""" 读档功能模块 主要功能: - load_game: 从JSON文件加载游戏完整状态 - check_save_compatibility: 检查存档版本兼容性(当前未实现严格检查) 加载流程(两阶段): 1. 第一阶段:加载所有Avatar对象(relations留空) - 通过AvatarLoadMixin.from_save_dict反序列化 - 配表对象(Technique, Item等)通过id从全局字典获取 2. 第二阶段:重建Avatar之间的relations网络 - 必须在所有Avatar加载完成后才能建立引用关系 错误容错: - 缺失的配表对象引用会被跳过(如删除的Item) - 无法重建的动作会被置为None - 不存在的Avatar引用会被忽略 注意事项: - 读档后会重置前端UI状态(头像图像、插值等) - 事件历史完整恢复(受限于保存时的数量) - 地图从头重建(因为地图是固定的),但会恢复宗门总部位置 """ import json from pathlib import Path from typing import Tuple, List, Optional, TYPE_CHECKING if TYPE_CHECKING: from src.classes.world import World from src.sim.simulator import Simulator from src.classes.sect import Sect from src.classes.calendar import MonthStamp from src.classes.event import Event from src.classes.relation import Relation from src.utils.config import CONFIG def load_game(save_path: Optional[Path] = None) -> Tuple["World", "Simulator", List["Sect"]]: """ 从文件加载游戏状态 Args: save_path: 存档路径,默认为saves/save.json Returns: (world, simulator, existed_sects) Raises: FileNotFoundError: 如果存档文件不存在 Exception: 如果加载失败 """ # 确定加载路径 if save_path is None: saves_dir = CONFIG.paths.saves save_path = saves_dir / "save.json" else: save_path = Path(save_path) if not save_path.exists(): raise FileNotFoundError(f"存档文件不存在: {save_path}") try: # 运行时导入,避免循环依赖 from src.classes.world import World from src.classes.avatar import Avatar from src.classes.sect import sects_by_id from src.sim.simulator import Simulator from src.run.load_map import load_cultivation_world_map # 读取存档文件 with open(save_path, "r", encoding="utf-8") as f: save_data = json.load(f) # 读取元信息 meta = save_data.get("meta", {}) print(f"正在加载存档 (版本: {meta.get('version', 'unknown')}, " f"游戏时间: {meta.get('game_time', 'unknown')})") # 重建地图(地图本身不变,只需重建宗门总部位置) game_map = load_cultivation_world_map() # 读取世界数据 world_data = save_data.get("world", {}) month_stamp = MonthStamp(world_data["month_stamp"]) # 重建World对象 world = World(map=game_map, month_stamp=month_stamp) # 重建天地灵机 from src.classes.celestial_phenomenon import celestial_phenomena_by_id phenomenon_id = world_data.get("current_phenomenon_id") if phenomenon_id is not None and phenomenon_id in celestial_phenomena_by_id: world.current_phenomenon = celestial_phenomena_by_id[phenomenon_id] world.phenomenon_start_year = world_data.get("phenomenon_start_year", 0) # 获取本局启用的宗门 existed_sect_ids = world_data.get("existed_sect_ids", []) existed_sects = [sects_by_id[sid] for sid in existed_sect_ids if sid in sects_by_id] # 第一阶段:重建所有Avatar(不含relations) avatars_data = save_data.get("avatars", []) all_avatars = {} for avatar_data in avatars_data: avatar = Avatar.from_save_dict(avatar_data, world) all_avatars[avatar.id] = avatar # 第二阶段:重建relations(需要所有avatar都已加载) for avatar_data in avatars_data: avatar_id = avatar_data["id"] avatar = all_avatars[avatar_id] relations_dict = avatar_data.get("relations", {}) for other_id, relation_value in relations_dict.items(): if other_id in all_avatars: other_avatar = all_avatars[other_id] relation = Relation(relation_value) avatar.relations[other_avatar] = relation # 将所有avatar添加到world world.avatar_manager.avatars = all_avatars # 恢复洞府主人关系 cultivate_regions_hosts = world_data.get("cultivate_regions_hosts", {}) from src.classes.region import CultivateRegion for rid_str, avatar_id in cultivate_regions_hosts.items(): rid = int(rid_str) if rid in game_map.regions: region = game_map.regions[rid] if isinstance(region, CultivateRegion) and avatar_id in all_avatars: region.host_avatar = all_avatars[avatar_id] # 重建宗门成员关系与功法列表 from src.classes.technique import techniques_by_name # 1. 重建成员 for avatar in all_avatars.values(): if avatar.sect: # 存档中 avatar.sect 已经被 Avatar.from_save_dict 恢复为 Sect 对象引用 # 但 Sect.members 是空的(因为 Sect 是重新加载配置生成的) avatar.sect.add_member(avatar) # 2. 重建功法对象列表(兼容旧存档) for sect in existed_sects: if not sect.techniques and sect.technique_names: sect.techniques = [] for t_name in sect.technique_names: if t_name in techniques_by_name: sect.techniques.append(techniques_by_name[t_name]) # 重建事件历史 events_data = save_data.get("events", []) for event_data in events_data: event = Event.from_dict(event_data) world.event_manager.add_event(event) # 重建Simulator simulator_data = save_data.get("simulator", {}) simulator = Simulator(world) simulator.birth_rate = simulator_data.get("birth_rate", CONFIG.game.npc_birth_rate_per_month) print(f"存档加载成功!共加载 {len(all_avatars)} 个角色,{len(events_data)} 条事件") return world, simulator, existed_sects except Exception as e: print(f"加载游戏失败: {e}") import traceback traceback.print_exc() raise def check_save_compatibility(save_path: Path) -> Tuple[bool, str]: """ 检查存档兼容性 Args: save_path: 存档路径 Returns: (是否兼容, 错误信息) """ try: with open(save_path, "r", encoding="utf-8") as f: save_data = json.load(f) meta = save_data.get("meta", {}) save_version = meta.get("version", "unknown") current_version = CONFIG.meta.version # 当前不做版本兼容性检查,直接返回兼容 # 未来可以在这里添加版本比较逻辑 return True, "" except Exception as e: return False, f"无法读取存档文件: {e}"