v0.1.19: 八方风雨 + 孤立系统归并(双主线,1002 全绿)

【主线一:世界自演进深化《八方风雨》】
- NPC 战略姿态 stance:守成/扩张/隐忍/结盟四态,年首评估(era>景气>power>relation)
  全行为调制:raid 概率×2/×0.4/×0、互攻阈值 -40/-70/不攻、贸量 ×1.3/×0.7、
  赠礼收益 ally×1.3、结盟门槛 ally 放宽至30——NPC 从统计物理到行为战略
- 超卖潮(谷贱伤农):池>1.8×base 世界产能回调×0.7 + 年度播报(防玩家玩崩市场)
- 盟约连坐:结盟令世仇(rel<-50)对玩家-20;盟者世仇 raid 概率×2
- 盟友求援:互攻失利盟友告急(distress 旗标)——WorldPanel 响应(出资200/见死不救)
- 干预天下:调停(50灵石令世仇-60→-25、声望+2)/ 资助盟友;恩怨网情报视图(各家关系展开+调停钮)

【主线二:孤立系统归并引擎】
- P0 兜底修复:empty() 收敛 makeWorldSimState 单源 + normalize 补 tideTicks/calamityLeft/
  era/eraStartYear/prosperity/distress/overfluxYear(旧档 NaN 级联防死)
- FxGate 从 engine/kernel/fxqueue.ts 并入 ui/fx.ts(kernel 清纯引擎;deltas 顶层导出,
  3 处引用 10 行改动);engine 侧零 UI 依赖再下一城
- 音效语义补充:onFx→blade/pulse/spark→sWar/sGong/sBell;onLog kind 兜底保留(不静音)
- store.advance drift/season 段左移 fx.ts(fxSeason 复活接管 season 检测)
- 死码清除:timesense.tideOf/tintLabel、tideDir 全链(类型/初始/写入/domain)
- domain.ts worldSim 局部类型补全 0.1.18/0.1.19 全部新字段(断言类型安全)

【测试】1002 全绿(41 套件):stance-world 7 例(兜底/姿态/raid/超卖/连坐/调停/求援)
This commit is contained in:
2026-08-23 14:53:46 +08:00
parent 2f62eecb08
commit e853fbdb71
20 changed files with 420 additions and 139 deletions
@@ -1,72 +0,0 @@
export type FxKind = 'spark' | 'mist' | 'ripple' | 'blade' | 'pulse' | 'seasonShift' | 'drift'
export type FxMode = 'soft' | 'std' | 'full'
export interface FxEmit {
kind: FxKind
payload?: Record<string, number | string>
at: number
}
export interface FxBus {
emit(e: FxEmit): void
}
/** 竞态安全发射闸:单循环、队列不覆盖、档位过滤、reduced-motion 降级 */
export class FxGate {
private queue: FxEmit[] = []
private draining = false
mode: FxMode = 'std'
preferReduced = false
constructor(private bus: FxBus) {}
setMode(m: FxMode): void {
this.mode = m
}
setReduced(r: boolean): void {
this.preferReduced = r
}
allowed(kind: FxKind): boolean {
if (this.mode === 'soft') return kind === 'ripple' || kind === 'pulse' || kind === 'drift'
if (this.mode === 'full') return true
return kind !== 'blade' // std:火花/雾/涟漪/脉动,刀光仅 full
}
emit(kind: FxKind, payload?: FxEmit['payload']): void {
if (!this.allowed(kind) || this.preferReduced || this.draining) return
this.queue.push({ kind, payload, at: Date.now() })
this.drain()
}
private drain(): void {
if (this.draining) return
this.draining = true
// 单帧集中派发(不逐个 setTimeout,防止栈深+竞态覆盖)
const batch = this.queue
this.queue = []
try {
for (const e of batch) this.bus.emit(e)
} finally {
this.draining = false
}
}
pending(): number {
return this.queue.length + (this.draining ? 1 : 0)
}
/** 纯逻辑:资源差量(防负值与 NaN,供漂字用) */
static deltas(prev: Record<string, number>, next: Record<string, number>): Record<string, number> {
const out: Record<string, number> = {}
const keys = new Set([...Object.keys(prev), ...Object.keys(next)])
for (const k of keys) {
const a = prev[k] ?? 0
const b = next[k] ?? 0
if (Number.isFinite(a) && Number.isFinite(b) && b !== a) out[k] = b - a
}
return out
}
}
@@ -7,12 +7,6 @@ export const TIDES: string[] = [
'立冬', '小雪', '大雪', '冬至', '小寒', '大寒'
]
/** 季节 → 节气(每月两个节气:tideOf(month, phase) 返回 0..1 */
export function tideOf(month: number, phase: 0 | 1): string {
const idx = Math.min(23, (month - 1) * 2 + phase)
return TIDES[idx] ?? '立春'
}
/** 年轮进度(0..1)——用于顶栏年环弧段 */
export function yearRing(month: number): number {
return (month - 1) / 12
@@ -46,6 +40,3 @@ export function seasonCssVars(season: Season): Record<string, string> {
}
}
export function tintLabel(season: Season): string {
return TINTS[season].name
}
@@ -137,7 +137,7 @@ export class GameFacade {
about(): { title: string; version: string; modules: number; systems: number; plugins: number; packFingerprint: string } {
return {
title: '仙途家族志',
version: '0.1.18',
version: '0.1.19',
modules: this.world.systemList().length,
systems: this.world.systemList().filter((s) => s.enabled).length,
plugins: this.world.pluginList().length,
@@ -12,7 +12,17 @@ export function diplomacyTick(w: World): void {
}
if (npc.relation < -50) {
const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
if (s.year - last >= 2 && w.rng.chance(0.03)) {
// 姿态调制:扩张好勇、隐忍避战、结盟之势休兵
const stance = (w.state.worldSim?.npcDyn?.[npc.id] as { stance?: string } | undefined)?.stance
let raidMult = stance === 'expand' ? 2 : stance === 'endure' ? 0.4 : stance === 'ally' ? 0 : 1
// 0.1.19 盟约连坐:与我结盟各家的世仇,更易扣边
const dyns = (w.state.worldSim?.npcDyn ?? {}) as Record<string, { relationsWithOthers?: Record<string, number> }>
for (const ally of Object.values(s.npcFamilies)) {
if (!ally.allied) continue
const rel = dyns[ally.id]?.relationsWithOthers?.[npc.id] ?? 0
if (rel < -60) raidMult *= 2
}
if (s.year - last >= 2 && w.rng.chance(0.03 * raidMult)) {
fire(w, `ev-raid-${npc.id}`)
}
}
@@ -47,7 +57,10 @@ export function giftNpc(w: World, npcId: string, stones: number): boolean {
if (stones <= 0 || fam.stones < stones) return false
fam.stones -= stones
const npc = w.state.npcFamilies[npcId]
const gain = calcGiftGain(stones)
let gain = calcGiftGain(stones)
// 结盟亲善势:报之以加倍情面
const stance = (w.state.worldSim?.npcDyn?.[npcId] as { stance?: string } | undefined)?.stance
if (stance === 'ally') gain = Math.round(gain * 1.3)
npc.relation = Math.min(100, npc.relation + gain)
npc.power = Math.min(900, npc.power + gain * 0.4)
// 回礼:盛情难却,或赠灵石或赠灵草
+62 -1
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@@ -89,6 +89,18 @@ export function normalizeGameState(state: GameState): GameState {
state.worldSim.secretQi = state.worldSim.secretQi ?? {}
state.worldSim.newsFeed = state.worldSim.newsFeed ?? []
if (typeof state.worldSim.tide !== 'number') state.worldSim.tide = 0.5
if (typeof state.worldSim.tideTicks !== 'number') state.worldSim.tideTicks = 0
if (typeof state.worldSim.npcSuccessions !== 'number') state.worldSim.npcSuccessions = 0
if (typeof state.worldSim.calamityLeft !== 'number') state.worldSim.calamityLeft = 0
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
}
for (const dyn of Object.values(state.worldSim.npcDyn)) {
if (dyn && typeof (dyn as { prosperity?: unknown }).prosperity !== 'number') {
(dyn as { prosperity: number }).prosperity = 50
}
}
}
if (state.family.headId && !state.members[state.family.headId]) {
const firstAlive = Object.values(state.members).find((c) => c.alive)
@@ -451,11 +463,47 @@ export class World {
// ==================== player actions ====================
/** 盟友求援响应:捐灵石助其重整武备(power+15、关系+8 */
assistAlly(npcId: string, cost = 200): boolean {
const fam = this.state.family
const ws = this.state.worldSim as { distress?: { id: string } } | undefined
if (!ws?.distress || ws.distress.id !== npcId) return false
if (fam.stones < cost) return false
fam.stones -= cost
const npc = this.state.npcFamilies[npcId]
if (!npc) return false
npc.power = Math.min(900, npc.power + 15)
npc.relation = Math.min(100, npc.relation + 8)
fam.reputation += 3
ws.distress = undefined
this.log('good', `驰援${npc.name}——敌锋既退,盟谊愈坚(声望+3)。`)
this.chronicle('diplomacy', `${npc.name}重整武备,同盟益固。`, undefined, true)
return true
}
/** 调停战端:耗灵石五十,令两家罢兵三年(关系回暖至可容忍线) */
mediateNpcs(npcA: string, npcB: string, cost = 50): boolean {
const fam = this.state.family
const dyns = this.state.worldSim?.npcDyn as Record<string, { relationsWithOthers: Record<string, number> }> | undefined
if (!dyns?.[npcA]?.relationsWithOthers || dyns[npcA].relationsWithOthers[npcB] === undefined) return false
if (fam.stones < cost) return false
fam.stones -= cost
for (const [a, b] of [[npcA, npcB], [npcB, npcA]] as const) {
const rel = dyns[a].relationsWithOthers[b]
if (rel < -30) dyns[a].relationsWithOthers[b] = -25
}
fam.reputation += 2
this.log('info', `调停${this.state.npcFamilies[npcA]?.name ?? npcA}${this.state.npcFamilies[npcB]?.name ?? npcB}——干戈化玉帛,声望+2。`)
return true
}
setAlliance(npcId: string, on: boolean): boolean {
const npc = this.state.npcFamilies[npcId]
if (!npc) return false
if (on) {
if (npc.relation < 40) return false
const stA = (this.state.worldSim?.npcDyn?.[npcId] as { stance?: string } | undefined)?.stance
const need = stA === 'ally' ? 30 : 40
if (npc.relation < need) return false
npc.allied = true
npc.alliedSinceYear = this.state.year
npc.power = Math.min(900, npc.power + 10)
@@ -465,6 +513,19 @@ export class World {
dyn.relationsWithOthers[npcId] = Math.max(-100, (dyn.relationsWithOthers[npcId] ?? 0) - 3)
}
}
// 0.1.19 盟约连坐:其世仇恼我结盟,两邦关系走冷
const dyn = (this.state.worldSim?.npcDyn as Record<string, { relationsWithOthers: Record<string, number> }> | undefined)?.[npcId]
if (dyn) {
for (const [oid, rel] of Object.entries(dyn.relationsWithOthers)) {
if (rel < -50) {
const foeNpc = this.state.npcFamilies[oid]
if (foeNpc) {
foeNpc.relation = Math.max(-100, foeNpc.relation - 20)
this.log('info', `${foeNpc.name} 见我已与${npc.name}结盟,心怀芥蒂,关系-20。`)
}
}
}
}
this.log('good', `${npc.name}结成同盟——盟誓既立,互不犯边。`)
this.chronicle('diplomacy', `本族与${npc.name}缔结同盟。`, undefined, true)
return true
+68 -17
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@@ -1,6 +1,6 @@
/** WorldSim —— 世界自进化引擎(game/engine/sim/WorldSim.ts */
import { World } from '../runtime/World'
import { WorldSimState, NpcDynamics, WORLDSIM, ERA_CONF, ERA_DURA, CALAMITY_EFFECT, CALAMITY_FAMILY, CalamityName, POOL_BASE } from './worldsim-data'
import { WorldSimState, NpcDynamics, WORLDSIM, ERA_CONF, ERA_DURA, makeWorldSimState, NpcStance, CALAMITY_EFFECT, CALAMITY_FAMILY, CalamityName, POOL_BASE } from './worldsim-data'
import { pack } from '../../data/registry'
import { ITEMS } from '../../data/items'
import { npcById } from '../../data/npcs'
@@ -196,6 +196,8 @@ function initSim(w: World): WorldSimState {
for (const id of Object.keys(w.state.npcFamilies)) {
s.npcDyn[id] = {
prosperity: 50,
stance: 'guardian',
stanceSinceYear: 1,
leaderName: '新任宗主',
leaderRealmIdx: MAJOR_ORDER.indexOf(npcById(id).leaderRealm),
leaderAge: 40 + w.rng.int(0, 29),
@@ -209,18 +211,7 @@ function initSim(w: World): WorldSimState {
}
function empty(): WorldSimState {
return {
marketPool: { lingcao: 600, lingkuang: 300, beastcore: 80, 'pill-qiyuan': 90, 'pill-ningyuan': 40 },
npcDyn: {},
secretQi: {},
tide: 0.5,
tideDir: 1,
tideTicks: 0,
calamityYear: -99,
newsFeed: [],
lastNewsMonth: -99,
npcSuccessions: 0
}
return { ...makeWorldSimState() }
}
/** A2+A3:世界常驻供给与需求(潮汐乘化)——池有了呼吸 */
@@ -231,14 +222,25 @@ function worldBreath(w: World, s: WorldSimState): void {
const supplySpan = Math.max(0.75, Math.min(1.35, span))
const eraSupply = era.supplyMult
const eraDemand = era.demandMult
let overflow = false
for (const id of MARKET_IDS) {
const base = poolBase(id)
const cur = s.marketPool[id] ?? base
const supply = base * WORLDSIM.worldSupplyRate * supplySpan * eraSupply
// 超卖潮:池过剩 > 1.8×base 时世界产能自发回调(谷贱伤农)
const saturated = cur > base * 1.8
if (saturated) overflow = true
const supply = base * WORLDSIM.worldSupplyRate * supplySpan * eraSupply * (saturated ? 0.7 : 1)
const demand = base * WORLDSIM.worldDemandRate * eraDemand
s.marketPool[id] = clamp(cur + supply - demand, base * 0.12, base * WORLDSIM.tradeCeilPct)
}
void w
// 超卖播报(年一次)——玩家能看到"别把市场玩崩"
if (overflow && s.overfluxYear !== w.state.year) {
s.overfluxYear = w.state.year
s.newsFeed.push({
year: w.state.year, month: w.state.month, src: '坊市', text: '谷贱伤农——市面货丰价滞,灵田多有弃耕,天下产能暂歇。', kind: 'quote'
})
if (w.state.totalTicks > 12) w.log('bad', '【坊市】谷贱伤农,世界产能回调。')
}
}
/** A4NPC 按 def.sells/buys 与池交易——世界波动的背后有了玩家(NPC 化) */
@@ -250,7 +252,9 @@ function npcTrade(w: World, s: WorldSimState, noise: number): void {
const dyn = s.npcDyn[id] ?? initDynFor(id)
s.npcDyn[id] = dyn
const isCalamity = !!s.calamity
const rate = WORLDSIM.npcTradeRate * (isCalamity ? 0.7 : 1)
const stance2 = (dyn.stance ?? 'guardian') as string
const tradeMult = stance2 === 'expand' ? 1.3 : stance2 === 'endure' ? 0.7 : 1
const rate = WORLDSIM.npcTradeRate * (isCalamity ? 0.7 : 1) * tradeMult
// 景气驱动(1-2):入不敷出则衰、仓廪常足则旺
let prosperity = dyn.prosperity ?? 50
// 卖:NPC 抛货 → 池增;有货自给,景气微涨
@@ -336,6 +340,16 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
const lifespan = MAJORS[curRealm].lifespan
if (w.state.month === 1) {
dyn.leaderAge++
// 姿态评估(era>景气>power>relation
if (w.state.month === 1 && (w.state.year - (dyn.stanceSinceYear ?? 1)) >= 8) {
const newStance = assessStance(w, id, dyn)
if (newStance !== dyn.stance) {
dyn.stance = newStance
dyn.stanceSinceYear = w.state.year
pushNews(w, s, [id])
w.log('info', `【天下】${def.name} 态度一变——${STANCE_NAME[newStance]}`)
}
}
// 关系漂移:年首各 ±5(邻近的讲合、世仇的愈深)
for (const oid of ids) {
if (oid === id) continue
@@ -363,7 +377,10 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
const foe = w.state.npcFamilies[oid]
if (!foe) continue
const rel = dyn.relationsWithOthers[oid] ?? 0
if (rel < -50 && w.rng.chance(WORLDSIM.npcEventChance)) {
const foeStance = dyn.stance ?? 'guardian'
const hateBar = foeStance === 'expand' ? -40 : foeStance === 'endure' ? -70 : -50
if (foeStance === 'ally') void hateBar
if (rel < hateBar && foeStance !== 'ally' && w.rng.chance(WORLDSIM.npcEventChance)) {
// 1-3 蝴蝶效应:互攻按实力加权(强者越可能胜,弱者一败再败)
const wSum = npc.power + foe.power
const winner = w.rng.chance(wSum > 0 ? npc.power / wSum : 0.5) ? npc : foe
@@ -384,6 +401,15 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
text: `${winner.name}${loser.name} 起衅——痛挫其锋,势力大动。`
})
w.log('info', `【天下】${winner.name} 击破 ${loser.name},气象一新。`)
// 盟友求援:下盟友处告急,请其同盟(玩家)出手
if (loser.allied) {
s.distress = { id: loser.id, year, month: 1 }
s.newsFeed.push({
year, month: 1, src: loser.name,
text: `${loser.name}${winner.name}重创,遣使来吾族求援:请解囊相助。`, kind: 'npc'
})
w.log('bad', `【天下】盟邦 ${loser.name} 遇袭告急!`)
}
break
}
}
@@ -391,10 +417,35 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
}
}
const STANCE_NAME: Record<NpcStance, string> = { guardian: '守成', expand: '扩张', endure: '隐忍', ally: '结盟' }
/** 姿态评估:乱世逼扩张、低谷存隐忍、盛世好结盟、元气足则守成 */
function assessStance(w: World, id: string, dyn: NpcDynamics): NpcStance {
const npc = w.state.npcFamilies[id]
const era = ((w.state.worldSim as WorldSimState)?.era ?? 'pingshi') as string
const prosperity = dyn.prosperity ?? 50
const power = npc?.power ?? 100
const relation = npc?.relation ?? 0
// 硬判据优先
if (prosperity < 30 || power < 45) return 'endure'
if (relation >= 50) return 'ally'
if (era === 'luanshi' && power >= 120) return 'expand'
if (era === 'mofa') return 'endure'
// 软权重:乱世偏扩张、盛世偏守成、平世均衡
const W: Record<NpcStance, number> = { guardian: 3, expand: era === 'luanshi' ? 6 : 2, endure: era === 'mofa' ? 5 : 2, ally: era === 'shengshi' || era === 'pingshi' ? 4 : 1 }
const pick = (Object.keys(W) as NpcStance[]).sort((a, b) => W[b] - W[a])
// 用幂等 rng 抽取(先取最高权)+ 30% 软翻转
const top = pick[0]!
if (w.rng.chance(0.7)) return top
return pick[1]!
}
function initDynFor(id: string): NpcDynamics {
const def = npcById(id)
return {
prosperity: 50,
stance: 'guardian',
stanceSinceYear: 1,
leaderName: `${def.name.replace('氏', '')}氏宗主`,
leaderRealmIdx: MAJOR_ORDER.indexOf(def.leaderRealm),
leaderAge: 45,
+11 -3
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@@ -1,6 +1,11 @@
export type NpcStance = 'guardian' | 'expand' | 'endure' | 'ally'
export interface NpcDynamics {
/** 景气指数(0~100):月结余/断供受挫/灾年支出;驱动 power 微调 */
prosperity: number
/** 战略姿态:守成/扩张/隐忍/结盟(年首评估) */
stance: NpcStance
stanceSinceYear: number
/** 宗主姓名快照(换代时更新) */
leaderName: string
leaderRealmIdx: number
@@ -25,7 +30,6 @@ export interface WorldSimState {
secretQi: Record<string, number>
/** 灵气潮汐(0-100 全局系数) */
tide: number
tideDir: 1 | -1
tideTicks: number
/** 灾年(当前灾因 id;持续 calamityMonths 个月) */
calamity?: string
@@ -40,6 +44,10 @@ export interface WorldSimState {
/** 世纪弧(时代状态机) */
era?: 'shengshi' | 'pingshi' | 'luanshi' | 'mofa'
eraStartYear?: number
/** 超卖潮播报年份(谷贱伤农,一年一次) */
overfluxYear?: number
/** 盟友求援(最近一次:互攻失利波及盟我之族) */
distress?: { id: string; year: number; month: number }
}
export function makeWorldSimState(): WorldSimState {
@@ -48,7 +56,6 @@ export function makeWorldSimState(): WorldSimState {
npcDyn: {},
secretQi: {},
tide: 0.5,
tideDir: 1,
tideTicks: 0,
calamityYear: -99,
calamityLeft: 0,
@@ -56,7 +63,8 @@ export function makeWorldSimState(): WorldSimState {
lastNewsMonth: -99,
npcSuccessions: 0,
era: 'pingshi',
eraStartYear: 1
eraStartYear: 1,
overfluxYear: -99
}
}
+5 -3
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@@ -186,14 +186,16 @@ export interface GameState {
stats: FamilyStats
worldSim?: {
marketPool?: Record<string, number>
npcDyn?: Record<string, { leaderName: string; leaderRealmIdx: number; leaderAge: number; lastEvent: string; lastEventYear: number; relationsWithOthers?: Record<string, number> }>
npcDyn?: Record<string, { leaderName: string; leaderRealmIdx: number; leaderAge: number; lastEvent: string; lastEventYear: number; relationsWithOthers?: Record<string, number>; prosperity: number; stance?: string; stanceSinceYear?: number }>
secretQi?: Record<string, number>
tide?: number
tideDir?: number
tideTicks?: number
calamity?: string
calamityYear?: number
newsFeed?: { year: number; month: number; src: string; text: string }[]
calamityLeft?: number
era?: string
eraStartYear?: number
newsFeed?: { year: number; month: number; src: string; text: string; itemId?: string; kind?: string }[]
lastNewsMonth?: number
npcSuccessions?: number
}
+71 -1
View File
@@ -1,6 +1,76 @@
import { FxGate, FxKind } from '../game/engine/kernel/fxqueue'
import { seasonOf } from '../game/data/season'
export type FxKind = 'spark' | 'mist' | 'ripple' | 'blade' | 'pulse' | 'seasonShift' | 'drift'
export type FxMode = 'soft' | 'std' | 'full'
export interface FxEmit {
kind: FxKind
payload?: Record<string, number | string>
at: number
}
export interface FxBus {
emit(e: FxEmit): void
}
/** 竞态安全发射闸:单循环、队列不覆盖、档位过滤、reduced-motion 降级 */
export class FxGate {
private queue: FxEmit[] = []
private draining = false
mode: FxMode = 'std'
preferReduced = false
constructor(private bus: FxBus) {}
setMode(m: FxMode): void {
this.mode = m
}
setReduced(r: boolean): void {
this.preferReduced = r
}
allowed(kind: FxKind): boolean {
if (this.mode === 'soft') return kind === 'ripple' || kind === 'pulse' || kind === 'drift'
if (this.mode === 'full') return true
return kind !== 'blade' // std:火花/雾/涟漪/脉动,刀光仅 full
}
emit(kind: FxKind, payload?: FxEmit['payload']): void {
if (!this.allowed(kind) || this.preferReduced || this.draining) return
this.queue.push({ kind, payload, at: Date.now() })
this.drain()
}
private drain(): void {
if (this.draining) return
this.draining = true
const batch = this.queue
this.queue = []
try {
for (const e of batch) this.bus.emit(e)
} finally {
this.draining = false
}
}
pending(): number {
return this.queue.length + (this.draining ? 1 : 0)
}
}
/** 纯逻辑:资源差量(防负值与 NaN,供漂字用) */
export function deltas(prev: Record<string, number>, next: Record<string, number>): Record<string, number> {
const out: Record<string, number> = {}
const keys = new Set([...Object.keys(prev), ...Object.keys(next)])
for (const k of keys) {
const a = prev[k] ?? 0
const b = next[k] ?? 0
if (Number.isFinite(a) && Number.isFinite(b) && b !== a) out[k] = b - a
}
return out
}
let gate: FxGate | null = null
export function fx(): FxGate | null {
+1 -1
View File
@@ -210,7 +210,7 @@ export default function SettingsPanel() {
· <br />
·
</div>
<div className="dim2" style={{ marginTop: 8 }}> 0.1.18 · Chronicle of the Immortal Clan</div>
<div className="dim2" style={{ marginTop: 8 }}> 0.1.19 · Chronicle of the Immortal Clan</div>
</div>
</div>
)
+47
View File
@@ -65,6 +65,31 @@ export default function WorldPanel() {
)
})}
</div>
{ws.distress && w.state.npcFamilies[ws.distress.id] && (
<div className="ch-item" style={{ padding: '7px 10px', marginBottom: 10, border: '1px solid rgba(160,60,40,0.5)' }}>
<span className="bad"></span> <b>{w.state.npcFamilies[ws.distress.id].name}</b> 使
<span style={{ marginLeft: 8 }}>
<button
className="btn btn-sm"
disabled={w.state.family.stones < 200}
title={w.state.family.stones < 200 ? '灵石不足(需200' : '捐 200 灵石助其重整武备'}
onClick={() => { w.assistAlly(ws.distress!.id); bump() }}
>200</button>
<button
className="btn btn-sm"
style={{ marginLeft: 6 }}
title="置之不理(盟谊受损)"
onClick={() => {
const npc = w.state.npcFamilies[ws.distress!.id]
if (npc) npc.relation = Math.max(0, npc.relation - 10)
ws.distress = undefined
w.log('info', `${npc?.name ?? '盟友'} 见吾族坐视,失望而返。`)
bump()
}}
></button>
</span>
</div>
)}
{annals.length > 0 && (
<div style={{ marginBottom: 10 }}>
<h4 className="dim" style={{ margin: '4px 0 6px' }}></h4>
@@ -155,6 +180,28 @@ export default function WorldPanel() {
<div className="dim">{dyn?.leaderName ?? '未知'}{dyn ? MAJOR_NAMES[REALM_IDX[dyn.leaderRealmIdx] ?? 'qi'] : ''} · {dyn?.leaderAge ?? '?'}</div>
<div className="dim2" style={{ margin: '2px 0 6px' }}>{def.desc}</div>
<div className="dim">{dyn?.lastEvent ? `${dyn.lastEvent}${dyn.lastEventYear ?? '?'}年)` : '暂无'}</div>
<div style={{ marginTop: 4 }}>
<div className="dim2" style={{ marginBottom: 3 }}></div>
{Object.entries((dyn as { relationsWithOthers?: Record<string, number> })?.relationsWithOthers ?? {}).map(([oid, rel]) => {
const od = w.state.npcFamilies[oid]
return od ? (
<div key={oid} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', fontSize: '0.8rem', margin: '2px 0' }}>
<span className="dim">{od.name}</span>
<span style={{ display: 'flex', alignItems: 'center', gap: 6 }}>
<span className={rel < -50 ? 'bad' : rel > 50 ? 'good' : 'dim'}>{rel}</span>
{rel < -50 && (
<button
className="btn btn-sm"
disabled={w.state.family.stones < 50}
title="耗 50 灵石劝和两家"
onClick={() => { w.mediateNpcs(npc.id, oid); bump() }}
></button>
)}
</span>
</div>
) : null
})}
</div>
{npc.alliedSinceYear && <div className="dim"> {npc.alliedSinceYear} </div>}
<div style={{ marginTop: 6, display: 'flex', gap: 6 }}>
<button
+1 -1
View File
@@ -15,7 +15,7 @@ import { LogFeed } from '../components/LogFeed'
import { UrgentBadges } from '../components/UrgentBadges'
import { fmt as fmtNum } from '../../game/engine/kernel/format'
import { seasonOf } from '../../game/data/season'
import { seasonTint, yearRing, tideOf } from '../../game/engine/kernel/timesense'
import { seasonTint, yearRing } from '../../game/engine/kernel/timesense'
import landscapeUrl from '../../assets/gen/landscape-gold.svg'
import { worldSimBrief } from '../../game/engine/sim/worldsim-brief'
import { GuideStrip } from '../components/GuideStrip'
+11 -5
View File
@@ -201,19 +201,19 @@ export const useGameStore = create<GameStore>((set, get) => ({
}
try {
const nextInv = { ...w.state.family.inventory, stones: w.state.family.stones }
const FxGate = (await import('../game/engine/kernel/fxqueue')).FxGate
const deltas = FxGate.deltas(prevInv, nextInv)
const fxmod = await import('./fx')
const driftDeltas = fxmod.deltas(prevInv, nextInv)
if (!fxmod.ensureFx().preferReduced) {
const windowRef = window as unknown as { dispatchEvent: (e: Event) => void }
windowRef.dispatchEvent(new CustomEvent('fx:drift', { detail: deltas }))
windowRef.dispatchEvent(new CustomEvent('fx:drift', { detail: driftDeltas }))
}
const seasonNow = seasonOf(w.state.month)
const seasonPrev = seasonOf(prevMonth)
if (seasonNow !== seasonPrev) {
const fxmod = await import('./fx')
fxmod.ensureFx().emit('seasonShift', { season: seasonNow })
fxmod.applySeason(seasonNow)
fxmod.fxSeason(prevMonth, w.state.month)
void seasonNow
void seasonPrev
}
} catch {
// fx 为增强项,失败不阻塞推进
@@ -448,6 +448,12 @@ function makeBus(st: GameStore): WorldEventBus {
},
onFx: (em) => {
void import(/* @vite-ignore */ './fx').then((m) => m.ensureFx().emit(em.kind as never, em.source ? { src: em.source } : undefined))
// 音效语义补充:引擎语义点 → 声响(onLog kind 兜底仍保留)
void import(/* @vite-ignore */ './sound').then((snd) => {
if (em.kind === 'blade') snd.sWar()
else if (em.kind === 'pulse') snd.sGong()
else if (em.kind === 'spark') snd.sBell()
})
},
onChronicle: (e, important) => {
st.addLog({ id: logSeq++, kind: 'chronicle', text: `${e.year}${e.month}${e.text}`, year: e.year, month: e.month })