feat(0.1.16-P1): 资源闭环引擎(修为耗草/炼丹概率化/铸器/灵脉收益/NPC战力/灾变落效)+ C13C14
【A 经济闭环】 - 修为经济化:练气以上修行者月耗灵草(闭关2普通1),无草速修0.6~1.0衰减+缺草年告警 - 炼丹等级化:bonusOf 表达式引擎(白名单安全求值),craftChance 转正;丹方单源 PILL_RECIPES(聚气L1/凝元L2/破境L3)+ 失败折半退料 - 炼器筑宝:FORGE_RECIPES(法器/灵器/法宝,灵矿+兽核+灵石) - 秘境灵脉:secretQiOf→rollWarbooty 收益门槛(0.5~1.3折算);掉落按秘境 techGrades 过滤 - NPC 实力参战:raid 强度/风险随 npc.power 浮动(0.5~1.8) - 灾年落效:疫病/兽潮一次性袭击 + CALAMITY_FAMILY 月度减产乘子 【C 治理】 - C13 破境丹渡劫修正:大境界时药力→tribBoost 加成(+12%)入渡劫事件,不再跳过三选 - C14 存储防线:loadState 补 migrate;MigrationError(TOO_NEW/未知版本)提示升级 【UI 半批】 - 坊市新增 定制tab(丹方/铸器);ChroniclePanel 手写史书输入条;MemberModal 册立家主钮 - 年报摘要(要闻5条+辞世讣告);EventModal 选项收益预览 - 结盟引擎:setAlliance(relation≥40)/盟友岁差不降/年利15灵石
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@@ -11,11 +11,12 @@ import { newCharacter } from '../pcgen'
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import { MALE_GIVEN, FEMALE_GIVEN } from '../../kernel/names'
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import { ASPIRATION_IDS } from '../../../data/aspirations'
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import { seasonMod } from '../../../data/season'
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import { bonusOf } from '../../../data/buildings'
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import { needsTribulation, tribulationEventId } from './tribulation'
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export function monthlyRate(w: World, c: Character): number {
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export function monthlyRate(w: World, c: Character, herbFactor = 1): number {
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const st = w.state
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let rate = 1
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let rate = herbFactor
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rate *= 1.0 + c.perception * 0.18
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rate *= ROOT_GRADES[c.roots.grade]?.expBonus ?? 0.5
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const tech = techniqueById(c.techniqueId)
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@@ -25,8 +26,7 @@ export function monthlyRate(w: World, c: Character): number {
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rate *= 0.65
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}
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const buildings = st.family.buildings
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const juling = buildings['juling'] ?? 0
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rate *= 1 + juling * 0.05
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rate *= 1 + bonusOf('juling', 'expBonus', buildings['juling'] ?? 0)
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if (w.sysEnabled('season')) rate *= 1 + seasonMod(st.month, 'cult')
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rate *= 1 + w.postBonus('expAll')
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if (st.family.flag['fengFeiBless']) rate *= 1.05
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@@ -37,8 +37,7 @@ export function monthlyRate(w: World, c: Character): number {
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if (c.state === 'meditation') {
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rate *= 1.35
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rate *= 1 + w.postBonus('meditation') + (w.sysEnabled('season') ? seasonMod(st.month, 'meditation') : 0)
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const dongfu = buildings['dongfu'] ?? 0
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rate *= 1 + dongfu * 0.08
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rate *= 1 + bonusOf('dongfu', 'expBonus', buildings['dongfu'] ?? 0)
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} else if (c.state === 'expedition') {
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rate *= 0.25
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} else if (c.state === 'wounded') {
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@@ -68,9 +67,29 @@ export function cultivationTick(w: World): void {
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c.aspiration = w.rng.pick(ASPIRATION_IDS)
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}
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}
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// ---- A1 修为经济化:灵草是修行燃料 ----
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const inv = w.state.family.inventory
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let demand = 0
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for (const c of Object.values(w.state.members)) {
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if (!c.alive || c.state === 'apprentice') continue
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const rate = monthlyRate(w, c)
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if (c.realm.major === 'mortal') continue
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demand += c.state === 'meditation' ? 2 : 1
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}
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let herbFactor = 1
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if (demand > 0) {
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const supply = inv.lingcao ?? 0
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const used = Math.min(supply, demand)
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inv.lingcao = supply - used
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const ratio = supply >= demand ? 1 : supply / demand
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herbFactor = 0.6 + 0.4 * ratio
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if (ratio < 0.5 && w.state.family.flag['herbWarnYear'] !== w.state.year) {
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w.state.family.flag['herbWarnYear'] = w.state.year
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w.log('bad', '灵草告罄,族中修行渐缓——需扩灵田药园或购草补续。')
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}
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}
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for (const c of Object.values(w.state.members)) {
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if (!c.alive || c.state === 'apprentice') continue
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const rate = monthlyRate(w, c, herbFactor)
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if (rate <= 0) continue
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c.realmProgress = Math.min(100, c.realmProgress + rate)
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// 悟道进度:有功法且修为之外,另积一分慧根
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