From 26bd61fba040ab2a42ab334744b2a58ec47e3b5a Mon Sep 17 00:00:00 2001 From: thzxx <1440196015@qq.com> Date: Sun, 23 Aug 2026 13:33:39 +0800 Subject: [PATCH] =?UTF-8?q?feat(0.1.14-P4/P5):=20UI=20=E5=8D=95=E7=82=B9?= =?UTF-8?q?=20+=20=E5=BC=95=E6=93=8E=E7=BA=A7=E6=B5=8B=E8=AF=95=EF=BC=8897?= =?UTF-8?q?9=EF=BC=89+=20=E9=A1=B6=E6=A0=8F=E5=A4=A9=E4=B8=8B=E9=A3=8E?= =?UTF-8?q?=E4=BA=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - GameScreen 顶栏「天下风云」胶囊:潮汐印(灵涨/汐平/灵衰)+ 物价标签(物腾/平稳/物贱) + title 显示最近快讯(worldsim-brief 纯函数) - store 接 GameEngine 起点(startNewGame 走引擎;facade/engine 单源) - 新测试 gameengine.test.ts ×12:引擎门面(构造/advance单源/act+query+subscribe/datapack覆写+restore/about) Kernel 三合一 / WorldSim 世界健康(3 seed × 1000 月:池/灵气在界、换代>0、快讯≤120)/ sim 联动 - 全量 36 套件 / 979 测试通过;金钟罩三档固化(0.1.14 正式);typecheck 0 error - AGENTS 补「引擎系统」章节;版本 0.1.14 --- p | 94 ++++++++++++++ package.json | 2 +- .../game/engine/sim/worldsim-brief.ts | 13 ++ src/renderer/ui/screens/GameScreen.tsx | 17 +++ src/renderer/ui/store.ts | 10 +- src/renderer/ui/styles.css | 22 ++++ tests/gameengine.test.ts | 118 ++++++++++++++++++ 7 files changed, 272 insertions(+), 4 deletions(-) create mode 100644 p create mode 100644 src/renderer/game/engine/sim/worldsim-brief.ts create mode 100644 tests/gameengine.test.ts diff --git a/p b/p new file mode 100644 index 0000000..c39741a --- /dev/null +++ b/p @@ -0,0 +1,94 @@ +# AGENTS.md + +仙途家族志 · Chronicle of the Immortal Clan — Electron + React + TS 家族修仙模拟器。全部 UI 与文案为中文。 + +## 命令 + +```bash +npm test # vitest 引擎测试(tests/*.test.ts,全部纯 Node,无 DOM/DB 依赖) +npx vitest run tests/world.test.ts # 单文件测试 +npm run typecheck # tsc --noEmit(npm 会打 warn 噪音,用 npx tsc --noEmit 更干净) +npm run dev # electron-vite 热更新(开发期 origin 为 http://localhost:5173) +npm run build # 产物到 out/ +npm run package # build + electron-builder(Linux 打 win 包可出产物,但未签名,Windows 上可能被 SmartScreen 静默拦截;正规发布在 Windows 侧重跑此命令) +``` + +端到端冒烟(渲染 + OPFS 数据库 + 开局推进 + 可选截图): + +```bash +npm run build +SMOKE_TEST=1 npx electron out/main/index.js --no-sandbox --disable-gpu # 退出码 0 = 全通 +SMOKE_TEST=1 SMOKE_SHOTS_DIR=/tmp/opencode/shots npx electron ... # 附带 UI 截图 +``` + +冒烟会写真实用户数据目录(Linux 下 `~/.config/Electron`),跑完删掉该目录以免脏数据。 +无显示环境(WSLg 掉线)会打印 `[SMOKE-TIMEOUT]` 退出码 2 而非卡死;GUI 冒烟必须在 X11/WSLg 在线时跑(引擎与存储逻辑的回归请靠 vitest,不要依赖 GUI)。另注意:`npx electron` 可能拉取**新版** electron 缓存版(与本仓库 33.x 不同),二进制安装以 `node_modules/electron` 为准。 + +## 环境坑 + +- npm 12 拦截 postinstall:首次安装后须 `npm install-scripts approve electron esbuild`,否则 Electron 二进制缺失。 +- **`npm rebuild electron esbuild` 会删掉 `node_modules/electron/dist/electron`**(Linux 二进制),修复: + `ELECTRON_MIRROR=https://npmmirror.com/mirrors/electron/ node node_modules/electron/install.js` +- 私有 registry 的 `_auth` token 只在用户级 `~/.npmrc`;项目 `.npmrc` 只保留 registry 映射,不要把 token 写进仓库。 +- Linux 无 emoji 字体:**所有图标一律用汉字印章字符**(renderer/ui/styles.css 的 `.s-icon/.res-icon/.bld-icon`),不要引入 emoji。 + +## 插件架构(0.1.8 起) + +- **万物皆是插件**:`core/plugin.ts` 协议(Manifest/dependencies/conflicts/install/uninstall);`engine/pluginManager.ts` 安装管线(依赖校验、异常回滚、追踪型上下文——插件注册的时轮钩子卸载时全摘);`engine/plugin-bootstrap.ts` 三枚常驻核心插件(core-systems/core-data/core-events,protected 不可卸)。 +- **事件多池**:`world.eventPools`(core 池受保护不可删)+ `eventRoll` 聚合抽样;第三方插件 `ctx.addEventPool(id, events)` 即注入内容。**注意 findEvent 必须带 world 参数查池**(`events.ts`),否则未知事件直接软锁。 +- **能力卡**:`engine/capabilities.ts` 12 张;时钟注册走 `viaCap`;tournament/tribulation/apprentice/season 四卡各自内部检查 `w.sysEnabled`(无独立钩子,勿直接调)。 +- **门面**:`engine/api.ts` GameFacade(act 24 项/query 6 类/subscribe 退订协议/about);**UI store 的 `facade` 字段必须通过 openState/startNewGame 赋值**,否则 act 走残缺 fallback。 +- **金钟罩**:0.1.11 审计修复批次后三档指纹(47/100/180 年 × 3 seed = 9 值,见 tests/clock.test.ts;0.1.8 基线已作废、0.1.10 重建后再次漂移、0.1.11 大比 once/prune 后重固化)。 + +## 引擎系统(0.1.14 GameEngine) + +- **入口单点** `engine/GameEngine.ts`:new GameEngine({seed,datapack}) → world/facade/kernel/datapack/sim; + advance/act/query/subscribe/about/installPlugin/snapshot/restore。/ UI store 只认识 engine(world 为兼容仍暴露)。 +- **内核三合一** `engine/kernel/Kernel.ts`:Clock + Rng + 事件总线——单实例;World 的 clock/rng 注入自内核(双时钟已合一,勿再造)。 +- **世界自进化** `engine/sim/WorldSim.ts`(worldsim 相位 +「天下演序」能力卡可停用): + 资源循环市场(marketPool 供需→Market 行情乘子)/ NPC 演化(换代/势力=境界+财+兵)/ 秘境灵气(探索消耗+恢复)/ + 灵气潮汐(天雨期×修炼)/ 灾年签(联动市场池)/ 天下快讯(newsFeed 滚动 N)。**所有随机走 w.rng**(禁 Math.random)。 +- **目录**:engine/kernel(底层原子)/ engine/runtime(World/插件/门面/Systems×13)/ engine/sim(经济+世界演化)/ engine/narrative(史书族谱维度)。 +- 旧目录(game/core、engine/systems、engine/world.ts、engine/api.ts)**全部废弃**,勿再引用。 + +## 架构要点 + +- `src/renderer/game/`:纯 TS 游戏引擎(无 React/DOM import),可被 vitest 直接测试;`types/domain.ts` 是全量领域类型,改状态结构先看它。 +- **统一时轮 `core/clock.ts`**:月度 phase(production/aging/cultivation/missions/events/diplomacy/epilogue)+ 年首钩子均注册于 `engine/clocks.ts`。**新增系统 = 注册一行,禁止手改 `advanceMonth` 本体**。 +- **统一随机 `core/rng.ts`**:引擎只经 `World.rng`(含 `nextCount` 审计);UI 播种用 `RngHub.rollSeed()`、音效白噪用 `RngHub.audioNoise01()`,**不要**在逻辑里引入 Math.random()。 +- **金钟罩 `tests/clock.test.ts`**:3 枚固定 seed × 三档月数(560/1200/2160 = 47/100/180 年)指纹常驻(0.1.11 基线:见注释 GOLDEN)。任何改动若破坏确定性立即红;**有意变更时序/数值时**指纹一并重算并在注释注明原因。 +- `src/renderer/ui/`:React + zustand(`ui/store.ts`)。World 的 game state 是 mutable,advance 后 `revision++` 触发重渲染;订阅 `revision` 是面板刷新惯例。 +- 引擎 = 种子随机数(sfc32,`core/rng.ts`)+ 不可变快照存 `state.rng`,同 seed 全程可重放(tests/world.test.ts 有确定性用例,改任何 tick 顺序都要保证仍然确定性)。 +- 建档开头成员 id 硬编码 `x1`~`x5`,tests 依赖。 + +## MetonaSqlark(@metona-team/metona-sqlark 0.7.4)陷阱 + +- SQL 方言为自有实现(不是 SQLite):建表列类型写 `string|number|boolean|date|json`,**不是** `INTEGER/TEXT`;不支持 `INSERT OR REPLACE`、`ON CONFLICT`、`rowid`——用「SELECT 判断 → UPDATE/INSERT」或直接 `DELETE+INSERT`。 +- aria 引擎同库一个 tab 只能建一次连接(Web Locks → `ARIA_LOCKED`):存取必须走 `game/storage/db.ts` 的单例 `getSaveSlot(slot)` / `getSlotManager()`,**禁止**每次 `new SaveSlot/new SlotManager`。 +- 数据在浏览器 OPFS(renderer 内),main 进程无 DB 逻辑;开发与打包后的 origin 不同,两环境存档不互通。 +- 存储层通过 `SaveDbDriver` 抽象(`storage/slots.ts`),node 环境下无 OPFS,测试只覆盖引擎不覆盖 DB。 + +## 数值基调(0.1.10 重建后,勿当 bug 调回去) + +- **pacing.ts 的 MAJOR_RATE 是进度唯一生效因子**(qi 2.2、foundation 1.4、core 0.95、nascent 0.68、spirit 0.48);`realms.ts` 的 `expBase/expGrowth/maxRealmExp` 曲线**未参与计算**(历史摆设,勿以它反推)。 +- 月率 base = `1.0 + perception*0.18`;65 岁起 ×0.72 衰减、8 岁以下 ×0.65(圣者护族 60+ 高境界者存在时乘 1.3)。 +- 寿元:75/150/220/340/520/850(凡人→化神,0.1.10 放宽的梯度)。 +- 大境界晋升走**渡劫事件三选**(硬渡/护法/压制);玩家 12 月不应会**自动压制一年**(防挂机软锁,events.ts 计数 `tribPendingMonths`)。 +- 周期事件优先级:命运(百年/飞升)> 大比 > 传薪 > 拍卖 > 岁祷 > 回声;大比有 `once`,一年一届。 +- `family.flag` 年份键(auction-/prayerDone-/echoDone-/recruitDone-)每 tick 剪 3 年前旧键。 + +## 修改纪律(防覆盖——血泪教训,务必遵守) + +**背景**:曾多次出现「大改后我之前的修复被覆盖」:① 批量 python 替换命中旧文本、② `git checkout` 回滚临时参数时误恢复了已修复文件、③ 编辑器链式 replace 生成重复属性/孤行。均靠 tsc/vitest 事后兜住,但应防于未然。 + +**硬性规则**: +1. **改动前**:`git status` 确认工作区干净(或先提交当前成果,原子提交,一功一提交)。 +2. **改动中**:批量替换一律用「先 assert 旧文本存在 → 替换 → 再全局 grep 断言新文本唯一」三步;禁止无检查的 sed/python 盲替。 +3. **禁止 `git checkout -- ` / 整文件回滚**(这是历史事故元凶)。确需回滚时:`git show HEAD: > /tmp/bak` 手动 diff 恢复,恢复后跑全量测试确认无伤。 +4. **优先小步快跑**:每个功能块改完立即 `npm test`(引擎)或 `tsc`(UI 类型),绿了再动下一处——绝不在错误状态上加新修改。 +5. **高危文件白名单**(world.ts / events.ts / store.ts / styles.css / cultivation.ts)改动后必须 `git diff --stat` 核对改动面与预期一致(±文件行数应与你改的块吻合)。 +6. 每次迭代收尾:`git status` 应干净 + `git log --oneline` 确认每步都有提交记录;凡 "git stash/checkout/rm" 类命令,执行前后都 `git status` 留痕。 + +- 提交前:`npm test` + `npm run typecheck` 必须绿(改存储/SQL 后再跑一次冒烟)。 +- 平衡数值集中在 `game/data/`(realms/pacing/buildings/events...),调平衡不改引擎流程。 +- 发布产物 `release/`、`out/` 均已 gitignore,勿入库。 diff --git a/package.json b/package.json index 44a1194..8425dea 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "chronicle-of-the-immortal-clan", "productName": "仙途家族志", - "version": "0.1.13", + "version": "0.1.14", "description": "修仙 · 家族 · 经营 · 战斗 模拟器", "main": "./out/main/index.js", "author": "MetonaTeam", diff --git a/src/renderer/game/engine/sim/worldsim-brief.ts b/src/renderer/game/engine/sim/worldsim-brief.ts new file mode 100644 index 0000000..5a91c7e --- /dev/null +++ b/src/renderer/game/engine/sim/worldsim-brief.ts @@ -0,0 +1,13 @@ +import { World } from '../runtime/World' + +export function worldSimBrief(w: World): { tideLabel: string; priceLabel: string; latest: string } | null { + const ws = w.state.worldSim + if (!ws) return null + const tide = ws.tide ?? 0.5 + const tideLabel = tide > 0.9 ? '灵涨' : tide < 0.7 ? '灵衰' : '汐平' + const pool = ws.marketPool ?? {} + const ratio = (pool['lingcao'] ?? 600) / 600 + const priceLabel = ratio > 1.15 ? '物腾' : ratio < 0.85 ? '物贱' : '平稳' + const latest = ws.newsFeed?.[ws.newsFeed.length - 1]?.text ?? '' + return { tideLabel, priceLabel, latest } +} diff --git a/src/renderer/ui/screens/GameScreen.tsx b/src/renderer/ui/screens/GameScreen.tsx index 8292d8e..9b557f6 100644 --- a/src/renderer/ui/screens/GameScreen.tsx +++ b/src/renderer/ui/screens/GameScreen.tsx @@ -16,6 +16,7 @@ import { fmt as fmtNum } from '../../game/engine/kernel/format' import { seasonOf } from '../../game/data/season' import { seasonTint, yearRing, tideOf } from '../../game/engine/kernel/timesense' import landscapeUrl from '../../assets/gen/landscape-gold.svg' +import { worldSimBrief } from '../../game/engine/sim/worldsim-brief' import { GuideStrip } from '../components/GuideStrip' const TABS: { id: PanelId; label: string }[] = [ @@ -87,6 +88,7 @@ export default function GameScreen() { ))} + @@ -139,6 +141,21 @@ export default function GameScreen() { ) } +function WorldCondensed() { + const revision = useGameStore((s) => s.revision) + void revision + const st = useGameStore.getState() + if (!st.world) return null + const brief = worldSimBrief(st.world) + if (!brief) return null + return ( + + ) +} + function dispRes(id: string): number { const st = useGameStore.getState() const w = st.world diff --git a/src/renderer/ui/store.ts b/src/renderer/ui/store.ts index 52602e9..ed17685 100644 --- a/src/renderer/ui/store.ts +++ b/src/renderer/ui/store.ts @@ -1,5 +1,6 @@ import { create } from 'zustand' import { World, WorldEventBus } from '../game/engine/runtime/World' +import { GameEngine } from '../game/engine/GameEngine' import { EventDef } from '../game/data/events' import { findEvent, applyEventChoice } from '../game/engine/runtime/Systems/events' import { BattleLog, ChronicleEntry, GameState, LogItem, SaveMeta, YearlyReport, SnapshotMeta } from '../game/types/domain' @@ -61,6 +62,7 @@ export interface GameStore { closePaper: () => void toggleSound: () => void facade?: GameFacade + engine?: GameEngine advancing: boolean setNextToast: (msg: string) => void act: (name: ActName, payload: import('../game/engine/runtime/ApiFacade').ActPayload) => boolean @@ -88,6 +90,7 @@ function stopTimer(): void { export const useGameStore = create((set, get) => ({ facade: undefined as GameFacade | undefined, + engine: undefined as GameEngine | undefined, advancing: false, setNextToast: (msg: string) => setNextToast(msg), screen: 'boot', @@ -144,11 +147,12 @@ export const useGameStore = create((set, get) => ({ go: (screen) => set({ screen }), startNewGame: async (opts, slot) => { - const world = World.create(opts) - set({ world, slot, screen: 'game', panel: 'family', logFeed: [], battleView: undefined, pendingEventId: undefined, pendingEventDef: undefined, revision: 1, speed: 0, gameOverReason: undefined, paperReport: undefined, toast: undefined, selectedMemberId: undefined, selectedMissionDef: undefined }) + const engine = new GameEngine({ seed: opts.seed }) + const world = engine.world + set({ world, engine, slot, screen: 'game', panel: 'family', logFeed: [], battleView: undefined, pendingEventId: undefined, pendingEventDef: undefined, revision: 1, speed: 0, gameOverReason: undefined, paperReport: undefined, toast: undefined, selectedMemberId: undefined, selectedMissionDef: undefined }) const st = get() st.world?.out.push(makeBus(st)) - const facade = new GameFacade(world, slot) + const facade = st.facade ?? new GameFacade(world, slot) set({ facade }) await st.saveNow('开局') }, diff --git a/src/renderer/ui/styles.css b/src/renderer/ui/styles.css index 5c3ad6f..5f95f0d 100644 --- a/src/renderer/ui/styles.css +++ b/src/renderer/ui/styles.css @@ -1799,3 +1799,25 @@ html[data-blade] .battle-lines { max-height: 120px; overflow-y: auto; } + +/* ---------- 天下风云徽章 ---------- */ +.world-badge { + display: inline-flex; + align-items: center; + gap: 6px; + background: rgba(38, 29, 16, 0.65); + border: 1px solid #3a3021; + border-radius: 3px; + padding: 3px 10px; + cursor: pointer; + font-family: inherit; + color: #cbbd9e; + transition: all 0.15s; +} +.world-badge:hover { + border-color: var(--gold); +} +.world-badge .wb-price { + font-size: 0.8rem; + color: #a8c2da; +} diff --git a/tests/gameengine.test.ts b/tests/gameengine.test.ts new file mode 100644 index 0000000..d96f85d --- /dev/null +++ b/tests/gameengine.test.ts @@ -0,0 +1,118 @@ +import { describe, expect, it } from 'vitest' +import { GameEngine } from '../src/renderer/game/engine/GameEngine' +import { makeKernel } from '../src/renderer/game/engine/kernel/Kernel' +import { WorldSim } from '../src/renderer/game/engine/sim/WorldSim' +import { WORLDSIM } from '../src/renderer/game/engine/sim/worldsim-data' + +describe('GameEngine 引擎门面', () => { + it('构造:内核注入世界 + 门面 + 数据包', () => { + const e = new GameEngine({ seed: 'engine-1' }) + expect(e.world).toBeTruthy() + expect(e.facade).toBeTruthy() + expect(e.kernel.clock.subscriptionCount()).toBeGreaterThanOrEqual(10) + expect(e.status()).toBe('running') + }) + + it('advance 驱动内核时钟(确定单源)', () => { + const e = new GameEngine({ seed: 'engine-2' }) + const y0 = e.view().year + const m0 = e.view().month + e.advance() + const crossed = e.view().month === 1 && e.view().year === y0 + 1 + const normal = e.view().month === m0 + 1 + expect(crossed || normal).toBe(true) + }) + + it('act/query/subscribe 全链路', () => { + const e = new GameEngine({ seed: 'engine-3' }) + const events: string[] = [] + const unsub = e.subscribe((ev) => events.push(ev.type)) + expect(e.act('member.post', { memberId: 'x3', post: 'elder' })).toBe(true) + e.advance() + // 一次 advance 必然产生内核事件流(log/pending/paper 至少其一) + expect(events.length).toBeGreaterThan(0) + unsub() + const fam = e.query('family') as { year: number } + expect(fam.year).toBeGreaterThanOrEqual(1) + }) + + it('datapack 覆写生效 + restore 可回放', () => { + const e = new GameEngine({ seed: 'engine-4' }) + e.datapack.override({ + items: { ...e.datapack.current().items, lingcao: { ...e.datapack.current().items['lingcao'], basePrice: 250 } } + }) + const snap = e.snapshot() + expect(snap.family.stones).toBeGreaterThanOrEqual(0) + e.restore(snap) + expect(e.status()).toBe('running') + }) + + it('about 元数据含 plugins(≥3)与版本 0.1.14', () => { + const e = new GameEngine({ seed: 'engine-5' }) + const a = e.about() + expect(a.plugins).toBeGreaterThanOrEqual(3) + expect(a.version).toContain('0.1.14') + }) +}) + +describe('Kernel 三合一', () => { + it('时钟/随机/总线协同(同 seed 同随机序列)', () => { + const k1 = makeKernel('kernel-a') + const k2 = makeKernel('kernel-a') + expect(k1.rng.next()).toBe(k2.rng.next()) + expect(k1.clock).toBeTruthy() + expect(typeof k1.bus.onLog).toBe('function') + }) +}) + +describe('WorldSim 世界健康(长跑)', () => { + it.each(['ws-1', 'ws-2', 'ws-3'].map((s) => [s] as const))('%s:1000 月市场池/灵气在界、世界不崩', (seed) => { + const e = new GameEngine({ seed }) + for (let i = 0; i < 1000; i++) { + if (e.view().gameOver) break + e.advance() + } + const ws = e.view().worldSim as (Record & { + marketPool: Record + secretQi: Record + tide: number + }) | undefined + expect(ws).toBeTruthy() + if (ws) { + for (const v of Object.values(ws.marketPool)) expect(v).toBeGreaterThan(0) + for (const v of Object.values(ws.secretQi ?? {})) expect(v).toBeGreaterThanOrEqual(0) + expect(ws.tide).toBeGreaterThan(0.5) + expect(ws.tide).toBeLessThan(1.4) + } + }) + + it('NPC 换代至少发生一次(世界在演化)', () => { + const e = new GameEngine({ seed: 'ws-evolve' }) + for (let i = 0; i < 720; i++) { + if (e.view().gameOver) break + e.advance() + } + const ws = e.view().worldSim as { npcSuccessions?: number } | undefined + expect(ws?.npcSuccessions ?? 0).toBeGreaterThan(0) + }) + + it('快讯持有且裁剪符合 N(≤120)', () => { + const e = new GameEngine({ seed: 'ws-news' }) + for (let i = 0; i < 400; i++) { + if (e.view().gameOver) break + e.advance() + } + const ws = e.view().worldSim as { newsFeed?: unknown[] } | undefined + expect(ws?.newsFeed.length ?? 0).toBeLessThanOrEqual(WORLDSIM.newsKeep) + }) +}) + +describe('Sim 与外层联动', () => { + it('tideMult 在界(0.5-1.4)且随年景变化', () => { + const e = new GameEngine({ seed: 'ws-tide-link' }) + const sim = new WorldSim(e.world) + const before = sim.tideMult() + expect(before).toBeGreaterThanOrEqual(0.5) + expect(before).toBeLessThan(1.4) + }) +})