[Python 转载] (PC端)末世:我有一辆房车存档修改器
最近末世生存类游戏很火,现实都过得那么艰苦了,还要在游戏天天捡破烂度日,反正是单机写个修改器娱乐一下就好,吃用提示:
1:只对PC版有效,需要有本地单机的存档,如若涉及侵权烦请版主删除。
2:双击蓝色字体部分,进行修改,建议只修改钱和晶核,物品数量也可以改,生存/战斗数值改了不生效,估计是和装备、等级绑定有计算的关系。
3:懒得搞无中生有功能了(物品ID修改),那样练级打怪捡装备的最后一点期待也没了,当然想改的自行修改程序。
4:用python写的程序都特别大上传不 了,自行编译吧。
程序开发注意事项:
1:存档是带有 SHA256校验的。(网上大神说的),直接改存档里的数值可能会让存档失效(事实上给我搞崩过N次)
2:开发中发现最初的版本有bug,整数样式键的排序 :游戏里废墟商人等数据用`"10".."100"` 这种数字字符串做键。V8 引擎无视字典序排序,
强制按数字大小(10,11,…,100)输出;Python 按字典序("10","100","11"…)。
整数值浮点 :`1.0` 在 JS 序列化成`"1"` ,Python 却写成`"1.0"` ,存档里正好有 2 个这样的值。
两处叠加导致修改器算出的校验码与游戏不一致,游戏就把存档移入`corrupt` 判废,所以要注意进行限制。
程序界面:
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751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 | import osimport reimport jsonimport mathimport shutilimport hashlibimport tkinter as tkfrom tkinter import ttk, filedialog, messageboxfrom datetime import datetimeDEFAULT_SAVE_PATH = r"C:\Users\Administrator\AppData\Roaming\Rebirth Hoarder\steam-cloud\saves\progress-current.json"PAGES = [ ("player", "玩家概况"), ("inventory", "库存与仓库"), ("survival", "生存 / 战斗"), ("stocks", "股票与投资组合"),]PLAYER_FIELDS = [ ("playerName", "玩家名"), ("selectedCharacterId", "当前角色"), ("cash", "现金"), ("creditScore", "信用分"), ("backpackLevel", "背包等级"), ("vehicleLevel", "载具等级"), ("mood", "情绪"), ("daysSurvived", "生存天数"), ("difficultyMode", "难度模式"), ("totalRuns", "总局数"), ("bestSurvivalDays", "最佳生存天数"), ("sourceCrystals", "源晶体"), ("crystalCores", "晶体核心"), ("gameOver", "游戏状态"), ("savedAt", "存档时间"), ("revision", "存档版本"),]# (path, type) for editable player fields (savedAt/revision are metadata -> read-only)PLAYER_EDIT = { "playerName": (["payload", "progress", "profile", "playerName"], "str"), "selectedCharacterId": (["payload", "progress", "profile", "selectedCharacterId"], "str"), "cash": (["payload", "progress", "activeRun", "gameState", "cash"], "int"), "creditScore": (["payload", "progress", "activeRun", "gameState", "creditScore"], "int"), "backpackLevel": (["payload", "progress", "activeRun", "gameState", "backpackLevel"], "int"), "vehicleLevel": (["payload", "progress", "activeRun", "gameState", "vehicleLevel"], "int"), "mood": (["payload", "progress", "activeRun", "gameState", "mood"], "int"), "daysSurvived": (["payload", "progress", "activeRun", "gameState", "p2", "daysSurvived"], "int"), "difficultyMode": (["payload", "progress", "activeRun", "gameState", "difficultyMode"], "str"), "totalRuns": (["payload", "progress", "profile", "stats", "totalRuns"], "int"), "bestSurvivalDays": (["payload", "progress", "profile", "stats", "bestSurvivalDays"], "int"), "sourceCrystals": (["payload", "progress", "profile", "sourceCrystals"], "int"), "crystalCores": (["payload", "progress", "activeRun", "gameState", "p2", "crystalCores"], "int"), "gameOver": (["payload", "progress", "activeRun", "gameState", "gameOver"], "bool"),}SURVIVAL_SECTIONS = [ ("生存状态", [ ("hp", "生命 (HP)"), ("attack", "攻击"), ("defense", "防御"), ("hunger", "饥饿"), ("thirst", "口渴"), ("mood", "情绪"), ("indoorTemp", "室内温度"), ("outdoorTemp", "室外温度"), ("fuel", "燃料"), ("ammo", "弹药"), ("power", "电力"), ("rvDurability", "房车耐久"), ("comfort", "舒适度"), ("daysSurvived", "生存天数"), ("killCount", "击杀数"), ]), ("战斗属性", [ ("combat_maxHp", "最大生命"), ("combat_atk", "攻击"), ("combat_def", "防御"), ("critRate", "暴击率"), ("critDmg", "暴击伤害"), ("evasion", "闪避"), ("accuracy", "命中"), ("dmgReduction", "伤害减免"), ("armorPen", "破甲"), ("lifeSteal", "吸血"), ("speed", "速度"), ]), ("生存 / 其他属性", [ ("luck", "幸运"), ("coldResist", "抗寒"), ("charisma", "魅力"), ]), ("武器工坊装备槽", [ ("main", "主武器"), ("secondary", "副武器"), ("tactical", "战术"), ]),]P2 = ["payload", "progress", "activeRun", "gameState", "p2"]SURVIVAL_EDIT = { "hp": (P2 + ["hp"], "int"), "attack": (P2 + ["attack"], "int"), "defense": (P2 + ["defense"], "int"), "hunger": (P2 + ["hunger"], "int"), "thirst": (P2 + ["thirst"], "int"), "mood": (P2 + ["mood"], "int"), "indoorTemp": (P2 + ["indoorTemp"], "int"), "outdoorTemp": (P2 + ["outdoorTemp"], "int"), "fuel": (P2 + ["fuel"], "int"), "ammo": (P2 + ["ammo"], "int"), "power": (P2 + ["power"], "int"), "rvDurability": (P2 + ["rvDurability"], "int"), "comfort": (P2 + ["comfortLevel"], "int"), "daysSurvived": (P2 + ["daysSurvived"], "int"), "killCount": (P2 + ["killCount"], "int"), "combat_maxHp": (P2 + ["combatAttributes", "maxHp"], "int"), "combat_atk": (P2 + ["combatAttributes", "atk"], "int"), "combat_def": (P2 + ["combatAttributes", "def"], "int"), "critRate": (P2 + ["combatAttributes", "critRate"], "int"), "critDmg": (P2 + ["combatAttributes", "critDmg"], "int"), "evasion": (P2 + ["combatAttributes", "evasion"], "int"), "accuracy": (P2 + ["combatAttributes", "accuracy"], "int"), "dmgReduction": (P2 + ["combatAttributes", "dmgReduction"], "int"), "armorPen": (P2 + ["combatAttributes", "armorPen"], "int"), "lifeSteal": (P2 + ["combatAttributes", "lifeSteal"], "int"), "speed": (P2 + ["combatAttributes", "speed"], "int"), "luck": (P2 + ["survivalAttributes", "luck"], "int"), "coldResist": (P2 + ["survivalAttributes", "coldResist"], "int"), "charisma": (P2 + ["survivalAttributes", "charisma"], "int"), "main": (P2 + ["weaponWorkshop", "equippedSlots", "main"], "str"), "secondary": (P2 + ["weaponWorkshop", "equippedSlots", "secondary"], "str"), "tactical": (P2 + ["weaponWorkshop", "equippedSlots", "tactical"], "str"),}EDIT_COLOR = "#1a5fb4"def ts_to_str(ms): if not ms: return "-" try: return datetime.fromtimestamp(ms / 1000).strftime("%Y-%m-%d %H:%M:%S") except Exception: return str(ms)def get(d, *keys, default=None): for k in keys: if isinstance(d, dict): d = d.get(k, default) else: return default return ddef get_path(d, path, default=None): for k in path: if isinstance(d, dict): d = d.get(k, default) else: return default return ddef set_path(d, path, value): for k in path[:-1]: nxt = d.get(k) if not isinstance(nxt, dict): nxt = {} d[k] = nxt d = nxt d[path[-1]] = value# ---- 存档校验(与游戏 desktop/electron/saveCodecV2.cjs 完全一致;用游戏自带 Node 对拍验证)----# 游戏校验 = sha256(JSON.stringify(stable(normalizePayloadV2(payload))))# 两个 V8 与 Python 默认 JSON 行为不同、必须模拟的点:# 1) “规范整数索引”键(如楼层 "10".."100")在 V8 中永远按数字序枚举,普通键按字典序;# 2) 整数值浮点序列化为整数(1.0 -> "1"),科学计数法阈值为 1e-7 / 1e21。_ARRAY_INDEX_RE = re.compile(r"^(0|[1-9][0-9]*)$")_ARRAY_INDEX_MAX = 2 ** 32 - 2def _is_obj(v): return isinstance(v, dict)def _clone(v): return json.loads(json.dumps(v, ensure_ascii=False))def _es_number(x): """模拟 V8 Number.toString / JSON.stringify 的数字文本""" if isinstance(x, bool): return "true" if x else "false" if isinstance(x, int): return str(x) if x != x or x in (math.inf, -math.inf) or x == 0: return "null" if (x != x or x in (math.inf, -math.inf)) else "0" neg = x < 0 x = abs(x) r = repr(x) if "e" in r or "E" in r: m, e = r.replace("E", "e").split("e") e = int(e) + len(m.split(".")[0]) - 1 digits = m.replace(".", "") elif "." in r: ip, fp = r.split(".") ip_l = ip.lstrip("0") if ip_l: e = len(ip_l) - 1 digits = ip_l + fp else: k = len(fp) - len(fp.lstrip("0")) digits = fp.lstrip("0") e = -k - 1 else: ip_l = r.lstrip("0") or "0" e = len(ip_l) - 1 digits = ip_l k = len(digits) n = e + 1 if k <= n <= 21: s = digits + "0" * (n - k) elif 0 < n <= 21: s = digits[:n] + "." + digits[n:] elif -6 < n <= 0: s = "0." + "0" * (-n) + digits else: mant = digits[0] + ("." + digits[1:] if k > 1 else "") exp = n - 1 s = f"{mant}e{'+' if exp >= 0 else '-'}{abs(exp)}" return ("-" if neg else "") + sdef _js_key_order(keys): idx, other = [], [] for k in keys: m = _ARRAY_INDEX_RE.match(k) if m and int(k) <= _ARRAY_INDEX_MAX: idx.append(k) else: other.append(k) idx.sort(key=int) other.sort() return idx + otherdef _js_dumps(v): if v is None: return "null" if isinstance(v, bool): return "true" if v else "false" if isinstance(v, (int, float)): return _es_number(v) if isinstance(v, str): return json.dumps(v, ensure_ascii=False) if isinstance(v, list): return "[" + ",".join(_js_dumps(x) for x in v) + "]" if isinstance(v, dict): return "{" + ",".join( json.dumps(k, ensure_ascii=False) + ":" + _js_dumps(v[k]) for k in _js_key_order(list(v.keys()))) + "}" raise TypeError(f"不可序列化类型: {type(v)}")def _norm_string_record(v): if not _is_obj(v): return {} return {k: _clone(e) for k, e in v.items() if k and _is_obj(e)}def _uniq_sorted(arr): if not isinstance(arr, list): return [] return sorted({x for x in arr if isinstance(x, str) and x})def _normalize_ledger(value): src = value if _is_obj(value) else {} return { "claimWindows": _norm_string_record(src.get("claimWindows")), "redeemedCodes": _norm_string_record(src.get("redeemedCodes")), "achievementIds": _uniq_sorted(src.get("achievementIds")), "steamPurchaseGrants": _norm_string_record(src.get("steamPurchaseGrants")), "appliedOperationIds": _uniq_sorted(src.get("appliedOperationIds")), }def _normalize_active_run(value): if value is None: return None if not _is_obj(value): raise ValueError("progress.activeRun must be an object or null") if not isinstance(value.get("runId"), str) or not value.get("runId"): raise ValueError("progress.activeRun.runId is required") st = value.get("startedAt") if not (isinstance(st, (int, float)) and not isinstance(st, bool) and math.isfinite(st) and st > 0): raise ValueError("progress.activeRun.startedAt is invalid") if not _is_obj(value.get("gameState")): raise ValueError("progress.activeRun.gameState must be an object") if not _is_obj(value.get("tutorialState")): raise ValueError("progress.activeRun.tutorialState must be an object") return _clone(value)def _normalize_progress(value): if not _is_obj(value): raise ValueError("progress must be an object") if not _is_obj(value.get("profile")): raise ValueError("progress.profile must be an object") pr = value.get("pendingRun") if pr is not None and not _is_obj(pr): raise ValueError("progress.pendingRun must be an object or null") return { "profile": _clone(value["profile"]), "pendingRun": None if pr is None else _clone(pr), "activeRun": _normalize_active_run(value.get("activeRun")), }def normalize_payload(payload): """对应游戏 normalizePayloadV2:丢弃未知顶层键、账本条目过滤、数组去重排序""" if not _is_obj(payload): raise ValueError("V2 payload must be an object") return { "progress": _normalize_progress(payload.get("progress")), "accountLedger": _normalize_ledger(payload.get("accountLedger")), }def _stable(v): if isinstance(v, list): return [_stable(x) for x in v] if not _is_obj(v): return v return {k: _stable(v[k]) for k in _js_key_order(list(v.keys()))}def serialize_payload(payload): return _js_dumps(_stable(normalize_payload(payload)))def compute_checksum(payload): return hashlib.sha256(serialize_payload(payload).encode("utf-8")).hexdigest()class ViewerApp: def __init__(self, root): self.root = root root.title("末世:我有一辆房车 存档修改器") root.geometry("1000x660") root.minsize(820, 520) self.data = None self.path = None self.name_map = {} self._modified = False self.player_labels = {} self.surv_labels = {} self._player_label_text = dict(PLAYER_FIELDS) self._surv_label_text = {k: lbl for _, fields in SURVIVAL_SECTIONS for k, lbl in fields} self._build_sidebar() self._build_content() self.root.after(200, self.open_file) # ---------------- Sidebar ---------------- def _build_sidebar(self): sidebar = ttk.Frame(self.root, width=190, padding=8) sidebar.pack(side=tk.LEFT, fill=tk.Y) sidebar.pack_propagate(False) ttk.Label(sidebar, text="功能导航", font=("", 12, "bold")).pack(pady=(4, 10)) ttk.Button(sidebar, text="打开存档", command=self.open_file).pack(fill=tk.X, pady=(0, 6)) self.save_btn = ttk.Button(sidebar, text="保存回写", command=self._save, state="disabled") self.save_btn.pack(fill=tk.X, pady=(0, 10)) for key, text in PAGES: ttk.Button(sidebar, text=text, command=lambda k=key: self.show_page(k)).pack(fill=tk.X, pady=4) ttk.Label(sidebar, text="蓝色数值可双击编辑", foreground=EDIT_COLOR).pack(pady=(10, 0)) ttk.Label(sidebar, text="末世:我有一辆房车\n存档修改器 v1.1", foreground="gray", justify="center").pack(side=tk.BOTTOM, pady=8) def _build_content(self): self.container = ttk.Frame(self.root) self.container.pack(side=tk.LEFT, fill=tk.BOTH, expand=True) self.container.grid_rowconfigure(0, weight=1) self.container.grid_columnconfigure(0, weight=1) self.pages = {} for key, text in PAGES: page = self._create_page(key) page.grid(row=0, column=0, sticky="nsew") self.pages[key] = page self.status = ttk.Label(self.container, text="尚未加载存档", anchor="w", foreground="gray") self.status.grid(row=1, column=0, sticky="ew", padx=8, pady=4) def _create_page(self, key): if key == "player": return self._create_player_page() if key == "inventory": return self._create_inventory_page() if key == "survival": return self._create_survival_page() if key == "stocks": return self._create_stocks_page() return ttk.Frame(self.container) def show_page(self, key): self.pages[key].tkraise() def open_file(self): initdir = os.path.dirname(DEFAULT_SAVE_PATH) if os.path.exists(DEFAULT_SAVE_PATH) else None initfile = os.path.basename(DEFAULT_SAVE_PATH) if os.path.exists(DEFAULT_SAVE_PATH) else "" path = filedialog.askopenfilename( title="选择存档文件", initialdir=initdir, initialfile=initfile, filetypes=[("JSON 存档", "*.json"), ("所有文件", "*.*")], ) if not path: if self.data is None and os.path.exists(DEFAULT_SAVE_PATH): path = DEFAULT_SAVE_PATH else: return self.load(path) def load(self, path): try: with open(path, "r", encoding="utf-8-sig") as f: self.data = json.load(f) except Exception as e: messagebox.showerror("加载失败", f"无法读取存档文件:\n{path}\n\n{e}") return self.path = path self._modified = False # 按游戏真实算法自检 checksum self._checksum_ok = True try: expected = compute_checksum(self.data.get("payload", {})) self._checksum_ok = (self.data.get("checksum") == expected) except Exception as e: self._checksum_ok = False self._checksum_error = str(e) self._build_name_map() self._update_player() self._update_inventory() self._update_survival() self._update_stocks() self.show_page("player") self.save_btn.config(state="normal") self.root.title(f"末世:我有一辆房车 存档修改器 - {os.path.basename(path)}") if self._checksum_ok: self.status.config(text=f"已加载:{path}", foreground="gray") else: self.status.config( text=f"已加载:{path} ⚠ 该文件 checksum 无效,保存回写后将自动修正", foreground="#c01c28") messagebox.showwarning( "存档校验异常", "该文件的 checksum 与游戏校验规则不一致,游戏可能拒绝加载它。\n\n" "直接在修改器中编辑并“保存回写”,即可按游戏规则重新生成正确的校验码。") def _build_name_map(self): self.name_map = {} for t in get(self.data, "payload", "progress", "activeRun", "gameState", "transactionHistory", default=[]): if isinstance(t, dict) and t.get("itemId") and t.get("itemName"): self.name_map[t["itemId"]] = t["itemName"] def _mark_modified(self): self._modified = True self.save_btn.config(state="normal") self.status.config(text=f"已加载:{self.path}(有未保存修改)") # ---------------- Edit helpers ---------------- def _parse(self, raw, vtype): try: if vtype == "int": return int(raw) if vtype == "float": return float(raw) if vtype == "bool": low = raw.lower() if low in ("true", "1", "yes", "是", "y"): return True if low in ("false", "0", "no", "否", "n"): return False return None if vtype == "str": return raw except ValueError: return None return raw def _display_value(self, vtype, current): if vtype == "bool": return "是" if current else "否" return str(current) def _ask_value(self, title, prompt, current, vtype): win = tk.Toplevel(self.root) win.title(title) win.transient(self.root) win.grab_set() res = {} ttk.Label(win, text=prompt).grid(row=0, column=0, padx=10, pady=(12, 0), sticky="w") entry = ttk.Entry(win, width=32) entry.grid(row=0, column=1, padx=10, pady=(12, 0)) entry.insert(0, current) entry.focus_set() entry.select_range(0, "end") def ok(): raw = entry.get().strip() val = self._parse(raw, vtype) if val is None: messagebox.showerror("输入无效", f"请输入有效的 {vtype} 值", parent=win) return res["value"] = val win.destroy() def cancel(): win.destroy() ttk.Button(win, text="确定", command=ok).grid(row=1, column=0, padx=10, pady=10) ttk.Button(win, text="取消", command=cancel).grid(row=1, column=1, padx=10, pady=10) win.bind("<Return>", lambda e: ok()) win.bind("<Escape>", lambda e: cancel()) win.wait_window() return res.get("value") def _edit_label(self, key, edit_map, label_text): info = edit_map.get(key) if not info: return path, vtype = info current = get_path(self.data, path, default="") new = self._ask_value(f"修改 - {label_text[key]}", f"{label_text[key]}:", self._display_value(vtype, current), vtype) if new is not None: set_path(self.data, path, new) self._mark_modified() self._update_player() self._update_survival() def _edit_inventory_quantity(self, which, def_id, new_total): gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) items = get(gs, which, default=[]) instances = [it for it in items if it.get("defId") == def_id] if not instances: return n = len(instances) base, rem = divmod(max(0, new_total), n) for i, it in enumerate(instances): it["quantity"] = base + (1 if i < rem else 0) def _aggregated_qty(self, which, def_id): gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) items = get(gs, which, default=[]) return sum(it.get("quantity", 0) for it in items if it.get("defId") == def_id) def _get_stock(self, stock_id): gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) for s in get(gs, "stocks", default=[]): if s.get("id") == stock_id: return s return {} def _on_tree_double(self, event): tree = event.widget if tree is self.inv_tree or tree is self.stash_tree: if tree.identify("region", event.x, event.y) != "cell": return col = tree.identify_column(event.x) row = tree.identify_row(event.y) if not row or col != "#2": return which = "inventory" if tree is self.inv_tree else "stash" current = self._aggregated_qty(which, row) new = self._ask_value("修改数量", f"物品数量({self.name_map.get(row, row)}):", current, "int") if new is not None: self._edit_inventory_quantity(which, row, new) self._mark_modified() self._update_inventory() return if tree is self.stock_tree: if tree.identify("region", event.x, event.y) != "cell": return col = tree.identify_column(event.x) row = tree.identify_row(event.y) if not row: return stock = self._get_stock(row) if col == "#4": new = self._ask_value("修改现价", f"{stock.get('name', row)} 现价:", stock.get("price", 0), "float") if new is not None: stock["price"] = new self._mark_modified() self._update_stocks() elif col == "#5": new = self._ask_value("修改昨收", f"{stock.get('name', row)} 昨收:", stock.get("lastPrice", 0), "float") if new is not None: stock["lastPrice"] = new self._mark_modified() self._update_stocks() return if tree is self.portfolio_tree: if tree.identify("region", event.x, event.y) != "cell": return col = tree.identify_column(event.x) row = tree.identify_row(event.y) if not row: return gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) holding = get(gs, "portfolio", default={}).get(row) if not holding: return if col == "#3": new = self._ask_value("修改持仓数量", f"{row} 数量:", holding.get("quantity", 0), "int") if new is not None: holding["quantity"] = new self._mark_modified() self._update_stocks() elif col == "#4": new = self._ask_value("修改持仓均价", f"{row} 均价:", holding.get("avgBuyPrice", 0), "float") if new is not None: holding["avgBuyPrice"] = new self._mark_modified() self._update_stocks() # ---------------- Save / write-back ---------------- def _save(self): if not self.data or not self.path: messagebox.showinfo("提示", "尚未加载存档") return if not messagebox.askyesno( "确认保存", f"确定将修改写回存档?\n\n{self.path}\n\n" "⚠ 保存前请确认游戏已完全关闭,否则游戏会把存档判定为损坏并移入 corrupt 目录。\n\n" "将自动备份原文件,并按游戏规则重新生成 SHA256 校验码。"): return backup = self.path + ".backup" try: shutil.copy2(self.path, backup) except Exception as e: messagebox.showerror("备份失败", f"无法备份原文件:\n{e}") return payload = self.data.get("payload", {}) try: self.data["checksum"] = compute_checksum(payload) except Exception as e: messagebox.showerror( "校验码计算失败", f"存档结构不符合游戏 V2 规则,已中止保存:\n{e}\n\n原始文件未改动。") return # 原子写:先写临时文件再替换,避免游戏/崩溃读到半截文件 tmp = self.path + f".save-tmp-{os.getpid()}" try: with open(tmp, "w", encoding="utf-8", newline="\n") as f: f.write(_js_dumps(self.data)) os.replace(tmp, self.path) except Exception as e: try: if os.path.exists(tmp): os.remove(tmp) except OSError: pass messagebox.showerror("写入失败", f"无法写入存档:\n{e}") return # 写后回读自检 try: with open(self.path, "r", encoding="utf-8-sig") as f: reread = json.load(f) if compute_checksum(reread.get("payload", {})) != reread.get("checksum"): raise ValueError("回读自检:checksum 不一致") except Exception as e: messagebox.showerror( "自检失败", f"文件已写盘,但回读校验未通过:\n{e}\n\n可用备份恢复:\n{backup}") return self._modified = False self._checksum_ok = True self.status.config(text=f"已保存:{self.path}(校验码已按游戏规则重算并通过自检)", foreground="gray") messagebox.showinfo("保存成功", f"已写回存档并重算 SHA256 校验码。\n\n备份:{backup}") # ---------------- Player page ---------------- def _create_player_page(self): page = ttk.Frame(self.container, padding=15) row = 0 for key, label in PLAYER_FIELDS: ttk.Label(page, text=label).grid(row=row, column=0, sticky="w", pady=4) val = ttk.Label(page, text="-", font=("", 11, "bold")) if key in PLAYER_EDIT: val.config(foreground=EDIT_COLOR, cursor="hand2") val.bind("<Double-Button-1>", lambda e, k=key: self._edit_label(k, PLAYER_EDIT, self._player_label_text)) val.grid(row=row, column=1, sticky="w", padx=12) self.player_labels[key] = val row += 1 return page def _set_player(self, key, val): lbl = self.player_labels.get(key) if lbl: lbl.config(text=str(val)) def _update_player(self): d = self.data or {} profile = get(d, "payload", "progress", "profile", default={}) gs = get(d, "payload", "progress", "activeRun", "gameState", default={}) p2 = get(gs, "p2", default={}) stats = get(profile, "stats", default={}) self._set_player("playerName", get(profile, "playerName", default="-")) self._set_player("selectedCharacterId", get(profile, "selectedCharacterId", default="-")) self._set_player("cash", f"{get(gs, 'cash', default=0):,}") self._set_player("creditScore", get(gs, "creditScore", default=0)) self._set_player("backpackLevel", get(gs, "backpackLevel", default=0)) self._set_player("vehicleLevel", get(gs, "vehicleLevel", default=0)) self._set_player("mood", get(gs, "mood", default=0)) self._set_player("daysSurvived", get(p2, "daysSurvived", default=0)) self._set_player("difficultyMode", get(gs, "difficultyMode", default="-")) self._set_player("totalRuns", get(stats, "totalRuns", default=0)) self._set_player("bestSurvivalDays", get(stats, "bestSurvivalDays", default=0)) self._set_player("sourceCrystals", get(profile, "sourceCrystals", default=0)) self._set_player("crystalCores", get(p2, "crystalCores", default=0)) self._set_player("gameOver", "是" if get(gs, "gameOver", default=False) else "进行中") self._set_player("savedAt", ts_to_str(get(d, "savedAt", default=None))) self._set_player("revision", get(d, "revision", default="-")) # ---------------- Inventory page ---------------- def _create_inventory_page(self): page = ttk.Frame(self.container, padding=10) page.columnconfigure(0, weight=1) page.columnconfigure(1, weight=1) page.rowconfigure(1, weight=1) ttk.Label(page, text="背包 (inventory) - 双击数量可改", font=("", 11, "bold")).grid(row=0, column=0, sticky="w") ttk.Label(page, text="仓库 (stash) - 双击数量可改", font=("", 11, "bold")).grid(row=0, column=1, sticky="w") self.inv_tree = self._make_tree(page, ["名称", "数量", "X", "Y"], 1, 0) self.stash_tree = self._make_tree(page, ["名称", "数量", "X", "Y"], 1, 1) self.inv_tree.bind("<Double-1>", self._on_tree_double) self.stash_tree.bind("<Double-1>", self._on_tree_double) return page def _make_tree(self, parent, columns, row, col): frame = ttk.Frame(parent) frame.grid(row=row, column=col, sticky="nsew", padx=5, pady=5) tree = ttk.Treeview(frame, columns=columns, show="headings", height=16) for c in columns: tree.heading(c, text=c) tree.column(c, width=90, anchor="center") vsb = ttk.Scrollbar(frame, orient="vertical", command=tree.yview) tree.configure(yscrollcommand=vsb.set) tree.pack(side=tk.LEFT, fill=tk.BOTH, expand=True) vsb.pack(side=tk.RIGHT, fill=tk.Y) return tree def _clear_tree(self, tree): for i in tree.get_children(): tree.delete(i) def _aggregate(self, items): agg = {} for it in items: d = it.get("defId") q = it.get("quantity", 0) if d not in agg: agg[d] = {"name": self.name_map.get(d, d), "qty": 0, "pos": (it.get("x", "-"), it.get("y", "-"))} agg[d]["qty"] += q return agg def _update_inventory(self): self._clear_tree(self.inv_tree) self._clear_tree(self.stash_tree) gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) for d, info in sorted(self._aggregate(get(gs, "inventory", default=[])).items(), key=lambda kv: kv[1]["name"]): self.inv_tree.insert("", "end", iid=d, values=(info["name"], info["qty"], info["pos"][0], info["pos"][1])) for d, info in sorted(self._aggregate(get(gs, "stash", default=[])).items(), key=lambda kv: kv[1]["name"]): self.stash_tree.insert("", "end", iid=d, values=(info["name"], info["qty"], info["pos"][0], info["pos"][1])) # ---------------- Survival page ---------------- def _scrollable(self, parent): canvas = tk.Canvas(parent, highlightthickness=0) vsb = ttk.Scrollbar(parent, orient="vertical", command=canvas.yview) frame = ttk.Frame(canvas) win = canvas.create_window((0, 0), window=frame, anchor="nw") frame.bind("<Configure>", lambda e: canvas.configure(scrollregion=canvas.bbox("all"))) canvas.bind("<Configure>", lambda e: canvas.itemconfigure(win, width=e.width)) canvas.configure(yscrollcommand=vsb.set) canvas.pack(side=tk.LEFT, fill=tk.BOTH, expand=True) vsb.pack(side=tk.RIGHT, fill=tk.Y) return frame def _create_survival_page(self): page = ttk.Frame(self.container, padding=10) page.rowconfigure(0, weight=1) page.columnconfigure(0, weight=1) body = self._scrollable(page) body.columnconfigure(1, weight=1) row = 0 for section, fields in SURVIVAL_SECTIONS: ttk.Label(body, text=section, font=("", 12, "bold"), foreground="#1a4a8a").grid(row=row, column=0, columnspan=2, sticky="w", pady=(12, 2)) row += 1 for key, label in fields: ttk.Label(body, text=label).grid(row=row, column=0, sticky="w", pady=2, padx=(4, 20)) val = ttk.Label(body, text="-", font=("", 11, "bold")) if key in SURVIVAL_EDIT: val.config(foreground=EDIT_COLOR, cursor="hand2") val.bind("<Double-Button-1>", lambda e, k=key: self._edit_label(k, SURVIVAL_EDIT, self._surv_label_text)) val.grid(row=row, column=1, sticky="w") self.surv_labels[key] = val row += 1 return page def _set_surv(self, key, val): lbl = self.surv_labels.get(key) if lbl: lbl.config(text=str(val)) def _update_survival(self): gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) p2 = get(gs, "p2", default={}) ca = get(p2, "combatAttributes", default={}) sa = get(p2, "survivalAttributes", default={}) eq = get(p2, "weaponWorkshop", "equippedSlots", default={}) self._set_surv("hp", f"{get(p2, 'hp', default='-')} / {get(p2, 'maxHp', default='-')}") self._set_surv("attack", get(p2, "attack", default="-")) self._set_surv("defense", get(p2, "defense", default="-")) self._set_surv("hunger", f"{get(p2, 'hunger', default='-')} / {get(p2, 'maxHunger', default='-')}") self._set_surv("thirst", f"{get(p2, 'thirst', default='-')} / {get(p2, 'maxThirst', default='-')}") self._set_surv("mood", get(p2, "mood", default="-")) self._set_surv("indoorTemp", get(p2, "indoorTemp", default="-")) self._set_surv("outdoorTemp", get(p2, "outdoorTemp", default="-")) self._set_surv("fuel", f"{get(p2, 'fuel', default='-')} / {get(p2, 'maxFuel', default='-')}") self._set_surv("ammo", f"{get(p2, 'ammo', default='-')} / {get(p2, 'maxAmmo', default='-')}") self._set_surv("power", f"{get(p2, 'power', default='-')} / {get(p2, 'maxPower', default='-')}") self._set_surv("rvDurability", f"{get(p2, 'rvDurability', default='-')} / {get(p2, 'rvMaxDurability', default='-')}") self._set_surv("comfort", get(p2, "comfortLevel", default="-")) self._set_surv("daysSurvived", get(p2, "daysSurvived", default="-")) self._set_surv("killCount", get(p2, "killCount", default="-")) self._set_surv("combat_maxHp", get(ca, "maxHp", default="-")) self._set_surv("combat_atk", get(ca, "atk", default="-")) self._set_surv("combat_def", get(ca, "def", default="-")) self._set_surv("critRate", get(ca, "critRate", default="-")) self._set_surv("critDmg", get(ca, "critDmg", default="-")) self._set_surv("evasion", get(ca, "evasion", default="-")) self._set_surv("accuracy", get(ca, "accuracy", default="-")) self._set_surv("dmgReduction", get(ca, "dmgReduction", default="-")) self._set_surv("armorPen", get(ca, "armorPen", default="-")) self._set_surv("lifeSteal", get(ca, "lifeSteal", default="-")) self._set_surv("speed", get(ca, "speed", default="-")) self._set_surv("luck", get(sa, "luck", default="-")) self._set_surv("coldResist", get(sa, "coldResist", default="-")) self._set_surv("charisma", get(sa, "charisma", default="-")) self._set_surv("main", get(eq, "main", default="-")) self._set_surv("secondary", get(eq, "secondary", default="-")) self._set_surv("tactical", get(eq, "tactical", default="-")) # ---------------- Stocks page ---------------- def _create_stocks_page(self): page = ttk.Frame(self.container, padding=10) page.columnconfigure(0, weight=1) page.rowconfigure(1, weight=1) page.rowconfigure(3, weight=1) ttk.Label(page, text="股票行情(双击现价/昨收可改)", font=("", 11, "bold")).grid(row=0, column=0, sticky="w") self.stock_tree = self._make_tree(page, ["代码", "名称", "分类", "现价", "昨收", "涨跌", "波动"], 1, 0) ttk.Label(page, text="我的持仓(双击数量/均价可改)", font=("", 11, "bold")).grid(row=2, column=0, sticky="w", pady=(10, 0)) self.portfolio_tree = self._make_tree(page, ["代码", "名称", "数量", "均价", "市值", "盈亏"], 3, 0) self.stock_tree.bind("<Double-1>", self._on_tree_double) self.portfolio_tree.bind("<Double-1>", self._on_tree_double) return page def _update_stocks(self): self._clear_tree(self.stock_tree) self._clear_tree(self.portfolio_tree) gs = get(self.data, "payload", "progress", "activeRun", "gameState", default={}) stocks = get(gs, "stocks", default=[]) portfolio = get(gs, "portfolio", default={}) stock_by_id = {} for s in stocks: stock_by_id[s.get("id")] = s price = s.get("price", 0) last = s.get("lastPrice", 0) or 0 chg = (price - last) / last * 100 if last else 0 self.stock_tree.insert("", "end", iid=s.get("id"), values=( s.get("symbol", "-"), s.get("name", "-"), s.get("category", "-"), f"{price:,.2f}", f"{last:,.2f}", f"{chg:+.2f}%", s.get("volatility", "-"))) for stock_id, h in portfolio.items(): s = stock_by_id.get(stock_id, {}) qty = h.get("quantity", 0) avg = h.get("avgBuyPrice", 0) price = s.get("price", 0) value = qty * price profit = value - qty * avg self.portfolio_tree.insert("", "end", iid=stock_id, values=( s.get("symbol", "-"), s.get("name", "-"), qty, f"{avg:.2f}", f"{value:,.2f}", f"{profit:+,.2f}"))def main(): root = tk.Tk() try: ttk.Style().theme_use("vista") except tk.TclError: pass ViewerApp(root) root.mainloop()if __name__ == "__main__": main() |


