from dataclasses import dataclass, field from typing import Union, TypeVar, Type, Optional from enum import Enum from abc import ABC, abstractmethod from src.utils.df import game_configs, get_str, get_int, get_list_int from src.utils.config import CONFIG from src.classes.essence import EssenceType, Essence from src.classes.animal import Animal, animals_by_id from src.classes.plant import Plant, plants_by_id from src.classes.sect import sects_by_name def get_tiles_from_shape(shape: 'Shape', north_west_cor: str, south_east_cor: str) -> list[tuple[int, int]]: """ 根据形状和两个角点坐标,计算出对应的所有坐标点 Args: shape: 区域形状 north_west_cor: 西北角坐标,格式: "x,y" south_east_cor: 东南角坐标,格式: "x,y" Returns: 所有坐标点的列表 """ nw_coords = tuple(map(int, north_west_cor.split(','))) se_coords = tuple(map(int, south_east_cor.split(','))) min_x, min_y = nw_coords max_x, max_y = se_coords coordinates = [] if shape == Shape.SQUARE or shape == Shape.RECTANGLE: # 正方形和长方形:填充整个矩形区域 for x in range(min_x, max_x + 1): for y in range(min_y, max_y + 1): coordinates.append((x, y)) elif shape == Shape.MEANDERING: # 蜿蜒形状(如河流):创建一条从西北到东南的蜿蜒路径 # 计算河流的宽度(根据距离动态调整) distance_x = max_x - min_x distance_y = max_y - min_y total_distance = max(distance_x, distance_y) # 河流宽度:距离越长,河流越宽 if total_distance < 10: width = 1 elif total_distance < 30: width = 2 else: width = 3 # 生成中心路径点 path_points = [] if distance_x >= distance_y: # 主要沿X轴方向流动 for x in range(min_x, max_x + 1): # 计算对应的y坐标,添加一些蜿蜒效果 progress = (x - min_x) / max(distance_x, 1) base_y = min_y + int(progress * distance_y) # 添加蜿蜒效果:使用简单的正弦波 import math wave_amplitude = min(3, distance_y // 4) if distance_y > 0 else 0 wave_y = int(wave_amplitude * math.sin(progress * math.pi * 2)) y = max(min_y, min(max_y, base_y + wave_y)) path_points.append((x, y)) else: # 主要沿Y轴方向流动 for y in range(min_y, max_y + 1): progress = (y - min_y) / max(distance_y, 1) base_x = min_x + int(progress * distance_x) # 添加蜿蜒效果 import math wave_amplitude = min(3, distance_x // 4) if distance_x > 0 else 0 wave_x = int(wave_amplitude * math.sin(progress * math.pi * 2)) x = max(min_x, min(max_x, base_x + wave_x)) path_points.append((x, y)) # 为每个路径点添加宽度 for px, py in path_points: for dx in range(-width//2, width//2 + 1): for dy in range(-width//2, width//2 + 1): nx, ny = px + dx, py + dy # 确保在边界内 if min_x <= nx <= max_x and min_y <= ny <= max_y: coordinates.append((nx, ny)) # 去重并排序 return sorted(list(set(coordinates))) @dataclass class Region(ABC): """ 区域抽象基类 理想中,一些地块应当在一起组成一个区域。 比如,某山;某湖、江、海;某森林;某平原;某城市; 一些分布,比如物产,按照Region来分布。 再比如,灵气,应当也是按照region分布的。 默认,一个region内部的属性,是共通的。 同时,NPC应当对Region有观测和认知。 """ id: int name: str desc: str shape: 'Shape' north_west_cor: str # 西北角坐标,格式: "x,y" south_east_cor: str # 东南角坐标,格式: "x,y" # 这些字段将在__post_init__中设置 cors: list[tuple[int, int]] = field(init=False) # 存储所有坐标点 center_loc: tuple[int, int] = field(init=False) area: int = field(init=False) def __post_init__(self): """初始化计算字段""" # 先计算所有坐标点 self.cors = get_tiles_from_shape(self.shape, self.north_west_cor, self.south_east_cor) # 基于坐标点计算面积 self.area = len(self.cors) # 计算中心位置:选取落在区域格点集合中的、最接近几何中心的点 if self.cors: avg_x = sum(coord[0] for coord in self.cors) // len(self.cors) avg_y = sum(coord[1] for coord in self.cors) // len(self.cors) candidate = (avg_x, avg_y) if candidate in self.cors: self.center_loc = candidate else: def _dist2(p: tuple[int, int]) -> int: return (p[0] - avg_x) ** 2 + (p[1] - avg_y) ** 2 self.center_loc = min(self.cors, key=_dist2) else: # 如果没有坐标点,使用边界框中心作为fallback nw_coords = tuple(map(int, self.north_west_cor.split(','))) se_coords = tuple(map(int, self.south_east_cor.split(','))) self.center_loc = ( (nw_coords[0] + se_coords[0]) // 2, (nw_coords[1] + se_coords[1]) // 2 ) def __hash__(self) -> int: return hash(self.id) def __eq__(self, other) -> bool: if not isinstance(other, Region): return False return self.id == other.id @abstractmethod def get_region_type(self) -> str: """返回区域类型的字符串表示""" pass def get_hover_info(self) -> list[str]: """ 返回用于前端悬浮提示的多行信息(基础信息)。 子类可扩展更多领域信息。 """ return [ f"区域: {self.name}", f"描述: {self.desc}", ] def get_info(self) -> str: # 简版:仅返回名称 return self.name def get_detailed_info(self) -> str: # 基类暂无更多结构化信息,详细版返回名称+描述 return f"{self.name} - {self.desc}" class Shape(Enum): """ 区域形状类型 """ SQUARE = "square" # 正方形 RECTANGLE = "rectangle" # 长方形 MEANDERING = "meandering" # 蜿蜒的(如河流) @classmethod def from_str(cls, shape_str: str) -> 'Shape': """ 从字符串创建Shape实例 Args: shape_str: 形状的字符串表示,如 "square", "rectangle", "meandering" Returns: 对应的Shape枚举值 Raises: ValueError: 如果字符串不匹配任何已知的形状类型 """ for shape in cls: if shape.value == shape_str: return shape raise ValueError(f"Unknown shape type: {shape_str}") @dataclass class NormalRegion(Region): """ 普通区域 - 平原、大河之类的,没有灵气或灵气很低 包含该区域分布的动植物物种信息 """ animal_ids: list[int] = field(default_factory=list) # 该区域分布的动物物种IDs plant_ids: list[int] = field(default_factory=list) # 该区域分布的植物物种IDs # 这些字段将在__post_init__中设置 animals: list[Animal] = field(init=False, default_factory=list) # 该区域的动物实例 plants: list[Plant] = field(init=False, default_factory=list) # 该区域的植物实例 def __post_init__(self): """初始化动植物实例""" # 先调用父类的__post_init__ super().__post_init__() # 加载动物实例 for animal_id in self.animal_ids: if animal_id in animals_by_id: self.animals.append(animals_by_id[animal_id]) # 加载植物实例 for plant_id in self.plant_ids: if plant_id in plants_by_id: self.plants.append(plants_by_id[plant_id]) def get_region_type(self) -> str: return "normal" def get_species_info(self) -> str: """获取该区域动植物物种的描述信息""" info_parts = [] if self.animals: animal_infos = [animal.get_info() for animal in self.animals] info_parts.extend(animal_infos) if self.plants: plant_infos = [plant.get_info() for plant in self.plants] info_parts.extend(plant_infos) return "; ".join(info_parts) if info_parts else "暂无特色物种" def _get_species_brief(self) -> str: """ 简要物种信息:仅名字与境界,用于在名称后括号展示。 例:"灵兔(练气)、青云鹿(练气)、暗影豹(筑基)" 若无物种,返回空串。 """ briefs: list[str] = [] if self.animals: briefs.extend([f"{a.name}({a.realm.value})" for a in self.animals]) if self.plants: briefs.extend([f"{p.name}({p.realm.value})" for p in self.plants]) return "、".join(briefs) def __str__(self) -> str: species_info = self.get_species_info() return f"普通区域:{self.name} - {self.desc} | 物种分布:{species_info}" def get_info(self) -> str: brief = self._get_species_brief() return f"{self.name}({brief})" if brief else self.name def get_detailed_info(self) -> str: # 名称后追加物种简要;正文仍保留原来的详细物种描述 brief = self._get_species_brief() name_with_brief = f"{self.name}({brief})" if brief else self.name species_info = self.get_species_info() if not species_info or species_info == "暂无特色物种": return f"{name_with_brief} - {self.desc}" return f"{name_with_brief} - {self.desc} | 物种分布:{species_info}" def get_hover_info(self) -> list[str]: lines = super().get_hover_info() species_info = self.get_species_info() if species_info and species_info != "暂无特色物种": lines.append("物种分布:") for species in species_info.split("; "): lines.append(f" {species}") else: lines.append("物种分布: 暂无特色物种") return lines @property def is_huntable(self) -> bool: # 如果该区域有动物,则可以狩猎 return len(self.animals) > 0 @property def is_harvestable(self) -> bool: # 如果该区域有植物,则可以采集 return len(self.plants) > 0 @dataclass class CultivateRegion(Region): """ 修炼区域 - 有灵气的区域,可以修炼 """ essence_type: EssenceType # 最高灵气类型 essence_density: int # 最高灵气密度 essence: Essence = field(init=False) # 灵气对象,根据 essence_type 和 essence_density 生成 def __post_init__(self): # 先调用父类的 __post_init__ super().__post_init__() # 创建灵气对象,主要灵气类型设置为指定密度,其他类型设置为0 essence_density_dict = {essence_type: 0 for essence_type in EssenceType} essence_density_dict[self.essence_type] = self.essence_density self.essence = Essence(essence_density_dict) def get_region_type(self) -> str: return "cultivate" def __str__(self) -> str: return f"修炼区域:{self.name}({self.essence_type}行灵气:{self.essence_density})- {self.desc}" def get_info(self) -> str: return f"{self.name}({self.essence_type}行灵气:{self.essence_density})" def get_detailed_info(self) -> str: return f"{self.name}({self.essence_type}行灵气:{self.essence_density})- {self.desc}" def get_hover_info(self) -> list[str]: lines = super().get_hover_info() stars = "★" * self.essence_density + "☆" * (10 - self.essence_density) lines.append(f"主要灵气: {self.essence_type} {stars}") return lines @dataclass class CityRegion(Region): """ 城市区域 - 不能修炼,但会有特殊操作 """ def get_region_type(self) -> str: return "city" def __str__(self) -> str: return f"城市区域:{self.name} - {self.desc}" def get_hover_info(self) -> list[str]: # 城市区域暂时仅展示基础信息 return super().get_hover_info() def get_info(self) -> str: return self.name def get_detailed_info(self) -> str: return f"{self.name} - {self.desc}" def _normalize_region_name(name: str) -> str: """ 将诸如 "太白金府(金行灵气:10)" 归一化为 "太白金府": 去除常见括号及其中附加信息,并裁剪空白。 """ s = str(name).strip() brackets = [("(", ")"), ("(", ")"), ("[", "]"), ("【", "】"), ("「", "」"), ("『", "』"), ("<", ">"), ("《", "》")] for left, right in brackets: while True: start = s.find(left) end = s.rfind(right) if start != -1 and end != -1 and end > start: s = (s[:start] + s[end + 1:]).strip() else: break return s def resolve_region(world, region: Union[Region, str]) -> Region: """ 解析字符串或 Region 为当前 world.map 中的 Region 实例: - 字符串:先精确匹配;失败则做归一化再匹配;再做“唯一包含”匹配;最后尝试按宗门名解析宗门总部区域 - Region:若 world.map.regions 中存在同 id 的实例,则返回映射后的当前实例,否则原样返回 Raises: ValueError: 未知区域名或名称不唯一 TypeError: 不支持的类型 """ from typing import Dict # 局部导入以避免潜在循环 if isinstance(region, str): region_name = region by_name: Dict[str, Region] = getattr(world.map, "region_names", {}) # 1) 精确匹配 r = by_name.get(region_name) if r is not None: return r # 2) 归一化后再精确匹配 normalized = _normalize_region_name(region_name) if normalized and normalized != region_name: r2 = by_name.get(normalized) if r2 is not None: return r2 # 3) 唯一包含匹配(当且仅当候选唯一时) candidates = [name for name in by_name.keys() if name and (name in region_name or (normalized and name in normalized))] if len(candidates) == 1: return by_name[candidates[0]] # 4) 兜底:若传入为宗门名,则解析为其总部区域 sect = sects_by_name.get(region_name) or (sects_by_name.get(normalized) if normalized and normalized != region_name else None) if sect is not None: sect_regions = getattr(world.map, "sect_regions", {}) or {} matched = [r for r in sect_regions.values() if getattr(r, "sect_name", None) == sect.name] if len(matched) == 1: return matched[0] # 失败:抛出明确错误提示 if candidates: sample = ", ".join(candidates[:5]) raise ValueError(f"区域名不唯一: {region_name},候选: {sample}") raise ValueError(f"未知区域名: {region_name}") if isinstance(region, Region): by_id = getattr(world.map, "regions", None) if isinstance(by_id, dict) and region.id in by_id: return by_id[region.id] return region raise TypeError(f"不支持的region类型: {type(region).__name__}") T = TypeVar('T', NormalRegion, CultivateRegion, CityRegion) def _load_regions(region_type: Type[T], config_name: str) -> tuple[dict[int, T], dict[str, T]]: """ 通用的区域加载函数 Args: region_type: 区域类型 (NormalRegion, CultivateRegion, CityRegion) config_name: 配置文件名 ("normal_region", "cultivate_region", "city_region") Returns: (按ID索引的字典, 按名称索引的字典) """ regions_by_id: dict[int, T] = {} regions_by_name: dict[str, T] = {} region_df = game_configs[config_name] for row in region_df: # 构建基础参数 base_params = { "id": get_int(row, "id"), "name": get_str(row, "name"), "desc": get_str(row, "desc"), "shape": Shape.from_str(get_str(row, "shape")), "north_west_cor": get_str(row, "north-west-cor"), "south_east_cor": get_str(row, "south-east-cor") } # 如果是修炼区域,添加额外参数 if region_type == CultivateRegion: base_params["essence_type"] = EssenceType.from_str(get_str(row, "root_type")) base_params["essence_density"] = get_int(row, "root_density") # 如果是普通区域,添加动植物ID参数 elif region_type == NormalRegion: base_params["animal_ids"] = get_list_int(row, "animal_ids") base_params["plant_ids"] = get_list_int(row, "plant_ids") region = region_type(**base_params) regions_by_id[region.id] = region regions_by_name[region.name] = region return regions_by_id, regions_by_name def load_all_regions() -> tuple[ dict[int, Union[NormalRegion, CultivateRegion, CityRegion]], dict[str, Union[NormalRegion, CultivateRegion, CityRegion]] ]: """ 统一加载所有类型的区域数据 返回: (按ID索引的字典, 按名称索引的字典) """ all_regions_by_id: dict[int, Union[NormalRegion, CultivateRegion, CityRegion]] = {} all_regions_by_name: dict[str, Union[NormalRegion, CultivateRegion, CityRegion]] = {} # 加载普通区域 normal_by_id, normal_by_name = _load_regions(NormalRegion, "normal_region") all_regions_by_id.update(normal_by_id) all_regions_by_name.update(normal_by_name) # 加载修炼区域 cultivate_by_id, cultivate_by_name = _load_regions(CultivateRegion, "cultivate_region") all_regions_by_id.update(cultivate_by_id) all_regions_by_name.update(cultivate_by_name) # 加载城市区域 city_by_id, city_by_name = _load_regions(CityRegion, "city_region") all_regions_by_id.update(city_by_id) all_regions_by_name.update(city_by_name) return all_regions_by_id, all_regions_by_name # 从配表加载所有区域数据 regions_by_id, regions_by_name = load_all_regions() # 分别加载各类型区域数据 normal_regions_by_id, normal_regions_by_name = _load_regions(NormalRegion, "normal_region") cultivate_regions_by_id, cultivate_regions_by_name = _load_regions(CultivateRegion, "cultivate_region") city_regions_by_id, city_regions_by_name = _load_regions(CityRegion, "city_region")