v0.1.0: 仙途家族志 · Chronicle of the Immortal Clan
家族模拟器首版:修仙/经营/战斗/外交/叙事全套系统 - Electron + React + TS + MetonaSqlark(aria+OPFS) - 水墨中国风 UI - 引擎种子随机、确定性可回放 - 19 项单元测试、端到端冒烟验证
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import { Character, GameState, NpcFamilyState, RealmMajor } from '../types/domain'
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import { Rng, seedToRng } from '../core/rng'
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import { randomSurname, MALE_GIVEN, FEMALE_GIVEN } from '../core/names'
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import { newCharacter } from './pcgen'
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import { NPCS } from '../data/npcs'
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import { World } from './world'
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export interface NewGameOptions {
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seed: string
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surname: string
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familyName: string
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motto: string
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difficulty: 'easy' | 'normal' | 'hard'
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}
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export function createWorldState(opts: NewGameOptions): GameState {
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const rng = new Rng(seedToRng(opts.seed))
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const surname = opts.surname.trim() || randomSurname(rng)
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const familyName = opts.familyName.trim() || `${surname}家`
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const diff = opts.difficulty
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const stones = diff === 'easy' ? 1200 : diff === 'normal' ? 800 : 550
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const npcStrength = diff === 'easy' ? 0.9 : diff === 'normal' ? 1 : 1.15
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const state: GameState = {
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schemaVersion: 1,
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seed: opts.seed,
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rng: rng.getState(),
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year: 1,
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month: 1,
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seq: 0,
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family: {
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surname,
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name: familyName,
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motto: opts.motto.trim() || '耕读传家,术法继世',
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crest: '#c9a227',
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estate: '青云庄',
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yearFounded: 1,
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generation: 1,
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reputation: 5,
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stones,
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inventory: {
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lingcao: 60,
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lingkuang: 30,
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beastcore: 0,
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'pill-qiyuan': 2,
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'pill-ningyuan': 1
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},
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buildings: { lingtian: 1, zongci: 1 },
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techniques: ['t-qinglian', 't-houtu'],
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missionIds: [],
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headId: '',
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difficulty: diff,
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flag: { priceMult: 1, tenants: 0, headBless: 0 }
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},
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members: {},
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npcFamilies: Object.fromEntries(
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NPCS.map((n) => [
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n.id,
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{
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id: n.id,
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name: n.name,
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region: n.region,
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power: Math.round(n.initialPower * npcStrength),
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relation: 0,
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allied: false,
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raidCount: 0
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} as NpcFamilyState
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])
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),
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missions: [],
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chronicle: [],
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battles: [],
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eventQueue: [],
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completedEvents: [],
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flags: {},
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totalTicks: 0
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}
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const w = new World(state, [])
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const male1: string = rng.pick(MALE_GIVEN)
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const female1: string = rng.pick(FEMALE_GIVEN)
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const head: Character = newCharacter(rng, {
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name: `${surname}${male1}`,
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gender: 'male',
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generation: 1,
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bornYear: 1 - 35,
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age: 35,
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realm: { major: 'qi', minor: 4 },
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isHead: true,
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isFounder: true,
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fortuneBase: 7
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})
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head.realmProgress = 40
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head.techniqueId = 't-qinglian'
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head.traits = ['tiangan', 'shensui']
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const wife: Character = newCharacter(rng, {
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name: `${surname}${female1}`,
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gender: 'female',
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generation: 1,
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bornYear: 1 - 33,
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age: 33,
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realm: { major: 'qi', minor: 2 },
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fortuneBase: 6
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})
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wife.realmProgress = 55
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head.spouseId = 'x2'
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wife.spouseId = 'x1'
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head.children = ['x3', 'x5']
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const elderBrother: Character = newCharacter(rng, {
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name: `${surname}${rng.pick(MALE_GIVEN)}`,
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gender: 'male',
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generation: 2,
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bornYear: 1 - 16,
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age: 16,
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realm: { major: 'qi', minor: 1 },
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father: head,
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mother: wife
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})
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elderBrother.realmProgress = 20
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elderBrother.techniqueId = 't-houtu'
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elderBrother.fatherId = 'x1'
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elderBrother.motherId = 'x2'
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const sister: Character = newCharacter(rng, {
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name: `${surname}${rng.pick(FEMALE_GIVEN)}`,
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gender: 'female',
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generation: 2,
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bornYear: 1 - 12,
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age: 12,
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realm: { major: 'mortal', minor: 0 },
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father: head,
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mother: wife
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})
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sister.fatherId = 'x1'
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sister.motherId = 'x2'
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const uncle: Character = newCharacter(rng, {
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name: `${surname}${rng.pick(MALE_GIVEN)}`,
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gender: 'male',
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generation: 1,
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bornYear: 1 - 45,
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age: 45,
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realm: { major: 'qi', minor: 6 },
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fortuneBase: 6
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})
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uncle.realmProgress = 30
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uncle.techniqueId = 't-houtu'
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uncle.traits = ['xinheng', 'shensui']
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uncle.id = 'x4'
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uncle.spouseHouse = 'sihai王氏'
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uncle.children = []
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head.id = 'x1'
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wife.id = 'x2'
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elderBrother.id = 'x3'
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sister.id = 'x5'
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wife.children = ['x3', 'x5']
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state.members = { x1: head, x2: wife, x3: elderBrother, x4: uncle, x5: sister }
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state.family.headId = 'x1'
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state.seq = 10
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w.chronicle('misc', `${surname}氏一族定居山阴,立${familyName}。庄主${head.name},年方三十五。`, head.id, true)
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w.log('info', `青云庄立,${familyName}始兴。`)
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return state
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}
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export function findInheritor(world: World): Character | undefined {
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const alive = world.aliveMembers()
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if (alive.length === 0) return undefined
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const head = world.state.members[world.state.family.headId]
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const candidates = alive.filter((c) => c.id !== head?.id)
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if (candidates.length === 0) return undefined
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const byBlood = candidates
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.filter((c) => (head && head.children.includes(c.id)) || (c.fatherId === head?.id))
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.sort((a, b) => world.ageOf(b) - world.ageOf(a))
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if (byBlood.length > 0) return byBlood[0]
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const byRealm = [...candidates].sort((a, b) => {
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const ra = realmRank(a.realm)
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const rb = realmRank(b.realm)
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return rb - ra || b.charm - a.charm || world.ageOf(b) - world.ageOf(a)
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})
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return byRealm[0]
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}
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function realmRank(realm: { major: RealmMajor; minor: number }): number {
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const order: RealmMajor[] = ['mortal', 'qi', 'foundation', 'core', 'nascent', 'spirit']
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return order.indexOf(realm.major) * 10 + realm.minor
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}
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import { World } from './world'
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import { ITEMS } from '../data/items'
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export function marketPrice(w: World, itemId: string): number {
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const base = ITEMS[itemId]?.basePrice ?? 1
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const fam = w.state.family
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const mult = typeof fam.flag['priceMult'] === 'number' ? (fam.flag['priceMult'] as number) : 1
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const mood = fam.reputation >= 40 ? 1.06 : fam.reputation >= 20 ? 1.02 : 0.98
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return Math.max(1, Math.round(base * mult * mood))
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}
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export function buyItem(w: World, itemId: string, count: number): boolean {
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const fam = w.state.family
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const total = marketPrice(w, itemId) * count
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if (total > fam.stones) return false
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fam.stones -= total
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fam.inventory[itemId] = (fam.inventory[itemId] ?? 0) + count
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return true
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}
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export function sellItem(w: World, itemId: string, count: number): boolean {
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const fam = w.state.family
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const have = fam.inventory[itemId] ?? 0
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if (have < count) return false
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fam.inventory[itemId] = have - count
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fam.stones += marketPrice(w, itemId) * count
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return true
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}
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export function buyTechnique(w: World, techId: string, price: number): boolean {
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const fam = w.state.family
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if (fam.techniques.includes(techId)) return false
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if (fam.stones < price) return false
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fam.stones -= price
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fam.techniques.push(techId)
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return true
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}
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export function techniquePrice(techId: string): number {
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const grade = TECH_GRADE_BASE[techId] ?? 200
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return grade
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}
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import { TECHNIQUES } from '../data/techniques'
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const TECH_GRADE_BASE: Record<string, number> = Object.fromEntries(
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TECHNIQUES.map((t) => [t.id, [120, 300, 700, 1600, 3600][t.grade] ?? 300])
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)
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@@ -0,0 +1,120 @@
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import { Character, Element, Gender, Realm, RealmMajor } from '../types/domain'
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import { Rng } from '../core/rng'
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import { ELEMENT_LIST, ROOT_GRADES } from '../data/elements'
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import { MAJORS } from '../data/realms'
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import { TRAIT_POOL, TRAITS } from '../data/traits'
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export function rollRoots(rng: Rng, parents?: { m?: Character; f?: Character }): { grade: number; primary: Element; secondary: Element[] } {
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let grade: number
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if (parents && parents.m && parents.f) {
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const mix = (parents.m.roots.grade + parents.f.roots.grade) / 2
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const roll = rng.next()
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if (roll < 0.3) grade = Math.round(mix)
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else if (roll < 0.8) grade = Math.round(mix) + 1
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else grade = Math.round(mix) - 1
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if (rng.chance(0.15)) grade = Math.min(5, grade + 2)
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} else {
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const total = Object.entries(ROOT_GRADES).reduce((s, [k, v]) => s + v.drawWeight, 0)
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let r = rng.next() * total
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grade = 1
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for (const [k, v] of Object.entries(ROOT_GRADES)) {
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r -= v.drawWeight
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if (r <= 0) {
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grade = Number(k)
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break
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}
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}
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}
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grade = Math.max(0, Math.min(5, grade))
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const primaryCandidate = parents && (parents.m || parents.f)
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? [parents.m!.roots.primary, parents.f!.roots.primary]
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: ELEMENT_LIST
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const primary = rng.pick(primaryCandidate)
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const secondaryCount = grade >= 3 ? rng.int(1, 2) : grade === 2 ? rng.int(0, 1) : 0
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const rest = ELEMENT_LIST.filter((e) => e !== primary)
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const secondary = rng.shuffle(rest).slice(0, secondaryCount)
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return { grade, primary, secondary }
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}
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export function rollPersonality(rng: Rng): string[] {
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const n = rng.chance(0.5) ? 2 : 1
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return rng.shuffle([...TRAIT_POOL]).slice(0, n)
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}
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export function rollAttributes(rng: Rng, base: number, variance: number): number {
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const v = Math.round(base + rng.between(-variance, variance))
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return Math.max(1, Math.min(10, v))
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}
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export function calcLifespan(major: RealmMajor, physique: number): number {
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const base = MAJORS[major].lifespan
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return Math.round(base * (0.9 + physique * 0.02))
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}
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export function newCharacter(
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rng: Rng,
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opts: {
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name: string
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gender: Gender
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generation: number
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bornYear: number
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age: number
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mother?: Character
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father?: Character
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realm?: Realm
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isHead?: boolean
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isFounder?: boolean
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fortuneBase?: number
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}
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): Character {
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const realm: Realm = opts.realm ?? { major: 'mortal', minor: 0 }
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const roots = rollRoots(rng, opts.father || opts.mother ? { m: opts.father, f: opts.mother } : undefined)
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const levelBonus = MAJORS[realm.major as RealmMajor].minorLayers > 0 ? realm.minor * 0.4 : 0
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const perception = rollAttributes(rng, 4.5 + roots.grade * 0.8 + levelBonus * 0.25, 1.8)
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const physique = rollAttributes(rng, 4 + roots.grade * 0.5 + levelBonus * 0.3, 1.8)
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const mind = rollAttributes(rng, 4.5 + roots.grade * 0.3, 1.8)
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const charm = rollAttributes(rng, 4.5, 2.2)
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const fortune = rollAttributes(rng, (opts.fortuneBase ?? 5) + roots.grade * 0.4, 2.2)
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return {
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id: '',
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name: opts.name,
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gender: opts.gender,
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generation: opts.generation,
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children: [],
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bornYear: opts.bornYear,
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age: opts.age,
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realm,
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realmProgress: 0,
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roots,
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perception,
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physique,
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mind,
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charm,
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fortune,
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traits: rollPersonality(rng),
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state: 'idle',
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health: 100,
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alive: true,
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isHead: opts.isHead,
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isFounder: opts.isFounder
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}
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}
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export function traitBonuses(character: Character): { exp: number; breakBonus: number; windBonus: number; charmBonus: number; priceMult: number } {
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let exp = 0
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let breakBonus = 0
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let windBonus = 0
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let charmBonus = 0
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let priceMult = 0
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for (const t of character.traits) {
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const def = TRAITS[t]
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if (!def) continue
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exp += def.expBonus ?? 0
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breakBonus += def.breakBonus ?? 0
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windBonus += def.windBonus ?? 0
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charmBonus += def.charmBonus ?? 0
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priceMult += def.priceMult ?? 0
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}
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return { exp: 1 + exp, breakBonus, windBonus, charmBonus, priceMult }
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}
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@@ -0,0 +1,213 @@
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import { World } from '../world'
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import { Character, BattleLog, NpcFamilyState } from '../../types/domain'
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import { basePower, describeRealm } from '../../data/realms'
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import { ARTIFACT_POWER } from '../../data/items'
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import { techniqueById } from '../../data/techniques'
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import { EnemyDef, LootDef } from '../../data/secrets'
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import { TECHNIQUES } from '../../data/techniques'
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import { traitBonuses } from '../pcgen'
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import { npcById } from '../../data/npcs'
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export function combatPowerOf(w: World, c: Character): number {
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if (!c.alive) return 0
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const base = basePower(c.realm)
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const stat = 1 + (c.perception + c.physique) / 32
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const tech = techniqueById(c.techniqueId)
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const techBonus = tech ? 1 + tech.powerBonus : 1
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const equip = c.equipment ? 1 + (ARTIFACT_POWER[c.equipment] ?? 0) : 1
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const trait = 1 + traitBonuses(c).windBonus
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const health = 0.5 + 0.5 * (c.health / 100)
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return round1(base * stat * techBonus * equip * trait * health)
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}
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function round1(n: number): number {
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return Math.round(n * 10) / 10
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}
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export function enemyPowerOf(enemy: EnemyDef, risk: number): number {
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const base = basePower({ major: enemy.realm, minor: 2 })
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return Math.round(base * enemy.strength * (1.05 + risk * 0.55))
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}
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export function npcPowerOf(npc: NpcFamilyState): number {
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return Math.round(npc.power)
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}
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export interface EncounterResult {
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win: boolean
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draw: boolean
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lines: string[]
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loot?: Record<string, number>
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losses: string[]
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}
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const WIN_DESC = [
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'你我咬紧牙关,剑光铺天盖地,那厮节节败退。',
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'阵中爆出一声大喝,众人齐攻要害,对方哀嚎退走。',
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'硬撼三合,杀得对方胆寒,丢下敌辎拽着尾巴逃了。'
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]
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const LOSE_DESC = [
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'对方攻势如潮,我方左支右绌,且战且退。',
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'眼睁睁瞧着族中子弟咳血倒地,只得弃了阵脚。',
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'护山大阵差点被轰裂,残兵败将忍着羞辱撤回。',
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'突袭来得隐秘,伤亡不小,幸好退路还在。'
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]
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const DRAW_DESC = [
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'杀了个天昏地暗,双方均伤,各自罢手。',
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'僵持半晌,天入暮色,双方收阵戒备而退。'
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]
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export function resolveEncounter(
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w: World,
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opts: {
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title: string
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enemy: EnemyDef
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risk: number
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team: Character[]
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kind: BattleLog['kind']
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year: number
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month: number
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}
|
||||
): EncounterResult {
|
||||
let team = 0
|
||||
for (const c of opts.team) team += combatPowerOf(w, c)
|
||||
const enemy = enemyPowerOf(opts.enemy, opts.risk)
|
||||
const jitter = w.rng.between(0.88, 1.12)
|
||||
const teamFinal = Math.round(team * jitter)
|
||||
const roll = w.rng.next()
|
||||
const win = teamFinal >= enemy * 1.08
|
||||
const lose = teamFinal < enemy * 0.82
|
||||
const draw = !win && !lose
|
||||
|
||||
const year = opts.year
|
||||
const month = opts.month
|
||||
const names = opts.team.map((c) => c.name).join('、')
|
||||
const lines: string[] = []
|
||||
lines.push(`—— ${opts.title} ——`)
|
||||
lines.push(`${year}年${month}月,${names}遇上了【${opts.enemy.name}】。(敌势 ${enemy},我阵 ${teamFinal})`)
|
||||
if (win) {
|
||||
lines.push(`首战告捷:${w.rng.pick(WIN_DESC)}`)
|
||||
} else if (lose) {
|
||||
lines.push(`败象已成:${w.rng.pick(LOSE_DESC)}`)
|
||||
} else {
|
||||
lines.push(`来回缠斗:${w.rng.pick(DRAW_DESC)}`)
|
||||
}
|
||||
const loss: string[] = []
|
||||
for (const c of opts.team) {
|
||||
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)) {
|
||||
c.alive = false
|
||||
c.deathYear = year
|
||||
c.deathCause = `战殁于${opts.enemy.name}之手`
|
||||
loss.push(`${c.name} 陨落`)
|
||||
w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true)
|
||||
} else if (severity < 0.45) {
|
||||
c.health = Math.max(1, c.health - 40 - w.rng.int(0, 25))
|
||||
c.state = 'wounded'
|
||||
loss.push(`${c.name} 重伤`)
|
||||
}
|
||||
} else if (w.rng.chance(0.12)) {
|
||||
c.health = Math.max(1, c.health - 20 - w.rng.int(0, 15))
|
||||
if (c.health < 35) c.state = 'wounded'
|
||||
loss.push(`${c.name} 轻伤`)
|
||||
}
|
||||
}
|
||||
let loot: Record<string, number> | undefined
|
||||
if (win) {
|
||||
loot = {}
|
||||
const res = opts.risk > 0.8 ? { lingkuang: [20, 60], lingcao: [15, 40] } : { lingcao: [10, 30], lingkuang: [5, 20] }
|
||||
for (const [k, r] of Object.entries(res)) {
|
||||
const v = w.rng.int(r[0], r[1])
|
||||
loot[k] = v
|
||||
w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
|
||||
}
|
||||
lines.push(`此战缴获:${Object.entries(loot).map(([k, v]) => `${itemName(k)} ×${v}`).join('、')}。`)
|
||||
}
|
||||
|
||||
const result: EncounterResult = { win, draw, lines, loot, losses: loss }
|
||||
const log: BattleLog = {
|
||||
id: w.seq(),
|
||||
year,
|
||||
month,
|
||||
title: opts.title,
|
||||
kind: opts.kind,
|
||||
lines,
|
||||
winner: win ? 'player' : draw ? 'none' : 'enemy',
|
||||
loot,
|
||||
losses: loss
|
||||
}
|
||||
w.battle(log)
|
||||
return result
|
||||
}
|
||||
|
||||
function itemName(id: string): string {
|
||||
const names: Record<string, string> = {
|
||||
lingcao: '灵草',
|
||||
lingkuang: '灵矿',
|
||||
beastcore: '兽核',
|
||||
stones: '灵石'
|
||||
}
|
||||
return names[id] ?? id
|
||||
}
|
||||
|
||||
export function resolveRaid(
|
||||
w: World,
|
||||
npcId: string,
|
||||
team: Character[]
|
||||
): EncounterResult {
|
||||
const npc = w.state.npcFamilies[npcId]
|
||||
const def = npcById(npcId)
|
||||
const enemy: EnemyDef = {
|
||||
id: npcId,
|
||||
name: `${npc.name}的劫掠队`,
|
||||
realm: def.leaderRealm,
|
||||
strength: 0.9,
|
||||
icon: '袭',
|
||||
desc: def.desc
|
||||
}
|
||||
const risk = 0.55
|
||||
const res = resolveEncounter(w, {
|
||||
title: `${npc.name}来袭!`,
|
||||
enemy,
|
||||
risk,
|
||||
team,
|
||||
kind: 'war',
|
||||
year: w.state.year,
|
||||
month: w.state.month
|
||||
})
|
||||
if (res.win) {
|
||||
npc.relation = Math.min(60, npc.relation + 25)
|
||||
w.state.family.reputation += 6
|
||||
w.chronicle('battle', `击退${npc.name}的犯境,家族声威大振。`, undefined, true)
|
||||
} else if (!res.draw) {
|
||||
npc.relation = Math.max(-100, npc.relation - 15)
|
||||
const st = w.state.family.stones
|
||||
const lostFew = Math.min(st, Math.round(st * 0.25))
|
||||
w.state.family.stones -= lostFew
|
||||
if (lostFew > 0) w.log('bad', `宗族仓廪被劫掠,损失灵石 ${lostFew}。`)
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
export function rollWarbooty(w: World, loot: LootDef): Record<string, number> {
|
||||
const result: Record<string, number> = {}
|
||||
for (const [k, r] of Object.entries(loot.resources)) {
|
||||
const v = w.rng.int(r[0], r[1])
|
||||
result[k] = v
|
||||
w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
|
||||
}
|
||||
if (loot.artifactChance && w.rng.chance(loot.artifactChance)) {
|
||||
const pool = ['weapon-fan', 'weapon-qi', 'weapon-ling']
|
||||
const a = w.rng.pick(pool)
|
||||
w.state.family.inventory[a] = (w.state.family.inventory[a] ?? 0) + 1
|
||||
result[a] = 1
|
||||
}
|
||||
if (loot.techniqueChance && w.rng.chance(loot.techniqueChance)) {
|
||||
const t = w.rng.pick(TECHNIQUES)
|
||||
w.state.family.techniques.push(t.id)
|
||||
result['tech'] = 1
|
||||
}
|
||||
return result
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
import { World } from '../world'
|
||||
import { Character } from '../../types/domain'
|
||||
import { ROOT_GRADES } from '../../data/elements'
|
||||
import { masteryRateOfMajor } from '../../data/pacing'
|
||||
import { techniqueById } from '../../data/techniques'
|
||||
import { nextRealm, breakthroughBaseChance, realmDeathChance, describeRealm, MAJOR_ORDER } from '../../data/realms'
|
||||
import { lifespanOf } from './lifecycle'
|
||||
import { traitBonuses } from '../pcgen'
|
||||
import { newCharacter } from '../pcgen'
|
||||
import { MALE_GIVEN, FEMALE_GIVEN } from '../../core/names'
|
||||
|
||||
export function monthlyRate(w: World, c: Character): number {
|
||||
const st = w.state
|
||||
let rate = 1
|
||||
rate *= 0.5 + c.perception * 0.1
|
||||
rate *= ROOT_GRADES[c.roots.grade]?.expBonus ?? 0.5
|
||||
const tech = techniqueById(c.techniqueId)
|
||||
if (tech && c.realm.major !== 'mortal') rate *= 1 + tech.expBonus
|
||||
else if (c.realm.major !== 'mortal') rate *= 0.65
|
||||
const buildings = st.family.buildings
|
||||
const juling = buildings['juling'] ?? 0
|
||||
rate *= 1 + juling * 0.05
|
||||
if (c.state === 'meditation') {
|
||||
rate *= 1.35
|
||||
const dongfu = buildings['dongfu'] ?? 0
|
||||
rate *= 1 + dongfu * 0.08
|
||||
} else if (c.state === 'expedition') {
|
||||
rate *= 0.25
|
||||
} else if (c.state === 'wounded') {
|
||||
rate *= c.health > 40 ? 0.5 : 0.15
|
||||
}
|
||||
if (w.ageOf(c) < 8) rate *= 0.4
|
||||
if (w.ageOf(c) > 55) rate *= 0.7
|
||||
rate *= masteryRateOfMajor(c.realm.major)
|
||||
return rate
|
||||
}
|
||||
|
||||
export function cultivationTick(w: World): void {
|
||||
for (const c of Object.values(w.state.members)) {
|
||||
if (!c.alive) continue
|
||||
const rate = monthlyRate(w, c)
|
||||
if (rate <= 0) continue
|
||||
c.realmProgress = Math.min(100, c.realmProgress + rate)
|
||||
if (c.realmProgress >= 100) {
|
||||
const months = (w.state.year * 12 + w.state.month) - (c.lastBreakthroughAttempt ?? -999)
|
||||
if (months >= 6 && w.rng.chance(perAttemptChance(w, c))) {
|
||||
resolveBreakthrough(w, c, 0)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function perAttemptChance(w: World, c: Character): number {
|
||||
const base = breakthroughBaseChance(c.realm)
|
||||
const mind = c.mind * 0.008
|
||||
const traits = traitBonuses(c)
|
||||
const headMind = (w.state.members[w.state.family.headId]?.mind ?? 5) * 0.004
|
||||
const healthMod = c.health > 60 ? 0.04 : -0.06
|
||||
const bless = w.state.family.flag['headBless'] ? 0.03 : 0
|
||||
return Math.min(0.95, Math.max(0.02, base + mind + traits.breakBonus + headMind + healthMod + bless))
|
||||
}
|
||||
|
||||
export function resolveBreakthrough(w: World, c: Character, boost: number): void {
|
||||
if (!c.alive || c.realmProgress < 100) return
|
||||
const next = nextRealm(c.realm)
|
||||
if (!next) return
|
||||
const p = Math.min(0.95, Math.max(0.05, perAttemptChance(w, c) + boost))
|
||||
c.lastBreakthroughAttempt = w.state.year * 12 + w.state.month
|
||||
|
||||
if (w.rng.chance(p)) {
|
||||
const majorJump = next.major !== c.realm.major
|
||||
c.realm = next
|
||||
c.realmProgress = 0
|
||||
if (majorJump) {
|
||||
c.health = 100
|
||||
}
|
||||
const desc = describeRealm(next)
|
||||
w.chronicle('breakthrough', `${c.name} 突破至【${desc}】。`, c.id, majorJump)
|
||||
w.log('good', `✦ ${c.name} 突破到 ${desc}!`)
|
||||
if (next.major === 'spirit') {
|
||||
w.chronicle('breakthrough', `华夏震惊:${c.name} 踏入化神之列。`, c.id, true)
|
||||
}
|
||||
} else {
|
||||
c.health = Math.max(1, c.health - 8 - w.rng.int(0, 10))
|
||||
let log = `${c.name} 冲击瓶颈失败,灵力紊乱受创。`
|
||||
if (c.traits.includes('jizao') || c.traits.includes('yiqi')) {
|
||||
c.health = Math.max(1, c.health - 14)
|
||||
log = `${c.name} 强行突破遭反噬,气息受创。`
|
||||
}
|
||||
const majorIdx = MAJOR_ORDER.indexOf(c.realm.major)
|
||||
if (majorIdx >= 3 && w.rng.chance(realmDeathChance(c.realm, c.mind))) {
|
||||
c.alive = false
|
||||
c.deathYear = w.state.year
|
||||
c.deathCause = '突破走火'
|
||||
w.chronicle('death', `${c.name} 妄图冲击瓶颈,走火入魔而陨。`, c.id, true)
|
||||
w.log('bad', `☠ ${c.name} 突破走火,当场陨落。`)
|
||||
return
|
||||
}
|
||||
if (c.health < 20) c.state = 'wounded'
|
||||
const loss = 40 + w.rng.int(0, 25)
|
||||
c.realmProgress = Math.max(0, Math.min(95, 100 - loss - boost * 60))
|
||||
w.log('bad', log)
|
||||
}
|
||||
}
|
||||
|
||||
export function produceOffspring(
|
||||
w: World,
|
||||
opts: {
|
||||
father: Character | null
|
||||
mother: Character | null
|
||||
generation: number
|
||||
bornYear: number
|
||||
surname: string
|
||||
spouseHouse?: string
|
||||
}
|
||||
): Character {
|
||||
const rng = w.rng
|
||||
const newborn = newCharacter(rng, {
|
||||
name: `${opts.surname}${rng.pick(rng.chance(0.52) ? MALE_GIVEN : FEMALE_GIVEN)}`,
|
||||
gender: rng.chance(0.52) ? 'male' : 'female',
|
||||
generation: opts.generation,
|
||||
bornYear: opts.bornYear,
|
||||
age: 0,
|
||||
realm: { major: 'mortal', minor: 0 },
|
||||
father: opts.father ?? undefined,
|
||||
mother: opts.mother ?? undefined
|
||||
})
|
||||
if (opts.spouseHouse) newborn.spouseHouse = opts.spouseHouse
|
||||
return newborn
|
||||
}
|
||||
|
||||
export function lifespanCheckPoint(w: World, c: Character): number {
|
||||
return lifespanOf(w, c)
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
import { World } from '../world'
|
||||
import { npcById } from '../../data/npcs'
|
||||
import { findEvent, fire } from './events'
|
||||
|
||||
export function diplomacyTick(w: World): void {
|
||||
const s = w.state
|
||||
const drift = w.rng.chance(0.15)
|
||||
for (const npc of Object.values(s.npcFamilies)) {
|
||||
if (drift) {
|
||||
if (npc.relation > 0) npc.relation -= 1
|
||||
else if (npc.relation < 0) npc.relation += 1
|
||||
}
|
||||
if (npc.relation < -50) {
|
||||
const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
|
||||
if (s.year - last >= 2 && w.rng.chance(0.045)) {
|
||||
fire(w, `ev-raid-${npc.id}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function yearGrowth(w: World): void {
|
||||
const s = w.state
|
||||
for (const npc of Object.values(s.npcFamilies)) {
|
||||
const def = npcById(npc.id)
|
||||
const [a, b] = def.powerGrowth
|
||||
npc.power += w.rng.int(a, b)
|
||||
}
|
||||
}
|
||||
|
||||
export function npcRelation(w: World, npcId: string): number {
|
||||
return w.state.npcFamilies[npcId]?.relation ?? 0
|
||||
}
|
||||
|
||||
export function giftNpc(w: World, npcId: string, stones: number): boolean {
|
||||
const fam = w.state.family
|
||||
if (stones <= 0 || fam.stones < stones) return false
|
||||
fam.stones -= stones
|
||||
const npc = w.state.npcFamilies[npcId]
|
||||
const gain = Math.max(1, Math.round(stones / 12))
|
||||
npc.relation = Math.min(100, npc.relation + gain)
|
||||
w.log('info', `厚礼送往${npc.name},两家关系 +${gain}。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function makePeace(w: World, npcId: string): boolean {
|
||||
const fam = w.state.family
|
||||
const npc = w.state.npcFamilies[npcId]
|
||||
if (fam.stones < 200) return false
|
||||
fam.stones -= 200
|
||||
npc.relation = Math.max(npc.relation + 35, 0)
|
||||
w.chronicle('diplomacy', `${npc.name}立下和约,两家罢兵互市。`, undefined, true)
|
||||
w.log('good', `与${npc.name}言和。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function marryNpcFamily(w: World, npcId: string): boolean {
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const npc = s.npcFamilies[npcId]
|
||||
if (!npc || npc.relation < 25) return false
|
||||
const eligible = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 18 && w.ageOf(c) <= 42 && c.state !== 'expedition')
|
||||
.filter((c) => !c.spouseId)
|
||||
if (eligible.length === 0) return false
|
||||
const npcDef = npcById(npcId)
|
||||
const candidate = w.rng.pick(eligible)
|
||||
candidate.spouseHouse = npc.name
|
||||
npc.relation += 20
|
||||
fam.reputation += 4
|
||||
w.chronicle('marriage', `${candidate.name}与${npc.name}联姻,两家绸缪通好。`, candidate.id, true)
|
||||
w.log('good', `${candidate.name} 与${npc.name}联姻成功!每年或降麟儿。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function arrangeWedding(w: World, aId: string, bId: string): boolean {
|
||||
const a = w.memberById(aId)
|
||||
const b = w.memberById(bId)
|
||||
if (!a.alive || !b.alive || a.spouseId || b.spouseId) return false
|
||||
if (a.gender === b.gender) return false
|
||||
if (a.fatherId === b.fatherId && a.fatherId) return false
|
||||
a.spouseId = b.id
|
||||
b.spouseId = a.id
|
||||
const aAge = w.ageOf(a)
|
||||
const bAge = w.ageOf(b)
|
||||
if (w.state.family.flag['tenants']) {
|
||||
w.state.family.reputation += 1
|
||||
}
|
||||
w.chronicle('marriage', `${a.name}(${aAge})与${b.name}(${bAge})拜堂成亲。`, a.id, true)
|
||||
w.log('good', `${a.name} 与 ${b.name} 结为连理。`)
|
||||
return true
|
||||
}
|
||||
@@ -0,0 +1,290 @@
|
||||
import { World } from '../world'
|
||||
import { Character } from '../../types/domain'
|
||||
import { Cond, EffectDef, EventDef, EVENTS, MemberEffect } from '../../data/events'
|
||||
import { MAJOR_ORDER } from '../../data/realms'
|
||||
import { TECHNIQUES } from '../../data/techniques'
|
||||
import { MISSIONS } from '../../data/secrets'
|
||||
import { npcById } from '../../data/npcs'
|
||||
import { resolveRaid } from './combat'
|
||||
import { sendMission } from './missions'
|
||||
|
||||
const ALL_EVENTS: EventDef[] = [...EVENTS]
|
||||
|
||||
export function findEvent(id: string): EventDef | undefined {
|
||||
return ALL_EVENTS.find((e) => e.id === id) ?? dynamicEventFor(id)
|
||||
}
|
||||
|
||||
export function dynamicEventFor(id: string): EventDef | undefined {
|
||||
if (id.startsWith('ev-raid-')) {
|
||||
const npcId = id.replace('ev-raid-', '')
|
||||
const npc = npcById(npcId)
|
||||
return {
|
||||
id,
|
||||
name: `${npc.name}来犯`,
|
||||
category: 'major',
|
||||
weight: 0,
|
||||
text: `${npc.name}与贵庄积怨已久,如今撕破脸面,遣来劫掠队围门叫战。`,
|
||||
options: [
|
||||
{ label: '迎战!', hint: '大战一场,胜则大利,败则伤财', eff: { raid: { npcId } } },
|
||||
{ label: '割地求和', hint: '灵石-250,关系+25', eff: { res: { stones: -250 }, relation: { [npcId]: 25 }, flag: { [npcId]: 'paid' } } },
|
||||
{ label: '先议和缓兵', hint: '关系+10', eff: { relation: { [npcId]: 10 } } }
|
||||
]
|
||||
}
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
export function matchesCond(w: World, cond?: Cond): boolean {
|
||||
if (!cond) return true
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const alive = w.aliveMembers()
|
||||
const adults = alive.filter((c) => w.ageOf(c) >= 16)
|
||||
const head = s.members[fam.headId]
|
||||
|
||||
if (cond.all && !cond.all.every((c) => matchesCond(w, c))) return false
|
||||
if (cond.any && !cond.any.some((c) => matchesCond(w, c))) return false
|
||||
if (cond.not && matchesCond(w, cond.not)) return false
|
||||
if (cond.minYear !== undefined && s.year < cond.minYear) return false
|
||||
if (cond.minGeneration !== undefined && fam.generation < cond.minGeneration) return false
|
||||
if (cond.minHeadRealm !== undefined && (!head || MAJOR_ORDER.indexOf(head.realm.major) < MAJOR_ORDER.indexOf(cond.minHeadRealm as never))) return false
|
||||
if (cond.minBuilding && (fam.buildings[cond.minBuilding.id] ?? 0) < cond.minBuilding.level) return false
|
||||
if (cond.minRep !== undefined && fam.reputation < cond.minRep) return false
|
||||
if (cond.maxRep !== undefined && fam.reputation > cond.maxRep) return false
|
||||
if (cond.minResource && (fam.inventory[cond.minResource.id] ?? 0) < cond.minResource.n) return false
|
||||
if (cond.minAdult !== undefined && adults.length < cond.minAdult) return false
|
||||
if (cond.maxAdult !== undefined && adults.length > cond.maxAdult) return false
|
||||
if (cond.minMembers !== undefined && alive.length < cond.minMembers) return false
|
||||
if (cond.eligibleAdult !== undefined) {
|
||||
const eligible = adults.filter((c) => !c.spouseId && !c.spouseHouse)
|
||||
if (eligible.length < cond.eligibleAdult) return false
|
||||
}
|
||||
if (cond.hasMeditation && !alive.some((c) => c.state === 'meditation')) return false
|
||||
if (cond.relation) {
|
||||
const r = s.npcFamilies[cond.relation.npcId]?.relation ?? 0
|
||||
if (cond.relation.gt !== undefined && r <= cond.relation.gt) return false
|
||||
if (cond.relation.lt !== undefined && r >= cond.relation.lt) return false
|
||||
}
|
||||
if (cond.flag) {
|
||||
const v = fam.flag[cond.flag.key]
|
||||
if (v !== cond.flag.eq) return false
|
||||
}
|
||||
if (cond.minTechCount !== undefined && fam.techniques.length < cond.minTechCount) return false
|
||||
return true
|
||||
}
|
||||
|
||||
export function eventRoll(w: World): void {
|
||||
const s = w.state
|
||||
if (s.pendingEvent || s.eventQueue.length > 0) {
|
||||
if (!s.pendingEvent && s.eventQueue.length > 0) {
|
||||
fire(w, s.eventQueue.shift()!)
|
||||
}
|
||||
return
|
||||
}
|
||||
const roll = w.rng.next()
|
||||
const category: 'daily' | 'major' | 'fate' | undefined = roll < 0.5 ? 'daily' : roll < 0.78 ? 'major' : roll < 0.86 ? 'fate' : undefined
|
||||
if (!category) return
|
||||
const candidates = ALL_EVENTS.filter(
|
||||
(e) =>
|
||||
e.category === category &&
|
||||
!(e.once && s.completedEvents.includes(e.id)) &&
|
||||
matchesCond(w, e.cond)
|
||||
)
|
||||
if (candidates.length === 0) return
|
||||
const total = candidates.reduce((a, e) => a + e.weight, 0)
|
||||
let r = w.rng.next() * total
|
||||
for (const e of candidates) {
|
||||
r -= e.weight
|
||||
if (r <= 0) {
|
||||
fire(w, e.id)
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function fire(w: World, id: string): void {
|
||||
w.state.pendingEvent = id
|
||||
w.pendingEvent(id)
|
||||
}
|
||||
|
||||
export function applyEventChoice(w: World, eventId: string, optionIdx: number): void {
|
||||
const s = w.state
|
||||
const def = findEvent(eventId)
|
||||
if (!def) {
|
||||
s.pendingEvent = undefined
|
||||
return
|
||||
}
|
||||
const opt = def.options[optionIdx]
|
||||
if (opt) {
|
||||
applyEffect(w, opt.eff)
|
||||
if (def.once && !s.completedEvents.includes(def.id)) s.completedEvents.push(def.id)
|
||||
}
|
||||
s.pendingEvent = undefined
|
||||
}
|
||||
|
||||
// ---------------- effects ----------------
|
||||
|
||||
function pickMember(w: World, spec: MemberEffect): Character | Character[] {
|
||||
const alive = w.aliveMembers()
|
||||
if (alive.length === 0) return []
|
||||
const byTarget = (t: string): Character[] => {
|
||||
const sorted = [...alive]
|
||||
switch (t) {
|
||||
case 'random':
|
||||
return [w.rng.pick(sorted)]
|
||||
case 'head': {
|
||||
const h = w.state.members[w.state.family.headId]
|
||||
return h && h.alive ? [h] : []
|
||||
}
|
||||
case 'youngest':
|
||||
return [sorted.sort((a, b) => w.ageOf(a) - w.ageOf(b))[0]]
|
||||
case 'oldest':
|
||||
return [sorted.sort((a, b) => w.ageOf(b) - w.ageOf(a))[0]]
|
||||
case 'highestPerception':
|
||||
return [sorted.sort((a, b) => b.perception - a.perception)[0]]
|
||||
case 'highestPower':
|
||||
return [sorted.sort((a, b) => rankPower(w, b) - rankPower(w, a))[0]]
|
||||
case 'highestFortune':
|
||||
return [sorted.sort((a, b) => b.fortune - a.fortune)[0]]
|
||||
case 'all':
|
||||
return sorted
|
||||
default:
|
||||
return [w.rng.pick(sorted)]
|
||||
}
|
||||
}
|
||||
return byTarget(spec.target)
|
||||
}
|
||||
|
||||
export function rankPower(w: World, c: Character): number {
|
||||
const order = ['mortal', 'qi', 'foundation', 'core', 'nascent', 'spirit']
|
||||
return order.indexOf(c.realm.major) * 10 + c.realm.minor
|
||||
}
|
||||
|
||||
function applyEffect(w: World, eff: EffectDef): void {
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
|
||||
if (eff.res) {
|
||||
for (const [k, v] of Object.entries(eff.res)) {
|
||||
if (k === 'stones') fam.stones += v
|
||||
else fam.inventory[k] = Math.max(0, (fam.inventory[k] ?? 0) + v)
|
||||
}
|
||||
}
|
||||
if (eff.pillGain) {
|
||||
for (const [k, v] of Object.entries(eff.pillGain)) fam.inventory[k] = (fam.inventory[k] ?? 0) + v
|
||||
}
|
||||
if (eff.rep) {
|
||||
fam.reputation += eff.rep
|
||||
if (Math.abs(eff.rep) >= 4) w.log(eff.rep > 0 ? 'good' : 'bad', `家族声望${eff.rep > 0 ? '上升' : '下跌'}${Math.abs(eff.rep)}。`)
|
||||
}
|
||||
if (eff.relation) {
|
||||
for (const [k, v] of Object.entries(eff.relation)) {
|
||||
const npc = s.npcFamilies[k]
|
||||
if (npc) npc.relation = Math.max(-100, Math.min(100, npc.relation + v))
|
||||
}
|
||||
}
|
||||
if (eff.addBuilding && !fam.buildings[eff.addBuilding]) {
|
||||
fam.buildings[eff.addBuilding] = 1
|
||||
}
|
||||
if (eff.flag) {
|
||||
Object.assign(fam.flag, eff.flag)
|
||||
}
|
||||
if (eff.techniqueChance && w.rng.chance(eff.techniqueChance)) {
|
||||
const t = w.rng.pick(TECHNIQUES)
|
||||
if (!fam.techniques.includes(t.id)) {
|
||||
fam.techniques.push(t.id)
|
||||
w.log('good', `得《${t.name}》残篇,录入藏书阁。`)
|
||||
}
|
||||
}
|
||||
if (eff.artifactChance && w.rng.chance(eff.artifactChance)) {
|
||||
const a = w.rng.pick(['weapon-fan', 'weapon-qi', 'weapon-ling'])
|
||||
fam.inventory[a] = (fam.inventory[a] ?? 0) + 1
|
||||
w.log('good', '库中多了一件法器。')
|
||||
}
|
||||
if (eff.addTech) {
|
||||
if (!fam.techniques.includes(eff.addTech)) fam.techniques.push(eff.addTech)
|
||||
}
|
||||
if (eff.memberBy) {
|
||||
const targets = pickMember(w, eff.memberBy)
|
||||
const by = eff.memberBy.by
|
||||
const n = eff.memberBy.n ?? 1
|
||||
const list = Array.isArray(targets) ? targets : [targets]
|
||||
for (const c of list) {
|
||||
if (!c.alive) continue
|
||||
switch (by) {
|
||||
case 'exp':
|
||||
c.realmProgress = Math.min(100, c.realmProgress + n)
|
||||
w.log('info', `${c.name} 感悟顿生,修为精进。`)
|
||||
break
|
||||
case 'wound':
|
||||
c.health = Math.max(1, c.health - 20 - n)
|
||||
if (c.health < 35) c.state = 'wounded'
|
||||
w.log('bad', `${c.name} 因此事负伤。`)
|
||||
break
|
||||
case 'heal':
|
||||
c.health = Math.min(100, c.health + 20)
|
||||
break
|
||||
case 'breakthrough':
|
||||
c.realmProgress = 100
|
||||
break
|
||||
case 'fatal': {
|
||||
if (w.rng.chance(0.35)) {
|
||||
c.alive = false
|
||||
c.deathYear = s.year
|
||||
c.deathCause = '遭遇不测'
|
||||
w.chronicle('death', `${c.name} 突遭不测,殒命于家宅之内。`, c.id, true)
|
||||
} else {
|
||||
c.health = Math.max(1, c.health - 60)
|
||||
c.state = 'wounded'
|
||||
}
|
||||
break
|
||||
}
|
||||
case 'repGain':
|
||||
fam.reputation += 2
|
||||
break
|
||||
case 'inspire':
|
||||
c.realmProgress = Math.min(100, c.realmProgress + n)
|
||||
break
|
||||
case 'loot':
|
||||
c.fortune = Math.min(12, c.fortune + n)
|
||||
break
|
||||
case 'madness':
|
||||
c.mind = Math.max(1, c.mind - 1)
|
||||
c.health = Math.max(30, c.health - 10)
|
||||
break
|
||||
case 'genius':
|
||||
c.perception = Math.min(10, c.perception + 1)
|
||||
c.mind = Math.min(10, c.mind + 1)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if (eff.mission) {
|
||||
const def = MISSIONS.find((m) => m.id === eff.mission)
|
||||
if (def) {
|
||||
const squad = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition' && c.realm.major !== 'mortal')
|
||||
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
||||
.slice(0, def.maxMembers)
|
||||
if (squad.length >= def.minMembers) {
|
||||
sendMission(w, def.id, squad.map((c) => c.id))
|
||||
w.log('info', `家族闻讯而动,遣人奔赴【${def.name}】。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
if (eff.raid) {
|
||||
const npc = s.npcFamilies[eff.raid.npcId]
|
||||
if (npc) {
|
||||
const team = w
|
||||
.aliveMembers()
|
||||
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition')
|
||||
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
||||
.slice(0, 4)
|
||||
if (team.length > 0) {
|
||||
resolveRaid(w, eff.raid.npcId, team)
|
||||
fam.flag[`raidCD-${eff.raid.npcId}`] = s.year
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
import { World } from '../world'
|
||||
import { MAJORS } from '../../data/realms'
|
||||
import { calcLifespan } from '../pcgen'
|
||||
|
||||
export function lifespanOf(w: World, c: { realm: { major: keyof typeof MAJORS }; physique: number }): number {
|
||||
return calcLifespan(c.realm.major, c.physique)
|
||||
}
|
||||
|
||||
export function deathTick(w: World): void {
|
||||
for (const c of Object.values(w.state.members)) {
|
||||
if (!c.alive) continue
|
||||
const age = w.ageOf(c)
|
||||
const span = lifespanOf(w, c)
|
||||
const softCap = span * 0.85
|
||||
let p = 0
|
||||
if (age >= span) p = 0.35
|
||||
else if (age >= softCap) {
|
||||
const t = (age - softCap) / (span - softCap)
|
||||
p = Math.min(0.3, Math.pow(t, 5) * 0.9)
|
||||
}
|
||||
if (c.health < 30) p += 0.18
|
||||
if (age < 2) p = Math.max(p, 0.02)
|
||||
if (p > 0 && w.rng.chance(p)) {
|
||||
c.alive = false
|
||||
c.deathYear = w.state.year
|
||||
const cause = age < 2 ? '幼夭' : c.health < 30 ? '伤势不治' : '寿元将尽'
|
||||
c.deathCause = cause
|
||||
w.chronicle('death', `${c.name} 辞世,年 ${age}。${age < 2 ? '族人无不痛惜。' : c.health < 30 ? '临终前仍在牵挂家族。' : '族人焚香送别。'}`, c.id, true)
|
||||
w.log('bad', `${c.name}(${age}岁)${cause}。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function woundHealTick(w: World): void {
|
||||
for (const c of Object.values(w.state.members)) {
|
||||
if (!c.alive) continue
|
||||
if (c.state === 'wounded') {
|
||||
c.health = Math.min(100, c.health + 12 + c.physique)
|
||||
if (c.health >= 95) {
|
||||
c.state = 'idle'
|
||||
w.log('info', `${c.name} 伤势痊愈。`)
|
||||
}
|
||||
} else if (c.health < 100) {
|
||||
c.health = Math.min(100, c.health + 2 + c.physique * 0.5)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
import { World } from '../world'
|
||||
import { Character } from '../../types/domain'
|
||||
import { produceOffspring } from './cultivation'
|
||||
import { yearGrowth } from './diplomacy'
|
||||
import { MALE_GIVEN, FEMALE_GIVEN } from '../../core/names'
|
||||
|
||||
export function yearStartMarriage(w: World): void {
|
||||
yearGrowth(w)
|
||||
const s = w.state
|
||||
const fam = s.family
|
||||
const zongci = fam.buildings['zongci'] ?? 0
|
||||
const birthBase = 0.34 + zongci * 0.03 + (fam.difficulty === 'easy' ? 0.06 : fam.difficulty === 'hard' ? -0.06 : 0)
|
||||
|
||||
const couples = buildCouples(w)
|
||||
|
||||
// 族内夫妇
|
||||
for (const couple of couples.internal) {
|
||||
const [a, b] = couple
|
||||
const father = a.gender === 'male' ? a : b
|
||||
const mother = a.gender === 'male' ? b : a
|
||||
const fatherAge = w.ageOf(father)
|
||||
const motherAge = w.ageOf(mother)
|
||||
if (fatherAge < 18 || fatherAge > 52 || motherAge < 16 || motherAge > 46) continue
|
||||
const p = birthBase * (0.75 + mother.physique * 0.05)
|
||||
if (!w.rng.chance(p)) continue
|
||||
const gen = Math.max(father.generation, mother.generation) + 1
|
||||
const first = produceOffspring(w, { father, mother, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
w.addMember(first, father, mother)
|
||||
let note = `${fam.surname}氏新增一员,名唤${first.name},生年 ${s.year}。`
|
||||
if (w.rng.chance(0.03)) {
|
||||
const twin = produceOffspring(w, { father, mother, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
w.addMember(twin, father, mother)
|
||||
note += ` 双生之喜!双子名唤${twin.name}。`
|
||||
}
|
||||
w.chronicle('birth', note, first.id, true)
|
||||
w.log('good', `${fam.surname}家诞下新丁:${first.name}。`)
|
||||
}
|
||||
|
||||
// 联姻外孙来投
|
||||
for (const member of Object.values(s.members)) {
|
||||
if (!member.alive || !member.spouseHouse) continue
|
||||
if (member.gender !== 'female') continue
|
||||
const age = w.ageOf(member)
|
||||
if (age < 18 || age > 44) continue
|
||||
if (!w.rng.chance(0.16)) continue
|
||||
const gen = member.generation + 1
|
||||
const house = member.spouseHouse
|
||||
const child = produceOffspring(w, { father: null, mother: null, generation: gen, bornYear: s.year, surname: fam.surname })
|
||||
child.spouseHouse = house
|
||||
w.addMember(child)
|
||||
w.chronicle('birth', `${member.name}自${house}携幼子归来,名唤${child.name}。`, child.id, true)
|
||||
w.log('info', `${member.name} 领着小辈回门投亲。`)
|
||||
}
|
||||
|
||||
// 媒人撮合族内婚(含续弦与再醮)
|
||||
const isWidowed = (c: Character): boolean => {
|
||||
if (!c.spouseId) return false
|
||||
const sp = w.state.members[c.spouseId]
|
||||
return !!sp && !sp.alive
|
||||
}
|
||||
const men = w
|
||||
.aliveMembers()
|
||||
.filter((c) => c.gender === 'male' && c.state !== 'expedition' && (isWidowed(c) || !c.spouseId))
|
||||
.filter((c) => {
|
||||
const age = w.ageOf(c)
|
||||
return age >= 18 && age <= 48
|
||||
})
|
||||
const women = w
|
||||
.aliveMembers()
|
||||
.filter((c) => c.gender === 'female' && c.state !== 'expedition' && (isWidowed(c) || !c.spouseId))
|
||||
.filter((c) => {
|
||||
const age = w.ageOf(c)
|
||||
return age >= 16 && age <= 42
|
||||
})
|
||||
for (const m of men) {
|
||||
if (w.rng.chance(0.28) && women.length > 0) {
|
||||
const candidate = women.filter(
|
||||
(x) => !(x.fatherId && x.fatherId === m.fatherId) && x !== m && !x.children.includes(m.id) && !m.children.includes(x.id)
|
||||
)
|
||||
if (candidate.length === 0) continue
|
||||
const bride = w.rng.pick(candidate)
|
||||
m.spouseId = bride.id
|
||||
bride.spouseId = m.id
|
||||
w.chronicle('marriage', `${m.name}与${bride.name}缔结连理。`, m.id, true)
|
||||
w.log('info', `${m.name} 与 ${bride.name} 成婚。`)
|
||||
const idx = women.indexOf(bride)
|
||||
if (idx >= 0) women.splice(idx, 1)
|
||||
}
|
||||
}
|
||||
|
||||
fam.generation = Math.max(
|
||||
fam.generation,
|
||||
...Object.values(s.members).filter((c) => c.alive).map((c) => c.generation)
|
||||
)
|
||||
}
|
||||
|
||||
function buildCouples(w: World): { internal: [Character, Character][]; cross: Character[] } {
|
||||
const internal: [Character, Character][] = []
|
||||
const cross: Character[] = []
|
||||
for (const member of Object.values(w.state.members)) {
|
||||
if (!member.alive || !member.spouseId) continue
|
||||
const spouse = w.state.members[member.spouseId]
|
||||
if (!spouse?.alive) continue
|
||||
const key = [member.id, spouse.id].sort().join('|')
|
||||
if (internal.some(([a, b]) => [a.id, b.id].sort().join('|') === key)) continue
|
||||
internal.push([member, spouse])
|
||||
}
|
||||
for (const member of Object.values(w.state.members)) {
|
||||
if (member.alive && member.spouseHouse) cross.push(member)
|
||||
}
|
||||
return { internal, cross }
|
||||
}
|
||||
@@ -0,0 +1,151 @@
|
||||
import { World } from '../world'
|
||||
import { MissionState } from '../../types/domain'
|
||||
import { missionById, MissionDef, ENEMIES } from '../../data/secrets'
|
||||
import { resolveEncounter, rollWarbooty } from './combat'
|
||||
import { techniqueById } from '../../data/techniques'
|
||||
import { describeRealm } from '../../data/realms'
|
||||
|
||||
export function missionTick(w: World): void {
|
||||
const alive = w.state.missions.filter((m) => !m.done)
|
||||
for (const m of alive) {
|
||||
m.stageMonth++
|
||||
|
||||
if (m.stageMonth < 2) continue
|
||||
const def = missionById(m.defId)
|
||||
const stage = def.stages[m.stage]
|
||||
if (!stage || m.stageMonth < stage.months) continue
|
||||
|
||||
if (stage.kind === 'event') {
|
||||
const good = w.rng.chance(0.6)
|
||||
if (good) {
|
||||
m.log.push(`${m.stageMonth}月:${stage.title}——${stage.text?.safe ?? '安然无事。'}`)
|
||||
if (w.rng.chance(0.2)) {
|
||||
const squad = squadOf(w, m)
|
||||
squad.forEach((c) => (c.realmProgress = Math.min(100, c.realmProgress + 4)))
|
||||
m.log.push('途中参悟,众人皆有精进。')
|
||||
}
|
||||
} else {
|
||||
m.log.push(`${m.stageMonth}月:${stage.title}——${stage.text?.bad ?? '遭遇凶险。'}`)
|
||||
const squad = squadOf(w, m)
|
||||
const victim = w.rng.pick(squad)
|
||||
victim.health = Math.max(1, victim.health - 25 - w.rng.int(0, 15))
|
||||
if (victim.health < 35) victim.state = 'wounded'
|
||||
}
|
||||
} else if (stage.kind === 'resource') {
|
||||
const loot = rollWarbooty(w, stage.loot ?? def.completionLoot)
|
||||
m.log.push(`${stage.title}:收获 ${lootText(loot)}。`)
|
||||
} else if (stage.kind === 'combat' || stage.kind === 'boss') {
|
||||
const enemy = ENEMIES.find((e) => e.id === stage.enemyId) ?? ENEMIES[0]
|
||||
const squad = squadOf(w, m)
|
||||
const res = resolveEncounter(w, {
|
||||
title: `${def.name} · ${stage.title}`,
|
||||
enemy,
|
||||
risk: def.risk * (stage.kind === 'boss' ? 1.15 : 1),
|
||||
team: squad,
|
||||
kind: 'scout',
|
||||
year: w.state.year,
|
||||
month: w.state.month
|
||||
})
|
||||
const line = res.win ? '战而胜之,征程继续!' : res.draw ? '僵持之后双方罢手,队伍休整再进。' : '不敌,只得暂避锋芒。'
|
||||
m.log.push(line)
|
||||
if (!res.win) {
|
||||
if (stage.kind === 'boss') {
|
||||
m.done = true
|
||||
m.result = res.draw ? 'stalemate' : 'retreat'
|
||||
m.log.join(' ')
|
||||
w.chronicle('exploration', `${def.name}探路不遂,${resultText(m)}。`, undefined, false)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m.stage++
|
||||
m.stageMonth = 0
|
||||
if (m.stage >= def.stages.length && !m.done) {
|
||||
m.done = true
|
||||
m.result = 'success'
|
||||
const total = rollWarbooty(w, def.completionLoot)
|
||||
m.log.push(`凯旋而归,清点战利:${lootText(total)}。`)
|
||||
const survivors = squadOf(w, m).filter((c) => c.alive).map((c) => c.name).join('、')
|
||||
w.chronicle(
|
||||
'exploration',
|
||||
`${survivors} 圆满完成【${def.name}】之行。`,
|
||||
undefined,
|
||||
true
|
||||
)
|
||||
w.log('good', `${def.name} 探索归来,获得丰厚收获。`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function squadOf(w: World, m: MissionState) {
|
||||
return m.memberIds.map((id) => w.memberById(id)).filter((c) => c.alive)
|
||||
}
|
||||
|
||||
function lootText(loot: Record<string, number>): string {
|
||||
const names: Record<string, string> = {
|
||||
lingcao: '灵草',
|
||||
lingkuang: '灵矿',
|
||||
beastcore: '兽核',
|
||||
stones: '灵石',
|
||||
'weapon-fan': '凡器',
|
||||
'weapon-qi': '法器',
|
||||
'weapon-ling': '灵器',
|
||||
'pill-qiyuan': '聚气丹',
|
||||
'pill-ningyuan': '凝元丹',
|
||||
tech: '功法'
|
||||
}
|
||||
return Object.entries(loot)
|
||||
.map(([k, v]) => `${names[k] ?? k}×${v}`)
|
||||
.join('、')
|
||||
}
|
||||
|
||||
function resultText(m: MissionState): string {
|
||||
if (m.result === 'success') return '平安返回'
|
||||
if (m.result === 'retreat') return '败退而回'
|
||||
return '铩羽归来'
|
||||
}
|
||||
|
||||
export function canSendMission(w: World, def: MissionDef, members: string[]): boolean {
|
||||
if (members.length < def.minMembers || members.length > def.maxMembers) return false
|
||||
for (const id of members) {
|
||||
const c = w.memberById(id)
|
||||
if (!c.alive || c.state === 'expedition') return false
|
||||
}
|
||||
return w.state.missions.filter((m) => !m.done).length < 3
|
||||
}
|
||||
|
||||
export function sendMission(w: World, defId: string, members: string[]): boolean {
|
||||
const def = missionById(defId)
|
||||
if (!canSendMission(w, def, members)) return false
|
||||
const m: MissionState = {
|
||||
id: w.seq(),
|
||||
defId,
|
||||
memberIds: members,
|
||||
startYear: w.state.year,
|
||||
startMonth: w.state.month,
|
||||
stage: 0,
|
||||
stageMonth: 0,
|
||||
log: [`冬衣已备,饯行酒干,众人于 ${w.state.year} 年 ${w.state.month} 月出发。`],
|
||||
done: false
|
||||
}
|
||||
members.forEach((id) => {
|
||||
const c = w.memberById(id)
|
||||
c.state = 'expedition'
|
||||
})
|
||||
w.state.missions.push(m)
|
||||
w.state.family.missionIds.push(m.id)
|
||||
w.log('info', `队伍出发探索【${def.name}】。`)
|
||||
return true
|
||||
}
|
||||
|
||||
export function recallAll(w: World, missionId: string): void {
|
||||
const m = w.state.missions.find((x) => x.id === missionId)
|
||||
if (!m || m.done) return
|
||||
m.done = true
|
||||
m.result = 'recall'
|
||||
m.memberIds.forEach((id) => {
|
||||
const c = w.memberById(id)
|
||||
if (c.alive) c.state = 'idle'
|
||||
})
|
||||
w.log('info', '探索队伍奉命返家。')
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
import { World } from '../world'
|
||||
|
||||
export function productionTick(w: World): void {
|
||||
const fam = w.state.family
|
||||
const inv = fam.inventory
|
||||
const parts: string[] = []
|
||||
const lvl = (b: string) => fam.buildings[b] ?? 0
|
||||
|
||||
const lingtian = lvl('lingtian')
|
||||
const yaoyuan = lvl('yaoyuan')
|
||||
const lingkuang = lvl('lingkuang')
|
||||
const fangshi = lvl('fangshi')
|
||||
const lingshou = lvl('lingshou')
|
||||
|
||||
if (lingtian > 0) {
|
||||
const v = 10 * lingtian
|
||||
inv.lingcao = (inv.lingcao ?? 0) + v
|
||||
parts.push(`灵田+${v}灵草`)
|
||||
}
|
||||
if (yaoyuan > 0) {
|
||||
const v = 5 * yaoyuan
|
||||
inv.lingcao = (inv.lingcao ?? 0) + v
|
||||
parts.push(`药园+${v}药草`)
|
||||
if (yaoyuan >= 3) {
|
||||
inv.beastcore = (inv.beastcore ?? 0) + 1
|
||||
parts.push('药园+1兽核')
|
||||
}
|
||||
}
|
||||
if (lingkuang > 0) {
|
||||
const v = 8 * lingkuang
|
||||
inv.lingkuang = (inv.lingkuang ?? 0) + v
|
||||
parts.push(`灵矿+${v}灵矿`)
|
||||
}
|
||||
if (fangshi > 0) {
|
||||
const v = 55 * fangshi
|
||||
fam.stones += v
|
||||
parts.push(`坊市+${v}灵石`)
|
||||
}
|
||||
if (lingshou > 0 && w.rng.chance(0.35)) {
|
||||
inv.beastcore = (inv.beastcore ?? 0) + 1
|
||||
parts.push('灵兽园+1兽核')
|
||||
}
|
||||
|
||||
void parts
|
||||
|
||||
if (w.state.month % 3 === 0) {
|
||||
const drift = w.rng.between(-0.04, 0.04)
|
||||
const cur = typeof fam.flag['priceMult'] === 'number' ? (fam.flag['priceMult'] as number) : 1
|
||||
fam.flag['priceMult'] = Math.max(0.78, Math.min(1.25, cur + drift))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,312 @@
|
||||
import {
|
||||
BattleLog,
|
||||
Character,
|
||||
ChronicleEntry,
|
||||
GameState,
|
||||
Id,
|
||||
LogItem,
|
||||
Realm
|
||||
} from '../types/domain'
|
||||
import { Rng } from '../core/rng'
|
||||
import { BUILDINGS } from '../data/buildings'
|
||||
import { productionTick } from './systems/production'
|
||||
import { deathTick, woundHealTick } from './systems/lifecycle'
|
||||
import { cultivationTick, resolveBreakthrough } from './systems/cultivation'
|
||||
import { missionTick } from './systems/missions'
|
||||
import { eventRoll, applyEventChoice } from './systems/events'
|
||||
import { diplomacyTick } from './systems/diplomacy'
|
||||
import { yearStartMarriage } from './systems/marriage'
|
||||
import { createWorldState, findInheritor } from './creation'
|
||||
import { combatPowerOf } from './systems/combat'
|
||||
|
||||
export type LogKind = LogItem['kind']
|
||||
|
||||
export interface WorldEventBus {
|
||||
onLog(kind: LogKind, text: string): void
|
||||
onChronicle(entry: ChronicleEntry, important: boolean): void
|
||||
onBattle(log: BattleLog): void
|
||||
onPendingEvent(id: string): void
|
||||
onGameOver(reason: string, year: number): void
|
||||
}
|
||||
|
||||
export class World {
|
||||
state: GameState
|
||||
rng: Rng
|
||||
out: WorldEventBus[]
|
||||
|
||||
constructor(state: GameState, out: WorldEventBus[] = []) {
|
||||
this.state = state
|
||||
this.rng = new Rng(state.rng)
|
||||
this.out = out
|
||||
}
|
||||
|
||||
seq(): Id {
|
||||
this.state.seq++
|
||||
return `x${this.state.seq.toString(36)}`
|
||||
}
|
||||
|
||||
syncRng(): void {
|
||||
this.state.rng = this.rng.getState()
|
||||
}
|
||||
|
||||
log(kind: LogKind, text: string): void {
|
||||
this.out.forEach((o) => o.onLog(kind, text))
|
||||
}
|
||||
|
||||
chronicle(cat: ChronicleEntry['category'], text: string, memberId?: Id, important = false): void {
|
||||
const entry: ChronicleEntry = {
|
||||
id: this.seq(),
|
||||
year: this.state.year,
|
||||
month: this.state.month,
|
||||
category: cat,
|
||||
text,
|
||||
memberId,
|
||||
important
|
||||
}
|
||||
this.state.chronicle.push(entry)
|
||||
this.out.forEach((o) => o.onChronicle(entry, important))
|
||||
}
|
||||
|
||||
battle(log: BattleLog): void {
|
||||
this.state.battles.push(log)
|
||||
this.out.forEach((o) => o.onBattle(log))
|
||||
}
|
||||
|
||||
pendingEvent(id: string): void {
|
||||
this.out.forEach((o) => o.onPendingEvent(id))
|
||||
}
|
||||
|
||||
gameOver(reason: string, year: number): void {
|
||||
this.state.gameOver = { year, reason }
|
||||
this.out.forEach((o) => o.onGameOver(reason, year))
|
||||
}
|
||||
|
||||
memberById(id: Id): Character {
|
||||
const c = this.state.members[id]
|
||||
if (!c) throw new Error(`member not found ${id}`)
|
||||
return c
|
||||
}
|
||||
|
||||
aliveMembers(): Character[] {
|
||||
return Object.values(this.state.members).filter((c) => c.alive)
|
||||
}
|
||||
|
||||
ageOf(c: Character): number {
|
||||
return this.state.year - c.bornYear
|
||||
}
|
||||
|
||||
head(): Character {
|
||||
return this.memberById(this.state.family.headId)
|
||||
}
|
||||
|
||||
advanceMonth(): void {
|
||||
const s = this.state
|
||||
s.month++
|
||||
if (s.month > 12) {
|
||||
s.month = 1
|
||||
s.year++
|
||||
this.yearStart()
|
||||
}
|
||||
s.totalTicks++
|
||||
|
||||
productionTick(this)
|
||||
deathTick(this)
|
||||
woundHealTick(this)
|
||||
if (this.aliveMembers().length > 0) {
|
||||
cultivationTick(this)
|
||||
missionTick(this)
|
||||
eventRoll(this)
|
||||
diplomacyTick(this)
|
||||
}
|
||||
this.checkHead()
|
||||
}
|
||||
|
||||
private yearStart(): void {
|
||||
yearStartMarriage(this)
|
||||
}
|
||||
|
||||
reputationDrift(): void {
|
||||
const cur = this.state.family.reputation
|
||||
const drift = cur > 0 ? -1.5 : cur < 0 ? 1.2 : 0
|
||||
if (drift !== 0) this.state.family.reputation = Math.round(cur + drift)
|
||||
}
|
||||
|
||||
totalFamilyReputation(): number {
|
||||
return this.state.family.reputation
|
||||
}
|
||||
|
||||
private checkHead(): void {
|
||||
const s = this.state
|
||||
if (s.gameOver) return
|
||||
const headId = s.family.headId
|
||||
if (!headId) return
|
||||
const head = this.memberById(headId)
|
||||
if (head.alive) return
|
||||
const heir = findInheritor(this)
|
||||
if (heir) {
|
||||
this.assignHead(heir.id, true)
|
||||
} else if (this.aliveMembers().length === 0) {
|
||||
this.gameOver('满门凋零,香火断绝', s.year)
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== player actions ====================
|
||||
|
||||
assignHead(id: Id, silent = false): void {
|
||||
const c = this.memberById(id)
|
||||
if (!c.alive) return
|
||||
if (this.state.family.headId && !silent) {
|
||||
const old = this.memberById(this.state.family.headId)
|
||||
old.isHead = false
|
||||
} else {
|
||||
const oldId = this.state.family.headId
|
||||
if (oldId && this.state.members[oldId]) this.state.members[oldId].isHead = false
|
||||
}
|
||||
c.isHead = true
|
||||
this.state.family.headId = id
|
||||
if (!silent) {
|
||||
this.chronicle('misc', `${c.name} 继任为家主。`, c.id, true)
|
||||
this.log('info', `${c.name} 继任为家主。`)
|
||||
}
|
||||
}
|
||||
|
||||
setMeditation(id: Id, on: boolean): void {
|
||||
const c = this.memberById(id)
|
||||
if (!c.alive || c.state === 'expedition') return
|
||||
c.state = on ? 'meditation' : 'idle'
|
||||
}
|
||||
|
||||
giveTechnique(memberId: Id, techId: string): void {
|
||||
const c = this.memberById(memberId)
|
||||
c.techniqueId = techId
|
||||
}
|
||||
|
||||
teachTechnique(techId: string, cost: number): boolean {
|
||||
const fam = this.state.family
|
||||
if (fam.techniques.includes(techId)) return false
|
||||
if (fam.stones < cost) return false
|
||||
fam.stones -= cost
|
||||
fam.techniques.push(techId)
|
||||
this.log('info', `藏书阁续得《${techId}》,译作一名。`)
|
||||
return true
|
||||
}
|
||||
|
||||
equip(memberId: Id, artifact: string): void {
|
||||
const c = this.memberById(memberId)
|
||||
if (!c.alive) return
|
||||
c.equipment = artifact
|
||||
}
|
||||
|
||||
takePill(memberId: Id, pill: string): void {
|
||||
const c = this.memberById(memberId)
|
||||
const inv = this.state.family.inventory
|
||||
if (!c.alive || (inv[pill] ?? 0) <= 0) return
|
||||
inv[pill] = inv[pill]! - 1
|
||||
if (pill === 'pill-pojing') {
|
||||
if (c.realmProgress >= 100) {
|
||||
this.resolveBottleneck(c, 0.22)
|
||||
} else {
|
||||
this.memberById(memberId).realmProgress = Math.min(100, c.realmProgress + 20)
|
||||
this.log('info', `${c.name} 服下破境丹,灵力充盈。`)
|
||||
}
|
||||
} else {
|
||||
const pct = pill === 'pill-qiyuan' ? 18 : 30
|
||||
c.realmProgress = Math.min(100, c.realmProgress + pct)
|
||||
this.log('info', `${c.name} 服下丹药,修为精进。`)
|
||||
}
|
||||
}
|
||||
|
||||
assistedBreakthrough(id: Id): void {
|
||||
const c = this.memberById(id)
|
||||
if (!c.alive || c.realmProgress < 100) return
|
||||
this.resolveBottleneck(c, 0.06 + this.head().mind * 0.005)
|
||||
}
|
||||
|
||||
private resolveBottleneck(c: Character, boost: number): void {
|
||||
resolveBreakthrough(this, c, boost)
|
||||
}
|
||||
|
||||
build(id: string): boolean {
|
||||
const fam = this.state.family
|
||||
const def = BUILDINGS[id]
|
||||
if (!def) return false
|
||||
if (fam.buildings[id]) return false
|
||||
const cost = def.upgradeCost(1)
|
||||
if (fam.stones < cost.stones) return false
|
||||
fam.stones -= cost.stones
|
||||
fam.buildings[id] = 1
|
||||
this.chronicle('building', `建成「${def.name}」。`, undefined, true)
|
||||
this.log('info', `建成「${def.name}」。`)
|
||||
return true
|
||||
}
|
||||
|
||||
upgrade(id: string): boolean {
|
||||
const fam = this.state.family
|
||||
const def = BUILDINGS[id]
|
||||
const lvl = fam.buildings[id]
|
||||
if (!def || !lvl || lvl >= def.maxLevel) return false
|
||||
const cost = def.upgradeCost(lvl + 1)
|
||||
if (fam.stones < cost.stones || (fam.inventory['lingkuang'] ?? 0) < cost.lingkuang) return false
|
||||
fam.stones -= cost.stones
|
||||
fam.inventory['lingkuang'] -= cost.lingkuang
|
||||
fam.buildings[id] = lvl + 1
|
||||
this.log('info', `「${def.name}」升至 ${lvl + 1} 级。`)
|
||||
return true
|
||||
}
|
||||
|
||||
craftPill(kind: 'qiyuan' | 'ningyuan'): boolean {
|
||||
const fam = this.state.family
|
||||
const lvl = fam.buildings['danfang']
|
||||
if (!lvl) return false
|
||||
const cost = kind === 'qiyuan'
|
||||
? { lingcao: 15, beastcore: 0, stones: 20 }
|
||||
: { lingcao: 25, beastcore: 4, stones: 60 }
|
||||
if ((fam.inventory['lingcao'] ?? 0) < cost.lingcao) return false
|
||||
if ((fam.inventory['beastcore'] ?? 0) < cost.beastcore) return false
|
||||
if (fam.stones < cost.stones) return false
|
||||
fam.inventory['lingcao'] -= cost.lingcao
|
||||
fam.inventory['beastcore'] -= cost.beastcore
|
||||
fam.stones -= cost.stones
|
||||
fam.inventory[kind === 'qiyuan' ? 'pill-qiyuan' : 'pill-ningyuan'] =
|
||||
(fam.inventory[kind === 'qiyuan' ? 'pill-qiyuan' : 'pill-ningyuan'] ?? 0) + 1
|
||||
this.log('info', `丹房炼成一枚${kind === 'qiyuan' ? '聚气丹' : '凝元丹'}。`)
|
||||
return true
|
||||
}
|
||||
|
||||
addMember(c: Character, father?: Character, mother?: Character): void {
|
||||
const s = this.state
|
||||
if (father || mother) {
|
||||
if (father) {
|
||||
c.fatherId = father.id
|
||||
father.children.push(c.id)
|
||||
}
|
||||
if (mother) mother.children.push(c.id)
|
||||
}
|
||||
c.id = c.id || this.seq()
|
||||
s.members[c.id] = c
|
||||
}
|
||||
|
||||
familyPower(): number {
|
||||
const fam = this.state.family
|
||||
const bonus = 1 + (fam.buildings['yanwu'] ?? 0) * 0.04 + (fam.buildings['lingshou'] ?? 0) * 0.05
|
||||
const top = this.aliveMembers()
|
||||
.map((c) => combatPowerOf(this, c))
|
||||
.sort((a, b) => b - a)
|
||||
.slice(0, 4)
|
||||
.reduce((a, b) => a + b, 0)
|
||||
return Math.round(top * bonus)
|
||||
}
|
||||
|
||||
static create(opts: { seed: string; surname: string; familyName: string; motto: string; difficulty: 'easy' | 'normal' | 'hard' }): World {
|
||||
const state = createWorldState(opts)
|
||||
return new World(state)
|
||||
}
|
||||
}
|
||||
|
||||
export function makeWorldFromSave(state: GameState): World {
|
||||
return new World(state, [])
|
||||
}
|
||||
|
||||
export function applyChoice(world: World, eventId: string, optionIdx: number): void {
|
||||
applyEventChoice(world, eventId, optionIdx)
|
||||
}
|
||||
Reference in New Issue
Block a user