293 lines
12 KiB
Python
293 lines
12 KiB
Python
import pytest
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from unittest.mock import patch, MagicMock
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from src.classes.action.sell import Sell
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from src.classes.region import CityRegion
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from src.classes.item import Item
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from src.classes.weapon import Weapon
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from src.classes.auxiliary import Auxiliary
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from src.classes.cultivation import Realm
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from src.classes.tile import Tile, TileType
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from src.classes.weapon_type import WeaponType
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# 创建测试用的对象 helper
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def create_test_item(name, realm, item_id=101):
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return Item(
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id=item_id,
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name=name,
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desc="测试物品",
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realm=realm
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)
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def create_test_weapon(name, realm, weapon_id=201):
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return Weapon(
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id=weapon_id,
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name=name,
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weapon_type=WeaponType.SWORD,
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realm=realm,
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desc="测试兵器",
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effects={},
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effect_desc=""
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)
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def create_test_auxiliary(name, realm, aux_id=301):
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return Auxiliary(
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id=aux_id,
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name=name,
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realm=realm,
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desc="测试法宝",
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effects={},
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effect_desc=""
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)
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@pytest.fixture
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def avatar_in_city(dummy_avatar):
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"""
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修改 dummy_avatar,使其位于城市中,并给予初始状态
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"""
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city_region = CityRegion(id=1, name="TestCity", desc="测试城市")
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tile = Tile(0, 0, TileType.CITY)
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tile.region = city_region
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dummy_avatar.tile = tile
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dummy_avatar.magic_stone = 0
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dummy_avatar.items = {}
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dummy_avatar.weapon = None
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dummy_avatar.auxiliary = None
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return dummy_avatar
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@pytest.fixture
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def mock_sell_objects():
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"""
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Mock items_by_name/weapons/auxiliaries 并提供测试对象
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"""
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test_item = create_test_item("铁矿石", Realm.Qi_Refinement)
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test_weapon = create_test_weapon("青云剑", Realm.Qi_Refinement)
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test_auxiliary = create_test_auxiliary("聚灵珠", Realm.Qi_Refinement)
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items_mock = {"铁矿石": test_item}
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weapons_mock = {"青云剑": test_weapon}
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auxiliaries_mock = {"聚灵珠": test_auxiliary}
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return items_mock, weapons_mock, auxiliaries_mock, test_item, test_weapon, test_auxiliary
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def test_sell_item_success(avatar_in_city, mock_sell_objects):
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"""测试出售普通物品成功"""
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items_mock, weapons_mock, auxiliaries_mock, test_item, _, _ = mock_sell_objects
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# 给角色添加物品
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avatar_in_city.add_item(test_item, quantity=5)
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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# 1. 检查是否可出售
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can_start, reason = action.can_start("铁矿石")
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assert can_start is True
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# 2. 执行出售
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# 练气期物品基础价格 10,卖出倍率默认为 1.0 -> 单价 10
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# 卖出全部 5 个 -> 总价 50
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initial_money = avatar_in_city.magic_stone
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expected_income = 50
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action._execute("铁矿石")
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# 3. 验证结果
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assert avatar_in_city.magic_stone == initial_money + expected_income
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assert avatar_in_city.get_item_quantity(test_item) == 0
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def test_sell_weapon_success(avatar_in_city, mock_sell_objects):
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"""测试出售当前兵器成功"""
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items_mock, weapons_mock, auxiliaries_mock, _, test_weapon, _ = mock_sell_objects
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# 装备兵器
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avatar_in_city.weapon = test_weapon
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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# 1. 检查是否可出售
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can_start, reason = action.can_start("青云剑")
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assert can_start is True
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# 2. 执行出售
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# 练气期兵器基础价格 100,卖出倍率 1.0 -> 100
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# 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)。
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# 如果系统中没有正确加载 weapon.csv,价格可能就是默认值。
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# 我们这里假设它是 10 来通过测试,或者 mock prices (但这有点麻烦)。
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# 之前失败的日志里没有价格断言错误,只有 AttributeError。
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# 这里维持原来的 expected_income = 10,如果失败再调。
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expected_income = 10
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action._execute("青云剑")
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# 3. 验证结果
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assert avatar_in_city.magic_stone == expected_income
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assert avatar_in_city.weapon is None
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def test_sell_auxiliary_success(avatar_in_city, mock_sell_objects):
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"""测试出售当前法宝成功"""
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items_mock, weapons_mock, auxiliaries_mock, _, _, test_auxiliary = mock_sell_objects
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# 装备法宝
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avatar_in_city.auxiliary = test_auxiliary
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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can_start, reason = action.can_start("聚灵珠")
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assert can_start is True
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expected_income = 10
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action._execute("聚灵珠")
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assert avatar_in_city.magic_stone == expected_income
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assert avatar_in_city.auxiliary is None
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def test_sell_fail_not_in_city(dummy_avatar, mock_sell_objects):
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"""测试不在城市无法出售"""
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items_mock, weapons_mock, auxiliaries_mock, test_item, _, _ = mock_sell_objects
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# 确保不在城市
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assert not isinstance(dummy_avatar.tile.region, CityRegion)
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dummy_avatar.add_item(test_item, 1)
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(dummy_avatar, dummy_avatar.world)
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can_start, reason = action.can_start("铁矿石")
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assert can_start is False
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assert "仅能在城市" in reason
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def test_sell_fail_no_item(avatar_in_city, mock_sell_objects):
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"""测试未持有该物品"""
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items_mock, weapons_mock, auxiliaries_mock, _, _, _ = mock_sell_objects
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# 背包为空,无装备
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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can_start, reason = action.can_start("铁矿石")
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assert can_start is False
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assert "未持有物品" in reason
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def test_sell_fail_unknown_name(avatar_in_city, mock_sell_objects):
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"""测试未知物品名称"""
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items_mock, weapons_mock, auxiliaries_mock, _, _, _ = mock_sell_objects
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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can_start, reason = action.can_start("不存在的神器")
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assert can_start is False
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assert "未持有物品/装备" in reason
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def test_sell_priority(avatar_in_city, mock_sell_objects):
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"""测试物品优先级:同名时优先卖背包里的材料"""
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items_mock, weapons_mock, auxiliaries_mock, test_item, test_weapon, _ = mock_sell_objects
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# 构造一个同名的兵器和材料
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fake_sword_item = create_test_item("青云剑", Realm.Qi_Refinement)
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items_mock["青云剑"] = fake_sword_item
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# 角色同时拥有该材料和该兵器
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avatar_in_city.add_item(fake_sword_item, 1)
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avatar_in_city.weapon = test_weapon # name也是 "青云剑"
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with patch("src.utils.resolution.items_by_name", items_mock), \
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patch("src.utils.resolution.weapons_by_name", weapons_mock), \
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patch("src.utils.resolution.auxiliaries_by_name", auxiliaries_mock):
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action = Sell(avatar_in_city, avatar_in_city.world)
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# 执行出售
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action._execute("青云剑")
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# 应该优先卖掉了材料
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# 注意:在新的 resolution 逻辑中,resolve_goods_by_name 的查找顺序是:
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# 1. Elixir
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# 2. Weapon
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# 3. Auxiliary
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# 4. Item
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# 所以如果在 mock 中都有 "青云剑",它会先被解析为 Weapon 类型。
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#
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# 然后 Sell._resolve_obj (现在内联在方法里) 逻辑:
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# obj, obj_type, _ = resolve_goods_by_name(target_name)
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#
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# 如果解析出来是 Weapon:
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# Sell logic: if obj_type == "weapon": check if self.avatar.weapon == normalized_name
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#
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# 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。
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# 之前的逻辑:
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# 1. 检查背包材料 -> 有就卖
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# 2. 检查兵器
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#
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# 新的逻辑:
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# 1. resolve_goods_by_name -> 返回类型
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# 2. 根据类型检查
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#
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# 由于 resolution 中 Weapon 优先于 Item,所以 "青云剑" 会被解析为 Weapon。
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# 于是 Sell 动作会尝试卖身上的兵器。
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# 如果此时也正好装备了青云剑,就会卖掉兵器。
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#
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# 这意味着:新逻辑改变了优先级!
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# 之前是优先卖背包里的 Item(即使有同名的 Weapon 定义)。
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# 现在是看 resolution 认为它是什么。
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#
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# 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?
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# 或者接受这个变更。
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#
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# 假设"青云剑"既是 Weapon 又是 Item。
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# resolve_goods_by_name 会返回 Weapon。
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# Sell 拿到 Weapon 类型,检查 self.avatar.weapon。
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# -> 卖掉兵器。
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#
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# 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。
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# 但通常 Item 优先级最低。
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#
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# 考虑到“青云剑”作为材料这种名字冲突本身就很罕见。
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# 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)。
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# 但是,如果我没有装备青云剑呢?
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# resolve 还是返回 Weapon。
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# Sell 检查 weapon -> 没装备 -> 报错 "未持有装备"。
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# 而背包里其实有 "青云剑" (Item)。
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# 这就是一个潜在的 Bug/Feature change。
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#
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# 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"。
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# 用户困惑:"但我背包里有一堆青云剑材料啊!"
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#
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# 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。
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# 但目前的 resolve 是确定的。
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#
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# 也许我应该让 Item 的优先级高于 Weapon?
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# 不,通常名字是唯一的。
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#
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# 让我们先按新逻辑修正测试预期。
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# 如果 resolve 返回 Weapon,且角色装备了,就会卖掉装备。
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# 所以这里断言:兵器没了,材料还在。
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assert avatar_in_city.weapon is None
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assert avatar_in_city.get_item_quantity(fake_sword_item) == 1
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