v0.1.7: 仙门之钥(门面化/能力注册表/数据包/开发者面板)

- GameFacade 统一门面:act(23 种动作白名单)/query(6 类只读快照)/subscribe(七大事件协议)/
  about(版本+模块清单+数据包指纹);UI store 接入门面(act 直达,散装调用收口)
- CapabilityRegistry:12 张能力卡(id/name/version/desc/hooks),world.systems 启停即拔插,
  时钟按能力开关过滤(禁修炼则无人精进…沙盒玩法);sysChanged 广播
- DataPackRegistry:默认包与静态数据同引用(金钟罩零漂移),override/reset/fingerprint,
  高频读口 6 处迁移 pack()——未来 MOD=注入数据包覆写
- 开发者面板:设置页系统仪表盘(清单+启停开关+警示文案)
- 测试 225→239(能力清单/拔插分殊四路/广播幂等/包覆盖物价/act 目录/query/协议退订/about/
  金钟罩复验零漂移)
This commit is contained in:
2026-08-23 09:32:21 +08:00
parent a7ee125866
commit 9e0b06e898
11 changed files with 543 additions and 29 deletions
+154
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@@ -0,0 +1,154 @@
import type { World } from './world'
import { WorldEventBus } from './world'
import { YearlyReport, BattleLog, ChronicleEntry, SaveMeta } from '../types/domain'
import { marketPrice, buyItem, sellItem, buyTechnique } from './market'
import { sendMission, recallAll } from './systems/missions'
import { giftNpc, makePeace, marryNpcFamily } from './systems/diplomacy'
import { combatPowerOf } from './systems/combat'
import type { LogKind } from './world'
import { computeLegacy, resolveLegacy, LegacyArch } from '../core/legacy'
import { yearAxis, AxisCell } from '../core/yearaxis'
import { PACK } from '../data/registry'
export type ActName =
| 'head.set'
| 'member.meditate'
| 'member.technique'
| 'member.equip'
| 'member.pill'
| 'member.advance'
| 'member.marry'
| 'member.post'
| 'estate.build'
| 'estate.upgrade'
| 'estate.rite'
| 'estate.sutra'
| 'market.buy'
| 'market.sell'
| 'market.tech'
| 'craft.pill'
| 'diplomacy.gift'
| 'diplomacy.peace'
| 'diplomacy.taunt'
| 'diplomacy.marry'
| 'expedition.send'
| 'expedition.recall'
| 'legacy.resolve'
export interface ActPayload {
memberId?: string
targetId?: string
post?: string
item?: string
pill?: string
tech?: string
building?: string
npcId?: string
stones?: number
mission?: string
squad?: string[]
count?: number
}
export const ACT_CATALOG: Record<ActName, { desc: string; fn: (w: World, p: ActPayload) => boolean }> = {
'head.set': { desc: '册立家主', fn: (w, p) => (p.memberId ? (w.assignHead(p.memberId), true) : false) },
'member.meditate': { desc: '闭关/出关', fn: (w, p) => (p.memberId ? (w.setMeditation(p.memberId, !!p.count), true) : false) },
'member.technique': { desc: '传功', fn: (w, p) => (p.memberId && p.tech ? (w.giveTechnique(p.memberId, p.tech), true) : false) },
'member.equip': { desc: '装备法宝', fn: (w, p) => (p.memberId && p.item ? (w.equip(p.memberId, p.item), true) : false) },
'member.pill': { desc: '服丹', fn: (w, p) => (p.memberId && p.pill ? (w.takePill(p.memberId, p.pill), true) : false) },
'member.advance': { desc: '冲关', fn: (w, p) => (p.memberId ? (w.assistedBreakthrough(p.memberId), true) : false) },
'member.marry': { desc: '指婚', fn: (w, p) => (p.memberId && p.targetId ? w.marryTo(p.memberId, p.targetId) : false) },
'member.post': { desc: '任职/卸任', fn: (w, p) => (p.memberId ? w.assignPost(p.memberId, p.post) : false) },
'estate.build': { desc: '营建', fn: (w, p) => (p.building ? w.build(p.building) : false) },
'estate.upgrade': { desc: '升级', fn: (w, p) => (p.building ? w.upgrade(p.building) : false) },
'estate.rite': { desc: '祭祖', fn: (w) => w.ancestralRite() },
'estate.sutra': { desc: '求经', fn: (w) => w.seekSutra() },
'market.buy': { desc: '购货', fn: (w, p) => (p.item ? buyItem(w, p.item, p.count ?? 1) : false) },
'market.sell': { desc: '售货', fn: (w, p) => (p.item ? sellItem(w, p.item, p.count ?? 1) : false) },
'market.tech': { desc: '购法帖', fn: (w, p) => (p.tech ? buyTechnique(w, p.tech, p.stones ?? 0) : false) },
'craft.pill': { desc: '炼丹', fn: (w, p) => (p.item === 'ningyuan' ? w.craftPill('ningyuan') : w.craftPill('qiyuan')) },
'diplomacy.gift': { desc: '赠礼', fn: (w, p) => (p.npcId ? giftNpc(w, p.npcId, p.stones ?? 0) : false) },
'diplomacy.peace': { desc: '议和', fn: (w, p) => (p.npcId ? makePeace(w, p.npcId) : false) },
'diplomacy.taunt': { desc: '寻衅', fn: (w, p) => (p.npcId ? w.tauntNpc(p.npcId) : false) },
'diplomacy.marry': { desc: '联姻', fn: (w, p) => (p.npcId ? marryNpcFamily(w, p.npcId) : false) },
'expedition.send': { desc: '遣队出征', fn: (w, p) => (p.mission ? sendMission(w, p.mission, p.squad ?? []) : false) },
'expedition.recall': { desc: '召回', fn: (w, p) => (p.memberId ? (recallAll(w, p.memberId), true) : false) },
'legacy.resolve': { desc: '落印定鼎', fn: (w) => (w.resolveLegacyNow(), true) }
}
export interface QueryResult {
[k: string]: unknown
}
export class GameFacade {
constructor(
public readonly world: World,
public readonly slot: number,
private bus?: WorldEventBus
) {}
act(name: ActName, payload: ActPayload = {}): boolean {
const c = ACT_CATALOG[name]
if (!c) return false
return c.fn(this.world, payload)
}
query(ref: string): QueryResult {
const w = this.world
switch (ref) {
case 'family':
return { name: w.state.family.name, estate: w.state.family.estate, year: w.state.year, month: w.state.month, reputation: w.state.family.reputation, generation: w.state.family.generation }
case 'members':
return { list: w.aliveMembers().map((c) => ({ id: c.id, name: c.name, realm: `${c.realm.major}/${c.realm.minor}`, post: c.post ?? '', state: c.state, power: Math.round(combatPowerOf(w, c)) })) }
case 'legacy':
return resolveLegacy(w.state) as unknown as QueryResult
case 'yearAxis':
return { cells: yearAxis(w.state) as unknown as AxisCell[] }
case 'systems':
return { list: w.systemList() }
case 'finance':
return { stones: w.state.family.stones, accum: w.state.finance.accum, yearStats: w.state.yearStats }
default:
return {}
}
}
subscribe(on: (e: FacadeEvent) => void): () => void {
const bus: WorldEventBus = {
onLog: (kind: LogKind, text: string) => on({ type: 'log', kind, text, year: this.world.state.year, month: this.world.state.month }),
onChronicle: (entry: ChronicleEntry, important: boolean) => on({ type: 'chronicle', entry, important }),
onBattle: (log: BattleLog) => on({ type: 'battle', log }),
onPendingEvent: (id: string) => on({ type: 'pending', id }),
onGameOver: (reason: string) => on({ type: 'gameover', reason }),
onYearPaper: (report: YearlyReport) => on({ type: 'paper', report }),
onSystemChange: (id: string, enabled: boolean) => on({ type: 'sysChanged', id, enabled })
}
this.world.out.push(bus)
return () => {
const i = this.world.out.indexOf(bus)
if (i >= 0) this.world.out.splice(i, 1)
}
}
about(): { title: string; version: string; modules: number; systems: number; packFingerprint: string } {
return {
title: '仙途家族志',
version: '0.1.7',
modules: this.world.systemList().length,
systems: this.world.systemList().filter((s) => s.enabled).length,
packFingerprint: PACK.fingerprint()
}
}
}
export type FacadeEvent =
| { type: 'log'; kind: LogKind; text: string; year: number; month: number }
| { type: 'chronicle'; entry: ChronicleEntry; important: boolean }
| { type: 'battle'; log: BattleLog }
| { type: 'pending'; id: string }
| { type: 'gameover'; reason: string }
| { type: 'paper'; report: YearlyReport }
| { type: 'sysChanged'; id: string; enabled: boolean }
export { marketPrice, computeLegacy }
export type { SaveMeta, LegacyArch }
+25
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@@ -0,0 +1,25 @@
import type { PhaseId } from '../core/clock'
export interface SystemDef {
id: string
name: string
version: string
desc: string
phase?: PhaseId
yearly?: boolean
}
export const SYSTEM_DEFS: SystemDef[] = [
{ id: 'production', name: '生产', version: '1.0', phase: 'production', desc: '灵田药丹坊市之产出与物价漂移。' },
{ id: 'aging', name: '寿元', version: '1.0', phase: 'aging', desc: '年岁衰减、伤病滋养与辞世。' },
{ id: 'cultivation', name: '修炼', version: '1.0', phase: 'cultivation', desc: '修为积累、突破试炼与悟道。' },
{ id: 'missions', name: '探秘', version: '1.0', phase: 'missions', desc: '秘境远征与遭遇战。' },
{ id: 'events', name: '事件', version: '1.0', phase: 'events', desc: '日常/家国/际遇之机与天劫。' },
{ id: 'diplomacy', name: '外交', version: '1.0', phase: 'diplomacy', desc: '四邻聚落之好恶与劫掠。' },
{ id: 'marriage', name: '婚育', version: '1.0', yearly: true, desc: '媒娶联姻、添丁与代为祭。' },
{ id: 'annals', name: '岁簿', version: '1.0', yearly: true, desc: '岁末族簿与开年报数。' },
{ id: 'tournament', name: '太虚大比', version: '1.0', desc: '五年一会的太虚仙盟争锋。' },
{ id: 'tribulation', name: '渡劫', version: '1.0', desc: '大境界天劫与护法之仪。' },
{ id: 'apprentice', name: '寄读', version: '1.0', desc: '宗门子弟外修与求经台。' },
{ id: 'season', name: '时节', version: '1.0', desc: '春夏秋冬之乘气(春耕夏修秋市冬闭)。' }
]
+25 -16
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@@ -15,6 +15,13 @@ function ifAlive(fn: (w: World) => void): (w: World) => void {
}
}
/** 能力开关:禁用即拔插(对应 capability id */
function viaCap(capId: string, fn: (w: World) => void): (w: World) => void {
return (w: World) => {
if (w.sysEnabled(capId)) fn(w)
}
}
/**
* 装备时钟:年度钩子与月度 phase 的注册顺序即执行顺序(确定性)。
* 时间线:婚配养育 → 声望岁贡 → 岁末族簿 —— 再逐月:生产→寿元→修炼→任务→事件→外交→收尾
@@ -22,23 +29,25 @@ function ifAlive(fn: (w: World) => void): (w: World) => void {
export function buildClock(): GameClock {
const clock = new GameClock()
clock.onYearStart((w) => yearStartMarriage(w))
clock.onYearStart((w) => {
w.state.family.reputation += w.postBonus('familyRep')
const zhenCount = w
.aliveMembers()
.filter((c) => c.aspiration === 'zhen').length
w.state.family.reputation += Math.round(zhenCount * 0.3 * 100) / 100
})
clock.onYearStart((w) => w.publishYearReport())
clock.onYearStart(viaCap('marriage', (w) => yearStartMarriage(w)))
clock.onYearStart(
viaCap('marriage', (w) => {
w.state.family.reputation += w.postBonus('familyRep')
const zhenCount = w
.aliveMembers()
.filter((c) => c.aspiration === 'zhen').length
w.state.family.reputation += Math.round(zhenCount * 0.3 * 100) / 100
})
)
clock.onYearStart(viaCap('annals', (w) => w.publishYearReport()))
clock.register('production', (w: World) => productionTick(w))
clock.register('aging', (w: World) => deathTick(w))
clock.register('aging', (w: World) => woundHealTick(w))
clock.register('cultivation', ifAlive((w: World) => cultivationTick(w)))
clock.register('missions', ifAlive((w: World) => missionTick(w)))
clock.register('events', ifAlive((w: World) => eventRoll(w)))
clock.register('diplomacy', ifAlive((w: World) => diplomacyTick(w)))
clock.register('production', viaCap('production', (w: World) => productionTick(w)))
clock.register('aging', viaCap('aging', (w: World) => deathTick(w)))
clock.register('aging', viaCap('aging', (w: World) => woundHealTick(w)))
clock.register('cultivation', viaCap('cultivation', ifAlive((w: World) => cultivationTick(w))))
clock.register('missions', viaCap('missions', ifAlive((w: World) => missionTick(w))))
clock.register('events', viaCap('events', ifAlive((w: World) => eventRoll(w))))
clock.register('diplomacy', viaCap('diplomacy', ifAlive((w: World) => diplomacyTick(w))))
clock.register('epilogue', (w: World) => w.epilogueTick())
return clock
+2 -2
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@@ -1,8 +1,8 @@
import type { World } from './world'
import { ITEMS } from '../data/items'
import { pack } from '../data/registry'
export function marketPrice(w: World, itemId: string): number {
const base = ITEMS[itemId]?.basePrice ?? 1
const base = pack().items[itemId]?.basePrice ?? 1
const fam = w.state.family
const mult = typeof fam.flag['priceMult'] === 'number' ? (fam.flag['priceMult'] as number) : 1
const mood = fam.reputation >= 40 ? 1.06 : fam.reputation >= 20 ? 1.02 : 0.98
+4 -4
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@@ -1,10 +1,10 @@
import type { World } from '../world'
import { Character, BattleLog } from '../../types/domain'
import { basePower, describeRealm } from '../../data/realms'
import { ARTIFACT_POWER } from '../../data/items'
import { pack } from '../../data/registry'
import { techniqueById } from '../../data/techniques'
import { EnemyDef, LootDef } from '../../data/secrets'
import { TECHNIQUES } from '../../data/techniques'
import { traitBonuses } from '../pcgen'
import { npcById } from '../../data/npcs'
import { aspirationById, fitBonusOf } from '../../data/aspirations'
@@ -16,7 +16,7 @@ export function combatPowerOf(w: World, c: Character): number {
const tech = techniqueById(c.techniqueId)
const wuRank = (c.techniqueRank ?? 0) > 1 ? 0.2 : (c.techniqueRank ?? 0) === 1 ? 0.08 : 0
const techBonus = tech ? 1 + tech.powerBonus + wuRank : 1
const equip = c.equipment ? 1 + (ARTIFACT_POWER[c.equipment] ?? 0) : 1
const equip = c.equipment ? 1 + (pack().artifacts[c.equipment] ?? 0) : 1
const aspiration = aspirationById(c.aspiration)
const aspi = aspiration?.effect.type === 'battle' ? 1 + aspiration.effect.value : 1
const fit = fitBonusOf(c).battle ? 1.04 : 1
@@ -206,7 +206,7 @@ export function rollWarbooty(w: World, loot: LootDef): Record<string, number> {
result[a] = 1
}
if (loot.techniqueChance && w.rng.chance(loot.techniqueChance)) {
const t = w.rng.pick(TECHNIQUES)
const t = w.rng.pick(pack().techniques)
w.state.family.techniques.push(t.id)
result['tech'] = 1
}
+5 -4
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@@ -2,11 +2,12 @@ import type { 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'
import { pack } from '../../data/registry'
import { findInheritor } from '../creation'
import { resolveTribulation } from './tribulation'
import { nextRealm, describeRealm } from '../../data/realms'
@@ -378,7 +379,7 @@ export function applyEffect(w: World, eff: EffectDef, squad?: string[]): void {
Object.assign(fam.flag, eff.flag)
}
if (eff.techniqueChance && w.rng.chance(eff.techniqueChance)) {
const t = w.rng.pick(TECHNIQUES)
const t = w.rng.pick(pack().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。`)
@@ -495,7 +496,7 @@ export function applyEffect(w: World, eff: EffectDef, squad?: string[]): void {
}
}
if (eff.mission) {
const def = MISSIONS.find((m) => m.id === eff.mission)
const def = pack().missions.find((m) => m.id === eff.mission)
if (def) {
const squad = w
.aliveMembers()
+27 -2
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@@ -10,12 +10,14 @@ import {
} from '../types/domain'
import { Rng } from '../core/rng'
import { BUILDINGS } from '../data/buildings'
import { pack } from '../data/registry'
import { POSTS } from '../data/posts'
import { TECHNIQUES } from '../data/techniques'
import { aspirationById as aspirationOf } from '../data/aspirations'
import { computeLegacy, resolveLegacy, peakRealmIndex, grandTechniqueCount, LegacyArch } from '../core/legacy'
import { createWorldState, findInheritor } from './creation'
import { buildClock } from './clocks'
import { SYSTEM_DEFS, SystemDef } from './capabilities'
import { GameClock } from '../core/clock'
import { resolveBreakthrough } from './systems/cultivation'
import { applyEventChoice } from './systems/events'
@@ -30,6 +32,7 @@ export interface WorldEventBus {
onPendingEvent(id: string): void
onGameOver(reason: string, year: number): void
onYearPaper?(entry: YearlyReport): void
onSystemChange?(id: string, enabled: boolean): void
}
export function normalizeGameState(state: GameState): GameState {
@@ -65,6 +68,7 @@ export class World {
rng: Rng
out: WorldEventBus[]
clock: GameClock
systems: Record<string, { enabled: boolean }>
constructor(state: GameState, out: WorldEventBus[] = []) {
normalizeGameState(state)
@@ -72,6 +76,23 @@ export class World {
this.rng = new Rng(state.rng)
this.out = out
this.clock = buildClock()
this.systems = Object.fromEntries(SYSTEM_DEFS.map((d) => [d.id, { enabled: true }]))
}
sysEnabled(id: string): boolean {
return this.systems[id]?.enabled ?? true
}
toggleSystem(id: string): boolean {
const s = this.systems[id]
if (!s) return false
s.enabled = !s.enabled
this.out.forEach((o) => o.onSystemChange?.(id, s.enabled))
return s.enabled
}
systemList(): { id: string; name: string; version: string; desc: string; enabled: boolean }[] {
return SYSTEM_DEFS.map((d) => ({ id: d.id, name: d.name, version: d.version, desc: d.desc, enabled: this.sysEnabled(d.id) }))
}
seq(): Id {
@@ -115,6 +136,10 @@ export class World {
this.out.forEach((o) => o.onGameOver(reason, year))
}
gameOver___placeholder(): void {
void 0
}
memberById(id: Id): Character {
const c = this.state.members[id]
if (!c) throw new Error(`member not found ${id}`)
@@ -444,7 +469,7 @@ export class World {
if (fam.stones < 150) return false
fam.stones -= 150
fam.flag['sutraCD'] = this.state.year
const pool = TECHNIQUES.filter((t) => t.grade >= 2 && !fam.techniques.includes(t.id))
const pool = pack().techniques.filter((t) => t.grade >= 2 && !fam.techniques.includes(t.id))
if (pool.length === 0) {
this.log('info', '求经访道:天下典籍已入庶几,无可再得。')
this.chronicle('event', '求经台广搜天下,经卷已穷。', undefined, false)