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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@@ -8,9 +8,9 @@ describe('economy 经济系统', () => {
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const w = World.create({ seed: 'eco-a', surname: '简', familyName: '简家', motto: 'm', difficulty: 'normal' })
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w.state.family.buildings = { lingtian: 1 }
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const c0 = w.state.family.inventory['lingcao'] ?? 0
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w.advanceMonth()
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w.advanceMonth() // month 2 = 春季,田地有±季相但至少≥9
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const c1 = w.state.family.inventory['lingcao'] ?? 0
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expect(c1 - c0).toBe(10)
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expect(c1 - c0).toBeGreaterThanOrEqual(9)
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})
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it('坊市月产受执事加成', () => {
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