- FactionData 新增 threshold 和 skill 字段 - 修改能量累积逻辑:power 跨 tick 累积 - 阈值改为 10,达到后触发阵营技能 - festival 提升情绪,panic 降低情绪 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
144 lines
3.6 KiB
Python
144 lines
3.6 KiB
Python
from __future__ import annotations
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from pydantic import BaseModel, Field
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from typing import List, Dict, Optional
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from enum import Enum
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class Emotion(str, Enum):
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CALM = "calm"
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HAPPY = "happy"
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ANXIOUS = "anxious"
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class Weather(str, Enum):
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SUNNY = "sunny"
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RAINY = "rainy"
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class GlobalMeter(BaseModel):
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"""全体能量条"""
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value: int = 0
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threshold: int = 100
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cooldown: int = 0
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class WorldEffect(BaseModel):
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"""持续影响效果"""
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type: str
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name: str
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intensity: int = 1
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remaining_ticks: int = 5
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mood_modifier: int = 0
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class Opinion(BaseModel):
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"""角色对事件的观点"""
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about: str # 事件类型 (effect_type)
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text: str # 观点内容
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tick: int # 生成时的 tick
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class Stance(BaseModel):
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"""角色立场"""
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optimism: float = Field(default=0.5, ge=0.0, le=1.0)
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fear: float = Field(default=0.5, ge=0.0, le=1.0)
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class FactionData(BaseModel):
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"""单个派系的数据"""
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power: int = 0
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threshold: int = 10
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skill: str = ""
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members: List[str] = Field(default_factory=list)
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class Factions(BaseModel):
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"""派系分布(带 power 和 members)"""
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optimists: FactionData = Field(default_factory=FactionData)
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fearful: FactionData = Field(default_factory=FactionData)
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class FactionEventResult(BaseModel):
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"""阵营事件触发结果"""
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type: Optional[str] = None # "festival" | "panic" | None
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source_faction: Optional[str] = None # "optimists" | "fearful"
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class StoryArc(BaseModel):
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"""剧情线"""
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progress: float = Field(default=0.0, ge=0.0, le=1.0)
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threshold: float = 1.0
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active: bool = True
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stage: int = 1 # 当前阶段
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description: str = ""
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class StoryEventResult(BaseModel):
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"""剧情事件触发结果"""
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triggered: bool = False
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arc_id: Optional[str] = None
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event_name: Optional[str] = None
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description: Optional[str] = None
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class AgentState(BaseModel):
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emotion: Emotion = Emotion.CALM
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goal: str = ""
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memory: List[str] = Field(default_factory=list)
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opinion: Optional[Opinion] = None
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# 记录已评论过的事件,防止重复生成
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commented_effects: List[str] = Field(default_factory=list)
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# 角色立场
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stance: Stance = Field(default_factory=Stance)
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# 所属阵营
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faction: str = "neutral" # "optimists" | "fearful" | "neutral"
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class WorldState(BaseModel):
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tick: int = 0
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weather: Weather = Weather.SUNNY
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town_mood: int = Field(default=0, ge=-10, le=10)
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agents: Dict[str, AgentState] = Field(default_factory=dict)
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events: List[str] = Field(default_factory=list)
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global_meter: GlobalMeter = Field(default_factory=GlobalMeter)
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world_effects: List[WorldEffect] = Field(default_factory=list)
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factions: Factions = Field(default_factory=Factions)
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story_arcs: Dict[str, StoryArc] = Field(default_factory=dict)
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class Event(BaseModel):
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type: str
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text: str
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user: str
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ts: float
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class StepRequest(BaseModel):
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events: List[Event] = Field(default_factory=list)
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class Action(BaseModel):
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agent_id: str
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say: str
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do: str
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class GlobalEventInfo(BaseModel):
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"""世界级事件信息"""
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name: str
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description: str
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class GlobalEventResult(BaseModel):
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"""世界级事件触发结果"""
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triggered: bool = False
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event: Optional[GlobalEventInfo] = None
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class StepResponse(BaseModel):
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world_state: WorldState
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actions: List[Action]
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global_event: GlobalEventResult = Field(default_factory=GlobalEventResult)
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triggered_faction_event: FactionEventResult = Field(default_factory=FactionEventResult)
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story_event: StoryEventResult = Field(default_factory=StoryEventResult)
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