325 lines
12 KiB
Python
325 lines
12 KiB
Python
"""战斗系统基础插件类"""
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from __future__ import annotations
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from typing import List, Type
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from PWF.Convention.Runtime.Architecture import Architecture
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from PWF.Convention.Runtime.GlobalConfig import ConsoleFrontColor, ProjectConfig
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from PWF.CoreModules.plugin_interface import DatabaseModel
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from Plugins.WPSAPI import WPSAPI
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from Plugins.WPSBackpackSystem import BackpackItemTier, WPSBackpackSystem
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from Plugins.WPSStoreSystem import WPSStoreSystem
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from Plugins.WPSConfigSystem import WPSConfigAPI
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from Plugins.WPSFortuneSystem import WPSFortuneSystem
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from .combat_models import (
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ADVENTURE_MATERIALS,
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ADVENTURE_SEEDS,
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ADVENTURE_SOUVENIRS,
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COMBAT_POTIONS,
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EQUIPMENT_REGISTRY,
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SKILL_REGISTRY,
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EquipmentDefinition,
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get_combat_db_models,
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)
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from .combat_service import CombatService, get_combat_service
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# 尝试导入菜园系统(可选依赖)
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try:
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from Plugins.WPSGardenSystem import (
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GardenCropDefinition,
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GardenExtraReward,
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register_crop,
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)
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GARDEN_SYSTEM_AVAILABLE = True
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except ImportError:
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GARDEN_SYSTEM_AVAILABLE = False
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logger: ProjectConfig = Architecture.Get(ProjectConfig)
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class WPSCombatBase(WPSAPI):
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"""战斗系统基础插件类"""
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_service: CombatService | None = None
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_initialized: bool = False
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@classmethod
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def service(cls) -> CombatService:
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"""获取共享的战斗服务实例"""
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if cls._service is None:
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cls._service = get_combat_service()
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return cls._service
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def dependencies(self) -> List[Type]:
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"""声明依赖的插件"""
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return [
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WPSAPI,
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WPSConfigAPI,
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WPSBackpackSystem,
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WPSStoreSystem,
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WPSFortuneSystem,
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# 注:不强制依赖 WPSGardenSystem,果酒buff配置在 combat_models.py 中
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]
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def register_db_model(self) -> List[DatabaseModel]:
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"""注册数据库表"""
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return get_combat_db_models()
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def wake_up(self) -> None:
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"""插件初始化(只执行一次)"""
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if WPSCombatBase._initialized:
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return
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WPSCombatBase._initialized = True
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logger.Log(
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"Info",
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f"{ConsoleFrontColor.GREEN}WPSCombat 系统开始初始化{ConsoleFrontColor.RESET}"
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)
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backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
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store: WPSStoreSystem = Architecture.Get(WPSStoreSystem)
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# 1. 注册所有装备
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for equipment in EQUIPMENT_REGISTRY.values():
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# 生成包含属性数值和技能信息的描述
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enhanced_description = self._generate_equipment_description(equipment)
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self._safe_register_item(
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backpack,
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equipment.item_id,
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equipment.name,
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equipment.tier,
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enhanced_description,
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)
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# 装备价格根据品质和属性计算
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price = self._calculate_equipment_price(equipment)
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self._safe_register_store(store, equipment.item_id, price, limit=3)
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# 2. 注册材料
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for item_id, (name, tier, desc) in ADVENTURE_MATERIALS.items():
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self._safe_register_item(backpack, item_id, name, tier, desc)
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# 材料可以在商店出售(但不购买)
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# 3. 注册纪念品
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for item_id, (name, tier, sell_price, desc) in ADVENTURE_SOUVENIRS.items():
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self._safe_register_item(backpack, item_id, name, tier, desc)
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# 纪念品只能出售
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# 4. 注册药剂
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for item_id, (name, tier, desc) in COMBAT_POTIONS.items():
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self._safe_register_item(backpack, item_id, name, tier, desc)
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# 药剂价格根据品质
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potion_prices = {
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BackpackItemTier.COMMON: 50,
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BackpackItemTier.RARE: 150,
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BackpackItemTier.EPIC: 500,
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}
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price = potion_prices.get(tier, 100)
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self._safe_register_store(store, item_id, price, limit=10)
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# 5. 注册冒险种子
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for item_id, (name, tier, desc) in ADVENTURE_SEEDS.items():
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self._safe_register_item(backpack, item_id, name, tier, desc)
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# 种子只能通过冒险获得
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# 5.1. 注册冒险种子到菜园系统(如果可用)
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if GARDEN_SYSTEM_AVAILABLE:
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self._register_adventure_seeds_to_garden()
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# 6. 恢复过期任务和超时战斗
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try:
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service = self.service()
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service.recover_overdue_adventures()
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service.check_battle_timeout()
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except Exception as e:
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logger.Log(
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"Warning",
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f"{ConsoleFrontColor.YELLOW}恢复任务时出错: {e}{ConsoleFrontColor.RESET}"
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)
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logger.Log(
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"Info",
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f"{ConsoleFrontColor.GREEN}WPSCombat 系统初始化完成:{len(EQUIPMENT_REGISTRY)}件装备、"
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f"{len(COMBAT_POTIONS)}种药剂已注册{ConsoleFrontColor.RESET}"
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)
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# ========================================================================
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# 辅助方法
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# ========================================================================
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def _safe_register_item(
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self,
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backpack: WPSBackpackSystem,
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item_id: str,
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name: str,
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tier: BackpackItemTier,
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description: str,
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) -> None:
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"""安全注册物品到背包系统"""
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try:
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backpack.register_item(item_id, name, tier, description)
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except Exception as e:
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logger.Log(
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"Warning",
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f"{ConsoleFrontColor.YELLOW}注册物品 {item_id} 时出错: {e}{ConsoleFrontColor.RESET}"
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)
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def _safe_register_store(
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self,
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store: WPSStoreSystem,
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item_id: str,
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price: int,
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*,
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limit: int = 5,
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) -> None:
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"""安全注册物品到商店系统"""
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try:
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store.register_mode(
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item_id=item_id,
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price=price,
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limit_amount=limit,
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)
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except Exception as e:
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logger.Log(
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"Warning",
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f"{ConsoleFrontColor.YELLOW}注册商店物品 {item_id} 时出错: {e}{ConsoleFrontColor.RESET}"
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)
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def _generate_equipment_description(self, equipment:EquipmentDefinition) -> str:
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"""生成包含属性数值和技能信息的装备描述"""
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parts = []
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# 基础描述
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if equipment.description:
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parts.append(equipment.description)
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# 属性信息
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if equipment.attributes:
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attr_parts = []
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attr_names = {
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"HP": "生命值",
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"ATK": "攻击力",
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"DEF": "防御力",
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"SPD": "速度",
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"CRIT": "暴击率",
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"CRIT_DMG": "暴击伤害",
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}
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for attr_key, attr_value in sorted(equipment.attributes.items()):
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attr_name = attr_names.get(attr_key, attr_key)
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if attr_key in ["CRIT", "CRIT_DMG"]:
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attr_parts.append(f"{attr_name}+{attr_value}%")
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else:
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attr_parts.append(f"{attr_name}+{attr_value}")
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if attr_parts:
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parts.append(f"属性:{', '.join(attr_parts)}")
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# 技能信息
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if equipment.skill_ids:
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skill_names = []
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for skill_id in equipment.skill_ids:
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skill = SKILL_REGISTRY.get(skill_id)
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if skill:
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skill_names.append(skill.name)
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if skill_names:
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parts.append(f"附带技能:{', '.join(skill_names)}")
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return " | ".join(parts) if parts else equipment.description
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def _calculate_equipment_price(self, equipment) -> int:
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"""根据装备品质和属性计算价格"""
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# 基础价格
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base_prices = {
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BackpackItemTier.COMMON: 100,
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BackpackItemTier.RARE: 500,
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BackpackItemTier.EPIC: 2000,
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BackpackItemTier.LEGENDARY: 10000,
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}
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base_price = base_prices.get(equipment.tier, 100)
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# 属性加成
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attr_sum = sum(equipment.attributes.values())
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price = base_price + attr_sum * 5
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# 技能加成
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skill_bonus = len(equipment.skill_ids) * 200
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return price + skill_bonus
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def _register_adventure_seeds_to_garden(self) -> None:
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"""注册冒险种子到菜园系统"""
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if not GARDEN_SYSTEM_AVAILABLE:
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return
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try:
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backpack: WPSBackpackSystem = Architecture.Get(WPSBackpackSystem)
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# 战斗之花种子(EPIC)
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battle_flower_crop = GardenCropDefinition(
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seed_id="combat_seed_battle_flower",
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fruit_id="combat_fruit_battle_flower",
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display_name="战斗之花",
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tier="epic",
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growth_minutes=240, # 4小时,比稀有树木更长
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seed_price=300, # 比稀有树木更贵
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base_yield=2, # 产量较低,体现稀有性
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extra_reward=GardenExtraReward(
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kind="points",
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payload={"min": 500, "max": 2000},
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base_rate=0.35, # 较低的基础概率,体现稀有性
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),
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wine_item_id=None, # 暂不设置果酒
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wine_tier=None,
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)
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register_crop(battle_flower_crop)
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# 注册果实到背包系统
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self._safe_register_item(
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backpack,
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battle_flower_crop.fruit_id,
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"战斗之花的果实",
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BackpackItemTier.EPIC,
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"战斗之花成熟后的果实,可食用或售出换取积分。",
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)
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# 胜利之树种子(LEGENDARY)
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victory_tree_crop = GardenCropDefinition(
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seed_id="combat_seed_victory_tree",
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fruit_id="combat_fruit_victory_tree",
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display_name="胜利之树",
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tier="legendary",
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growth_minutes=480, # 8小时,最长的生长时间
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seed_price=800, # 最贵的种子
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base_yield=1, # 最低产量,体现传说级稀有性
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extra_reward=GardenExtraReward(
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kind="points",
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payload={"min": 2000, "max": 5000},
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base_rate=0.25, # 最低的基础概率
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),
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wine_item_id=None, # 暂不设置果酒
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wine_tier=None,
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)
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register_crop(victory_tree_crop)
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# 注册果实到背包系统
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self._safe_register_item(
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backpack,
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victory_tree_crop.fruit_id,
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"胜利之树的果实",
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BackpackItemTier.LEGENDARY,
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"胜利之树成熟后的果实,可食用或售出换取积分。",
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)
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logger.Log(
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"Info",
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f"{ConsoleFrontColor.GREEN}成功注册 {len(ADVENTURE_SEEDS)} 种冒险种子到菜园系统{ConsoleFrontColor.RESET}"
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)
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except Exception as e:
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logger.Log(
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"Warning",
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f"{ConsoleFrontColor.YELLOW}注册冒险种子到菜园系统时出错: {e}{ConsoleFrontColor.RESET}"
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)
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__all__ = ["WPSCombatBase"]
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