v0.1.6: 时轮与造化(GameClock/RngHub/时节/年轴/保护)
- 统一时轮 GameClock:七 phase 注册制(production/aging/cultivation/missions/ events/diplomacy/epilogue) + 年首三钩子(婚配→岁贡→族簿);advanceMonth 化作薄壳; 新增系统只注册不改本体;alive 守卫、随机序、族簿时序均与重构前逐一等价 - 金钟罩:3 枚 seed × 560 月指纹常驻(重构前后已验证同哈希;时节属有意变更后重固化) - 统一随机 RngHub:开局播种(crypto UV)、音效白噪独立流、引擎 rng 带 nextCount 审计; 全工程拔除逻辑侧 Math.random - 时节系统:春夏秋冬乘子(春田+10%/夏修+5%/秋市+5%/冬闭+8%)入生产与修炼 - 崩溃保护:advance 异常自动存『出险前』档 + 停速提示回档 - 性能预算:dev-only 单 tick>60ms 报最慢 phase - 横轴年表:十年一格大事/生殇聚合 + 春秋原年轴视图 - 测试 197→225(时钟/收集器/四季/年轴/效果全矩阵/死局链/残留防御)
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export type Season = 'spring' | 'summer' | 'autumn' | 'winter'
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export function seasonOf(month: number): Season {
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if (month <= 3) return 'spring'
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if (month <= 6) return 'summer'
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if (month <= 9) return 'autumn'
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return 'winter'
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}
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export const SEASON: Record<Season, { name: string; field: number; cult: number; market: number; meditation: number }> = {
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spring: { name: '春', field: 0.1, cult: 0, market: 0, meditation: 0 },
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summer: { name: '夏', field: 0, cult: 0.05, market: 0, meditation: 0 },
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autumn: { name: '秋', field: 0, cult: 0, market: 0.05, meditation: 0 },
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winter: { name: '冬', field: 0, cult: 0, market: 0, meditation: 0.08 }
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}
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export function seasonMod(month: number, key: 'field' | 'cult' | 'market' | 'meditation'): number {
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return SEASON[seasonOf(month)][key]
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}
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