[Python 转载] (PC端)末世:我有一辆房车存档修改器
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铁柱资源网游戏助手游戏辅助[Python 转载] (PC端)末世:我有一辆房车存档修改器

[Python 转载] (PC端)末世:我有一辆房车存档修改器

游戏辅助傲轩小编2026-09-20 16:05:58705A+A-

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:

[Python] 纯文本查看 复制代码
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import os
import re
import json
import math
import shutil
import hashlib
import tkinter as tk
from tkinter import ttk, filedialog, messagebox
from datetime import datetime
 
DEFAULT_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 in keys:
        if isinstance(d, dict):
            = d.get(k, default)
        else:
            return default
    return d
 
 
def get_path(d, path, default=None):
    for in path:
        if isinstance(d, dict):
            = d.get(k, default)
        else:
            return default
    return d
 
 
def set_path(d, path, value):
    for in path[:-1]:
        nxt = d.get(k)
        if not isinstance(nxt, dict):
            nxt = {}
            d[k] = nxt
        = 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 - 2
 
 
def _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 else "false"
    if isinstance(x, int):
        return str(x)
    if x != or in (math.inf, -math.inf) or == 0:
        return "null" if (x != or in (math.inf, -math.inf)) else "0"
    neg = x < 0
    = abs(x)
    = repr(x)
    if "e" in or "E" in r:
        m, e = r.replace("E""e").split("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:
            = len(ip_l) - 1
            digits = ip_l + fp
        else:
            = len(fp) - len(fp.lstrip("0"))
            digits = fp.lstrip("0")
            = -- 1
    else:
        ip_l = r.lstrip("0"or "0"
        = len(ip_l) - 1
        digits = ip_l
    = len(digits)
    = + 1
    if k <= n <= 21:
        = digits + "0" * (n - k)
    elif 0 < n <= 21:
        = digits[:n] + "." + digits[n:]
    elif -6 < n <= 0:
        = "0." + "0" * (-n) + digits
    else:
        mant = digits[0+ ("." + digits[1:] if k > 1 else "")
        exp = - 1
        = f"{mant}e{'+' if exp >= 0 else '-'}{abs(exp)}"
    return ("-" if neg else "") + s
 
 
def _js_key_order(keys):
    idx, other = [], []
    for in keys:
        = _ARRAY_INDEX_RE.match(k)
        if and int(k) <= _ARRAY_INDEX_MAX:
            idx.append(k)
        else:
            other.append(k)
    idx.sort(key=int)
    other.sort()
    return idx + other
 
 
def _js_dumps(v):
    if is None:
        return "null"
    if isinstance(v, bool):
        return "true" if else "false"
    if isinstance(v, (intfloat)):
        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 in v) + "]"
    if isinstance(v, dict):
        return "{" + ",".join(
            json.dumps(k, ensure_ascii=False+ ":" + _js_dumps(v[k])
            for 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 and _is_obj(e)}
 
 
def _uniq_sorted(arr):
    if not isinstance(arr, list):
        return []
    return sorted({x for in arr if isinstance(x, strand 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"), stror not value.get("runId"):
        raise ValueError("progress.activeRun.runId is required")
    st = value.get("startedAt")
    if not (isinstance(st, (intfloat)) 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 in v]
    if not _is_obj(v):
        return v
    return {k: _stable(v[k]) for 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(820520)
        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(200self.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=(410))
        ttk.Button(sidebar, text="打开存档", command=self.open_file).pack(fill=tk.X, pady=(06))
        self.save_btn = ttk.Button(sidebar, text="保存回写", command=self._save, state="disabled")
        self.save_btn.pack(fill=tk.X, pady=(010))
        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=(100))
        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}    &#9888; 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 in get(self.data, "payload""progress""activeRun""gameState",
                     "transactionHistory", default=[]):
            if isinstance(t, dictand 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=(120), sticky="w")
        entry = ttk.Entry(win, width=32)
        entry.grid(row=0, column=1, padx=10, pady=(120))
        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
        = 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"0for 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 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"
                "&#9888; 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):
        = 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=Falseelse "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"], 10)
        self.stash_tree = self._make_tree(page, ["名称""数量""X""Y"], 11)
        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 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 in tree.get_children():
            tree.delete(i)
 
    def _aggregate(self, items):
        agg = {}
        for it in items:
            = it.get("defId")
            = it.get("quantity"0)
            if 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((00), 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=(122))
            row += 1
            for key, label in fields:
                ttk.Label(body, text=label).grid(row=row, column=0, sticky="w",
                                                 pady=2, padx=(420))
                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"], 10)
        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=(100))
        self.portfolio_tree = self._make_tree(page, ["代码""名称""数量""均价""市值""盈亏"], 30)
        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 in stocks:
            stock_by_id[s.get("id")] = s
            price = s.get("price"0)
            last = s.get("lastPrice"0or 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():
            = 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()


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