feat(0.1.14-P4/P5): UI 单点 + 引擎级测试(979)+ 顶栏天下风云
- 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
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# AGENTS.md
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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。
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## 命令
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```bash
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npm test # vitest 引擎测试(tests/*.test.ts,全部纯 Node,无 DOM/DB 依赖)
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npx vitest run tests/world.test.ts # 单文件测试
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npm run typecheck # tsc --noEmit(npm 会打 warn 噪音,用 npx tsc --noEmit 更干净)
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npm run dev # electron-vite 热更新(开发期 origin 为 http://localhost:5173)
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npm run build # 产物到 out/
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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)
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```
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端到端冒烟(渲染 + OPFS 数据库 + 开局推进 + 可选截图):
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```bash
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npm run build
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SMOKE_TEST=1 npx electron out/main/index.js --no-sandbox --disable-gpu # 退出码 0 = 全通
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SMOKE_TEST=1 SMOKE_SHOTS_DIR=/tmp/opencode/shots npx electron ... # 附带 UI 截图
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```
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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。
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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。
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## 环境坑
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- 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。
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- **`npm rebuild electron esbuild` 会删掉 `node_modules/electron/dist/electron`**(Linux 二进制),修复:
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`ELECTRON_MIRROR=https://npmmirror.com/mirrors/electron/ node node_modules/electron/install.js`
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- 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。
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- 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。
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## 插件架构(0.1.8 起)
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- **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)。
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- **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。
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- **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)。
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- **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。
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- **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)。
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## 引擎系统(0.1.14 GameEngine)
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- **入口单点** `engine/GameEngine.ts`:new GameEngine({seed,datapack}) → world/facade/kernel/datapack/sim;
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advance/act/query/subscribe/about/installPlugin/snapshot/restore。/ UI store 只认识 engine(world 为兼容仍暴露)。
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- **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)。
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- **世界自进化** `engine/sim/WorldSim.ts`(worldsim 相位 +「天下演序」能力卡可停用):
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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)/
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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)。
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- **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)。
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- 旧目录(game/core、engine/systems、engine/world.ts、engine/api.ts)**全部废弃**,勿再引用。
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## 架构要点
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- `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。
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- **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**。
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- **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()。
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- **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。
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- `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。
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- 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)。
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- 建档开头成员 id 硬编码 `x1`~`x5`,tests 依赖。
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## MetonaSqlark(@metona-team/metona-sqlark 0.7.4)陷阱
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- 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`。
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- 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`。
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- 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。
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- 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。
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## 数值基调(0.1.10 重建后,勿当 bug 调回去)
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- **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)。
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- 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)。
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- 寿元:75/150/220/340/520/850(凡人→化神,0.1.10 放宽的梯度)。
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- 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`)。
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- 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。
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- `family.flag` 年份键(auction-/prayerDone-/echoDone-/recruitDone-)每 tick 剪 3 年前旧键。
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## 修改纪律(防覆盖——血泪教训,务必遵守)
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**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。
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**硬性规则**:
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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)。
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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。
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3. **禁止 `git checkout -- <file>` / 整文件回滚**(这是历史事故元凶)。确需回滚时:`git show HEAD:<file> > /tmp/bak` 手动 diff 恢复,恢复后跑全量测试确认无伤。
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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。
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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)。
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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。
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- 提交前:`npm test` + `npm run typecheck` 必须绿(改存储/SQL 后再跑一次冒烟)。
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- 平衡数值集中在 `game/data/`(realms/pacing/buildings/events...),调平衡不改引擎流程。
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- 发布产物 `release/`、`out/` 均已 gitignore,勿入库。
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+1
-1
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{
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{
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"name": "chronicle-of-the-immortal-clan",
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"name": "chronicle-of-the-immortal-clan",
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"productName": "仙途家族志",
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"productName": "仙途家族志",
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"version": "0.1.13",
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"version": "0.1.14",
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"description": "修仙 · 家族 · 经营 · 战斗 模拟器",
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"description": "修仙 · 家族 · 经营 · 战斗 模拟器",
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"main": "./out/main/index.js",
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"main": "./out/main/index.js",
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"author": "MetonaTeam",
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"author": "MetonaTeam",
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import { World } from '../runtime/World'
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export function worldSimBrief(w: World): { tideLabel: string; priceLabel: string; latest: string } | null {
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const ws = w.state.worldSim
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if (!ws) return null
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const tide = ws.tide ?? 0.5
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const tideLabel = tide > 0.9 ? '灵涨' : tide < 0.7 ? '灵衰' : '汐平'
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const pool = ws.marketPool ?? {}
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const ratio = (pool['lingcao'] ?? 600) / 600
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const priceLabel = ratio > 1.15 ? '物腾' : ratio < 0.85 ? '物贱' : '平稳'
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const latest = ws.newsFeed?.[ws.newsFeed.length - 1]?.text ?? ''
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return { tideLabel, priceLabel, latest }
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}
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@@ -16,6 +16,7 @@ import { fmt as fmtNum } from '../../game/engine/kernel/format'
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import { seasonOf } from '../../game/data/season'
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import { seasonOf } from '../../game/data/season'
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import { seasonTint, yearRing, tideOf } from '../../game/engine/kernel/timesense'
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import { seasonTint, yearRing, tideOf } from '../../game/engine/kernel/timesense'
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import landscapeUrl from '../../assets/gen/landscape-gold.svg'
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import landscapeUrl from '../../assets/gen/landscape-gold.svg'
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import { worldSimBrief } from '../../game/engine/sim/worldsim-brief'
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import { GuideStrip } from '../components/GuideStrip'
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import { GuideStrip } from '../components/GuideStrip'
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const TABS: { id: PanelId; label: string }[] = [
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const TABS: { id: PanelId; label: string }[] = [
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</div>
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</div>
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))}
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))}
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</div>
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</div>
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<WorldCondensed />
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<button className="btn btn-sm" title="手动存点" onClick={() => void saveNow()}>存</button>
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<button className="btn btn-sm" title="手动存点" onClick={() => void saveNow()}>存</button>
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</div>
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</div>
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<UrgentBadges />
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<UrgentBadges />
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)
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)
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}
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}
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function WorldCondensed() {
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const revision = useGameStore((s) => s.revision)
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void revision
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const st = useGameStore.getState()
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if (!st.world) return null
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const brief = worldSimBrief(st.world)
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if (!brief) return null
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return (
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<button className="world-badge" title={`潮汐${brief.tideLabel} · 物价${brief.priceLabel} · 快讯:${brief.latest ?? ''}`}>
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<span className="seal">{brief.tideLabel}</span>
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<span className="wb-price">{brief.priceLabel}</span>
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</button>
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)
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}
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function dispRes(id: string): number {
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function dispRes(id: string): number {
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const st = useGameStore.getState()
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const st = useGameStore.getState()
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const w = st.world
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const w = st.world
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@@ -1,5 +1,6 @@
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import { create } from 'zustand'
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import { create } from 'zustand'
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import { World, WorldEventBus } from '../game/engine/runtime/World'
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import { World, WorldEventBus } from '../game/engine/runtime/World'
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import { GameEngine } from '../game/engine/GameEngine'
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import { EventDef } from '../game/data/events'
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import { EventDef } from '../game/data/events'
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import { findEvent, applyEventChoice } from '../game/engine/runtime/Systems/events'
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import { findEvent, applyEventChoice } from '../game/engine/runtime/Systems/events'
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import { BattleLog, ChronicleEntry, GameState, LogItem, SaveMeta, YearlyReport, SnapshotMeta } from '../game/types/domain'
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import { BattleLog, ChronicleEntry, GameState, LogItem, SaveMeta, YearlyReport, SnapshotMeta } from '../game/types/domain'
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@@ -61,6 +62,7 @@ export interface GameStore {
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closePaper: () => void
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closePaper: () => void
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toggleSound: () => void
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toggleSound: () => void
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facade?: GameFacade
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facade?: GameFacade
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engine?: GameEngine
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advancing: boolean
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advancing: boolean
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setNextToast: (msg: string) => void
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setNextToast: (msg: string) => void
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act: (name: ActName, payload: import('../game/engine/runtime/ApiFacade').ActPayload) => boolean
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act: (name: ActName, payload: import('../game/engine/runtime/ApiFacade').ActPayload) => boolean
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@@ -88,6 +90,7 @@ function stopTimer(): void {
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export const useGameStore = create<GameStore>((set, get) => ({
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export const useGameStore = create<GameStore>((set, get) => ({
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facade: undefined as GameFacade | undefined,
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facade: undefined as GameFacade | undefined,
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engine: undefined as GameEngine | undefined,
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advancing: false,
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advancing: false,
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setNextToast: (msg: string) => setNextToast(msg),
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setNextToast: (msg: string) => setNextToast(msg),
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screen: 'boot',
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screen: 'boot',
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@@ -144,11 +147,12 @@ export const useGameStore = create<GameStore>((set, get) => ({
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go: (screen) => set({ screen }),
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go: (screen) => set({ screen }),
|
||||||
|
|
||||||
startNewGame: async (opts, slot) => {
|
startNewGame: async (opts, slot) => {
|
||||||
const world = World.create(opts)
|
const engine = new GameEngine({ seed: opts.seed })
|
||||||
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 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()
|
const st = get()
|
||||||
st.world?.out.push(makeBus(st))
|
st.world?.out.push(makeBus(st))
|
||||||
const facade = new GameFacade(world, slot)
|
const facade = st.facade ?? new GameFacade(world, slot)
|
||||||
set({ facade })
|
set({ facade })
|
||||||
await st.saveNow('开局')
|
await st.saveNow('开局')
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -1799,3 +1799,25 @@ html[data-blade] .battle-lines {
|
|||||||
max-height: 120px;
|
max-height: 120px;
|
||||||
overflow-y: auto;
|
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;
|
||||||
|
}
|
||||||
|
|||||||
@@ -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<string, unknown> & {
|
||||||
|
marketPool: Record<string, number>
|
||||||
|
secretQi: Record<string, number>
|
||||||
|
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)
|
||||||
|
})
|
||||||
|
})
|
||||||
Reference in New Issue
Block a user