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:
empty
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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@@ -2,12 +2,14 @@ from __future__ import annotations
from typing import List, Optional, Tuple
from .models import (
WorldState, AgentState, Event, Action, Emotion, Weather,
GlobalEventResult, GlobalEventInfo
GlobalEventResult, GlobalEventInfo, FactionEventResult
)
from .global_events import GLOBAL_EVENT_POOL, GlobalEvent
from .opinions import generate_opinions
from .social_influence import apply_social_influence
from .factions import update_factions, apply_faction_influence
from .factions import (
update_factions, apply_faction_influence, check_and_trigger_faction_event
)
MAX_EVENTS = 20
MAX_MEMORY_PER_AGENT = 3

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@@ -1,40 +1,138 @@
"""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)

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@@ -2,6 +2,7 @@ from fastapi import FastAPI
from .models import StepRequest, StepResponse
from .state import load_state, save_state
from .engine import process_events, generate_actions, check_and_trigger_global_event
from .factions import check_and_trigger_faction_event
app = FastAPI(title="AI Town Engine", version="0.1.0")
@@ -18,6 +19,9 @@ def step(request: StepRequest) -> StepResponse:
# 检查并触发世界级事件
state, global_event_result = check_and_trigger_global_event(state)
# 检查并触发阵营事件
faction_event_result = check_and_trigger_faction_event(state)
# 生成 agent 行动
actions = generate_actions(state)
@@ -27,7 +31,8 @@ def step(request: StepRequest) -> StepResponse:
return StepResponse(
world_state=state,
actions=actions,
global_event=global_event_result
global_event=global_event_result,
triggered_faction_event=faction_event_result
)

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@@ -44,11 +44,22 @@ class Stance(BaseModel):
fear: float = Field(default=0.5, ge=0.0, le=1.0)
class FactionData(BaseModel):
"""单个派系的数据"""
power: int = 0
members: List[str] = Field(default_factory=list)
class Factions(BaseModel):
"""派系分布"""
optimists: int = 0
fearful: int = 0
neutral: int = 0
"""派系分布(带 power 和 members"""
optimists: FactionData = Field(default_factory=FactionData)
fearful: FactionData = Field(default_factory=FactionData)
class FactionEventResult(BaseModel):
"""阵营事件触发结果"""
type: Optional[str] = None # "festival" | "panic" | None
source_faction: Optional[str] = None # "optimists" | "fearful"
class AgentState(BaseModel):
@@ -60,6 +71,8 @@ class AgentState(BaseModel):
commented_effects: List[str] = Field(default_factory=list)
# 角色立场
stance: Stance = Field(default_factory=Stance)
# 所属阵营
faction: str = "neutral" # "optimists" | "fearful" | "neutral"
class WorldState(BaseModel):
@@ -106,3 +119,4 @@ class StepResponse(BaseModel):
world_state: WorldState
actions: List[Action]
global_event: GlobalEventResult = Field(default_factory=GlobalEventResult)
triggered_faction_event: FactionEventResult = Field(default_factory=FactionEventResult)

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@@ -1,6 +1,6 @@
import json
from pathlib import Path
from .models import WorldState, AgentState, GlobalMeter, Stance
from .models import WorldState, AgentState, GlobalMeter, Stance, Factions, FactionData
STATE_FILE = Path(__file__).parent.parent / "state.json"
@@ -17,16 +17,22 @@ def get_default_state() -> WorldState:
goal="探索小镇",
memory=[],
stance=Stance(optimism=0.6, fear=0.4),
faction="neutral",
),
"bob": AgentState(
emotion="calm",
goal="与人交流",
memory=[],
stance=Stance(optimism=0.4, fear=0.6),
faction="neutral",
),
},
events=[],
global_meter=GlobalMeter(value=0, threshold=100, cooldown=0),
factions=Factions(
optimists=FactionData(power=0, members=[]),
fearful=FactionData(power=0, members=[])
),
)

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@@ -306,16 +306,45 @@ def test_factions_exists_in_world_state(client):
factions = data["world_state"]["factions"]
assert "optimists" in factions
assert "fearful" in factions
assert "neutral" in factions
# 验证新结构:每个派系包含 power 和 members
assert "power" in factions["optimists"]
assert "members" in factions["optimists"]
assert "power" in factions["fearful"]
assert "members" in factions["fearful"]
def test_factions_count_matches_agents(client):
"""测试派系总数等于 agent 数量"""
"""测试派系成员总数等于非中立 agent 数量"""
resp = client.post("/step", json={"events": []})
data = resp.json()
factions = data["world_state"]["factions"]
total = factions["optimists"] + factions["fearful"] + factions["neutral"]
agent_count = len(data["world_state"]["agents"])
# 新结构:统计 members 列表长度
total_in_factions = (
len(factions["optimists"]["members"]) +
len(factions["fearful"]["members"])
)
# 中立 agent 不在任何派系中
# 验证 power 等于 members 数量
assert factions["optimists"]["power"] == len(factions["optimists"]["members"])
assert factions["fearful"]["power"] == len(factions["fearful"]["members"])
assert total == agent_count
def test_agent_has_faction_field(client):
"""测试 agent 包含 faction 字段"""
resp = client.post("/step", json={"events": []})
data = resp.json()
for agent_id, agent in data["world_state"]["agents"].items():
assert "faction" in agent
assert agent["faction"] in ["optimists", "fearful", "neutral"]
def test_triggered_faction_event_in_response(client):
"""测试响应包含 triggered_faction_event 字段"""
resp = client.post("/step", json={"events": []})
data = resp.json()
assert "triggered_faction_event" in data
assert "type" in data["triggered_faction_event"]
assert "source_faction" in data["triggered_faction_event"]