0.1.40: 天命系统 + NPC演化增强 + 建筑专精 (P0-1~P1-1)

This commit is contained in:
2026-09-13 14:05:28 +08:00
parent dcd2345192
commit dc970ff13b
12 changed files with 1137 additions and 30 deletions
+14 -3
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@@ -152,13 +152,24 @@ export function buildingYieldOf(id: string, level: number): Record<string, numbe
return JSON.parse(expr) as Record<string, number> return JSON.parse(expr) as Record<string, number>
} }
/** 0.1.40 建筑专精乘数:专精建筑 extra 加成 ×1.5 */
export const SPECIALTY_MULT = 1.5
/** 0.1.40 检查建筑是否为当前专精建筑(flag 路径:family.flag['buildingSpecialty'] */
export function isSpecialty(id: string, specialtyId?: string): boolean {
return !!specialtyId && id === specialtyId
}
/** 解析 extra 表达式(如 '0.5 + 0.1*L'):仅允许 数字/括号/四则/空格 与变量 L。 /** 解析 extra 表达式(如 '0.5 + 0.1*L'):仅允许 数字/括号/四则/空格 与变量 L。
* 白名单校验后求值——所有数字加成以 extra 为单一权威。 */ * 白名单校验后求值——所有数字加成以 extra 为单一权威。
export function bonusOf(id: string, key: string, level: number): number { * 0.1.40:专精建筑 extra 加成 ×1.5specialtyId 传入时自动判定) */
export function bonusOf(id: string, key: string, level: number, specialtyId?: string): number {
const def = BUILDINGS[id] const def = BUILDINGS[id]
const expr = def?.extra?.[key] const expr = def?.extra?.[key]
if (!expr) return 0 if (!expr) return 0
// 0.1.36 CSP safe:纯解析器——不再 Function()unsafe-eval 被 Electron 打包版拦截) // 0.1.36 CSP safe:纯解析器——不再 Function()unsafe-eval 被 Electron 打包版拦截)
const v = arith(expr, level) const v = arith(expr, level)
return Number.isFinite(v) ? v : 0 if (!Number.isFinite(v)) return 0
// 0.1.40 专精加成
return isSpecialty(id, specialtyId) ? v * SPECIALTY_MULT : v
} }
+669
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@@ -0,0 +1,669 @@
/**
* 0.1.40 天命系统 · 数据层
*
* 天命议题池:每 3~5 年(种子派生选取,零 rng 消耗),天下大势产生一个"天命议题"。
* 玩家必须做出影响家族与天下走向的重大决策——"天命不可违"。
*
* 天命经 fire(w, id, 1) 高优入事件闸(可顶替被占日常事件)。
* 天命不可"稍后再议"requeue)——不可回避。
*
* 设计原则:
* - 效果复用 EffectDef 结构(零新类型)
* - 选取走种子派生(seed ^ year ^ mandateCount 哈希),零 rng 消耗
* - 每条议题含 cond 过滤(不满足条件的议题不入候选池)
*/
import type { Cond, EffectDef } from './events'
/** 天命类别 */
export type MandateCategory = 'calamity' | 'war' | 'fortune' | 'visitor' | 'turbulence'
/** 天命选项 */
export interface MandateOption {
label: string
hint?: string
eff: EffectDef
note?: string
}
/** 天命议题定义 */
export interface MandateDef {
id: string
name: string
category: MandateCategory
text: string
options: MandateOption[]
/** 触发条件(不满足的议题不出现在候选池中) */
cond?: Cond
/** 天命权重(在同类中抽签的权重,默认 10) */
weight?: number
}
/** 天命类别中文名 */
export function mandateCategoryName(cat: MandateCategory): string {
return cat === 'calamity' ? '天灾篇'
: cat === 'war' ? '人祸篇'
: cat === 'fortune' ? '天时篇'
: cat === 'visitor' ? '人事篇'
: '乱世篇'
}
/**
* 天命议题池(20 条,分 5 类,每类 4 条)
*
* 设计要点:
* - calamity(天灾):考验玩家的资源调度与道德抉择
* - war(人祸):考验玩家的军事与外交平衡
* - fortune(天时):考验玩家的战略取舍(短期 vs 长期)
* - visitor(人事):考验玩家的人才经营
* - turbulence(乱世):考验玩家的天下站位
*/
export const MANDATES: MandateDef[] = [
// ──────────────── 天灾篇 ────────────────
{
id: 'mandate-drought',
name: '大旱连年',
category: 'calamity',
weight: 12,
text: '天象异变,赤地千里——方圆数百里灵田干裂,灵泉枯竭。周遭散修聚于族门求一口灵水。天灾面前,族中存粮与道义如何权衡?',
options: [
{
label: '开仓赈灾',
hint: '灵石-300,声望+15,功德+8',
eff: { res: { stones: -300 }, rep: 15, karma: 8 },
note: '四方散修感念恩德,族名远扬。'
},
{
label: '筑坛祈雨',
hint: '灵草-50,全员修为微升,功德+3',
eff: { res: { lingcao: -50 }, karma: 3, memberBy: { by: 'exp', target: 'all', n: 3 } },
note: '族中修士联手做法,天际隐隐有甘霖之意。'
},
{
label: '坐视不理',
hint: '功德-12,声望-8,可能招致难民冲击',
eff: { karma: -12, rep: -8 },
note: '散修愤而散去,日后或成祸患。'
}
]
},
{
id: 'mandate-plague',
name: '疫病横行',
category: 'calamity',
weight: 10,
text: '一场诡异疫病在周边坊市蔓延——染者灵力逆乱,三日不治则经脉尽毁。族中医者请命:是封锁山门隔绝疫源,还是以丹药济世?',
options: [
{
label: '封锁山门',
hint: '声望-5,全族安全,功德-2',
eff: { rep: -5, karma: -2 },
note: '紧闭门户虽保族中平安,却失了人心。'
},
{
label: '炼丹济世',
hint: '灵草-80,兽核-10,声望+12,功德+10',
eff: { res: { lingcao: -80, beastcore: -10 }, rep: 12, karma: 10 },
note: '丹药送出,疫病渐息,四方称颂。'
},
{
label: '借疫敛财',
hint: '灵石+400,功德-20,声望-15',
eff: { res: { stones: 400 }, karma: -20, rep: -15 },
note: '高价售药虽得暴利,却种下恶因。'
}
]
},
{
id: 'mandate-flood',
name: '洪涝滔天',
category: 'calamity',
weight: 10,
text: '连月暴雨如注,灵河决堤——下游数处坊市被淹,灵田被冲毁者十之六七。水患当前,治水还是自救?',
options: [
{
label: '组织治水',
hint: '灵石-200,灵矿-20,声望+10,功德+6',
eff: { res: { stones: -200, lingkuang: -20 }, rep: 10, karma: 6 },
note: '族中修士以术法疏导洪流,保住数处坊市。'
},
{
label: '加固本族',
hint: '灵矿-30,仅保本族灵田',
eff: { res: { lingkuang: -30 } },
note: '护住了自家,却眼看邻家田园尽没。'
},
{
label: '趁灾捞利',
hint: '灵石+250,功德-15,声望-10',
eff: { res: { stones: 250 }, karma: -15, rep: -10 },
note: '灾中哄抬物价,财是进了,道义却亏了。'
}
]
},
{
id: 'mandate-beasttide',
name: '兽潮汹涌',
category: 'calamity',
weight: 10,
cond: { minYear: 5 },
text: '深山老林中妖兽暴动,成群结队涌向人烟——灵兽园首当其冲,周边散修纷纷逃向族门求庇护。兽潮将至,如何应对?',
options: [
{
label: '出兵抵御',
hint: '全员参战,胜则兽核+20,声望+8',
eff: { memberBy: { by: 'exp', target: 'all', n: 2 }, res: { beastcore: 20 }, rep: 8, karma: 4 },
note: '击退兽潮,满载而归。'
},
{
label: '诱兽离境',
hint: '灵草-30,灵石-100,无损退敌',
eff: { res: { lingcao: -30, stones: -100 }, karma: 2 },
note: '以灵草为饵将兽群引向荒山,不伤一兵一卒。'
},
{
label: '献地求安',
hint: '灵石-350,声望-6',
eff: { res: { stones: -350 }, rep: -6, karma: -3 },
note: '割让灵地赔款,暂保平安——但地盘缩了。'
}
]
},
// ──────────────── 人祸篇 ────────────────
{
id: 'mandate-bandits',
name: '流寇袭扰',
category: 'war',
weight: 12,
text: '乱世流寇盘踞山头,劫掠过往商旅——近日竟犯族门灵道,截去灵石若干。族中弟子请战:是出兵围剿,还是破财消灾?',
options: [
{
label: '出兵围剿',
hint: '战力判定——胜则声望+10,灵石+150',
eff: { memberBy: { by: 'exp', target: 'highestPower', n: 5 }, rep: 10, res: { stones: 150 }, karma: 3 },
note: '遣精锐扫荡匪巢,缴获颇丰。'
},
{
label: '招安纳降',
hint: '灵石-100,人丁+2,声望-3',
eff: { res: { stones: -100 }, rep: -3, karma: 4, flag: { banditRecruit: true } },
note: '流寇归顺入族,虽非良材,胜在充丁。'
},
{
label: '贿赂驱离',
hint: '灵石-200',
eff: { res: { stones: -200 }, karma: -2 },
note: '花钱买平安——但流寇去了又来,何时是头?'
}
]
},
{
id: 'mandate-borderwar',
name: '边境烽烟',
category: 'war',
weight: 10,
cond: { minYear: 8 },
text: '两方天下家开战,战场就在族门百里之外——灵脉被战火波及,坊市断商。是选边站队,还是保持中立?',
options: [
{
label: '支持强者',
hint: '灵石-150,与胜方关系+25,败方-25',
eff: { res: { stones: -150 }, flag: { borderWarPicked: 'strong' } },
note: '押注强者——赢了得利,输了遭殃。'
},
{
label: '支持弱者',
hint: '灵石-100,与弱方关系+30,强方-15,功德+5',
eff: { res: { stones: -100 }, karma: 5, flag: { borderWarPicked: 'weak' } },
note: '雪中送炭,弱者或铭记在心。'
},
{
label: '中立观望',
hint: '声望-3,两方关系各-5',
eff: { rep: -3 },
note: '两边不得罪——也两边不讨好。'
}
]
},
{
id: 'mandate-siege',
name: '围庄之危',
category: 'war',
weight: 8,
cond: { minRep: 30, minYear: 10 },
text: '一个崛起中的 NPC 家族觊觎族门灵脉,兵临庄下——围而不攻,限三日交出灵石一千否则破庄。兵临城下,何以处之?',
options: [
{
label: '誓死抵抗',
hint: '全员出战——胜则声望+20,败则大伤',
eff: { memberBy: { by: 'exp', target: 'all', n: 4 }, rep: 20, karma: 5, flag: { siegeFought: true } },
note: '族人同仇敌忾,破釜沉舟!'
},
{
label: '献财求和',
hint: '灵石-800,声望-10',
eff: { res: { stones: -800 }, rep: -10, karma: -3 },
note: '忍辱献财,暂保门户——但被人看了笑话。'
},
{
label: '求援盟友',
hint: '需有盟友(关系≥40的NPC),灵石-100',
eff: { res: { stones: -100 }, rep: 5, karma: 2, flag: { siegeAlliance: true } },
note: '盟友出兵来援,围敌退去,同盟之谊更深。'
}
]
},
{
id: 'mandate-mercenary',
name: '佣兵招募',
category: 'war',
weight: 8,
cond: { minYear: 6 },
text: '一支游历散修队伍慕族名而来——为首者修为不俗,愿以灵石三百为酬,为族效力三年。收还是不收?',
options: [
{
label: '重金聘用',
hint: '灵石-300,战力大增,三年后离开',
eff: { res: { stones: -300 }, rep: 3, flag: { mercenaryHired: true } },
note: '佣兵入族,战力大增——但三年后便走。'
},
{
label: '婉言谢绝',
hint: '声望+2',
eff: { rep: 2 },
note: '不收外人——族中自有良材。'
},
{
label: '以礼相待送行',
hint: '灵石-50,功德+3',
eff: { res: { stones: -50 }, karma: 3 },
note: '赠以盘缠送走——江湖路远,或再相逢。'
}
]
},
// ──────────────── 天时篇 ────────────────
{
id: 'mandate-tidesurge',
name: '灵气大涌',
category: 'fortune',
weight: 12,
text: '天象异常——灵气潮汐骤然高涨,方圆百里灵雾弥漫。此等天赐良机,采气修炼还是广修灵田?',
options: [
{
label: '闭门采气',
hint: '全员修为+8',
eff: { memberBy: { by: 'exp', target: 'all', n: 8 } },
note: '族中修士闭关采气,修为精进。'
},
{
label: '广修灵田',
hint: '灵石-150,灵草产出 ×1.5 持续 24 月',
eff: { res: { stones: -150 }, flag: { tideHarvest: true } },
note: '趁灵气充沛广植灵草,来年丰收。'
},
{
label: '抛售灵草',
hint: '灵草+100(可出售换取灵石)',
eff: { res: { lingcao: 100 } },
note: '灵气催生灵草疯长——趁高价出手!'
}
]
},
{
id: 'mandate-spiritvein',
name: '灵脉显踪',
category: 'fortune',
weight: 10,
cond: { minYear: 5 },
text: '族中探子在深山发现一条隐没灵脉——尚未被任何家族占据。是立刻开采,还是报与天下共享?',
options: [
{
label: '独占开采',
hint: '灵矿+80,灵石+200,功德-3',
eff: { res: { lingkuang: 80, stones: 200 }, karma: -3 },
note: '灵脉归我——但消息走漏或引来觊觎。'
},
{
label: '报与仙盟',
hint: '声望+15,灵石+100,功德+6',
eff: { res: { stones: 100 }, rep: 15, karma: 6 },
note: '仙盟嘉奖我族高义,分润一条灵脉。'
},
{
label: '暗中出售',
hint: '灵石+350,功德-8',
eff: { res: { stones: 350 }, karma: -8 },
note: '将灵脉位置卖给了一家——无本买卖。'
}
]
},
{
id: 'mandate-treasure',
name: '古宝出世',
category: 'fortune',
weight: 8,
cond: { minYear: 8 },
text: '一座远古洞府在地震中显露——禁制松动,宝光冲天。四方修士云集争夺。是深入探索,还是坐收渔利?',
options: [
{
label: '遣队探索',
hint: '灵石-100,可能得功法/宝器/丹药',
eff: { res: { stones: -100 }, techniqueChance: 0.35, artifactChance: 0.25, flag: { treasureExplored: true } },
note: '遣精锐深入古洞——机缘与风险并存。'
},
{
label: '设卡收税',
hint: '灵石+250,声望-5',
eff: { res: { stones: 250 }, rep: -5 },
note: '在洞府入口设卡——凡入者交灵石百枚。'
},
{
label: '通报仙盟',
hint: '声望+8,灵石+50,功德+4',
eff: { res: { stones: 50 }, rep: 8, karma: 4 },
note: '古宝归公,仙盟论功行赏。'
}
]
},
{
id: 'mandate-heavenbless',
name: '天降祥瑞',
category: 'fortune',
weight: 8,
text: '天降异象——五彩祥云盘旋族门上空七日不散。祥瑞之下,万物滋长,族中人心振奋。这是天道的嘉许,还是考验的前奏?',
options: [
{
label: '设坛祭天',
hint: '灵石-100,声望+12,功德+8,全员气血+10',
eff: { res: { stones: -100 }, rep: 12, karma: 8, memberBy: { by: 'heal', target: 'all', n: 10 } },
note: '祭天谢恩——天道降福,族运昌隆。'
},
{
label: '趁势修炼',
hint: '全员修为+12',
eff: { memberBy: { by: 'exp', target: 'all', n: 12 } },
note: '祥瑞灵气入体——族中修士齐齐精进。'
},
{
label: '广邀宾客',
hint: '灵石-200,声望+18,关系全面提升',
eff: { res: { stones: -200 }, rep: 18 },
note: '趁祥瑞之名广邀天下——一时风头无两。'
}
]
},
// ──────────────── 人事篇 ────────────────
{
id: 'mandate-scholar',
name: '名士来访',
category: 'visitor',
weight: 12,
cond: { minRep: 15 },
text: '一位游历天下的名士造访族门——此人参悟三教百家,论道之能名闻四海。他愿在族中盘桓数月,但需以灵石供养。是礼聘还是婉拒?',
options: [
{
label: '以礼相待',
hint: '灵石-150,功法机率+30%,全员悟性微升',
eff: { res: { stones: -150 }, techniqueChance: 0.3, memberBy: { by: 'exp', target: 'all', n: 2 } },
note: '名士居族数月,或传功法一部,族中子弟眼界大开。'
},
{
label: '切磋论道',
hint: '灵石-50,全员悟性+1(高悟性者突破概率提升)',
eff: { res: { stones: -50 }, memberBy: { by: 'inspire', target: 'all', n: 3 } },
note: '不聘为客——只做论道之交。'
},
{
label: '婉言谢绝',
hint: '声望-2',
eff: { rep: -2 },
note: '名士拂袖而去——或传我不敬贤才。'
}
]
},
{
id: 'mandate-artisan',
name: '匠师投奔',
category: 'visitor',
weight: 10,
cond: { minYear: 4, minBuilding: { id: 'danfang', level: 1 } },
text: '一名游方匠师携炼器图谱来投——自称曾为仙盟名工,因故流落。他愿为族中效力,但需以灵矿灵石建炉开炉。收是不收?',
options: [
{
label: '厚礼收留',
hint: '灵石-200,灵矿-30,丹房效率永久+10%',
eff: { res: { stones: -200, lingkuang: -30 }, flag: { artisanHired: true }, karma: 2 },
note: '匠师入族,炼丹炼器皆有所长。'
},
{
label: '试用三月',
hint: '灵石-80,得一件随机兵器',
eff: { res: { stones: -80 }, artifactChance: 0.5 },
note: '先试后用——匠师卖力铸了一件兵器。'
},
{
label: '荐与他人',
hint: '声望+3,灵石+50',
eff: { res: { stones: 50 }, rep: 3, karma: 1 },
note: '将匠师荐给盟友——做了一桩人情。'
}
]
},
{
id: 'mandate-disciple',
name: '天纵之资',
category: 'visitor',
weight: 8,
text: '一幼童在族门附近迷路——经探查,此童灵根奇佳,悟性超群,乃百年难遇之才。是收为族中子弟,还是送还寻亲?',
options: [
{
label: '收为族中',
hint: '人丁+1(天骄幼童),功德+3',
eff: { karma: 3, flag: { prodigyAdopted: true } },
note: '幼童入族——或许将成为族中下一代栋梁。'
},
{
label: '送还寻亲',
hint: '声望+5,功德+6',
eff: { rep: 5, karma: 6 },
note: '幼童归家——其家族或日后登门致谢。'
},
{
label: '试其根骨',
hint: '灵石-30,有概率得天才(也有概率伤其根基)',
eff: { res: { stones: -30 }, flag: { prodigyTested: true } },
note: '以秘法探其根骨——有得有失。'
}
]
},
{
id: 'mandate-envoy',
name: '仙盟来使',
category: 'visitor',
weight: 10,
cond: { minRep: 25, minYear: 6 },
text: '太虚仙盟遣使来访——提请族中派一名弟子入仙盟修行三年。仙盟资源丰厚但规矩森严,弟子或大有长进,或因过被逐。是否应允?',
options: [
{
label: '遣送入盟',
hint: '灵石-50,成员悟性+2,三年后归',
eff: { res: { stones: -50 }, flag: { envoyToAlliance: true }, memberBy: { by: 'exp', target: 'highestPerception', n: 5 } },
note: '遣最聪慧的弟子入盟——三年后归来,脱胎换骨。'
},
{
label: '婉拒好意',
hint: '声望-5',
eff: { rep: -5 },
note: '婉拒仙盟——或被视为不识抬举。'
},
{
label: '献银代替',
hint: '灵石-300,声望+3',
eff: { res: { stones: -300 }, rep: 3 },
note: '以灵石代遣——仙盟收了钱,但暗记一笔。'
}
]
},
// ──────────────── 乱世篇 ────────────────
{
id: 'mandate-choose-side',
name: '群雄逐鹿',
category: 'turbulence',
weight: 10,
cond: { minYear: 10 },
text: '天下大势已至分水岭——两大阵营对峙,战云密布。中立者两面受压,选边者成王败寇。家族何去何从?',
options: [
{
label: '组建联盟',
hint: '需关系≥40的两家以上NPC,声望+10',
eff: { rep: 10, karma: 3, flag: { coalitionFormed: true } },
note: '牵头组建中立联盟——第三条路。'
},
{
label: '保持中立',
hint: '声望-5,两方关系各-8',
eff: { rep: -5 },
note: '两边不沾——但也两边受气。'
},
{
label: '择强而从',
hint: '与最强NPC关系+30,其余-20',
eff: { flag: { choseStrongSide: true }, karma: -2 },
note: '押注强者——赢了分蛋糕,输了上餐桌。'
}
]
},
{
id: 'mandate-rebellion',
name: '宗门叛逆',
category: 'turbulence',
weight: 8,
cond: { minYear: 8, minMembers: 12 },
text: '族中一名高修为弟子心生异志——暗中联络外族,意图自立门户。事发东窗,如何处置?',
options: [
{
label: '大义灭亲',
hint: '声望+5,功德+4,人丁-1',
eff: { rep: 5, karma: 4, flag: { rebelPunished: true } },
note: '公审叛逆,以正族规——人心震慑。'
},
{
label: '宽恕放逐',
hint: '功德+6,声望-3',
eff: { rep: -3, karma: 6 },
note: '念其旧功,放逐出族——或日后报恩。'
},
{
label: '安抚留用',
hint: '灵石-100,声望-8',
eff: { res: { stones: -100 }, rep: -8, karma: -2 },
note: '好言安抚赐以灵石——但人心已散。'
}
]
},
{
id: 'mandate-elder-council',
name: '长老议政',
category: 'turbulence',
weight: 10,
cond: { minGeneration: 3, minAdult: 5 },
text: '族中已传数代,人丁渐旺——长老们提议设立长老会,分权制衡。家主独尊还是从善如流?',
options: [
{
label: '设立长老会',
hint: '声望+8,全员心境+3,家主权力分散',
eff: { rep: 8, karma: 2, memberBy: { by: 'inspire', target: 'all', n: 3 }, flag: { elderCouncil: true } },
note: '长老会成立——族务共议,人心凝聚。'
},
{
label: '独断专行',
hint: '声望-5,家主修为+5',
eff: { rep: -5, karma: -3, memberBy: { by: 'exp', target: 'head', n: 5 } },
note: '家主一言堂——权力集中,但人心微妙。'
},
{
label: '折中设参议',
hint: '声望+3,灵石-50',
eff: { rep: 3, res: { stones: -50 }, flag: { advisoryBoard: true } },
note: '设参议之位——长老有言权无决权。'
}
]
},
{
id: 'mandate-succession',
name: '储位之争',
category: 'turbulence',
weight: 10,
cond: { minGeneration: 3, minYear: 15 },
text: '家主年事渐高,继承人未定——族中分作两派,各推人选。纷争暗涌,若不决断,恐生内乱。储位归属何人?',
options: [
{
label: '立长不立幼',
hint: '声望+5,族中安定',
eff: { rep: 5, karma: 2, flag: { successionElder: true } },
note: '以长幼为序——纲常有序,人心服帖。'
},
{
label: '立贤不立长',
hint: '声望+3,悟性最高者修为+8',
eff: { rep: 3, memberBy: { by: 'exp', target: 'highestPerception', n: 8 }, flag: { successionWise: true } },
note: '以才德为先——族中或有不甘,但来日可期。'
},
{
label: '不立储位',
hint: '声望-8,功德-4',
eff: { rep: -8, karma: -4 },
note: '拖延不决——暗流涌动,人心浮动。'
}
]
}
]
/** 按类别分组的天命池索引 */
export const MANDATE_BY_CATEGORY: Record<MandateCategory, MandateDef[]> = {
calamity: MANDATES.filter((m) => m.category === 'calamity'),
war: MANDATES.filter((m) => m.category === 'war'),
fortune: MANDATES.filter((m) => m.category === 'fortune'),
visitor: MANDATES.filter((m) => m.category === 'visitor'),
turbulence: MANDATES.filter((m) => m.category === 'turbulence')
}
/** 天命 id 列表(用于冲突检测) */
export const MANDATE_IDS: string[] = MANDATES.map((m) => m.id)
/** 根据 id 查找天命定义 */
export function mandateById(id: string): MandateDef | undefined {
return MANDATES.find((m) => m.id === id)
}
/**
* 种子派生哈希(零 rng 消耗)——选取天命议题
* hash = FNV1a(seed_str + ':' + year + ':' + mandateCount) % candidate_pool.length
*/
export function mandateHash(seed: string, year: number, mandateCount: number, salt: number): number {
const str = `${seed}:${year}:${mandateCount}:${salt}`
let h = 2166136261
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i)
h = Math.imul(h, 16777619)
h = (h << 13) | (h >>> 19)
}
return h >>> 0
}
/** 天命间隔年数(3~5 年,种子派生) */
export function mandateInterval(seed: string, mandateCount: number): number {
const h = mandateHash(seed, mandateCount, 0, 0x4d41)
return 3 + (h % 3) // 3, 4, or 5
}
/** 天命类别选取(种子派生,零 rng 消耗) */
export function mandateCategoryFor(seed: string, year: number, mandateCount: number): MandateCategory {
const categories: MandateCategory[] = ['calamity', 'war', 'fortune', 'visitor', 'turbulence']
const h = mandateHash(seed, year, mandateCount, 0x4d43)
return categories[h % categories.length]
}
@@ -38,7 +38,7 @@ export function monthlyRate(w: World, c: Character, herbFactor = 1): number {
rate *= 0.65 rate *= 0.65
} }
const buildings = st.family.buildings const buildings = st.family.buildings
rate *= 1 + bonusOf('juling', 'expBonus', buildings['juling'] ?? 0) rate *= 1 + bonusOf('juling', 'expBonus', buildings['juling'] ?? 0, st.family.flag['buildingSpecialty'] as string | undefined)
if (w.sysEnabled('season')) rate *= 1 + seasonMod(st.month, 'cult') if (w.sysEnabled('season')) rate *= 1 + seasonMod(st.month, 'cult')
rate *= 1 + w.postBonus('expAll') rate *= 1 + w.postBonus('expAll')
if (st.family.flag['fengFeiBless']) rate *= 1.05 if (st.family.flag['fengFeiBless']) rate *= 1.05
@@ -49,7 +49,7 @@ export function monthlyRate(w: World, c: Character, herbFactor = 1): number {
if (c.state === 'meditation') { if (c.state === 'meditation') {
rate *= 1.35 rate *= 1.35
rate *= 1 + w.postBonus('meditation') + (w.sysEnabled('season') ? seasonMod(st.month, 'meditation') : 0) rate *= 1 + w.postBonus('meditation') + (w.sysEnabled('season') ? seasonMod(st.month, 'meditation') : 0)
rate *= 1 + bonusOf('dongfu', 'expBonus', buildings['dongfu'] ?? 0) rate *= 1 + bonusOf('dongfu', 'expBonus', buildings['dongfu'] ?? 0, st.family.flag['buildingSpecialty'] as string | undefined)
} else if (c.state === 'expedition') { } else if (c.state === 'expedition') {
rate *= 0.25 rate *= 0.25
} else if (c.state === 'wounded') { } else if (c.state === 'wounded') {
@@ -12,6 +12,7 @@ import { pack } from '../../../data/registry'
import { findInheritor } from '../creation' import { findInheritor } from '../creation'
import { resolveTribulation, resolveAscension } from './tribulation' import { resolveTribulation, resolveAscension } from './tribulation'
import { nextRealm, describeRealm } from '../../../data/realms' import { nextRealm, describeRealm } from '../../../data/realms'
import { findMandateEvent } from './mandate'
const ALL_EVENTS: EventDef[] = [...EVENTS] const ALL_EVENTS: EventDef[] = [...EVENTS]
@@ -270,6 +271,10 @@ export function dynamicEventFor(id: string, w?: World): EventDef | undefined {
] ]
} }
} }
// 0.1.40 天命事件查找
if (id.startsWith('mandate-')) {
return findMandateEvent(id)
}
return undefined return undefined
} }
@@ -0,0 +1,180 @@
/**
* 0.1.40 天命系统 · 引擎层
*
* 天命系统核心逻辑:
* - checkMandate(w): 检查是否到期 + 选取议题 + fire 高优入闸
* - resolveMandate(w, idx): 玩家选择结算(复用 applyEventChoice 路径)
* - 动态事件生成:天命 id = `mandate-<defId>`,经 dynamicEventFor 路径返回 EventDef
*
* 确定性保证:
* - 选取走种子派生(mandateHash),零 rng 消耗
* - 效果结算复用 applyEventChoice 路径(已验证的确定性通道)
* - 天命间隔 3~5 年(种子派生)
* - 天命经 fire(w, id, 1) 高优入闸——可顶替被占日常事件
* - 天命不可"稍后再议"——不可回避(UI 层隐藏 dorm 按钮)
*/
import type { World } from '../World'
import { fire } from './events'
import { matchesCond } from './events'
import type { EventDef } from '../../../data/events'
import {
MANDATES,
MANDATE_BY_CATEGORY,
mandateById,
mandateCategoryFor,
mandateHash,
mandateInterval,
mandateCategoryName,
type MandateDef,
type MandateCategory
} from '../../../data/mandate'
/** 天命事件 id 前缀 */
export const MANDATE_PREFIX = 'mandate-'
/** 天命事件 id 构造 */
export function mandateEventId(defId: string): string {
return `${MANDATE_PREFIX}${defId}`
}
/** 判断事件 id 是否为天命 */
export function isMandateEvent(eventId: string): boolean {
return eventId.startsWith(MANDATE_PREFIX)
}
/** 从天命事件 id 提取天命 def id */
export function mandateDefIdFromEvent(eventId: string): string {
return eventId.slice(MANDATE_PREFIX.length)
}
/**
* 检查天命是否到期——如到期则选取议题并 fire 高优入闸
*
* 在 epilogue 相位末调用(clocks.ts 注册)。
* 检查逻辑:
* 1. 首次天命:开局第 5 年(给玩家前期适应时间)
* 2. 后续天命:上次天命年 + mandateInterval(seed, count)3~5 年)
* 3. 如果有待决事件——不触发(避免覆盖渡劫/飞升等关键事件)
* 4. 如果 game over——不触发
*
* 返回 true 表示已触发天命(调用了 fire)
*/
export function checkMandate(w: World): boolean {
const s = w.state
if (s.gameOver) return false
if (s.pendingEvent) return false // 有待决事件——不覆盖
const seed = s.seed
const mandateYear = (s.family.flag['mandateYear'] as number | undefined) ?? 0
const mandateCount = (s.family.flag['mandateCount'] as number | undefined) ?? 0
// 首次天命:第 5 年
if (mandateYear === 0) {
if (s.year < 5) return false
} else {
// 后续天命:上次天命年 + 间隔
const interval = mandateInterval(seed, mandateCount)
if (s.year < mandateYear + interval) return false
}
// 选取天命议题
const def = selectMandate(w)
if (!def) return false
// 记录天命年/次数
s.family.flag['mandateYear'] = s.year
s.family.flag['mandateCount'] = mandateCount + 1
s.family.flag['mandateLastId'] = def.id
// 高优入闸
const eventId = mandateEventId(def.id)
return fire(w, eventId, 1)
}
/**
* 选取天命议题(种子派生,零 rng 消耗)
*
* 流程:
* 1. 种子派生选取类别
* 2. 在该类别的议题池中过滤 cond
* 3. 在符合条件的议题中按权重+种子派生选取
* 4. 如果该类别无符合条件议题——回退到全池(按 cond 过滤后种子派生)
*/
function selectMandate(w: World): MandateDef | undefined {
const s = w.state
const seed = s.seed
const mandateCount = (s.family.flag['mandateCount'] as number | undefined) ?? 0
// 种子派生选取类别
const cat = mandateCategoryFor(seed, s.year, mandateCount)
// 在该类别中过滤 cond
const pool = MANDATE_BY_CATEGORY[cat].filter((m) => matchesCond(w, m.cond))
if (pool.length > 0) {
return weightedPick(pool, seed, s.year, mandateCount)
}
// 该类别无符合条件议题——回退到全池
const fullPool = MANDATES.filter((m) => matchesCond(w, m.cond))
if (fullPool.length === 0) return undefined
return weightedPick(fullPool, seed, s.year, mandateCount)
}
/** 种子派生加权选取(零 rng 消耗) */
function weightedPick(pool: MandateDef[], seed: string, year: number, mandateCount: number): MandateDef {
const weights = pool.map((m) => m.weight ?? 10)
const total = weights.reduce((a, b) => a + b, 0)
const h = mandateHash(seed, year, mandateCount, 0x4d50)
const r = h % total
let acc = 0
for (let i = 0; i < pool.length; i++) {
acc += weights[i]
if (r < acc) return pool[i]
}
return pool[pool.length - 1]
}
/**
* 天命事件动态生成——将 MandateDef 转为 EventDef
* 经 events.ts 的 dynamicEventFor 路径调用
*/
export function mandateAsEvent(def: MandateDef): EventDef {
return {
id: mandateEventId(def.id),
name: `【天命】${def.name}`,
category: 'fate',
weight: 0,
once: false, // 天命可重复(不同年可选到不同议题)
text: def.text,
options: def.options.map((o) => ({
label: o.label,
hint: o.hint,
eff: o.eff,
note: o.note
}))
}
}
/**
* 在 events.ts 的 dynamicEventFor 中注册天命事件查找
*
* 当事件 id 以 `mandate-` 开头时,查找天命定义并转为 EventDef
*/
export function findMandateEvent(eventId: string): EventDef | undefined {
if (!isMandateEvent(eventId)) return undefined
const defId = mandateDefIdFromEvent(eventId)
const def = mandateById(defId)
if (!def) return undefined
return mandateAsEvent(def)
}
/** 天命类别名(供 UI 展示) */
export function mandateEventCategoryName(eventId: string): string | undefined {
if (!isMandateEvent(eventId)) return undefined
const defId = mandateDefIdFromEvent(eventId)
const def = mandateById(defId)
if (!def) return undefined
return mandateCategoryName(def.category)
}
+3 -3
View File
@@ -778,7 +778,7 @@ export class World {
inv['lingcao'] -= r.lingcao inv['lingcao'] -= r.lingcao
inv['beastcore'] -= r.beastcore inv['beastcore'] -= r.beastcore
fam.stones -= r.stones fam.stones -= r.stones
const chance = bonusOf('danfang', 'craftChance', lvl) const chance = bonusOf('danfang', 'craftChance', lvl, fam.flag['buildingSpecialty'] as string | undefined)
if (this.rng.chance(chance)) { if (this.rng.chance(chance)) {
inv[`pill-${kind}`] = (inv[`pill-${kind}`] ?? 0) + 1 inv[`pill-${kind}`] = (inv[`pill-${kind}`] ?? 0) + 1
this.log('good', `丹房炼成一枚${r.name}`) this.log('good', `丹房炼成一枚${r.name}`)
@@ -855,8 +855,8 @@ export class World {
const fam = this.state.family const fam = this.state.family
const bonus = const bonus =
1 + 1 +
bonusOf('yanwu', 'powerBonus', fam.buildings['yanwu'] ?? 0) + bonusOf('yanwu', 'powerBonus', fam.buildings['yanwu'] ?? 0, fam.flag['buildingSpecialty'] as string | undefined) +
bonusOf('lingshou', 'powerBonus', fam.buildings['lingshou'] ?? 0) + bonusOf('lingshou', 'powerBonus', fam.buildings['lingshou'] ?? 0, fam.flag['buildingSpecialty'] as string | undefined) +
this.postBonus('battlePower') this.postBonus('battlePower')
const top = this.aliveMembers() const top = this.aliveMembers()
.map((c) => combatPowerOf(this, c)) .map((c) => combatPowerOf(this, c))
@@ -9,6 +9,7 @@ import { eventRoll } from './Systems/events'
import { diplomacyTick } from './Systems/diplomacy' import { diplomacyTick } from './Systems/diplomacy'
import { yearStartMarriage } from './Systems/marriage' import { yearStartMarriage } from './Systems/marriage'
import { WorldSim } from '../sim/WorldSim' import { WorldSim } from '../sim/WorldSim'
import { checkMandate } from './Systems/mandate'
/** 原语义保留:满门凋零后仅存生产/寿元与收尾 */ /** 原语义保留:满门凋零后仅存生产/寿元与收尾 */
function ifAlive(fn: (w: World) => void): (w: World) => void { function ifAlive(fn: (w: World) => void): (w: World) => void {
@@ -62,6 +63,8 @@ export function installCoreSystems(ctx: PluginContext): Array<() => void> {
} }
})) }))
unsubs.push(clock.register('epilogue', (w: World) => w.epilogueTick())) unsubs.push(clock.register('epilogue', (w: World) => w.epilogueTick()))
// 0.1.40 天命系统:epilogue 末检查天命是否到期——种子派生选取,零 rng 消耗
unsubs.push(clock.register('epilogue', viaCap('events', ifAlive((w: World) => { void checkMandate(w) }))))
return unsubs return unsubs
} }
+192 -17
View File
@@ -676,21 +676,82 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
const cur = dyn.relationsWithOthers[oid] ?? 0 const cur = dyn.relationsWithOthers[oid] ?? 0
dyn.relationsWithOthers[oid] = clamp(cur + (w.rng.chance(0.5) ? 1 : -1) * 5, -100, 100) dyn.relationsWithOthers[oid] = clamp(cur + (w.rng.chance(0.5) ? 1 : -1) * 5, -100, 100)
} }
// 换代评估:寿终阈值 或 年首小概率(退隐/遇害)——约 50 年一代 // 0.1.40 换代评估:四模式(退隐传贤/遇害暴毙/夺位篡权/寿终正寝)
const chanceNow = dyn.leaderAge > lifespan * 0.9 ? 0.5 : 0.02 const chanceNow = dyn.leaderAge > lifespan * 0.9 ? 0.5 : 0.02
if (w.rng.chance(chanceNow) && !w.rng.chance(0.25)) { if (w.rng.chance(chanceNow) && !w.rng.chance(0.25)) {
dyn.leaderAge = 30 + w.rng.int(0, 25) const eraNow = (s.era ?? 'pingshi') as string
dyn.leaderRealmIdx = Math.min(dyn.leaderRealmIdx + 1, 5) const prosperityNow = dyn.prosperity ?? 50
dyn.leaderName = `${def.name.replace('氏', '')}氏新主` let mode: 'retire' | 'death' | 'usurp' | 'normal'
dyn.prosperity = 55 + w.rng.int(0, 20) if (eraNow === 'luanshi' || eraNow === 'mofa') {
npc.power = Math.round(Math.max(40, npc.power + 15)) if (prosperityNow < 30 && w.rng.chance(0.4)) mode = 'death'
dyn.lastEvent = '宗祧更替' else if (npc.power > 400 && w.rng.chance(0.25)) mode = 'usurp'
else mode = 'normal'
} else {
if (prosperityNow > 70 && w.rng.chance(0.45)) mode = 'retire'
else if (npc.power > 400 && w.rng.chance(0.15)) mode = 'usurp'
else mode = 'normal'
}
switch (mode) {
case 'retire': {
// 退隐传贤:平盛世高景气——宗主功成身退,传位后辈
dyn.leaderAge = 30 + w.rng.int(0, 20)
dyn.leaderRealmIdx = Math.min(dyn.leaderRealmIdx + 1, 5)
dyn.leaderName = `${def.name.replace('氏', '')}氏新主`
dyn.prosperity = clamp(prosperityNow - 5, 8, 100)
npc.power = Math.round(Math.max(40, npc.power - 5))
dyn.lastEvent = '退隐传贤'
break
}
case 'death': {
// 遇害暴毙:乱世末法低景气——宗主陨落,群龙无首
dyn.leaderAge = 25 + w.rng.int(0, 20)
dyn.leaderRealmIdx = Math.max(0, dyn.leaderRealmIdx) // 境界不变或降
dyn.leaderName = `${def.name.replace('氏', '')}氏少主`
dyn.prosperity = clamp(prosperityNow - 20, 8, 100)
npc.power = Math.round(Math.max(40, npc.power - 30))
dyn.lastEvent = '宗主遇害'
break
}
case 'usurp': {
// 夺位篡权:高压家族——强人夺位,势力激增但人心不稳
dyn.leaderAge = 35 + w.rng.int(0, 15)
dyn.leaderRealmIdx = Math.min(dyn.leaderRealmIdx + (w.rng.chance(0.4) ? 2 : 1), 5)
dyn.leaderName = `${def.name.replace('氏', '')}氏篡主`
dyn.prosperity = clamp(prosperityNow + 8, 8, 100)
npc.power = Math.round(Math.max(40, npc.power + 40))
dyn.lastEvent = '夺位篡权'
// 篡权者树敌:与邻家关系恶化
for (const oid of ids) {
if (oid === id) continue
const cur = dyn.relationsWithOthers[oid] ?? 0
dyn.relationsWithOthers[oid] = clamp(cur - 12, -100, 100)
}
break
}
default: {
// 寿终正寝:常规换代
dyn.leaderAge = 30 + w.rng.int(0, 25)
dyn.leaderRealmIdx = Math.min(dyn.leaderRealmIdx + 1, 5)
dyn.leaderName = `${def.name.replace('氏', '')}氏新主`
dyn.prosperity = 55 + w.rng.int(0, 20)
npc.power = Math.round(Math.max(40, npc.power + 15))
dyn.lastEvent = '宗祧更替'
}
}
dyn.lastEventYear = year dyn.lastEventYear = year
s.npcSuccessions++ s.npcSuccessions++
pushNews(w, s, [id]) pushNews(w, s, [id])
w.log('info', `【天下】${def.name} 更易宗主,气象一新。`) const eventDesc = dyn.lastEvent === '退隐传贤' ? '宗主功成身退,后辈继位'
: dyn.lastEvent === '宗主遇害' ? '宗主遇害身亡,少主仓促继位'
: dyn.lastEvent === '夺位篡权' ? '强人夺位,人心浮动'
: '更易宗主,气象一新'
w.log('info', `【天下】${def.name} ${eventDesc}`)
w.emitFx('ripple', `succession:${id}`) w.emitFx('ripple', `succession:${id}`)
} }
// 0.1.40 NPC 势力分裂:power>500 且景气<25 的家族,年首 3% 概率分裂
if (w.rng.chance(0.03) && npc.power > 500 && (dyn.prosperity ?? 50) < 25 && !npc.allied) {
splitNpcDynasty(w, s, id)
}
// B7 互攻:与世仇(关系<-50)年首相搏——败方伤筋动骨 // B7 互攻:与世仇(关系<-50)年首相搏——败方伤筋动骨
for (const oid of ids) { for (const oid of ids) {
if (oid === id) continue if (oid === id) continue
@@ -773,27 +834,136 @@ function purgeNpc(w: World, s: WorldSimState, id: string): void {
w.emitFx('ripple', `purge:${id}`) w.emitFx('ripple', `purge:${id}`)
} }
const NEWBORN_STYLES = ['新锐剑宗', '灵植世家', '商盟豪族', '兵修门阀', '符箓仙门'] as const const NEWBORN_STYLES = ['新锐剑宗', '灵植世家', '商盟豪族', '兵修门阀', '符箓仙门', '丹道世家', '阵法传承', '御兽门阀'] as const
const NEWBORN_REGIONS = ['南麓青泽', '西山雾谷', '东溪云汉', '北原古井'] as const const NEWBORN_REGIONS = ['南麓青泽', '西山雾谷', '东溪云汉', '北原古井', '中州云台', '东海浮屿'] as const
/** 新贵补位:随机风格/区域/初始 power 的新家族(乱世更频) */ /**
* 0.1.40 NPC 势力分裂
*
* 触发条件:power>500 且景气<25 且非附庸,年首 3% 概率
* 效果:
* - 原家族 power 降 40%,景气降至 15
* - 分裂出的新家族继承 35% power + 部分关系网
* - 新家族注册为独立 NPCregisterNpcDef + npcFamilies + npcDyn
* - 落档 worldGen.npcs 保证读档幂等
*/
function splitNpcDynasty(w: World, s: WorldSimState, parentId: string): void {
const parent = w.state.npcFamilies[parentId]
const parentDef = npcById(parentId)
const parentDyn = s.npcDyn[parentId]
if (!parent || !parentDef || !parentDyn) return
const rng = w.rng
const splitPower = Math.round(parent.power * 0.35)
parent.power = Math.round(parent.power * 0.6)
parentDyn.prosperity = 15
parentDyn.lastEvent = '势力分裂'
parentDyn.lastEventYear = w.state.year
// 分裂出的新家族
let seedHash = 0
for (let i = 0; i < w.state.seed.length; i++) seedHash = (seedHash * 31 + w.state.seed.charCodeAt(i)) >>> 0
const newId = `n-split-${(seedHash % 4096).toString(36)}-${rng.int(1, 9999999)}`
const newName = `${parent.name.slice(0, 2)}分支`
const newStyle = rng.pick([...NEWBORN_STYLES])
const newRegion = parent.region || rng.pick([...NEWBORN_REGIONS])
const newDef = {
id: newId,
name: newName,
region: newRegion,
desc: `${parentDef.name}内乱分裂而出,另立门户。`,
style: newStyle,
leaderRealm: 'foundation' as const,
initialPower: splitPower,
powerGrowth: [3, 9] as [number, number],
sells: parentDef.sells ? [...parentDef.sells] : [],
buys: parentDef.buys ? [...parentDef.buys] : ['lingcao', 'lingkuang']
}
registerNpcDef(newDef)
// 落档 worldGen.npcs
if (w.state.worldGen) {
if (!w.state.worldGen.npcs) w.state.worldGen.npcs = []
w.state.worldGen.npcs.push({
id: newDef.id, name: newDef.name, region: newDef.region, style: newDef.style,
desc: newDef.desc, leaderRealm: newDef.leaderRealm, initialPower: newDef.initialPower,
powerGrowth: newDef.powerGrowth, sells: newDef.sells, buys: newDef.buys
})
}
w.state.npcFamilies[newId] = {
id: newId, name: newName, region: newRegion,
power: splitPower, relation: 0, allied: false, raidCount: 0, declineYears: 0
}
const newDyn = initDynFor(newId)
newDyn.leaderName = `${newName.slice(0, 2)}氏少主`
newDyn.leaderAge = 25 + rng.int(0, 15)
newDyn.leaderRealmIdx = Math.max(0, parentDyn.leaderRealmIdx - 1)
newDyn.prosperity = 40
newDyn.lastEvent = '分裂自立'
newDyn.lastEventYear = w.state.year
// 继承部分关系网(与原家族的盟友关系减半、仇敌转为中立)
for (const [oid, rel] of Object.entries(parentDyn.relationsWithOthers)) {
if (oid === parentId) continue
newDyn.relationsWithOthers[oid] = rel > 0 ? Math.round(rel * 0.5) : Math.round(rel * 0.3)
// 分裂消息传至邻家:对原家族关系微降、对新家族态度不明
const otherDyn = s.npcDyn[oid]
if (otherDyn) {
otherDyn.relationsWithOthers[parentId] = clamp((otherDyn.relationsWithOthers[parentId] ?? 0) - 5, -100, 100)
otherDyn.relationsWithOthers[newId] = 0 // 中立起步
}
}
// 父子反目
newDyn.relationsWithOthers[parentId] = -40
parentDyn.relationsWithOthers[newId] = -40
s.npcDyn[newId] = newDyn
s.newsFeed.push({
year: w.state.year, month: 1, src: '史官',
text: `${parent.name} 内乱分裂——${newName} 另立门户,天下格局再变。`, kind: 'annal'
})
w.log('info', `【天下】${parent.name} 内乱分裂,${newName} 崛起自立。`)
w.emitFx('ripple', `split:${newId}`)
}
/** 新贵补位:随机风格/区域/初始 power 的新家族(乱世更频)
* 0.1.40 增强:灰烬重生模式——灭亡家族的位置有概率被新势力填补
*
* 模式选取(rng 派生):
* - 35% 灰烬重生:在已灭亡家族的原区域,以新风格重生(继承部分地缘)
* - 65% 全新初立:原逻辑(随机风格/区域)
*/
function spawnNewbornDynasty(w: World, s: WorldSimState): void { function spawnNewbornDynasty(w: World, s: WorldSimState): void {
const rng = w.rng const rng = w.rng
const style = rng.pick([...NEWBORN_STYLES]) // 0.1.40 灰烬重生模式:检查 worldGen.npcs 中已被 purge 的家族区域
const region = rng.pick([...NEWBORN_REGIONS]) let ashesRegion: string | undefined
let ashesStyle: string | undefined
if (w.rng.chance(0.35) && w.state.worldGen?.npcs) {
// 从 worldGen.npcs 找到已不在 npcFamilies 中的灭亡家族
const fallen = w.state.worldGen.npcs.filter((n) => !w.state.npcFamilies[n.id])
if (fallen.length > 0) {
const pick = fallen[rng.int(0, fallen.length - 1)]!
ashesRegion = pick.region
// 不继承原风格——灰烬中重生的新风格
ashesStyle = rng.pick([...NEWBORN_STYLES])
}
}
const style = ashesStyle ?? rng.pick([...NEWBORN_STYLES])
const region = ashesRegion ?? rng.pick([...NEWBORN_REGIONS])
// P1-10 id 掺 seed 指纹(防跨档碰撞) // P1-10 id 掺 seed 指纹(防跨档碰撞)
let seedHash = 0 let seedHash = 0
for (let i = 0; i < w.state.seed.length; i++) seedHash = (seedHash * 31 + w.state.seed.charCodeAt(i)) >>> 0 for (let i = 0; i < w.state.seed.length; i++) seedHash = (seedHash * 31 + w.state.seed.charCodeAt(i)) >>> 0
const id = `n-new-${(seedHash % 4096).toString(36)}-${rng.int(1, 9999999)}` // 0.1.35 A-10 碰撞窗口 9999→9999999 const id = `n-new-${(seedHash % 4096).toString(36)}-${rng.int(1, 9999999)}` // 0.1.35 A-10 碰撞窗口 9999→9999999
const name = `${region.slice(0, 2)}${NEWBORN_NAME_SUFFIX[rng.int(0, NEWBORN_NAME_SUFFIX.length - 1)]}` const name = `${region.slice(0, 2)}${NEWBORN_NAME_SUFFIX[rng.int(0, NEWBORN_NAME_SUFFIX.length - 1)]}`
const isAshes = !!ashesRegion
const def = { const def = {
id, id,
name, name,
region, region,
desc: `${style}初立,闷头搞了十年发展,如今渐攒起一份家业。`, desc: isAshes
? `${style}于故地废墟上重建——前人虽去,灵脉犹存,新主收拾残局再起。`
: `${style}初立,闷头搞了十年发展,如今渐攒起一份家业。`,
style, style,
leaderRealm: 'foundation' as const, leaderRealm: 'foundation' as const,
initialPower: 100 + rng.int(0, 60), initialPower: isAshes ? 90 + rng.int(0, 50) : 100 + rng.int(0, 60), // 灰烬重生起步略低
powerGrowth: [3, 9] as [number, number], powerGrowth: [3, 9] as [number, number],
sells: [], sells: [],
buys: ['lingcao', 'lingkuang'] buys: ['lingcao', 'lingkuang']
@@ -820,8 +990,13 @@ function spawnNewbornDynasty(w: World, s: WorldSimState): void {
dyn.leaderName = `${name.slice(0, 2)}氏新主` dyn.leaderName = `${name.slice(0, 2)}氏新主`
s.npcDyn[id] = dyn s.npcDyn[id] = dyn
const asr = s.era ?? 'pingshi' const asr = s.era ?? 'pingshi'
w.log('good', `【天下】新贵${name}${region}崛起(${rgStyleName(def.style)}),天下格局松动。`) if (isAshes) {
s.newsFeed.push({ year: w.state.year, month: 1, src: '史官', text: `新贵${name}崛起${region}——天下格局松动。`, kind: 'annal' }) w.log('good', `【天下】灰烬重生——${name}${region}故地重建(${rgStyleName(def.style)}),旧地新主。`)
s.newsFeed.push({ year: w.state.year, month: 1, src: '史官', text: `灰烬重生——${name}${region}故地重建,旧地新主。`, kind: 'annal' })
} else {
w.log('good', `【天下】新贵${name}${region}崛起(${rgStyleName(def.style)}),天下格局松动。`)
s.newsFeed.push({ year: w.state.year, month: 1, src: '史官', text: `新贵${name}崛起于${region}——天下格局松动。`, kind: 'annal' })
}
void asr void asr
} }
+8 -1
View File
@@ -8,6 +8,7 @@ import { combatPowerOf } from '../../game/engine/runtime/Systems/combat'
import { FORMATIONS, FormationId } from '../../game/data/formations' import { FORMATIONS, FormationId } from '../../game/data/formations'
import { buildingById } from '../../game/data/buildings' import { buildingById } from '../../game/data/buildings'
import { ModalShell } from './ModalShell' import { ModalShell } from './ModalShell'
import { isMandateEvent, mandateEventCategoryName } from '../../game/engine/runtime/Systems/mandate'
const RES_NAME: Record<string, string> = { const RES_NAME: Record<string, string> = {
lingcao: '灵草', lingkuang: '灵矿', beastcore: '兽核', stones: '灵石', lingcao: '灵草', lingkuang: '灵矿', beastcore: '兽核', stones: '灵石',
@@ -63,6 +64,8 @@ export function EventModal() {
// 0.1.39:飞升事件视觉强化——金色辉光标题 + 仙韵边框 + 金边选项 // 0.1.39:飞升事件视觉强化——金色辉光标题 + 仙韵边框 + 金边选项
const isAscension = pendingEventId.startsWith('ev-ascension-') const isAscension = pendingEventId.startsWith('ev-ascension-')
// 0.1.40:天命事件视觉强化——紫金辉光标题 + 天命边框 + 不可回避
const isMandate = isMandateEvent(pendingEventId)
const raidIdx = pendingEventDef.options.findIndex((o) => o.eff.raid || o.eff.tournament) const raidIdx = pendingEventDef.options.findIndex((o) => o.eff.raid || o.eff.tournament)
const squadPool: Character[] = const squadPool: Character[] =
@@ -99,6 +102,8 @@ export function EventModal() {
} }
const dorm = () => { const dorm = () => {
// 天命不可回避——不可"稍后再议"
if (isMandate) return
// 「稍后再议」:把事件按回队列,不消灭、不误弃 // 「稍后再议」:把事件按回队列,不消灭、不误弃
world.requeueEvent(pendingEventId) world.requeueEvent(pendingEventId)
closeModal() closeModal()
@@ -112,7 +117,7 @@ export function EventModal() {
allowOuter={false} allowOuter={false}
onClose={dorm} onClose={dorm}
closeLabel="稍后再议" closeLabel="稍后再议"
className={isAscension ? 'modal-ascension' : undefined} className={isAscension ? 'modal-ascension' : isMandate ? 'modal-mandate' : undefined}
footer={ footer={
squadPicking ? ( squadPicking ? (
<> <>
@@ -129,6 +134,8 @@ export function EventModal() {
{squadSel.length === 0 ? '族中无可战之人' : `出战!(共${squadSel.length}人)`} {squadSel.length === 0 ? '族中无可战之人' : `出战!(共${squadSel.length}人)`}
</button> </button>
</> </>
) : isMandate ? (
<div className="dim2" style={{ fontSize: '0.82rem' }}></div>
) : ( ) : (
<button className="btn" onClick={dorm}></button> <button className="btn" onClick={dorm}></button>
) )
+1 -1
View File
@@ -160,7 +160,7 @@ export default function MarketPanel() {
<div className="help-text"> <div className="help-text">
+++ +++
</div> </div>
<h4 className="dim" style={{ margin: '8px 0 4px' }}> {fam.buildings['danfang'] ?? 0} · {Math.round(bonusOf('danfang', 'craftChance', fam.buildings['danfang'] ?? 0) * 100)}%</h4> <h4 className="dim" style={{ margin: '8px 0 4px' }}> {fam.buildings['danfang'] ?? 0} · {Math.round(bonusOf('danfang', 'craftChance', fam.buildings['danfang'] ?? 0, fam.flag['buildingSpecialty'] as string | undefined) * 100)}%</h4>
<table className="market-table"> <table className="market-table">
<thead> <thead>
<tr><th></th><th></th><th></th><th></th><th></th></tr> <tr><th></th><th></th><th></th><th></th><th></th></tr>
+24 -3
View File
@@ -1,5 +1,5 @@
import { useGameStore } from '../store' import { useGameStore } from '../store'
import { BUILDINGS, buildingById, listBuildingDefs } from '../../game/data/buildings' import { BUILDINGS, buildingById, listBuildingDefs, SPECIALTY_MULT } from '../../game/data/buildings'
import { useMemo } from 'react' import { useMemo } from 'react'
export default function TerritoryPanel() { export default function TerritoryPanel() {
@@ -32,12 +32,13 @@ export default function TerritoryPanel() {
!!cost && !!cost &&
fam.stones >= cost.stones && fam.stones >= cost.stones &&
fam.inventory['lingkuang'] >= cost.lingkuang fam.inventory['lingkuang'] >= cost.lingkuang
const isSpecialtyBuilding = fam.flag['buildingSpecialty'] === id
return ( return (
<div key={id} className={`bld-card ${built ? '' : 'uc'}`}> <div key={id} className={`bld-card ${built ? '' : 'uc'} ${isSpecialtyBuilding ? 'bld-specialty' : ''}`}>
<div className="bld-head"> <div className="bld-head">
<span className="bld-icon">{def.icon}</span> <span className="bld-icon">{def.icon}</span>
<div> <div>
<div>{def.name}</div> <div>{def.name}{isSpecialtyBuilding && <span className="gold" style={{ marginLeft: 4, fontSize: '0.75rem' }}></span>}</div>
<div className="dim2" style={{ fontSize: '0.75rem' }}>{def.kind === 'produce' ? '产出' : '功效'}</div> <div className="dim2" style={{ fontSize: '0.75rem' }}>{def.kind === 'produce' ? '产出' : '功效'}</div>
</div> </div>
<span className="bld-lv">{built ? `${level}` : ''}</span> <span className="bld-lv">{built ? `${level}` : ''}</span>
@@ -95,6 +96,26 @@ export default function TerritoryPanel() {
{world.state.year - ((fam.flag['lastRiteYear'] as number) ?? -9) < 2 ? '(冷却)' : '150灵石'} {world.state.year - ((fam.flag['lastRiteYear'] as number) ?? -9) < 2 ? '(冷却)' : '150灵石'}
</button> </button>
)} )}
{built && def.extra && Object.keys(def.extra).length > 0 && (
<button
className="btn btn-sm"
style={{ marginLeft: 4, fontSize: '0.7rem' }}
disabled={isSpecialtyBuilding ? false : fam.stones < 200}
title={isSpecialtyBuilding ? '取消专精(免费)' : `设为专精(耗200灵石)· extra 加成 ×${SPECIALTY_MULT}`}
onClick={() => {
if (isSpecialtyBuilding) {
delete fam.flag['buildingSpecialty']
} else {
if (fam.stones < 200) return
fam.stones -= 200
fam.flag['buildingSpecialty'] = id
}
bump()
}}
>
{isSpecialtyBuilding ? '取消专精' : '设为专精'}
</button>
)}
<span className="dim2" style={{ marginLeft: 'auto' }}>{levelLabel(level)}</span> <span className="dim2" style={{ marginLeft: 'auto' }}>{levelLabel(level)}</span>
</> </>
) : ( ) : (
+36
View File
@@ -1050,6 +1050,10 @@ html[data-blade] .battle-lines {
color: #4a3d29; color: #4a3d29;
filter: saturate(0.6); filter: saturate(0.6);
} }
.bld-card.bld-specialty { /* 0.1.40 专精建筑 */
border-color: #c9a227;
box-shadow: 0 0 0 1px rgba(201, 162, 39, 0.25), 0 2px 8px rgba(201, 162, 39, 0.1);
}
/* ============================================================ /* ============================================================
坊市 / 外交 / 探秘 坊市 / 外交 / 探秘
@@ -1942,3 +1946,35 @@ html[data-blade] .battle-lines {
background: linear-gradient(180deg, #3a3018, #241e0d); background: linear-gradient(180deg, #3a3018, #241e0d);
border-color: #8a6d2f; border-color: #8a6d2f;
} }
/* ---------- 0.1.40 天命叙事视觉强化(紫金辉光) ---------- */
.modal-mandate .modal-title {
color: #6b4c9a;
text-shadow: 0 0 14px rgba(107, 76, 154, 0.45), 0 1px 0 rgba(245, 240, 255, 0.7);
letter-spacing: 6px;
}
.modal-mandate .modal-text {
border-top-color: rgba(107, 76, 154, 0.4);
border-bottom-color: rgba(107, 76, 154, 0.3);
color: #2a1e3d;
}
.modal-mandate .modal-cat {
color: #7a5aa8;
}
.modal-mandate .opt-btn {
border-color: #8b6db5;
background: linear-gradient(180deg, #f8f5fd, #f0ebf8);
}
.modal-mandate .opt-btn:hover {
border-color: #6b4c9a;
background: #f3edfa;
box-shadow: 0 0 0 1px rgba(107, 76, 154, 0.3), inset 0 1px 0 rgba(255, 250, 255, 0.6);
}
.modal-mandate .opt-btn .hint {
color: #6b4c9a;
}
.modal-mandate::before,
.modal-mandate::after {
background: linear-gradient(180deg, #2a1e3d, #1a1228);
border-color: #6b4c9a;
}