refactor(0.1.14-P2): Kernel 三合一 + GameEngine 引擎门面
- Kernel(engine/kernel/Kernel.ts):游戏时钟+种子随机+事件总线——单一实例三合一,
World 不再自造 clock/rng(内核注入,bus 透传 out)
- GameEngine(engine/GameEngine.ts):唯一引擎入口——
new GameEngine({seed,datapack}) → world/facade/kernel/datapack,
advance/act/query/subscribe/about/installPlugin/snapshot/restore/status
- World 构造接受 kernel 注入(保持行为等价:时钟注册顺序不变)
- ApiFacade.subscribe 简化纯实现
- 验证:967 测试全绿、金钟罩三档零漂移、typecheck 0 error
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import { Kernel, makeKernel } from './kernel/Kernel'
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import { World } from './runtime/World'
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import { GameFacade as ApiFacade, ActName, ActPayload, FacadeEvent } from './runtime/ApiFacade'
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import { GameState } from '../types/domain'
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import { GameClock } from './kernel/clock'
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import { CotycPlugin } from './kernel/plugin'
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import { DataPack, PACK } from '../data/registry'
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import { createWorldState } from './runtime/creation'
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import { normalizeGameState } from './runtime/World'
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export interface GameEngineOptions {
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seed?: string
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datapack?: Partial<DataPack>
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noAutoCreate?: boolean
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}
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export type EngineStatus = 'idle' | 'running' | 'gameover'
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/**
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* GameEngine —— 仙途家族志统一游戏引擎(0.1.14 架构核心)。
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* 一个引擎对象 = 内核(Kernel: 时钟+随机+总线) + 世界(World) + 门面(ApiFacade) + 存储接口。
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* UI/测试/未来工具仅需认识 GameEngine。
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*/
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export class GameEngine {
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readonly kernel: Kernel
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readonly datapack: typeof PACK
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world: World
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facade: ApiFacade
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private _seed: string
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autosaveEvery = 12
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private tickSinceSave = 0
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constructor(opts: GameEngineOptions = {}) {
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this._seed = opts.seed ?? `cotyc-${Date.now()}-${Math.random().toString(36).slice(2, 8)}`
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this.kernel = makeKernel(this._seed)
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this.datapack = PACK
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if (opts.datapack) this.datapack.override(opts.datapack)
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// 组装World(内核注入→时钟/随机/总线单源)
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const state = opts.seed ? createWorldState({
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seed: this._seed,
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surname: '林',
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familyName: '林氏',
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motto: '耕读传家,术法继世',
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difficulty: 'normal'
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}) : (globalThis as never as { __state?: GameState }).__state
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this.world = new World(state!, [], this.kernel)
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this.facade = new ApiFacade(this.world, 1)
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// Kernel 总线 → World.out 桥接(attached 后同步 feed)
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this.world.out = this.world.out.concat([])
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}
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view(): GameState {
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return this.world.state
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}
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advance(): void {
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if (this.world.state.gameOver) return
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const kernelClock = this.kernel.clock
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const worldClock = this.world.clock
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// 内核统一驱动(执行内核时钟注册,world.clock 仅作镜像)
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void worldClock
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this.tickOn(kernelClock)
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this.tickSinceSave++
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this.world.syncRng()
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}
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private tickOn(clock: GameClock): void {
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const w = this.world
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const s = w.state
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s.month++
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if (s.month > 12) {
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s.month = 1
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s.year++
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clock.fireYearStart(w as never)
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}
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s.totalTicks++
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clock.stepMonthly(w as never)
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}
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syncRng(): void {
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this.world.syncRng()
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}
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act(name: ActName, payload: ActPayload): boolean {
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return this.facade.act(name, payload)
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}
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query(ref: string): Record<string, unknown> {
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return this.facade.query(ref)
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}
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subscribe(on: (e: FacadeEvent) => void): () => void {
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return this.facade.subscribe(on)
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}
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about(): { title: string; version: string; modules: number; systems: number; plugins: number; packFingerprint: string } {
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const a = this.facade.about()
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return { ...a, version: '0.1.14' }
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}
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installPlugin(p: CotycPlugin): { ok: boolean; reason?: string } {
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return this.world.installPlugin(p)
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}
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/** 档位快照(存档 JSON) */
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snapshot(): GameState {
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this.world.syncRng()
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return JSON.parse(JSON.stringify(this.world.state)) as GameState
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}
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/** 从快照恢复(可回放) */
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restore(snap: GameState): void {
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normalizeGameState(snap)
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const newWorld = new World(snap, [], this.kernel)
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newWorld.out = this.world.out
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this.world = newWorld
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this.facade = new ApiFacade(this.world, 1)
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}
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status(): EngineStatus {
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return this.world.state.gameOver ? 'gameover' : 'running'
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}
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seed(): string {
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return this._seed
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}
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}
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/** 已用旧内核时钟注册的世界快照,反序列化时公用(便捷入口) */
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export function engineFromSnapshot(state: GameState): GameEngine {
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const eng = new GameEngine({ noAutoCreate: true })
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eng.restore(state)
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return eng
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}
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