refactor tribulation
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@@ -6,28 +6,16 @@ from src.classes.action.cooldown import cooldown_action
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from src.classes.event import Event
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from src.classes.cultivation import Realm
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from src.classes.story_teller import StoryTeller
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from src.classes.relation import Relation
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from src.classes.tribulation import TribulationSelector
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from src.classes.hp_and_mp import HP_MAX_BY_REALM, MP_MAX_BY_REALM
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from src.classes.effect import _merge_effects
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# —— 配置:哪些“出发境界”会生成突破小故事(global var)——
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# —— 配置:哪些"出发境界"会生成突破小故事(global var)——
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ALLOW_STORY_FROM_REALMS: list[Realm] = [
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Realm.Foundation_Establishment, # 筑基
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Realm.Core_Formation, # 金丹
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]
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# 故事提示词(global var)
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STORY_PROMPT_BASE = "以古风、凝练、不炫技的笔触,描绘修士历经{calamity}劫时的心境与取舍,篇幅60~120字。"
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# 劫难说明(global var)
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CALAMITY_DESCRIPTIONS: dict[str, str] = {
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"心魔": "心念起伏,自我否定与执念缠斗,外寂而内喧。",
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"雷劫": "天威如潮,电光凝成纹理,压迫骨血与神识。",
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"肉身": "筋骨皮膜重塑,真气磨砺经脉,疼痛与新生并至。",
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"寻仇": "仇人旧怨不散,刀光在心底回响,一念之差改写因果。",
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"情劫": "柔情即刃,难舍难分,念头被拉回人间烟火。",
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}
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from src.classes.hp_and_mp import HP_MAX_BY_REALM, MP_MAX_BY_REALM
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from src.classes.effect import _merge_effects
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@cooldown_action
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class Breakthrough(TimedAction):
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@@ -120,8 +108,8 @@ class Breakthrough(TimedAction):
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# 仅基于出发境界判断是否生成故事
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self._gen_story = old_realm in ALLOW_STORY_FROM_REALMS
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if self._gen_story:
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self._calamity = self._choose_calamity()
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self._calamity_other = self._choose_related_avatar(self._calamity)
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self._calamity = TribulationSelector.choose_tribulation(self.avatar)
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self._calamity_other = TribulationSelector.choose_related_avatar(self.avatar, self._calamity)
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else:
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self._calamity = None
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self._calamity_other = None
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@@ -152,31 +140,9 @@ class Breakthrough(TimedAction):
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if True:
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# 故事参与者:本体 +(可选)相关角色
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desc = CALAMITY_DESCRIPTIONS.get(str(calamity), "")
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prompt = (STORY_PROMPT_BASE.format(calamity=str(calamity)) + (" " + desc if desc else "")).strip()
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prompt = TribulationSelector.get_story_prompt(str(calamity))
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story = StoryTeller.tell_from_actors(core_text, ("突破成功" if result_ok else "突破失败"), self.avatar, getattr(self, "_calamity_other", None), prompt=prompt)
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events.append(Event(self.world.month_stamp, story, related_avatars=rel_ids))
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return events
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# ——— 内部:劫难选择与关联角色 ———
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def _choose_calamity(self) -> str:
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base = ["心魔", "雷劫", "肉身"]
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rels = getattr(self.avatar, "relations", {})
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has_enemy = any(rel is Relation.ENEMY for rel in rels.values())
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has_lover = any(rel is Relation.LOVERS for rel in rels.values())
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if has_enemy:
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base.append("寻仇")
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if has_lover:
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base.append("情劫")
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return random.choice(base)
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def _choose_related_avatar(self, calamity: str):
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if calamity not in ("寻仇", "情劫"):
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return None
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target_rel = Relation.ENEMY if calamity == "寻仇" else Relation.LOVERS
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candidates = [other for other, rel in self.avatar.relations.items() if rel is target_rel]
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if not candidates:
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return None
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return random.choice(candidates)
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