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1053 lines (880 loc) · 41 KB
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"""
地图视图模块
提供地图的可视化显示和交互功能
"""
import arcade
from typing import Optional, Tuple
from map_system import MapSystem, MapNode, NodeType
from ui_scale import S
from inventory_renderer import InventoryRenderer
from equipment_renderer import EquipmentRenderer
class MapView(arcade.View):
"""地图视图 - 显示地图节点和连接,支持hover和点击交互"""
def __init__(self, map_system: MapSystem, window=None, player_entity=None):
super().__init__(window=window)
self.map_system = map_system
self.player_entity = player_entity # 玩家实体(用于战斗触发)
print(f"[DEBUG] MapView.__init__ called")
print(f"[DEBUG] window存在: {window is not None}")
print(f"[DEBUG] player_entity存在: {player_entity is not None}")
if player_entity:
print(f"[DEBUG] 玩家名称: {player_entity.name}")
print(f"[DEBUG] 有inventory: {hasattr(player_entity, 'inventory')}")
print(f"[DEBUG] 有equipment_manager: {hasattr(player_entity, 'equipment_manager')}")
# 窗口尺寸
self.window_width = self.window.width if self.window else 1920
self.window_height = self.window.height if self.window else 1080
print(f"[DEBUG] 窗口尺寸: {self.window_width}x{self.window_height}")
# 视觉配置
self.node_radius = S.scale(20) # 节点半径
self.hover_radius = S.scale(25) # hover时的半径
self.line_width = S.scale(2) # 连接线宽度
# 颜色配置
self.bg_color = arcade.color.BLACK # 黑色背景
self.node_color = arcade.color.WHITE # 白色节点
self.current_node_color = arcade.color.GOLD # 当前节点金色
self.edge_color = arcade.color.WHITE # 白色边
self.text_color = arcade.color.WHITE # 白色文字
# Hover状态
self.hovered_node: Optional[MapNode] = None
self.hovered_edge: Optional[Tuple[str, str]] = None # (source_id, target_id)
# Tooltip位置
self.tooltip_x = 0
self.tooltip_y = 0
# UI显示状态
self.show_equipment = False # 是否显示装备栏
self.show_inventory = False # 是否显示背包栏
# 初始化背包和装备渲染器
print(f"[DEBUG] 创建InventoryRenderer...")
self.inventory_renderer = InventoryRenderer(self.window_width, self.window_height)
print(f"[DEBUG] 创建EquipmentRenderer...")
self.equipment_renderer = EquipmentRenderer(self.window_width, self.window_height)
print(f"[DEBUG] 渲染器创建完成")
# 战斗事件触发器
from battle_event_trigger import BattleEventTrigger
self.battle_trigger = BattleEventTrigger(
map_system,
battle_callback=self._on_battle_start
)
# 防止重复触发战斗的标志
self._battle_triggered = False
# 防止重复触发叙事节点的标志
self._completed_narratives: set = set() # 记录已完成的叙事节点ID
# 执念进度提示相关
self.obsession_notification = None # {'text': str, 'timer': float, 'duration': float}
# BGM追踪
self._last_bgm_node_id: str | None = None
print(f"[DEBUG] MapView初始化完成")
def _on_battle_start(self, player_team, enemy_team, node):
"""
战斗开始回调
Args:
player_team: 玩家队伍
enemy_team: 敌人队伍
node: 战斗节点
"""
print(f"\n{'='*60}")
print(f"战斗开始!位置: {node.name}")
print(f"敌人: {[e.name for e in enemy_team]}")
print(f"{'='*60}\n")
# 创建战斗系统并切换到战斗视图
from battle_system import BattleSystem
from scene_manager import BattleSceneView
# 创建新的战斗系统
battle = BattleSystem(
player_team=player_team,
enemy_team=enemy_team
)
# 开始战斗
battle.start_battle()
# 定义战斗结束后的回调函数
def on_battle_end(battle_instance):
"""战斗结束后的回调"""
print(f"\n[地图] 战斗结束,返回到大地图")
# 重置战斗触发标志
self._battle_triggered = False
# 如果战斗胜利,标记节点为已清剿
if battle_instance.winner and battle_instance.winner == battle_instance.player_team:
# 调用战斗事件触发器的完成处理
if hasattr(self, 'battle_trigger'):
self.battle_trigger.on_battle_complete(won=True)
# 注意:不需要手动切换场景,BattleSceneView会自动处理
# 切换到战斗场景,传入回调函数
battle_scene = BattleSceneView(battle, window=self.window, on_battle_end_callback=on_battle_end)
self.window.show_view(battle_scene)
print("[提示] 已切换到战斗场景")
def on_resize(self, width: int, height: int):
"""窗口尺寸变化"""
self.window_width = width
self.window_height = height
def on_draw(self):
"""绘制地图"""
self.clear(self.bg_color)
# 绘制所有边(虚线)
self._draw_edges()
# 绘制所有节点
self._draw_nodes()
# 绘制hover提示
self._draw_tooltip()
# 绘制UI提示
self._draw_ui_hints()
# 绘制资源状态栏(左上角)
self._draw_resource_status()
# 绘制执念进度提示(屏幕中央大字)
self._draw_obsession_notification()
def _draw_obsession_notification(self):
"""绘制执念进度改变的屏幕中央提示"""
if not self.obsession_notification:
return
print(f"[DEBUG] 正在绘制地图视图执念通知: {self.obsession_notification['text']}")
notification = self.obsession_notification
elapsed = notification['timer']
duration = notification['duration']
if elapsed >= duration:
self.obsession_notification = None
return
# 计算透明度:前0.5秒淡入,中间保持,最后0.5秒淡出
fade_time = 0.5
if elapsed < fade_time:
alpha = int(255 * (elapsed / fade_time))
elif elapsed > duration - fade_time:
alpha = int(255 * ((duration - elapsed) / fade_time))
else:
alpha = 255
text = notification['text']
# 绘制背景光晕
center_x = self.window_width // 2
center_y = self.window_height // 2
# 绘制文字(带描边效果)
for offset_x, offset_y, color in [
(-2, 0, (0, 0, 0, alpha)),
(2, 0, (0, 0, 0, alpha)),
(0, -2, (0, 0, 0, alpha)),
(0, 2, (0, 0, 0, alpha)),
]:
arcade.draw_text(
text,
center_x + offset_x,
center_y + offset_y,
color,
S.font(48),
anchor_x="center",
anchor_y="center",
bold=True
)
# 主文字
main_color = (255, 215, 0, alpha) # GOLD with alpha
arcade.draw_text(
text,
center_x,
center_y,
main_color,
S.font(48),
anchor_x="center",
anchor_y="center",
bold=True
)
if self.show_inventory:
print(f"[DEBUG] on_draw: 尝试绘制背包界面")
print(f"[DEBUG] player_entity存在: {self.player_entity is not None}")
if self.player_entity:
print(f"[DEBUG] 有inventory属性: {hasattr(self.player_entity, 'inventory')}")
if hasattr(self.player_entity, 'inventory'):
self.inventory_renderer.current_inventory = self.player_entity.inventory
self.inventory_renderer.inventory_visible = True # 关键:设置可见标志
print(f"[DEBUG] inventory_visible设置为True")
print(f"[DEBUG] 调用inventory_renderer.draw()")
self.inventory_renderer.draw()
else:
print(f"[DEBUG] 警告: 玩家没有inventory属性")
else:
print(f"[DEBUG] 警告: player_entity为None")
else:
# 隐藏时也要设置标志
self.inventory_renderer.inventory_visible = False
# 绘制装备界面(如果在显示状态)
if self.show_equipment:
print(f"[DEBUG] on_draw: 尝试绘制装备界面")
print(f"[DEBUG] player_entity存在: {self.player_entity is not None}")
if self.player_entity:
self.equipment_renderer.current_entity = self.player_entity
self.equipment_renderer.visible = True # 关键:设置可见标志
print(f"[DEBUG] equipment visible设置为True")
print(f"[DEBUG] 调用equipment_renderer.draw()")
self.equipment_renderer.draw()
else:
print(f"[DEBUG] 警告: player_entity为None")
else:
# 隐藏时也要设置标志
self.equipment_renderer.visible = False
def _draw_edges(self):
"""绘制所有边(白色虚线)"""
for edge in self.map_system.edges.values():
source_node = self.map_system.nodes.get(edge.source_id)
target_node = self.map_system.nodes.get(edge.target_id)
if not source_node or not target_node:
continue
# 转换坐标到屏幕坐标
start_pos = self._node_to_screen(source_node.position)
end_pos = self._node_to_screen(target_node.position)
# 检查是否是hover的边
is_hovered = (
self.hovered_edge and
(edge.source_id, edge.target_id) in [
self.hovered_edge,
(self.hovered_edge[1], self.hovered_edge[0])
]
)
# 绘制虚线
if is_hovered:
# hover时加粗并改变颜色
color = arcade.color.YELLOW
line_width = self.line_width * 1.5
else:
color = self.edge_color
line_width = self.line_width
self._draw_dashed_line(start_pos, end_pos, color, line_width)
def _draw_nodes(self):
"""绘制所有节点"""
for node in self.map_system.nodes.values():
screen_pos = self._node_to_screen(node.position)
# 确定节点颜色
if node.is_current:
# 当前节点:同心圆(金色外圈 + 白色内圈)
outer_radius = self.hover_radius
inner_radius = self.node_radius
# 外圈
arcade.draw_circle_filled(
screen_pos[0], screen_pos[1],
outer_radius,
self.current_node_color
)
# 内圈
arcade.draw_circle_filled(
screen_pos[0], screen_pos[1],
inner_radius,
self.node_color
)
elif node == self.hovered_node:
# hover节点:稍大的白色圆
arcade.draw_circle_filled(
screen_pos[0], screen_pos[1],
self.hover_radius,
self.node_color
)
else:
# 普通节点:白色圆
arcade.draw_circle_filled(
screen_pos[0], screen_pos[1],
self.node_radius,
self.node_color
)
def _draw_dashed_line(self, start: Tuple[float, float],
end: Tuple[float, float],
color: Tuple[int, int, int],
line_width: float):
"""绘制虚线"""
dash_length = S.scale(10)
gap_length = S.scale(5)
# 计算线段长度和方向
dx = end[0] - start[0]
dy = end[1] - start[1]
length = ((dx ** 2) + (dy ** 2)) ** 0.5
if length == 0:
return
# 单位向量
unit_x = dx / length
unit_y = dy / length
# 绘制虚线
current_dist = 0
while current_dist < length:
# 计算dash的起点和终点
dash_start_x = start[0] + unit_x * current_dist
dash_start_y = start[1] + unit_y * current_dist
dash_end_dist = min(current_dist + dash_length, length)
dash_end_x = start[0] + unit_x * dash_end_dist
dash_end_y = start[1] + unit_y * dash_end_dist
# 绘制dash
arcade.draw_line(
dash_start_x, dash_start_y,
dash_end_x, dash_end_y,
color, line_width
)
# 移动到下一个dash
current_dist += dash_length + gap_length
def _draw_tooltip(self):
"""绘制hover提示框"""
if not self.hovered_node and not self.hovered_edge:
return
tooltip_text = []
# 节点tooltip
if self.hovered_node:
node = self.hovered_node
tooltip_text.append(f"节点: {node.name}")
tooltip_text.append(f"类型: {node.node_type.value}")
tooltip_text.append(f"描述: {node.description}")
if node.is_visited:
tooltip_text.append("✓ 已访问")
if node.is_current:
tooltip_text.append("★ 当前位置")
# 边tooltip
elif self.hovered_edge:
edge = self.map_system.get_edge(*self.hovered_edge)
if edge:
source = self.map_system.nodes.get(edge.source_id)
target = self.map_system.nodes.get(edge.target_id)
if source and target:
tooltip_text.append(f"路径: {source.name} → {target.name}")
tooltip_text.append(f"移动成本: {edge.movement_cost}")
if edge.description:
tooltip_text.append(f"描述: {edge.description}")
if not tooltip_text:
return
# 计算tooltip位置和大小
padding = S.scale(10)
line_height = S.font(16)
text_width = max(len(line) for line in tooltip_text) * S.font(12)
text_height = len(tooltip_text) * line_height + padding * 2
# 设置tooltip位置(在鼠标附近)
tooltip_x = self.tooltip_x + S.scale(15)
tooltip_y = self.tooltip_y + S.scale(15)
# 确保tooltip不超出屏幕
if tooltip_x + text_width > self.window_width:
tooltip_x = self.window_width - text_width - S.scale(10)
if tooltip_y + text_height > self.window_height:
tooltip_y = self.window_height - text_height - S.scale(10)
# 绘制背景
arcade.draw_lrbt_rectangle_filled(
tooltip_x, tooltip_x + text_width,
tooltip_y, tooltip_y + text_height,
(50, 50, 50) # 深灰色
)
# 绘制边框
arcade.draw_lrbt_rectangle_outline(
tooltip_x, tooltip_x + text_width,
tooltip_y, tooltip_y + text_height,
arcade.color.WHITE,
S.scale(2)
)
# 绘制文字
y_offset = tooltip_y + text_height - padding
for line in tooltip_text:
arcade.draw_text(
line,
tooltip_x + padding,
y_offset,
self.text_color,
S.font(14),
anchor_x="left",
anchor_y="top"
)
y_offset -= line_height
def _draw_ui_hints(self):
"""绘制UI提示信息"""
hint_y = self.window_height - S.py(30)
arcade.draw_text(
"点击其他节点移动 | Hover查看信息 | ESC返回",
self.window_width // 2,
hint_y,
arcade.color.YELLOW,
S.font(18),
anchor_x="center",
anchor_y="center"
)
def _draw_resource_status(self):
"""绘制资源状态栏(左上角)"""
# 获取资源管理器
if not hasattr(self.map_system, 'resource_manager'):
return
resource_mgr = self.map_system.resource_manager
status = resource_mgr.get_status_summary()
# 左上角位置
start_x = S.px(20)
start_y = self.window_height - S.py(20)
# 背景框尺寸
box_width = S.px(280)
base_box_height = S.py(80)
# 计算执念进度条高度
obsession_height = S.py(40) if self.player_entity and self.player_entity.obsession else 0
box_height = base_box_height + obsession_height
# 绘制半透明背景
arcade.draw_lrbt_rectangle_filled(
start_x, start_x + box_width,
start_y - box_height, start_y,
(40, 40, 40, 220) # 深灰色半透明
)
# 绘制边框
arcade.draw_lrbt_rectangle_outline(
start_x, start_x + box_width,
start_y - box_height, start_y,
arcade.color.GOLD,
S.scale(2)
)
# 标题
arcade.draw_text(
"📦 资源状态",
start_x + S.px(10),
start_y - S.py(15),
arcade.color.GOLD,
S.font(16),
anchor_x="left",
anchor_y="top",
bold=True
)
# 资源信息
info_y = start_y - S.py(35)
line_height = S.py(18)
# 食物
food_color = arcade.color.GREEN if self.map_system.player_resources.food_units > 5 else arcade.color.RED
arcade.draw_text(
f"🍞 食物: {status['food']}",
start_x + S.px(15),
info_y,
food_color,
S.font(14),
anchor_x="left",
anchor_y="top"
)
# 时间
arcade.draw_text(
f"⏰ 时间: {status['time']}",
start_x + S.px(15),
info_y - line_height,
arcade.color.WHITE,
S.font(14),
anchor_x="left",
anchor_y="top"
)
# 金币和幸运点
arcade.draw_text(
f"💰 金币: {status['gold']} | 🍀 幸运: {status['luck']}",
start_x + S.px(15),
info_y - line_height * 2,
arcade.color.WHITE,
S.font(14),
anchor_x="left",
anchor_y="top"
)
# 绘制执念进度
if self.player_entity and self.player_entity.obsession:
obsession = self.player_entity.obsession
progress_pct = obsession.get_progress_percentage()
obs_y = start_y - box_height + S.py(5)
# 执念名称
arcade.draw_text(
f"🔥 执念: {obsession.name}",
start_x + S.px(15),
obs_y + S.py(15),
arcade.color.ORANGE,
S.font(14),
anchor_x="left",
anchor_y="top"
)
# 进度条背景
bar_x = start_x + S.px(15)
bar_y = obs_y
bar_width = box_width - S.px(30)
bar_height = S.py(10)
arcade.draw_lrbt_rectangle_filled(
bar_x, bar_x + bar_width,
bar_y, bar_y + bar_height,
(60, 60, 60)
)
# 进度条前景
filled_width = bar_width * (progress_pct / 100.0)
color = arcade.color.GREEN if progress_pct == 100 else arcade.color.GOLD
arcade.draw_lrbt_rectangle_filled(
bar_x, bar_x + filled_width,
bar_y, bar_y + bar_height,
color
)
# 进度百分比文字
arcade.draw_text(
f"{progress_pct:.0f}%",
bar_x + bar_width / 2,
bar_y + bar_height / 2,
arcade.color.WHITE,
S.font(12),
anchor_x="center",
anchor_y="center"
)
def _node_to_screen(self, node_pos: Tuple[float, float]) -> Tuple[float, float]:
"""将节点逻辑坐标转换为屏幕坐标"""
# 简单映射:假设节点坐标范围是 0-1000
# 可以根据实际需要调整缩放和平移
scale_x = self.window_width / 1000
scale_y = self.window_height / 700
screen_x = node_pos[0] * scale_x
screen_y = node_pos[1] * scale_y
return (screen_x, screen_y)
def _screen_to_node_area(self, screen_x: float, screen_y: float) -> Optional[MapNode]:
"""根据屏幕坐标查找hover的节点"""
for node in self.map_system.nodes.values():
screen_pos = self._node_to_screen(node.position)
# 计算距离
distance = ((screen_pos[0] - screen_x) ** 2 +
(screen_pos[1] - screen_y) ** 2) ** 0.5
# 如果在节点范围内
if distance <= self.hover_radius:
return node
return None
def _screen_to_edge_area(self, screen_x: float, screen_y: float) -> Optional[Tuple[str, str]]:
"""根据屏幕坐标查找hover的边"""
threshold = S.scale(10) # 边的检测阈值
for edge in self.map_system.edges.values():
source_node = self.map_system.nodes.get(edge.source_id)
target_node = self.map_system.nodes.get(edge.target_id)
if not source_node or not target_node:
continue
start_pos = self._node_to_screen(source_node.position)
end_pos = self._node_to_screen(target_node.position)
# 计算点到线段的距离
distance = self._point_to_line_distance(
(screen_x, screen_y), start_pos, end_pos
)
if distance <= threshold:
return (edge.source_id, edge.target_id)
return None
def _point_to_line_distance(self, point: Tuple[float, float],
line_start: Tuple[float, float],
line_end: Tuple[float, float]) -> float:
"""计算点到线段的最短距离"""
px, py = point
x1, y1 = line_start
x2, y2 = line_end
# 线段长度平方
line_len_sq = (x2 - x1) ** 2 + (y2 - y1) ** 2
if line_len_sq == 0:
# 线段是一个点
return ((px - x1) ** 2 + (py - y1) ** 2) ** 0.5
# 计算投影参数 t
t = max(0, min(1, ((px - x1) * (x2 - x1) + (py - y1) * (y2 - y1)) / line_len_sq))
# 计算投影点
proj_x = x1 + t * (x2 - x1)
proj_y = y1 + t * (y2 - y1)
# 返回距离
return ((px - proj_x) ** 2 + (py - proj_y) ** 2) ** 0.5
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
"""鼠标移动事件"""
# 如果背包或装备界面打开,更新对应的悬停状态
if self.show_inventory and self.player_entity and hasattr(self.player_entity, 'inventory'):
self.inventory_renderer.current_inventory = self.player_entity.inventory
self.inventory_renderer.update_hover(x, y)
return
if self.show_equipment and self.player_entity:
self.equipment_renderer.current_entity = self.player_entity
self.equipment_renderer.update_hover(x, y)
return
self.tooltip_x = x
self.tooltip_y = y
# 检查hover的节点
self.hovered_node = self._screen_to_node_area(x, y)
# 如果没有hover节点,检查hover的边
if not self.hovered_node:
self.hovered_edge = self._screen_to_edge_area(x, y)
else:
self.hovered_edge = None
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int):
"""鼠标点击事件"""
# 如果背包或装备界面打开,处理对应的点击事件
if self.show_inventory and self.player_entity and hasattr(self.player_entity, 'inventory'):
self.inventory_renderer.current_inventory = self.player_entity.inventory
# 右键点击使用物品
if button == arcade.MOUSE_BUTTON_RIGHT:
clicked_item = self.inventory_renderer.get_item_at_position(x, y)
if clicked_item:
success, message = self.inventory_renderer.current_inventory.use_item(
clicked_item,
user_entity=self.player_entity,
battle_log=None # 地图模式下没有战斗日志
)
if success:
print(f"[地图] {message}")
return
if self.show_equipment and self.player_entity:
self.equipment_renderer.current_entity = self.player_entity
# 处理装备界面的点击
if button == arcade.MOUSE_BUTTON_LEFT:
# 检查是否点击了背包中的物品
item_index = self.equipment_renderer.get_inventory_item_at_pos(x, y)
if item_index is not None and hasattr(self.player_entity, 'inventory'):
from inventory import ItemType
from equipment_manager import EquipmentSlot
inventory = self.player_entity.inventory
equippable_items = [
item for item in inventory.items
if item.item_type in [ItemType.WEAPON, ItemType.ARMOR, ItemType.ACCESSORY]
]
if 0 <= item_index < len(equippable_items):
item = equippable_items[item_index]
# 自动装备到合适的槽位
equip_mgr = self.player_entity.equipment_manager
target_slot = None
# 根据物品类型确定目标槽位
if item.item_type == ItemType.WEAPON:
target_slot = EquipmentSlot.WEAPON
elif item.item_type == ItemType.ARMOR:
target_slot = EquipmentSlot.BODY
elif item.item_type == ItemType.ACCESSORY:
target_slot = EquipmentSlot.ACCESSORY
if target_slot and target_slot in equip_mgr.unlocked_slots:
can_equip, reason = equip_mgr.can_equip(item, target_slot, self.player_entity)
if can_equip:
old_item = equip_mgr.get_equipped_item(target_slot)
equip_mgr.equipped_items[target_slot] = item
inventory.remove_item(item)
if old_item:
inventory.add_item(old_item)
print(f"[地图] 已装备 {item.name},{old_item.name} 已放回背包")
else:
print(f"[地图] 已装备 {item.name}")
else:
print(f"[地图] 无法装备: {reason}")
else:
print(f"[地图] 无法装备到该槽位")
# 右键点击卸下装备
elif button == arcade.MOUSE_BUTTON_RIGHT:
slot = self.equipment_renderer.get_slot_at_pos(x, y)
if slot:
equip_mgr = self.player_entity.equipment_manager
success, message, old_item = equip_mgr.unequip_item(slot)
print(f"[地图] {message}")
# 如果有卸下的物品,放回背包
if old_item and hasattr(self.player_entity, 'inventory'):
self.player_entity.inventory.add_item(old_item)
print(f"[地图] 已将 {old_item.name} 放回背包")
return
if button != arcade.MOUSE_BUTTON_LEFT:
return
# 检查是否点击了节点
clicked_node = self._screen_to_node_area(x, y)
if clicked_node:
# 如果点击的是当前节点,不做任何事
if clicked_node.is_current:
print(f"[地图] 已在节点: {clicked_node.name}")
return
# 如果是战斗节点,触发战斗
if clicked_node.node_type == NodeType.BATTLE_ZONE:
# 防止重复触发
if self._battle_triggered:
print(f"[地图] 战斗已触发,忽略重复点击")
return
if self.player_entity:
self._battle_triggered = True
success, message = self.battle_trigger.trigger_battle(
clicked_node,
self.player_entity
)
if success:
print(f"[地图] {message}")
# 战斗会在回调中处理
else:
print(f"[地图] 无法触发战斗: {message}")
# 失败时重置标志
self._battle_triggered = False
else:
print("[地图] 警告:未设置玩家实体,无法触发战斗")
return
# 如果是叙事节点,触发叙事场景
if clicked_node.node_type == NodeType.NARRATIVE_ZONE:
print(f"[地图] 检测到叙事节点: {clicked_node.name}")
# 根据节点的标签或名称匹配对应的叙事节点ID
narrative_node_id = self._find_matching_narrative_node(clicked_node)
if narrative_node_id:
# 检查是否已经触发过(防止重复触发)
if self.map_system.is_narrative_completed(narrative_node_id):
print(f"[地图] 叙事节点 {narrative_node_id} 已完成,不可重复触发")
return
print(f"[地图] 找到匹配的叙事节点: {narrative_node_id}")
# 尝试移动到新节点
success, message = self.map_system.move_to_node(clicked_node.node_id)
if success:
print(f"[地图] {message}")
# 标记叙事节点为已完成(防止重复触发)
self.map_system.mark_narrative_completed(narrative_node_id)
# 移动成功后,触发叙事场景
self._trigger_narrative_for_node(clicked_node, narrative_node_id)
else:
print(f"[地图] 无法移动: {message}")
else:
print(f"[地图] 警告:未找到匹配的叙事节点")
return
# 尝试移动到新节点(安全节点等)
success, message = self.map_system.move_to_node(clicked_node.node_id)
if success:
print(f"[地图] {message}")
else:
print(f"[地图] 无法移动: {message}")
def on_key_press(self, key: int, modifiers: int):
"""键盘事件"""
print(f"[DEBUG] MapView.on_key_press called: key={key}, modifiers={modifiers}")
if key == arcade.key.ESCAPE:
# ESC返回
print("[地图] 返回主菜单")
# TODO: 实现返回逻辑,暂时关闭窗口
self.window.close()
elif key == arcade.key.TAB:
# Tab键切换装备栏显示
print(f"[DEBUG] Tab键按下 - 当前状态: show_equipment={self.show_equipment}, show_inventory={self.show_inventory}")
print(f"[DEBUG] player_entity存在: {self.player_entity is not None}")
if self.player_entity:
print(f"[DEBUG] 玩家名称: {self.player_entity.name}")
print(f"[DEBUG] 是否有equipment_manager: {hasattr(self.player_entity, 'equipment_manager')}")
self.show_equipment = not self.show_equipment
self.show_inventory = False # 互斥显示
status = "显示" if self.show_equipment else "隐藏"
print(f"[地图] {status}装备栏")
print(f"[DEBUG] 新状态: show_equipment={self.show_equipment}, show_inventory={self.show_inventory}")
elif key == arcade.key.B:
# B键切换背包栏显示
print(f"[DEBUG] B键按下 - 当前状态: show_equipment={self.show_equipment}, show_inventory={self.show_inventory}")
print(f"[DEBUG] player_entity存在: {self.player_entity is not None}")
if self.player_entity:
print(f"[DEBUG] 玩家名称: {self.player_entity.name}")
print(f"[DEBUG] 是否有inventory: {hasattr(self.player_entity, 'inventory')}")
if hasattr(self.player_entity, 'inventory'):
print(f"[DEBUG] 背包物品数量: {len(self.player_entity.inventory.items)}")
self.show_inventory = not self.show_inventory
self.show_equipment = False # 互斥显示
status = "显示" if self.show_inventory else "隐藏"
print(f"[地图] {status}背包栏")
print(f"[DEBUG] 新状态: show_equipment={self.show_equipment}, show_inventory={self.show_inventory}")
elif key == arcade.key.S:
# S键保存游戏
self.map_system.save_to_file("save.json")
print("[地图] 游戏已保存")
def _trigger_narrative_for_node(self, node: MapNode, narrative_node_id: str = None):
"""
为节点触发叙事场景
Args:
node: 目标叙事节点
narrative_node_id: 叙事节点ID(可选,如果提供则直接使用,否则自动匹配)
"""
print(f"[地图] 触发叙事场景: {node.name}")
# 如果没有提供叙事节点ID,则根据节点的标签或名称匹配
if not narrative_node_id:
narrative_node_id = self._find_matching_narrative_node(node)
if narrative_node_id:
print(f"[地图] 找到匹配的叙事节点: {narrative_node_id}")
# 切换到叙事场景
self._switch_to_narrative_scene(narrative_node_id)
else:
print(f"[地图] 警告:未找到匹配的叙事节点,使用默认节点")
# 如果没有匹配的节点,可以尝试使用节点ID作为叙事节点ID
# 或者显示一个默认的叙事场景
def _find_matching_narrative_node(self, map_node: MapNode) -> Optional[str]:
"""
根据地图节点查找匹配的叙事节点ID
Args:
map_node: 地图节点
Returns:
匹配的叙事节点ID,如果没有则返回None
"""
# 定义映射关系:地图节点标签/名称 -> 叙事节点ID
# 可以根据节点的tags或name来匹配
# 检查节点标签
for tag in map_node.tags:
if "祭坛" in tag or "altar" in tag.lower():
return "altar_site_001"
elif "遗迹" in tag or "ruins" in tag.lower():
return "ancient_ruins_001"
elif "村庄" in tag or "village" in tag.lower():
return "village_crisis_001"
elif "试炼" in tag or "arena" in tag.lower() or "强者" in tag:
return "boss_arena_001"
elif "圣地" in tag or "temple" in tag.lower() or "守护" in tag:
return "sacred_temple_defense_001"
# 检查节点名称
node_name_lower = map_node.name.lower()
if "祭坛" in map_node.name or "altar" in node_name_lower:
return "altar_site_001"
elif "遗迹" in map_node.name or "ruins" in node_name_lower:
return "ancient_ruins_001"
elif "村庄" in map_node.name or "village" in node_name_lower:
return "village_crisis_001"
elif "试炼" in map_node.name or "arena" in node_name_lower or "强者" in map_node.name:
return "boss_arena_001"
elif "圣地" in map_node.name or "temple" in node_name_lower or "守护" in map_node.name:
return "sacred_temple_defense_001"
# 检查节点ID
node_id_lower = map_node.node_id.lower()
if "altar" in node_id_lower:
return "altar_site_001"
elif "ruins" in node_id_lower:
return "ancient_ruins_001"
elif "village" in node_id_lower:
return "village_crisis_001"
elif "arena" in node_id_lower or "boss" in node_id_lower:
return "boss_arena_001"
elif "temple" in node_id_lower or "defense" in node_id_lower:
return "sacred_temple_defense_001"
return None
def _switch_to_narrative_scene(self, node_id: str):
"""
切换到叙事场景
Args:
node_id: 叙事节点ID
"""
from scene_manager import NarrativeSceneView
from battle_system import BattleSystem
# 创建一个临时的战斗系统(用于承载叙事场景)
# 注意:这里需要玩家实体,从player_entity获取
if not self.player_entity:
print("[地图] 警告:没有玩家实体,无法启动叙事场景")
return
# 创建简单的战斗系统实例(仅用于叙事)
battle = BattleSystem(
player_team=[self.player_entity],
enemy_team=[]
)
# 创建叙事场景视图
narrative_scene = NarrativeSceneView(battle, node_id, window=self.window)
# 切换到叙事场景
self.window.show_view(narrative_scene)
print(f"[地图] 已切换到叙事场景: {node_id}")
def on_update(self, delta_time: float):