v0.1.18: 时代绘卷 + 特效入引擎(双主线完成,1002 测试破千)
【主线一:世界自演进深化《时代绘卷》】 - 世纪弧 era 状态机:盛世/平世/乱世/末法四态(ERA_CONF 全参数化)。 灾年概率×0.5~1.6、世界供需×0.7~1.25、拍卖概率×0.6~1.3、tide 偏置 ±0.09; ERA_DURA 控制转换节奏(15~45年),转移时史官快讯+log。世界有大节律了 - NPC 景气仓廪:npcDyn.prosperity(8~100)月结余——买卖+0.5~0.8、断供-2、灾年-3; >75 景气 power+1、<30 衰闷 power-1;换代焕新(55~75)。NPC 在过日子 - 蝴蝶效应:互攻胜率 power 加权(强者恒强)、打残广播(败家邻望-8/胜家+4); 玩家劫掠胜利/结盟直接写 NPC·NPC 关系网(-6/-3)——玩家行动推进世界历史 - 天下十年一鉴:每十年史官综述(灾/换代/行情/灵潮聚合,kind='annal') - 灾年↔秘境:灾年灵脉恢复减半(末法感) - WorldPanel 天下志:era 徽标(悬停描述)/史官十年鉴/群雄势衡柱状图/衰微标注 【主线二:特效系统并入引擎(架构升级)】 - WorldEventBus.onFx + Kernel 转发 + World.emitFx 语义发射(零 rng 消耗) - 12 个语义发射点:突破/化神/渡劫/劫掠胜负/遭遇战/拍卖/大比/灾年起散/换代 —— 取代 UI log 文本正则猜测(spark/blade 双源锁死) - makeBus 桥接 FxGate(kind→gate.emit),gate 挡位/密度/reduced 逻辑保留在 UI 【测试】1002 全绿(40 套件):fxqueue-semantic 3 例 + era-world 5 例; 金钟罩 0.1.18 基线固化(era/prosperity/蝴蝶效应受控变更)
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import { describe, expect, it } from 'vitest'
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import { World } from '../src/renderer/game/engine/runtime/World'
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import { ERA_CONF, WorldSimState } from '../src/renderer/game/engine/sim/worldsim-data'
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import { combatPowerOf } from '../src/renderer/game/engine/runtime/Systems/combat'
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describe('0.1.18 时代绘卷', () => {
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it('世纪弧状态机恒定在四态内且会转移', () => {
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const w = World.create({ seed: 'era-1', surname: '姜', familyName: '姜家', motto: 'm', difficulty: 'normal' })
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let seen = new Set<string>()
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let lastEra = ''
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for (let i = 0; i < 2400; i++) {
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if (w.state.gameOver) break
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w.advanceMonth()
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const ws = w.state.worldSim as WorldSimState
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const e = ws.era ?? 'pingshi'
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expect(Object.keys(ERA_CONF)).toContain(e)
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if (e !== lastEra) {
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seen.add(e)
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lastEra = e
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}
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}
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expect(seen.size).toBeGreaterThanOrEqual(2) // 200 年内至少转移过一次
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})
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it('NPC 景气存在且随断供/灾年受挫(值域 8~100)', () => {
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const w = World.create({ seed: 'era-2', surname: '路', familyName: '路家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < 600; i++) w.advanceMonth()
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const dyns = (w.state.worldSim as WorldSimState).npcDyn
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for (const d of Object.values(dyns)) {
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expect(d.prosperity).toBeGreaterThanOrEqual(8)
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expect(d.prosperity).toBeLessThanOrEqual(100)
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}
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})
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it('十年鉴每十年一条史官快讯', () => {
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const w = World.create({ seed: 'era-3', surname: '柴', familyName: '柴家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < 1200; i++) w.advanceMonth()
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const news = (w.state.worldSim as WorldSimState).newsFeed
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const annals = news.filter((r) => r.kind === 'annal')
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expect(annals.length).toBeGreaterThanOrEqual(3)
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expect(annals[0]!.text).toContain('史官')
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})
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it('玩家战力排位随局势变化(群雄谱输入有效)', () => {
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const w = World.create({ seed: 'era-4', surname: '宋', familyName: '宋家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < 120; i++) w.advanceMonth()
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const myPower = w.aliveMembers().reduce((a, c) => a + combatPowerOf(w, c), 0)
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expect(myPower).toBeGreaterThan(0)
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})
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it('灾年时秘境恢复减半(灵脉闭锁)', () => {
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const w = World.create({ seed: 'era-5', surname: '吕', familyName: '吕家', motto: 'm', difficulty: 'normal' })
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w.advanceMonth() // 先实例化 worldSim(secretQi 各处 50)
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const ws = w.state.worldSim as WorldSimState
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if (!ws) throw new Error('worldSim 未初始化')
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// 钉死灾年后观察恢复量(此时灵气从 50 起,减值格 >70 规则不触发)
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ws.calamity = '旱灾'
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ws.calamityLeft = 3
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const before = ws.secretQi['m-anmoku'] ?? 50
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w.advanceMonth()
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const after = (w.state.worldSim as WorldSimState).secretQi['m-anmoku'] ?? 0
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expect(after - before).toBeLessThanOrEqual(3) // 灾年恢复 0.5x=1~2.5 上限
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})
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})
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