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"""

state_manager.py - StoryWeaver 状态管理器



职责:

1. 定义游戏世界的完整数据模型(Pydantic BaseModel)

2. 维护全局状态的唯一真相来源 (Single Source of Truth)

3. 提供状态变更、校验、一致性检查、序列化等核心方法

4. 记录事件日志用于一致性维护



设计思路:

- 所有数据结构使用 Pydantic BaseModel,天然支持 JSON 序列化/反序列化

- GameState 是顶层容器,包含 PlayerState、WorldState、EventLog

- event_log 是一致性维护的灵魂:每次操作都记录快照,用于矛盾检测

- to_prompt() 方法将结构化数据转为自然语言,注入 LLM 的 System Prompt

"""

from __future__ import annotations

import copy
import logging
import random
import re
from typing import Any, Optional
from pydantic import BaseModel, Field

from demo_rules import OVERNIGHT_REST_LOCATIONS, action_time_cost_minutes, build_scene_actions
from utils import clamp

logger = logging.getLogger("StoryWeaver")


# ============================================================
# 辅助数据模型
# ============================================================


class StatusEffect(BaseModel):
    """

    状态效果模型(Buff / Debuff)



    设计思路:

    - 每个状态效果有持续时间和属性修正,每回合自动结算

    - source 记录来源,便于在 Prompt 中说明"你身上中了哥布林的毒"

    - stackable 控制是否可叠加,防止无限叠加 bug

    """
    name: str                                     # 效果名(中毒、祝福、隐身…)
    effect_type: str = "debuff"                   # buff / debuff / neutral
    stat_modifiers: dict[str, int] = Field(default_factory=dict)
                                                  # 属性修正 {"attack": -3, "defense": +2}
    duration: int = 3                             # 剩余持续回合数(-1 = 永久)
    description: str = ""                         # 效果描述
    source: str = ""                              # 来源("哥布林的毒刃")
    stackable: bool = False                       # 是否可叠加


class ItemInfo(BaseModel):
    """

    物品详情模型



    设计思路:

    - item_type 区分装备/消耗品/任务道具等,不同类型有不同交互逻辑

    - rarity 影响掉落概率和商店价格

    - quest_related 标记任务道具,防止玩家丢弃关键物品

    - lore_text 提供物品背景,丰富生成文本的细节

    """
    name: str                                     # 物品名称
    item_type: str = "misc"                       # weapon / armor / consumable / quest_item / material / key / misc
    description: str = ""                         # 物品描述
    rarity: str = "common"                        # common / uncommon / rare / epic / legendary
    stat_bonus: dict[str, int] = Field(default_factory=dict)
                                                  # 装备时属性加成 {"attack": +5}
    usable: bool = False                          # 是否可主动使用
    use_effect: str = ""                          # 使用效果描述(如"恢复 30 HP")
    value: int = 0                                # 商店价值(金币)
    quest_related: bool = False                   # 是否为任务道具
    lore_text: str = ""                           # 物品背景故事


class NPCState(BaseModel):
    """

    NPC 状态模型



    设计思路:

    - npc_type 决定交互方式(商人可交易、任务NPC可接任务、敌人可战斗)

    - memory 是一致性维护的关键:NPC"记住"与玩家的互动历史

    - schedule 模拟 NPC 日常行为,不同时间段出现在不同地点

    - relationship_level 影响对话态度和任务可用性

    """
    name: str                                     # NPC 名称
    npc_type: str = "civilian"                    # civilian / merchant / quest_giver / enemy / companion / boss
    location: str = ""                            # 所在地点
    attitude: str = "neutral"                     # friendly / neutral / cautious / hostile
    is_alive: bool = True                         # 是否存活
    description: str = ""                         # 外观描述
    race: str = "人类"                             # 种族
    occupation: str = ""                          # 职业(铁匠、旅店老板、守卫…)
    faction: str = ""                             # 所属阵营

    # --- 交互相关 ---
    relationship_level: int = 0                   # 与玩家好感度(-100 ~ 100)
    dialogue_tags: list[str] = Field(default_factory=list)
                                                  # 已触发的对话标签(防止重复触发)
    can_trade: bool = False                       # 是否可交易
    shop_inventory: list[str] = Field(default_factory=list)
                                                  # 商店物品(如果是商人)
    can_give_quest: bool = False                  # 是否可发布任务
    available_quests: list[str] = Field(default_factory=list)
                                                  # 可发布的任务 ID

    # --- 战斗相关(敌人/Boss) ---
    hp: int = 0
    max_hp: int = 0
    attack: int = 0
    defense: int = 0
    loot_table: list[str] = Field(default_factory=list)
                                                  # 击败后掉落物品
    weakness: str = ""                            # 弱点(火、光…)
    special_ability: str = ""                     # 特殊能力

    # --- 记忆与行为 ---
    memory: list[str] = Field(default_factory=list)
                                                  # NPC 记住的关键事件
    schedule: dict[str, str] = Field(default_factory=dict)
                                                  # 时间行为表 {"清晨": "在市场摆摊"}
    backstory: str = ""                           # 背景故事


class QuestRewards(BaseModel):
    """

    任务奖励模型



    设计思路:

    - 奖励类型丰富,覆盖经济、声望、技能、称号等多维度

    - 每种奖励都可选,通过组合实现多样化的奖励体验

    """
    gold: int = 0                                 # 金币奖励
    experience: int = 0                           # 经验值奖励
    items: list[str] = Field(default_factory=list)
                                                  # 奖励物品
    reputation_changes: dict[str, int] = Field(default_factory=dict)
                                                  # 声望变化 {"精灵族": +10}
    karma_change: int = 0                         # 善恶值变化
    unlock_location: str = ""                     # 解锁新地点
    unlock_skill: str = ""                        # 解锁新技能
    title: str = ""                               # 解锁称号


class QuestState(BaseModel):
    """

    任务状态模型



    设计思路:

    - quest_type 区分主线/支线/隐藏任务,影响 UI 展示和优先级

    - objectives 是任务子目标字典,每个子目标独立追踪

    - branching_choices 支持任务内分支(如"放走囚犯"导向不同结局)

    - time_limit / turns_remaining 支持限时任务机制

    - prerequisites 保证任务链的逻辑顺序

    """
    quest_id: str                                 # 任务唯一 ID
    title: str                                    # 任务名称
    description: str                              # 任务描述
    quest_type: str = "main"                      # main / side / hidden / daily
    status: str = "active"                        # active / completed / failed / expired
    giver_npc: str = ""                           # 任务发布者 NPC

    # --- 目标 ---
    objectives: dict[str, bool] = Field(default_factory=dict)
                                                  # 子目标 {"找到钥匙": False, "打开宝箱": False}

    # --- 奖励 ---
    rewards: QuestRewards = Field(default_factory=QuestRewards)

    # --- 约束 ---
    time_limit: int = -1                          # 限时回合数(-1 = 无限)
    turns_remaining: int = -1                     # 剩余回合数
    prerequisites: list[str] = Field(default_factory=list)
                                                  # 前置任务 ID
    level_requirement: int = 1                    # 等级要求
    karma_requirement: Optional[int] = None       # 善恶值要求

    # --- 分支 ---
    branching_choices: dict[str, str] = Field(default_factory=dict)
                                                  # 关键选择 {"放走囚犯": "mercy_path"}
    chosen_path: str = ""                         # 已选择的路线
    consequences: list[str] = Field(default_factory=list)
                                                  # 完成后的剧情后果描述


class LocationInfo(BaseModel):
    """

    地点详情模型



    设计思路:

    - connected_to 构成游戏地图的拓扑结构,控制玩家可移动范围

    - danger_level 影响遭遇概率和 NPC 行为

    - is_accessible + required_item 实现"锁门/钥匙"机制

    - ambient_description 用于丰富 LLM 生成的场景描写

    - special_events 支持地点触发式事件

    """
    name: str                                     # 地点名称
    location_type: str = "town"                   # town / dungeon / wilderness / shop / special
    description: str = ""                         # 地点描述
    connected_to: list[str] = Field(default_factory=list)
                                                  # 可前往的相邻地点
    npcs_present: list[str] = Field(default_factory=list)
                                                  # 当前在该地点的 NPC
    available_items: list[str] = Field(default_factory=list)
                                                  # 可拾取/发现的物品
    enemies: list[str] = Field(default_factory=list)
                                                  # 可能遭遇的敌人
    danger_level: int = 0                         # 危险等级 (0=安全, 10=极度危险)
    weather: str = "晴朗"                          # 当前天气
    is_discovered: bool = False                   # 是否已被玩家发现
    is_accessible: bool = True                    # 是否可进入
    required_item: str = ""                       # 进入所需道具
    ambient_description: str = ""                 # 环境氛围描述
    special_events: list[str] = Field(default_factory=list)
                                                  # 该地点可触发的特殊事件
    rest_available: bool = False                  # 是否可以休息恢复
    shop_available: bool = False                  # 是否有商店


# ============================================================
# 玩家状态
# ============================================================


class PlayerState(BaseModel):
    """

    玩家角色状态(RPG 核心属性)



    设计思路:

    - 基础属性 + 战斗属性 + 装备栏 + 社交属性 构成完整的角色模型

    - reputation / karma / relationships 影响 NPC 态度和剧情分支

    - morale / sanity / hunger 增加生存维度,丰富游戏体验

    - known_lore 记录玩家获得的情报,影响可用对话选项

    - death_count 支持"轮回"类剧情彩蛋

    """
    # --- 基础属性 ---
    name: str = "旅人"                             # 玩家名称
    title: str = "无名冒险者"                       # 称号(随剧情解锁)
    level: int = 1                                # 等级
    experience: int = 0                           # 当前经验值
    exp_to_next_level: int = 100                  # 升级所需经验

    # --- 战斗属性 ---
    hp: int = 100                                 # 当前生命值
    max_hp: int = 100                             # 最大生命值
    mp: int = 50                                  # 魔力值
    max_mp: int = 50                              # 最大魔力值
    attack: int = 10                              # 攻击力
    defense: int = 5                              # 防御力
    attack_power: int = 10                        # 实战攻击力(基础攻击+装备加成)
    defense_power: int = 5                        # 实战防御力(基础防御+装备加成)
    stamina: int = 100                            # 体力值
    max_stamina: int = 100                        # 最大体力值
    speed: int = 8                                # 速度(影响行动顺序)
    luck: int = 5                                 # 幸运(影响暴击、掉落)
    perception: int = 5                           # 感知(影响探索发现、陷阱识别)

    # --- 装备栏 ---
    equipment: dict[str, Optional[str]] = Field(default_factory=lambda: {
        "weapon": None,       # 武器
        "armor": None,        # 护甲
        "accessory": None,    # 饰品
        "helmet": None,       # 头盔
        "boots": None,        # 靴子
    })

    # --- 状态 ---
    location: str = "村庄"                         # 当前所在地点
    inventory: list[str] = Field(default_factory=list)
                                                  # 背包物品列表
    skills: list[str] = Field(default_factory=list)
                                                  # 已习得技能列表
    status_effects: list[StatusEffect] = Field(default_factory=list)
                                                  # 状态效果列表
    gold: int = 50                                # 金币
    reputation: dict[str, int] = Field(default_factory=dict)
                                                  # 阵营声望 {"精灵族": 10}
    morale: int = 100                             # 士气(0=崩溃, 100=高昂)
    sanity: int = 100                             # 理智值(探索黑暗区域消耗)
    hunger: int = 100                             # 饱食度(0=饥饿惩罚)
    karma: int = 0                                # 善恶值(正=善, 负=恶)
    known_lore: list[str] = Field(default_factory=list)
                                                  # 已知传说/情报片段
    relationships: dict[str, int] = Field(default_factory=dict)
                                                  # 与特定 NPC 的好感度
    death_count: int = 0                          # 累计死亡次数


# ============================================================
# 世界状态
# ============================================================


class WorldState(BaseModel):
    """

    世界状态容器



    设计思路:

    - 包含所有非玩家的世界数据:地图、NPC、任务、物品注册表

    - time_of_day + day_count + weather + season 构成动态环境系统

    - global_flags 是灵活的剧情标记系统,支持分支判断

    - rumors / active_threats 丰富 NPC 对话内容

    - faction_relations 支持阵营间动态关系

    """
    current_scene: str = "村庄广场"                 # 当前场景名称
    time_of_day: str = "清晨"                      # 清晨 / 上午 / 正午 / 下午 / 黄昏 / 夜晚 / 深夜
    day_count: int = 1                            # 当前天数
    weather: str = "晴朗"                          # 晴朗 / 多云 / 小雨 / 暴风雨 / 大雪 / 浓雾
    light_level: str = "明亮"                      # 明亮 / 柔和 / 昏暗 / 幽暗 / 漆黑
    time_progress_units: int = 0                 # 当前时段内累积的动作耗时点数
    last_weather_change_minutes: int = -999999   # 上次天气变化时的累计分钟数
    season: str = "春"                             # 春 / 夏 / 秋 / 冬

    # --- 地图 ---
    locations: dict[str, LocationInfo] = Field(default_factory=dict)
    discovered_locations: list[str] = Field(default_factory=list)

    # --- NPC ---
    npcs: dict[str, NPCState] = Field(default_factory=dict)

    # --- 任务 ---
    quests: dict[str, QuestState] = Field(default_factory=dict)

    # --- 物品注册表 ---
    item_registry: dict[str, ItemInfo] = Field(default_factory=dict)

    # --- 全局标记 ---
    global_flags: dict[str, bool] = Field(default_factory=dict)
    world_events: list[str] = Field(default_factory=list)
                                                  # 已发生的全局事件
    recent_environment_events: list["EnvironmentEvent"] = Field(default_factory=list)
    active_threats: list[str] = Field(default_factory=list)
                                                  # 当前全局威胁
    rumors: list[str] = Field(default_factory=list)
                                                  # 流传的传闻
    faction_relations: dict[str, dict[str, str]] = Field(default_factory=dict)
                                                  # 阵营间关系


# ============================================================
# 事件日志
# ============================================================


class GameEvent(BaseModel):
    """

    事件日志模型(一致性维护的关键)



    设计思路:

    - 每次状态变更都记录为一个事件,包含完整的上下文信息

    - state_changes 记录该事件引发的状态变更快照

    - consequence_tags 用于后续一致性检查(如 "killed_goblin_king")

    - is_reversible 标记不可逆事件,LLM 生成时需特别注意

    - involved_npcs + location 便于按维度检索历史事件

    """
    turn: int                                     # 发生在第几回合
    day: int = 1                                  # 发生在第几天
    time_of_day: str = ""                         # 发生时的时段
    event_type: str = ""                          # COMBAT / DIALOGUE / MOVE / ITEM / QUEST / TRADE / REST / DISCOVERY / DEATH / LEVEL_UP
    description: str = ""                         # 事件简述
    location: str = ""                            # 事件发生地点
    involved_npcs: list[str] = Field(default_factory=list)
                                                  # 涉及的 NPC
    state_changes: dict = Field(default_factory=dict)
                                                  # 状态变更快照
    player_action: str = ""                       # 触发该事件的玩家操作
    consequence_tags: list[str] = Field(default_factory=list)
                                                  # 后果标签
    is_reversible: bool = True                    # 是否可逆


class EnvironmentEvent(BaseModel):
    """Structured environment event used by UI, logs, and prompt injection."""
    event_id: str
    category: str = "environment"                 # weather / light / environment
    title: str = ""
    description: str = ""
    location: str = ""
    time_of_day: str = ""
    weather: str = ""
    light_level: str = ""
    severity: str = "low"                         # low / medium / high
    state_changes: dict[str, Any] = Field(default_factory=dict)
    prompt_hint: str = ""


WorldState.model_rebuild()


# ============================================================
# 游戏主控类
# ============================================================


class GameState:
    """

    游戏全局状态管理器 —— 项目的灵魂



    职责:

    1. 持有并管理 PlayerState、WorldState、EventLog

    2. 提供状态变更、校验、一致性检查的统一入口

    3. 将结构化状态序列化为自然语言 Prompt

    4. 每回合自动结算状态效果、时间推进、任务超时等



    核心设计原则:

    - 所有状态修改必须通过 apply_changes() 进入

    - 每次修改都伴随 validate() 校验和 log_event() 记录

    - check_consistency() 在生成前检测可能的矛盾

    """

    def __init__(self, player_name: str = "旅人"):
        """初始化游戏状态,创建默认的起始世界"""
        self.player = PlayerState(name=player_name)
        self.world = WorldState()
        self.event_log: list[GameEvent] = []
        self.turn: int = 0
        self.game_mode: str = "exploration"       # exploration / combat / dialogue / cutscene / game_over
        self.difficulty: str = "normal"            # easy / normal / hard
        self.story_arc: str = "序章"               # 当前故事章节
        self.ending_flags: dict[str, bool] = {}   # 结局条件追踪
        self.combat_log: list[str] = []           # 最近战斗记录
        self.achievement_list: list[str] = []     # 已解锁成就
        self.elapsed_minutes_total: int = 0
        self.last_recent_gain: str | None = None
        self.last_interacted_npc: str | None = None

        # 初始化起始世界
        self._init_starting_world()
        self.refresh_combat_stats()
        # 純文本地图渲染使用的“当前位置 + 足迹历史”
        # current_location 必须始终与 self.player.location 保持一致。
        self.current_location: str = str(self.player.location)
        self.location_history: list[str] = []
        self.world.time_progress_units = 36
        self.pending_environment_event: EnvironmentEvent | None = None
        self._sync_world_clock()
        self.world.light_level = self._determine_light_level()

    def _init_starting_world(self):
        """

        创建游戏的起始世界设定。

        包含初始地点、NPC、任务和物品,为故事提供起点。

        """
        # --- 初始地点 ---
        self.world.locations = {
            "村庄广场": LocationInfo(
                name="村庄广场",
                location_type="town",
                description="一个宁静的小村庄中心广场,阳光温暖地照耀着鹅卵石路面。周围有几家商铺和一口古老的水井。",
                connected_to=["村庄铁匠铺", "村庄旅店", "村口小路", "村庄杂货铺"],
                npcs_present=["村长老伯"],
                danger_level=0,
                is_discovered=True,
                rest_available=False,
                ambient_description="阳光斑驳地洒在广场上,远处传来铁匠铺叮叮当当的锤声。",
            ),
            "村庄铁匠铺": LocationInfo(
                name="村庄铁匠铺",
                location_type="shop",
                description="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。",
                connected_to=["村庄广场"],
                npcs_present=["铁匠格林"],
                danger_level=0,
                is_discovered=True,
                shop_available=True,
                ambient_description="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": LocationInfo(
                name="村庄旅店",
                location_type="shop",
                description="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。",
                connected_to=["村庄广场"],
                npcs_present=["旅店老板娘莉娜"],
                danger_level=0,
                is_discovered=True,
                rest_available=True,
                shop_available=True,
                ambient_description="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": LocationInfo(
                name="村庄杂货铺",
                location_type="shop",
                description="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。",
                connected_to=["村庄广场"],
                npcs_present=["杂货商人阿尔"],
                danger_level=0,
                is_discovered=True,
                shop_available=True,
                ambient_description="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。",
            ),
            "村口小路": LocationInfo(
                name="村口小路",
                location_type="wilderness",
                description="通往村外的一条泥泞小路,两旁长满了野草。远处隐约可见黑暗森林的轮廓。",
                connected_to=["村庄广场", "黑暗森林入口"],
                danger_level=2,
                is_discovered=True,
                ambient_description="微风拂过野草,远处的森林在薄雾中若隐若现,传来不知名鸟兽的叫声。",
            ),
            "黑暗森林入口": LocationInfo(
                name="黑暗森林入口",
                location_type="wilderness",
                description="森林的入口处,参天大树遮蔽了阳光,地面覆盖着厚厚的落叶。一股不祥的气息扑面而来。",
                connected_to=["村口小路", "森林深处", "溪边营地"],
                enemies=["哥布林", "野狼"],
                danger_level=4,
                is_discovered=False,
                ambient_description="树冠密集得几乎遮蔽了所有阳光,偶尔传来树枝折断的声音,不知道是风还是别的什么。",
            ),
            "森林深处": LocationInfo(
                name="森林深处",
                location_type="dungeon",
                description="森林的最深处,古树盘根错节。空气中弥漫着腐朽和魔力的气息,据说这里住着森林的主人。",
                connected_to=["黑暗森林入口"],
                enemies=["哥布林巫师", "巨型蜘蛛", "森林巨魔"],
                danger_level=7,
                is_discovered=False,
                is_accessible=True,
                ambient_description="黑暗几乎吞噬了一切,只有奇异的荧光苔藓发出微弱的光。远处传来低沉的咆哮。",
            ),
            "溪边营地": LocationInfo(
                name="溪边营地",
                location_type="wilderness",
                description="森林中一处难得的开阔地带,一条清澈的小溪从旁流过。适合扎营休息。",
                connected_to=["黑暗森林入口"],
                danger_level=2,
                is_discovered=False,
                rest_available=True,
                ambient_description="溪水潺潺流淌,偶有鸟鸣声在林间回荡,这里是森林中的一片安宁绿洲。",
            ),
            # -------- 扩展地点 --------
            "河边渡口": LocationInfo(
                name="河边渡口",
                location_type="wilderness",
                description="一座破旧的木制渡口,宽阔的河流在此缓缓流淌。一艘半沉的渡船拴在码头桩上。",
                connected_to=["村口小路", "废弃矿洞入口", "山麓盗贼营"],
                npcs_present=["渡口老渔夫"],
                danger_level=3,
                is_discovered=False,
                ambient_description="河水拍打着朽烂的木桩,远处有鹰在盘旋,对岸隐约可见矿洞的轮廓。",
            ),
            "废弃矿洞入口": LocationInfo(
                name="废弃矿洞入口",
                location_type="dungeon",
                description="荒废多年的铁矿洞,入口被蛛网和碎石半堵。矿道里传来金属碰撞的回声。",
                connected_to=["河边渡口", "矿洞深层"],
                enemies=["骷髅兵", "矿洞蝙蝠群", "锈铁傀儡"],
                danger_level=5,
                is_discovered=False,
                ambient_description="腐朽的矿车轨道延伸向黑暗深处,空气里弥漫着铁锈和硫磺的气味。",
            ),
            "矿洞深层": LocationInfo(
                name="矿洞深层",
                location_type="dungeon",
                description="矿洞最深处,一个巨大的地下空间。墙壁上嵌着发光的矿石,中央有一座被遗忘的祭坛。",
                connected_to=["废弃矿洞入口"],
                enemies=["亡灵矿工", "岩石巨像"],
                danger_level=8,
                is_discovered=False,
                is_accessible=False,
                required_item="矿工旧钥匙",
                ambient_description="发光矿石将洞穴映成幽蓝色,祭坛上刻着无人能读的文字,隐约有低沉的嗡鸣。",
            ),
            "山麓盗贼营": LocationInfo(
                name="山麓盗贼营",
                location_type="wilderness",
                description="藏在山脚灌木丛后的盗贼据点,几顶破帐篷围着一堆余烬。看起来已被匆忙弃置。",
                connected_to=["河边渡口", "精灵遗迹"],
                enemies=["盗贼斥候", "盗贼头目"],
                danger_level=5,
                is_discovered=False,
                ambient_description="地上散落着翻倒的酒桶和吃了一半的干粮,有人走得很匆忙。",
            ),
            "精灵遗迹": LocationInfo(
                name="精灵遗迹",
                location_type="special",
                description="一片被藤蔓覆盖的古老石柱林,精灵文字在月光下隐约发光。空气中有淡淡的魔力涌动。",
                connected_to=["山麓盗贼营"],
                npcs_present=["遗迹守护者"],
                danger_level=4,
                is_discovered=False,
                ambient_description="石柱上的符文随风明灭,仿佛在回应某种古老的感召。脚下的青苔异常柔软。",
            ),
            "古塔废墟": LocationInfo(
                name="古塔废墟",
                location_type="dungeon",
                description="一座半坍塌的石塔,据说曾是某位法师的研究所。顶层似乎还有东西在闪烁。",
                connected_to=["村口小路"],
                enemies=["石像鬼", "游荡幽灵"],
                danger_level=6,
                is_discovered=False,
                ambient_description="风从塔身的裂缝中呼啸而过,残破的阶梯上覆满了青苔和鸟粪。",
            ),
        }

        self.world.discovered_locations = ["村庄广场", "村庄铁匠铺", "村庄旅店", "村庄杂货铺", "村口小路"]

        # 扩展村口小路的连接 —— 链接到新区域
        self.world.locations["村口小路"].connected_to = [
            "村庄广场", "黑暗森林入口", "河边渡口", "古塔废墟",
        ]

        # --- 初始 NPC ---
        self.world.npcs = {
            "村长老伯": NPCState(
                name="村长老伯",
                npc_type="quest_giver",
                location="村庄广场",
                attitude="friendly",
                description="一位白发苍苍但精神矍铄的老人,是这个村庄的领导者。他的眼中带着忧虑。",
                race="人类",
                occupation="村长",
                relationship_level=20,
                can_give_quest=True,
                available_quests=["main_quest_01"],
                memory=[],
                schedule={"清晨": "村庄广场", "上午": "村庄广场", "正午": "村庄广场", "下午": "村庄广场", "黄昏": "村庄广场", "夜晚": "村庄旅店"},
                backstory="在这个村庄生活了七十年的老者,见证过上一次暗潮来袭,深知森林中潜伏的危险。",
            ),
            "铁匠格林": NPCState(
                name="铁匠格林",
                npc_type="merchant",
                location="村庄铁匠铺",
                attitude="neutral",
                description="一个肌肉发达的中年矮人,手臂上布满烧伤痕迹。沉默寡言但手艺精湛。",
                race="矮人",
                occupation="铁匠",
                can_trade=True,
                shop_inventory=["小刀", "短剑", "铁剑", "皮甲", "木盾"],
                relationship_level=0,
                schedule={"清晨": "村庄铁匠铺", "上午": "村庄铁匠铺", "正午": "村庄铁匠铺", "下午": "村庄铁匠铺", "黄昏": "村庄铁匠铺", "夜晚": "村庄旅店"},
                backstory="曾经是王都的御用铁匠,因一场变故隐居此地。对远方的怪物有独到的了解。",
            ),
            "旅店老板娘莉娜": NPCState(
                name="旅店老板娘莉娜",
                npc_type="merchant",
                location="村庄旅店",
                attitude="friendly",
                description="一位热情开朗的红发女子,笑容温暖。她的旅店是村里情报的集散地。",
                race="人类",
                occupation="旅店老板",
                can_trade=True,
                shop_inventory=["面包", "烤肉", "麦酒", "草药包"],
                relationship_level=10,
                schedule={"清晨": "村庄旅店", "上午": "村庄旅店", "正午": "村庄旅店", "下午": "村庄旅店", "黄昏": "村庄旅店", "夜晚": "村庄旅店"},
                backstory="年轻时曾是一名冒险者,后来受伤退役经营旅店。对旅行者总是格外关照。",
            ),
            "杂货商人阿尔": NPCState(
                name="杂货商人阿尔",
                npc_type="merchant",
                location="村庄杂货铺",
                attitude="neutral",
                description="一个精明的瘦长男子,鹰钩鼻上架着一副圆框眼镜。善于讨价还价。",
                race="人类",
                occupation="商人",
                can_trade=True,
                shop_inventory=["火把", "绳索", "解毒药水", "小型治疗药水"],
                relationship_level=-5,
                schedule={"清晨": "村庄杂货铺", "上午": "村庄杂货铺", "正午": "村庄广场", "下午": "村庄杂货铺", "黄昏": "村庄杂货铺", "夜晚": "村庄杂货铺"},
                backstory="来自远方的行商,在村中定居多年。对各地的传闻消息灵通,但消息总是要收费的。",
            ),
            "神秘旅人": NPCState(
                name="神秘旅人",
                npc_type="quest_giver",
                location="村庄旅店",
                attitude="cautious",
                description="一个身披灰色斗篷的旅人,面容隐藏在兜帽之下,只露出锐利的双眼。",
                race="未知",
                occupation="旅人",
                relationship_level=-10,
                can_give_quest=True,
                available_quests=["side_quest_01"],
                memory=[],
                schedule={"清晨": "村庄旅店", "夜晚": "村口小路"},
                backstory="似乎在寻找什么。偶尔从斗篷下露出的手指上有奇异的魔法纹路。",
            ),
            # -------- 扩展 NPC --------
            "渡口老渔夫": NPCState(
                name="渡口老渔夫",
                npc_type="quest_giver",
                location="河边渡口",
                attitude="friendly",
                description="一个皮肤黝黑、满脸皱纹的老人,正坐在码头上修补渔网。",
                race="人类",
                occupation="渔夫",
                relationship_level=5,
                can_give_quest=True,
                available_quests=["side_quest_02"],
                memory=[],
                schedule={"清晨": "河边渡口", "上午": "河边渡口", "正午": "河边渡口", "下午": "河边渡口", "黄昏": "河边渡口", "夜晚": "村庄旅店"},
                backstory="在这条河边住了四十年,对河流两岸的地形了如指掌。最近总念叨对岸矿洞里的怪响。",
            ),
            "遗迹守护者": NPCState(
                name="遗迹守护者",
                npc_type="quest_giver",
                location="精灵遗迹",
                attitude="cautious",
                description="一个身形消瘦的半精灵,穿着褪色的绿袍,眼神中有深深的疲惫。",
                race="半精灵",
                occupation="守护者",
                relationship_level=-5,
                can_give_quest=True,
                available_quests=["side_quest_03"],
                memory=[],
                schedule={"清晨": "精灵遗迹", "正午": "精灵遗迹", "夜晚": "精灵遗迹"},
                backstory="最后一位遗迹守护者,独自守护这片先祖的圣地已有三十年。对外来者充满警惕,但内心渴望帮助。",
            ),
        }

        # --- 初始任务 ---
        self.world.quests = {
            "main_quest_01": QuestState(
                quest_id="main_quest_01",
                title="森林中的阴影",
                description="村长老伯告诉你,最近森林中频繁出现怪物袭击事件。他请求你前往调查。",
                quest_type="main",
                status="active",
                giver_npc="村长老伯",
                objectives={
                    "与村长对话了解情况": False,
                    "前往黑暗森林入口调查": False,
                    "击败森林中的怪物": False,
                    "调查怪物活动的原因": False,
                    "与村长老伯对话汇报发现": False,
                },
                rewards=QuestRewards(
                    gold=100,
                    experience=50,
                    items=["森林之钥"],
                    reputation_changes={"村庄": 20},
                    karma_change=5,
                ),
            ),
            "main_quest_02": QuestState(
                quest_id="main_quest_02",
                title="森林深处的咆哮",
                description="村长老伯确认森林巨魔已经苏醒,并命你持森林之钥深入黑暗森林,将这头怪物彻底斩杀。",
                quest_type="main",
                status="inactive",
                giver_npc="村长老伯",
                objectives={
                    "前往森林深处": False,
                    "击败森林巨魔": False,
                },
                rewards=QuestRewards(
                    gold=0,
                    experience=90,
                    reputation_changes={"村庄": 30},
                    karma_change=10,
                ),
                prerequisites=["main_quest_01"],
            ),
            "side_quest_01": QuestState(
                quest_id="side_quest_01",
                title="失落的传承",
                description="神秘旅人似乎在寻找一件古老的遗物。也许帮助他能得到意想不到的回报。",
                quest_type="side",
                status="inactive",
                giver_npc="神秘旅人",
                objectives={
                    "与神秘旅人交谈": False,
                    "找到古老遗物的线索": False,
                },
                rewards=QuestRewards(
                    experience=30,
                    items=["神秘卷轴"],
                    unlock_skill="暗影感知",
                ),
                prerequisites=[],
            ),
            # -------- 扩展任务 --------
            "side_quest_02": QuestState(
                quest_id="side_quest_02",
                title="河底的秘密",
                description="渡口老渔夫说他最近总在河里捞到奇怪的骨头,而且对岸矿洞方向夜里总是有光。他请你去查明真相。",
                quest_type="side",
                status="inactive",
                giver_npc="渡口老渔夫",
                objectives={
                    "与渡口老渔夫交谈": False,
                    "前往废弃矿洞调查": False,
                    "找到矿洞异常的原因": False,
                },
                rewards=QuestRewards(
                    gold=60,
                    experience=40,
                    items=["矿工旧钥匙"],
                    reputation_changes={"村庄": 10},
                ),
                prerequisites=[],
            ),
            "side_quest_03": QuestState(
                quest_id="side_quest_03",
                title="守护者的试炼",
                description="精灵遗迹的守护者提出一个交换条件:通过她设下的试炼,就能获得古老的精灵祝福。",
                quest_type="side",
                status="inactive",
                giver_npc="遗迹守护者",
                objectives={
                    "与遗迹守护者交谈": False,
                    "通过守护者的试炼": False,
                },
                rewards=QuestRewards(
                    experience=50,
                    unlock_skill="精灵祝福",
                    karma_change=10,
                    title="遗迹认可者",
                ),
                prerequisites=[],
            ),
        }

        # --- 初始物品注册表 ---
        self.world.item_registry = {
            "小刀": ItemInfo(name="小刀", item_type="weapon", description="一把朴素但实用的小刀,便于近身防身。", rarity="common", stat_bonus={"attack": 2}, value=5),
            "短剑": ItemInfo(name="短剑", item_type="weapon", description="一把适合新手携带的短剑,轻便易用。", rarity="common", stat_bonus={"attack": 3}, value=10),
            "铁剑": ItemInfo(name="铁剑", item_type="weapon", description="一把标准的铁制长剑,刀锋锐利。", rarity="common", stat_bonus={"attack": 5}, value=30),
            "皮甲": ItemInfo(name="皮甲", item_type="armor", description="硬化皮革制成的轻甲,兼顾防护与灵活性。", rarity="common", stat_bonus={"defense": 3}, value=25),
            "木盾": ItemInfo(name="木盾", item_type="armor", description="坚硬橡木制成的盾牌,可以抵挡基础攻击。", rarity="common", stat_bonus={"defense": 2}, value=15),
            "面包": ItemInfo(name="面包", item_type="consumable", description="新鲜烤制的面包,香气扑鼻。", usable=True, use_effect="恢复 10 饱食度", value=5),
            "烤肉": ItemInfo(name="烤肉", item_type="consumable", description="多汁的烤肉,令人食指大动。", usable=True, use_effect="恢复 25 饱食度", value=10),
            "麦酒": ItemInfo(name="麦酒", item_type="consumable", description="村庄特产的麦酒,味道醇厚。", usable=True, use_effect="恢复 10 士气,降低 5 理智", value=8),
            "草药包": ItemInfo(name="草药包", item_type="consumable", description="采集的新鲜草药,可以制作简单药剂。", usable=True, use_effect="恢复 20 HP", value=15),
            "火把": ItemInfo(name="火把", item_type="misc", description="浸过油脂的火把,可在黑暗中照明。", usable=True, use_effect="照亮周围区域", value=3),
            "绳索": ItemInfo(name="绳索", item_type="misc", description="结实的麻绳,在探险中很实用。", value=5),
            "解毒药水": ItemInfo(name="解毒药水", item_type="consumable", description="散发着清苦气味的药水,可以解除中毒状态。", usable=True, use_effect="解除中毒状态", value=20),
            "小型治疗药水": ItemInfo(name="小型治疗药水", item_type="consumable", description="泛着淡红色光芒的药水。", usable=True, use_effect="恢复 30 HP", value=25),
            "村庄地图": ItemInfo(name="村庄地图", item_type="quest_item", description="一张画着村庄与周边道路的实用地图,边角处有村长留下的简短记号。", quest_related=True, value=0, lore_text="这张地图把村庄广场、店铺和村口小路都标得很清楚,显然是给初次上路的人准备的。"),
            "黑暗森林地图": ItemInfo(name="黑暗森林地图", item_type="quest_item", description="一张补全了森林入口、溪边营地和深处路径的地图。", quest_related=True, value=0, lore_text="地图边缘沾着泥水和血迹,像是刚从危险地带抢出来的。"),
            "山麓地图": ItemInfo(name="山麓地图", item_type="quest_item", description="记着渡口、盗贼营和遗迹路径的山麓地图。", quest_related=True, value=0, lore_text="粗糙的炭笔线条标出了山道、渡口和盗贼常走的隐蔽小径。"),
            "古塔地图": ItemInfo(name="古塔地图", item_type="quest_item", description="一张标记古塔废墟出入口和危险区域的旧图。", quest_related=True, value=0, lore_text="纸面上反复描重的几处塔层,似乎都是前人特意警告的危险位置。"),
            "森林之钥": ItemInfo(name="森林之钥", item_type="key", description="一把散发着微弱绿光的古老钥匙,似乎能打开森林深处的某个入口。", rarity="rare", quest_related=True, value=0, lore_text="钥匙上刻着精灵文字,翻译过来是:'唯有勇者可通行'。"),
            "神秘卷轴": ItemInfo(name="神秘卷轴", item_type="quest_item", description="记载着古老知识的卷轴,散发着微弱的魔力波动。", rarity="rare", quest_related=True, value=0),
            # -------- 扩展物品 --------
            "矿工旧钥匙": ItemInfo(name="矿工旧钥匙", item_type="key", description="一把生锈的铜钥匙,上面刻着一个矿镐图案。", rarity="uncommon", quest_related=True, value=0, lore_text="钥匙柄上隐约可见'B-7采掘区'的刻字。"),
            "骷髅碎骨": ItemInfo(name="骷髅碎骨", item_type="material", description="从骷髅兵身上掉落的骨头碎片,泛着不自然的寒光。", rarity="common", value=5),
            "盗贼日志": ItemInfo(name="盗贼日志", item_type="quest_item", description="一本沾满泥渍的笔记本,记录着盗贼团伙近期的行动计划。", rarity="uncommon", quest_related=True, value=0),
            "精灵护符": ItemInfo(name="精灵护符", item_type="accessory", description="由精灵遗迹守护者亲手制作的小型护符,散发着柔和的绿色微光。", rarity="rare", stat_bonus={"perception": 3, "sanity": 5}, value=50, lore_text="佩戴者能感受到来自远古精灵的庇佑。"),
            "锈蚀铁锤": ItemInfo(name="锈蚀铁锤", item_type="weapon", description="矿洞里发现的旧铁锤,虽然锈迹斑斑但依然沉重有力。", rarity="common", stat_bonus={"attack": 4}, value=15),
            "荧光苔藓": ItemInfo(name="荧光苔藓", item_type="consumable", description="矿洞深处生长的发光苔藓,据说有微弱的疗伤效果。", usable=True, use_effect="恢复 15 HP,恢复 5 理智", rarity="uncommon", value=12),
            "古塔法师笔记": ItemInfo(name="古塔法师笔记", item_type="quest_item", description="在古塔废墟中找到的残破笔记,记载着某种仪式的片段。", rarity="rare", quest_related=True, value=0, lore_text="字迹已经模糊,但仍能辨认出几个关键的魔法符号。"),
        }

        # --- 初始传闻 ---
        self.world.rumors = [
            "最近森林里的哥布林越来越嚣张了,好几个猎人都不敢进去了。",
            "听说铁匠格林以前在王都待过,不知道为什么来了这个小村子。",
            "旅店里来了个奇怪的旅人,整天把自己裹得严严实实的。",
            "河对岸的旧矿洞晚上闹鬼,渡口的老渔夫说他亲眼看见过蓝色的火光。",
            "山脚下好像有一伙盗贼扎了营,最近有商队被劫的消息。",
            "村子东边的古塔里据说住过一个法师,后来不知为何法师消失了,塔也荒废了。",
            "有人在精灵遗迹附近见到过一个穿绿袍的身影,不知是人是鬼。",
        ]

        # --- 显式环境事件模板 ---
        self.environment_event_pool: list[dict[str, Any]] = [
            {
                "event_id": "lanterns_dim",
                "category": "light",
                "title": "灯火忽暗",
                "description": "屋内的灯火突然暗了一截,墙角的影子被拉得细长。",
                "location_types": ["town", "shop"],
                "time_slots": ["黄昏", "夜晚", "深夜"],
                "severity": "medium",
                "state_changes": {"sanity_change": -2},
                "prompt_hint": "环境光线明显变暗,叙事里要体现角色对阴影和氛围变化的反应。",
            },
            {
                "event_id": "cold_gust",
                "category": "environment",
                "title": "冷风穿林",
                "description": "一阵带着湿意的冷风从林间掠过,让人本能地绷紧肩背。",
                "location_types": ["wilderness", "dungeon"],
                "time_slots": ["下午", "黄昏", "夜晚", "深夜"],
                "severity": "low",
                "state_changes": {"morale_change": -3},
                "prompt_hint": "风声和体感温度都发生了变化,适合让玩家察觉环境压力正在上升。",
            },
            {
                "event_id": "forest_rustle",
                "category": "environment",
                "title": "林影骚动",
                "description": "黑暗树影间传来急促的窸窣声,仿佛刚有什么东西贴着边缘掠过。",
                "location_types": ["wilderness", "dungeon"],
                "time_slots": ["黄昏", "夜晚", "深夜"],
                "min_danger": 3,
                "severity": "medium",
                "state_changes": {"sanity_change": -3},
                "prompt_hint": "这是偏悬疑的环境扰动,至少一个后续选项应允许玩家追查或回避。",
            },
            {
                "event_id": "fireplace_relief",
                "category": "environment",
                "title": "火光回暖",
                "description": "炉火和热气驱散了紧绷感,让呼吸也慢慢平稳下来。",
                "location_types": ["shop", "town"],
                "requires_rest_available": True,
                "time_slots": ["黄昏", "夜晚", "深夜"],
                "severity": "low",
                "state_changes": {"morale_change": 4, "sanity_change": 2},
                "prompt_hint": "这是偏正向的氛围事件,叙事里可以体现安全感和短暂放松。",
            },
            {
                "event_id": "fog_pressures_in",
                "category": "environment",
                "title": "雾气压近",
                "description": "潮湿的雾从地面漫上来,视野被一点点吞没,声音也变得含混。",
                "location_types": ["wilderness", "dungeon"],
                "time_slots": ["清晨", "黄昏", "夜晚", "深夜"],
                "weathers": ["浓雾", "小雨"],
                "severity": "medium",
                "state_changes": {"sanity_change": -2},
                "prompt_hint": "视野受限且不安感上升,叙事里应弱化远景、强调近距离感官细节。",
            },
        ]

        # --- 玩家初始装备 ---
        self.player.inventory = ["面包", "面包", "小型治疗药水"]
        self.player.location = self.world.current_scene

    # ============================================================
    # 核心方法
    # ============================================================

    def update_location(self, new_location: str) -> None:
        """

        更新当前位置并维护足迹历史。



        规则:

        - 当 new_location 与当前地点不同:把旧地点写入 location_history,然后更新 current_location

        - 当 new_location 相同:不追加历史

        - 同步更新 self.player.location 与 self.world.current_scene,确保一致性

        """
        target = str(new_location or "").strip()
        if not target:
            return
        if target == self.current_location:
            return

        old_location = self.current_location
        if old_location:
            self.location_history.append(old_location)

        # 让游戏状态和地图状态始终一致
        self.current_location = target
        self.player.location = target
        self.world.current_scene = target

    # ============================================================
    # 状态变更应用
    # ============================================================

    def apply_changes(self, changes: dict) -> list[str]:
        """

        接收 Qwen 返回的状态变更 JSON,校验并应用到当前状态。



        设计思路:

        - LLM 返回的变更是增量式的(如 hp_change: -10),而非绝对值

        - 逐字段解析和应用,确保每个变更都经过校验

        - 返回变更日志列表,方便 UI 展示



        Args:

            changes: Qwen 输出中解析出的状态变更字典



        Returns:

            变更描述列表 ["HP: 100 → 90", "位置: 村庄 → 森林"]

        """
        change_log: list[str] = []

        # --- 过滤 None 值:LLM 可能将 null 字段返回为 None,全部跳过 ---
        _filtered = {}
        for k, v in changes.items():
            if v is None:
                continue
            # 字符串 "None" / "null" 也视为空
            if isinstance(v, str) and v.strip().lower() in ("none", "null", ""):
                continue
            # 数值 0 的 change 字段无意义,也跳过
            if isinstance(v, (int, float)) and v == 0 and k.endswith("_change"):
                continue
            # 空列表 / 空字典跳过
            if isinstance(v, (list, dict)) and len(v) == 0:
                continue
            _filtered[k] = v
        changes = _filtered

        # --- 玩家属性变更 ---
        if "hp_change" in changes:
            old_hp = self.player.hp
            self.player.hp = clamp(
                self.player.hp + int(changes["hp_change"]),
                0,
                self.player.max_hp,
            )
            if self.player.hp != old_hp:
                change_log.append(f"HP: {old_hp}{self.player.hp}")

        if "mp_change" in changes:
            old_mp = self.player.mp
            self.player.mp = clamp(
                self.player.mp + int(changes["mp_change"]),
                0,
                self.player.max_mp,
            )
            if self.player.mp != old_mp:
                change_log.append(f"MP: {old_mp}{self.player.mp}")

        if "gold_change" in changes:
            old_gold = self.player.gold
            self.player.gold = max(0, self.player.gold + int(changes["gold_change"]))
            if self.player.gold != old_gold:
                change_log.append(f"金币: {old_gold}{self.player.gold}")

        if "exp_change" in changes:
            old_exp = self.player.experience
            self.player.experience += int(changes["exp_change"])
            change_log.append(f"经验: {old_exp}{self.player.experience}")
            # 检查是否升级
            while self.player.experience >= self.player.exp_to_next_level:
                self._level_up()
                change_log.append(f"升级!当前等级: {self.player.level}")

        if "morale_change" in changes:
            old_morale = self.player.morale
            self.player.morale = clamp(
                self.player.morale + int(changes["morale_change"]),
                0, 100,
            )
            if self.player.morale != old_morale:
                change_log.append(f"士气: {old_morale}{self.player.morale}")

        if "sanity_change" in changes:
            old_sanity = self.player.sanity
            self.player.sanity = clamp(
                self.player.sanity + int(changes["sanity_change"]),
                0, 100,
            )
            if self.player.sanity != old_sanity:
                change_log.append(f"理智: {old_sanity}{self.player.sanity}")

        if "hunger_change" in changes:
            old_hunger = self.player.hunger
            self.player.hunger = clamp(
                self.player.hunger + int(changes["hunger_change"]),
                0, 100,
            )
            if self.player.hunger != old_hunger:
                change_log.append(f"饱食度: {old_hunger}{self.player.hunger}")

        if "stamina_change" in changes:
            old_stamina = self.player.stamina
            self.player.stamina = clamp(
                self.player.stamina + int(changes["stamina_change"]),
                0,
                self.player.max_stamina,
            )
            if self.player.stamina != old_stamina:
                change_log.append(f"体力: {old_stamina}{self.player.stamina}")

        if "karma_change" in changes:
            old_karma = self.player.karma
            self.player.karma += int(changes["karma_change"])
            if self.player.karma != old_karma:
                change_log.append(f"善恶值: {old_karma}{self.player.karma}")

        # --- 位置变更 ---
        if "new_location" in changes:
            old_loc = self.player.location
            new_loc = str(changes["new_location"])
            if new_loc.strip().lower() not in ("", "none", "null") and new_loc != old_loc:
                current_loc = self.world.locations.get(old_loc)
                target_loc = self.world.locations.get(new_loc)
                if target_loc is None:
                    change_log.append(f"忽略非法位置变更: {new_loc}")
                elif current_loc and new_loc not in current_loc.connected_to:
                    change_log.append(f"忽略非法位置变更: {old_loc}{new_loc}")
                elif (
                    not target_loc.is_accessible
                    and target_loc.required_item
                    and target_loc.required_item not in self.player.inventory
                ):
                    change_log.append(f"忽略未解锁地点: {new_loc}")
                else:
                    self.update_location(new_loc)
                    change_log.append(f"位置: {old_loc}{new_loc}")
                    # 发现新地点
                    if new_loc not in self.world.discovered_locations:
                        self.world.discovered_locations.append(new_loc)
                        change_log.append(f"发现新地点: {new_loc}")
                        if new_loc in self.world.locations:
                            self.world.locations[new_loc].is_discovered = True

        # --- 物品变更 ---
        # 货币关键词列表:这些物品不进背包,而是直接转换为金币
        _CURRENCY_KEYWORDS = ["铜币", "银币", "铜钱", "银两", "金币", "货币", "钱袋", "钱币", "硬币"]

        if "items_gained" in changes:
            for item in changes["items_gained"]:
                item_str = str(item)
                # 检查是否为货币类物品 —— 如果是,跳过入背包(金币已通过 gold_change 处理)
                is_currency = any(kw in item_str for kw in _CURRENCY_KEYWORDS)
                if is_currency:
                    # 如果 gold_change 没有设置,尝试自动补偿少量金币
                    if "gold_change" not in changes:
                        old_gold = self.player.gold
                        self.player.gold += 3  # 默认少量金币
                        change_log.append(f"金币: {old_gold}{self.player.gold}")
                    logger.info(f"货币物品 '{item_str}' 已转换为金币,不放入背包")
                    continue
                self.player.inventory.append(item_str)
                self.last_recent_gain = item_str
                change_log.append(f"获得物品: {item}")

        if "items_lost" in changes:
            for item in changes["items_lost"]:
                item_str = str(item)
                # 货币类物品也不需要从背包移除
                is_currency = any(kw in item_str for kw in _CURRENCY_KEYWORDS)
                if is_currency:
                    continue
                if item_str in self.player.inventory:
                    self.player.inventory.remove(item_str)
                    change_log.append(f"失去物品: {item}")

        # --- 技能变更 ---
        if "skills_gained" in changes:
            for skill in changes["skills_gained"]:
                skill_str = str(skill)
                if skill_str not in self.player.skills:
                    self.player.skills.append(skill_str)
                    change_log.append(f"习得技能: {skill}")

        # --- 状态效果 ---
        if "status_effects_added" in changes:
            for effect_data in changes["status_effects_added"]:
                if isinstance(effect_data, dict):
                    effect = StatusEffect(**effect_data)
                    self.player.status_effects.append(effect)
                    # 构建详细的状态效果日志
                    parts = [f"获得状态: {effect.name}"]
                    if effect.description:
                        parts.append(f"({effect.description})")
                    if effect.stat_modifiers:
                        mod_strs = []
                        _STAT_CN = {
                            "hp": "生命", "mp": "魔力",
                            "attack": "攻击力", "defense": "防御力",
                            "speed": "速度", "luck": "幸运",
                            "perception": "感知", "sanity": "理智",
                            "hunger": "饱食度", "morale": "士气",
                            "gold": "金币", "karma": "善恶值",
                            "experience": "经验",
                        }
                        for stat, val in effect.stat_modifiers.items():
                            cn = _STAT_CN.get(stat, stat)
                            sign = "+" if val > 0 else ""
                            mod_strs.append(f"{cn}{sign}{val}/回合")
                        parts.append(f"[{', '.join(mod_strs)}]")
                    if effect.duration > 0:
                        parts.append(f"持续{effect.duration}回合")
                    elif effect.duration == -1:
                        parts.append("永久")
                    change_log.append(" ".join(parts))
                elif isinstance(effect_data, str):
                    effect = StatusEffect(name=effect_data)
                    self.player.status_effects.append(effect)
                    change_log.append(f"获得状态: {effect_data}")

        if "status_effects_removed" in changes:
            for name in changes["status_effects_removed"]:
                self.player.status_effects = [
                    e for e in self.player.status_effects if e.name != str(name)
                ]
                change_log.append(f"移除状态: {name}")

        # --- NPC 相关变更 ---
        if "npc_changes" in changes:
            for npc_name, npc_data in changes["npc_changes"].items():
                if npc_name in self.world.npcs:
                    npc = self.world.npcs[npc_name]
                    if "attitude" in npc_data:
                        new_attitude = str(npc_data["attitude"])
                        if npc.attitude != new_attitude:
                            npc.attitude = new_attitude
                            change_log.append(f"NPC {npc_name} 态度变为: {npc.attitude}")
                    if "is_alive" in npc_data:
                        new_is_alive = bool(npc_data["is_alive"])
                        was_alive = npc.is_alive
                        if npc.is_alive != new_is_alive:
                            npc.is_alive = new_is_alive
                        if was_alive and not npc.is_alive:
                            change_log.append(f"NPC {npc_name} 已死亡")
                    if "relationship_change" in npc_data:
                        old_rel = npc.relationship_level
                        npc.relationship_level = clamp(
                            npc.relationship_level + int(npc_data["relationship_change"]),
                            -100, 100,
                        )
                        if npc.relationship_level != old_rel:
                            change_log.append(
                                f"NPC {npc_name} 好感度: {old_rel}{npc.relationship_level}"
                            )
                    if "hp_change" in npc_data:
                        old_hp = npc.hp
                        npc.hp = max(0, npc.hp + int(npc_data["hp_change"]))
                        if npc.hp <= 0:
                            npc.is_alive = False
                            change_log.append(f"NPC {npc_name} 被击败")
                        elif npc.hp != old_hp:
                            change_log.append(f"NPC {npc_name} HP: {old_hp}{npc.hp}")
                    if "memory_add" in npc_data:
                        npc.memory.append(str(npc_data["memory_add"]))

        # --- 任务变更 ---
        if "quest_updates" in changes:
            for quest_id, quest_data in changes["quest_updates"].items():
                if quest_id in self.world.quests:
                    quest = self.world.quests[quest_id]
                    if "objectives_completed" in quest_data:
                        for obj in quest_data["objectives_completed"]:
                            if str(obj) in quest.objectives:
                                quest.objectives[str(obj)] = True
                                change_log.append(f"完成目标: {obj}")
                    if "status" in quest_data:
                        quest.status = str(quest_data["status"])
                        _QUEST_STATUS_CN = {
                            "active": "进行中", "in_progress": "进行中",
                            "IN_PROGRESS": "进行中", "ACTIVE": "进行中",
                            "completed": "已完成", "COMPLETED": "已完成",
                            "failed": "已失败", "FAILED": "已失败",
                            "expired": "已过期", "EXPIRED": "已过期",
                        }
                        status_cn = _QUEST_STATUS_CN.get(quest.status, quest.status)
                        change_log.append(f"任务【{quest.title}】进展至\"{status_cn}\"")

        # --- 世界状态变更 ---
        if "weather_change" in changes:
            valid_weathers = {"晴朗", "多云", "小雨", "暴风雨", "大雪", "浓雾"}
            new_weather = str(changes["weather_change"])
            if new_weather in valid_weathers:
                if self.world.weather != new_weather:
                    self.world.weather = new_weather
                    self.world.last_weather_change_minutes = self.elapsed_minutes_total
                    change_log.append(f"天气变为: {self.world.weather}")
            else:
                logger.warning(f"无效的 weather_change 值 '{new_weather}',已忽略。")

        if "time_change" in changes:
            valid_times = ["清晨", "上午", "正午", "下午", "黄昏", "夜晚", "深夜"]
            new_time = str(changes["time_change"])
            if new_time in valid_times:
                old_time = self.world.time_of_day
                if new_time != old_time:
                    self.world.time_of_day = new_time
                    change_log.append(f"时间流逝: {old_time}{self.world.time_of_day}")
            else:
                logger.warning(f"无效的 time_change 值 '{new_time}',已忽略。合法值: {valid_times}")

        if "weather_change" in changes or "time_change" in changes:
            old_light = self.world.light_level
            self.world.light_level = self._determine_light_level()
            if old_light != self.world.light_level:
                change_log.append(f"光照变化: {old_light}{self.world.light_level}")

        if "global_flags_set" in changes:
            for flag, value in changes["global_flags_set"].items():
                self.world.global_flags[flag] = bool(value)
                # 全局标记仅内部使用,不展示给用户
                logger.info(f"全局标记设置: {flag} = {value}")

        if "world_event" in changes:
            world_event = str(changes["world_event"])
            if not self.world.world_events or self.world.world_events[-1] != world_event:
                self.world.world_events.append(world_event)
                change_log.append(f"世界事件: {world_event}")

        # --- 装备变更 ---
        if "equip" in changes:
            for slot, item_name in changes["equip"].items():
                if slot in self.player.equipment:
                    old_item = self.player.equipment[slot]
                    new_item = item_name if item_name and str(item_name).lower() not in ("none", "null", "") else None

                    # 1. 如果旧装备栏有物品,卸下时放回背包
                    if old_item and old_item != "无":
                        if old_item not in self.player.inventory:
                            self.player.inventory.append(old_item)
                            logger.info(f"卸下装备 '{old_item}' 放回背包")

                    # 2. 如果要装备新物品,从背包中移除
                    if new_item:
                        new_item_str = str(new_item)
                        if new_item_str in self.player.inventory:
                            self.player.inventory.remove(new_item_str)
                            logger.info(f"从背包取出 '{new_item_str}' 装备到 [{slot}]")

                    self.player.equipment[slot] = new_item
                    display_old = old_item or "无"
                    display_new = new_item or "无"
                    change_log.append(f"装备 [{slot}]: {display_old}{display_new}")

        # --- 玩家称号变更 ---
        if "title_change" in changes:
            old_title = self.player.title
            self.player.title = str(changes["title_change"])
            change_log.append(f"称号: {old_title}{self.player.title}")

        # 战斗派生属性需要与装备和基础属性保持同步
        self.refresh_combat_stats()

        if change_log:
            logger.info(f"状态变更: {change_log}")

        return change_log

    def validate(self) -> tuple[bool, list[str]]:
        """

        校验当前状态的合法性。



        设计思路:

        - 检查所有数值是否在合法范围内

        - HP <= 0 时标记游戏结束

        - 理智过低时施加特殊效果

        - 返回 (是否合法, 问题列表)



        Returns:

            (is_valid, issues): 合法性标志和问题描述列表

        """
        issues: list[str] = []

        # HP 校验 —— 核心逻辑:HP <= 0 触发死亡
        if self.player.hp <= 0:
            self.player.hp = 0
            self.game_mode = "game_over"
            self.player.death_count += 1
            issues.append("玩家生命值归零,触发死亡结局!")

        # MP 范围校验
        self.player.mp = clamp(self.player.mp, 0, self.player.max_mp)
        self.player.stamina = clamp(self.player.stamina, 0, self.player.max_stamina)

        # 饱食度惩罚
        if self.player.hunger <= 0:
            self.player.hunger = 0
            issues.append("玩家极度饥饿,攻击力和防御力下降!")

        # 理智值校验
        if self.player.sanity <= 0:
            self.player.sanity = 0
            self.game_mode = "game_over"
            issues.append("玩家理智归零,陷入疯狂!触发疯狂结局!")

        # 士气校验
        if self.player.morale <= 10:
            issues.append("玩家士气极低,行动效率降低。")

        # 金币不能为负
        if self.player.gold < 0:
            self.player.gold = 0
            issues.append("金币不足。")

        is_valid = self.game_mode != "game_over"
        return is_valid, issues

    def get_equipment_stat_bonuses(self) -> dict[str, int]:
        """Aggregate stat bonuses from currently equipped items."""
        bonuses: dict[str, int] = {}
        for item_name in self.player.equipment.values():
            if not item_name:
                continue
            item_info = self.world.item_registry.get(str(item_name))
            if item_info is None:
                continue
            for stat_name, amount in item_info.stat_bonus.items():
                bonuses[stat_name] = bonuses.get(stat_name, 0) + int(amount)
        return bonuses

    def refresh_combat_stats(self) -> None:
        """Refresh deterministic combat stats from base values + equipment bonuses."""
        bonuses = self.get_equipment_stat_bonuses()
        self.player.attack_power = max(1, int(self.player.attack) + int(bonuses.get("attack", 0)))
        self.player.defense_power = max(0, int(self.player.defense) + int(bonuses.get("defense", 0)))

    def _status_multiplier(self, value: int) -> float:
        if value >= 90:
            return 1.5
        if value >= 80:
            return 1.2
        if value >= 30:
            return 1.0
        if value >= 20:
            return 0.9
        if value >= 10:
            return 0.7
        if value >= 5:
            return 0.6
        return 0.3

    def get_survival_state_snapshot(self) -> dict[str, Any]:
        hunger_multiplier = self._status_multiplier(self.player.hunger)
        sanity_multiplier = self._status_multiplier(self.player.sanity)
        morale_multiplier = self._status_multiplier(self.player.morale)
        # 体力也纳入战斗乘数:低体力会显著降低战斗能力
        stamina_multiplier = self._status_multiplier(self.player.stamina)
        combined_multiplier = min(
            hunger_multiplier,
            sanity_multiplier,
            morale_multiplier,
            stamina_multiplier,
        )

        peak_state = all(
            value >= 80
            for value in (self.player.hunger, self.player.sanity, self.player.morale, self.player.stamina)
        )
        near_death = sum(
            value < 10
            for value in (self.player.hunger, self.player.sanity, self.player.morale)
        ) >= 2

        if peak_state:
            combined_multiplier *= 1.1
        if near_death:
            combined_multiplier *= 0.5

        return {
            "hunger_multiplier": hunger_multiplier,
            "sanity_multiplier": sanity_multiplier,
            "morale_multiplier": morale_multiplier,
            "stamina_multiplier": stamina_multiplier,
            "combined_multiplier": round(combined_multiplier, 3),
            "peak_state": peak_state,
            "near_death": near_death,
        }

    def get_effective_player_stats(self) -> dict[str, int]:
        """Return display-oriented effective stats after equipment bonuses."""
        bonuses = self.get_equipment_stat_bonuses()
        tracked_stats = ("attack", "defense", "speed", "luck", "perception", "stamina")
        state_snapshot = self.get_survival_state_snapshot()
        multiplier = float(state_snapshot["combined_multiplier"])

        effective_stats: dict[str, int] = {}
        for stat_name in tracked_stats:
            base_value = int(getattr(self.player, stat_name))
            bonus_value = int(bonuses.get(stat_name, 0))
            boosted_value = int(round((base_value + bonus_value) * multiplier))
            cap = self.player.max_stamina if stat_name == "stamina" else max(base_value + bonus_value, 1)
            if multiplier >= 1:
                effective_stats[stat_name] = max(base_value + bonus_value, boosted_value)
            else:
                effective_stats[stat_name] = clamp(boosted_value, 1, max(cap, boosted_value))
        return effective_stats

    def get_clock_minutes(self) -> int:
        return int(self.world.time_progress_units) * 10

    def get_minute_of_day(self) -> int:
        return self.get_clock_minutes() % (24 * 60)

    def get_clock_display(self) -> str:
        total_minutes = self.get_clock_minutes() % (24 * 60)
        hours = total_minutes // 60
        minutes = total_minutes % 60
        return f"{hours:02d}:{minutes:02d}"

    def _time_of_day_from_minutes(self, total_minutes: int) -> str:
        minute_of_day = total_minutes % (24 * 60)
        if 300 <= minute_of_day < 480:
            return "清晨"
        if 480 <= minute_of_day < 720:
            return "上午"
        if 720 <= minute_of_day < 840:
            return "正午"
        if 840 <= minute_of_day < 1080:
            return "下午"
        if 1080 <= minute_of_day < 1260:
            return "黄昏"
        if 1260 <= minute_of_day < 1440:
            return "夜晚"
        return "深夜"

    def _sync_world_clock(self):
        self.world.time_of_day = self._time_of_day_from_minutes(self.get_clock_minutes())

    def can_overnight_rest(self) -> bool:
        current_loc = self.world.locations.get(self.player.location)
        if current_loc is None or not current_loc.rest_available:
            return False
        if self.player.location not in OVERNIGHT_REST_LOCATIONS:
            return False
        return self.get_minute_of_day() >= 19 * 60

    def prepare_overnight_rest(self) -> tuple[list[str], dict[str, int]]:
        """Advance to next morning and return full-recovery deltas for overnight rest."""
        if not self.can_overnight_rest():
            return [], {}

        old_clock = self.get_clock_display()
        old_time_of_day = self.world.time_of_day
        old_day_count = self.world.day_count
        old_light = self.world.light_level

        minute_of_day = self.get_minute_of_day()
        minutes_until_midnight = (24 * 60) - minute_of_day
        target_elapsed_minutes = self.elapsed_minutes_total + minutes_until_midnight + 6 * 60

        self.elapsed_minutes_total = target_elapsed_minutes
        self.world.day_count = target_elapsed_minutes // (24 * 60) + 1
        self.world.time_progress_units = (target_elapsed_minutes % (24 * 60)) // 10
        self._sync_world_clock()
        self.world.light_level = self._determine_light_level()

        tick_log: list[str] = []
        if self.world.day_count != old_day_count:
            tick_log.append(f"新的一天!第{self.world.day_count}天")

        new_clock = self.get_clock_display()
        if new_clock != old_clock:
            tick_log.append(f"时间流逝: {old_clock}{new_clock}")
        if self.world.time_of_day != old_time_of_day:
            tick_log.append(f"时段变化: {old_time_of_day}{self.world.time_of_day}")
        if self.world.light_level != old_light:
            tick_log.append(f"光照变化: {old_light}{self.world.light_level}")

        hunger_cost = 20 if self.player.location == "村庄旅店" else 25
        recovery_changes: dict[str, int] = {
            "hp_change": self.player.max_hp - self.player.hp,
            "mp_change": self.player.max_mp - self.player.mp,
            "stamina_change": self.player.max_stamina - self.player.stamina,
            "morale_change": 100 - self.player.morale,
            "sanity_change": 100 - self.player.sanity,
            "hunger_change": -hunger_cost,
        }
        return tick_log, {
            key: value
            for key, value in recovery_changes.items()
            if int(value) != 0
        }

    def to_prompt(self) -> str:
        """

        将当前完整状态序列化为自然语言描述,注入 System Prompt。



        设计思路(需求文档核心要求):

        - System Prompt 必须包含当前状态描述

        - 描述要全面但简洁,避免 token 浪费

        - 包括:场景、玩家状态、已发生的重要事件、NPC 信息

        - 加入一致性约束指令,提醒 LLM 不要产生矛盾

        """
        # 1. 场景与环境
        scene_desc = (
            f"【当前场景】{self.world.current_scene}\n"
            f"【时间】第{self.world.day_count}{self.world.time_of_day}\n"
            f"【天气】{self.world.weather}\n"
            f"【季节】{self.world.season}"
        )

        # 2. 玩家状态
        effects_str = "、".join(e.name for e in self.player.status_effects) if self.player.status_effects else "无"
        equipped = {k: (v or "无") for k, v in self.player.equipment.items()}
        equip_str = "、".join(f"{k}={v}" for k, v in equipped.items())
        # 背包物品标注消耗品/可重复使用
        if self.player.inventory:
            inv_items = []
            for item_name in self.player.inventory:
                if self.is_item_consumable(item_name):
                    inv_items.append(f"{item_name}[消耗品]")
                else:
                    inv_items.append(f"{item_name}[可重复使用]")
            inventory_str = "、".join(inv_items)
        else:
            inventory_str = "空"
        skills_str = "、".join(self.player.skills) if self.player.skills else "无"

        player_desc = (
            f"【玩家】{self.player.name}{self.player.title})\n"
            f"  等级: {self.player.level} | 经验: {self.player.experience}/{self.player.exp_to_next_level}\n"
            f"  HP: {self.player.hp}/{self.player.max_hp}\n"
            f"  MP: {self.player.mp}/{self.player.max_mp}\n"
            f"  攻击: {self.player.attack} | 防御: {self.player.defense} | 实战攻击: {self.player.attack_power} | 实战防御: {self.player.defense_power}\n"
            f"  速度: {self.player.speed} | 幸运: {self.player.luck} | 感知: {self.player.perception}\n"
            f"  金币: {self.player.gold} | 善恶值: {self.player.karma}\n"
            f"  士气: {self.player.morale} | 理智: {self.player.sanity} | 饱食度: {self.player.hunger}\n"
            f"  装备: {equip_str}\n"
            f"  背包: {inventory_str}\n"
            f"  技能: {skills_str}\n"
            f"  状态效果: {effects_str}\n"
            f"  所在位置: {self.player.location}"
        )

        # 3. 当前场景中的 NPC
        current_npcs = [
            npc for npc in self.world.npcs.values()
            if npc.location == self.player.location and npc.is_alive
        ]
        if current_npcs:
            npc_lines = []
            for npc in current_npcs:
                mem = ";".join(npc.memory[-3:]) if npc.memory else "无记忆"
                npc_lines.append(
                    f"  - {npc.name}{npc.occupation}, {npc.race}, 态度: {npc.attitude}, "
                    f"好感度: {npc.relationship_level}, 记忆: {mem})"
                )
            npc_desc = "【场景中的NPC】\n" + "\n".join(npc_lines)
        else:
            npc_desc = "【场景中的NPC】无"

        # 4. 当前活跃任务
        active_quests = [q for q in self.world.quests.values() if q.status == "active"]
        if active_quests:
            quest_lines = []
            for q in active_quests:
                objectives = ";".join(
                    f"{'✅' if done else '❌'}{obj}" for obj, done in q.objectives.items()
                )
                time_info = f"(剩余 {q.turns_remaining} 回合)" if q.turns_remaining > 0 else ""
                quest_lines.append(f"  - [{q.quest_type.upper()}] {q.title}: {objectives}{time_info}")
            quest_desc = "【活跃任务】\n" + "\n".join(quest_lines)
        else:
            quest_desc = "【活跃任务】无"

        # 5. 已发现地点的连接关系
        loc_info = self.world.locations.get(self.player.location)
        if loc_info:
            accessible = [
                name for name in loc_info.connected_to
                if name in self.world.locations
                and self.world.locations[name].is_accessible
            ]
            blocked = [
                f"{name}(需要: {self.world.locations[name].required_item})"
                for name in loc_info.connected_to
                if name in self.world.locations
                and not self.world.locations[name].is_accessible
            ]
            move_desc = f"【可前往的地点】{'、'.join(accessible) if accessible else '无'}"
            if blocked:
                move_desc += f"\n【被阻挡的地点】{'、'.join(blocked)}"
        else:
            move_desc = "【可前往的地点】未知"

        # 6. 近期事件(最近 5 条)
        if self.event_log:
            recent = self.event_log[-5:]
            event_lines = [f"  - [回合{e.turn}] {e.description}" for e in recent]
            event_desc = "【近期事件】\n" + "\n".join(event_lines)
        else:
            event_desc = "【近期事件】无"

        # 7. 传闻
        rumors_desc = ""
        if self.world.rumors:
            rumors_desc = "\n【流传的传闻】\n" + "\n".join(f"  - {r}" for r in self.world.rumors[-3:])

        # 8. 显式环境事件
        environment_event_desc = ""
        if self.pending_environment_event:
            env = self.pending_environment_event
            environment_event_desc = (
                f"\n【本回合环境事件 —— 必须融入本次叙事】\n"
                f"[{env.category.upper()}|{env.severity}] {env.title}\n"
                f"{env.description}\n"
                f"{env.prompt_hint}\n"
                f"请将此事件自然地融入剧情描写中,作为本回合可感知的环境变化。"
                f"玩家可以选择回应、调查、规避或忽视它。至少一个选项应与此事件相关。"
            )
            self.pending_environment_event = None  # 用后清除

        # 9. 一致性约束指令
        consistency_rules = (
            "\n【一致性约束 —— 你必须严格遵守】\n"
            "1. 已死亡的NPC不可再出现或对话(除非有特殊复活剧情)。\n"
            "2. 玩家背包中没有的物品不可使用或赠送。\n"
            "3. 玩家不可到达未连接的地点,被阻挡的地点需要对应物品才能进入。\n"
            "4. 时间线不可回退,已发生的事件不可矛盾。\n"
            "5. NPC的态度和记忆应与历史事件一致。\n"
            "6. 战斗伤害应考虑攻击力和防御力的差值,结果要合理。\n"
            "7. 所有状态变更必须在 state_changes 字段中明确输出。\n"
            "8. 每次生成的文本描写必须使用全新的比喻和意象,严禁重复之前回合用过的修辞和句式。\n"
            "9. 【物品消耗规则】只有消耗品(药水、食物等一次性物品)在使用后才会消失,应放入 items_lost。"
            "非消耗品(哨子、武器、工具、乐器、钥匙等可重复使用的物品)使用后仍然保留在背包中,"
            "绝对不要将它们放入 items_lost。例如:吹响哨子后哨子仍在背包中;使用火把照明后火把仍在。\n"
            "10. 【选项物品约束】生成的选项中如果涉及使用某个物品,该物品必须当前在玩家背包中。"
            "不要生成使用玩家不拥有的物品的选项。\n"
            '11. 【货币规则】游戏内货币统一为"金币",对应 gold_change 字段。严禁使用"铜币""银币""银两"等名称。'
            "任何钱财/财物类收获(如击败怪物掉落的钱币、交易获得的货款等)必须通过 gold_change 表达,"
            "严禁将任何种类的钱币放入 items_gained。\n"
            '12. 【装备规则】装备物品时必须使用 equip 字段指定槽位和物品名称(如 "weapon": "小刀")。'
            "系统会自动将装备的物品从背包移到装备栏,并将旧装备放回背包。"
            "因此装备操作时不要在 items_lost/items_gained 中重复处理该物品。"
            "合法槽位:weapon / armor / accessory / helmet / boots。卸下装备时将对应槽位设为 null。"
        )

        # 组合完整 Prompt
        full_prompt = "\n\n".join([
            scene_desc,
            player_desc,
            npc_desc,
            quest_desc,
            move_desc,
            event_desc,
            rumors_desc,
            environment_event_desc,
            consistency_rules,
        ])

        return full_prompt

    def log_event(

        self,

        event_type: str,

        description: str,

        player_action: str = "",

        involved_npcs: list[str] | None = None,

        state_changes: dict | None = None,

        consequence_tags: list[str] | None = None,

        is_reversible: bool = True,

    ):
        """

        记录一条事件到 event_log。



        每次状态变更都应该调用此方法,确保完整的历史记录。

        事件日志是一致性维护的基石。

        """
        event = GameEvent(
            turn=self.turn,
            day=self.world.day_count,
            time_of_day=self.world.time_of_day,
            event_type=event_type,
            description=description,
            location=self.player.location,
            involved_npcs=involved_npcs or [],
            state_changes=state_changes or {},
            player_action=player_action,
            consequence_tags=consequence_tags or [],
            is_reversible=is_reversible,
        )
        self.event_log.append(event)
        logger.info(f"事件记录: [{event_type}] {description}")

    def check_consistency(self, proposed_changes: dict) -> list[str]:
        """

        对比事件日志和当前状态,检测拟议变更中的矛盾。



        设计思路:

        - 在 apply_changes 之前调用,预防性检测

        - 返回所有发现的矛盾描述列表

        - 空列表 = 无矛盾,可以安全应用



        检测维度:

        1. 已死亡 NPC 是否被重新引用

        2. 不存在的物品是否被消耗

        3. 不可达的地点是否被移动到

        4. 任务目标是否已经跳跃完成

        """
        contradictions: list[str] = []

        # 检测1: 已死亡NPC是否被引用
        if "npc_changes" in proposed_changes:
            for npc_name in proposed_changes["npc_changes"]:
                if npc_name in self.world.npcs and not self.world.npcs[npc_name].is_alive:
                    contradictions.append(
                        f"矛盾: 试图与已死亡的NPC '{npc_name}' 交互"
                    )

        # 检测2: 不存在的物品是否被消耗
        if "items_lost" in proposed_changes:
            for item in proposed_changes["items_lost"]:
                if str(item) not in self.player.inventory:
                    contradictions.append(
                        f"矛盾: 试图消耗不在背包中的物品 '{item}'"
                    )
                elif not self.is_item_consumable(str(item)):
                    # 非消耗品不应因使用而消失(交易/丢弃除外,由引擎层判断)
                    contradictions.append(
                        f"矛盾: 物品 '{item}' 不是消耗品,使用后不应消失。请将其从 items_lost 中移除。"
                    )

        # 检测3: 位置移动是否合法
        if "new_location" in proposed_changes:
            target = str(proposed_changes["new_location"])
            if target.strip().lower() not in ("", "none", "null") and target != self.player.location:
                current_loc = self.world.locations.get(self.player.location)
                target_loc = self.world.locations.get(target)
                if target_loc is None:
                    contradictions.append(
                        f"矛盾: 试图移动到未注册的地点 '{target}'"
                    )
                if current_loc and target not in current_loc.connected_to:
                    contradictions.append(
                        f"矛盾: 试图移动到不相邻的地点 '{target}'(当前位置: {self.player.location})"
                    )
                if target_loc and not target_loc.is_accessible:
                    if target_loc.required_item and target_loc.required_item not in self.player.inventory:
                        contradictions.append(
                            f"矛盾: 地点 '{target}' 被锁定,需要 '{target_loc.required_item}'"
                        )

        # 检测4: 金币是否足够(如果是消费操作)
        if "gold_change" in proposed_changes:
            change = int(proposed_changes["gold_change"])
            if change < 0 and self.player.gold + change < 0:
                contradictions.append(
                    f"矛盾: 金币不足(当前: {self.player.gold},需要: {abs(change)})"
                )

        if contradictions:
            logger.warning(f"一致性检查发现矛盾: {contradictions}")

        return contradictions

    def pre_validate_action(self, intent: dict) -> tuple[bool, str]:
        """

        预校验玩家意图的合法性(在 LLM 调用前立即拦截非法操作)。



        设计思路:

        - 在任何 API 调用之前就检测明显违反一致性的操作

        - 不合法时立即驳回,避免浪费 API 调用和回合

        - 检测维度:物品是否在背包/装备中、技能是否已习得、

          raw_input 中是否提及使用不存在的物品



        Returns:

            (is_valid, rejection_reason): 合法返回 (True, ""), 否则返回 (False, "拒绝原因")

        """
        action = intent.get("intent", "")
        raw_target = intent.get("target")
        target = intent.get("target", "") or ""
        details = intent.get("details", "") or ""
        raw_input = intent.get("raw_input", "") or ""
        action_upper = str(action or "").upper()

        inventory = list(self.player.inventory)
        equipped_items = [v for v in self.player.equipment.values() if v]
        all_owned = set(inventory) | set(equipped_items)

        def normalize_item_phrase(text: str) -> str:
            cleaned = str(text or "").strip()
            cleaned = re.sub(
                r"^(?:喝掉|吃掉|使用|服用|装备|穿上|戴上|拿出|掏出|拔出|举起|喝|吃|用|掉)",
                "",
                cleaned,
            )
            cleaned = re.sub(r"^(?:一瓶|一杯|一口|一个|一份|一块|一把)", "", cleaned)
            cleaned = re.sub(r"(?:照明|攻击|挥舞|挥动|一下|试试)$", "", cleaned)
            return cleaned.strip()

        normalized_target = normalize_item_phrase(target)

        def _resolve_dialogue_npc() -> NPCState | None:
            """Resolve TALK target from explicit target or alias mentions in free text."""
            text_blob = f"{target} {details} {raw_input}".strip()
            if not text_blob:
                return None

            # 1) Exact NPC name match first.
            explicit_target = str(target or "").strip()
            if explicit_target and explicit_target in self.world.npcs:
                npc = self.world.npcs.get(explicit_target)
                if npc and npc.is_alive:
                    return npc

            # 2) Name / occupation fuzzy match from free text (e.g. "和村长聊天").
            alive_npcs = [npc for npc in self.world.npcs.values() if npc.is_alive]
            ranked_candidates: list[tuple[int, NPCState]] = []
            for npc in alive_npcs:
                score = 0
                if npc.name and npc.name in text_blob:
                    score += 3
                if explicit_target and (
                    (npc.name and explicit_target in npc.name)
                    or (npc.name and npc.name in explicit_target)
                ):
                    score += 2
                if npc.occupation and npc.occupation in text_blob:
                    score += 2
                if explicit_target and npc.occupation and (
                    explicit_target in npc.occupation or npc.occupation in explicit_target
                ):
                    score += 1
                if score > 0:
                    ranked_candidates.append((score, npc))

            if ranked_candidates:
                ranked_candidates.sort(key=lambda item: item[0], reverse=True)
                return ranked_candidates[0][1]

            return None

        # --- 检测 1: USE_ITEM / EQUIP: target 必须在背包或装备中 ---
        if action_upper in ("USE_ITEM", "EQUIP") and target:
            if target not in all_owned:
                return False, f"你的背包中没有「{target}」,无法使用或装备。"
            if action_upper == "EQUIP" and target not in inventory:
                if target in equipped_items:
                    return False, f"「{target}」已经装备在身上了。"
                return False, f"你的背包中没有「{target}」,无法装备。"

        # 体力耗尽时禁止移动和战斗
        if action_upper in ("MOVE", "ATTACK", "COMBAT") and self.player.stamina <= 0:
            return False, "你精疲力竭,体力耗尽,无法行动。需要先在旅店或营地休息恢复体力。"

        if action_upper == "TRADE":
            if not isinstance(raw_target, dict):
                return False, "交易指令缺少商品信息,请从商店列表中选择要购买的物品。"
            merchant_name = str(raw_target.get("merchant") or "")
            item_name = str(raw_target.get("item") or raw_target.get("item_name") or "")
            if not merchant_name or not item_name:
                return False, "交易信息不完整,请重新从商店列表选择商品。"

        if action_upper in ("ATTACK", "COMBAT"):
            scene_actions = build_scene_actions(self, self.player.location)
            attack_targets = [
                str(option.get("target"))
                for option in scene_actions
                if str(option.get("action_type", "")).upper() == "ATTACK"
                and isinstance(option.get("target"), str)
                and str(option.get("target")).strip()
            ]
            if target:
                if target not in attack_targets:
                    if attack_targets:
                        return (
                            False,
                            f"当前无法攻击「{target}」。你现在可攻击的目标只有:{'、'.join(attack_targets)}。",
                        )
                    return False, "当前场景没有可攻击目标,先观察环境或移动到有敌人的地点。"
            elif not attack_targets:
                return False, "当前场景没有可攻击目标,先观察环境或移动到有敌人的地点。"

        if action_upper == "MOVE" and target:
            current_loc = self.world.locations.get(self.player.location)
            target_loc = self.world.locations.get(str(target))
            if current_loc is None or target_loc is None:
                return False, "你无法前往一个未注册的地点。"
            if str(target) not in current_loc.connected_to:
                return False, f"当前位置只能前往相邻地点,不能直接前往「{target}」。"
            if not target_loc.is_accessible:
                if target_loc.required_item and target_loc.required_item not in all_owned:
                    return False, f"「{target}」尚未解锁,需要「{target_loc.required_item}」。"
                return False, f"「{target}」当前无法进入。"

        if action_upper == "VIEW_MAP":
            if not any("地图" in item for item in all_owned):
                return False, "你还没有获得可查看的地图。"

        # --- 检测 2: TALK: 对话对象必须在当前地点 ---
        if action_upper == "TALK":
            dialogue_npc = _resolve_dialogue_npc()
            if dialogue_npc is not None:
                if dialogue_npc.location != self.player.location:
                    return (
                        False,
                        f"「{dialogue_npc.name}」目前在「{dialogue_npc.location}」,你现在在「{self.player.location}」。"
                        f"无法隔空对话,请先前往对方所在地点。"
                    )
            else:
                local_alive_npcs = [
                    npc.name
                    for npc in self.world.npcs.values()
                    if npc.is_alive and npc.location == self.player.location
                ]
                if not local_alive_npcs:
                    return False, "这里没有可对话的角色,无法进行聊天。"

        # --- 检测 2: SKILL: 必须已习得 ---
        if action_upper == "SKILL" and target:
            if target not in self.player.skills:
                return False, f"你尚未习得技能「{target}」。"

        wants_overnight_rest = action_upper == "OVERNIGHT_REST" or (
            action_upper == "REST"
            and any(keyword in f"{details} {raw_input}" for keyword in ("过夜", "睡一晚", "住一晚", "睡到天亮"))
        )

        # --- 检测 3: REST/OVERNIGHT_REST: 当前位置必须允许休息 ---
        if action_upper in ("REST", "OVERNIGHT_REST"):
            current_loc = self.world.locations.get(self.player.location)
            if current_loc is None or not current_loc.rest_available:
                return False, "这里不适合休息,试着前往旅店或营地。"
            if wants_overnight_rest and not self.can_overnight_rest():
                return False, "现在还不能在这里过夜。晚上七点后,且仅限旅店或溪边营地。"

        # --- 检测 4: 扫描 raw_input 中是否在使用上下文中引用了未拥有的已知物品 ---
        known_items: set[str] = set(self.world.item_registry.keys())
        for event in self.event_log:
            sc = event.state_changes
            if isinstance(sc, dict):
                for item in sc.get("items_gained", []):
                    known_items.add(str(item))
                for item in sc.get("items_lost", []):
                    known_items.add(str(item))

        unavailable_known = {
            item for item in known_items
            if item not in all_owned and len(item) >= 2
        }

        use_verbs = [
            "使用", "用", "吃", "喝", "装备", "穿上", "戴上",
            "拿出", "掏出", "挥舞", "举起", "服用", "食用", "拔出", "拿起",
        ]

        for item_name in unavailable_known:
            if item_name not in raw_input:
                continue
            for verb in use_verbs:
                if verb + item_name in raw_input:
                    return False, f"你的背包中没有「{item_name}」,无法{verb}。"

        # --- 检测 5: 检查 raw_input 中是否提及使用完全未知的物品 ---
        # 匹配常见的"使用物品"语句模式,提取物品名称并校验
        extraction_patterns = [
            (r'(?:掏出|拿出|拔出|举起)(.{2,8}?)(?:$|[,。!?,\s来])', "使用"),
            (r'吃(?:一个|一块|一份|了个|了一个)?(.{2,8}?)(?:$|[,。!?,\s来])', "吃"),
            (r'喝(?:一瓶|一杯|一口|了一瓶|了)?(.{2,8}?)(?:$|[,。!?,\s来])', "喝"),
            (r'用(.{2,6}?)(?:打|攻击|砍|刺|射|劈|挡|切|割)', "使用"),
        ]

        non_item_words = {
            "拳头", "双手", "手", "脚", "头", "身体",
            "魔法", "技能", "力量", "勇气", "智慧",
            "办法", "方法", "速度", "周围", "四周",
        }

        full_text = raw_input + " " + details

        for pattern, verb_desc in extraction_patterns:
            match = re.search(pattern, full_text)
            if match:
                mentioned = normalize_item_phrase(match.group(1).strip())
                if not mentioned or mentioned in non_item_words:
                    continue
                if mentioned not in all_owned:
                    if normalized_target and (
                        mentioned in normalized_target
                        or normalized_target in mentioned
                    ):
                        continue
                    # 模糊匹配:"剑" 可能是 "铁剑" 的简称
                    fuzzy_match = any(
                        mentioned in normalize_item_phrase(owned)
                        or normalize_item_phrase(owned) in mentioned
                        for owned in all_owned
                    )
                    if not fuzzy_match:
                        return False, f"你并没有「{mentioned}」,请检查你的背包。"

        return True, ""

    def is_game_over(self) -> bool:
        """

        判断游戏是否结束。



        结束条件:

        1. HP <= 0(死亡)

        2. 理智 <= 0(疯狂)

        3. 触发终局标记

        """
        if self.player.hp <= 0:
            return True
        if self.player.sanity <= 0:
            return True
        if self.game_mode == "game_over":
            return True
        # 检查终局标记
        if self.ending_flags.get("game_complete", False):
            return True
        return False

    def tick_time(self, player_intent: Optional[dict] = None) -> list[str]:
        """

        按动作消耗推进游戏时间。



        设计思路:

        - 回合数递增

        - 不同动作消耗不同的时间点数

        - 累积点数达到阈值时,时间段按固定顺序轮转

        - 每过一个完整日夜循环,天数+1

        - 自动减少饱食度,模拟饥饿机制

        - 结算状态效果持续时间

        - 检查限时任务



        Returns:

            tick_log: 本回合时间流逝引起的状态变化描述列表

        """
        tick_log: list[str] = []
        self.turn += 1
        action_units = self._estimate_time_cost_units(player_intent)
        if action_units <= 0:
            return tick_log

        old_clock = self.get_clock_display()
        old_time_of_day = self.world.time_of_day
        previous_units = self.world.time_progress_units
        total_units = previous_units + action_units
        day_rollovers = total_units // 144
        self.world.time_progress_units = total_units % 144
        if day_rollovers > 0:
            self.world.day_count += day_rollovers
            tick_log.append(f"新的一天!第 {self.world.day_count} 天")

        action_minutes = action_units * 10
        self.elapsed_minutes_total += action_minutes
        self._sync_world_clock()
        new_clock = self.get_clock_display()
        if new_clock != old_clock:
            tick_log.append(f"时间流逝: {old_clock}{new_clock}")
        if self.world.time_of_day != old_time_of_day:
            tick_log.append(f"时段变化: {old_time_of_day}{self.world.time_of_day}")

        intent_name = str((player_intent or {}).get("intent", "")).upper()
        previous_elapsed_minutes = self.elapsed_minutes_total - action_minutes
        crossed_half_hours = (
            self.elapsed_minutes_total // 30
            - previous_elapsed_minutes // 30
        )
        hunger_delta = -int(max(crossed_half_hours, 0))

        thirty_minute_blocks = max(1, (action_minutes + 29) // 30)
        if intent_name in {"MOVE"}:
            stamina_delta = -3 * thirty_minute_blocks
        elif intent_name in {"ATTACK", "COMBAT"}:
            stamina_delta = -5 * thirty_minute_blocks
        elif intent_name == "REST":
            stamina_delta = 12 * thirty_minute_blocks
        else:
            stamina_delta = 0

        old_hunger = self.player.hunger
        self.player.hunger = clamp(self.player.hunger + hunger_delta, 0, 100)
        if self.player.hunger != old_hunger:
            tick_log.append(f"饱食度: {old_hunger}{self.player.hunger}")

        old_stamina = self.player.stamina
        self.player.stamina = clamp(self.player.stamina + stamina_delta, 0, self.player.max_stamina)
        if self.player.stamina != old_stamina:
            tick_log.append(f"体力: {old_stamina}{self.player.stamina}")

        crossed_half_days = self.elapsed_minutes_total // 720 - (self.elapsed_minutes_total - action_minutes) // 720
        for _ in range(max(crossed_half_days, 0)):
            if self.player.hunger <= 0:
                old_hp = self.player.hp
                hp_loss = max(1, int(round(self.player.max_hp * 0.1)))
                self.player.hp = max(0, self.player.hp - hp_loss)
                tick_log.append(f"饥饿伤害: {old_hp}{self.player.hp}")
            elif self.player.hunger > 80:
                old_hp = self.player.hp
                hp_gain = max(1, int(round(self.player.max_hp * 0.03)))
                self.player.hp = min(self.player.max_hp, self.player.hp + hp_gain)
                if self.player.hp != old_hp:
                    tick_log.append(f"充足补给恢复: {old_hp}{self.player.hp}")

        effect_log = self._apply_status_effects()
        tick_log.extend(effect_log)
        self._check_quest_deadlines()
        self._update_npc_schedules()
        self._update_environment_cycle(tick_log)

        return tick_log

    def _estimate_time_cost_units(self, player_intent: Optional[dict] = None) -> int:
        """Estimate how much in-world time a player action should consume."""
        if not isinstance(player_intent, dict):
            return 3

        action_type = str(player_intent.get("intent", "")).upper()
        return max(1, action_time_cost_minutes(action_type) // 10)

    def _determine_light_level(self) -> str:
        """Derive current light level from time of day and weather."""
        base_levels = {
            "清晨": "柔和",
            "上午": "明亮",
            "正午": "明亮",
            "下午": "柔和",
            "黄昏": "昏暗",
            "夜晚": "幽暗",
            "深夜": "漆黑",
        }
        ordered_levels = ["明亮", "柔和", "昏暗", "幽暗", "漆黑"]
        weather_penalty = {
            "晴朗": 0,
            "多云": 0,
            "小雨": 1,
            "大雪": 1,
            "浓雾": 1,
            "暴风雨": 2,
        }

        base_level = base_levels.get(self.world.time_of_day, "柔和")
        current_index = ordered_levels.index(base_level)
        darker_by = weather_penalty.get(self.world.weather, 0)
        next_index = min(len(ordered_levels) - 1, current_index + darker_by)
        return ordered_levels[next_index]

    def _update_environment_cycle(self, tick_log: list[str]):
        """Advance light/weather and roll explicit environment events."""
        self.pending_environment_event = None
        self._update_light_level_event(tick_log)
        self._maybe_shift_weather(tick_log)
        self._update_light_level_event(tick_log)
        self._roll_environment_event(tick_log)

    def _update_light_level_event(self, tick_log: list[str]):
        old_light = self.world.light_level
        new_light = self._determine_light_level()
        if new_light == old_light:
            return

        self.world.light_level = new_light
        event = EnvironmentEvent(
            event_id=f"light-{self.turn}",
            category="light",
            title=f"光照转为{new_light}",
            description=f"随着时间与天气变化,周围环境现在呈现出{new_light}的光照状态。",
            location=self.player.location,
            time_of_day=self.world.time_of_day,
            weather=self.world.weather,
            light_level=new_light,
            severity="medium" if new_light in {"幽暗", "漆黑"} else "low",
            prompt_hint="请在叙事中体现能见度、阴影和角色主观感受的变化。",
        )
        self._register_environment_event(
            event,
            tick_log,
            inject_prompt=new_light in {"昏暗", "幽暗", "漆黑"},
        )

    def _maybe_shift_weather(self, tick_log: list[str]):
        """Occasionally shift weather to keep the environment dynamic."""
        if self.elapsed_minutes_total - int(self.world.last_weather_change_minutes) < 180:
            return
        chance = 0.18 if self.world.time_of_day in {"清晨", "黄昏"} else 0.08
        if random.random() >= chance:
            return

        weather_transitions = {
            "晴朗": ["多云", "小雨"],
            "多云": ["晴朗", "小雨", "浓雾"],
            "小雨": ["多云", "暴风雨", "浓雾"],
            "浓雾": ["多云", "小雨", "晴朗"],
            "暴风雨": ["小雨", "多云"],
            "大雪": ["多云"],
        }
        next_candidates = weather_transitions.get(self.world.weather, ["晴朗", "多云"])
        new_weather = random.choice(next_candidates)
        if new_weather == self.world.weather:
            return

        loc = self.world.locations.get(self.player.location)
        weather_effects: dict[str, Any] = {"weather_change": new_weather}
        if loc and loc.location_type in {"wilderness", "dungeon"}:
            if new_weather == "暴风雨":
                weather_effects.update({"morale_change": -3, "sanity_change": -2})
            elif new_weather == "浓雾":
                weather_effects.update({"sanity_change": -1})
            elif new_weather == "晴朗" and self.world.weather in {"小雨", "浓雾", "暴风雨"}:
                weather_effects.update({"morale_change": 2})

        event = EnvironmentEvent(
            event_id=f"weather-{self.turn}",
            category="weather",
            title=f"天气转为{new_weather}",
            description=f"周围的天象正在变化,空气与视野都随着天气转向{new_weather}。",
            location=self.player.location,
            time_of_day=self.world.time_of_day,
            weather=new_weather,
            light_level=self.world.light_level,
            severity="medium" if new_weather in {"暴风雨", "浓雾"} else "low",
            state_changes=weather_effects,
            prompt_hint="请把天气变化作为当前回合的重要氛围来源,影响角色观察和选择。",
        )
        self._register_environment_event(event, tick_log, inject_prompt=True)
        self.world.light_level = self._determine_light_level()

    def _roll_environment_event(self, tick_log: list[str]):
        """Roll a structured environment event using explicit template filters."""
        loc = self.world.locations.get(self.player.location)
        if loc is None or not self.environment_event_pool:
            return

        # 提高基础触发率,让环境事件更常进入叙事与决策反馈
        chance = 0.15
        if loc.danger_level >= 3:
            chance += 0.1
        if self.world.light_level in {"幽暗", "漆黑"}:
            chance += 0.08
        if self.world.weather in {"暴风雨", "浓雾"}:
            chance += 0.06
        if random.random() >= chance:
            return

        candidates: list[dict[str, Any]] = []
        for template in self.environment_event_pool:
            if template.get("location_types") and loc.location_type not in template["location_types"]:
                continue
            if template.get("time_slots") and self.world.time_of_day not in template["time_slots"]:
                continue
            if template.get("weathers") and self.world.weather not in template["weathers"]:
                continue
            if template.get("requires_rest_available") and not loc.rest_available:
                continue
            if loc.danger_level < int(template.get("min_danger", 0)):
                continue
            candidates.append(template)

        if not candidates:
            return

        template = random.choice(candidates)
        event = EnvironmentEvent(
            event_id=f"{template['event_id']}-{self.turn}",
            category=str(template.get("category", "environment")),
            title=str(template.get("title", "环境异动")),
            description=str(template.get("description", "")),
            location=self.player.location,
            time_of_day=self.world.time_of_day,
            weather=self.world.weather,
            light_level=self.world.light_level,
            severity=str(template.get("severity", "low")),
            state_changes=copy.deepcopy(template.get("state_changes", {})),
            prompt_hint=str(template.get("prompt_hint", "")),
        )
        self._register_environment_event(event, tick_log, inject_prompt=True)

    def _register_environment_event(

        self,

        event: EnvironmentEvent,

        tick_log: list[str],

        *,

        inject_prompt: bool,

    ):
        """Persist an environment event, optionally inject it into the next prompt, and apply effects."""
        self.world.recent_environment_events.append(event)
        self.world.recent_environment_events = self.world.recent_environment_events[-8:]
        if inject_prompt:
            self.pending_environment_event = event

        if event.category == "light":
            tick_log.append(f"光照变化: {event.title}")

        changes = copy.deepcopy(event.state_changes)
        changes.setdefault("world_event", event.title)
        change_log = self.apply_changes(changes)
        tick_log.extend(change_log)
        logger.info("环境事件触发: %s", event.title)

    def _apply_status_effects(self) -> list[str]:
        """每回合结算状态效果:应用修正、递减持续时间、移除过期效果



        Returns:

            effect_log: 状态效果结算引起的变化描述列表

        """
        effect_log: list[str] = []
        expired = []
        for effect in self.player.status_effects:
            # 应用属性修正(每回合)
            if "hp" in effect.stat_modifiers:
                old_hp = self.player.hp
                self.player.hp = clamp(
                    self.player.hp + effect.stat_modifiers["hp"],
                    0, self.player.max_hp,
                )
                if old_hp != self.player.hp:
                    effect_log.append(f"{effect.name}: HP {old_hp}{self.player.hp}")
            if "mp" in effect.stat_modifiers:
                old_mp = self.player.mp
                self.player.mp = clamp(
                    self.player.mp + effect.stat_modifiers["mp"],
                    0, self.player.max_mp,
                )
                if old_mp != self.player.mp:
                    effect_log.append(f"{effect.name}: MP {old_mp}{self.player.mp}")
            if "sanity" in effect.stat_modifiers:
                old_sanity = self.player.sanity
                self.player.sanity = clamp(
                    self.player.sanity + effect.stat_modifiers["sanity"],
                    0, 100,
                )
                if old_sanity != self.player.sanity:
                    effect_log.append(f"{effect.name}: 理智 {old_sanity}{self.player.sanity}")
            # 感知、攻击、防御、速度、幸运、士气、饱食度等直接加减属性
            for stat_key, stat_cn in [("perception", "感知"), ("attack", "攻击力"),
                                      ("defense", "防御力"), ("speed", "速度"),
                                      ("luck", "幸运"), ("morale", "士气"),
                                      ("hunger", "饱食度")]:
                if stat_key in effect.stat_modifiers:
                    old_val = getattr(self.player, stat_key)
                    max_val = 100 if stat_key in ("morale", "hunger") else None
                    new_val = old_val + effect.stat_modifiers[stat_key]
                    if max_val is not None:
                        new_val = clamp(new_val, 0, max_val)
                    setattr(self.player, stat_key, new_val)
                    if old_val != new_val:
                        effect_log.append(f"{effect.name}: {stat_cn} {old_val}{new_val}")

            # 递减持续时间
            if effect.duration > 0:
                effect.duration -= 1
                if effect.duration <= 0:
                    expired.append(effect)
            # duration == -1 表示永久效果,不递减

        # 移除过期效果
        for effect in expired:
            self.player.status_effects.remove(effect)
            effect_log.append(f"状态效果 '{effect.name}' 已过期并移除")
            logger.info(f"状态效果 '{effect.name}' 已过期")

        return effect_log

    def _check_quest_deadlines(self):
        """检查限时任务是否过期"""
        for quest in self.world.quests.values():
            if quest.status == "active" and quest.turns_remaining > 0:
                quest.turns_remaining -= 1
                if quest.turns_remaining <= 0:
                    quest.status = "failed"
                    logger.info(f"任务 '{quest.title}' 已超时失败!")

    def _update_npc_schedules(self):
        """根据当前时间段更新 NPC 位置"""
        for npc in self.world.npcs.values():
            if not npc.is_alive:
                continue
            if self.world.time_of_day in npc.schedule:
                old_loc = npc.location
                new_loc = npc.schedule[self.world.time_of_day]
                if old_loc != new_loc:
                    npc.location = new_loc
                    # 更新地点的 NPC 列表
                    if old_loc in self.world.locations:
                        loc = self.world.locations[old_loc]
                        if npc.name in loc.npcs_present:
                            loc.npcs_present.remove(npc.name)
                    if new_loc in self.world.locations:
                        loc = self.world.locations[new_loc]
                        if npc.name not in loc.npcs_present:
                            loc.npcs_present.append(npc.name)

    def _level_up(self):
        """

        角色升级逻辑。



        每次升级:

        - 等级+1

        - 扣除当前升级所需经验

        - 下次升级所需经验提升 50%

        - 属性随机增长

        - HP/MP 完全恢复

        """
        self.player.experience -= self.player.exp_to_next_level
        self.player.level += 1
        self.player.exp_to_next_level = int(self.player.exp_to_next_level * 1.5)

        # 属性提升
        self.player.max_hp += 10
        self.player.max_mp += 5
        self.player.attack += 2
        self.player.defense += 1
        self.player.speed += 1
        self.player.perception += 1

        # 升级后满血满蓝
        self.player.hp = self.player.max_hp
        self.player.mp = self.player.max_mp

        logger.info(
            f"升级!等级: {self.player.level}, "
            f"HP: {self.player.max_hp}, MP: {self.player.max_mp}, "
            f"ATK: {self.player.attack}, DEF: {self.player.defense}"
        )

    def get_death_narrative_context(self) -> str:
        """生成死亡结局的上下文信息(供 story_engine 使用)"""
        cause = "生命值归零" if self.player.hp <= 0 else "理智崩溃"
        last_event = self.event_log[-1].description if self.event_log else "未知"
        return (
            f"玩家 {self.player.name}{cause}而倒下。\n"
            f"最后发生的事件: {last_event}\n"
            f"死亡次数: {self.player.death_count}\n"
            f"存活天数: {self.world.day_count}\n"
            f"最终善恶值: {self.player.karma}"
        )

    def is_item_consumable(self, item_name: str) -> bool:
        """

        判断物品是否为消耗品(使用后会消失)。



        规则:

        - item_registry 中 item_type == "consumable" 的物品是消耗品

        - item_type == "material" 的物品也视为消耗品(合成材料,用完即消失)

        - 其他类型(weapon, armor, key, quest_item, misc 等)为可重复使用物品

        - 未注册物品默认为非消耗品(更安全,避免误删)

        """
        if item_name in self.world.item_registry:
            item_info = self.world.item_registry[item_name]
            return item_info.item_type in ("consumable", "material")
        # 对未注册物品,用关键词启发式判断
        consumable_keywords = ["药水", "药剂", "食物", "面包", "烤肉", "麦酒",
                               "草药", "卷轴", "炸弹", "手雷", "箭矢", "弹药",
                               "丹药", "果实", "干粮", "肉干", "饮料", "汤",
                               "符咒", "一次性"]
        for keyword in consumable_keywords:
            if keyword in item_name:
                return True
        return False  # 默认为非消耗品

    def get_available_actions(self) -> list[str]:
        """根据当前场景和状态返回可用的行动类型"""
        actions = ["观察", "对话", "移动"]

        # 当前场景信息
        loc = self.world.locations.get(self.player.location)
        if loc:
            if loc.rest_available:
                actions.append("休息")
            if loc.shop_available:
                actions.append("交易")
            if loc.enemies:
                actions.append("战斗")
            if loc.available_items:
                actions.append("搜索")

        # 背包中有可用物品
        if self.player.inventory:
            actions.append("使用物品")

        # 有技能可用
        if self.player.skills:
            actions.append("使用技能")

        return actions

    def get_scene_summary(self) -> str:
        """获取当前场景的简短摘要(用于 UI 展示)"""
        loc = self.world.locations.get(self.player.location)
        desc = loc.description if loc else "未知区域"
        ambient = loc.ambient_description if loc else ""

        npcs = [
            npc.name for npc in self.world.npcs.values()
            if npc.location == self.player.location and npc.is_alive
        ]
        npc_str = f"可见NPC: {'、'.join(npcs)}" if npcs else ""

        return f"{desc}\n{ambient}\n{npc_str}".strip()

    def get_consumable_rule_effects(self, item_name: str) -> dict[str, Any]:
        """Parse deterministic consumable effects from item metadata."""
        item_info = self.world.item_registry.get(str(item_name))
        if item_info is None or not item_info.usable:
            return {}

        effect_text = str(item_info.use_effect or "").strip()
        if not effect_text:
            return {}

        changes: dict[str, Any] = {}
        numeric_rules = [
            (r"恢复\s*(\d+)\s*HP", "hp_change", 1),
            (r"恢复\s*(\d+)\s*MP", "mp_change", 1),
            (r"恢复\s*(\d+)\s*饱食度", "hunger_change", 1),
            (r"恢复\s*(\d+)\s*士气", "morale_change", 1),
            (r"恢复\s*(\d+)\s*理智", "sanity_change", 1),
            (r"降低\s*(\d+)\s*HP", "hp_change", -1),
            (r"降低\s*(\d+)\s*MP", "mp_change", -1),
            (r"降低\s*(\d+)\s*饱食度", "hunger_change", -1),
            (r"降低\s*(\d+)\s*士气", "morale_change", -1),
            (r"降低\s*(\d+)\s*理智", "sanity_change", -1),
        ]

        for pattern, key, sign in numeric_rules:
            for match in re.finditer(pattern, effect_text):
                amount = int(match.group(1)) * sign
                changes[key] = int(changes.get(key, 0)) + amount

        if "解除中毒状态" in effect_text:
            changes["status_effects_removed"] = ["中毒"]

        return changes

    def get_rest_rule_effects(self) -> dict[str, int]:
        """Return conservative default recovery when resting at a valid location."""
        loc = self.world.locations.get(self.player.location)
        if loc is None or not loc.rest_available:
            return {}

        if loc.shop_available:
            base_recovery = {
                "hp_change": 20,
                "mp_change": 10,
                "morale_change": 10,
                "sanity_change": 6,
            }
        else:
            base_recovery = {
                "hp_change": 12,
                "mp_change": 6,
                "morale_change": 6,
                "sanity_change": 4,
            }

        filtered: dict[str, int] = {}
        if self.player.hp < self.player.max_hp:
            filtered["hp_change"] = base_recovery["hp_change"]
        if self.player.mp < self.player.max_mp:
            filtered["mp_change"] = base_recovery["mp_change"]
        if self.player.morale < 100:
            filtered["morale_change"] = base_recovery["morale_change"]
        if self.player.sanity < 100:
            filtered["sanity_change"] = base_recovery["sanity_change"]
        return filtered

    def get_environment_snapshot(self, limit: int = 3) -> dict[str, Any]:
        """Return a compact environment summary for UI and logs."""
        loc = self.world.locations.get(self.player.location)
        recent_events = [
            event.model_dump()
            for event in self.world.recent_environment_events[-limit:]
        ]
        return {
            "weather": self.world.weather,
            "light_level": self.world.light_level,
            "time_of_day": self.world.time_of_day,
            "season": self.world.season,
            "location_type": loc.location_type if loc else "unknown",
            "danger_level": loc.danger_level if loc else 0,
            "rest_available": bool(loc.rest_available) if loc else False,
            "shop_available": bool(loc.shop_available) if loc else False,
            "recent_events": recent_events,
        }