容器
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auxiliaries_by_id: Dict[int, Auxiliary] = {}
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auxiliaries_by_name: Dict[str, Auxiliary] = {}
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auxiliaries_by_id, auxiliaries_by_name = _load_auxiliaries()
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def reload():
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"""重新加载数据,保留全局字典引用"""
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new_id, new_name = _load_auxiliaries_data()
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auxiliaries_by_id.clear()
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auxiliaries_by_id.update(new_id)
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auxiliaries_by_name.clear()
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auxiliaries_by_name.update(new_name)
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# 模块初始化时执行一次
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reload()
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def get_random_auxiliary_by_realm(realm: Realm) -> Optional[Auxiliary]:
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@@ -22,3 +22,8 @@ class ItemRegistry:
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@classmethod
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def get_all(cls) -> Dict[int, "Item"]:
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return cls._items_by_id
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@classmethod
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def reset(cls):
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"""重置注册表,清空所有注册的物品"""
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cls._items_by_id.clear()
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@@ -166,10 +166,12 @@ def _split_names(value: object) -> list[str]:
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return parts
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def _load_sects() -> tuple[dict[int, Sect], dict[str, Sect]]:
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"""从配表加载 sect 数据"""
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sects_by_id: dict[int, Sect] = {}
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sects_by_name: dict[str, Sect] = {}
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def _load_sects_data() -> tuple[dict[int, Sect], dict[str, Sect]]:
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"""从配表加载 sect 数据
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返回:新的 (sects_by_id, sects_by_name)
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"""
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new_by_id: dict[int, Sect] = {}
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new_by_name: dict[str, Sect] = {}
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df = game_configs["sect"]
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# 读取宗门驻地映射(优先从 sect_region.csv 获取驻地地名/描述)
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@@ -256,14 +258,27 @@ def _load_sects() -> tuple[dict[int, Sect], dict[str, Sect]]:
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effect_desc=effect_desc,
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rank_names=rank_names_map,
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)
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sects_by_id[sect.id] = sect
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sects_by_name[sect.name] = sect
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new_by_id[sect.id] = sect
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new_by_name[sect.name] = sect
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return sects_by_id, sects_by_name
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return new_by_id, new_by_name
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# 全局容器(保持引用不变)
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sects_by_id: dict[int, Sect] = {}
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sects_by_name: dict[str, Sect] = {}
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# 导出:从配表加载 sect 数据
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sects_by_id, sects_by_name = _load_sects()
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def reload():
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"""重新加载数据,保留全局字典引用"""
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new_id, new_name = _load_sects_data()
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sects_by_id.clear()
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sects_by_id.update(new_id)
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sects_by_name.clear()
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sects_by_name.update(new_name)
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# 模块初始化时执行一次
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reload()
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def get_sect_info_with_rank(avatar: "Avatar", detailed: bool = False) -> str:
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@@ -114,9 +114,12 @@ SUPPRESSION: dict[TechniqueAttribute, set[TechniqueAttribute]] = {
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}
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def loads() -> tuple[dict[int, Technique], dict[str, Technique]]:
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techniques_by_id: dict[int, Technique] = {}
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techniques_by_name: dict[str, Technique] = {}
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def _load_techniques_data() -> tuple[dict[int, Technique], dict[str, Technique]]:
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"""从配表加载 technique 数据
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返回:新的 (techniques_by_id, techniques_by_name)
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"""
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new_by_id: dict[int, Technique] = {}
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new_by_name: dict[str, Technique] = {}
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df = game_configs["technique"]
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for row in df:
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attr = TechniqueAttribute(get_str(row, "technique_root"))
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@@ -144,12 +147,27 @@ def loads() -> tuple[dict[int, Technique], dict[str, Technique]]:
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effects=effects,
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effect_desc=effect_desc,
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)
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techniques_by_id[t.id] = t
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techniques_by_name[t.name] = t
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return techniques_by_id, techniques_by_name
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new_by_id[t.id] = t
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new_by_name[t.name] = t
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return new_by_id, new_by_name
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techniques_by_id, techniques_by_name = loads()
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# 全局容器(保持引用不变)
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techniques_by_id: dict[int, Technique] = {}
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techniques_by_name: dict[str, Technique] = {}
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def reload():
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"""重新加载数据,保留全局字典引用"""
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new_id, new_name = _load_techniques_data()
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techniques_by_id.clear()
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techniques_by_id.update(new_id)
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techniques_by_name.clear()
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techniques_by_name.update(new_name)
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# 模块初始化时执行一次
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reload()
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def is_attribute_compatible_with_root(attr: TechniqueAttribute, root: Root) -> bool:
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@@ -61,16 +61,16 @@ class Weapon(Item):
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}
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def _load_weapons() -> tuple[Dict[int, Weapon], Dict[str, Weapon]]:
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def _load_weapons_data() -> tuple[Dict[int, Weapon], Dict[str, Weapon]]:
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"""从配表加载 weapon 数据。
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返回:(按ID、按名称 的映射)。
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返回:新的 (按ID、按名称 的映射)。
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"""
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weapons_by_id: Dict[int, Weapon] = {}
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weapons_by_name: Dict[str, Weapon] = {}
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new_by_id: Dict[int, Weapon] = {}
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new_by_name: Dict[str, Weapon] = {}
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df = game_configs.get("weapon")
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if df is None:
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return weapons_by_id, weapons_by_name
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return new_by_id, new_by_name
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for row in df:
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effects = load_effect_from_str(get_str(row, "effects"))
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@@ -105,17 +105,31 @@ def _load_weapons() -> tuple[Dict[int, Weapon], Dict[str, Weapon]]:
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effect_desc=effect_desc,
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)
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weapons_by_id[w.id] = w
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weapons_by_name[w.name] = w
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new_by_id[w.id] = w
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new_by_name[w.name] = w
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# 注册到全局注册表
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# 注册到全局注册表 (注意:ItemRegistry 在外部 reset 之后,这里会重新注册)
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from src.classes.item_registry import ItemRegistry
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ItemRegistry.register(w.id, w)
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return weapons_by_id, weapons_by_name
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return new_by_id, new_by_name
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# 全局容器
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weapons_by_id: Dict[int, Weapon] = {}
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weapons_by_name: Dict[str, Weapon] = {}
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weapons_by_id, weapons_by_name = _load_weapons()
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def reload():
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"""重新加载数据,保留全局字典引用"""
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new_id, new_name = _load_weapons_data()
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weapons_by_id.clear()
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weapons_by_id.update(new_id)
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weapons_by_name.clear()
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weapons_by_name.update(new_name)
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# 模块初始化时执行一次
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reload()
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def get_random_weapon_by_realm(realm: Realm, weapon_type: Optional[WeaponType] = None) -> Optional[Weapon]:
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26
src/run/data_loader.py
Normal file
26
src/run/data_loader.py
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@@ -0,0 +1,26 @@
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from src.classes.sect import reload as reload_sects
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from src.classes.technique import reload as reload_techniques
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from src.classes.weapon import reload as reload_weapons
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from src.classes.auxiliary import reload as reload_auxiliaries
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from src.classes.item_registry import ItemRegistry
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from src.run.log import get_logger
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def reload_all_static_data():
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"""
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重置所有游戏静态数据到初始状态。
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必须在每次 init_game 之前调用。
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"""
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logger = get_logger().logger
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logger.info("[DataLoader] 开始重置静态游戏数据...")
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# 1. 清空物品注册表
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ItemRegistry.reset()
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# 2. 重新加载各模块数据
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# 注意顺序:有些模块可能依赖其他模块(如功法可能依赖宗门ID,虽通常只有弱引用)
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reload_sects()
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reload_techniques()
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reload_weapons()
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reload_auxiliaries()
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logger.info("[DataLoader] 静态数据重置完成,环境已净化。")
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@@ -43,6 +43,7 @@ import random
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from omegaconf import OmegaConf
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from src.utils.llm.client import test_connectivity
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from src.utils.llm.config import LLMConfig, LLMMode
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from src.run.data_loader import reload_all_static_data
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# 全局游戏实例
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game_instance = {
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@@ -315,6 +316,11 @@ async def init_game_async():
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try:
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# 阶段 0: 资源扫描
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update_init_progress(0, "scanning_assets")
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# === 重置所有静态数据,清除历史修改污染 ===
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print("正在重置世界规则数据...")
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reload_all_static_data()
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await asyncio.to_thread(scan_avatar_assets)
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# 阶段 1: 地图加载
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