feat(engine): add faction power system with event triggers

- Add FactionData model with power and members fields
- Add FactionEventResult model for faction event responses
- Add faction field to AgentState
- Implement faction classification based on emotion
- Add faction event triggers (festival/panic) when power >= 5
- Update StepResponse to include triggered_faction_event
- Add tests for new faction system

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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2025-12-30 12:01:07 +08:00
parent 012956f817
commit 1fd318c9e3
6 changed files with 181 additions and 27 deletions

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"""派系系统 - 基于立场分类角色并影响世界"""
from typing import Dict
from .models import WorldState, AgentState, Factions
from typing import Dict, Tuple
from .models import (
WorldState, AgentState, Factions, FactionData,
FactionEventResult, WorldEffect, Emotion
)
# 派系分类阈值
OPTIMIST_THRESHOLD = 0.6
FEARFUL_THRESHOLD = 0.6
# 阵营技能触发阈值
FACTION_POWER_THRESHOLD = 5
# 阵营事件对情绪的影响
FACTION_EVENT_EFFECTS = {
"festival": 0.2, # 乐观派事件提升情绪
"panic": -0.3, # 恐惧派事件降低情绪
}
def classify_faction(agent: AgentState) -> str:
"""根据 stance 分类角色所属派系"""
if agent.stance.optimism > OPTIMIST_THRESHOLD:
"""根据 emotion 分类角色所属派系
规则:
- emotion 偏正 (happy) → optimists
- emotion 偏负 (anxious) → fearful
- 其它 (calm) → neutral
"""
if agent.emotion == Emotion.HAPPY:
return "optimists"
elif agent.stance.fear > FEARFUL_THRESHOLD:
elif agent.emotion == Emotion.ANXIOUS:
return "fearful"
else:
return "neutral"
def update_factions(state: WorldState) -> None:
"""统计各派系人数并更新 world_state"""
counts = {"optimists": 0, "fearful": 0, "neutral": 0}
"""统计各派系并更新 world_state
for agent in state.agents.values():
流程:
1. 清空 factions.members
2. 遍历所有 agents根据 emotion 分类
3. 更新 agent.faction 字段
4. 将 agent 加入对应 faction.members
5. 每个 agent 为 faction 增加 power += 1
"""
# 重置 factions
state.factions = Factions(
optimists=FactionData(power=0, members=[]),
fearful=FactionData(power=0, members=[])
)
for agent_id, agent in state.agents.items():
faction = classify_faction(agent)
counts[faction] += 1
agent.faction = faction
state.factions = Factions(**counts)
if faction == "optimists":
state.factions.optimists.members.append(agent_id)
state.factions.optimists.power += 1
elif faction == "fearful":
state.factions.fearful.members.append(agent_id)
state.factions.fearful.power += 1
# neutral 不加入任何派系
def apply_faction_influence(state: WorldState) -> None:
"""派系分布影响世界情绪"""
optimists = state.factions.optimists
fearful = state.factions.fearful
"""派系分布影响世界情绪(保留原有逻辑)"""
optimists = state.factions.optimists.power
fearful = state.factions.fearful.power
if optimists > fearful:
state.town_mood = min(10, state.town_mood + 1)
elif fearful > optimists:
state.town_mood = max(-10, state.town_mood - 1)
# 平局时不变化
def check_and_trigger_faction_event(state: WorldState) -> FactionEventResult:
"""检查并触发阵营事件
规则:
- 当 faction.power >= 5 时,触发对应世界事件
- optimists → festival提升情绪
- fearful → panic降低情绪
- 触发后该 faction.power 归零
"""
result = FactionEventResult(type=None, source_faction=None)
# 检查乐观派
if state.factions.optimists.power >= FACTION_POWER_THRESHOLD:
result = FactionEventResult(type="festival", source_faction="optimists")
_apply_faction_event(state, "festival")
state.factions.optimists.power = 0
# 检查恐惧派
elif state.factions.fearful.power >= FACTION_POWER_THRESHOLD:
result = FactionEventResult(type="panic", source_faction="fearful")
_apply_faction_event(state, "panic")
state.factions.fearful.power = 0
return result
def _apply_faction_event(state: WorldState, event_type: str) -> None:
"""应用阵营事件效果
1. 创建 WorldEffect 写入 world_state.world_effects
2. 影响所有 agent 的 emotion
"""
# 创建持续影响效果
if event_type == "festival":
effect = WorldEffect(
type="faction_event",
name="节日庆典",
intensity=1,
remaining_ticks=3,
mood_modifier=1
)
else: # panic
effect = WorldEffect(
type="faction_event",
name="恐慌蔓延",
intensity=1,
remaining_ticks=3,
mood_modifier=-1
)
state.world_effects.append(effect)
# 影响所有 agent 的 stance间接影响下一轮 emotion
emotion_delta = FACTION_EVENT_EFFECTS.get(event_type, 0)
for agent in state.agents.values():
if emotion_delta > 0:
agent.stance.optimism = min(1.0, agent.stance.optimism + emotion_delta)
agent.stance.fear = max(0.0, agent.stance.fear - emotion_delta * 0.5)
else:
agent.stance.fear = min(1.0, agent.stance.fear + abs(emotion_delta))
agent.stance.optimism = max(0.0, agent.stance.optimism - abs(emotion_delta) * 0.5)