diff --git a/src/renderer/game/data/realms.ts b/src/renderer/game/data/realms.ts index 13bc25a..b33e286 100644 --- a/src/renderer/game/data/realms.ts +++ b/src/renderer/game/data/realms.ts @@ -114,6 +114,11 @@ export interface TechniqueDef { expBonus: number powerBonus: number desc: string + /** 0.1.34 流派效果(全 optional:缺省零行为——金钟罩零漂) */ + critChance?: number // 暴击率:战斗获胜判定之手中暴击一击(落败时敌方反伤减半变数) + guardBonus?: number // 受创减免:战斗受伤(%)-如 0.25=受创 25%折 + tribBonus?: number // 渡劫成功率加成(正值加成/负值谨防) + secretBonus?: number // 秘境掉落加成(任务完成掉落乘数) } export const TECHNIQUE_GRADE_NAMES = ['凡阶', '黄阶', '玄阶', '地阶', '天阶', '仙阶'] diff --git a/src/renderer/game/data/season.ts b/src/renderer/game/data/season.ts index 4dca732..b960635 100644 --- a/src/renderer/game/data/season.ts +++ b/src/renderer/game/data/season.ts @@ -7,6 +7,11 @@ export function seasonOf(month: number): Season { return 'winter' } +/** 0.1.34 季节元素共鸣:功法 element 与时令身合——修炼加成(万象归元) */ +export const SEASON_ELEMENT: Record = { + spring: '木', summer: '火', autumn: '金', winter: '水' +} + export const SEASON: Record = { spring: { name: '春', field: 0.1, cult: 0, market: 0, meditation: 0 }, summer: { name: '夏', field: 0, cult: 0.05, market: 0, meditation: 0 }, diff --git a/src/renderer/game/data/secrets.ts b/src/renderer/game/data/secrets.ts index 48cf1f9..5625a77 100644 --- a/src/renderer/game/data/secrets.ts +++ b/src/renderer/game/data/secrets.ts @@ -112,6 +112,49 @@ export const MISSIONS: MissionDef[] = [ } ] +/** 0.1.34 新秘境可加性:ext 表+唯一 id 追加(MOD/插件/世界生成共用——MISSIONS 静态表不变) */ +const EXTRA_MISSIONS: MissionDef[] = [] +export function addMission(def: MissionDef): void { + if (!EXTRA_MISSIONS.find((x) => x.id === def.id)) EXTRA_MISSIONS.push(def) +} +/** 全部任务:静态 + MOD/世界新增合并(每次构建——小规模数组,且扩张随时生效) */ +export function allMissions(): MissionDef[] { + return [...MISSIONS, ...EXTRA_MISSIONS] +} + +/** 新秘境生成模板(万象归元·天下灵机偶现)——年首世界侧 chance 生出,皆可探索 */ +export const WONDER_TEMPLATES: Omit[] = [ + { + region: '云梦大泽', icon: '泽', desc: '千年碧潭,隐有灵机吞吐——是仙家典籍中的洞天妙处。', + realmHint: 'foundation', minMembers: 2, maxMembers: 4, risk: 0.7, + stages: [ + { kind: 'event', months: 2, title: '雾锁重泽', text: { safe: '泽畔灵雾和煦,众人寻得一泓灵泉。', bad: '泽中瘴气潜涌,队伍仓促退避。' } }, + { kind: 'combat', months: 2, title: '水泽龙王', enemyId: 'e-huanhan' }, + { kind: 'resource', months: 2, title: '泽底洞府', loot: { resources: { lingyu: [4, 10], linglu: [3, 8] }, artifactChance: 0.18, techniqueChance: 0.1, techGrades: [2, 3] } } + ], + completionLoot: { resources: { lingyu: [3, 9], lingcao: [30, 70] }, artifactChance: 0.2, techniqueChance: 0.12, techGrades: [2, 3] } + }, + { + region: '苍梧断崖', icon: '崖', desc: '断崖云雾缭绕,偶见琼光微闪——遗世洞府的门扉近在眼前。', + realmHint: 'qi', minMembers: 1, maxMembers: 3, risk: 0.55, + stages: [ + { kind: 'combat', months: 2, title: '崖间宿怨', enemyId: 'e-tiebei' }, + { kind: 'resource', months: 2, title: '崖扉初启', loot: { resources: { lingkuang: [25, 55], lingmu: [5, 12] }, artifactChance: 0.1, techniqueChance: 0.06 } } + ], + completionLoot: { resources: { lingkuang: [20, 55], lingmu: [6, 16], shoupi: [3, 6] }, artifactChance: 0.12, techniqueChance: 0.08, techGrades: [1, 2] } + }, + { + region: '幽都古道', icon: '幽', desc: '青石古道上阴风掠耳——上古修士埋骨之地,得之者富。', + realmHint: 'core', minMembers: 3, maxMembers: 4, risk: 0.8, + stages: [ + { kind: 'event', months: 2, title: '古道逢阴', text: { safe: '香火未绝的驿亭里,捡得一把尘封古剑。', bad: '阴煞蚀骨,众人寒战如大病初愈。' } }, + { kind: 'combat', months: 2, title: '尸修拦路', enemyId: 'e-baiqi' }, + { kind: 'boss', months: 3, title: '墓庭之主', enemyId: 'e-huanhan' } + ], + completionLoot: { resources: { lingyu: [3, 8], beastcore: [4, 10], dansha: [3, 7] }, artifactChance: 0.3, techniqueChance: 0.14, techGrades: [3] } + } +] + export function missionById(id: string): MissionDef { const m = MISSIONS.find((x) => x.id === id) if (!m) throw new Error(`mission not found: ${id}`) diff --git a/src/renderer/game/data/techniques.ts b/src/renderer/game/data/techniques.ts index 212fad2..e6f1b5e 100644 --- a/src/renderer/game/data/techniques.ts +++ b/src/renderer/game/data/techniques.ts @@ -16,7 +16,14 @@ export const TECHNIQUES: TechniqueDef[] = [ { id: 't-jiuxiao', name: '九霄龙吟诀', grade: 3, element: '金', path: '剑修', expBonus: 0.18, powerBonus: 0.35, desc: '龙吟九霄,一剑开天。' }, { id: 't-tianya', name: '天涯孤鸿法', grade: 3, element: '火', path: '符修', expBonus: 0.21, powerBonus: 0.25, desc: '孤鸿照影,天涯为路。' }, { id: 't-qiankun', name: '乾坤七星阵', grade: 4, element: '土', path: '阵修', expBonus: 0.25, powerBonus: 0.3, desc: '七星成阵,乾坤为牢。' }, - { id: 't-xiantian', name: '先天混元功', grade: 4, element: '木', path: '体修', expBonus: 0.28, powerBonus: 0.38, desc: '混元一气,万法不侵。' } + { id: 't-xiantian', name: '先天混元功', grade: 4, element: '木', path: '体修', expBonus: 0.28, powerBonus: 0.38, desc: '混元一气,万法不侵。' }, + // 0.1.34 万象归元:流派效果示范(crit/guard/trib/secret——功法类型与效果丰富) + { id: 't-xuanbing', name: '玄冰凝甲功', grade: 1, element: '水', path: '体修', expBonus: 0.11, powerBonus: 0.14, guardBonus: 0.2, desc: '寒甲覆体,攻守两全。' }, + { id: 't-zidian', name: '紫电惊雷诀', grade: 1, element: '金', path: '剑修', expBonus: 0.1, powerBonus: 0.22, critChance: 0.12, desc: '雷霆既至,一击定音。' }, + { id: 't-danding', name: '丹鼎护道妙典', grade: 2, element: '火', path: '丹修', expBonus: 0.17, powerBonus: 0.1, tribBonus: 0.06, desc: '丹香护鼎,大劫犹安。' }, + { id: 't-fengyu', name: '风遁青冥诀', grade: 2, element: '木', path: '符修', expBonus: 0.13, powerBonus: 0.2, secretBonus: 0.2, desc: '青冥风引,探幽得宝。' }, + { id: 't-shanling', name: '山灵镇岳录', grade: 2, element: '土', path: '体修', expBonus: 0.14, powerBonus: 0.26, guardBonus: 0.3, critChance: 0.06, desc: '山灵加护,崩山击岳。' }, + { id: 't-lanhai', name: '澜海听涛经', grade: 3, element: '水', path: '符修', expBonus: 0.19, powerBonus: 0.24, tribBonus: 0.09, secretBonus: 0.15, desc: '听涛悟澜,化水藏锋。' } ] export function techniqueById(id: string | undefined): TechniqueDef | null { diff --git a/src/renderer/game/engine/runtime/Systems/combat.ts b/src/renderer/game/engine/runtime/Systems/combat.ts index 13bcd43..c8646c9 100644 --- a/src/renderer/game/engine/runtime/Systems/combat.ts +++ b/src/renderer/game/engine/runtime/Systems/combat.ts @@ -90,7 +90,16 @@ export function resolveEncounter( const talisman = opts.kind === 'war' ? talismanWarPrep(w) : null const talismMult = talisman === 'feng' ? 1.12 : talisman === 'shan' ? 1.15 : 1 let team = 0 - for (const c of opts.team) team += combatPowerOf(w, c) + let guard = 0 + let crit = 0 + for (const c of opts.team) { + team += combatPowerOf(w, c) + const t = techniqueById(c.techniqueId) + guard += (t?.guardBonus ?? 0) + crit += (t?.critChance ?? 0) + } + guard /= Math.max(1, opts.team.length) + crit /= Math.max(1, opts.team.length) team *= talismMult const enemy = Math.round(enemyPowerOf(opts.enemy, opts.risk) * form.def) const jitter = w.rng.between(0.88, 1.12) @@ -118,7 +127,7 @@ export function resolveEncounter( if (!c.alive || c.state === 'wounded') continue const severity = w.rng.next() if (!win) { - if (severity < 0.1 && w.rng.chance(opts.risk * 0.08 + 0.02)) { + if (severity < 0.1 && w.rng.chance((opts.risk * 0.08 + 0.02) * (1 - crit))) { c.alive = false c.deathYear = year c.deathCause = `战殁于${opts.enemy.name}之手` @@ -126,13 +135,13 @@ export function resolveEncounter( w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true) w.emitFx('ripple', `death:${c.id}`) } else if (severity < 0.45) { - const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound * (talisman === 'shan' ? 0.5 : 1)) + const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound * (talisman === 'shan' ? 0.5 : 1) * (1 - guard)) c.health = Math.max(1, c.health - woundAmt) c.state = 'wounded' loss.push(`${c.name} 重伤`) } } else if (w.rng.chance(0.12)) { - c.health = Math.max(1, c.health - 20 - w.rng.int(0, 15)) + c.health = Math.max(1, c.health - Math.round((20 + w.rng.int(0, 15)) * (1 - guard))) if (c.health < 35) c.state = 'wounded' loss.push(`${c.name} 轻伤`) } diff --git a/src/renderer/game/engine/runtime/Systems/cultivation.ts b/src/renderer/game/engine/runtime/Systems/cultivation.ts index 74eaaab..5d1efcf 100644 --- a/src/renderer/game/engine/runtime/Systems/cultivation.ts +++ b/src/renderer/game/engine/runtime/Systems/cultivation.ts @@ -4,6 +4,7 @@ import { ROOT_GRADES } from '../../../data/elements' import { masteryRateOfMajor } from '../../../data/pacing' import { aspirationById, fitBonusOf } from '../../../data/aspirations' import { techniqueById } from '../../../data/techniques' +import { seasonOf, SEASON_ELEMENT } from '../../../data/season' import { nextRealm, breakthroughBaseChance, realmDeathChance, describeRealm, MAJOR_ORDER } from '../../../data/realms' import { lifespanOf } from './lifecycle' import { traitBonuses } from '../pcgen' @@ -24,6 +25,8 @@ export function monthlyRate(w: World, c: Character, herbFactor = 1): number { const tech = techniqueById(c.techniqueId) if (tech && c.realm.major !== 'mortal') { rate *= 1 + tech.expBonus + (c.techniqueRank ?? 0) * 0.05 + // 0.1.34 万象归元:功法元素与时令共鸣(春木夏火秋金冬水——身合自然) + if (w.sysEnabled('season') && SEASON_ELEMENT[seasonOf(st.month)] === tech.element) rate *= 1.04 } else if (c.realm.major !== 'mortal') { rate *= 0.65 } @@ -108,7 +111,9 @@ export function cultivationTick(w: World): void { // 悟道进度:有功法且修为之外,另积一分慧根 if (c.techniqueId && c.realm.major !== 'mortal') { const rank = c.techniqueRank ?? 0 - const gain = rate * (rank === 0 ? 0.5 : rank === 1 ? 0.3 : 0.15) + const wuLvl = w.state.family.buildings['yanwu'] ?? 0 + const wuMult = 1 + wuLvl * 0.08 // 0.1.34 演武场联动——日日操练,悟性开慧 + const gain = rate * (rank === 0 ? 0.5 : rank === 1 ? 0.3 : 0.15) * wuMult c.techniqueProgress = Math.min(100, (c.techniqueProgress ?? 0) + gain) if (c.techniqueProgress >= 100) { if (rank === 0) { diff --git a/src/renderer/game/engine/runtime/Systems/missions.ts b/src/renderer/game/engine/runtime/Systems/missions.ts index 546f005..d7cf91d 100644 --- a/src/renderer/game/engine/runtime/Systems/missions.ts +++ b/src/renderer/game/engine/runtime/Systems/missions.ts @@ -36,7 +36,7 @@ export function missionTick(w: World): void { if (victim.health < 35) victim.state = 'wounded' } } else if (stage.kind === 'resource') { - const loot = rollWarbooty(w, stage.loot ?? def.completionLoot, qiRatioOf(w, def.id)) + const loot = scaleBySecret(w, m, rollWarbooty(w, stage.loot ?? def.completionLoot, qiRatioOf(w, def.id))) 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] @@ -69,7 +69,7 @@ export function missionTick(w: World): void { m.done = true m.result = 'success' releaseSquad(w, m) - const total = rollWarbooty(w, def.completionLoot, qiRatioOf(w, def.id)) + const total = scaleBySecret(w, m, rollWarbooty(w, def.completionLoot, qiRatioOf(w, def.id))) // 0.1.23 秘境回池:探得之物近 2 成回流人间(负反馈世界侧供给) if (w.state.worldSim) { const sim = new WorldSim(w) @@ -92,6 +92,19 @@ export function missionTick(w: World): void { } } +/** 0.1.34 功法秘境加成:结队平均 secretBonus → 战利乘数(零 rng——值域确定) */ +function scaleBySecret(w: World, m: MissionState, loot: Record): Record { + const squad = squadOf(w, m) + if (squad.length === 0) return loot + let bonus = 0 + for (const c of squad) bonus += techniqueById(c.techniqueId)?.secretBonus ?? 0 + bonus /= squad.length + if (bonus <= 0) return loot + const out: Record = {} + for (const [k, v] of Object.entries(loot)) out[k] = typeof v === 'number' ? Math.max(1, Math.round(v * (1 + bonus))) : v + return out +} + function squadOf(w: World, m: MissionState) { return m.memberIds.map((id) => w.memberById(id)).filter((c) => c.alive) } diff --git a/src/renderer/game/engine/runtime/Systems/tribulation.ts b/src/renderer/game/engine/runtime/Systems/tribulation.ts index e0c6a53..e3b3055 100644 --- a/src/renderer/game/engine/runtime/Systems/tribulation.ts +++ b/src/renderer/game/engine/runtime/Systems/tribulation.ts @@ -1,6 +1,7 @@ import type { World } from '../World' import { Character } from '../../../types/domain' import { nextRealm, MAJOR_ORDER, realmDeathChance, describeRealm } from '../../../data/realms' +import { techniqueById } from '../../../data/techniques' export const TRIB_MAJORS: string[] = ['foundation', 'core', 'nascent', 'spirit'] @@ -100,5 +101,6 @@ export function perTribChance(w: World, c: Character): number { nascent: 0.36, spirit: 0.26 } as Record)[c.realm.major] ?? 0.9 - return Math.min(0.92, base + c.mind * 0.01 + c.health / 400 + (c.tribBoost ?? 0)) + const tb = techniqueById(c.techniqueId)?.tribBonus ?? 0 + return Math.min(0.92, base + c.mind * 0.01 + c.health / 400 + (c.tribBoost ?? 0) + tb) } diff --git a/src/renderer/game/engine/sim/Market.ts b/src/renderer/game/engine/sim/Market.ts index 3811efc..b9d1faa 100644 --- a/src/renderer/game/engine/sim/Market.ts +++ b/src/renderer/game/engine/sim/Market.ts @@ -13,10 +13,13 @@ export function marketPrice(w: World, itemId: string): number { const mood = fam.reputation >= 40 ? 1.06 : fam.reputation >= 20 ? 1.02 : 0.98 // 世界行情乘子(唯一读口:worldSim.marketMultFor;无 sim 时 1) const simMult = w.state.worldSim ? new WorldSim(w).marketMultFor(itemId) : 1 + // 0.1.34 断供应急:货源连续告急(shortage ≥ 触发月数)→ 价格上浮(恐慌:供不应求者贵) + const shortN = w.state.worldSim?.shortage?.[itemId] + const shortMult = shortN && shortN >= worldNum('shortageMonths') ? worldNum('shortagePrice') : 1 // 利己(priceMult)与信誉修正 const sellers = w.aliveMembers().filter((c) => traitBonuses(c).priceMult > 0).length const liarPct = Math.min(0.2, sellers * 0.04) - return Math.max(1, Math.round(base * mult * mood * simMult * (1 - liarPct))) + return Math.max(1, Math.round(base * mult * mood * simMult * shortMult * (1 - liarPct))) } export function buyItem(w: World, itemId: string, count: number): boolean { diff --git a/src/renderer/game/engine/sim/WorldSim.ts b/src/renderer/game/engine/sim/WorldSim.ts index b80c4e5..cf75906 100644 --- a/src/renderer/game/engine/sim/WorldSim.ts +++ b/src/renderer/game/engine/sim/WorldSim.ts @@ -4,6 +4,7 @@ import { WorldSimState, NpcDynamics, WORLDSIM, ERA_CONF, makeWorldSimState, NpcS import { pack } from '../../data/registry' import { ITEMS } from '../../data/items' import { npcById, getNpcDefs, registerNpcDef, unregisterNpcDef } from '../../data/npcs' +import { allMissions, addMission, WONDER_TEMPLATES, type MissionDef } from '../../data/secrets' import { MAJORS, MAJOR_ORDER } from '../../data/realms' const MARKET_IDS = ['lingcao', 'lingkuang', 'beastcore', 'lingyu', 'lingmu', 'shoupi', 'lingguo', 'pill-qiyuan', 'pill-ningyuan'] @@ -16,7 +17,7 @@ export class WorldSim { if (!w.state.worldSim) w.state.worldSim = initSim(w) const ws = w.state.worldSim as WorldSimState if (!ws.secretQi || Object.keys(ws.secretQi).length === 0) { - const defs = pack().missions + const defs = allMissions() ws.secretQi = {} for (const m of defs) ws.secretQi[m.id] = 50 } @@ -127,7 +128,25 @@ export class WorldSim { // ---- A. 资源循环市场(世界供给/需求 + NPC 上桌 + 再平衡) ---- worldBreath(this.w, s) // A2+A3:常驻供给与需求(潮汐乘化) npcTrade(this.w, s, rng.next()) // A4:NPC 按 sells/buys 与池交易 - driftMarket(s, rng.next()) // 波动项(保留噪声弹性) + driftMarket(s, rng.next(), this.w) // 波动项(保留噪声弹性) + + // ---- B0. 新秘境灵机(0.1.34 万象归元:年首机率——乱世×2) ---- + if (this.w.state.month === 1) { + const era2 = s.era === 'luanshi' ? 2 : 1 + if (rng.chance(worldNum('newSecretChance') * era2)) { + const tpl = rng.pick(WONDER_TEMPLATES) + const seedS = rng.int(1000, 9999) + const def: MissionDef = { + ...tpl, + id: `m-wonder-${seedS}`, + name: `${tpl.icon}地灵诏——「${'古幽玄凌'}${rng.int(1, 9)}」` + } + addMission(def) + s.secretQi[def.id] = Math.max(50, s.secretQi[def.id] ?? 50) + s.newsFeed.push({ year: this.w.state.year, month: 1, src: '天机', text: `${def.name} 现世——灵光冲霄,远近皆见。`, kind: 'annal' }) + this.w.log('info', `【天下】有异宝出世:${def.name}。`) + } + } // ---- B. NPC 演化(换代 + 关系网 + 互攻;B7) ---- evolveNpc(this.w, s, rng.next()) @@ -282,7 +301,9 @@ export class WorldSim { sum += (s.marketPool[id] ?? base) / base n++ } - return n > 0 ? sum / n : 1 + const cold = n > 0 ? sum / n : 1 + // 0.1.34 战争疲劳上浮:天下杀伐不止,寒气怨气凝而灵脉皆冷(打不动即荒年) + return cold - (s.warFatigue ?? 0) * worldNum('warFatigueTempK') } news(): WorldSimState['newsFeed'] { @@ -409,7 +430,12 @@ function npcTrade(w: World, s: WorldSimState, noise: number): void { } } -function driftMarket(s: WorldSimState, noise: number): void { +function itemNameOf(id: string): string { + const N: Record = { lingcao: '灵草', lingkuang: '灵矿', beastcore: '兽核', lingyu: '灵玉', lingmu: '灵木', shoupi: '兽皮', lingguo: '灵果' } + return N[id] ?? id +} + +function driftMarket(s: WorldSimState, noise: number, w: World): void { let n = noise // W3 材料生态相关:自然资源同向微漂(灵木/符链共享偏置——物产同源) const matBias = (noise - 0.5) * 0.012 @@ -423,6 +449,19 @@ function driftMarket(s: WorldSimState, noise: number): void { const isMaterial = ['lingyu', 'lingmu', 'shoupi', 'lingguo'].includes(id) s.marketPool[id] = Math.max(base * WORLDSIM.poolFloorPct, cur + rebalance + drift + (isMaterial ? matBias * base : 0)) + // 0.1.34 断供监测:货源紧张连续月计数(触发价上浮×世界广播) + const line = base * WORLDSIM.shortageLine + if (s.marketPool[id] < line) { + s.shortage = s.shortage ?? {} + s.shortage[id] = (s.shortage[id] ?? 0) + 1 + if (s.shortage[id] === worldNum('shortageMonths')) { + s.shortageWarned = s.shortageWarned ?? {} + s.shortageWarned[id] = w.state.year + s.newsFeed.push({ year: w.state.year, month: 6, src: '行商', text: `${itemNameOf(id)}断货数月——坊市惜售,价腾三成。`, kind: 'annal' }) + } + } else if (s.shortage?.[id]) { + delete s.shortage[id] + } } } @@ -569,6 +608,8 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void { const wr = otherDyn.relationsWithOthers[winner.id] ?? 0 otherDyn.relationsWithOthers[winner.id] = clamp(wr + 4, -100, 100) } + // 0.1.34 战争疲劳:乱象(互攻/大劫)累积——世界温度上浮,乱世加速 + s.warFatigue = clamp((s.warFatigue ?? 0) + worldNum('warFatigueRise'), 0, 1) s.newsFeed.push({ year, month: 1, src: winner.name, text: `${winner.name} 与 ${loser.name} 起衅——痛挫其锋,势力大动。` diff --git a/src/renderer/game/engine/sim/worldsim-data.ts b/src/renderer/game/engine/sim/worldsim-data.ts index b1431fc..8405a68 100644 --- a/src/renderer/game/engine/sim/worldsim-data.ts +++ b/src/renderer/game/engine/sim/worldsim-data.ts @@ -52,6 +52,12 @@ export interface WorldSimState { overfluxYear?: number /** 盟友求援(最近一次:互攻失利波及盟我之族) */ distress?: { id: string; year: number; month: number } + /** 战争疲劳(0~1):NPC 互攻/玩家 raid 逐年累积——世界温度上浮,乱世加速 */ + warFatigue?: number + /** 断供监测:货源id→连续低于警戒线月数(≥3 触发断供告警×1.5 价) */ + shortage?: Record + /** 断供已播年(id→年——仅始发广播,持续断供不刷屏) */ + shortageWarned?: Record /** 天下史书(十年一鉴独立留档,免 newsFeed 裁剪;上限 80 页) */ worldAnnals?: { year: number; text: string }[] /** 世鉴(50/100 年宏观:开局 vs 现在/era 路径/最强家更替——独立数组零漂) */ @@ -206,7 +212,14 @@ export const WORLDSIM = { calamities: ['旱灾', '涝灾', '蝗灾', '疫病', '兽潮', '寒潮'] as const, npcEventChance: 0.05, // NPC 互攻年首诗签概率 newsEvery: 24, // 月 - newsKeep: 120 + newsKeep: 120, + // —— 0.1.34 万象归元(战争疲劳/断供/新秘境) —— + warFatigueRise: 0.008, // 每次乱象(NPC 互攻)累积的战争疲劳 + warFatigueTempK: 0.6, // 疲劳对世界温度的冷降幅度(打不动即荒年) + shortageLine: 0.7, // 断供警戒线:池/基准 < 此值起计连续月 + shortageMonths: 3, + shortagePrice: 1.5, // 断供价乘 + newSecretChance: 0.04 // 年首新秘境现身概率(乱世 ×2) } export type CalamityName = string diff --git a/src/renderer/game/types/domain.ts b/src/renderer/game/types/domain.ts index 8d8a504..7eeb0d0 100644 --- a/src/renderer/game/types/domain.ts +++ b/src/renderer/game/types/domain.ts @@ -227,6 +227,8 @@ export interface GameState { era?: string eraStartYear?: number overfluxYear?: number + warFatigue?: number + shortage?: Record distress?: { id: string; year: number; month: number } worldAnnals?: { year: number; text: string }[] newsFeed?: { year: number; month: number; src: string; text: string; itemId?: string; kind?: string }[]