v0.1.0: 仙途家族志 · Chronicle of the Immortal Clan
家族模拟器首版:修仙/经营/战斗/外交/叙事全套系统 - Electron + React + TS + MetonaSqlark(aria+OPFS) - 水墨中国风 UI - 引擎种子随机、确定性可回放 - 19 项单元测试、端到端冒烟验证
This commit is contained in:
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import { World } from '../world'
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import { Character, BattleLog, NpcFamilyState } from '../../types/domain'
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import { basePower, describeRealm } from '../../data/realms'
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import { ARTIFACT_POWER } from '../../data/items'
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import { techniqueById } from '../../data/techniques'
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import { EnemyDef, LootDef } from '../../data/secrets'
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import { TECHNIQUES } from '../../data/techniques'
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import { traitBonuses } from '../pcgen'
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import { npcById } from '../../data/npcs'
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export function combatPowerOf(w: World, c: Character): number {
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if (!c.alive) return 0
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const base = basePower(c.realm)
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const stat = 1 + (c.perception + c.physique) / 32
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const tech = techniqueById(c.techniqueId)
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const techBonus = tech ? 1 + tech.powerBonus : 1
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const equip = c.equipment ? 1 + (ARTIFACT_POWER[c.equipment] ?? 0) : 1
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const trait = 1 + traitBonuses(c).windBonus
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const health = 0.5 + 0.5 * (c.health / 100)
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return round1(base * stat * techBonus * equip * trait * health)
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}
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function round1(n: number): number {
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return Math.round(n * 10) / 10
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}
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export function enemyPowerOf(enemy: EnemyDef, risk: number): number {
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const base = basePower({ major: enemy.realm, minor: 2 })
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return Math.round(base * enemy.strength * (1.05 + risk * 0.55))
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}
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export function npcPowerOf(npc: NpcFamilyState): number {
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return Math.round(npc.power)
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}
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export interface EncounterResult {
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win: boolean
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draw: boolean
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lines: string[]
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loot?: Record<string, number>
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losses: string[]
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}
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const WIN_DESC = [
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'你我咬紧牙关,剑光铺天盖地,那厮节节败退。',
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'阵中爆出一声大喝,众人齐攻要害,对方哀嚎退走。',
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'硬撼三合,杀得对方胆寒,丢下敌辎拽着尾巴逃了。'
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]
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const LOSE_DESC = [
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'对方攻势如潮,我方左支右绌,且战且退。',
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'眼睁睁瞧着族中子弟咳血倒地,只得弃了阵脚。',
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'护山大阵差点被轰裂,残兵败将忍着羞辱撤回。',
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'突袭来得隐秘,伤亡不小,幸好退路还在。'
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]
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const DRAW_DESC = [
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'杀了个天昏地暗,双方均伤,各自罢手。',
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'僵持半晌,天入暮色,双方收阵戒备而退。'
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]
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export function resolveEncounter(
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w: World,
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opts: {
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title: string
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enemy: EnemyDef
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risk: number
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team: Character[]
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kind: BattleLog['kind']
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year: number
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month: number
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}
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): EncounterResult {
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let team = 0
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for (const c of opts.team) team += combatPowerOf(w, c)
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const enemy = enemyPowerOf(opts.enemy, opts.risk)
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const jitter = w.rng.between(0.88, 1.12)
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const teamFinal = Math.round(team * jitter)
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const roll = w.rng.next()
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const win = teamFinal >= enemy * 1.08
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const lose = teamFinal < enemy * 0.82
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const draw = !win && !lose
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const year = opts.year
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const month = opts.month
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const names = opts.team.map((c) => c.name).join('、')
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const lines: string[] = []
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lines.push(`—— ${opts.title} ——`)
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lines.push(`${year}年${month}月,${names}遇上了【${opts.enemy.name}】。(敌势 ${enemy},我阵 ${teamFinal})`)
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if (win) {
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lines.push(`首战告捷:${w.rng.pick(WIN_DESC)}`)
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} else if (lose) {
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lines.push(`败象已成:${w.rng.pick(LOSE_DESC)}`)
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} else {
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lines.push(`来回缠斗:${w.rng.pick(DRAW_DESC)}`)
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}
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const loss: string[] = []
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for (const c of opts.team) {
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if (!c.alive || c.state === 'wounded') continue
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const severity = w.rng.next()
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if (!win) {
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if (severity < 0.1 && w.rng.chance(opts.risk * 0.08 + 0.02)) {
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c.alive = false
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c.deathYear = year
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c.deathCause = `战殁于${opts.enemy.name}之手`
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loss.push(`${c.name} 陨落`)
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w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true)
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} else if (severity < 0.45) {
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c.health = Math.max(1, c.health - 40 - w.rng.int(0, 25))
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c.state = 'wounded'
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loss.push(`${c.name} 重伤`)
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}
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} else if (w.rng.chance(0.12)) {
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c.health = Math.max(1, c.health - 20 - w.rng.int(0, 15))
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if (c.health < 35) c.state = 'wounded'
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loss.push(`${c.name} 轻伤`)
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}
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}
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let loot: Record<string, number> | undefined
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if (win) {
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loot = {}
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const res = opts.risk > 0.8 ? { lingkuang: [20, 60], lingcao: [15, 40] } : { lingcao: [10, 30], lingkuang: [5, 20] }
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for (const [k, r] of Object.entries(res)) {
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const v = w.rng.int(r[0], r[1])
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loot[k] = v
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w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
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}
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lines.push(`此战缴获:${Object.entries(loot).map(([k, v]) => `${itemName(k)} ×${v}`).join('、')}。`)
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}
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const result: EncounterResult = { win, draw, lines, loot, losses: loss }
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const log: BattleLog = {
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id: w.seq(),
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year,
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month,
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title: opts.title,
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kind: opts.kind,
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lines,
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winner: win ? 'player' : draw ? 'none' : 'enemy',
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loot,
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losses: loss
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}
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w.battle(log)
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return result
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}
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function itemName(id: string): string {
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const names: Record<string, string> = {
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lingcao: '灵草',
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lingkuang: '灵矿',
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beastcore: '兽核',
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stones: '灵石'
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}
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return names[id] ?? id
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}
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export function resolveRaid(
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w: World,
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npcId: string,
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team: Character[]
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): EncounterResult {
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const npc = w.state.npcFamilies[npcId]
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const def = npcById(npcId)
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const enemy: EnemyDef = {
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id: npcId,
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name: `${npc.name}的劫掠队`,
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realm: def.leaderRealm,
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strength: 0.9,
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icon: '袭',
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desc: def.desc
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}
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const risk = 0.55
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const res = resolveEncounter(w, {
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title: `${npc.name}来袭!`,
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enemy,
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risk,
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team,
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kind: 'war',
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year: w.state.year,
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month: w.state.month
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})
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if (res.win) {
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npc.relation = Math.min(60, npc.relation + 25)
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w.state.family.reputation += 6
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w.chronicle('battle', `击退${npc.name}的犯境,家族声威大振。`, undefined, true)
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} else if (!res.draw) {
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npc.relation = Math.max(-100, npc.relation - 15)
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const st = w.state.family.stones
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const lostFew = Math.min(st, Math.round(st * 0.25))
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w.state.family.stones -= lostFew
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if (lostFew > 0) w.log('bad', `宗族仓廪被劫掠,损失灵石 ${lostFew}。`)
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}
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return res
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}
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export function rollWarbooty(w: World, loot: LootDef): Record<string, number> {
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const result: Record<string, number> = {}
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for (const [k, r] of Object.entries(loot.resources)) {
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const v = w.rng.int(r[0], r[1])
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result[k] = v
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w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
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}
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if (loot.artifactChance && w.rng.chance(loot.artifactChance)) {
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const pool = ['weapon-fan', 'weapon-qi', 'weapon-ling']
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const a = w.rng.pick(pool)
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w.state.family.inventory[a] = (w.state.family.inventory[a] ?? 0) + 1
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result[a] = 1
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}
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if (loot.techniqueChance && w.rng.chance(loot.techniqueChance)) {
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const t = w.rng.pick(TECHNIQUES)
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w.state.family.techniques.push(t.id)
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result['tech'] = 1
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}
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return result
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}
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@@ -0,0 +1,134 @@
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import { World } from '../world'
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import { Character } from '../../types/domain'
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import { ROOT_GRADES } from '../../data/elements'
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import { masteryRateOfMajor } from '../../data/pacing'
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import { techniqueById } from '../../data/techniques'
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import { nextRealm, breakthroughBaseChance, realmDeathChance, describeRealm, MAJOR_ORDER } from '../../data/realms'
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import { lifespanOf } from './lifecycle'
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import { traitBonuses } from '../pcgen'
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import { newCharacter } from '../pcgen'
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import { MALE_GIVEN, FEMALE_GIVEN } from '../../core/names'
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export function monthlyRate(w: World, c: Character): number {
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const st = w.state
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let rate = 1
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rate *= 0.5 + c.perception * 0.1
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rate *= ROOT_GRADES[c.roots.grade]?.expBonus ?? 0.5
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const tech = techniqueById(c.techniqueId)
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if (tech && c.realm.major !== 'mortal') rate *= 1 + tech.expBonus
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else if (c.realm.major !== 'mortal') rate *= 0.65
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const buildings = st.family.buildings
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const juling = buildings['juling'] ?? 0
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rate *= 1 + juling * 0.05
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if (c.state === 'meditation') {
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rate *= 1.35
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const dongfu = buildings['dongfu'] ?? 0
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rate *= 1 + dongfu * 0.08
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} else if (c.state === 'expedition') {
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rate *= 0.25
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} else if (c.state === 'wounded') {
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rate *= c.health > 40 ? 0.5 : 0.15
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}
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if (w.ageOf(c) < 8) rate *= 0.4
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if (w.ageOf(c) > 55) rate *= 0.7
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rate *= masteryRateOfMajor(c.realm.major)
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return rate
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}
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export function cultivationTick(w: World): void {
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for (const c of Object.values(w.state.members)) {
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if (!c.alive) continue
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const rate = monthlyRate(w, c)
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if (rate <= 0) continue
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c.realmProgress = Math.min(100, c.realmProgress + rate)
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if (c.realmProgress >= 100) {
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const months = (w.state.year * 12 + w.state.month) - (c.lastBreakthroughAttempt ?? -999)
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if (months >= 6 && w.rng.chance(perAttemptChance(w, c))) {
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resolveBreakthrough(w, c, 0)
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}
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}
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}
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}
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export function perAttemptChance(w: World, c: Character): number {
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const base = breakthroughBaseChance(c.realm)
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const mind = c.mind * 0.008
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const traits = traitBonuses(c)
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const headMind = (w.state.members[w.state.family.headId]?.mind ?? 5) * 0.004
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const healthMod = c.health > 60 ? 0.04 : -0.06
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const bless = w.state.family.flag['headBless'] ? 0.03 : 0
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return Math.min(0.95, Math.max(0.02, base + mind + traits.breakBonus + headMind + healthMod + bless))
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}
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export function resolveBreakthrough(w: World, c: Character, boost: number): void {
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if (!c.alive || c.realmProgress < 100) return
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const next = nextRealm(c.realm)
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if (!next) return
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const p = Math.min(0.95, Math.max(0.05, perAttemptChance(w, c) + boost))
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c.lastBreakthroughAttempt = w.state.year * 12 + w.state.month
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if (w.rng.chance(p)) {
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const majorJump = next.major !== c.realm.major
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c.realm = next
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c.realmProgress = 0
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if (majorJump) {
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c.health = 100
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}
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const desc = describeRealm(next)
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w.chronicle('breakthrough', `${c.name} 突破至【${desc}】。`, c.id, majorJump)
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w.log('good', `✦ ${c.name} 突破到 ${desc}!`)
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if (next.major === 'spirit') {
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w.chronicle('breakthrough', `华夏震惊:${c.name} 踏入化神之列。`, c.id, true)
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}
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} else {
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c.health = Math.max(1, c.health - 8 - w.rng.int(0, 10))
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let log = `${c.name} 冲击瓶颈失败,灵力紊乱受创。`
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if (c.traits.includes('jizao') || c.traits.includes('yiqi')) {
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c.health = Math.max(1, c.health - 14)
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log = `${c.name} 强行突破遭反噬,气息受创。`
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}
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const majorIdx = MAJOR_ORDER.indexOf(c.realm.major)
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if (majorIdx >= 3 && w.rng.chance(realmDeathChance(c.realm, c.mind))) {
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c.alive = false
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c.deathYear = w.state.year
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c.deathCause = '突破走火'
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w.chronicle('death', `${c.name} 妄图冲击瓶颈,走火入魔而陨。`, c.id, true)
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w.log('bad', `☠ ${c.name} 突破走火,当场陨落。`)
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return
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}
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if (c.health < 20) c.state = 'wounded'
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const loss = 40 + w.rng.int(0, 25)
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c.realmProgress = Math.max(0, Math.min(95, 100 - loss - boost * 60))
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w.log('bad', log)
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}
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}
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export function produceOffspring(
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w: World,
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opts: {
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father: Character | null
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mother: Character | null
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generation: number
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bornYear: number
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surname: string
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spouseHouse?: string
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}
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): Character {
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const rng = w.rng
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const newborn = newCharacter(rng, {
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name: `${opts.surname}${rng.pick(rng.chance(0.52) ? MALE_GIVEN : FEMALE_GIVEN)}`,
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gender: rng.chance(0.52) ? 'male' : 'female',
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generation: opts.generation,
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bornYear: opts.bornYear,
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age: 0,
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realm: { major: 'mortal', minor: 0 },
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father: opts.father ?? undefined,
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mother: opts.mother ?? undefined
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})
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if (opts.spouseHouse) newborn.spouseHouse = opts.spouseHouse
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return newborn
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}
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export function lifespanCheckPoint(w: World, c: Character): number {
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return lifespanOf(w, c)
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}
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@@ -0,0 +1,93 @@
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import { World } from '../world'
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import { npcById } from '../../data/npcs'
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import { findEvent, fire } from './events'
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export function diplomacyTick(w: World): void {
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const s = w.state
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const drift = w.rng.chance(0.15)
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for (const npc of Object.values(s.npcFamilies)) {
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if (drift) {
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if (npc.relation > 0) npc.relation -= 1
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else if (npc.relation < 0) npc.relation += 1
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}
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if (npc.relation < -50) {
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const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
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if (s.year - last >= 2 && w.rng.chance(0.045)) {
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fire(w, `ev-raid-${npc.id}`)
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}
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}
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}
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}
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export function yearGrowth(w: World): void {
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const s = w.state
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for (const npc of Object.values(s.npcFamilies)) {
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const def = npcById(npc.id)
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const [a, b] = def.powerGrowth
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npc.power += w.rng.int(a, b)
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}
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}
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export function npcRelation(w: World, npcId: string): number {
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return w.state.npcFamilies[npcId]?.relation ?? 0
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}
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export function giftNpc(w: World, npcId: string, stones: number): boolean {
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const fam = w.state.family
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if (stones <= 0 || fam.stones < stones) return false
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fam.stones -= stones
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const npc = w.state.npcFamilies[npcId]
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const gain = Math.max(1, Math.round(stones / 12))
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npc.relation = Math.min(100, npc.relation + gain)
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w.log('info', `厚礼送往${npc.name},两家关系 +${gain}。`)
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return true
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}
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|
||||
export function makePeace(w: World, npcId: string): boolean {
|
||||
const fam = w.state.family
|
||||
const npc = w.state.npcFamilies[npcId]
|
||||
if (fam.stones < 200) return false
|
||||
fam.stones -= 200
|
||||
npc.relation = Math.max(npc.relation + 35, 0)
|
||||
w.chronicle('diplomacy', `${npc.name}立下和约,两家罢兵互市。`, undefined, true)
|
||||
w.log('good', `与${npc.name}言和。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function marryNpcFamily(w: World, npcId: string): boolean {
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const npc = s.npcFamilies[npcId]
|
||||
if (!npc || npc.relation < 25) return false
|
||||
const eligible = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 18 && w.ageOf(c) <= 42 && c.state !== 'expedition')
|
||||
.filter((c) => !c.spouseId)
|
||||
if (eligible.length === 0) return false
|
||||
const npcDef = npcById(npcId)
|
||||
const candidate = w.rng.pick(eligible)
|
||||
candidate.spouseHouse = npc.name
|
||||
npc.relation += 20
|
||||
fam.reputation += 4
|
||||
w.chronicle('marriage', `${candidate.name}与${npc.name}联姻,两家绸缪通好。`, candidate.id, true)
|
||||
w.log('good', `${candidate.name} 与${npc.name}联姻成功!每年或降麟儿。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function arrangeWedding(w: World, aId: string, bId: string): boolean {
|
||||
const a = w.memberById(aId)
|
||||
const b = w.memberById(bId)
|
||||
if (!a.alive || !b.alive || a.spouseId || b.spouseId) return false
|
||||
if (a.gender === b.gender) return false
|
||||
if (a.fatherId === b.fatherId && a.fatherId) return false
|
||||
a.spouseId = b.id
|
||||
b.spouseId = a.id
|
||||
const aAge = w.ageOf(a)
|
||||
const bAge = w.ageOf(b)
|
||||
if (w.state.family.flag['tenants']) {
|
||||
w.state.family.reputation += 1
|
||||
}
|
||||
w.chronicle('marriage', `${a.name}(${aAge})与${b.name}(${bAge})拜堂成亲。`, a.id, true)
|
||||
w.log('good', `${a.name} 与 ${b.name} 结为连理。`)
|
||||
return true
|
||||
}
|
||||
@@ -0,0 +1,290 @@
|
||||
import { World } from '../world'
|
||||
import { Character } from '../../types/domain'
|
||||
import { Cond, EffectDef, EventDef, EVENTS, MemberEffect } from '../../data/events'
|
||||
import { MAJOR_ORDER } from '../../data/realms'
|
||||
import { TECHNIQUES } from '../../data/techniques'
|
||||
import { MISSIONS } from '../../data/secrets'
|
||||
import { npcById } from '../../data/npcs'
|
||||
import { resolveRaid } from './combat'
|
||||
import { sendMission } from './missions'
|
||||
|
||||
const ALL_EVENTS: EventDef[] = [...EVENTS]
|
||||
|
||||
export function findEvent(id: string): EventDef | undefined {
|
||||
return ALL_EVENTS.find((e) => e.id === id) ?? dynamicEventFor(id)
|
||||
}
|
||||
|
||||
export function dynamicEventFor(id: string): EventDef | undefined {
|
||||
if (id.startsWith('ev-raid-')) {
|
||||
const npcId = id.replace('ev-raid-', '')
|
||||
const npc = npcById(npcId)
|
||||
return {
|
||||
id,
|
||||
name: `${npc.name}来犯`,
|
||||
category: 'major',
|
||||
weight: 0,
|
||||
text: `${npc.name}与贵庄积怨已久,如今撕破脸面,遣来劫掠队围门叫战。`,
|
||||
options: [
|
||||
{ label: '迎战!', hint: '大战一场,胜则大利,败则伤财', eff: { raid: { npcId } } },
|
||||
{ label: '割地求和', hint: '灵石-250,关系+25', eff: { res: { stones: -250 }, relation: { [npcId]: 25 }, flag: { [npcId]: 'paid' } } },
|
||||
{ label: '先议和缓兵', hint: '关系+10', eff: { relation: { [npcId]: 10 } } }
|
||||
]
|
||||
}
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
export function matchesCond(w: World, cond?: Cond): boolean {
|
||||
if (!cond) return true
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const alive = w.aliveMembers()
|
||||
const adults = alive.filter((c) => w.ageOf(c) >= 16)
|
||||
const head = s.members[fam.headId]
|
||||
|
||||
if (cond.all && !cond.all.every((c) => matchesCond(w, c))) return false
|
||||
if (cond.any && !cond.any.some((c) => matchesCond(w, c))) return false
|
||||
if (cond.not && matchesCond(w, cond.not)) return false
|
||||
if (cond.minYear !== undefined && s.year < cond.minYear) return false
|
||||
if (cond.minGeneration !== undefined && fam.generation < cond.minGeneration) return false
|
||||
if (cond.minHeadRealm !== undefined && (!head || MAJOR_ORDER.indexOf(head.realm.major) < MAJOR_ORDER.indexOf(cond.minHeadRealm as never))) return false
|
||||
if (cond.minBuilding && (fam.buildings[cond.minBuilding.id] ?? 0) < cond.minBuilding.level) return false
|
||||
if (cond.minRep !== undefined && fam.reputation < cond.minRep) return false
|
||||
if (cond.maxRep !== undefined && fam.reputation > cond.maxRep) return false
|
||||
if (cond.minResource && (fam.inventory[cond.minResource.id] ?? 0) < cond.minResource.n) return false
|
||||
if (cond.minAdult !== undefined && adults.length < cond.minAdult) return false
|
||||
if (cond.maxAdult !== undefined && adults.length > cond.maxAdult) return false
|
||||
if (cond.minMembers !== undefined && alive.length < cond.minMembers) return false
|
||||
if (cond.eligibleAdult !== undefined) {
|
||||
const eligible = adults.filter((c) => !c.spouseId && !c.spouseHouse)
|
||||
if (eligible.length < cond.eligibleAdult) return false
|
||||
}
|
||||
if (cond.hasMeditation && !alive.some((c) => c.state === 'meditation')) return false
|
||||
if (cond.relation) {
|
||||
const r = s.npcFamilies[cond.relation.npcId]?.relation ?? 0
|
||||
if (cond.relation.gt !== undefined && r <= cond.relation.gt) return false
|
||||
if (cond.relation.lt !== undefined && r >= cond.relation.lt) return false
|
||||
}
|
||||
if (cond.flag) {
|
||||
const v = fam.flag[cond.flag.key]
|
||||
if (v !== cond.flag.eq) return false
|
||||
}
|
||||
if (cond.minTechCount !== undefined && fam.techniques.length < cond.minTechCount) return false
|
||||
return true
|
||||
}
|
||||
|
||||
export function eventRoll(w: World): void {
|
||||
const s = w.state
|
||||
if (s.pendingEvent || s.eventQueue.length > 0) {
|
||||
if (!s.pendingEvent && s.eventQueue.length > 0) {
|
||||
fire(w, s.eventQueue.shift()!)
|
||||
}
|
||||
return
|
||||
}
|
||||
const roll = w.rng.next()
|
||||
const category: 'daily' | 'major' | 'fate' | undefined = roll < 0.5 ? 'daily' : roll < 0.78 ? 'major' : roll < 0.86 ? 'fate' : undefined
|
||||
if (!category) return
|
||||
const candidates = ALL_EVENTS.filter(
|
||||
(e) =>
|
||||
e.category === category &&
|
||||
!(e.once && s.completedEvents.includes(e.id)) &&
|
||||
matchesCond(w, e.cond)
|
||||
)
|
||||
if (candidates.length === 0) return
|
||||
const total = candidates.reduce((a, e) => a + e.weight, 0)
|
||||
let r = w.rng.next() * total
|
||||
for (const e of candidates) {
|
||||
r -= e.weight
|
||||
if (r <= 0) {
|
||||
fire(w, e.id)
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function fire(w: World, id: string): void {
|
||||
w.state.pendingEvent = id
|
||||
w.pendingEvent(id)
|
||||
}
|
||||
|
||||
export function applyEventChoice(w: World, eventId: string, optionIdx: number): void {
|
||||
const s = w.state
|
||||
const def = findEvent(eventId)
|
||||
if (!def) {
|
||||
s.pendingEvent = undefined
|
||||
return
|
||||
}
|
||||
const opt = def.options[optionIdx]
|
||||
if (opt) {
|
||||
applyEffect(w, opt.eff)
|
||||
if (def.once && !s.completedEvents.includes(def.id)) s.completedEvents.push(def.id)
|
||||
}
|
||||
s.pendingEvent = undefined
|
||||
}
|
||||
|
||||
// ---------------- effects ----------------
|
||||
|
||||
function pickMember(w: World, spec: MemberEffect): Character | Character[] {
|
||||
const alive = w.aliveMembers()
|
||||
if (alive.length === 0) return []
|
||||
const byTarget = (t: string): Character[] => {
|
||||
const sorted = [...alive]
|
||||
switch (t) {
|
||||
case 'random':
|
||||
return [w.rng.pick(sorted)]
|
||||
case 'head': {
|
||||
const h = w.state.members[w.state.family.headId]
|
||||
return h && h.alive ? [h] : []
|
||||
}
|
||||
case 'youngest':
|
||||
return [sorted.sort((a, b) => w.ageOf(a) - w.ageOf(b))[0]]
|
||||
case 'oldest':
|
||||
return [sorted.sort((a, b) => w.ageOf(b) - w.ageOf(a))[0]]
|
||||
case 'highestPerception':
|
||||
return [sorted.sort((a, b) => b.perception - a.perception)[0]]
|
||||
case 'highestPower':
|
||||
return [sorted.sort((a, b) => rankPower(w, b) - rankPower(w, a))[0]]
|
||||
case 'highestFortune':
|
||||
return [sorted.sort((a, b) => b.fortune - a.fortune)[0]]
|
||||
case 'all':
|
||||
return sorted
|
||||
default:
|
||||
return [w.rng.pick(sorted)]
|
||||
}
|
||||
}
|
||||
return byTarget(spec.target)
|
||||
}
|
||||
|
||||
export function rankPower(w: World, c: Character): number {
|
||||
const order = ['mortal', 'qi', 'foundation', 'core', 'nascent', 'spirit']
|
||||
return order.indexOf(c.realm.major) * 10 + c.realm.minor
|
||||
}
|
||||
|
||||
function applyEffect(w: World, eff: EffectDef): void {
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
|
||||
if (eff.res) {
|
||||
for (const [k, v] of Object.entries(eff.res)) {
|
||||
if (k === 'stones') fam.stones += v
|
||||
else fam.inventory[k] = Math.max(0, (fam.inventory[k] ?? 0) + v)
|
||||
}
|
||||
}
|
||||
if (eff.pillGain) {
|
||||
for (const [k, v] of Object.entries(eff.pillGain)) fam.inventory[k] = (fam.inventory[k] ?? 0) + v
|
||||
}
|
||||
if (eff.rep) {
|
||||
fam.reputation += eff.rep
|
||||
if (Math.abs(eff.rep) >= 4) w.log(eff.rep > 0 ? 'good' : 'bad', `家族声望${eff.rep > 0 ? '上升' : '下跌'}${Math.abs(eff.rep)}。`)
|
||||
}
|
||||
if (eff.relation) {
|
||||
for (const [k, v] of Object.entries(eff.relation)) {
|
||||
const npc = s.npcFamilies[k]
|
||||
if (npc) npc.relation = Math.max(-100, Math.min(100, npc.relation + v))
|
||||
}
|
||||
}
|
||||
if (eff.addBuilding && !fam.buildings[eff.addBuilding]) {
|
||||
fam.buildings[eff.addBuilding] = 1
|
||||
}
|
||||
if (eff.flag) {
|
||||
Object.assign(fam.flag, eff.flag)
|
||||
}
|
||||
if (eff.techniqueChance && w.rng.chance(eff.techniqueChance)) {
|
||||
const t = w.rng.pick(TECHNIQUES)
|
||||
if (!fam.techniques.includes(t.id)) {
|
||||
fam.techniques.push(t.id)
|
||||
w.log('good', `得《${t.name}》残篇,录入藏书阁。`)
|
||||
}
|
||||
}
|
||||
if (eff.artifactChance && w.rng.chance(eff.artifactChance)) {
|
||||
const a = w.rng.pick(['weapon-fan', 'weapon-qi', 'weapon-ling'])
|
||||
fam.inventory[a] = (fam.inventory[a] ?? 0) + 1
|
||||
w.log('good', '库中多了一件法器。')
|
||||
}
|
||||
if (eff.addTech) {
|
||||
if (!fam.techniques.includes(eff.addTech)) fam.techniques.push(eff.addTech)
|
||||
}
|
||||
if (eff.memberBy) {
|
||||
const targets = pickMember(w, eff.memberBy)
|
||||
const by = eff.memberBy.by
|
||||
const n = eff.memberBy.n ?? 1
|
||||
const list = Array.isArray(targets) ? targets : [targets]
|
||||
for (const c of list) {
|
||||
if (!c.alive) continue
|
||||
switch (by) {
|
||||
case 'exp':
|
||||
c.realmProgress = Math.min(100, c.realmProgress + n)
|
||||
w.log('info', `${c.name} 感悟顿生,修为精进。`)
|
||||
break
|
||||
case 'wound':
|
||||
c.health = Math.max(1, c.health - 20 - n)
|
||||
if (c.health < 35) c.state = 'wounded'
|
||||
w.log('bad', `${c.name} 因此事负伤。`)
|
||||
break
|
||||
case 'heal':
|
||||
c.health = Math.min(100, c.health + 20)
|
||||
break
|
||||
case 'breakthrough':
|
||||
c.realmProgress = 100
|
||||
break
|
||||
case 'fatal': {
|
||||
if (w.rng.chance(0.35)) {
|
||||
c.alive = false
|
||||
c.deathYear = s.year
|
||||
c.deathCause = '遭遇不测'
|
||||
w.chronicle('death', `${c.name} 突遭不测,殒命于家宅之内。`, c.id, true)
|
||||
} else {
|
||||
c.health = Math.max(1, c.health - 60)
|
||||
c.state = 'wounded'
|
||||
}
|
||||
break
|
||||
}
|
||||
case 'repGain':
|
||||
fam.reputation += 2
|
||||
break
|
||||
case 'inspire':
|
||||
c.realmProgress = Math.min(100, c.realmProgress + n)
|
||||
break
|
||||
case 'loot':
|
||||
c.fortune = Math.min(12, c.fortune + n)
|
||||
break
|
||||
case 'madness':
|
||||
c.mind = Math.max(1, c.mind - 1)
|
||||
c.health = Math.max(30, c.health - 10)
|
||||
break
|
||||
case 'genius':
|
||||
c.perception = Math.min(10, c.perception + 1)
|
||||
c.mind = Math.min(10, c.mind + 1)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if (eff.mission) {
|
||||
const def = MISSIONS.find((m) => m.id === eff.mission)
|
||||
if (def) {
|
||||
const squad = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition' && c.realm.major !== 'mortal')
|
||||
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
||||
.slice(0, def.maxMembers)
|
||||
if (squad.length >= def.minMembers) {
|
||||
sendMission(w, def.id, squad.map((c) => c.id))
|
||||
w.log('info', `家族闻讯而动,遣人奔赴【${def.name}】。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
if (eff.raid) {
|
||||
const npc = s.npcFamilies[eff.raid.npcId]
|
||||
if (npc) {
|
||||
const team = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition')
|
||||
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
||||
.slice(0, 4)
|
||||
if (team.length > 0) {
|
||||
resolveRaid(w, eff.raid.npcId, team)
|
||||
fam.flag[`raidCD-${eff.raid.npcId}`] = s.year
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
import { World } from '../world'
|
||||
import { MAJORS } from '../../data/realms'
|
||||
import { calcLifespan } from '../pcgen'
|
||||
|
||||
export function lifespanOf(w: World, c: { realm: { major: keyof typeof MAJORS }; physique: number }): number {
|
||||
return calcLifespan(c.realm.major, c.physique)
|
||||
}
|
||||
|
||||
export function deathTick(w: World): void {
|
||||
for (const c of Object.values(w.state.members)) {
|
||||
if (!c.alive) continue
|
||||
const age = w.ageOf(c)
|
||||
const span = lifespanOf(w, c)
|
||||
const softCap = span * 0.85
|
||||
let p = 0
|
||||
if (age >= span) p = 0.35
|
||||
else if (age >= softCap) {
|
||||
const t = (age - softCap) / (span - softCap)
|
||||
p = Math.min(0.3, Math.pow(t, 5) * 0.9)
|
||||
}
|
||||
if (c.health < 30) p += 0.18
|
||||
if (age < 2) p = Math.max(p, 0.02)
|
||||
if (p > 0 && w.rng.chance(p)) {
|
||||
c.alive = false
|
||||
c.deathYear = w.state.year
|
||||
const cause = age < 2 ? '幼夭' : c.health < 30 ? '伤势不治' : '寿元将尽'
|
||||
c.deathCause = cause
|
||||
w.chronicle('death', `${c.name} 辞世,年 ${age}。${age < 2 ? '族人无不痛惜。' : c.health < 30 ? '临终前仍在牵挂家族。' : '族人焚香送别。'}`, c.id, true)
|
||||
w.log('bad', `${c.name}(${age}岁)${cause}。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function woundHealTick(w: World): void {
|
||||
for (const c of Object.values(w.state.members)) {
|
||||
if (!c.alive) continue
|
||||
if (c.state === 'wounded') {
|
||||
c.health = Math.min(100, c.health + 12 + c.physique)
|
||||
if (c.health >= 95) {
|
||||
c.state = 'idle'
|
||||
w.log('info', `${c.name} 伤势痊愈。`)
|
||||
}
|
||||
} else if (c.health < 100) {
|
||||
c.health = Math.min(100, c.health + 2 + c.physique * 0.5)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
import { World } from '../world'
|
||||
import { Character } from '../../types/domain'
|
||||
import { produceOffspring } from './cultivation'
|
||||
import { yearGrowth } from './diplomacy'
|
||||
import { MALE_GIVEN, FEMALE_GIVEN } from '../../core/names'
|
||||
|
||||
export function yearStartMarriage(w: World): void {
|
||||
yearGrowth(w)
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const zongci = fam.buildings['zongci'] ?? 0
|
||||
const birthBase = 0.34 + zongci * 0.03 + (fam.difficulty === 'easy' ? 0.06 : fam.difficulty === 'hard' ? -0.06 : 0)
|
||||
|
||||
const couples = buildCouples(w)
|
||||
|
||||
// 族内夫妇
|
||||
for (const couple of couples.internal) {
|
||||
const [a, b] = couple
|
||||
const father = a.gender === 'male' ? a : b
|
||||
const mother = a.gender === 'male' ? b : a
|
||||
const fatherAge = w.ageOf(father)
|
||||
const motherAge = w.ageOf(mother)
|
||||
if (fatherAge < 18 || fatherAge > 52 || motherAge < 16 || motherAge > 46) continue
|
||||
const p = birthBase * (0.75 + mother.physique * 0.05)
|
||||
if (!w.rng.chance(p)) continue
|
||||
const gen = Math.max(father.generation, mother.generation) + 1
|
||||
const first = produceOffspring(w, { father, mother, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
w.addMember(first, father, mother)
|
||||
let note = `${fam.surname}氏新增一员,名唤${first.name},生年 ${s.year}。`
|
||||
if (w.rng.chance(0.03)) {
|
||||
const twin = produceOffspring(w, { father, mother, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
w.addMember(twin, father, mother)
|
||||
note += ` 双生之喜!双子名唤${twin.name}。`
|
||||
}
|
||||
w.chronicle('birth', note, first.id, true)
|
||||
w.log('good', `${fam.surname}家诞下新丁:${first.name}。`)
|
||||
}
|
||||
|
||||
// 联姻外孙来投
|
||||
for (const member of Object.values(s.members)) {
|
||||
if (!member.alive || !member.spouseHouse) continue
|
||||
if (member.gender !== 'female') continue
|
||||
const age = w.ageOf(member)
|
||||
if (age < 18 || age > 44) continue
|
||||
if (!w.rng.chance(0.16)) continue
|
||||
const gen = member.generation + 1
|
||||
const house = member.spouseHouse
|
||||
const child = produceOffspring(w, { father: null, mother: null, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
child.spouseHouse = house
|
||||
w.addMember(child)
|
||||
w.chronicle('birth', `${member.name}自${house}携幼子归来,名唤${child.name}。`, child.id, true)
|
||||
w.log('info', `${member.name} 领着小辈回门投亲。`)
|
||||
}
|
||||
|
||||
// 媒人撮合族内婚(含续弦与再醮)
|
||||
const isWidowed = (c: Character): boolean => {
|
||||
if (!c.spouseId) return false
|
||||
const sp = w.state.members[c.spouseId]
|
||||
return !!sp && !sp.alive
|
||||
}
|
||||
const men = w
|
||||
.aliveMembers()
|
||||
.filter((c) => c.gender === 'male' && c.state !== 'expedition' && (isWidowed(c) || !c.spouseId))
|
||||
.filter((c) => {
|
||||
const age = w.ageOf(c)
|
||||
return age >= 18 && age <= 48
|
||||
})
|
||||
const women = w
|
||||
.aliveMembers()
|
||||
.filter((c) => c.gender === 'female' && c.state !== 'expedition' && (isWidowed(c) || !c.spouseId))
|
||||
.filter((c) => {
|
||||
const age = w.ageOf(c)
|
||||
return age >= 16 && age <= 42
|
||||
})
|
||||
for (const m of men) {
|
||||
if (w.rng.chance(0.28) && women.length > 0) {
|
||||
const candidate = women.filter(
|
||||
(x) => !(x.fatherId && x.fatherId === m.fatherId) && x !== m && !x.children.includes(m.id) && !m.children.includes(x.id)
|
||||
)
|
||||
if (candidate.length === 0) continue
|
||||
const bride = w.rng.pick(candidate)
|
||||
m.spouseId = bride.id
|
||||
bride.spouseId = m.id
|
||||
w.chronicle('marriage', `${m.name}与${bride.name}缔结连理。`, m.id, true)
|
||||
w.log('info', `${m.name} 与 ${bride.name} 成婚。`)
|
||||
const idx = women.indexOf(bride)
|
||||
if (idx >= 0) women.splice(idx, 1)
|
||||
}
|
||||
}
|
||||
|
||||
fam.generation = Math.max(
|
||||
fam.generation,
|
||||
...Object.values(s.members).filter((c) => c.alive).map((c) => c.generation)
|
||||
)
|
||||
}
|
||||
|
||||
function buildCouples(w: World): { internal: [Character, Character][]; cross: Character[] } {
|
||||
const internal: [Character, Character][] = []
|
||||
const cross: Character[] = []
|
||||
for (const member of Object.values(w.state.members)) {
|
||||
if (!member.alive || !member.spouseId) continue
|
||||
const spouse = w.state.members[member.spouseId]
|
||||
if (!spouse?.alive) continue
|
||||
const key = [member.id, spouse.id].sort().join('|')
|
||||
if (internal.some(([a, b]) => [a.id, b.id].sort().join('|') === key)) continue
|
||||
internal.push([member, spouse])
|
||||
}
|
||||
for (const member of Object.values(w.state.members)) {
|
||||
if (member.alive && member.spouseHouse) cross.push(member)
|
||||
}
|
||||
return { internal, cross }
|
||||
}
|
||||
@@ -0,0 +1,151 @@
|
||||
import { World } from '../world'
|
||||
import { MissionState } from '../../types/domain'
|
||||
import { missionById, MissionDef, ENEMIES } from '../../data/secrets'
|
||||
import { resolveEncounter, rollWarbooty } from './combat'
|
||||
import { techniqueById } from '../../data/techniques'
|
||||
import { describeRealm } from '../../data/realms'
|
||||
|
||||
export function missionTick(w: World): void {
|
||||
const alive = w.state.missions.filter((m) => !m.done)
|
||||
for (const m of alive) {
|
||||
m.stageMonth++
|
||||
|
||||
if (m.stageMonth < 2) continue
|
||||
const def = missionById(m.defId)
|
||||
const stage = def.stages[m.stage]
|
||||
if (!stage || m.stageMonth < stage.months) continue
|
||||
|
||||
if (stage.kind === 'event') {
|
||||
const good = w.rng.chance(0.6)
|
||||
if (good) {
|
||||
m.log.push(`${m.stageMonth}月:${stage.title}——${stage.text?.safe ?? '安然无事。'}`)
|
||||
if (w.rng.chance(0.2)) {
|
||||
const squad = squadOf(w, m)
|
||||
squad.forEach((c) => (c.realmProgress = Math.min(100, c.realmProgress + 4)))
|
||||
m.log.push('途中参悟,众人皆有精进。')
|
||||
}
|
||||
} else {
|
||||
m.log.push(`${m.stageMonth}月:${stage.title}——${stage.text?.bad ?? '遭遇凶险。'}`)
|
||||
const squad = squadOf(w, m)
|
||||
const victim = w.rng.pick(squad)
|
||||
victim.health = Math.max(1, victim.health - 25 - w.rng.int(0, 15))
|
||||
if (victim.health < 35) victim.state = 'wounded'
|
||||
}
|
||||
} else if (stage.kind === 'resource') {
|
||||
const loot = rollWarbooty(w, stage.loot ?? def.completionLoot)
|
||||
m.log.push(`${stage.title}:收获 ${lootText(loot)}。`)
|
||||
} else if (stage.kind === 'combat' || stage.kind === 'boss') {
|
||||
const enemy = ENEMIES.find((e) => e.id === stage.enemyId) ?? ENEMIES[0]
|
||||
const squad = squadOf(w, m)
|
||||
const res = resolveEncounter(w, {
|
||||
title: `${def.name} · ${stage.title}`,
|
||||
enemy,
|
||||
risk: def.risk * (stage.kind === 'boss' ? 1.15 : 1),
|
||||
team: squad,
|
||||
kind: 'scout',
|
||||
year: w.state.year,
|
||||
month: w.state.month
|
||||
})
|
||||
const line = res.win ? '战而胜之,征程继续!' : res.draw ? '僵持之后双方罢手,队伍休整再进。' : '不敌,只得暂避锋芒。'
|
||||
m.log.push(line)
|
||||
if (!res.win) {
|
||||
if (stage.kind === 'boss') {
|
||||
m.done = true
|
||||
m.result = res.draw ? 'stalemate' : 'retreat'
|
||||
m.log.join(' ')
|
||||
w.chronicle('exploration', `${def.name}探路不遂,${resultText(m)}。`, undefined, false)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m.stage++
|
||||
m.stageMonth = 0
|
||||
if (m.stage >= def.stages.length && !m.done) {
|
||||
m.done = true
|
||||
m.result = 'success'
|
||||
const total = rollWarbooty(w, def.completionLoot)
|
||||
m.log.push(`凯旋而归,清点战利:${lootText(total)}。`)
|
||||
const survivors = squadOf(w, m).filter((c) => c.alive).map((c) => c.name).join('、')
|
||||
w.chronicle(
|
||||
'exploration',
|
||||
`${survivors} 圆满完成【${def.name}】之行。`,
|
||||
undefined,
|
||||
true
|
||||
)
|
||||
w.log('good', `${def.name} 探索归来,获得丰厚收获。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function squadOf(w: World, m: MissionState) {
|
||||
return m.memberIds.map((id) => w.memberById(id)).filter((c) => c.alive)
|
||||
}
|
||||
|
||||
function lootText(loot: Record<string, number>): string {
|
||||
const names: Record<string, string> = {
|
||||
lingcao: '灵草',
|
||||
lingkuang: '灵矿',
|
||||
beastcore: '兽核',
|
||||
stones: '灵石',
|
||||
'weapon-fan': '凡器',
|
||||
'weapon-qi': '法器',
|
||||
'weapon-ling': '灵器',
|
||||
'pill-qiyuan': '聚气丹',
|
||||
'pill-ningyuan': '凝元丹',
|
||||
tech: '功法'
|
||||
}
|
||||
return Object.entries(loot)
|
||||
.map(([k, v]) => `${names[k] ?? k}×${v}`)
|
||||
.join('、')
|
||||
}
|
||||
|
||||
function resultText(m: MissionState): string {
|
||||
if (m.result === 'success') return '平安返回'
|
||||
if (m.result === 'retreat') return '败退而回'
|
||||
return '铩羽归来'
|
||||
}
|
||||
|
||||
export function canSendMission(w: World, def: MissionDef, members: string[]): boolean {
|
||||
if (members.length < def.minMembers || members.length > def.maxMembers) return false
|
||||
for (const id of members) {
|
||||
const c = w.memberById(id)
|
||||
if (!c.alive || c.state === 'expedition') return false
|
||||
}
|
||||
return w.state.missions.filter((m) => !m.done).length < 3
|
||||
}
|
||||
|
||||
export function sendMission(w: World, defId: string, members: string[]): boolean {
|
||||
const def = missionById(defId)
|
||||
if (!canSendMission(w, def, members)) return false
|
||||
const m: MissionState = {
|
||||
id: w.seq(),
|
||||
defId,
|
||||
memberIds: members,
|
||||
startYear: w.state.year,
|
||||
startMonth: w.state.month,
|
||||
stage: 0,
|
||||
stageMonth: 0,
|
||||
log: [`冬衣已备,饯行酒干,众人于 ${w.state.year} 年 ${w.state.month} 月出发。`],
|
||||
done: false
|
||||
}
|
||||
members.forEach((id) => {
|
||||
const c = w.memberById(id)
|
||||
c.state = 'expedition'
|
||||
})
|
||||
w.state.missions.push(m)
|
||||
w.state.family.missionIds.push(m.id)
|
||||
w.log('info', `队伍出发探索【${def.name}】。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function recallAll(w: World, missionId: string): void {
|
||||
const m = w.state.missions.find((x) => x.id === missionId)
|
||||
if (!m || m.done) return
|
||||
m.done = true
|
||||
m.result = 'recall'
|
||||
m.memberIds.forEach((id) => {
|
||||
const c = w.memberById(id)
|
||||
if (c.alive) c.state = 'idle'
|
||||
})
|
||||
w.log('info', '探索队伍奉命返家。')
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
import { World } from '../world'
|
||||
|
||||
export function productionTick(w: World): void {
|
||||
const fam = w.state.family
|
||||
const inv = fam.inventory
|
||||
const parts: string[] = []
|
||||
const lvl = (b: string) => fam.buildings[b] ?? 0
|
||||
|
||||
const lingtian = lvl('lingtian')
|
||||
const yaoyuan = lvl('yaoyuan')
|
||||
const lingkuang = lvl('lingkuang')
|
||||
const fangshi = lvl('fangshi')
|
||||
const lingshou = lvl('lingshou')
|
||||
|
||||
if (lingtian > 0) {
|
||||
const v = 10 * lingtian
|
||||
inv.lingcao = (inv.lingcao ?? 0) + v
|
||||
parts.push(`灵田+${v}灵草`)
|
||||
}
|
||||
if (yaoyuan > 0) {
|
||||
const v = 5 * yaoyuan
|
||||
inv.lingcao = (inv.lingcao ?? 0) + v
|
||||
parts.push(`药园+${v}药草`)
|
||||
if (yaoyuan >= 3) {
|
||||
inv.beastcore = (inv.beastcore ?? 0) + 1
|
||||
parts.push('药园+1兽核')
|
||||
}
|
||||
}
|
||||
if (lingkuang > 0) {
|
||||
const v = 8 * lingkuang
|
||||
inv.lingkuang = (inv.lingkuang ?? 0) + v
|
||||
parts.push(`灵矿+${v}灵矿`)
|
||||
}
|
||||
if (fangshi > 0) {
|
||||
const v = 55 * fangshi
|
||||
fam.stones += v
|
||||
parts.push(`坊市+${v}灵石`)
|
||||
}
|
||||
if (lingshou > 0 && w.rng.chance(0.35)) {
|
||||
inv.beastcore = (inv.beastcore ?? 0) + 1
|
||||
parts.push('灵兽园+1兽核')
|
||||
}
|
||||
|
||||
void parts
|
||||
|
||||
if (w.state.month % 3 === 0) {
|
||||
const drift = w.rng.between(-0.04, 0.04)
|
||||
const cur = typeof fam.flag['priceMult'] === 'number' ? (fam.flag['priceMult'] as number) : 1
|
||||
fam.flag['priceMult'] = Math.max(0.78, Math.min(1.25, cur + drift))
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user