v0.1.33a: 物品闭环——符箓生效/幽灵物归位/灾年接入

【符箓闭环】talismanWarPrep 返回类型,开战消耗 1 张;风符全队×1.12/山符×1.15+受创减半(零 rng)
【符箓坊】建筑耗符纸×2+灵木×2/级,月造风符1枚;坊3级另出山符(消耗式零 rng)
【幽灵物品归位】and灵丹/虚元丹/玉澜刃补 ITEMS 定义(含 icon/价格/战力)+craftPill/forgeArtifact union 扩键+ARTIFACT_POWER 补玉澜刃 0.4
【灾年生效】farmFactor/mineFactor 从算而未用→真正乘入灵田/药园/矿场/灵果/木坊产量(旱灾×0.7等)
【金钟罩】0.1.33 基线重算(符箓/灾年/新丹受控变更),RAW+RES 共 18 值
【测试】+3(economy-loop-0.1.33 闭环矩阵) 全绿
This commit is contained in:
2026-08-23 21:31:19 +08:00
parent fa477fb3ef
commit bce50b6e2b
11 changed files with 127 additions and 31 deletions
+7 -1
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@@ -5,7 +5,7 @@ export interface BuildingDef {
desc: string
kind: 'produce' | 'function'
maxLevel: number
produceTable?: (level: number) => { stone?: number; lingcao?: number; lingkuang?: number; beastcore?: number; lingyu?: number; lingmu?: number; shoupi?: number; lingguo?: number }
produceTable?: (level: number) => { stone?: number; lingcao?: number; lingkuang?: number; beastcore?: number; lingyu?: number; lingmu?: number; shoupi?: number; lingguo?: number; 'talisman-feng'?: number; 'talisman-shan'?: number }
upgradeCost: (level: number) => { stones: number; lingkuang: number }
extra?: Record<string, string>
}
@@ -88,6 +88,12 @@ export const BUILDINGS: Record<string, BuildingDef> = {
produceTable: (l) => ({ lingguo: 3 * l }),
upgradeCost: (l) => ({ stones: 100 * Math.pow(1.7, l - 1), lingkuang: 10 * l })
},
fuzhifang: {
id: 'fuzhifang', name: '符箓坊', icon: '符',
desc: '符纸灵木入炉——月耗符纸灵木各贰,出风符一枚;坊叁级另出山符。',
kind: 'produce', maxLevel: 3,
upgradeCost: (l) => ({ stones: 120 * Math.pow(1.7, l - 1), lingkuang: 10 * l })
},
lingmufang: {
id: 'lingmufang', name: '灵木坊', icon: '木',
desc: '伐百年灵木——月产灵木,符纸之基。',
+8 -2
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@@ -34,14 +34,20 @@ export const ITEMS: Record<string, ItemDef> = {
'weapon-fan': { id: 'weapon-fan', name: '凡器', kind: 'artifact', basePrice: 120, desc: '普通铁器,聊胜于无。', icon: '凡' },
'weapon-qi': { id: 'weapon-qi', name: '法器', kind: 'artifact', basePrice: 450, desc: '蕴灵之器,可引动灵力。', icon: '法' },
'weapon-ling': { id: 'weapon-ling', name: '灵器', kind: 'artifact', basePrice: 1400, desc: '有灵之器,锋芒隐露。', icon: '灵' },
'weapon-fa': { id: 'weapon-fa', name: '法宝', kind: 'artifact', basePrice: 3600, desc: '罕世法宝,非金丹不能驾驭。', icon: '宝' }
'weapon-fa': { id: 'weapon-fa', name: '法宝', kind: 'artifact', basePrice: 3600, desc: '罕世法宝,非金丹不能驾驭。', icon: '宝' },
// 0.1.33 闭环:丹方/铸器产出物归位(此前仅存于配方,物品表无定义——幽灵物品)
'pill-heling': { id: 'pill-heling', name: '和灵丹', kind: 'pill', basePrice: 120, desc: '和理灵机,金丹以下均可服。', icon: '和' },
'pill-xudan': { id: 'pill-xudan', name: '虚元丹', kind: 'pill', basePrice: 320, desc: '丹中朱砂,元婴以下服之可提元。', icon: '虚' },
'weapon-yu': { id: 'weapon-yu', name: '玉澜刃', kind: 'artifact', basePrice: 950, desc: '温润如玉,锋芒内敛的灵木之刃。', icon: '澜' }
}
export const ARTIFACT_POWER: Record<string, number> = {
'weapon-fan': 0.1,
'weapon-qi': 0.25,
'weapon-ling': 0.5,
'weapon-fa': 0.9
'weapon-fa': 0.9,
'weapon-yu': 0.4
}
export function itemById(id: string): ItemDef {
@@ -59,11 +59,18 @@ const DRAW_DESC = [
'僵持半晌,天入暮色,双方收阵戒备而退。'
]
/** R4 符箓开战:家族武备库存有风符/山符时,开战消耗 1 张(全体战力 +6%) */
function talismanWarPrep(w: World): void {
/** 0.1.33 符箓开战(零 rng):消耗 1 张并返回其类型——风符全体战力+12%,山符+15%且受创减半 */
function talismanWarPrep(w: World): 'feng' | 'shan' | null {
const inv = w.state.family.inventory
const id = (inv['talisman-feng'] ?? 0) > 0 ? 'talisman-feng' : (inv['talisman-shan'] ?? 0) > 0 ? 'talisman-shan' : null
if (id) inv[id] = inv[id]! - 1
if ((inv['talisman-feng'] ?? 0) > 0) {
inv['talisman-feng'] = inv['talisman-feng']! - 1
return 'feng'
}
if ((inv['talisman-shan'] ?? 0) > 0) {
inv['talisman-shan'] = inv['talisman-shan']! - 1
return 'shan'
}
return null
}
export function resolveEncounter(
@@ -80,8 +87,11 @@ export function resolveEncounter(
}
): EncounterResult {
const form = formationById(opts.formation)
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)
team *= talismMult
const enemy = Math.round(enemyPowerOf(opts.enemy, opts.risk) * form.def)
const jitter = w.rng.between(0.88, 1.12)
const teamFinal = Math.round(team * form.atk * jitter)
@@ -115,7 +125,7 @@ export function resolveEncounter(
loss.push(`${c.name} 陨落`)
w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true)
} else if (severity < 0.45) {
const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound)
const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound * (talisman === 'shan' ? 0.5 : 1))
c.health = Math.max(1, c.health - woundAmt)
c.state = 'wounded'
loss.push(`${c.name} 重伤`)
@@ -138,7 +148,7 @@ export function resolveEncounter(
lines.push(`此战缴获:${Object.entries(loot).map(([k, v]) => `${itemName(k)} ×${v}`).join('、')}`)
}
if (opts.kind === 'war') talismanWarPrep(w)
if (talisman) lines.push(`武备先声:${talisman === 'feng' ? '风符化翼' : '山符镇阵'},家士气为之振。`)
if (win && opts.kind === 'war') w.emitFx('blade', 'battle')
const result: EncounterResult = { win, draw, lines, loot, losses: loss }
const log: BattleLog = {
@@ -36,11 +36,12 @@ export function productionTick(w: World): void {
parts.push(`${def!.name}+${prod}${itemNameOf(k)}`)
}
}
produceAll('lingtian', lingtian, 1 + fielders * 0.05 + springMod)
produceAll('yaoyuan', yaoyuan, 1)
produceAll('lingkuang', lingkuang, 1)
produceAll('lingguoyuan', fam.buildings['lingguoyuan'] ?? 0, 1)
produceAll('lingmufang', fam.buildings['lingmufang'] ?? 0, 1)
// 0.1.33 灾年真正生效(此前 farmFactor/mineFactor 算而未用——生产零体感)
produceAll('lingtian', lingtian, (1 + fielders * 0.05 + springMod) * farmFactor)
produceAll('yaoyuan', yaoyuan, farmFactor)
produceAll('lingkuang', lingkuang, mineFactor)
produceAll('lingguoyuan', fam.buildings['lingguoyuan'] ?? 0, farmFactor)
produceAll('lingmufang', fam.buildings['lingmufang'] ?? 0, farmFactor)
const autumnMod = w.sysEnabled('season') ? seasonMod(w.state.month, 'market') : 0
if (fangshi > 0) {
const v = Math.round(55 * fangshi * (1 + w.postBonus('marketIncome') + merchants * 0.03 + autumnMod))
@@ -51,6 +52,21 @@ export function productionTick(w: World): void {
inv.beastcore = (inv.beastcore ?? 0) + 1
parts.push('灵兽园+1兽核')
}
// 0.1.33 符箓坊(消耗式:符纸×2+灵木×2/级 → 风符;叁级追加山符)
const fuzhiLvl = lvl('fuzhifang')
if (fuzhiLvl > 0) {
const need = 2 * fuzhiLvl
if ((inv['fuzhi'] ?? 0) >= need && (inv['lingmu'] ?? 0) >= need) {
inv['fuzhi'] -= need
inv['lingmu'] -= need
inv['talisman-feng'] = (inv['talisman-feng'] ?? 0) + 1
parts.push(`符箓坊-符纸${need}灵木${need}+风符1`)
if (fuzhiLvl >= 3) {
inv['talisman-shan'] = (inv['talisman-shan'] ?? 0) + 1
parts.push('符箓坊+山符1')
}
}
}
void parts
+2 -2
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@@ -798,7 +798,7 @@ export class World {
return true
}
craftPill(kind: 'qiyuan' | 'ningyuan' | 'pojing'): boolean {
craftPill(kind: 'qiyuan' | 'ningyuan' | 'pojing' | 'heling' | 'xudan'): boolean {
const fam = this.state.family
const lvl = fam.buildings['danfang']
const r = pillRecipeByOutput(`pill-${kind}`)
@@ -825,7 +825,7 @@ export class World {
return false
}
forgeArtifact(kind: 'weapon-qi' | 'weapon-ling' | 'weapon-fa'): boolean {
forgeArtifact(kind: 'weapon-qi' | 'weapon-ling' | 'weapon-fa' | 'weapon-yu'): boolean {
const fam = this.state.family
const r = forgeRecipeByOutput(kind)
if (!r) return false
+2 -2
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@@ -181,7 +181,7 @@ export default function MarketPanel() {
className="btn btn-sm"
disabled={lvl < r.danfangLevel || !enough}
title={lvl < r.danfangLevel ? `丹房需升到 ${r.danfangLevel}` : enough ? '炼制(失败折半退料)' : '材料不足'}
onClick={() => { w.craftPill(r.output.replace('pill-', '') as 'qiyuan' | 'ningyuan' | 'pojing'); bump() }}
onClick={() => { w.craftPill(r.output.replace('pill-', '') as Parameters<typeof w.craftPill>[0]); bump() }}
></button>
</td>
</tr>
@@ -207,7 +207,7 @@ export default function MarketPanel() {
className="btn btn-sm"
disabled={!enough}
title={enough ? '淬火铸成' : '材料不足'}
onClick={() => { w.forgeArtifact(r.output as 'weapon-qi' | 'weapon-ling' | 'weapon-fa'); bump() }}
onClick={() => { w.forgeArtifact(r.output as Parameters<typeof w.forgeArtifact>[0]); bump() }}
></button>
</td>
</tr>
+1 -1
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@@ -553,7 +553,7 @@ function actDirect(w: World, name: ActName, payload: import('../game/engine/runt
case 'market.buy': return payload.item ? marketBuy(w, payload.item, payload.count ?? 1) : false
case 'market.sell': return payload.item ? marketSell(w, payload.item, payload.count ?? 1) : false
case 'market.tech': return payload.tech ? marketTechnique(w, payload.tech, payload.stones ?? 0) : false
case 'craft.pill': return payload.item === 'ningyuan' ? w.craftPill('ningyuan') : payload.item === 'pojing' ? w.craftPill('pojing') : payload.item === 'qiyuan' ? w.craftPill('qiyuan') : false
case 'craft.pill': return w.craftPill(payload.item as 'qiyuan' | 'ningyuan' | 'pojing' | 'heling' | 'xudan')
case 'diplomacy.gift': return payload.npcId ? dipGift(w, payload.npcId, payload.stones ?? 0) : false
case 'diplomacy.peace': return payload.npcId ? dipPeace(w, payload.npcId) : false
case 'diplomacy.taunt': return payload.npcId ? w.tauntNpc(payload.npcId) : false
+2 -2
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@@ -82,7 +82,7 @@ describe('审计回归:P0 修复固化', () => {
})
it('防御性修补后金钟罩不变(行为等价确认)', () => {
expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('778d1488')
expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('00ac5fa4')
expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('0a76a33f')
expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('03184a16')
})
})
+8 -8
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@@ -7,20 +7,20 @@ import { World } from '../src/renderer/game/engine/runtime/World'
* 任何改动(重构日程/调平衡/加系统)若改变了确定性序列或结果,此测试立刻报红。
* 更新规则:仅当**有意**变更序列逻辑时,三枚 seed 指纹同版更新并注明原因。
*/
// 0.1.32 万宝琳琅基线:物品六类化/新材料(灵玉灵木兽皮灵果入池)/
// 生产泛化(produceTable 全键)/武备符箓/灵酿回气/材料相关漂移后固化。
// 0.1.33 闭环·止血基线:符箓开战生效(战力乘量+山符减伤)/灾年因子真正接入/
// 幽灵物品归位(新丹方/玉澜刃)+ 符箓坊(消耗式产符)后固化。
const GOLDEN: Record<string, Record<number, string>> = {
'bell-seed-1': { 560: '778d1488', 1200: 'a098f660', 2160: 'bc511374' },
'bell-seed-2': { 560: 'dfab016c', 1200: 'dc3d843f', 2160: '7096cf66' },
'bell-seed-3': { 560: '00ac5fa4', 1200: 'e2278a35', 2160: '173d2770' }
'bell-seed-1': { 560: '0a76a33f', 1200: 'c9407e76', 2160: '4bc550bd' },
'bell-seed-2': { 560: 'b1b4d35b', 1200: 'fcc6e262', 2160: '1af450b7' },
'bell-seed-3': { 560: '03184a16', 1200: 'c73bb4b1', 2160: 'fca9a59f' }
}
/** 第二金钟罩:自动 resolve 长跑("现实"世界——每 tick 处理待决事件;
* 锁事件闸/事件流全程,防"冻结世界"指纹漏锁)。 */
const GOLDEN_RESOLVED: Record<string, Record<number, string>> = {
'bell-seed-1': { 560: '9c603274', 1200: 'e8ada769', 2160: '3e632c02' },
'bell-seed-2': { 560: '3c952764', 1200: '48e457fd', 2160: '6caa2e3e' },
'bell-seed-3': { 560: 'de77eb9f', 1200: '2d4a1039', 2160: '41cf5c22' }
'bell-seed-1': { 560: '4b0f1f81', 1200: '430d6281', 2160: 'ba0d3816' },
'bell-seed-2': { 560: '8865b178', 1200: 'bba0d797', 2160: '6205c6f1' },
'bell-seed-3': { 560: 'fa736e3c', 1200: '819b9def', 2160: 'a624ced8' }
}
const TIERS = [
+58
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@@ -0,0 +1,58 @@
import { describe, expect, it } from 'vitest'
import { World } from '../src/renderer/game/engine/runtime/World'
import { ITEMS, ARTIFACT_POWER } from '../src/renderer/game/data/items'
import { resolveEncounter } from '../src/renderer/game/engine/runtime/Systems/combat'
import { productionTick } from '../src/renderer/game/engine/runtime/Systems/production'
function mk(seed: string): World {
return World.create({ seed, surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' })
}
describe('0.1.33 物品闭环:符箓生效/幽灵物归位/灾年生效', () => {
it('幽灵物品归位:丹方/铸器产出物均可命中物品表且可炼成', () => {
const w = mk('c33-ghost')
w.state.family.stones = 100000
w.state.family.inventory['lingcao'] = 1000
w.state.family.inventory['beastcore'] = 100
w.state.family.inventory['lingkuang'] = 500
w.state.family.buildings['danfang'] = 5
let ok = false
for (let i = 0; i < 30 && !ok; i++) ok = w.craftPill('heling') || w.craftPill('xudan') || w.forgeArtifact('weapon-yu')
expect(ok).toBe(true)
expect(ITEMS['pill-heling']).toBeTruthy()
expect(ITEMS['pill-xudan']).toBeTruthy()
expect(ITEMS['weapon-yu']).toBeTruthy()
expect(ARTIFACT_POWER['weapon-yu']).toBe(0.4)
expect((w.state.family.inventory['pill-heling'] ?? 0) + (w.state.family.inventory['pill-xudan'] ?? 0) + (w.state.family.inventory['weapon-yu'] ?? 0) >= 1).toBe(true)
})
it('符箓开战生效:消耗 1 张且战报记武备先声', () => {
const w = mk('c33-fu')
w.state.family.inventory['talisman-feng'] = 2
const crew = w.aliveMembers().slice(0, 3)
const res = resolveEncounter(w, {
title: '试锋', enemy: { id: 'z', name: '妖兽', realm: 'qi', strength: 0.4, desc: '野怪' },
risk: 0.2, team: crew, kind: 'war', year: w.state.year, month: w.state.month
})
expect(w.state.family.inventory['talisman-feng']).toBe(1)
expect(res.lines.some((l) => l.includes('武备先声'))).toBe(true)
})
it('灾年生效:同一世界无灾×0.7 减产(旱灾)实际作用', () => {
const w = mk('c33-cal-a')
w.state.family.buildings['lingtian'] = 2
w.state.family.inventory['lingcao'] = 0
w.advanceMonth()
if (w.state.worldSim) w.state.worldSim.calamity = '旱灾'
const before = w.state.family.inventory['lingcao'] ?? 0
productionTick(w)
const gain = (w.state.family.inventory['lingcao'] ?? 0) - before
expect(gain).toBeGreaterThan(0)
if (w.state.worldSim) w.state.worldSim.calamity = undefined
const before2 = w.state.family.inventory['lingcao'] ?? 0
productionTick(w)
const gain2 = (w.state.family.inventory['lingcao'] ?? 0) - before2
expect(gain).toBeLessThan(gain2)
expect(Math.abs(gain - gain2 * 0.7)).toBeLessThanOrEqual(1)
})
})
+2 -2
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@@ -170,7 +170,7 @@ describe('GameFacade 门面', () => {
it('默认配置金钟罩不受门面化影响', () => {
PACK.reset()
expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('778d1488')
expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('00ac5fa4')
expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('0a76a33f')
expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('03184a16')
})
})