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
This commit is contained in:
2026-08-23 14:10:42 +08:00
parent c5fa2a3357
commit de46808188
23 changed files with 409 additions and 81 deletions
+32
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@@ -8,6 +8,37 @@ import { combatPowerOf } from '../../game/engine/runtime/Systems/combat'
import { FORMATIONS, FormationId } from '../../game/data/formations'
import { ModalShell } from './ModalShell'
const RES_NAME: Record<string, string> = { lingcao: '灵草', lingkuang: '灵矿', beastcore: '兽核', stones: '灵石' }
function describeEff(eff: Record<string, never> | { [k: string]: unknown }): string {
const parts: string[] = []
const e = eff as { res?: Record<string, number>; rep?: number; relation?: Record<string, number>; addBuilding?: string; pillGain?: Record<string, number>; mission?: string; addTech?: string; raid?: { npcId: string }; trib?: { mode: string }; feisheng?: { stay: boolean }; techniqueChance?: number; artifactChance?: number; flag?: Record<string, unknown> }
if (e.res) {
for (const [k, v] of Object.entries(e.res)) {
const name = RES_NAME[k] ?? k
parts.push(v > 0 ? `${name}+${v}` : `${name}${v}`)
}
}
if (e.rep) parts.push(`声望${e.rep > 0 ? '+' : ''}${e.rep}`)
if (e.relation) {
for (const v of Object.values(e.relation)) parts.push(v > 0 ? `交好+${v}` : `交恶${v}`)
}
if (e.addBuilding) parts.push('增筑' + e.addBuilding)
if (e.pillGain) {
for (const v of Object.values(e.pillGain)) parts.push(`得丹+${v}`)
}
if (e.addTech) parts.push('得功法')
if (e.mission) parts.push('触发任务')
if (e.techniqueChance) parts.push(`功法机率+${Math.round(e.techniqueChance * 100)}%`)
if (e.artifactChance) parts.push(`宝器机率+${Math.round(e.artifactChance * 100)}%`)
if (e.raid) parts.push('来敌犯境')
if (e.trib) {
parts.push(e.trib.mode === 'rash' ? '硬渡天劫' : e.trib.mode === 'guard' ? '护法渡劫' : '渡劫延一年')
}
if (e.feisheng) parts.push(e.feisheng.stay ? '留世不飞升' : '飞升离世')
return parts.join(' · ')
}
export function EventModal() {
const pendingEventId = useGameStore((s) => s.pendingEventId)
const pendingEventDef = useGameStore((s) => s.pendingEventDef)
@@ -132,6 +163,7 @@ export function EventModal() {
{o.label}
{isRaid && <span className="hint"> · </span>}
{!isRaid && o.hint && <span className="hint">{o.hint}</span>}
<span className="opt-eff">{describeEff(o.eff as never)}</span>
</button>
)
})
@@ -252,6 +252,20 @@ export function MemberModal({ member }: { member: Character }) {
{member.alive && (
<div className="mm-sec">
<div className="dim" style={{ marginBottom: 6 }}></div>
<div style={{ display: 'flex', gap: 6, flexWrap: 'wrap', marginBottom: 10 }}>
<button
className="btn btn-sm btn-primary"
disabled={member.id === w.state.family.headId}
title={member.id === w.state.family.headId ? '已在主位' : '册立为家主(名分即天命)'}
onClick={() => {
w.assignHead(member.id)
bump()
}}
>
</button>
</div>
<div className="dim" style={{ marginBottom: 6 }}></div>
<div style={{ display: 'flex', gap: 6, flexWrap: 'wrap' }}>
<button
+22
View File
@@ -4,11 +4,17 @@ import { ModalShell } from './ModalShell'
export function PaperModal() {
const report = useGameStore((s) => s.paperReport)
const world = useGameStore((s) => s.world)
const closePaper = useGameStore((s) => s.closePaper)
if (!report) return null
const nets = report.nets
const y = report.year
const yearEntries = (world?.state.chronicle ?? [])
.filter((e) => e.year === y)
.sort((a, b) => a.month - b.month)
const majors = yearEntries.filter((e) => e.important).slice(0, 5)
const obits = yearEntries.filter((e) => e.category === 'death').slice(0, 5)
return (
<ModalShell
@@ -25,6 +31,22 @@ export function PaperModal() {
{report.deaths > report.births && <div className="bad"> </div>}
{report.births > report.deaths && <div className="good"></div>}
</div>
{majors.length > 0 && (
<div style={{ marginTop: 12, borderTop: '1px solid rgba(140,100,50,0.35)', paddingTop: 10 }}>
<div className="dim" style={{ marginBottom: 4 }}> </div>
{majors.map((e) => (
<div key={e.id} className="dim" style={{ fontSize: '0.9rem', lineHeight: 1.9 }}>· {e.month} {e.text}</div>
))}
</div>
)}
{obits.length > 0 && (
<div style={{ marginTop: 8 }}>
<div className="dim" style={{ marginBottom: 4 }}> </div>
{obits.map((e) => (
<div key={e.id} className="dim" style={{ fontSize: '0.9rem', lineHeight: 1.9 }}>· {e.month} {e.text}</div>
))}
</div>
)}
</ModalShell>
)
}
+25 -1
View File
@@ -51,6 +51,7 @@ export default function ChroniclePanel() {
void revision
const [filter, setFilter] = useState<string>('all')
const [battleId, setBattleId] = useState<string | null>(null)
const [draft, setDraft] = useState('')
const entries = useMemo(() => {
if (!world) return []
const all = [...world.state.chronicle]
@@ -64,7 +65,30 @@ export default function ChroniclePanel() {
return (
<div>
<div className="help-text">
</div>
<div style={{ display: 'flex', gap: 8, marginBottom: 10 }}>
<input
className="ch-draft"
placeholder="题一笔族史……(如:某年宗祠大修,阖族祭祖)"
value={draft}
maxLength={80}
onChange={(e) => setDraft(e.target.value)}
onKeyDown={(e) => {
if (e.key === 'Enter' && draft.trim()) {
world.chronicle('misc', draft.trim(), undefined, false)
setDraft('')
}
}}
/>
<button
className="btn btn-sm"
disabled={!draft.trim()}
onClick={() => {
world.chronicle('misc', draft.trim(), undefined, false)
setDraft('')
}}
></button>
</div>
<div style={{ display: 'flex', gap: 6, flexWrap: 'wrap', marginBottom: 10 }}>
<button className={`btn btn-sm ${filter === 'all' ? 'btn-primary' : ''}`} onClick={() => setFilter('all')}></button>
+71 -25
View File
@@ -3,6 +3,8 @@ import { ITEMS } from '../../game/data/items'
import { TECHNIQUES } from '../../game/data/techniques'
import { techniqueGradeName } from '../../game/data/realms'
import { marketPrice, buyItem, sellItem, buyTechnique } from '../../game/engine/sim/Market'
import { PILL_RECIPES, FORGE_RECIPES } from '../../game/data/items'
import { bonusOf } from '../../game/data/buildings'
import { useMemo, useState } from 'react'
export default function MarketPanel() {
@@ -10,7 +12,7 @@ export default function MarketPanel() {
const bump = useGameStore((s) => s.bump)
const revision = useGameStore((s) => s.revision)
void revision
const [tab, setTab] = useState<'goods' | 'tech'>('goods')
const [tab, setTab] = useState<'goods' | 'tech' | 'craft'>('goods')
if (!world) return null
const w = world
const fam = w.state.family
@@ -28,6 +30,7 @@ export default function MarketPanel() {
<div className="tabs" style={{ padding: 0, background: 'none', border: 'none', marginBottom: 10 }}>
<div className={`tab ${tab === 'goods' ? 'sel' : ''}`} onClick={() => setTab('goods')}></div>
<div className={`tab ${tab === 'tech' ? 'sel' : ''}`} onClick={() => setTab('tech')}></div>
<div className={`tab ${tab === 'craft' ? 'sel' : ''}`} onClick={() => setTab('craft')}></div>
</div>
{tab === 'goods' && (
<>
@@ -90,30 +93,7 @@ export default function MarketPanel() {
</tr>
)
})}
<tr>
<td><b><span className="s-icon"></span> </b></td>
<td className="dim">+ </td>
<td className="dim">{fam.buildings['danfang'] ? `${fam.buildings['danfang']}级丹房` : '未建丹房'}</td>
<td className="dim">{inv['lingcao'] ?? 0}</td>
<td>
{fam.buildings['danfang'] && (
<>
<button
className="btn btn-sm"
disabled={(inv['lingcao'] ?? 0) < 15 || fam.stones < 20}
title="需灵草15+灵石20"
onClick={() => { w.craftPill('qiyuan'); bump() }}
></button>{' '}
<button
className="btn btn-sm"
disabled={(inv['lingcao'] ?? 0) < 25 || (inv['beastcore'] ?? 0) < 4 || fam.stones < 60}
title="需灵草25+兽核4+灵石60"
onClick={() => { w.craftPill('ningyuan'); bump() }}
></button>
</>
)}
</td>
</tr>
</tbody>
</table>
</>
@@ -173,6 +153,72 @@ export default function MarketPanel() {
</table>
</>
)}
{tab === 'craft' && (
<>
<div className="help-text">
+++
</div>
<h4 className="dim" style={{ margin: '8px 0 4px' }}> {fam.buildings['danfang'] ?? 0} · {Math.round(bonusOf('danfang', 'craftChance', fam.buildings['danfang'] ?? 0) * 100)}%</h4>
<table className="market-table">
<thead>
<tr><th></th><th></th><th></th><th></th><th></th></tr>
</thead>
<tbody>
{PILL_RECIPES.map((r) => {
const lvl = fam.buildings['danfang'] ?? 0
const enough = (inv['lingcao'] ?? 0) >= r.lingcao && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones
return (
<tr key={r.output}>
<td><b><span className="s-icon"></span> {r.name}</b></td>
<td className="dim">{r.desc}</td>
<td className="dim">{r.lingcao}·{r.beastcore}·{r.stones}</td>
<td className="dim">{r.danfangLevel}</td>
<td>
<button
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() }}
></button>
</td>
</tr>
)
})}
</tbody>
</table>
<h4 className="dim" style={{ margin: '14px 0 4px' }}>++ </h4>
<table className="market-table">
<thead>
<tr><th></th><th></th><th></th><th></th></tr>
</thead>
<tbody>
{FORGE_RECIPES.map((r) => {
const enough = (inv['lingkuang'] ?? 0) >= r.lingkuang && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones
return (
<tr key={r.output}>
<td><b><span className="s-icon"></span> {r.name}</b></td>
<td className="dim">{r.desc}</td>
<td className="dim">{r.lingkuang}·{r.beastcore}·{r.stones}</td>
<td>
<button
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() }}
></button>
</td>
</tr>
)
})}
</tbody>
</table>
{(fam.buildings['danfang'] ?? 0) > 0 && (
<div className="dim2" style={{ marginTop: 8 }}>
</div>
)}
</>
)}
<div className="dim2" style={{ marginTop: 10 }}>
</div>