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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@@ -3,6 +3,8 @@ import { ITEMS } from '../../game/data/items'
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import { TECHNIQUES } from '../../game/data/techniques'
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import { techniqueGradeName } from '../../game/data/realms'
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import { marketPrice, buyItem, sellItem, buyTechnique } from '../../game/engine/sim/Market'
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import { PILL_RECIPES, FORGE_RECIPES } from '../../game/data/items'
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import { bonusOf } from '../../game/data/buildings'
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import { useMemo, useState } from 'react'
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export default function MarketPanel() {
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@@ -10,7 +12,7 @@ export default function MarketPanel() {
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const bump = useGameStore((s) => s.bump)
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const revision = useGameStore((s) => s.revision)
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void revision
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const [tab, setTab] = useState<'goods' | 'tech'>('goods')
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const [tab, setTab] = useState<'goods' | 'tech' | 'craft'>('goods')
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if (!world) return null
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const w = world
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const fam = w.state.family
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@@ -28,6 +30,7 @@ export default function MarketPanel() {
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<div className="tabs" style={{ padding: 0, background: 'none', border: 'none', marginBottom: 10 }}>
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<div className={`tab ${tab === 'goods' ? 'sel' : ''}`} onClick={() => setTab('goods')}>货栈</div>
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<div className={`tab ${tab === 'tech' ? 'sel' : ''}`} onClick={() => setTab('tech')}>法帖</div>
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<div className={`tab ${tab === 'craft' ? 'sel' : ''}`} onClick={() => setTab('craft')}>定制</div>
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</div>
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{tab === 'goods' && (
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<>
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@@ -90,30 +93,7 @@ export default function MarketPanel() {
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</tr>
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)
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})}
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<tr>
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<td><b><span className="s-icon">炼</span> 丹房炼制</b></td>
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<td className="dim">灵草+辅矿 → 丹药(丹房等级越高成数越足)</td>
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<td className="dim">{fam.buildings['danfang'] ? `${fam.buildings['danfang']}级丹房` : '未建丹房'}</td>
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<td className="dim">灵草{inv['lingcao'] ?? 0}</td>
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<td>
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{fam.buildings['danfang'] && (
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<>
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<button
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className="btn btn-sm"
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disabled={(inv['lingcao'] ?? 0) < 15 || fam.stones < 20}
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title="需灵草15+灵石20"
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onClick={() => { w.craftPill('qiyuan'); bump() }}
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>炼气丹</button>{' '}
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<button
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className="btn btn-sm"
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disabled={(inv['lingcao'] ?? 0) < 25 || (inv['beastcore'] ?? 0) < 4 || fam.stones < 60}
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title="需灵草25+兽核4+灵石60"
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onClick={() => { w.craftPill('ningyuan'); bump() }}
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>炼元丹</button>
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</>
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)}
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</td>
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</tr>
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</tbody>
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</table>
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</>
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@@ -173,6 +153,72 @@ export default function MarketPanel() {
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</table>
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</>
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)}
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{tab === 'craft' && (
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<>
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<div className="help-text">
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丹房依「灵草+兽核+灵石」配比丹药,成数随丹房等级;破境丹需丹房三级。炼器以灵矿兽核+灵石相合,无建筑门槛,只看家底。
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</div>
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<h4 className="dim" style={{ margin: '8px 0 4px' }}>丹房炼制(当前 {fam.buildings['danfang'] ?? 0} 级 · 成率 {Math.round(bonusOf('danfang', 'craftChance', fam.buildings['danfang'] ?? 0) * 100)}%)</h4>
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<table className="market-table">
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<thead>
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<tr><th>丹方</th><th>药性</th><th>配方</th><th>门槛</th><th></th></tr>
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</thead>
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<tbody>
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{PILL_RECIPES.map((r) => {
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const lvl = fam.buildings['danfang'] ?? 0
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const enough = (inv['lingcao'] ?? 0) >= r.lingcao && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones
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return (
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<tr key={r.output}>
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<td><b><span className="s-icon">丹</span> {r.name}</b></td>
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<td className="dim">{r.desc}</td>
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<td className="dim">草{r.lingcao}·核{r.beastcore}·灵石{r.stones}</td>
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<td className="dim">{r.danfangLevel}级丹房</td>
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<td>
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<button
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className="btn btn-sm"
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disabled={lvl < r.danfangLevel || !enough}
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title={lvl < r.danfangLevel ? `丹房需升到 ${r.danfangLevel} 级` : enough ? '炼制(失败折半退料)' : '材料不足'}
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onClick={() => { w.craftPill(r.output.replace('pill-', '') as 'qiyuan' | 'ningyuan' | 'pojing'); bump() }}
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>炼</button>
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</td>
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</tr>
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)
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})}
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</tbody>
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</table>
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<h4 className="dim" style={{ margin: '14px 0 4px' }}>铸器坊(灵矿+兽核+灵石 → 兵刃)</h4>
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<table className="market-table">
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<thead>
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<tr><th>兵刃</th><th>妙用</th><th>配方</th><th></th></tr>
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</thead>
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<tbody>
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{FORGE_RECIPES.map((r) => {
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const enough = (inv['lingkuang'] ?? 0) >= r.lingkuang && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones
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return (
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<tr key={r.output}>
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<td><b><span className="s-icon">器</span> {r.name}</b></td>
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<td className="dim">{r.desc}</td>
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<td className="dim">矿{r.lingkuang}·核{r.beastcore}·灵石{r.stones}</td>
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<td>
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<button
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className="btn btn-sm"
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disabled={!enough}
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title={enough ? '淬火铸成' : '材料不足'}
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onClick={() => { w.forgeArtifact(r.output as 'weapon-qi' | 'weapon-ling' | 'weapon-fa'); bump() }}
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>铸</button>
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</td>
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</tr>
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)
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})}
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</tbody>
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</table>
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{(fam.buildings['danfang'] ?? 0) > 0 && (
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<div className="dim2" style={{ marginTop: 8 }}>
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破境丹亦可等拍卖会落槌(需要时留神百年拍卖)。
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</div>
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)}
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</>
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)}
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<div className="dim2" style={{ marginTop: 10 }}>
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灵矿不足时可上坊市民间收购;妖丹于探秘与灵兽园中可得。
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</div>
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