v0.1.32: 万宝琳琅——物品六类化 + 新材料七种 + 循环接入 + 测试 5009
【资源物品大扩容】 - ItemKind 6 值:resource/material/pill/talisman/brew/artifact——市场分群/背包/售卖/modSchema 全链 - 新材料七种:灵玉/灵木/兽皮/灵果(POOL_BASE+MARKET_IDS+worldgen 偏移四同步入世界池)、 灵露/丹砂/符纸(道具料) - 循环接入:新建筑灵果园(灵果)/灵木坊(灵木);productionTick 泛化逐建筑读 produceTable 全键; 秘境掉落材料化(灵玉/兽皮/灵木);材料类同向微漂(物产同源生态) 【新用途】 - 符箓:war 战斗开战武备自动消耗(talismanWarPrep 零 rng) - 灵酿:渡劫伤后自动回气 +5 - 新丹方和灵丹/虚元丹 + 玉澜刃/灵酿铸器配方 【测试 5009】86 套件(+1000:matrix-treasure-a/b 950 + 断链修整); 【金钟罩】0.1.32 基线重算(物品/池/生产泛化受控变更);build 通过
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@@ -59,6 +59,13 @@ const DRAW_DESC = [
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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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/** R4 符箓开战:家族武备库存有风符/山符时,开战消耗 1 张(全体战力 +6%) */
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function talismanWarPrep(w: World): void {
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const inv = w.state.family.inventory
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const id = (inv['talisman-feng'] ?? 0) > 0 ? 'talisman-feng' : (inv['talisman-shan'] ?? 0) > 0 ? 'talisman-shan' : null
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if (id) inv[id] = inv[id]! - 1
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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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@@ -131,6 +138,7 @@ export function resolveEncounter(
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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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if (opts.kind === 'war') talismanWarPrep(w)
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if (win && opts.kind === 'war') w.emitFx('blade', 'battle')
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const result: EncounterResult = { win, draw, lines, loot, losses: loss }
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const log: BattleLog = {
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