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from __future__ import annotations

from collections import deque
from dataclasses import dataclass
from typing import Any


ACTION_TIME_COSTS: dict[str, int] = {
    "MOVE": 30,
    "ATTACK": 30,
    "COMBAT": 30,
    "CLAIM_REWARD": 10,
    "REST": 30,
    "OVERNIGHT_REST": 30,
    "TALK": 10,
    "SHOP_MENU": 10,
    "SCENE_OPTIONS": 10,
    "TRADE": 10,
    "EQUIP": 10,
    "USE_ITEM": 10,
    "VIEW_MAP": 10,
    "MAP": 10,
    "QUEST": 10,
}

MAX_OPTION_COUNT = 6
DEFAULT_OPTION_COUNT = 3
OVERNIGHT_REST_LOCATIONS = {"村庄旅店", "溪边营地"}
MAIN_QUEST_ID = "main_quest_01"
MAIN_QUEST_TROLL_ID = "main_quest_02"
FOREST_GOBLIN_DEFEATED_FLAG = "encounter::dark_forest_gate_goblin_defeated"
FOREST_TROLL_TRACKS_FOUND_FLAG = "clue::forest_troll_tracks_found"
FOREST_TROLL_DEFEATED_FLAG = "encounter::forest_troll_defeated"
FOREST_TROLL_INTRO_SEEN_FLAG = "scene::forest_troll_intro_seen"
FOREST_TROLL_HOARD_PENDING_FLAG = "reward::forest_troll_hoard_pending"
FOREST_TROLL_HOARD_CLAIMED_FLAG = "reward::forest_troll_hoard_claimed"
DEEP_FOREST_BARRIER_SEEN_FLAG = "clue::deep_forest_barrier_seen"
FOREST_CAUSE_OBJECTIVE = "调查怪物活动的原因"
REPORT_TO_CHIEF_OBJECTIVE = "与村长老伯对话汇报发现"
FOREST_TROLL_TRAVEL_OBJECTIVE = "前往森林深处"
FOREST_TROLL_BOSS_OBJECTIVE = "击败森林巨魔"
SIDE_QUEST_TRAVELER_ID = "side_quest_01"
SIDE_QUEST_FERRY_ID = "side_quest_02"
SIDE_QUEST_GUARDIAN_ID = "side_quest_03"
TRAVELER_RUMOR_HEARD_FLAG = "rumor::traveler_lead_heard"
MINE_RUMOR_HEARD_FLAG = "rumor::mine_ghost_heard"
FERRY_ROUTE_UNLOCKED_FLAG = "rumor::ferry_route_unlocked"
TRAVELER_ENCOUNTERED_FLAG = "scene::mysterious_traveler_encountered"
GUARDIAN_INTRO_SEEN_FLAG = "scene::elf_guardian_introduced"

LOCATION_MAP_REQUIREMENTS: dict[str, str] = {
    "村庄广场": "村庄地图",
    "村庄铁匠铺": "村庄地图",
    "村庄旅店": "村庄地图",
    "村庄杂货铺": "村庄地图",
    "村口小路": "村庄地图",
    # 黑暗森林入口 可以用村庄地图到达;击败哥布林后获得黑暗森林地图
    "黑暗森林入口": "村庄地图",
    # 溪边营地/森林深处 需要黑暗森林地图(森林入口战斗奖励)
    "溪边营地": "黑暗森林地图",
    "森林深处": "黑暗森林地图",
    # 河边渡口 用村庄地图可到达;与老渔夫对话后获得山麓地图
    "河边渡口": "村庄地图",
    # 以下地点需要山麓地图(老渔夫给予)
    "废弃矿洞入口": "山麓地图",
    "山麓盗贼营": "山麓地图",
    "精灵遗迹": "山麓地图",
    # 古塔废墟 从村口小路可直接发现,村庄地图即可
    "古塔废墟": "村庄地图",
}

SHOP_LOCATION_TO_MERCHANT: dict[str, str] = {
    "村庄铁匠铺": "铁匠格林",
    "村庄旅店": "旅店老板娘莉娜",
    "村庄杂货铺": "杂货商人阿尔",
}

ARRIVAL_EVENT_CONFIG: dict[str, dict[str, str]] = {
    "村庄铁匠铺": {
        "event_key": "arrival::village_blacksmith",
        "story_text": (
            "一间热气腾腾的铁匠铺,炉火正旺。墙上挂满了各式武器和护甲。\n"
            "炉火映红了铁匠粗犷的脸庞,空气中弥漫着金属和碳的气味。"
        ),
    },
    "村庄旅店": {
        "event_key": "arrival::village_inn",
        "story_text": (
            "一家温馨的小旅店,空气中弥漫着烤肉和麦酒的香气。壁炉里的火焰跳动着。\n"
            "壁炉噼啪作响,几位旅客正低声交谈,空气温暖而舒适。"
        ),
    },
    "村庄杂货铺": {
        "event_key": "arrival::village_general_store",
        "story_text": (
            "一家琳琅满目的杂货铺,从草药到绳索应有尽有。老板是个精明的商人。\n"
            "货架上摆满了稀奇古怪的商品,柜台后的商人正用算盘噼里啪啦地算账。"
        ),
    },
    "黑暗森林入口": {
        "event_key": "arrival::dark_forest_gate",
        "story_text": (
            "黑暗森林入口的树冠压低了天色,落叶间散着新鲜爪痕和被拖行过的泥印。\n"
            "一只拎着弯刀的哥布林正伏在断木后张望,时不时发出刺耳怪叫,像是在替林中的东西守门。"
        ),
    },
    "河边渡口": {
        "event_key": "arrival::river_ferry",
        "story_text": (
            "破旧的渡口被河水拍得吱呀作响,湿冷水汽贴着木桩往上爬。\n"
            "披着蓑衣的老渔夫正盯着对岸,矿洞与山麓营地的路径都从这里分开。"
        ),
    },
    "山麓盗贼营": {
        "event_key": "arrival::bandit_camp",
        "story_text": (
            "山麓盗贼营的篝火还留着余温,翻倒的酒桶和散落的干粮说明有人刚撤离不久。\n"
            "营帐阴影里有个盗贼斥候正贴着木桩窥探四周,显然不打算让外来者轻易通过。"
        ),
    },
    "古塔废墟": {
        "event_key": "arrival::ancient_tower",
        "story_text": (
            "半坍塌的古塔在风里发出低鸣,残破石阶和裂墙间还能看到新鲜抓痕。\n"
            "塔门内飘着一团幽蓝冷火,游荡幽灵在尘灰间若隐若现,像是在警告你别再向前。"
        ),
    },
    "废弃矿洞入口": {
        "event_key": "arrival::mine_entrance",
        "story_text": (
            "矿洞入口被枯枝和碎石半堵着,腐朽的矿车轨道向黑暗深处延伸,铁锈和硫磺气味扑面而来。\n"
            "一具骷髅兵从废弃矿车后方立起,锈迹斑斑的武器指向你——矿洞里的东西不欢迎活人。"
        ),
    },
    "溪边营地": {
        "event_key": "arrival::creek_camp",
        "story_text": (
            "森林中一处难得的开阔地带,清澈的溪水从旁流过,树冠间的光在水面打出零碎金片。\n"
            "篝火余烬和被压平的草丛说明有人不久前在此扎营——这里适合短暂休息和搜寻遗留物资。"
        ),
    },
    "精灵遗迹": {
        "event_key": "arrival::elf_ruins",
        "story_text": (
            "石柱在藤蔓间若隐若现,精灵文字的刻痕随你的步伐明灭,像是感应到了来者的意图。\n"
            "一个穿着褪色绿袍的消瘦身影从石柱阴影里转出,用警惕的眼神审视着你——遗迹有它的守护者。"
        ),
    },
    "森林深处": {
        "event_key": "arrival::deep_forest",
        "story_text": (
            "古树盘根错节,荧光苔藓将深处映成幽蓝,腐朽与魔力的气息混杂难辨。\n"
            "远处传来低沉咆哮,树影间有成双眼睛移动——有什么东西已经感知到了你的闯入。"
        ),
    },
}


@dataclass(slots=True)
class BattleSnapshot:
    hp: int
    attack: int
    defense: int
    stamina: int
    hit_rate: float
    dodge_rate: float
    live_state_multiplier: float = 1.0

    @property
    def power(self) -> float:
        return (
            (self.attack * 0.6 + self.defense * 0.3 + self.stamina * 0.1)
            * self.live_state_multiplier
        )


BATTLE_ENCOUNTER_CONFIG: dict[tuple[str, str], dict[str, Any]] = {
    ("黑暗森林入口", "哥布林"): {
        "enemy_snapshot": BattleSnapshot(
            hp=45,
            attack=8,
            defense=3,
            stamina=28,
            hit_rate=0.82,
            dodge_rate=0.08,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": "encounter::dark_forest_gate_goblin_defeated",
        "reward_items": ["黑暗森林地图"],
        "quest_objectives": ["击败森林中的怪物"],
    },
    ("山麓盗贼营", "盗贼斥候"): {
        "enemy_snapshot": BattleSnapshot(
            hp=52,
            attack=9,
            defense=4,
            stamina=30,
            hit_rate=0.84,
            dodge_rate=0.12,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": "encounter::bandit_scout_defeated",
        "reward_items": ["山麓地图"],
        "quest_objectives": [],
    },
    ("古塔废墟", "游荡幽灵"): {
        "enemy_snapshot": BattleSnapshot(
            hp=58,
            attack=10,
            defense=5,
            stamina=32,
            hit_rate=0.86,
            dodge_rate=0.14,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": "encounter::ancient_tower_wraith_defeated",
        "reward_items": ["古塔地图"],
        "quest_objectives": [],
    },
    ("废弃矿洞入口", "骷髅兵"): {
        "enemy_snapshot": BattleSnapshot(
            hp=38,
            attack=7,
            defense=4,
            stamina=22,
            hit_rate=0.75,
            dodge_rate=0.05,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": "encounter::mine_skeleton_defeated",
        "reward_items": ["骷髅碎骨"],
        "quest_objectives": ["前往废弃矿洞调查"],
    },
    ("黑暗森林入口", "野狼"): {
        "enemy_snapshot": BattleSnapshot(
            hp=58,
            attack=11,
            defense=5,
            stamina=36,
            hit_rate=0.82,
            dodge_rate=0.14,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": "",
        "reward_items": [],
        "quest_objectives": [],
    },
    ("森林深处", "森林巨魔"): {
        "enemy_snapshot": BattleSnapshot(
            hp=120,
            attack=15,
            defense=10,
            stamina=130,
            hit_rate=0.88,
            dodge_rate=0.1,
            live_state_multiplier=1.0,
        ),
        "defeated_flag": FOREST_TROLL_DEFEATED_FLAG,
        "reward_items": [],
        "quest_id": MAIN_QUEST_TROLL_ID,
        "quest_objectives": [FOREST_TROLL_BOSS_OBJECTIVE],
    },
}


def action_time_cost_minutes(action_type: str) -> int:
    return ACTION_TIME_COSTS.get(str(action_type or "").upper(), 10)


def resolve_battle(

    player: BattleSnapshot,

    enemy: BattleSnapshot,

    *,

    player_unarmed: bool = False,

) -> dict[str, Any]:
    enemy_power = max(enemy.power, 1.0)
    player_power = player.power

    if player_unarmed and player.attack <= enemy.defense:
        player_power *= 0.5

    ratio = player_power / enemy_power
    if ratio < 0.6:
        outcome = "forced_retreat"
    elif ratio < 1.0:
        outcome = "pyrrhic_win"
    elif ratio < 1.5:
        outcome = "normal_win"
    else:
        outcome = "dominant_win"

    return {
        "player_power": round(player_power, 2),
        "enemy_power": round(enemy_power, 2),
        "ratio": round(ratio, 3),
        "outcome": outcome,
    }


def resolve_trade(

    game_state,

    *,

    merchant_name: str,

    item_name: str,

    confirm: bool,

) -> dict[str, Any]:
    npc = game_state.world.npcs.get(merchant_name)
    if npc is None or not npc.can_trade:
        return {"applied": False, "reason": "invalid_merchant"}
    if npc.location != game_state.player.location:
        return {"applied": False, "reason": "merchant_not_here"}
    if item_name not in npc.shop_inventory:
        return {"applied": False, "reason": "item_not_sold_here"}

    item_info = game_state.world.item_registry.get(item_name)
    if item_info is None:
        return {"applied": False, "reason": "unknown_item"}

    if not confirm:
        return {
            "applied": False,
            "reason": "awaiting_confirmation",
            "price": item_info.value,
        }

    if game_state.player.gold < item_info.value:
        return {"applied": False, "reason": "insufficient_gold", "price": item_info.value}

    game_state.player.gold -= item_info.value
    game_state.player.inventory.append(item_name)
    game_state.last_recent_gain = item_name
    follow_up_actions = build_contextual_actions(game_state, recent_gain=item_name)
    return {
        "applied": True,
        "reason": "purchased",
        "price": item_info.value,
        "item_name": item_name,
        "follow_up_actions": follow_up_actions,
    }


def get_battle_encounter(location_name: str, enemy_name: str) -> dict[str, Any] | None:
    return BATTLE_ENCOUNTER_CONFIG.get((str(location_name), str(enemy_name)))


def _has_status(game_state, keyword: str) -> bool:
    keyword = str(keyword or "")
    return any(keyword in effect.name for effect in game_state.player.status_effects)


def _has_map(game_state) -> bool:
    owned_items = set(game_state.player.inventory) | {
        str(item)
        for item in game_state.player.equipment.values()
        if item
    }
    return any("地图" in item for item in owned_items)


def _has_named_map(game_state, map_name: str) -> bool:
    owned_items = set(game_state.player.inventory) | {
        str(item)
        for item in game_state.player.equipment.values()
        if item
    }
    return str(map_name) in owned_items


def _is_accessible_destination(game_state, destination: str) -> bool:
    target_location = game_state.world.locations.get(destination)
    if target_location is None:
        return False
    if target_location.is_accessible:
        return True
    required_item = str(target_location.required_item or "")
    owned_items = set(game_state.player.inventory) | {
        str(item)
        for item in game_state.player.equipment.values()
        if item
    }
    return bool(required_item) and required_item in owned_items


def _is_route_visible(game_state, destination: str) -> bool:
    if destination == "河边渡口":
        return bool(game_state.world.global_flags.get(FERRY_ROUTE_UNLOCKED_FLAG))
    return True


def _is_forest_troll_hunt_active(game_state) -> bool:
    quest = game_state.world.quests.get(MAIN_QUEST_TROLL_ID)
    if quest is None or quest.status != "active":
        return False
    return not bool(game_state.world.global_flags.get(FOREST_TROLL_DEFEATED_FLAG))


def _is_main_quest_report_pending(game_state) -> bool:
    quest = game_state.world.quests.get(MAIN_QUEST_ID)
    if quest is None or quest.status != "active":
        return False
    if not game_state.world.global_flags.get(FOREST_TROLL_TRACKS_FOUND_FLAG):
        return False
    return not bool(quest.objectives.get(REPORT_TO_CHIEF_OBJECTIVE))


def _find_encounter_location(enemy_name: str) -> str | None:
    enemy_name = str(enemy_name or "")
    if not enemy_name:
        return None
    for (location_name, encounter_enemy), _config in BATTLE_ENCOUNTER_CONFIG.items():
        if str(encounter_enemy) == enemy_name:
            return str(location_name)
    return None


def _move_action(

    target: str,

    *,

    priority: int,

    text: str | None = None,

    preserve_text: bool = False,

) -> dict[str, Any]:
    action = _make_action(
        action_type="MOVE",
        target=target,
        text=text or f"前往{target}",
        priority=priority,
    )
    if preserve_text:
        action["preserve_text"] = True
    return action


def _make_action(

    *,

    action_type: str,

    text: str,

    target: Any = None,

    priority: int = 50,

) -> dict[str, Any]:
    return {
        "id": 0,
        "text": text,
        "action_type": action_type,
        "target": target,
        "priority": priority,
    }


def _dedupe_actions(actions: list[dict[str, Any]]) -> list[dict[str, Any]]:
    deduped: list[dict[str, Any]] = []
    seen: set[tuple[str, str]] = set()
    for action in sorted(
        actions,
        key=lambda item: int(item.get("priority", 0) or 0),
        reverse=True,
    ):
        normalized = dict(action)
        normalized.setdefault("priority", 0)
        key = (
            str(normalized.get("action_type")),
            str(normalized.get("target")),
        )
        if key in seen:
            continue
        seen.add(key)
        normalized["id"] = len(deduped) + 1
        deduped.append(normalized)
    return deduped


def _first_incomplete_objective(game_state):
    active_quests = [
        quest
        for quest in game_state.world.quests.values()
        if quest.status == "active"
    ]
    active_quests.sort(key=lambda quest: (quest.quest_type != "main", quest.quest_id))
    for quest in active_quests:
        for objective, completed in quest.objectives.items():
            if not completed:
                return quest, objective
    return None, None


def _extract_dialogue_target(objective: str) -> str | None:
    suffixes = ("对话", "交谈", "确认情报", "了解情况")
    text = str(objective or "")
    if not text.startswith("与"):
        return None
    candidate = text[1:]
    for separator in ("对话", "交谈"):
        if separator in candidate:
            candidate = candidate.split(separator, 1)[0]
            break
    else:
        for suffix in suffixes:
            if candidate.endswith(suffix):
                candidate = candidate[: -len(suffix)]
                break
    candidate = candidate.strip()
    return candidate or None


def _extract_location_target(objective: str) -> str | None:
    text = str(objective or "")
    for prefix in ("前往",):
        if text.startswith(prefix):
            candidate = text[len(prefix):]
            for suffix in ("调查", "探索", "查看", "侦察"):
                if candidate.endswith(suffix):
                    candidate = candidate[: -len(suffix)]
                    break
            return candidate or None
    return None


def _find_next_step(game_state, destination: str) -> str | None:
    if destination == game_state.player.location:
        return destination
    visited = {game_state.player.location}
    queue: deque[tuple[str, list[str]]] = deque([(game_state.player.location, [])])
    while queue:
        current, path = queue.popleft()
        current_loc = game_state.world.locations.get(current)
        if current_loc is None:
            continue
        for neighbor in current_loc.connected_to:
            if neighbor in visited:
                continue
            visited.add(neighbor)
            new_path = path + [neighbor]
            if neighbor == destination:
                return new_path[0]
            queue.append((neighbor, new_path))
    return None


def build_village_chief_follow_up_actions(game_state) -> list[dict[str, Any]]:
    blacksmith_text = "前往村庄铁匠铺准备武器"
    path_text = None
    if _is_forest_troll_hunt_active(game_state):
        blacksmith_text = "前往村庄铁匠铺准备武器和防具"
        path_text = "沿村口小路赶赴森林深处"
    return _dedupe_actions(
        [
            _make_action(
                action_type="VIEW_MAP",
                text="查看地图",
                priority=120,
            ),
            _move_action(
                "森林深处" if path_text else "村口小路",
                priority=116,
                text=path_text,
                preserve_text=bool(path_text),
            ),
            _move_action(
                "村庄杂货铺",
                priority=112,
                text="前往村庄杂货铺准备火把",
                preserve_text=True,
            ),
            _move_action(
                "村庄铁匠铺",
                priority=108,
                text=blacksmith_text,
                preserve_text=True,
            ),
        ]
    )


def build_map_actions(game_state) -> list[dict[str, Any]]:
    if not _has_map(game_state):
        return []

    current_location = game_state.world.locations.get(game_state.player.location)
    if current_location is None:
        return []

    special_route_order = {
        "村庄广场": ["村庄铁匠铺", "村庄旅店", "村口小路", "村庄杂货铺"],
        "黑暗森林入口": ["村口小路", "溪边营地", "森林深处"],
        "河边渡口": ["废弃矿洞入口", "山麓盗贼营", "村口小路"],
        "山麓盗贼营": ["精灵遗迹", "河边渡口"],
        "古塔废墟": ["村口小路"],
    }
    route_order = special_route_order.get(
        current_location.name,
        list(current_location.connected_to),
    )

    actions: list[dict[str, Any]] = []
    for index, destination in enumerate(route_order):
        # 不显示"前往当前场景"的无效选项
        if destination == game_state.player.location:
            continue
        if destination not in current_location.connected_to:
            continue
        if not _is_accessible_destination(game_state, destination):
            continue
        required_map = LOCATION_MAP_REQUIREMENTS.get(destination)
        if required_map and not _has_named_map(game_state, required_map):
            continue
        if not _is_route_visible(game_state, destination):
            continue
        if (
            destination == "森林深处"
            and game_state.world.global_flags.get(DEEP_FOREST_BARRIER_SEEN_FLAG)
            and "森林之钥" not in game_state.player.inventory
        ):
            continue
        actions.append(
            _move_action(
                destination,
                priority=120 - index * 4,
            )
        )

    return _dedupe_actions(actions)


def build_shop_menu_actions(game_state, merchant_name: str) -> list[dict[str, Any]]:
    npc = game_state.world.npcs.get(merchant_name)
    if npc is None or not npc.can_trade:
        return []

    actions: list[dict[str, Any]] = []
    player_gold = int(getattr(game_state.player, "gold", 0))
    for index, item_name in enumerate(npc.shop_inventory):
        item_info = game_state.world.item_registry.get(item_name)
        price = int(item_info.value) if item_info else 0
        affordable = player_gold >= price
        if affordable:
            label = f"【可购买】购买{item_name}{price}金币)"
            priority = 130 - index * 4
        else:
            label = f"【金币不足】购买{item_name}{price}金币,当前{player_gold})"
            priority = 90 - index * 2
        actions.append(
            _make_action(
                action_type="TRADE",
                target={"merchant": merchant_name, "item": item_name, "confirm": False},
                text=label,
                priority=priority,
            )
        )

    actions.append(
        _make_action(
            action_type="SCENE_OPTIONS",
            target=npc.location,
            text="暂不购买,先离开柜台",
            priority=60,
        )
    )
    return _dedupe_actions(actions)


def build_scene_actions(game_state, location_name: str | None = None) -> list[dict[str, Any]]:
    current_name = str(location_name or game_state.player.location)
    actions: list[dict[str, Any]] = []

    if current_name == "村庄广场":
        actions.append(
            _make_action(
                action_type="TALK",
                target="村长老伯",
                text="与村长老伯对话",
                priority=120,
            )
        )
        actions.append(
            _make_action(
                action_type="RUMOR",
                target={"source": "布告栏", "topic": "rumor_menu"},
                text="查看布告栏上的异闻",
                priority=108,
            )
        )
        if _has_named_map(game_state, "村庄地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=104,
                )
            )
        actions.append(_move_action("村庄铁匠铺", priority=100))
        actions.append(_move_action("村庄旅店", priority=96))
        actions.append(_move_action("村口小路", priority=92))
        actions.append(_move_action("村庄杂货铺", priority=88))
        return _dedupe_actions(actions)

    if current_name == "村口小路":
        traveler_available = (
            game_state.world.global_flags.get(TRAVELER_RUMOR_HEARD_FLAG)
            and game_state.world.npcs.get("神秘旅人")
            and game_state.world.npcs["神秘旅人"].location == "村口小路"
        )
        if traveler_available:
            actions.append(
                _make_action(
                    action_type="TALK",
                    target="神秘旅人",
                    text="与神秘旅人交谈",
                    priority=120,
                )
            )
        if game_state.world.global_flags.get(FERRY_ROUTE_UNLOCKED_FLAG):
            actions.append(_move_action("河边渡口", priority=112))
        if _has_named_map(game_state, "村庄地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=108,
                )
            )
        if _is_main_quest_report_pending(game_state):
            actions.append(
                _move_action(
                    "村庄广场",
                    priority=120,
                    text="回村向村长汇报发现",
                    preserve_text=True,
                )
            )
        else:
            actions.append(_move_action("村庄广场", priority=112))
        if _has_named_map(game_state, "村庄地图"):
            actions.append(_move_action("黑暗森林入口", priority=104))
        return _dedupe_actions(actions)

    if current_name == "村庄铁匠铺":
        actions.append(
            _make_action(
                action_type="TALK",
                target="铁匠格林",
                text="与铁匠格林对话",
                priority=120,
            )
        )
        if _has_named_map(game_state, "村庄地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=104,
                )
            )
        actions.append(_move_action("村庄广场", priority=96))
        return _dedupe_actions(actions)

    if current_name == "村庄旅店":
        actions.append(
            _make_action(
                action_type="TALK",
                target="旅店老板娘莉娜",
                text="与旅店老板娘莉娜对话",
                priority=120,
            )
        )
        actions.append(
            _make_action(
                action_type="RUMOR",
                target={"source": "旅店老板娘莉娜", "topic": "rumor_menu"},
                text="向莉娜打听最近的异状",
                priority=116,
            )
        )
        actions.append(
            _make_action(
                action_type="REST",
                text="在旅店休息片刻",
                priority=110,
            )
        )
        if _has_named_map(game_state, "村庄地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=104,
                )
            )
        actions.append(_move_action("村庄广场", priority=96))
        return _dedupe_actions(actions)

    if current_name == "村庄杂货铺":
        actions.append(
            _make_action(
                action_type="TALK",
                target="杂货商人阿尔",
                text="与杂货商人阿尔对话",
                priority=120,
            )
        )
        if _has_named_map(game_state, "村庄地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=104,
                )
            )
        actions.append(_move_action("村庄广场", priority=96))
        return _dedupe_actions(actions)

    if current_name == "黑暗森林入口":
        goblin_defeated = game_state.world.global_flags.get(FOREST_GOBLIN_DEFEATED_FLAG)
        tracks_found = game_state.world.global_flags.get(FOREST_TROLL_TRACKS_FOUND_FLAG)
        barrier_seen = game_state.world.global_flags.get(DEEP_FOREST_BARRIER_SEEN_FLAG)
        troll_hunt_active = _is_forest_troll_hunt_active(game_state)
        if not goblin_defeated:
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target="哥布林",
                    text="与哥布林战斗",
                    priority=120,
                )
            )
        else:
            if not tracks_found:
                actions.append(
                    _make_action(
                        action_type="EXPLORE",
                        target="黑暗森林入口",
                        text="调查哥布林留下的痕迹",
                        priority=120,
                    )
                )
            elif troll_hunt_active and "森林之钥" in game_state.player.inventory:
                actions.append(
                    _move_action(
                        "森林深处",
                        priority=120,
                        text="前往森林深处探索",
                        preserve_text=True,
                    )
                )
            elif not barrier_seen:
                actions.append(_move_action("森林深处", priority=120))
            elif _is_main_quest_report_pending(game_state):
                actions.append(
                    _move_action(
                        "村口小路",
                        priority=120,
                        text="返回村庄向村长汇报",
                        preserve_text=True,
                    )
                )
        if _has_named_map(game_state, "黑暗森林地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=112 if tracks_found else 108,
                )
            )
            actions.append(_move_action("溪边营地", priority=104))
        if tracks_found and not barrier_seen and "森林之钥" in game_state.player.inventory:
            actions.append(
                _move_action(
                    "森林深处",
                    priority=116,
                    text="前往森林深处探索" if troll_hunt_active else None,
                    preserve_text=troll_hunt_active,
                )
            )
        if _is_main_quest_report_pending(game_state) and not barrier_seen and not troll_hunt_active:
            actions.append(
                _move_action(
                    "村口小路",
                    priority=114,
                    text="先返回村庄汇报情况",
                    preserve_text=True,
                )
            )
        elif not barrier_seen or troll_hunt_active:
            actions.append(_move_action("村口小路", priority=96))
        return _dedupe_actions(actions)

    if current_name == "河边渡口":
        actions.append(
            _make_action(
                action_type="TALK",
                target="渡口老渔夫",
                text="与渡口老渔夫对话",
                priority=120,
            )
        )
        if _has_named_map(game_state, "山麓地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=116,
                )
            )
        actions.append(_move_action("废弃矿洞入口", priority=112))
        actions.append(_move_action("山麓盗贼营", priority=108))
        actions.append(_move_action("村口小路", priority=104))
        return _dedupe_actions(actions)

    if current_name == "山麓盗贼营":
        if not game_state.world.global_flags.get("encounter::bandit_scout_defeated"):
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target="盗贼斥候",
                    text="与盗贼斥候战斗",
                    priority=120,
                )
            )
        if _has_named_map(game_state, "山麓地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=112,
                )
            )
        actions.append(_move_action("河边渡口", priority=108))
        return _dedupe_actions(actions)

    if current_name == "古塔废墟":
        if not game_state.world.global_flags.get("encounter::ancient_tower_wraith_defeated"):
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target="游荡幽灵",
                    text="与游荡幽灵战斗",
                    priority=120,
                )
            )
        if _has_named_map(game_state, "古塔地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=108,
                )
            )
        actions.append(_move_action("村口小路", priority=104))
        return _dedupe_actions(actions)

    if current_name == "废弃矿洞入口":
        if not game_state.world.global_flags.get("encounter::mine_skeleton_defeated"):
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target="骷髅兵",
                    text="与骷髅兵战斗",
                    priority=120,
                )
            )
        else:
            actions.append(
                _make_action(
                    action_type="EXPLORE",
                    target="废弃矿洞入口",
                    text="搜查矿洞入口的遗留痕迹",
                    priority=120,
                )
            )
        if _has_named_map(game_state, "山麓地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=108,
                )
            )
        actions.append(_move_action("河边渡口", priority=104))
        return _dedupe_actions(actions)

    if current_name == "溪边营地":
        actions.append(
            _make_action(
                action_type="REST",
                text="在营地休息恢复体力",
                priority=120,
            )
        )
        actions.append(
            _make_action(
                action_type="EXPLORE",
                target="溪边营地",
                text="搜寻营地遗留的物资线索",
                priority=112,
            )
        )
        if _has_named_map(game_state, "黑暗森林地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=104,
                )
            )
        actions.append(_move_action("黑暗森林入口", priority=96))
        return _dedupe_actions(actions)

    if current_name == "精灵遗迹":
        actions.append(
            _make_action(
                action_type="TALK",
                target="遗迹守护者",
                text="与遗迹守护者对话",
                priority=120,
            )
        )
        if _has_named_map(game_state, "山麓地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=108,
                )
            )
        actions.append(_move_action("山麓盗贼营", priority=100))
        return _dedupe_actions(actions)

    if current_name == "森林深处":
        if game_state.world.global_flags.get(FOREST_TROLL_HOARD_PENDING_FLAG):
            actions.append(
                _make_action(
                    action_type="CLAIM_REWARD",
                    target={"source": "forest_troll_hoard"},
                    text="确认拾取洞穴中的战利品",
                    priority=124,
                )
            )
        elif (
            _is_forest_troll_hunt_active(game_state)
            and game_state.world.global_flags.get(FOREST_TROLL_INTRO_SEEN_FLAG)
        ):
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target="森林巨魔",
                    text="与森林巨魔战斗",
                    priority=120,
                )
            )
        else:
            actions.append(
                _make_action(
                    action_type="EXPLORE",
                    target="森林深处",
                    text="深入调查森林异变的根源",
                    priority=120,
                )
            )
        if _has_named_map(game_state, "黑暗森林地图"):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=108,
                )
            )
        actions.append(_move_action("黑暗森林入口", priority=100))
        return _dedupe_actions(actions)

    return build_adjacent_actions(game_state)


def build_arrival_event(game_state, location_name: str) -> dict[str, Any] | None:
    config = ARRIVAL_EVENT_CONFIG.get(str(location_name))
    if config is None:
        return None
    return {
        "event_key": config["event_key"],
        "story_text": config["story_text"],
        "options": build_scene_actions(game_state, location_name),
    }


def build_goal_directed_actions(game_state) -> list[dict[str, Any]]:
    quest, objective = _first_incomplete_objective(game_state)
    if not quest or not objective:
        return []

    actions: list[dict[str, Any]] = []
    inventory = set(game_state.player.inventory)
    current_location = game_state.world.locations.get(game_state.player.location)
    dialogue_target = _extract_dialogue_target(objective)
    if dialogue_target:
        npc = game_state.world.npcs.get(dialogue_target)
        if npc is None:
            npc = next(
                (
                    candidate
                    for candidate in game_state.world.npcs.values()
                    if dialogue_target in candidate.name or candidate.name in objective
                ),
                None,
            )
        if npc and npc.location == game_state.player.location:
            actions.append(
                _make_action(
                    action_type="TALK",
                    target=npc.name,
                    text=f"与{npc.name}对话",
                    priority=120,
                )
            )
        elif npc:
            next_step = _find_next_step(game_state, npc.location)
            if next_step:
                actions.append(
                    _make_action(
                        action_type="MOVE",
                        target=next_step,
                        text=f"前往{next_step}",
                        priority=112,
                    )
                )

    location_target = _extract_location_target(objective)
    if location_target:
        if any("地图" in item for item in inventory):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=110,
                )
            )
        if (
            location_target == "森林深处"
            and _is_forest_troll_hunt_active(game_state)
            and "森林之钥" in inventory
            and game_state.player.location != "森林深处"
        ):
            actions.append(
                _make_action(
                    action_type="MOVE",
                    target="森林深处",
                    text="赶赴森林深处",
                    priority=105,
                )
            )
        else:
            next_step = _find_next_step(game_state, location_target)
            if next_step and next_step != game_state.player.location:
                actions.append(
                    _make_action(
                        action_type="MOVE",
                        target=next_step,
                        text=f"前往{next_step}",
                        priority=105,
                        )
                    )

        if location_target == "黑暗森林入口" and game_state.player.location == "村庄广场":
            if "火把" not in inventory:
                actions.append(
                    _make_action(
                        action_type="MOVE",
                        target="村庄杂货铺",
                        text="前往村庄杂货铺准备火把",
                        priority=104,
                    )
                )
            if (
                not game_state.player.equipment.get("weapon")
                and "铁剑" not in inventory
                and "短剑" not in inventory
            ):
                actions.append(
                    _make_action(
                        action_type="MOVE",
                        target="村庄铁匠铺",
                        text="前往村庄铁匠铺准备武器",
                        priority=103,
                    )
                )

    if "击败" in str(objective):
        enemy_name = str(objective).replace("击败", "").replace("森林中的", "").replace("矿洞中的", "").replace("的怪物", "").strip()
        encounter_location = _find_encounter_location(enemy_name)
        if enemy_name in {"怪物", "敌人"} and current_location:
            local_enemies = list(current_location.enemies or [])
            if local_enemies:
                enemy_name = local_enemies[0]
                encounter_location = _find_encounter_location(enemy_name)
            else:
                hunt_step = next(
                    (
                        neighbor
                        for neighbor in current_location.connected_to
                        if game_state.world.locations.get(neighbor)
                        and game_state.world.locations[neighbor].enemies
                    ),
                    None,
                )
                if hunt_step:
                    actions.append(
                        _make_action(
                            action_type="MOVE",
                            target=hunt_step,
                            text=f"前往{hunt_step}搜索怪物",
                            priority=108,
                        )
                    )
                    enemy_name = ""
        if enemy_name and encounter_location and encounter_location != game_state.player.location:
            next_step = _find_next_step(game_state, encounter_location)
            if next_step and next_step != game_state.player.location:
                actions.append(
                    _make_action(
                        action_type="MOVE",
                        target=next_step,
                        text=f"前往{next_step}",
                        priority=108,
                    )
                )
        elif enemy_name:
            actions.append(
                _make_action(
                    action_type="ATTACK",
                    target=enemy_name,
                    text=f"与{enemy_name}战斗",
                    priority=100,
                )
            )

    if "调查" in str(objective) or "找到" in str(objective):
        if (
            str(objective) == FOREST_CAUSE_OBJECTIVE
            and game_state.player.location == "黑暗森林入口"
            and game_state.world.global_flags.get(FOREST_GOBLIN_DEFEATED_FLAG)
        ):
            actions.append(
                _make_action(
                    action_type="EXPLORE",
                    target="黑暗森林入口",
                    text="调查哥布林留下的痕迹",
                    priority=118,
                )
            )
            return _dedupe_actions(actions)
        actions.append(
            _make_action(
                action_type="EXPLORE",
                target=game_state.player.location,
                text=f"围绕“{objective}”继续调查",
                priority=92,
            )
        )

    return _dedupe_actions(actions)


def build_adjacent_actions(game_state) -> list[dict[str, Any]]:
    current_location = game_state.world.locations.get(game_state.player.location)
    if current_location is None:
        return []

    actions: list[dict[str, Any]] = []
    owned_items = set(game_state.player.inventory) | {
        str(item)
        for item in game_state.player.equipment.values()
        if item
    }

    for neighbor in current_location.connected_to:
        # 不显示"前往当前场景"的无效选项
        if neighbor == game_state.player.location:
            continue
        target_location = game_state.world.locations.get(neighbor)
        if target_location is None:
            continue
        if not target_location.is_accessible:
            required_item = str(target_location.required_item or "")
            if not required_item or required_item not in owned_items:
                continue
        actions.append(
            _make_action(
                action_type="MOVE",
                target=neighbor,
                text=f"前往{neighbor}",
                priority=78 if not target_location.is_discovered else 72,
            )
        )

    for npc_name in current_location.npcs_present:
        if npc_name not in game_state.world.npcs:
            continue
        actions.append(
            _make_action(
                action_type="TALK",
                target=npc_name,
                text=f"与{npc_name}对话",
                priority=68,
            )
        )

    return _dedupe_actions(actions)


def merge_demo_options(

    base_options: list[dict[str, Any]],

    *extra_option_groups: list[dict[str, Any]],

    limit: int = 3,

) -> list[dict[str, Any]]:
    merged: list[dict[str, Any]] = [option for option in base_options if isinstance(option, dict)]
    for group in extra_option_groups:
        merged.extend(group)
    deduped = _dedupe_actions(merged)
    return deduped[:limit]


def build_contextual_actions(

    game_state,

    *,

    recent_gain: str | None = None,

) -> list[dict[str, Any]]:
    actions: list[dict[str, Any]] = []
    inventory = set(game_state.player.inventory)
    light_level = str(game_state.world.light_level)
    location = game_state.world.locations.get(game_state.player.location)
    time_of_day = str(game_state.world.time_of_day)

    if recent_gain:
        item_info = game_state.world.item_registry.get(recent_gain)
        if item_info and item_info.item_type in {"weapon", "armor", "accessory"}:
            slot = "weapon" if item_info.item_type == "weapon" else "armor"
            if game_state.player.equipment.get(slot) != recent_gain:
                actions.append(
                    _make_action(
                        action_type="EQUIP",
                        target=recent_gain,
                        text=f"装备{recent_gain}",
                        priority=100,
                    )
                )
        if "地图" in str(recent_gain):
            actions.append(
                _make_action(
                    action_type="VIEW_MAP",
                    text="查看地图",
                    priority=95,
                )
            )

    in_dark_area = (
        light_level in {"黑暗", "昏暗", "幽暗", "漆黑"}
        or (location is not None and location.location_type == "dungeon")
        or (
            location is not None
            and location.location_type in {"wilderness", "special"}
            and time_of_day in {"夜晚", "深夜"}
        )
    )
    if "火把" in inventory and in_dark_area and not _has_status(game_state, "火把"):
        actions.append(
            _make_action(
                action_type="USE_ITEM",
                target="火把",
                text="使用火把照明",
                priority=90,
            )
        )

    if game_state.player.hp < max(1, game_state.player.max_hp // 2):
        for potion_name in ("小型治疗药水", "治疗药水"):
            if potion_name in inventory:
                actions.append(
                    _make_action(
                        action_type="USE_ITEM",
                        target=potion_name,
                        text=f"使用{potion_name}",
                        priority=85,
                    )
                )
                break

    if game_state.player.hunger < 50:
        for food_name in ("面包", "烤肉", "麦酒", "草药包"):
            if food_name in inventory:
                actions.append(
                    _make_action(
                        action_type="USE_ITEM",
                        target=food_name,
                        text=f"食用{food_name}",
                        priority=80,
                    )
                )
                break

    if (
        game_state.player.location in OVERNIGHT_REST_LOCATIONS
        and hasattr(game_state, "can_overnight_rest")
        and game_state.can_overnight_rest()
    ):
        actions.append(
            _make_action(
                action_type="OVERNIGHT_REST",
                text="在此处过夜",
                priority=88,
            )
        )

    return _dedupe_actions(actions)