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 { resolveBreakthrough } from '../src/renderer/game/engine/runtime/Systems/cultivation'
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import { resolveRaid } from '../src/renderer/game/engine/runtime/Systems/combat'
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import { MAJORS } from '../src/renderer/game/data/realms'
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function busOf(w: World): string[] {
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const got: string[] = []
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w.out.push({
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onLog: () => undefined,
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onChronicle: () => undefined,
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onBattle: () => undefined,
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onPendingEvent: () => undefined,
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onGameOver: () => undefined,
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onFx: (em) => got.push(em.kind)
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})
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return got
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}
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describe('特效语义发射(引擎侧唯一源)', () => {
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it('突破成功 → spark(语义点,非文本正则)', () => {
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const w = World.create({ seed: 'fx-1', surname: '叶', familyName: '叶家', motto: 'm', difficulty: 'normal' })
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const got = busOf(w)
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const c = Object.values(w.state.members)[0]!
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c.realm = { major: 'qi', minor: MAJORS.qi.minorLayers - 1 }
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c.realmProgress = 100
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c.health = 100
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resolveBreakthrough(w, c, 99) // 必成
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expect(got).toContain('spark')
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})
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it('劫掠大胜 → blade;劫掠失利 → pulse', () => {
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const w = World.create({ seed: 'fx-2', surname: '柳', familyName: '柳家', motto: 'm', difficulty: 'normal' })
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const got = busOf(w)
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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const team = [w.state.members['x1']!, w.state.members['x2']!, w.state.members['x3']!, w.state.members['x4']!]
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for (const c of team) {
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c.realm = { major: 'spirit', minor: 0 }
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c.health = 100
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}
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resolveRaid(w, npcId, team)
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expect(got).toContain('blade')
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})
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it('灾年 → 世界脉冲(tick 触发但有节奏)', () => {
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const w = World.create({ seed: 'fx-3', surname: '陆', familyName: '陆家', motto: 'm', difficulty: 'normal' })
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const got = busOf(w)
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// 直接冒烟:任意 tick 不应抛错;特效只当事件发生才发
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for (let i = 0; i < 12; i++) w.advanceMonth()
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expect(got.filter((k) => k === 'pulse').length).toBeGreaterThanOrEqual(0)
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})
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})
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