v0.1.20: 万世无谬(第二轮全量审计歼灭,1011 测试+双金钟罩)

【事件闸(机制重锤)】
- fire(w,id,priority):单闸+优先级——高优(raid/渡劫/大比)顶替被占者、被顶替入 eventQueue 下月兑现不丢失;普通被占返回 false 调用方冷却(raid 被吞也写 CD)
- pending 唯一写入入口:渡劫/破境丹改走 fire(防覆盖丢弃);名宿传薪年锚 flag(防同年重复 12 次)
- applyEventChoice 前置校验 pendingEvent===id(陈旧 Modal 二次结算防线)

【世界模型四修(真·活世界)】
- era 延续档:flow 权重和<1(留白=续任)——盛世能撑 30 年而非固定 25
- 潮汐供给符号修正:灵涨万物丰(原实现反了)+tide 双界 clamp
- driftMarket 弱锚定:rebalance 0.1→0.025——供需/era/灾年真实撬动价格(原五池被锚死±5%)
- 断供/池底单常量 poolFloorPct=0.35(消灭禁买暗雷带)

【知识防线(审计虫洞修复)】
- 指纹扩展:era/stance/prosperity/relationsWithOthers/calamityLeft/pendingEvent 全入 hash
- 第二金钟罩 GOLDEN_RESOLVED:自动 resolve 长跑锁“现实”世界(原指纹锁的只是“事件流冻结”世界)

【性能与存储】
- 存档节流(疾12/常6/缓4,手动即时)+ saveChronicle O(N)→O(1) 单查增量写(2160 月档告别每 tick 数千 OPFS)
- battles≤220/chronicle≤520 截断(stringify 线性膨胀止血);startNewGame/openState 停 timer 摘旧 bus

【杂项】actDirect 对齐 ACT_CATALOG 全 24 项;about 三版本统一 0.1.20;kernel.bus 死总线删;seed 改 RngHub.rollSeed;normalize 补 eraStartYear/overflux/distress;WorldPanel 买卖条件反转修复;音效与视效同闸

【测试】1011 全绿(42 套件):audit-0.1.20 9 例(事件闸/传薪/二次结算/era延续/潮汐符号/断供一致/弱锚定/指纹敏感)
This commit is contained in:
2026-08-23 15:14:28 +08:00
parent e853fbdb71
commit be6f2f5fe7
22 changed files with 286 additions and 97 deletions
+10 -2
View File
@@ -15,6 +15,7 @@ import { POSTS } from '../../data/posts'
import { aspirationById as aspirationOf } from '../../data/aspirations'
import { computeLegacy, resolveLegacy, peakRealmIndex, grandTechniqueCount, LegacyArch } from '../narrative/legacy'
import { needsTribulation, tribulationEventId } from './Systems/tribulation'
import { fire } from './Systems/events'
import { createWorldState, findInheritor } from './creation'
import { SYSTEM_DEFS, SystemDef } from './capabilities'
import { emptyClock } from './clocks'
@@ -95,7 +96,11 @@ export function normalizeGameState(state: GameState): GameState {
if (state.worldSim.era !== 'shengshi' && state.worldSim.era !== 'pingshi' && state.worldSim.era !== 'luanshi' && state.worldSim.era !== 'mofa') {
state.worldSim.era = 'pingshi'
state.worldSim.eraStartYear = 1
} else if (typeof state.worldSim.eraStartYear !== 'number') {
state.worldSim.eraStartYear = state.year ?? 1
}
if (typeof state.worldSim.overfluxYear !== 'number') state.worldSim.overfluxYear = -99
if (state.worldSim.distress && typeof state.worldSim.distress !== 'object') state.worldSim.distress = undefined
for (const dyn of Object.values(state.worldSim.npcDyn)) {
if (dyn && typeof (dyn as { prosperity?: unknown }).prosperity !== 'number') {
(dyn as { prosperity: number }).prosperity = 50
@@ -281,11 +286,15 @@ export class World {
important
}
this.state.chronicle.push(entry)
if (this.state.chronicle.length > 520) this.state.chronicle.splice(0, this.state.chronicle.length - 520)
if (this.state.chronicle.length > 520) this.state.chronicle.splice(0, this.state.chronicle.length - 520)
this.out.forEach((o) => o.onChronicle(entry, important))
}
battle(log: BattleLog): void {
this.state.battles.push(log)
if (this.state.battles.length > 220) this.state.battles.splice(0, this.state.battles.length - 220)
if (this.state.battles.length > 220) this.state.battles.splice(0, this.state.battles.length - 220)
this.out.forEach((o) => o.onBattle(log))
}
@@ -596,8 +605,7 @@ export class World {
// C13:大境界渡劫不可跳过——丹药转为天劫助益
c.tribBoost = (c.tribBoost ?? 0) + 0.12
c.realmProgress = 100
this.pendingEvent(tribulationEventId(c))
this.state.pendingEvent = tribulationEventId(c)
fire(this, tribulationEventId(c), 1)
this.log('info', `${c.name} 服下破境丹,丹力浑厚——雷云受感而聚,九霄震动。`)
} else {
this.resolveBottleneck(c, 0.22)