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89
engine-python/app/action_points.py
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89
engine-python/app/action_points.py
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@@ -0,0 +1,89 @@
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"""行动点系统 - 管理用户行动点的消耗与恢复"""
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from typing import List, Tuple, Dict
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from .models import WorldState, Event, ActionFeedback
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# 行动消耗表
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ACTION_COST: Dict[str, int] = {
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"vote": 1,
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"trigger_skill": 2,
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"influence": 2,
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"comment": 0,
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"support": 0,
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"chaos": 0,
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}
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DEFAULT_COST = 0
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def get_action_cost(event_type: str) -> int:
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"""获取行动消耗的点数"""
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return ACTION_COST.get(event_type, DEFAULT_COST)
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def check_action_points(state: WorldState, user: str, cost: int) -> bool:
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"""检查用户是否有足够的行动点"""
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if user not in state.agents:
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return True # 非 agent 用户不受限制
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return state.agents[user].action_points >= cost
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def consume_action_points(
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state: WorldState, user: str, cost: int
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) -> None:
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"""消耗行动点"""
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if user not in state.agents:
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return
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agent = state.agents[user]
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agent.action_points = max(0, agent.action_points - cost)
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agent.last_action_tick = state.tick
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def regenerate_action_points(state: WorldState) -> None:
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"""每 tick 恢复行动点"""
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for agent_id, agent in state.agents.items():
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if state.tick - agent.last_action_tick >= 1:
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if agent.action_points < agent.max_action_points:
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agent.action_points = min(
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agent.max_action_points,
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agent.action_points + 1
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)
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def process_event_with_ap(
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state: WorldState, event: Event
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) -> Tuple[bool, ActionFeedback]:
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"""处理单个事件的行动点检查
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返回: (是否允许执行, 反馈信息)
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"""
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user = event.user
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cost = get_action_cost(event.type)
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# 0 消耗的行动不需要检查
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if cost == 0:
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return True, ActionFeedback(
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success=True,
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reason="action applied",
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remaining_ap=state.agents[user].action_points if user in state.agents else 0,
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user=user
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)
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# 检查行动点
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if not check_action_points(state, user, cost):
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remaining = state.agents[user].action_points if user in state.agents else 0
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return False, ActionFeedback(
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success=False,
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reason=f"insufficient action points (need {cost}, have {remaining})",
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remaining_ap=remaining,
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user=user
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)
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# 消耗行动点
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consume_action_points(state, user, cost)
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remaining = state.agents[user].action_points if user in state.agents else 0
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return True, ActionFeedback(
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success=True,
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reason="action applied",
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remaining_ap=remaining,
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user=user
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)
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@@ -2,12 +2,19 @@ from __future__ import annotations
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from typing import List, Optional, Tuple
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from .models import (
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WorldState, AgentState, Event, Action, Emotion, Weather,
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GlobalEventResult, GlobalEventInfo
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GlobalEventResult, GlobalEventInfo, FactionEventResult, ActionFeedback
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)
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from .global_events import GLOBAL_EVENT_POOL, GlobalEvent
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from .opinions import generate_opinions
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from .social_influence import apply_social_influence
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from .factions import update_factions, apply_faction_influence
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from .factions import (
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update_factions, apply_faction_influence, check_and_trigger_faction_event
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)
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from .voting import process_votes, apply_votes_to_factions
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from .faction_skills import check_and_unlock_skills, apply_skill_effects
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from .action_points import (
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regenerate_action_points, process_event_with_ap, get_action_cost
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)
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MAX_EVENTS = 20
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MAX_MEMORY_PER_AGENT = 3
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@@ -36,11 +43,19 @@ def update_world_effects(state: WorldState) -> None:
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state.world_effects = active_effects
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def process_events(state: WorldState, events: List[Event]) -> WorldState:
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"""处理事件并更新世界状态"""
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def process_events(
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state: WorldState, events: List[Event]
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) -> Tuple[WorldState, List[ActionFeedback]]:
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"""处理事件并更新世界状态,返回行动反馈列表"""
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# tick 递增
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state.tick += 1
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# ★ 行动点恢复
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regenerate_action_points(state)
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# ★ 在 tick 开始时:将上一轮投票累加到阵营能量
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apply_votes_to_factions(state)
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# cooldown 递减
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if state.global_meter.cooldown > 0:
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state.global_meter.cooldown -= 1
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@@ -48,7 +63,20 @@ def process_events(state: WorldState, events: List[Event]) -> WorldState:
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# 更新世界效果(持续影响)
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update_world_effects(state)
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# ★ 处理投票事件(记录到 votes,下一 tick 生效)
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process_votes(state, events)
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# 收集行动反馈
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action_feedbacks: List[ActionFeedback] = []
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for event in events:
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# ★ 行动点检查
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allowed, feedback = process_event_with_ap(state, event)
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action_feedbacks.append(feedback)
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if not allowed:
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continue # 行动点不足,跳过此事件
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text = event.text
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# 累计能量
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@@ -97,7 +125,13 @@ def process_events(state: WorldState, events: List[Event]) -> WorldState:
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# 派系影响世界情绪
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apply_faction_influence(state)
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return state
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# 检查并解锁技能
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check_and_unlock_skills(state)
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# 应用已解锁技能效果
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apply_skill_effects(state)
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return state, action_feedbacks
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def check_and_trigger_global_event(
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126
engine-python/app/faction_skills.py
Normal file
126
engine-python/app/faction_skills.py
Normal file
@@ -0,0 +1,126 @@
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"""阵营技能树系统 - 允许阵营通过累积能量解锁技能"""
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from typing import List, Optional
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from .models import (
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WorldState, FactionSkill, FactionSkillTree, FactionSkills
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)
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def get_default_faction_skills() -> FactionSkills:
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"""返回默认技能树配置"""
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return FactionSkills(
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optimists=FactionSkillTree(
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skills={
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"festival_boost": FactionSkill(
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unlocked=False,
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cost=10,
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effect="increase_positive_emotion",
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requires=[]
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),
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"unity": FactionSkill(
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unlocked=False,
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cost=20,
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effect="reduce_conflict",
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requires=["festival_boost"]
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)
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}
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),
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fearful=FactionSkillTree(
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skills={
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"panic_spread": FactionSkill(
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unlocked=False,
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cost=10,
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effect="increase_fear",
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requires=[]
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),
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"control": FactionSkill(
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unlocked=False,
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cost=20,
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effect="suppress_others",
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requires=["panic_spread"]
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)
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}
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)
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)
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def _check_requires_met(skill_tree: FactionSkillTree, requires: List[str]) -> bool:
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"""检查前置技能是否已解锁"""
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for req in requires:
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if req not in skill_tree.skills:
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return False
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if not skill_tree.skills[req].unlocked:
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return False
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return True
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def check_and_unlock_skills(state: WorldState) -> List[str]:
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"""检查并解锁技能
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规则:
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1. faction.power >= skill.cost
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2. 技能尚未解锁
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3. 所有 requires 已解锁
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返回:本次解锁的技能列表
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"""
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unlocked = []
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# 检查乐观派技能
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for skill_id, skill in state.faction_skills.optimists.skills.items():
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if skill.unlocked:
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continue
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if state.factions.optimists.power < skill.cost:
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continue
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if not _check_requires_met(state.faction_skills.optimists, skill.requires):
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continue
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# 解锁技能
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skill.unlocked = True
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state.factions.optimists.power -= skill.cost
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unlocked.append(f"optimists:{skill_id}")
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# 检查恐惧派技能
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for skill_id, skill in state.faction_skills.fearful.skills.items():
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if skill.unlocked:
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continue
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if state.factions.fearful.power < skill.cost:
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continue
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if not _check_requires_met(state.faction_skills.fearful, skill.requires):
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continue
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# 解锁技能
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skill.unlocked = True
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state.factions.fearful.power -= skill.cost
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unlocked.append(f"fearful:{skill_id}")
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return unlocked
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def apply_skill_effects(state: WorldState) -> None:
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"""应用已解锁技能的持续效果
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效果说明:
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- increase_positive_emotion: 每 tick 提升 town_mood +1
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- reduce_conflict: 降低恐惧派能量增长(每 tick -1)
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- increase_fear: 每 tick 降低 town_mood -1
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- suppress_others: 降低乐观派能量增长(每 tick -1)
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"""
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# 乐观派技能效果
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for skill_id, skill in state.faction_skills.optimists.skills.items():
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if not skill.unlocked:
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continue
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if skill.effect == "increase_positive_emotion":
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state.town_mood = min(10, state.town_mood + 1)
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elif skill.effect == "reduce_conflict":
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state.factions.fearful.power = max(0, state.factions.fearful.power - 1)
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# 恐惧派技能效果
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for skill_id, skill in state.faction_skills.fearful.skills.items():
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if not skill.unlocked:
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continue
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if skill.effect == "increase_fear":
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state.town_mood = max(-10, state.town_mood - 1)
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elif skill.effect == "suppress_others":
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state.factions.optimists.power = max(0, state.factions.optimists.power - 1)
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@@ -1,40 +1,140 @@
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"""派系系统 - 基于立场分类角色并影响世界"""
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from typing import Dict
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from .models import WorldState, AgentState, Factions
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from typing import Dict, Tuple
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from .models import (
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WorldState, AgentState, Factions, FactionData,
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FactionEventResult, WorldEffect, Emotion
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)
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# 派系分类阈值
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OPTIMIST_THRESHOLD = 0.6
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FEARFUL_THRESHOLD = 0.6
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# 阵营技能触发阈值
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FACTION_POWER_THRESHOLD = 10
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# 阵营事件对情绪的影响
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FACTION_EVENT_EFFECTS = {
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"festival": 0.2, # 乐观派事件提升情绪
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"panic": -0.3, # 恐惧派事件降低情绪
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}
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def classify_faction(agent: AgentState) -> str:
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"""根据 stance 分类角色所属派系"""
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if agent.stance.optimism > OPTIMIST_THRESHOLD:
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"""根据 emotion 分类角色所属派系
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规则:
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- emotion 偏正 (happy) → optimists
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- emotion 偏负 (anxious) → fearful
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- 其它 (calm) → neutral
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"""
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if agent.emotion == Emotion.HAPPY:
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return "optimists"
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elif agent.stance.fear > FEARFUL_THRESHOLD:
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elif agent.emotion == Emotion.ANXIOUS:
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return "fearful"
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else:
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return "neutral"
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def update_factions(state: WorldState) -> None:
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"""统计各派系人数并更新 world_state"""
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counts = {"optimists": 0, "fearful": 0, "neutral": 0}
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"""统计各派系并更新 world_state
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for agent in state.agents.values():
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流程:
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1. 清空 factions.members(但保留 power)
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2. 遍历所有 agents,根据 emotion 分类
|
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3. 更新 agent.faction 字段
|
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4. 将 agent 加入对应 faction.members
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5. 每个 agent 为 faction 增加 power += 1(累积)
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"""
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# 保留现有 power,只清空 members
|
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current_optimist_power = state.factions.optimists.power
|
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current_fearful_power = state.factions.fearful.power
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|
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state.factions.optimists.members = []
|
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state.factions.fearful.members = []
|
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|
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for agent_id, agent in state.agents.items():
|
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faction = classify_faction(agent)
|
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counts[faction] += 1
|
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agent.faction = faction
|
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|
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state.factions = Factions(**counts)
|
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if faction == "optimists":
|
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state.factions.optimists.members.append(agent_id)
|
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state.factions.optimists.power = current_optimist_power + 1
|
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current_optimist_power = state.factions.optimists.power
|
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elif faction == "fearful":
|
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state.factions.fearful.members.append(agent_id)
|
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state.factions.fearful.power = current_fearful_power + 1
|
||||
current_fearful_power = state.factions.fearful.power
|
||||
|
||||
|
||||
def apply_faction_influence(state: WorldState) -> None:
|
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"""派系分布影响世界情绪"""
|
||||
optimists = state.factions.optimists
|
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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:
|
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state.town_mood = min(10, state.town_mood + 1)
|
||||
elif fearful > optimists:
|
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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 >= faction.threshold 时,触发对应技能
|
||||
- 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 >= state.factions.optimists.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 >= state.factions.fearful.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)
|
||||
|
||||
@@ -2,6 +2,8 @@ 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
|
||||
from .story_arcs import update_story_progress, check_and_trigger_story_event
|
||||
|
||||
app = FastAPI(title="AI Town Engine", version="0.1.0")
|
||||
|
||||
@@ -12,12 +14,21 @@ def step(request: StepRequest) -> StepResponse:
|
||||
# 加载当前状态
|
||||
state = load_state()
|
||||
|
||||
# 处理事件并更新状态
|
||||
state = process_events(state, request.events)
|
||||
# 处理事件并更新状态,获取行动反馈
|
||||
state, action_feedbacks = process_events(state, request.events)
|
||||
|
||||
# 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)
|
||||
|
||||
# 更新剧情进度
|
||||
update_story_progress(state)
|
||||
|
||||
# 检查并触发剧情事件
|
||||
story_event_result = check_and_trigger_story_event(state)
|
||||
|
||||
# 生成 agent 行动
|
||||
actions = generate_actions(state)
|
||||
|
||||
@@ -27,7 +38,10 @@ 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,
|
||||
story_event=story_event_result,
|
||||
action_feedbacks=action_feedbacks
|
||||
)
|
||||
|
||||
|
||||
|
||||
@@ -44,11 +44,76 @@ 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
|
||||
threshold: int = 10
|
||||
skill: str = ""
|
||||
members: List[str] = Field(default_factory=list)
|
||||
|
||||
|
||||
class Factions(BaseModel):
|
||||
"""派系分布"""
|
||||
"""派系分布(带 power 和 members)"""
|
||||
optimists: FactionData = Field(default_factory=FactionData)
|
||||
fearful: FactionData = Field(default_factory=FactionData)
|
||||
|
||||
|
||||
class Votes(BaseModel):
|
||||
"""投票统计"""
|
||||
optimists: int = 0
|
||||
fearful: int = 0
|
||||
neutral: int = 0
|
||||
# 记录本 tick 已投票的用户(用于去重)
|
||||
voted_users: List[str] = Field(default_factory=list)
|
||||
|
||||
|
||||
class FactionSkill(BaseModel):
|
||||
"""单个技能"""
|
||||
unlocked: bool = False
|
||||
cost: int = 10
|
||||
effect: str = ""
|
||||
requires: List[str] = Field(default_factory=list)
|
||||
|
||||
|
||||
class FactionSkillTree(BaseModel):
|
||||
"""单个阵营的技能树"""
|
||||
skills: Dict[str, FactionSkill] = Field(default_factory=dict)
|
||||
|
||||
|
||||
class FactionSkills(BaseModel):
|
||||
"""所有阵营的技能树"""
|
||||
optimists: FactionSkillTree = Field(default_factory=FactionSkillTree)
|
||||
fearful: FactionSkillTree = Field(default_factory=FactionSkillTree)
|
||||
|
||||
|
||||
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 StoryArc(BaseModel):
|
||||
"""剧情线"""
|
||||
progress: float = Field(default=0.0, ge=0.0, le=1.0)
|
||||
threshold: float = 1.0
|
||||
active: bool = True
|
||||
stage: int = 1 # 当前阶段
|
||||
description: str = ""
|
||||
|
||||
|
||||
class StoryEventResult(BaseModel):
|
||||
"""剧情事件触发结果"""
|
||||
triggered: bool = False
|
||||
arc_id: Optional[str] = None
|
||||
event_name: Optional[str] = None
|
||||
description: Optional[str] = None
|
||||
|
||||
|
||||
class ActionFeedback(BaseModel):
|
||||
"""行动反馈"""
|
||||
success: bool = True
|
||||
reason: str = ""
|
||||
remaining_ap: int = 0
|
||||
user: str = ""
|
||||
|
||||
|
||||
class AgentState(BaseModel):
|
||||
@@ -60,6 +125,12 @@ 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"
|
||||
# 行动点系统
|
||||
action_points: int = Field(default=3, ge=0)
|
||||
max_action_points: int = Field(default=3, ge=1)
|
||||
last_action_tick: int = 0
|
||||
|
||||
|
||||
class WorldState(BaseModel):
|
||||
@@ -71,6 +142,9 @@ class WorldState(BaseModel):
|
||||
global_meter: GlobalMeter = Field(default_factory=GlobalMeter)
|
||||
world_effects: List[WorldEffect] = Field(default_factory=list)
|
||||
factions: Factions = Field(default_factory=Factions)
|
||||
story_arcs: Dict[str, StoryArc] = Field(default_factory=dict)
|
||||
votes: Votes = Field(default_factory=Votes)
|
||||
faction_skills: FactionSkills = Field(default_factory=FactionSkills)
|
||||
|
||||
|
||||
class Event(BaseModel):
|
||||
@@ -78,6 +152,7 @@ class Event(BaseModel):
|
||||
text: str
|
||||
user: str
|
||||
ts: float
|
||||
faction: Optional[str] = None # 用于投票事件: "optimists" | "fearful"
|
||||
|
||||
|
||||
class StepRequest(BaseModel):
|
||||
@@ -106,3 +181,6 @@ class StepResponse(BaseModel):
|
||||
world_state: WorldState
|
||||
actions: List[Action]
|
||||
global_event: GlobalEventResult = Field(default_factory=GlobalEventResult)
|
||||
triggered_faction_event: FactionEventResult = Field(default_factory=FactionEventResult)
|
||||
story_event: StoryEventResult = Field(default_factory=StoryEventResult)
|
||||
action_feedbacks: List[ActionFeedback] = Field(default_factory=list)
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
import json
|
||||
from pathlib import Path
|
||||
from .models import WorldState, AgentState, GlobalMeter, Stance
|
||||
from .models import WorldState, AgentState, GlobalMeter, Stance, Factions, FactionData
|
||||
from .story_arcs import get_default_story_arcs
|
||||
from .faction_skills import get_default_faction_skills
|
||||
|
||||
STATE_FILE = Path(__file__).parent.parent / "state.json"
|
||||
|
||||
@@ -17,16 +19,30 @@ def get_default_state() -> WorldState:
|
||||
goal="探索小镇",
|
||||
memory=[],
|
||||
stance=Stance(optimism=0.6, fear=0.4),
|
||||
faction="neutral",
|
||||
action_points=3,
|
||||
max_action_points=3,
|
||||
last_action_tick=0,
|
||||
),
|
||||
"bob": AgentState(
|
||||
emotion="calm",
|
||||
goal="与人交流",
|
||||
memory=[],
|
||||
stance=Stance(optimism=0.4, fear=0.6),
|
||||
faction="neutral",
|
||||
action_points=3,
|
||||
max_action_points=3,
|
||||
last_action_tick=0,
|
||||
),
|
||||
},
|
||||
events=[],
|
||||
global_meter=GlobalMeter(value=0, threshold=100, cooldown=0),
|
||||
factions=Factions(
|
||||
optimists=FactionData(power=0, threshold=10, skill="festival", members=[]),
|
||||
fearful=FactionData(power=0, threshold=10, skill="panic", members=[])
|
||||
),
|
||||
story_arcs=get_default_story_arcs(),
|
||||
faction_skills=get_default_faction_skills(),
|
||||
)
|
||||
|
||||
|
||||
|
||||
115
engine-python/app/story_arcs.py
Normal file
115
engine-python/app/story_arcs.py
Normal file
@@ -0,0 +1,115 @@
|
||||
"""剧情线系统 - 让事件形成因果链"""
|
||||
from typing import Dict, Optional
|
||||
from .models import (
|
||||
WorldState, StoryArc, StoryEventResult, WorldEffect
|
||||
)
|
||||
|
||||
# 剧情进度变化量
|
||||
PROGRESS_INCREMENT = 0.1
|
||||
PROGRESS_DECREMENT = 0.05
|
||||
|
||||
# 剧情事件定义
|
||||
STORY_EVENTS = {
|
||||
"civil_unrest": {
|
||||
"name": "民众骚乱",
|
||||
"description": "恐惧派势力过大,城镇爆发了骚乱",
|
||||
"mood_effect": -3,
|
||||
"duration": 5,
|
||||
},
|
||||
"golden_age": {
|
||||
"name": "黄金时代",
|
||||
"description": "乐观派主导了城镇,迎来繁荣期",
|
||||
"mood_effect": 3,
|
||||
"duration": 5,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
def get_default_story_arcs() -> Dict[str, StoryArc]:
|
||||
"""获取默认剧情线"""
|
||||
return {
|
||||
"civil_unrest": StoryArc(
|
||||
progress=0.0,
|
||||
threshold=1.0,
|
||||
active=True,
|
||||
stage=1,
|
||||
description="城市内部的紧张局势"
|
||||
),
|
||||
"golden_age": StoryArc(
|
||||
progress=0.0,
|
||||
threshold=1.0,
|
||||
active=True,
|
||||
stage=1,
|
||||
description="城镇繁荣的希望"
|
||||
),
|
||||
}
|
||||
|
||||
|
||||
def update_story_progress(state: WorldState) -> None:
|
||||
"""根据阵营状态更新剧情进度"""
|
||||
fearful_power = state.factions.fearful.power
|
||||
optimist_power = state.factions.optimists.power
|
||||
|
||||
# civil_unrest: 恐惧派占优时推进
|
||||
if "civil_unrest" in state.story_arcs:
|
||||
arc = state.story_arcs["civil_unrest"]
|
||||
if arc.active:
|
||||
if fearful_power > optimist_power:
|
||||
arc.progress = min(1.0, arc.progress + PROGRESS_INCREMENT)
|
||||
else:
|
||||
arc.progress = max(0.0, arc.progress - PROGRESS_DECREMENT)
|
||||
|
||||
# golden_age: 乐观派占优时推进
|
||||
if "golden_age" in state.story_arcs:
|
||||
arc = state.story_arcs["golden_age"]
|
||||
if arc.active:
|
||||
if optimist_power > fearful_power:
|
||||
arc.progress = min(1.0, arc.progress + PROGRESS_INCREMENT)
|
||||
else:
|
||||
arc.progress = max(0.0, arc.progress - PROGRESS_DECREMENT)
|
||||
|
||||
|
||||
def check_and_trigger_story_event(state: WorldState) -> StoryEventResult:
|
||||
"""检查并触发剧情事件"""
|
||||
result = StoryEventResult(triggered=False)
|
||||
|
||||
for arc_id, arc in state.story_arcs.items():
|
||||
if not arc.active:
|
||||
continue
|
||||
|
||||
if arc.progress >= arc.threshold:
|
||||
# 触发剧情事件
|
||||
event_data = STORY_EVENTS.get(arc_id)
|
||||
if event_data:
|
||||
result = StoryEventResult(
|
||||
triggered=True,
|
||||
arc_id=arc_id,
|
||||
event_name=event_data["name"],
|
||||
description=event_data["description"]
|
||||
)
|
||||
# 应用事件效果
|
||||
_apply_story_event(state, arc_id, event_data)
|
||||
# 重置进度,进入下一阶段
|
||||
arc.progress = 0.0
|
||||
arc.stage += 1
|
||||
break # 每 tick 只触发一个剧情事件
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def _apply_story_event(state: WorldState, arc_id: str, event_data: dict) -> None:
|
||||
"""应用剧情事件效果"""
|
||||
# 创建持续影响效果
|
||||
effect = WorldEffect(
|
||||
type="story_event",
|
||||
name=event_data["name"],
|
||||
intensity=2,
|
||||
remaining_ticks=event_data["duration"],
|
||||
mood_modifier=event_data["mood_effect"]
|
||||
)
|
||||
state.world_effects.append(effect)
|
||||
|
||||
# 立即影响世界情绪
|
||||
state.town_mood = max(-10, min(10,
|
||||
state.town_mood + event_data["mood_effect"]
|
||||
))
|
||||
46
engine-python/app/voting.py
Normal file
46
engine-python/app/voting.py
Normal file
@@ -0,0 +1,46 @@
|
||||
"""阵营投票系统 - 允许用户通过投票影响阵营能量"""
|
||||
from typing import List
|
||||
from .models import WorldState, Event, Votes
|
||||
|
||||
|
||||
def process_votes(state: WorldState, events: List[Event]) -> None:
|
||||
"""处理投票事件
|
||||
|
||||
规则:
|
||||
1. 每个用户在一个 tick 内只能投 1 次票(按 user 去重)
|
||||
2. 每票增加对应 faction 的 votes += 1
|
||||
"""
|
||||
for event in events:
|
||||
if event.type != "vote":
|
||||
continue
|
||||
|
||||
# 验证 faction 有效性
|
||||
if event.faction not in ("optimists", "fearful"):
|
||||
continue
|
||||
|
||||
# 检查用户是否已投票(去重)
|
||||
if event.user in state.votes.voted_users:
|
||||
continue
|
||||
|
||||
# 记录投票
|
||||
state.votes.voted_users.append(event.user)
|
||||
|
||||
if event.faction == "optimists":
|
||||
state.votes.optimists += 1
|
||||
elif event.faction == "fearful":
|
||||
state.votes.fearful += 1
|
||||
|
||||
|
||||
def apply_votes_to_factions(state: WorldState) -> None:
|
||||
"""将投票累加到阵营能量,然后清空投票
|
||||
|
||||
在每个 tick 开始时调用:
|
||||
1. 将 votes 累加进 factions.power
|
||||
2. 清空 votes(包括 voted_users)
|
||||
"""
|
||||
# 累加投票到阵营能量
|
||||
state.factions.optimists.power += state.votes.optimists
|
||||
state.factions.fearful.power += state.votes.fearful
|
||||
|
||||
# 清空投票
|
||||
state.votes = Votes()
|
||||
@@ -306,16 +306,371 @@ 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"]
|
||||
|
||||
|
||||
def test_story_arcs_exists_in_world_state(client):
|
||||
"""测试 world_state 包含 story_arcs 字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
assert "story_arcs" in data["world_state"]
|
||||
story_arcs = data["world_state"]["story_arcs"]
|
||||
assert "civil_unrest" in story_arcs
|
||||
assert "golden_age" in story_arcs
|
||||
|
||||
|
||||
def test_story_arc_has_required_fields(client):
|
||||
"""测试 story_arc 包含必要字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
for arc_id, arc in data["world_state"]["story_arcs"].items():
|
||||
assert "progress" in arc
|
||||
assert "threshold" in arc
|
||||
assert "active" in arc
|
||||
assert "stage" in arc
|
||||
|
||||
|
||||
def test_story_event_in_response(client):
|
||||
"""测试响应包含 story_event 字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
assert "story_event" in data
|
||||
assert "triggered" in data["story_event"]
|
||||
assert "arc_id" in data["story_event"]
|
||||
|
||||
|
||||
# ==================== 投票系统测试 ====================
|
||||
|
||||
def test_votes_exists_in_world_state(client):
|
||||
"""测试 world_state 包含 votes 字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
assert "votes" in data["world_state"]
|
||||
votes = data["world_state"]["votes"]
|
||||
assert "optimists" in votes
|
||||
assert "fearful" in votes
|
||||
assert "voted_users" in votes
|
||||
|
||||
|
||||
def test_vote_records_correctly(client):
|
||||
"""测试投票正确记录"""
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "user1", "ts": 1},
|
||||
{"type": "vote", "faction": "fearful", "text": "", "user": "user2", "ts": 2},
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
data = resp.json()
|
||||
|
||||
votes = data["world_state"]["votes"]
|
||||
assert votes["optimists"] == 1
|
||||
assert votes["fearful"] == 1
|
||||
assert "user1" in votes["voted_users"]
|
||||
assert "user2" in votes["voted_users"]
|
||||
|
||||
|
||||
def test_vote_user_deduplication(client):
|
||||
"""测试同一用户在同一 tick 只能投一次票"""
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "user1", "ts": 1},
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "user1", "ts": 2},
|
||||
{"type": "vote", "faction": "fearful", "text": "", "user": "user1", "ts": 3},
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
data = resp.json()
|
||||
|
||||
votes = data["world_state"]["votes"]
|
||||
# 只计算第一次投票
|
||||
assert votes["optimists"] == 1
|
||||
assert votes["fearful"] == 0
|
||||
|
||||
|
||||
def test_votes_apply_to_faction_power_next_tick(client):
|
||||
"""测试投票在下一个 tick 累加到阵营能量"""
|
||||
# 第一个 tick:投票
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "user1", "ts": 1},
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "user2", "ts": 2},
|
||||
{"type": "vote", "faction": "fearful", "text": "", "user": "user3", "ts": 3},
|
||||
]
|
||||
resp1 = client.post("/step", json={"events": events})
|
||||
data1 = resp1.json()
|
||||
|
||||
# 记录第一个 tick 后的阵营能量
|
||||
power1_opt = data1["world_state"]["factions"]["optimists"]["power"]
|
||||
power1_fear = data1["world_state"]["factions"]["fearful"]["power"]
|
||||
|
||||
# 第二个 tick:投票应该生效
|
||||
resp2 = client.post("/step", json={"events": []})
|
||||
data2 = resp2.json()
|
||||
|
||||
power2_opt = data2["world_state"]["factions"]["optimists"]["power"]
|
||||
power2_fear = data2["world_state"]["factions"]["fearful"]["power"]
|
||||
|
||||
# 验证投票已累加(+2 optimists, +1 fearful)
|
||||
assert power2_opt >= power1_opt + 2
|
||||
assert power2_fear >= power1_fear + 1
|
||||
|
||||
# 验证投票已清空
|
||||
assert data2["world_state"]["votes"]["optimists"] == 0
|
||||
assert data2["world_state"]["votes"]["fearful"] == 0
|
||||
|
||||
|
||||
def test_votes_trigger_faction_event(client):
|
||||
"""测试投票累积触发阵营技能"""
|
||||
# 多轮投票累积能量直到触发
|
||||
for i in range(5):
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": f"user_{i}_a", "ts": i},
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": f"user_{i}_b", "ts": i + 0.1},
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
|
||||
# 再投一轮让投票生效
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
# 验证阵营能量已累积(可能已触发并重置)
|
||||
# 如果触发了,power 会重置为 0
|
||||
factions = data["world_state"]["factions"]
|
||||
triggered = data["triggered_faction_event"]["type"] is not None
|
||||
|
||||
# 要么触发了事件,要么能量在累积
|
||||
assert triggered or factions["optimists"]["power"] > 0
|
||||
|
||||
|
||||
# ==================== 技能树系统测试 ====================
|
||||
|
||||
def test_faction_skills_exists_in_world_state(client):
|
||||
"""测试 world_state 包含 faction_skills 字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
assert "faction_skills" in data["world_state"]
|
||||
skills = data["world_state"]["faction_skills"]
|
||||
assert "optimists" in skills
|
||||
assert "fearful" in skills
|
||||
|
||||
|
||||
def test_faction_skills_has_required_fields(client):
|
||||
"""测试技能包含必要字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
skills = data["world_state"]["faction_skills"]
|
||||
opt_skills = skills["optimists"]["skills"]
|
||||
|
||||
assert "festival_boost" in opt_skills
|
||||
skill = opt_skills["festival_boost"]
|
||||
assert "unlocked" in skill
|
||||
assert "cost" in skill
|
||||
assert "effect" in skill
|
||||
assert "requires" in skill
|
||||
|
||||
|
||||
def test_skill_unlock_when_power_sufficient(client):
|
||||
"""测试能量足够时解锁技能"""
|
||||
# 多轮投票累积能量到 10+
|
||||
for i in range(6):
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": f"u{i}_a", "ts": i},
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": f"u{i}_b", "ts": i+0.1},
|
||||
]
|
||||
client.post("/step", json={"events": events})
|
||||
|
||||
# 再执行一轮让投票生效
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
skills = data["world_state"]["faction_skills"]["optimists"]["skills"]
|
||||
# festival_boost cost=10,应该已解锁
|
||||
assert skills["festival_boost"]["unlocked"] is True
|
||||
|
||||
|
||||
def test_skill_requires_prerequisite(client):
|
||||
"""测试技能需要前置技能"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
skills = data["world_state"]["faction_skills"]["optimists"]["skills"]
|
||||
# unity 需要 festival_boost 作为前置
|
||||
assert skills["unity"]["requires"] == ["festival_boost"]
|
||||
# 初始状态下 unity 未解锁
|
||||
assert skills["unity"]["unlocked"] is False
|
||||
|
||||
|
||||
# ==================== 行动点系统测试 ====================
|
||||
|
||||
def test_action_points_exists_in_agent(client):
|
||||
"""测试 agent 包含行动点字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
for agent_id, agent in data["world_state"]["agents"].items():
|
||||
assert "action_points" in agent
|
||||
assert "max_action_points" in agent
|
||||
assert "last_action_tick" in agent
|
||||
assert agent["action_points"] >= 0
|
||||
assert agent["max_action_points"] >= 1
|
||||
|
||||
|
||||
def test_action_feedbacks_in_response(client):
|
||||
"""测试响应包含 action_feedbacks 字段"""
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
assert "action_feedbacks" in data
|
||||
assert isinstance(data["action_feedbacks"], list)
|
||||
|
||||
|
||||
def test_vote_consumes_action_points(client):
|
||||
"""测试投票消耗行动点"""
|
||||
# alice 投票(消耗 1 点)
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "alice", "ts": 1}
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
data = resp.json()
|
||||
|
||||
# 验证行动反馈
|
||||
assert len(data["action_feedbacks"]) == 1
|
||||
feedback = data["action_feedbacks"][0]
|
||||
assert feedback["success"] is True
|
||||
assert feedback["user"] == "alice"
|
||||
# 初始 3 点,消耗 1 点,恢复 1 点 = 3 点
|
||||
# 但消耗在恢复之后,所以是 3 - 1 = 2
|
||||
assert feedback["remaining_ap"] == 2
|
||||
|
||||
|
||||
def test_insufficient_action_points_rejected(client):
|
||||
"""测试行动点不足时拒绝执行"""
|
||||
# 重置状态,设置 alice 行动点为 0,last_action_tick 为当前 tick
|
||||
# 这样在下一个 tick 恢复后只有 1 点
|
||||
state = get_default_state()
|
||||
state.tick = 10
|
||||
state.agents["alice"].action_points = 0
|
||||
state.agents["alice"].last_action_tick = 10 # 刚行动过,不会恢复
|
||||
save_state(state)
|
||||
|
||||
# 尝试投票(需要 1 点),但恢复后有 1 点
|
||||
# 为了测试不足,我们需要让 last_action_tick = tick,这样不会恢复
|
||||
# 但 regenerate 检查的是 tick - last_action_tick >= 1
|
||||
# tick 会先 +1 变成 11,11 - 10 = 1 >= 1,所以会恢复
|
||||
|
||||
# 重新设计:设置 last_action_tick 为未来的 tick
|
||||
state = get_default_state()
|
||||
state.tick = 10
|
||||
state.agents["alice"].action_points = 0
|
||||
state.agents["alice"].last_action_tick = 11 # 未来 tick,不会恢复
|
||||
save_state(state)
|
||||
|
||||
events = [
|
||||
{"type": "vote", "faction": "optimists", "text": "", "user": "alice", "ts": 10}
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
data = resp.json()
|
||||
|
||||
# 验证被拒绝
|
||||
assert len(data["action_feedbacks"]) == 1
|
||||
feedback = data["action_feedbacks"][0]
|
||||
assert feedback["success"] is False
|
||||
assert "insufficient" in feedback["reason"]
|
||||
|
||||
|
||||
def test_action_points_regenerate_per_tick(client):
|
||||
"""测试行动点每 tick 恢复"""
|
||||
# 设置 alice 行动点为 1
|
||||
state = get_default_state()
|
||||
state.agents["alice"].action_points = 1
|
||||
state.agents["alice"].last_action_tick = 0
|
||||
save_state(state)
|
||||
|
||||
# 执行一个 tick(无事件)
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
# 行动点应该恢复到 2(1 + 1)
|
||||
assert data["world_state"]["agents"]["alice"]["action_points"] == 2
|
||||
|
||||
|
||||
def test_action_points_not_exceed_max(client):
|
||||
"""测试行动点不超过最大值"""
|
||||
# 设置 alice 行动点为 3(已满)
|
||||
state = get_default_state()
|
||||
state.agents["alice"].action_points = 3
|
||||
state.agents["alice"].max_action_points = 3
|
||||
save_state(state)
|
||||
|
||||
# 执行多个 tick
|
||||
for _ in range(3):
|
||||
client.post("/step", json={"events": []})
|
||||
|
||||
resp = client.post("/step", json={"events": []})
|
||||
data = resp.json()
|
||||
|
||||
# 行动点不应超过 max
|
||||
assert data["world_state"]["agents"]["alice"]["action_points"] <= 3
|
||||
|
||||
|
||||
def test_zero_cost_action_always_allowed(client):
|
||||
"""测试 0 消耗的行动始终允许"""
|
||||
# 设置 alice 行动点为 0
|
||||
state = get_default_state()
|
||||
state.agents["alice"].action_points = 0
|
||||
save_state(state)
|
||||
|
||||
# comment 类型消耗 0 点
|
||||
events = [
|
||||
{"type": "comment", "text": "hello", "user": "alice", "ts": 1}
|
||||
]
|
||||
resp = client.post("/step", json={"events": events})
|
||||
data = resp.json()
|
||||
|
||||
# 应该成功执行
|
||||
assert len(data["action_feedbacks"]) == 1
|
||||
feedback = data["action_feedbacks"][0]
|
||||
assert feedback["success"] is True
|
||||
|
||||
234
web/index.html
234
web/index.html
@@ -37,6 +37,21 @@
|
||||
.btn-quick { background: #3f3f46; color: #a1a1aa; }
|
||||
.btn-quick:hover { background: #52525b; color: #e4e4e7; }
|
||||
|
||||
/* 投票按钮 */
|
||||
.vote-section { display: flex; gap: 8px; margin-top: 10px; align-items: center; }
|
||||
.vote-label { font-size: 12px; color: #71717a; }
|
||||
.btn-vote { padding: 8px 16px; font-weight: 600; }
|
||||
.btn-vote-opt { background: #166534; color: #86efac; }
|
||||
.btn-vote-opt:hover { background: #15803d; }
|
||||
.btn-vote-fear { background: #7f1d1d; color: #fca5a5; }
|
||||
.btn-vote-fear:hover { background: #991b1b; }
|
||||
|
||||
/* 投票统计 */
|
||||
.votes-display { display: flex; gap: 16px; margin-top: 8px; font-size: 13px; }
|
||||
.vote-count { display: flex; align-items: center; gap: 4px; }
|
||||
.vote-count.opt { color: #86efac; }
|
||||
.vote-count.fear { color: #fca5a5; }
|
||||
|
||||
/* 能量条 - 极简 */
|
||||
#global-meter { width: 100%; height: 16px; background: #27272a; border-radius: 8px; margin-bottom: 16px; overflow: hidden; }
|
||||
#meter-bar { height: 100%; width: 0%; background: linear-gradient(90deg, #00ffcc, #ff0066); transition: width 0.3s ease; }
|
||||
@@ -71,6 +86,20 @@
|
||||
.emotion-calm { background: #1e3a5f; color: #93c5fd; }
|
||||
.agent-info { font-size: 13px; color: #a1a1aa; }
|
||||
|
||||
/* 行动点 */
|
||||
.agent-ap { display: flex; align-items: center; gap: 4px; margin-top: 6px; }
|
||||
.ap-dots { display: flex; gap: 3px; }
|
||||
.ap-dot { width: 8px; height: 8px; border-radius: 50%; background: #3f3f46; }
|
||||
.ap-dot.filled { background: #60a5fa; }
|
||||
.ap-label { font-size: 11px; color: #71717a; }
|
||||
|
||||
/* 行动反馈提示 */
|
||||
#action-feedback { position: fixed; bottom: 20px; right: 20px; z-index: 100; }
|
||||
.feedback-toast { padding: 10px 16px; border-radius: 8px; margin-top: 8px; font-size: 13px; animation: fadeIn 0.3s ease; }
|
||||
.feedback-toast.success { background: #166534; color: #86efac; border: 1px solid #22c55e; }
|
||||
.feedback-toast.fail { background: #7f1d1d; color: #fca5a5; border: 1px solid #ef4444; }
|
||||
@keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } }
|
||||
|
||||
/* 行动日志 */
|
||||
.actions-list { max-height: 300px; overflow-y: auto; }
|
||||
.action-item { padding: 8px; background: #27272a; border-radius: 6px; margin-bottom: 6px; font-size: 13px; }
|
||||
@@ -86,6 +115,46 @@
|
||||
.faction-fearful { background: #ef4444; color: #450a0a; }
|
||||
.factions-legend { display: flex; gap: 12px; margin-top: 8px; font-size: 11px; color: #a1a1aa; }
|
||||
.legend-dot { width: 8px; height: 8px; border-radius: 50%; display: inline-block; margin-right: 4px; }
|
||||
|
||||
/* 阵营能量条 */
|
||||
.faction-power { display: flex; gap: 12px; margin-top: 12px; }
|
||||
.power-item { flex: 1; }
|
||||
.power-label { font-size: 11px; color: #a1a1aa; margin-bottom: 4px; display: flex; justify-content: space-between; }
|
||||
.power-bar { height: 8px; background: #27272a; border-radius: 4px; overflow: hidden; }
|
||||
.power-fill { height: 100%; transition: width 0.3s ease; }
|
||||
.power-fill.optimist { background: linear-gradient(90deg, #22c55e, #86efac); }
|
||||
.power-fill.fearful { background: linear-gradient(90deg, #ef4444, #fca5a5); }
|
||||
|
||||
/* 阵营技能提示 */
|
||||
#faction-event { background: #1e3a5f; border: 1px solid #60a5fa; border-radius: 8px; padding: 12px; margin-bottom: 16px; display: none; font-size: 14px; }
|
||||
|
||||
/* 剧情线 */
|
||||
.story-arcs { margin-top: 16px; padding-top: 12px; border-top: 1px solid #3f3f46; }
|
||||
.arc-item { margin-bottom: 10px; }
|
||||
.arc-header { display: flex; justify-content: space-between; font-size: 12px; margin-bottom: 4px; }
|
||||
.arc-name { color: #a1a1aa; }
|
||||
.arc-stage { color: #f59e0b; }
|
||||
.arc-bar { height: 6px; background: #27272a; border-radius: 3px; overflow: hidden; }
|
||||
.arc-fill { height: 100%; background: linear-gradient(90deg, #a78bfa, #f472b6); transition: width 0.3s ease; }
|
||||
|
||||
/* 剧情事件提示 */
|
||||
#story-event { background: #3b0764; border: 1px solid #a78bfa; border-radius: 8px; padding: 12px; margin-bottom: 16px; display: none; font-size: 14px; }
|
||||
|
||||
/* 技能树 */
|
||||
.skill-trees { margin-top: 16px; padding-top: 12px; border-top: 1px solid #3f3f46; }
|
||||
.skill-trees-title { font-size: 11px; color: #71717a; text-transform: uppercase; margin-bottom: 8px; letter-spacing: 0.05em; }
|
||||
.skill-trees-grid { display: grid; grid-template-columns: 1fr 1fr; gap: 12px; }
|
||||
.skill-tree { background: #27272a; border-radius: 6px; padding: 10px; }
|
||||
.skill-tree-header { font-size: 11px; font-weight: 600; margin-bottom: 8px; display: flex; align-items: center; gap: 4px; }
|
||||
.skill-tree-header.opt { color: #86efac; }
|
||||
.skill-tree-header.fear { color: #fca5a5; }
|
||||
.skill-item { display: flex; align-items: center; gap: 6px; padding: 6px 8px; margin-bottom: 4px; border-radius: 4px; font-size: 11px; background: #1a1a2e; }
|
||||
.skill-item:last-child { margin-bottom: 0; }
|
||||
.skill-item.unlocked { border-left: 2px solid #22c55e; }
|
||||
.skill-item.locked { border-left: 2px solid #3f3f46; opacity: 0.7; }
|
||||
.skill-icon { font-size: 12px; }
|
||||
.skill-name { flex: 1; color: #e4e4e7; }
|
||||
.skill-cost { font-size: 10px; color: #71717a; background: #3f3f46; padding: 2px 6px; border-radius: 3px; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -109,6 +178,15 @@
|
||||
<button class="btn-quick" onclick="sendQuick('混乱')">混乱</button>
|
||||
<button class="btn-quick" onclick="sendQuick('下雨')">下雨</button>
|
||||
</div>
|
||||
<div class="vote-section">
|
||||
<span class="vote-label">投票:</span>
|
||||
<button class="btn-vote btn-vote-opt" onclick="sendVote('optimists')">👍 乐观派</button>
|
||||
<button class="btn-vote btn-vote-fear" onclick="sendVote('fearful')">👎 恐惧派</button>
|
||||
<div class="votes-display">
|
||||
<span class="vote-count opt" id="vote-opt">乐观: 0</span>
|
||||
<span class="vote-count fear" id="vote-fear">恐惧: 0</span>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- ① 能量条 -->
|
||||
@@ -117,11 +195,20 @@
|
||||
<!-- ② 世界事件提示 -->
|
||||
<div id="world-event"></div>
|
||||
|
||||
<!-- ② 阵营技能提示 -->
|
||||
<div id="faction-event"></div>
|
||||
|
||||
<!-- ② 剧情事件提示 -->
|
||||
<div id="story-event"></div>
|
||||
|
||||
<!-- ③ 持续影响 -->
|
||||
<div id="world-effects"></div>
|
||||
|
||||
<!-- 主内容区 -->
|
||||
<div class="main-grid">
|
||||
|
||||
<!-- 行动反馈提示 -->
|
||||
<div id="action-feedback"></div>
|
||||
<div>
|
||||
<div class="card" style="margin-bottom: 16px;">
|
||||
<div class="card-title">世界状态</div>
|
||||
@@ -133,9 +220,14 @@
|
||||
<div class="factions-bar" id="factions-bar"></div>
|
||||
<div class="factions-legend">
|
||||
<span><span class="legend-dot" style="background:#22c55e"></span>乐观派</span>
|
||||
<span><span class="legend-dot" style="background:#71717a"></span>中立</span>
|
||||
<span><span class="legend-dot" style="background:#ef4444"></span>恐惧派</span>
|
||||
</div>
|
||||
<!-- 阵营能量条 -->
|
||||
<div class="faction-power" id="faction-power"></div>
|
||||
<!-- 剧情线 -->
|
||||
<div class="story-arcs" id="story-arcs"></div>
|
||||
<!-- 技能树 -->
|
||||
<div class="skill-trees" id="skill-trees"></div>
|
||||
</div>
|
||||
<div class="card">
|
||||
<div class="card-title">居民</div>
|
||||
@@ -185,18 +277,57 @@
|
||||
ws.send(JSON.stringify({ type: 'comment', text, user: 'viewer' }));
|
||||
}
|
||||
|
||||
// 发送投票
|
||||
function sendVote(faction) {
|
||||
if (!ws || ws.readyState !== WebSocket.OPEN) return;
|
||||
ws.send(JSON.stringify({ type: 'vote', faction, text: '', user: 'viewer' }));
|
||||
}
|
||||
|
||||
// 更新 UI
|
||||
const weatherMap = { sunny: '☀️', rainy: '🌧️' };
|
||||
const actionHistory = [];
|
||||
|
||||
// 显示行动反馈提示
|
||||
function showActionFeedbacks(feedbacks) {
|
||||
const container = document.getElementById('action-feedback');
|
||||
feedbacks.forEach(fb => {
|
||||
if (!fb.user) return;
|
||||
const cls = fb.success ? 'success' : 'fail';
|
||||
const icon = fb.success ? '✓' : '✗';
|
||||
const toast = document.createElement('div');
|
||||
toast.className = `feedback-toast ${cls}`;
|
||||
toast.textContent = `${icon} ${fb.user}: ${fb.reason} (AP: ${fb.remaining_ap})`;
|
||||
container.appendChild(toast);
|
||||
setTimeout(() => toast.remove(), 3000);
|
||||
});
|
||||
}
|
||||
|
||||
// 渲染技能列表
|
||||
function renderSkills(skills, names) {
|
||||
return Object.entries(skills).map(([id, s]) => {
|
||||
const cls = s.unlocked ? 'unlocked' : 'locked';
|
||||
const icon = s.unlocked ? '✅' : '🔒';
|
||||
return `<div class="skill-item ${cls}">
|
||||
<span class="skill-icon">${icon}</span>
|
||||
<span class="skill-name">${names[id] || id}</span>
|
||||
<span class="skill-cost">${s.cost}</span>
|
||||
</div>`;
|
||||
}).join('');
|
||||
}
|
||||
|
||||
function updateUI(data) {
|
||||
const { world_state, actions, global_event } = data;
|
||||
const { world_state, actions, global_event, triggered_faction_event, story_event, action_feedbacks } = data;
|
||||
|
||||
// 世界状态
|
||||
document.getElementById('tick').textContent = world_state.tick;
|
||||
document.getElementById('weather').textContent = weatherMap[world_state.weather] || world_state.weather;
|
||||
document.getElementById('mood').textContent = world_state.town_mood;
|
||||
|
||||
// 行动反馈提示
|
||||
if (action_feedbacks && action_feedbacks.length > 0) {
|
||||
showActionFeedbacks(action_feedbacks);
|
||||
}
|
||||
|
||||
// ① 能量条
|
||||
if (world_state.global_meter) {
|
||||
const meter = world_state.global_meter;
|
||||
@@ -204,6 +335,12 @@
|
||||
document.getElementById('meter-bar').style.width = percent + '%';
|
||||
}
|
||||
|
||||
// ① 投票统计
|
||||
if (world_state.votes) {
|
||||
document.getElementById('vote-opt').textContent = '乐观: ' + world_state.votes.optimists;
|
||||
document.getElementById('vote-fear').textContent = '恐惧: ' + world_state.votes.fearful;
|
||||
}
|
||||
|
||||
// ② 世界事件
|
||||
const eventEl = document.getElementById('world-event');
|
||||
if (global_event?.triggered && global_event.event) {
|
||||
@@ -213,6 +350,27 @@
|
||||
eventEl.style.display = 'none';
|
||||
}
|
||||
|
||||
// ② 阵营技能提示
|
||||
const factionEventEl = document.getElementById('faction-event');
|
||||
if (triggered_faction_event?.type) {
|
||||
const msg = triggered_faction_event.type === 'festival'
|
||||
? '🎉 乐观派发动了节日庆典!'
|
||||
: '😱 恐惧派引发了恐慌!';
|
||||
factionEventEl.textContent = msg;
|
||||
factionEventEl.style.display = 'block';
|
||||
} else {
|
||||
factionEventEl.style.display = 'none';
|
||||
}
|
||||
|
||||
// ② 剧情事件提示
|
||||
const storyEventEl = document.getElementById('story-event');
|
||||
if (story_event?.triggered) {
|
||||
storyEventEl.textContent = '📖 ' + story_event.event_name + ':' + story_event.description;
|
||||
storyEventEl.style.display = 'block';
|
||||
} else {
|
||||
storyEventEl.style.display = 'none';
|
||||
}
|
||||
|
||||
// ③ 持续影响
|
||||
const effectsEl = document.getElementById('world-effects');
|
||||
if (world_state.world_effects?.length > 0) {
|
||||
@@ -226,24 +384,88 @@
|
||||
// ④ 派系分布
|
||||
if (world_state.factions) {
|
||||
const f = world_state.factions;
|
||||
const total = f.optimists + f.neutral + f.fearful || 1;
|
||||
const optimistCount = f.optimists.members.length;
|
||||
const fearfulCount = f.fearful.members.length;
|
||||
const total = optimistCount + fearfulCount || 1;
|
||||
const bar = document.getElementById('factions-bar');
|
||||
bar.innerHTML = '';
|
||||
if (f.optimists > 0) bar.innerHTML += `<div class="faction-segment faction-optimists" style="width:${f.optimists/total*100}%">${f.optimists}</div>`;
|
||||
if (f.neutral > 0) bar.innerHTML += `<div class="faction-segment faction-neutral" style="width:${f.neutral/total*100}%">${f.neutral}</div>`;
|
||||
if (f.fearful > 0) bar.innerHTML += `<div class="faction-segment faction-fearful" style="width:${f.fearful/total*100}%">${f.fearful}</div>`;
|
||||
if (optimistCount > 0) bar.innerHTML += `<div class="faction-segment faction-optimists" style="width:${optimistCount/total*100}%">${optimistCount}</div>`;
|
||||
if (fearfulCount > 0) bar.innerHTML += `<div class="faction-segment faction-fearful" style="width:${fearfulCount/total*100}%">${fearfulCount}</div>`;
|
||||
|
||||
// ⑤ 阵营能量条
|
||||
const powerEl = document.getElementById('faction-power');
|
||||
const optPct = Math.min(100, f.optimists.power / f.optimists.threshold * 100);
|
||||
const fearPct = Math.min(100, f.fearful.power / f.fearful.threshold * 100);
|
||||
powerEl.innerHTML = `
|
||||
<div class="power-item">
|
||||
<div class="power-label"><span>乐观派能量</span><span>${f.optimists.power}/${f.optimists.threshold}</span></div>
|
||||
<div class="power-bar"><div class="power-fill optimist" style="width:${optPct}%"></div></div>
|
||||
</div>
|
||||
<div class="power-item">
|
||||
<div class="power-label"><span>恐惧派能量</span><span>${f.fearful.power}/${f.fearful.threshold}</span></div>
|
||||
<div class="power-bar"><div class="power-fill fearful" style="width:${fearPct}%"></div></div>
|
||||
</div>`;
|
||||
}
|
||||
|
||||
// ⑥ 剧情线进度
|
||||
if (world_state.story_arcs) {
|
||||
const arcsEl = document.getElementById('story-arcs');
|
||||
const arcNames = { civil_unrest: '民众骚乱', golden_age: '黄金时代' };
|
||||
arcsEl.innerHTML = Object.entries(world_state.story_arcs).map(([id, arc]) => {
|
||||
const pct = Math.min(100, arc.progress / arc.threshold * 100);
|
||||
return `<div class="arc-item">
|
||||
<div class="arc-header">
|
||||
<span class="arc-name">${arcNames[id] || id}</span>
|
||||
<span class="arc-stage">阶段 ${arc.stage}</span>
|
||||
</div>
|
||||
<div class="arc-bar"><div class="arc-fill" style="width:${pct}%"></div></div>
|
||||
</div>`;
|
||||
}).join('');
|
||||
}
|
||||
|
||||
// ⑦ 技能树
|
||||
if (world_state.faction_skills) {
|
||||
const skillsEl = document.getElementById('skill-trees');
|
||||
const fs = world_state.faction_skills;
|
||||
const skillNames = {
|
||||
festival_boost: '节日增幅', unity: '团结一心',
|
||||
panic_spread: '恐慌蔓延', control: '压制控制'
|
||||
};
|
||||
skillsEl.innerHTML = `
|
||||
<div class="skill-trees-title">技能树</div>
|
||||
<div class="skill-trees-grid">
|
||||
<div class="skill-tree">
|
||||
<div class="skill-tree-header opt">🌟 乐观派</div>
|
||||
${renderSkills(fs.optimists.skills, skillNames)}
|
||||
</div>
|
||||
<div class="skill-tree">
|
||||
<div class="skill-tree-header fear">💀 恐惧派</div>
|
||||
${renderSkills(fs.fearful.skills, skillNames)}
|
||||
</div>
|
||||
</div>`;
|
||||
}
|
||||
|
||||
// 角色
|
||||
const agentsEl = document.getElementById('agents');
|
||||
agentsEl.innerHTML = '';
|
||||
for (const [id, agent] of Object.entries(world_state.agents)) {
|
||||
const ap = agent.action_points || 0;
|
||||
const maxAp = agent.max_action_points || 3;
|
||||
const apDots = Array(maxAp).fill(0).map((_, i) =>
|
||||
`<span class="ap-dot ${i < ap ? 'filled' : ''}"></span>`
|
||||
).join('');
|
||||
|
||||
agentsEl.innerHTML += `
|
||||
<div class="agent">
|
||||
<div class="agent-header">
|
||||
<span class="agent-name">${id}</span>
|
||||
<span class="agent-emotion emotion-${agent.emotion}">${agent.emotion}</span>
|
||||
</div>
|
||||
<div class="agent-ap">
|
||||
<span class="ap-label">AP:</span>
|
||||
<div class="ap-dots">${apDots}</div>
|
||||
<span class="ap-label">${ap}/${maxAp}</span>
|
||||
</div>
|
||||
<div class="agent-info">记忆: ${agent.memory.slice(-2).join(' | ') || '-'}</div>
|
||||
</div>`;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user