新增战斗/冒险系统

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2025-11-10 14:59:07 +08:00
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"""战斗系统数据模型和配置定义"""
from __future__ import annotations
from dataclasses import dataclass, field
from typing import Any, Dict, List, Optional, Tuple
from enum import Enum
from PWF.Convention.Runtime.Architecture import Architecture
from PWF.Convention.Runtime.GlobalConfig import ProjectConfig
from PWF.CoreModules.plugin_interface import DatabaseModel
from Plugins.WPSBackpackSystem import BackpackItemTier
# ============================================================================
# 配置管理
# ============================================================================
_config: ProjectConfig = Architecture.Get(ProjectConfig)
# 基础属性配置
COMBAT_CONFIG_DEFAULTS = {
# 玩家基础属性
"combat_base_hp": 100,
"combat_base_atk": 10,
"combat_base_def": 5,
"combat_base_spd": 10,
"combat_base_crit": 5, # 百分比
"combat_base_crit_dmg": 150, # 百分比
# 装备强度权重
"combat_weight_atk": 1.0,
"combat_weight_def": 0.8,
"combat_weight_hp": 0.1,
"combat_weight_spd": 0.5,
"combat_weight_crit": 2.0,
"combat_weight_crit_dmg": 0.01,
}
# 冒险系统配置
COMBAT_ADVENTURE_CONFIG = {
# 阶段时间配置
"combat_adventure_base_time": 15, # 第一阶段基础时间(分钟)
"combat_adventure_max_time": 1440, # 最大时间上限24小时
"combat_food_support_time": 15, # 每个食物支持时间(分钟)
# 成功率配置
"combat_adventure_base_success_rate": 0.80, # 第一阶段基础成功率80%
"combat_adventure_stage_penalty": 0.05, # 每阶段递减5%
"combat_adventure_min_success_rate": 0.10, # 最低成功率10%
"combat_adventure_max_success_rate": 0.95, # 最高成功率95%
# 加成系数配置
"combat_adventure_equipment_coeff": 0.01, # 装备强度加成系数每100强度+1%
"combat_adventure_fortune_coeff": 0.10, # 运势加成系数(运势值*10
# 时间缩减配置
"combat_time_reduction_divisor": 100, # 时间缩减除数(用于对数函数)
# 受伤与治疗
"combat_heal_cost": 100, # 治疗费用(积分)
}
# PVP战斗配置
COMBAT_PVP_CONFIG = {
# 挑战配置
"combat_challenge_timeout": 15, # 挑战超时时间(分钟)
"combat_pvp_reward": 1000, # PVP胜利奖励积分
"combat_pvp_penalty": 1000, # PVP失败惩罚积分
"combat_battle_action_timeout": 5, # 战斗操作超时(分钟)
# 战斗计算配置
"combat_damage_def_ratio": 0.5, # 防御减伤系数
"combat_damage_random_min": 0.9, # 伤害随机系数最小值
"combat_damage_random_max": 1.1, # 伤害随机系数最大值
"combat_block_reduction": 0.5, # 格挡减伤比例50%
# 技能配置
"combat_default_attack_power": 1.0, # 普通攻击威力倍率
"combat_skill_cooldown_default": 3, # 默认技能冷却回合
}
# 果酒Buff配置
COMBAT_WINE_BUFFS_CONFIG = {
# 普通草药果酒RARE
"combat_buff_mint_time_reduction": 0.10, # 薄荷:-10%时间
"combat_buff_basil_reward_boost": 0.10, # 罗勒:+10%收益
"combat_buff_sage_success_rate": 0.05, # 鼠尾草:+5%成功率
"combat_buff_rosemary_atk_boost": 0.10, # 迷迭香:+10% ATK
# 稀有树木果酒EPIC
"combat_buff_ginkgo_time_reduction": 0.20, # 银杏:-20%时间
"combat_buff_sakura_reward_boost": 0.20, # 樱花:+20%收益
"combat_buff_sakura_def_boost": 0.10, # 樱花:+10% DEF
"combat_buff_maple_success_rate": 0.10, # 红枫:+10%成功率
"combat_buff_maple_crit_boost": 0.15, # 红枫:+15% CRIT
}
# 掉落系统配置
COMBAT_LOOT_CONFIG = {
# 掉落概率权重
"combat_loot_weight_points": 40, # 积分掉落权重
"combat_loot_weight_equipment": 20, # 装备掉落权重
"combat_loot_weight_material": 25, # 材料掉落权重
"combat_loot_weight_souvenir": 5, # 纪念品掉落权重
"combat_loot_weight_potion": 8, # 药剂掉落权重
"combat_loot_weight_seed": 2, # 种子掉落权重
# 掉落数量配置
"combat_loot_points_base": 100, # 基础积分奖励
"combat_loot_points_per_stage": 50, # 每阶段额外积分
"combat_loot_fortune_multiplier": 0.5, # 运势影响掉落倍率系数
}
# 合并所有配置
COMBAT_CONFIG_ALL = {
**COMBAT_CONFIG_DEFAULTS,
**COMBAT_ADVENTURE_CONFIG,
**COMBAT_PVP_CONFIG,
**COMBAT_WINE_BUFFS_CONFIG,
**COMBAT_LOOT_CONFIG,
}
# 初始化配置(读取或创建默认值)
for key, default_value in COMBAT_CONFIG_ALL.items():
COMBAT_CONFIG_ALL[key] = _config.FindItem(key, default_value)
_config.SaveProperties()
class CombatConfig:
"""配置访问类"""
@staticmethod
def get(key: str, default: Any = None) -> Any:
"""获取配置项"""
return COMBAT_CONFIG_ALL.get(key, default)
@staticmethod
def get_int(key: str, default: int = 0) -> int:
"""获取整数配置"""
try:
return int(COMBAT_CONFIG_ALL.get(key, default))
except (TypeError, ValueError):
return default
@staticmethod
def get_float(key: str, default: float = 0.0) -> float:
"""获取浮点数配置"""
try:
return float(COMBAT_CONFIG_ALL.get(key, default))
except (TypeError, ValueError):
return default
# ============================================================================
# 数据模型定义
# ============================================================================
@dataclass(frozen=True)
class EquipmentDefinition:
"""装备定义"""
item_id: str
name: str
tier: BackpackItemTier
slot: str # weapon/helmet/armor/boots/accessory/virtual
attributes: Dict[str, int] # HP, ATK, DEF, SPD, CRIT, CRIT_DMG
skill_ids: List[str] = field(default_factory=list)
description: str = ""
@dataclass(frozen=True)
class SkillDefinition:
"""技能定义DSL格式"""
skill_id: str
name: str
description: str
effects: List[Dict[str, Any]] # DSL效果列表
cooldown: int = 0
icon: str = "⚔️"
@dataclass
class PlayerStats:
"""玩家完整属性(基础+装备)"""
user_id: int
hp: int
atk: int
def_: int # defense
spd: int
crit: int
crit_dmg: int
equipment_strength: float = 0.0
available_skills: List[SkillDefinition] = field(default_factory=list)
@dataclass
class BattleState:
"""战斗中的玩家状态"""
user_id: int
name: str
current_hp: int
max_hp: int
atk: int
def_: int
spd: int
crit: int
crit_dmg: int
buffs: List[Dict[str, Any]] = field(default_factory=list) # [{stat: "ATK", value: 0.2, remaining: 2}]
skill_cooldowns: Dict[str, int] = field(default_factory=dict) # {skill_id: remaining_turns}
available_skills: List[SkillDefinition] = field(default_factory=list)
def to_dict(self) -> Dict[str, Any]:
"""序列化为字典(用于存储到数据库)"""
return {
"user_id": self.user_id,
"name": self.name,
"current_hp": self.current_hp,
"max_hp": self.max_hp,
"atk": self.atk,
"def_": self.def_,
"spd": self.spd,
"crit": self.crit,
"crit_dmg": self.crit_dmg,
"buffs": self.buffs,
"skill_cooldowns": self.skill_cooldowns,
"available_skills": [s.skill_id for s in self.available_skills]
}
@staticmethod
def from_dict(data: Dict[str, Any], skill_registry: Dict[str, SkillDefinition]) -> "BattleState":
"""从字典反序列化"""
skills = [skill_registry[sid] for sid in data.get("available_skills", []) if sid in skill_registry]
return BattleState(
user_id=data["user_id"],
name=data["name"],
current_hp=data["current_hp"],
max_hp=data["max_hp"],
atk=data["atk"],
def_=data["def_"],
spd=data["spd"],
crit=data["crit"],
crit_dmg=data["crit_dmg"],
buffs=data.get("buffs", []),
skill_cooldowns=data.get("skill_cooldowns", {}),
available_skills=skills
)
# ============================================================================
# 预定义内容
# ============================================================================
# 技能注册表
SKILL_REGISTRY: Dict[str, SkillDefinition] = {
# 默认技能
"skill_basic_attack": SkillDefinition(
skill_id="skill_basic_attack",
name="普通攻击",
description="基础攻击造成100%攻击力的伤害",
effects=[
{"type": "damage", "power": 1.0, "can_crit": True}
],
cooldown=0,
icon="⚔️"
),
"skill_block": SkillDefinition(
skill_id="skill_block",
name="格挡",
description="防御姿态本回合受到伤害减少50%",
effects=[
{"type": "buff", "target": "self", "stat": "block", "value": 0.5, "duration": 1}
],
cooldown=2,
icon="🛡️"
),
# 装备技能
"skill_power_strike": SkillDefinition(
skill_id="skill_power_strike",
name="力劈",
description="强力一击造成130%伤害",
effects=[
{"type": "damage", "power": 1.3, "can_crit": True}
],
cooldown=2,
icon="💥"
),
"skill_heavy_strike": SkillDefinition(
skill_id="skill_heavy_strike",
name="重击",
description="强力攻击造成150%伤害但降低自身10%防御2回合",
effects=[
{"type": "damage", "power": 1.5, "can_crit": True},
{"type": "buff", "target": "self", "stat": "DEF", "value": -0.1, "duration": 2}
],
cooldown=3,
icon=""
),
"skill_devastating_blow": SkillDefinition(
skill_id="skill_devastating_blow",
name="毁灭打击",
description="传说技能造成200%伤害,必定暴击",
effects=[
{"type": "damage", "power": 2.0, "can_crit": True, "force_crit": True}
],
cooldown=5,
icon="💀"
),
"skill_magic_bolt": SkillDefinition(
skill_id="skill_magic_bolt",
name="魔法箭",
description="魔法攻击造成120%伤害无视20%防御",
effects=[
{"type": "damage", "power": 1.2, "can_crit": True, "ignore_def": 0.2}
],
cooldown=2,
icon=""
),
"skill_iron_wall": SkillDefinition(
skill_id="skill_iron_wall",
name="铁壁",
description="防御姿态3回合内防御提升30%",
effects=[
{"type": "buff", "target": "self", "stat": "DEF", "value": 0.3, "duration": 3}
],
cooldown=4,
icon="🏰"
),
"skill_swift_move": SkillDefinition(
skill_id="skill_swift_move",
name="疾风步",
description="快速移动本回合必定先手2回合内速度提升20%",
effects=[
{"type": "special", "effect": "priority"},
{"type": "buff", "target": "self", "stat": "SPD", "value": 0.2, "duration": 2}
],
cooldown=4,
icon="💨"
),
"skill_dragon_roar": SkillDefinition(
skill_id="skill_dragon_roar",
name="龙吼",
description="发出龙之咆哮3回合内攻击和防御各提升15%",
effects=[
{"type": "buff", "target": "self", "stat": "ATK", "value": 0.15, "duration": 3},
{"type": "buff", "target": "self", "stat": "DEF", "value": 0.15, "duration": 3}
],
cooldown=5,
icon="🐉"
),
"skill_protect": SkillDefinition(
skill_id="skill_protect",
name="守护",
description="护符之力回复30HP并提升10%防御2回合",
effects=[
{"type": "heal", "value": 30},
{"type": "buff", "target": "self", "stat": "DEF", "value": 0.1, "duration": 2}
],
cooldown=3,
icon="✝️"
),
}
# 虚拟装备(提供默认技能)
VIRTUAL_EQUIPMENT: Dict[str, EquipmentDefinition] = {
"virtual_default_skills": EquipmentDefinition(
item_id="virtual_default_skills",
name="基础战斗技能",
tier=BackpackItemTier.COMMON,
slot="virtual",
attributes={},
skill_ids=["skill_basic_attack", "skill_block"],
description="所有玩家的默认战斗技能"
)
}
# 装备注册表
EQUIPMENT_REGISTRY: Dict[str, EquipmentDefinition] = {
# ===== 武器 =====
"combat_weapon_wood_sword": EquipmentDefinition(
item_id="combat_weapon_wood_sword",
name="木剑",
tier=BackpackItemTier.COMMON,
slot="weapon",
attributes={"ATK": 15},
skill_ids=[],
description="最基础的木制武器"
),
"combat_weapon_iron_sword": EquipmentDefinition(
item_id="combat_weapon_iron_sword",
name="铁剑",
tier=BackpackItemTier.RARE,
slot="weapon",
attributes={"ATK": 35},
skill_ids=["skill_power_strike"],
description="坚固的铁制剑,附带力劈技能"
),
"combat_weapon_steel_sword": EquipmentDefinition(
item_id="combat_weapon_steel_sword",
name="钢剑",
tier=BackpackItemTier.EPIC,
slot="weapon",
attributes={"ATK": 60, "CRIT": 5},
skill_ids=["skill_heavy_strike"],
description="精钢打造,锋利无比"
),
"combat_weapon_legend_sword": EquipmentDefinition(
item_id="combat_weapon_legend_sword",
name="传说之剑",
tier=BackpackItemTier.LEGENDARY,
slot="weapon",
attributes={"ATK": 100, "CRIT": 10, "CRIT_DMG": 50},
skill_ids=["skill_devastating_blow"],
description="传说中的神兵利器"
),
"combat_weapon_magic_staff": EquipmentDefinition(
item_id="combat_weapon_magic_staff",
name="魔法杖",
tier=BackpackItemTier.EPIC,
slot="weapon",
attributes={"ATK": 50, "SPD": 10},
skill_ids=["skill_magic_bolt"],
description="蕴含魔力的法杖"
),
# ===== 头盔 =====
"combat_helmet_leather": EquipmentDefinition(
item_id="combat_helmet_leather",
name="皮帽",
tier=BackpackItemTier.COMMON,
slot="helmet",
attributes={"HP": 20, "DEF": 5},
skill_ids=[],
description="简单的皮革头饰"
),
"combat_helmet_iron": EquipmentDefinition(
item_id="combat_helmet_iron",
name="铁盔",
tier=BackpackItemTier.RARE,
slot="helmet",
attributes={"HP": 50, "DEF": 15},
skill_ids=[],
description="厚重的铁制头盔"
),
"combat_helmet_dragon": EquipmentDefinition(
item_id="combat_helmet_dragon",
name="龙鳞头盔",
tier=BackpackItemTier.LEGENDARY,
slot="helmet",
attributes={"HP": 120, "DEF": 40, "ATK": 20},
skill_ids=["skill_dragon_roar"],
description="龙鳞打造的传奇头盔"
),
# ===== 护甲 =====
"combat_armor_cloth": EquipmentDefinition(
item_id="combat_armor_cloth",
name="布衣",
tier=BackpackItemTier.COMMON,
slot="armor",
attributes={"HP": 30, "DEF": 8},
skill_ids=[],
description="简单的布质防具"
),
"combat_armor_chain": EquipmentDefinition(
item_id="combat_armor_chain",
name="锁子甲",
tier=BackpackItemTier.RARE,
slot="armor",
attributes={"HP": 70, "DEF": 25},
skill_ids=[],
description="环环相扣的金属铠甲"
),
"combat_armor_plate": EquipmentDefinition(
item_id="combat_armor_plate",
name="板甲",
tier=BackpackItemTier.EPIC,
slot="armor",
attributes={"HP": 120, "DEF": 50},
skill_ids=["skill_iron_wall"],
description="厚重的全身板甲"
),
# ===== 鞋子 =====
"combat_boots_leather": EquipmentDefinition(
item_id="combat_boots_leather",
name="皮靴",
tier=BackpackItemTier.COMMON,
slot="boots",
attributes={"SPD": 5},
skill_ids=[],
description="轻便的皮制靴子"
),
"combat_boots_wind": EquipmentDefinition(
item_id="combat_boots_wind",
name="疾风之靴",
tier=BackpackItemTier.EPIC,
slot="boots",
attributes={"SPD": 20, "DEF": 10},
skill_ids=["skill_swift_move"],
description="蕴含风之力的靴子"
),
# ===== 饰品 =====
"combat_accessory_ring_str": EquipmentDefinition(
item_id="combat_accessory_ring_str",
name="力量戒指",
tier=BackpackItemTier.RARE,
slot="accessory",
attributes={"ATK": 20, "HP": 30},
skill_ids=[],
description="增强力量的魔法戒指"
),
"combat_accessory_amulet": EquipmentDefinition(
item_id="combat_accessory_amulet",
name="守护护符",
tier=BackpackItemTier.EPIC,
slot="accessory",
attributes={"HP": 50, "DEF": 20, "CRIT": 5},
skill_ids=["skill_protect"],
description="守护佩戴者的神秘护符"
),
}
# 果酒buff映射
WINE_BUFFS: Dict[str, Dict[str, float]] = {
# 普通草药果酒
"garden_wine_mint": {
"time_reduction": CombatConfig.get_float("combat_buff_mint_time_reduction", 0.10),
},
"garden_wine_basil": {
"reward_boost": CombatConfig.get_float("combat_buff_basil_reward_boost", 0.10),
},
"garden_wine_sage": {
"success_rate": CombatConfig.get_float("combat_buff_sage_success_rate", 0.05),
},
"garden_wine_rosemary": {
"atk_boost": CombatConfig.get_float("combat_buff_rosemary_atk_boost", 0.10),
},
# 稀有树木果酒
"garden_wine_ginkgo": {
"time_reduction": CombatConfig.get_float("combat_buff_ginkgo_time_reduction", 0.20),
},
"garden_wine_sakura": {
"reward_boost": CombatConfig.get_float("combat_buff_sakura_reward_boost", 0.20),
"def_boost": CombatConfig.get_float("combat_buff_sakura_def_boost", 0.10),
},
"garden_wine_maple": {
"success_rate": CombatConfig.get_float("combat_buff_maple_success_rate", 0.10),
"crit_boost": CombatConfig.get_float("combat_buff_maple_crit_boost", 0.15),
},
}
# 冒险材料item_id -> (name, tier)
ADVENTURE_MATERIALS: Dict[str, Tuple[str, BackpackItemTier]] = {
"combat_material_ore": ("矿石", BackpackItemTier.COMMON),
"combat_material_gem": ("宝石", BackpackItemTier.RARE),
"combat_material_crystal": ("水晶", BackpackItemTier.EPIC),
"combat_material_essence": ("精华", BackpackItemTier.LEGENDARY),
}
# 纪念品item_id -> (name, tier, sell_price)
ADVENTURE_SOUVENIRS: Dict[str, Tuple[str, BackpackItemTier, int]] = {
"combat_souvenir_medal": ("英雄勋章", BackpackItemTier.RARE, 500),
"combat_souvenir_trophy": ("战斗奖杯", BackpackItemTier.EPIC, 1500),
"combat_souvenir_relic": ("远古遗物", BackpackItemTier.LEGENDARY, 5000),
}
# 药剂item_id -> (name, tier, description)
COMBAT_POTIONS: Dict[str, Tuple[str, BackpackItemTier, str]] = {
"combat_potion_hp_small": ("小型治疗药水", BackpackItemTier.COMMON, "回复50HP"),
"combat_potion_hp_medium": ("中型治疗药水", BackpackItemTier.RARE, "回复150HP"),
"combat_potion_hp_large": ("大型治疗药水", BackpackItemTier.EPIC, "回复全部HP"),
"combat_potion_atk": ("力量药水", BackpackItemTier.RARE, "3回合ATK+20%"),
"combat_potion_def": ("防御药水", BackpackItemTier.RARE, "3回合DEF+20%"),
}
# 冒险独有种子item_id -> (name, tier)
ADVENTURE_SEEDS: Dict[str, Tuple[str, BackpackItemTier]] = {
"combat_seed_battle_flower": ("战斗之花种子", BackpackItemTier.EPIC),
"combat_seed_victory_tree": ("胜利之树种子", BackpackItemTier.LEGENDARY),
}
# ============================================================================
# 数据库模型
# ============================================================================
def get_combat_db_models() -> List[DatabaseModel]:
"""返回战斗系统所需的数据库表定义"""
return [
# 玩家状态表
DatabaseModel(
table_name="combat_player_status",
column_defs={
"user_id": "INTEGER PRIMARY KEY",
"base_hp": "INTEGER NOT NULL DEFAULT 100",
"base_atk": "INTEGER NOT NULL DEFAULT 10",
"base_def": "INTEGER NOT NULL DEFAULT 5",
"base_spd": "INTEGER NOT NULL DEFAULT 10",
"base_crit": "INTEGER NOT NULL DEFAULT 5",
"base_crit_dmg": "INTEGER NOT NULL DEFAULT 150",
"equipped_weapon": "TEXT",
"equipped_helmet": "TEXT",
"equipped_armor": "TEXT",
"equipped_boots": "TEXT",
"equipped_accessory": "TEXT",
"is_injured": "INTEGER NOT NULL DEFAULT 0",
"current_adventure_id": "INTEGER DEFAULT NULL",
"current_battle_id": "INTEGER DEFAULT NULL",
},
),
# 装备实例表
DatabaseModel(
table_name="combat_equipment_instances",
column_defs={
"instance_id": "INTEGER PRIMARY KEY AUTOINCREMENT",
"item_id": "TEXT NOT NULL",
"owner_id": "INTEGER NOT NULL",
"custom_attributes": "TEXT",
"modifications": "TEXT",
"created_at": "TEXT NOT NULL",
},
),
# 冒险记录表
DatabaseModel(
table_name="combat_adventure_records",
column_defs={
"adventure_id": "INTEGER PRIMARY KEY AUTOINCREMENT",
"user_id": "INTEGER NOT NULL",
"chat_id": "INTEGER NOT NULL",
"stage": "INTEGER NOT NULL",
"equipment_snapshot": "TEXT NOT NULL",
"foods_used": "TEXT NOT NULL",
"start_time": "TEXT NOT NULL",
"expected_end_time": "TEXT NOT NULL",
"status": "TEXT NOT NULL",
"rewards": "TEXT",
"fortune_value": "REAL",
"equipment_strength": "REAL",
"success_rate": "REAL",
"scheduled_task_id": "INTEGER",
},
),
# PVP挑战表
DatabaseModel(
table_name="combat_pvp_challenges",
column_defs={
"challenge_id": "INTEGER PRIMARY KEY AUTOINCREMENT",
"challenger_id": "INTEGER NOT NULL",
"target_id": "INTEGER NOT NULL",
"chat_id": "INTEGER NOT NULL",
"status": "TEXT NOT NULL",
"created_at": "TEXT NOT NULL",
"expires_at": "TEXT NOT NULL",
},
),
# PVP战斗表
DatabaseModel(
table_name="combat_pvp_battles",
column_defs={
"battle_id": "INTEGER PRIMARY KEY AUTOINCREMENT",
"challenge_id": "INTEGER NOT NULL",
"player1_id": "INTEGER NOT NULL",
"player2_id": "INTEGER NOT NULL",
"chat_id": "INTEGER NOT NULL",
"current_turn_player": "INTEGER NOT NULL",
"turn_number": "INTEGER NOT NULL DEFAULT 1",
"player1_state": "TEXT NOT NULL",
"player2_state": "TEXT NOT NULL",
"battle_log": "TEXT NOT NULL",
"last_action_time": "TEXT NOT NULL",
"action_timeout_minutes": "INTEGER NOT NULL DEFAULT 5",
"winner_id": "INTEGER",
"status": "TEXT NOT NULL",
"created_at": "TEXT NOT NULL",
"finished_at": "TEXT",
},
),
]