854 lines
29 KiB
Python
854 lines
29 KiB
Python
"""战斗系统数据模型和配置定义"""
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from __future__ import annotations
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from dataclasses import dataclass, field
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from typing import Any, Dict, List, Optional, Tuple
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from enum import Enum
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from PWF.Convention.Runtime.Architecture import Architecture
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from PWF.Convention.Runtime.GlobalConfig import ProjectConfig
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from PWF.CoreModules.plugin_interface import DatabaseModel
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from Plugins.WPSBackpackSystem import BackpackItemTier
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# ============================================================================
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# 配置管理
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# ============================================================================
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_config: ProjectConfig = Architecture.Get(ProjectConfig)
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# 基础属性配置
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COMBAT_CONFIG_DEFAULTS = {
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# 玩家基础属性
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"combat_base_hp": 100,
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"combat_base_atk": 10,
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"combat_base_def": 5,
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"combat_base_spd": 10,
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"combat_base_crit": 5, # 百分比
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"combat_base_crit_dmg": 150, # 百分比
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# 装备强度权重
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"combat_weight_atk": 1.0,
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"combat_weight_def": 0.8,
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"combat_weight_hp": 0.1,
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"combat_weight_spd": 0.5,
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"combat_weight_crit": 2.0,
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"combat_weight_crit_dmg": 0.01,
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}
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# 冒险系统配置
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COMBAT_ADVENTURE_CONFIG = {
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# 阶段时间配置
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"combat_adventure_base_time": 15, # 第一阶段基础时间(分钟)
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"combat_adventure_max_time": 1440, # 最大时间上限(24小时)
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"combat_food_support_time": 15, # 每个食物支持时间(分钟)
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# 成功率配置
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"combat_adventure_base_success_rate": 1.00, # 第一阶段基础成功率
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"combat_adventure_stage_penalty": 0.20, # 每阶段递减
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"combat_adventure_max_success_rate": 1.00, # 最高成功率
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# 加成系数配置
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"combat_adventure_equipment_coeff": 0.01, # 装备强度加成系数(每100强度+1%)
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"combat_adventure_fortune_coeff": 0.10, # 运势加成系数(运势值*10)
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# 时间缩减配置
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"combat_time_reduction_divisor": 100, # 时间缩减除数(用于对数函数)
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# 受伤与治疗
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"combat_heal_cost": 100, # 治疗费用(积分)
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}
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# PVP战斗配置
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COMBAT_PVP_CONFIG = {
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# 挑战配置
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"combat_challenge_timeout": 15, # 挑战超时时间(分钟)
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"combat_pvp_reward": 1000, # PVP胜利奖励(积分)
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"combat_pvp_penalty": 1000, # PVP失败惩罚(积分)
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"combat_battle_action_timeout": 5, # 战斗操作超时(分钟)
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# 战斗计算配置
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"combat_damage_def_ratio": 0.5, # 防御减伤系数
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"combat_damage_random_min": 0.9, # 伤害随机系数最小值
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"combat_damage_random_max": 1.1, # 伤害随机系数最大值
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"combat_block_reduction": 0.5, # 格挡减伤比例(50%)
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# 技能配置
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"combat_default_attack_power": 1.0, # 普通攻击威力倍率
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"combat_skill_cooldown_default": 3, # 默认技能冷却回合
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}
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# 果酒Buff配置
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COMBAT_WINE_BUFFS_CONFIG = {
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# 普通草药果酒(RARE)
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"combat_buff_mint_time_reduction": 0.10, # 薄荷:-10%时间
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"combat_buff_basil_reward_boost": 0.10, # 罗勒:+10%收益
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"combat_buff_sage_success_rate": 0.05, # 鼠尾草:+5%成功率
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"combat_buff_rosemary_atk_boost": 0.10, # 迷迭香:+10% ATK
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# 稀有树木果酒(EPIC)
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"combat_buff_ginkgo_time_reduction": 0.20, # 银杏:-20%时间
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"combat_buff_sakura_reward_boost": 0.20, # 樱花:+20%收益
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"combat_buff_sakura_def_boost": 0.10, # 樱花:+10% DEF
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"combat_buff_maple_success_rate": 0.10, # 红枫:+10%成功率
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"combat_buff_maple_crit_boost": 0.15, # 红枫:+15% CRIT
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# 传说级果酒(LEGENDARY)
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"combat_buff_victory_tree_time_reduction": 0.95, # 胜利之树:-95%时间
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}
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# 掉落系统配置
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COMBAT_LOOT_CONFIG = {
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# 掉落概率权重
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"combat_loot_weight_points": 40, # 积分掉落权重
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"combat_loot_weight_equipment": 20, # 装备掉落权重
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"combat_loot_weight_material": 25, # 材料掉落权重
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"combat_loot_weight_souvenir": 5, # 纪念品掉落权重
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"combat_loot_weight_potion": 8, # 药剂掉落权重
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"combat_loot_weight_seed": 2, # 种子掉落权重
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# 掉落数量配置
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"combat_loot_points_base": 100, # 基础积分奖励
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"combat_loot_points_per_stage": 50, # 每阶段额外积分
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"combat_loot_fortune_multiplier": 0.5, # 运势影响掉落倍率系数
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}
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# 合并所有配置
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COMBAT_CONFIG_ALL = {
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**COMBAT_CONFIG_DEFAULTS,
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**COMBAT_ADVENTURE_CONFIG,
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**COMBAT_PVP_CONFIG,
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**COMBAT_WINE_BUFFS_CONFIG,
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**COMBAT_LOOT_CONFIG,
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}
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# 初始化配置(读取或创建默认值)
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for key, default_value in COMBAT_CONFIG_ALL.items():
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COMBAT_CONFIG_ALL[key] = _config.FindItem(key, default_value)
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_config.SaveProperties()
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class CombatConfig:
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"""配置访问类"""
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@staticmethod
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def get(key: str) -> Any:
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"""获取配置项"""
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return COMBAT_CONFIG_ALL.get(key)
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@staticmethod
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def get_int(key: str) -> int:
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"""获取整数配置"""
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return int(COMBAT_CONFIG_ALL.get(key))
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@staticmethod
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def get_float(key: str) -> float:
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"""获取浮点数配置"""
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return float(COMBAT_CONFIG_ALL.get(key))
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# ============================================================================
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# 数据模型定义
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# ============================================================================
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@dataclass(frozen=True)
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class EquipmentDefinition:
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"""装备定义"""
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item_id: str
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name: str
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tier: BackpackItemTier
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slot: str # weapon/helmet/armor/boots/accessory/virtual
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attributes: Dict[str, int] # HP, ATK, DEF, SPD, CRIT, CRIT_DMG
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skill_ids: List[str] = field(default_factory=list)
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description: str = ""
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@dataclass(frozen=True)
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class SkillDefinition:
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"""技能定义(DSL格式)"""
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skill_id: str
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name: str
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description: str
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effects: List[Dict[str, Any]] # DSL效果列表
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cooldown: int = 0
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icon: str = "⚔️"
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@dataclass
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class PlayerStats:
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"""玩家完整属性(基础+装备)"""
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user_id: int
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hp: int
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atk: int
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def_: int # defense
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spd: int
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crit: int
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crit_dmg: int
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equipment_strength: float = 0.0
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available_skills: List[SkillDefinition] = field(default_factory=list)
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@dataclass
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class BattleState:
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"""战斗中的玩家状态"""
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user_id: int
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name: str
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current_hp: int
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max_hp: int
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atk: int
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def_: int
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spd: int
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crit: int
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crit_dmg: int
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buffs: List[Dict[str, Any]] = field(default_factory=list) # [{stat: "ATK", value: 0.2, remaining: 2}]
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skill_cooldowns: Dict[str, int] = field(default_factory=dict) # {skill_id: remaining_turns}
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available_skills: List[SkillDefinition] = field(default_factory=list)
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def to_dict(self) -> Dict[str, Any]:
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"""序列化为字典(用于存储到数据库)"""
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return {
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"user_id": self.user_id,
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"name": self.name,
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"current_hp": self.current_hp,
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"max_hp": self.max_hp,
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"atk": self.atk,
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"def_": self.def_,
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"spd": self.spd,
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"crit": self.crit,
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"crit_dmg": self.crit_dmg,
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"buffs": self.buffs,
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"skill_cooldowns": self.skill_cooldowns,
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"available_skills": [s.skill_id for s in self.available_skills]
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}
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@staticmethod
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def from_dict(data: Dict[str, Any], skill_registry: Dict[str, SkillDefinition]) -> "BattleState":
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"""从字典反序列化"""
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skills = [skill_registry[sid] for sid in data.get("available_skills", []) if sid in skill_registry]
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return BattleState(
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user_id=data["user_id"],
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name=data["name"],
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current_hp=data["current_hp"],
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max_hp=data["max_hp"],
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atk=data["atk"],
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def_=data["def_"],
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spd=data["spd"],
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crit=data["crit"],
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crit_dmg=data["crit_dmg"],
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buffs=data.get("buffs", []),
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skill_cooldowns=data.get("skill_cooldowns", {}),
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available_skills=skills
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)
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# ============================================================================
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# 预定义内容
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# ============================================================================
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# 技能注册表
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SKILL_REGISTRY: Dict[str, SkillDefinition] = {
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# 默认技能
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"skill_basic_attack": SkillDefinition(
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skill_id="skill_basic_attack",
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name="普通攻击",
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description="基础攻击,造成100%攻击力的伤害",
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effects=[
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{"type": "damage", "power": 1.0, "can_crit": True}
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],
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cooldown=0,
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icon="⚔️"
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),
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"skill_block": SkillDefinition(
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skill_id="skill_block",
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name="格挡",
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description="防御姿态,本回合受到伤害减少50%",
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effects=[
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{"type": "buff", "target": "self", "stat": "block", "value": 0.5, "duration": 1}
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],
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cooldown=2,
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icon="🛡️"
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),
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# 装备技能
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"skill_power_strike": SkillDefinition(
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skill_id="skill_power_strike",
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name="力劈",
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description="强力一击,造成130%伤害",
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effects=[
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{"type": "damage", "power": 1.3, "can_crit": True}
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],
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cooldown=2,
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icon="💥"
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),
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"skill_heavy_strike": SkillDefinition(
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skill_id="skill_heavy_strike",
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name="重击",
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description="强力攻击,造成150%伤害,但降低自身10%防御2回合",
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effects=[
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{"type": "damage", "power": 1.5, "can_crit": True},
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{"type": "buff", "target": "self", "stat": "DEF", "value": -0.1, "duration": 2}
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],
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cooldown=3,
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icon="⚡"
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),
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"skill_devastating_blow": SkillDefinition(
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skill_id="skill_devastating_blow",
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name="毁灭打击",
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description="传说技能,造成200%伤害,必定暴击",
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effects=[
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{"type": "damage", "power": 2.0, "can_crit": True, "force_crit": True}
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],
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cooldown=5,
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icon="💀"
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),
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"skill_magic_bolt": SkillDefinition(
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skill_id="skill_magic_bolt",
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name="魔法箭",
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description="魔法攻击,造成120%伤害,无视20%防御",
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effects=[
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{"type": "damage", "power": 1.2, "can_crit": True, "ignore_def": 0.2}
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],
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cooldown=2,
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icon="✨"
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),
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"skill_iron_wall": SkillDefinition(
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skill_id="skill_iron_wall",
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name="铁壁",
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description="防御姿态,3回合内防御提升30%",
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effects=[
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{"type": "buff", "target": "self", "stat": "DEF", "value": 0.3, "duration": 3}
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],
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cooldown=4,
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icon="🏰"
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),
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"skill_swift_move": SkillDefinition(
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skill_id="skill_swift_move",
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name="疾风步",
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description="快速移动,本回合必定先手,2回合内速度提升20%",
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effects=[
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{"type": "special", "effect": "priority"},
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{"type": "buff", "target": "self", "stat": "SPD", "value": 0.2, "duration": 2}
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],
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cooldown=4,
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icon="💨"
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),
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"skill_dragon_roar": SkillDefinition(
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skill_id="skill_dragon_roar",
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name="龙吼",
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description="发出龙之咆哮,3回合内攻击和防御各提升15%",
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effects=[
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{"type": "buff", "target": "self", "stat": "ATK", "value": 0.15, "duration": 3},
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{"type": "buff", "target": "self", "stat": "DEF", "value": 0.15, "duration": 3}
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],
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cooldown=5,
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icon="🐉"
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),
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"skill_protect": SkillDefinition(
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skill_id="skill_protect",
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name="守护",
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description="护符之力,回复30HP并提升10%防御2回合",
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effects=[
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{"type": "heal", "value": 30},
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{"type": "buff", "target": "self", "stat": "DEF", "value": 0.1, "duration": 2}
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],
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cooldown=3,
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icon="✝️"
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),
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"skill_bastion_guard": SkillDefinition(
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skill_id="skill_bastion_guard",
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name="圣壁",
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description="召唤防御之墙,立即获得80点护盾并提升25%防御力3回合",
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effects=[
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{"type": "shield", "value": 80},
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{"type": "buff", "target": "self", "stat": "DEF", "value": 0.25, "duration": 3}
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],
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cooldown=5,
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icon="🛡️"
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),
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"skill_tempest_step": SkillDefinition(
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skill_id="skill_tempest_step",
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name="星辰疾行",
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description="化作疾风,必定先手并提升30%速度2回合",
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effects=[
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{"type": "special", "effect": "priority"},
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{"type": "buff", "target": "self", "stat": "SPD", "value": 0.3, "duration": 2}
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],
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cooldown=4,
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icon="🌠"
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),
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"skill_sanctuary_guard": SkillDefinition(
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skill_id="skill_sanctuary_guard",
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name="庇护",
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description="赐下防护光辉,回复40点生命并获得60点护盾",
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effects=[
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{"type": "heal", "value": 40},
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{"type": "shield", "value": 60}
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],
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cooldown=4,
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icon="🕊️"
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),
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}
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# 虚拟装备(提供默认技能)
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VIRTUAL_EQUIPMENT: Dict[str, EquipmentDefinition] = {
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"virtual_default_skills": EquipmentDefinition(
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item_id="virtual_default_skills",
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name="基础战斗技能",
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tier=BackpackItemTier.COMMON,
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slot="virtual",
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attributes={},
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skill_ids=["skill_basic_attack", "skill_block"],
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description="所有玩家的默认战斗技能"
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)
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}
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# 装备注册表
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EQUIPMENT_REGISTRY: Dict[str, EquipmentDefinition] = {
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# ===== 武器 =====
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"combat_weapon_wood_sword": EquipmentDefinition(
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item_id="combat_weapon_wood_sword",
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name="木剑",
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tier=BackpackItemTier.COMMON,
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slot="weapon",
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attributes={"ATK": 15},
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skill_ids=[],
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description="最基础的木制武器"
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),
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"combat_weapon_iron_sword": EquipmentDefinition(
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item_id="combat_weapon_iron_sword",
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name="铁剑",
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tier=BackpackItemTier.RARE,
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slot="weapon",
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attributes={"ATK": 35},
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skill_ids=["skill_power_strike"],
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description="坚固的铁制剑,附带力劈技能"
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),
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"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"
|
||
),
|
||
|
||
"combat_armor_sentinel": EquipmentDefinition(
|
||
item_id="combat_armor_sentinel",
|
||
name="圣卫重甲",
|
||
tier=BackpackItemTier.EPIC,
|
||
slot="armor",
|
||
attributes={"HP": 160, "DEF": 60, "ATK": 15},
|
||
skill_ids=["skill_iron_wall"],
|
||
description="经多次锻造强化的重甲,为传说防具的前置形态"
|
||
),
|
||
|
||
"combat_armor_dragonheart": EquipmentDefinition(
|
||
item_id="combat_armor_dragonheart",
|
||
name="龙心护甲",
|
||
tier=BackpackItemTier.LEGENDARY,
|
||
slot="armor",
|
||
attributes={"HP": 200, "DEF": 75, "ATK": 20},
|
||
skill_ids=["skill_bastion_guard"],
|
||
description="蕴含龙心之力的护甲,距离传说防具仅一步之遥"
|
||
),
|
||
|
||
"combat_armor_guardian": EquipmentDefinition(
|
||
item_id="combat_armor_guardian",
|
||
name="星辉壁垒",
|
||
tier=BackpackItemTier.LEGENDARY,
|
||
slot="armor",
|
||
attributes={"HP": 240, "DEF": 90, "ATK": 20, "CRIT": 5},
|
||
skill_ids=["skill_bastion_guard"],
|
||
description="传说级防御护甲,通过多阶段炼金与锻造而成"
|
||
),
|
||
|
||
# ===== 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"
|
||
),
|
||
|
||
"combat_boots_rapid": EquipmentDefinition(
|
||
item_id="combat_boots_rapid",
|
||
name="迅捷行者",
|
||
tier=BackpackItemTier.RARE,
|
||
slot="boots",
|
||
attributes={"SPD": 15, "DEF": 5},
|
||
skill_ids=[],
|
||
description="注入矿石与木材的轻便靴,是速度链的第一步"
|
||
),
|
||
|
||
"combat_boots_tempest": EquipmentDefinition(
|
||
item_id="combat_boots_tempest",
|
||
name="暴风逐影",
|
||
tier=BackpackItemTier.EPIC,
|
||
slot="boots",
|
||
attributes={"SPD": 28, "DEF": 12},
|
||
skill_ids=["skill_swift_move"],
|
||
description="融合水晶之力的靴子,进一步提升疾风步的效率"
|
||
),
|
||
|
||
"combat_boots_starlight": EquipmentDefinition(
|
||
item_id="combat_boots_starlight",
|
||
name="星辉疾靴",
|
||
tier=BackpackItemTier.LEGENDARY,
|
||
slot="boots",
|
||
attributes={"SPD": 38, "DEF": 14, "CRIT": 5},
|
||
skill_ids=["skill_tempest_step"],
|
||
description="传说级速度之靴,通过多段炼金融合获得"
|
||
),
|
||
|
||
# ===== 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"
|
||
),
|
||
|
||
"combat_accessory_barrier": EquipmentDefinition(
|
||
item_id="combat_accessory_barrier",
|
||
name="壁垒护符",
|
||
tier=BackpackItemTier.RARE,
|
||
slot="accessory",
|
||
attributes={"HP": 60, "DEF": 15},
|
||
skill_ids=[],
|
||
description="以宝石与木材铸成的护符,是传说饰品的起点"
|
||
),
|
||
|
||
"combat_accessory_sanctum": EquipmentDefinition(
|
||
item_id="combat_accessory_sanctum",
|
||
name="圣域结界",
|
||
tier=BackpackItemTier.EPIC,
|
||
slot="accessory",
|
||
attributes={"HP": 90, "DEF": 25, "CRIT": 5},
|
||
skill_ids=["skill_protect"],
|
||
description="蕴含水晶能量的护符,提供更强防护"
|
||
),
|
||
|
||
"combat_accessory_aegis": EquipmentDefinition(
|
||
item_id="combat_accessory_aegis",
|
||
name="星辉守护",
|
||
tier=BackpackItemTier.LEGENDARY,
|
||
slot="accessory",
|
||
attributes={"HP": 130, "DEF": 35, "CRIT": 5, "CRIT_DMG": 20},
|
||
skill_ids=["skill_sanctuary_guard"],
|
||
description="传说级守护饰品,散发星辉防护力量"
|
||
),
|
||
}
|
||
|
||
SPARK_DUST_ITEM_ID = "alchemy_spark_dust"
|
||
|
||
# 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"),
|
||
},
|
||
"garden_wine_basil": {
|
||
"reward_boost": CombatConfig.get_float("combat_buff_basil_reward_boost"),
|
||
},
|
||
"garden_wine_sage": {
|
||
"success_rate": CombatConfig.get_float("combat_buff_sage_success_rate"),
|
||
},
|
||
"garden_wine_rosemary": {
|
||
"atk_boost": CombatConfig.get_float("combat_buff_rosemary_atk_boost"),
|
||
},
|
||
|
||
# 稀有树木果酒
|
||
"garden_wine_ginkgo": {
|
||
"time_reduction": CombatConfig.get_float("combat_buff_ginkgo_time_reduction"),
|
||
},
|
||
"garden_wine_sakura": {
|
||
"reward_boost": CombatConfig.get_float("combat_buff_sakura_reward_boost"),
|
||
"def_boost": CombatConfig.get_float("combat_buff_sakura_def_boost"),
|
||
},
|
||
"garden_wine_maple": {
|
||
"success_rate": CombatConfig.get_float("combat_buff_maple_success_rate"),
|
||
"crit_boost": CombatConfig.get_float("combat_buff_maple_crit_boost"),
|
||
},
|
||
|
||
# 传说级果酒
|
||
"garden_wine_victory_tree": {
|
||
"time_reduction": CombatConfig.get_float("combat_buff_victory_tree_time_reduction"),
|
||
},
|
||
}
|
||
|
||
# 冒险材料(item_id -> (name, tier, description))
|
||
ADVENTURE_MATERIALS: Dict[str, Tuple[str, BackpackItemTier, str]] = {
|
||
"combat_material_ore": ("矿石", BackpackItemTier.COMMON, "常见矿石,可用于基础锻造与委托交付。"),
|
||
"combat_material_gem": ("宝石", BackpackItemTier.RARE, "闪亮的宝石,适合在高级制作或兑换时使用。"),
|
||
"combat_material_crystal": ("水晶", BackpackItemTier.EPIC, "蕴含魔力的晶体,是强化装备的稀有素材。"),
|
||
"combat_material_essence": ("精华", BackpackItemTier.LEGENDARY, "远古战场遗留的精华,可构筑传说装备核心。"),
|
||
SPARK_DUST_ITEM_ID: ("闪烁粉尘", BackpackItemTier.COMMON, "炼金失败后残留的粉尘。"),
|
||
}
|
||
|
||
# 纪念品(item_id -> (name, tier, sell_price, description))
|
||
ADVENTURE_SOUVENIRS: Dict[str, Tuple[str, BackpackItemTier, int, str]] = {
|
||
"combat_souvenir_medal": (
|
||
"英雄勋章",
|
||
BackpackItemTier.RARE,
|
||
500,
|
||
"记录战斗荣誉的勋章,系统回收可获得积分。",
|
||
),
|
||
"combat_souvenir_trophy": (
|
||
"战斗奖杯",
|
||
BackpackItemTier.EPIC,
|
||
1500,
|
||
"沉甸甸的奖杯,象征卓越胜利,可高价出售给系统。",
|
||
),
|
||
"combat_souvenir_relic": (
|
||
"远古遗物",
|
||
BackpackItemTier.LEGENDARY,
|
||
5000,
|
||
"来自远古文明的神秘遗物,系统收购可换取大量积分。",
|
||
),
|
||
}
|
||
|
||
# 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, description))
|
||
ADVENTURE_SEEDS: Dict[str, Tuple[str, BackpackItemTier, str]] = {
|
||
"combat_seed_battle_flower": (
|
||
"战斗之花种子",
|
||
BackpackItemTier.EPIC,
|
||
"可在菜园培育的稀有花种,成熟后会带来战斗增益。",
|
||
),
|
||
"combat_seed_victory_tree": (
|
||
"胜利之树种子",
|
||
BackpackItemTier.LEGENDARY,
|
||
"象征无上荣耀的种子,只能在高难冒险中获得。",
|
||
),
|
||
}
|
||
|
||
# ============================================================================
|
||
# 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",
|
||
},
|
||
),
|
||
]
|