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:
@@ -1,72 +0,0 @@
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export type FxKind = 'spark' | 'mist' | 'ripple' | 'blade' | 'pulse' | 'seasonShift' | 'drift'
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export type FxMode = 'soft' | 'std' | 'full'
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export interface FxEmit {
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kind: FxKind
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payload?: Record<string, number | string>
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at: number
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}
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export interface FxBus {
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emit(e: FxEmit): void
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}
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/** 竞态安全发射闸:单循环、队列不覆盖、档位过滤、reduced-motion 降级 */
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export class FxGate {
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private queue: FxEmit[] = []
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private draining = false
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mode: FxMode = 'std'
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preferReduced = false
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constructor(private bus: FxBus) {}
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setMode(m: FxMode): void {
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this.mode = m
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}
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setReduced(r: boolean): void {
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this.preferReduced = r
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}
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allowed(kind: FxKind): boolean {
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if (this.mode === 'soft') return kind === 'ripple' || kind === 'pulse' || kind === 'drift'
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if (this.mode === 'full') return true
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return kind !== 'blade' // std:火花/雾/涟漪/脉动,刀光仅 full
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}
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emit(kind: FxKind, payload?: FxEmit['payload']): void {
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if (!this.allowed(kind) || this.preferReduced || this.draining) return
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this.queue.push({ kind, payload, at: Date.now() })
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this.drain()
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}
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private drain(): void {
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if (this.draining) return
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this.draining = true
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// 单帧集中派发(不逐个 setTimeout,防止栈深+竞态覆盖)
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const batch = this.queue
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this.queue = []
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try {
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for (const e of batch) this.bus.emit(e)
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} finally {
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this.draining = false
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}
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}
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pending(): number {
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return this.queue.length + (this.draining ? 1 : 0)
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}
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/** 纯逻辑:资源差量(防负值与 NaN,供漂字用) */
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static deltas(prev: Record<string, number>, next: Record<string, number>): Record<string, number> {
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const out: Record<string, number> = {}
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const keys = new Set([...Object.keys(prev), ...Object.keys(next)])
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for (const k of keys) {
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const a = prev[k] ?? 0
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const b = next[k] ?? 0
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if (Number.isFinite(a) && Number.isFinite(b) && b !== a) out[k] = b - a
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}
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return out
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}
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}
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@@ -7,12 +7,6 @@ export const TIDES: string[] = [
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'立冬', '小雪', '大雪', '冬至', '小寒', '大寒'
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]
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/** 季节 → 节气(每月两个节气:tideOf(month, phase) 返回 0..1 ) */
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export function tideOf(month: number, phase: 0 | 1): string {
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const idx = Math.min(23, (month - 1) * 2 + phase)
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return TIDES[idx] ?? '立春'
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}
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/** 年轮进度(0..1)——用于顶栏年环弧段 */
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export function yearRing(month: number): number {
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return (month - 1) / 12
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@@ -46,6 +40,3 @@ export function seasonCssVars(season: Season): Record<string, string> {
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}
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}
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export function tintLabel(season: Season): string {
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return TINTS[season].name
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}
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@@ -137,7 +137,7 @@ export class GameFacade {
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about(): { title: string; version: string; modules: number; systems: number; plugins: number; packFingerprint: string } {
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return {
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title: '仙途家族志',
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version: '0.1.18',
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version: '0.1.19',
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modules: this.world.systemList().length,
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systems: this.world.systemList().filter((s) => s.enabled).length,
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plugins: this.world.pluginList().length,
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@@ -12,7 +12,17 @@ export function diplomacyTick(w: World): void {
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}
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if (npc.relation < -50) {
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const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
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if (s.year - last >= 2 && w.rng.chance(0.03)) {
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// 姿态调制:扩张好勇、隐忍避战、结盟之势休兵
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const stance = (w.state.worldSim?.npcDyn?.[npc.id] as { stance?: string } | undefined)?.stance
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let raidMult = stance === 'expand' ? 2 : stance === 'endure' ? 0.4 : stance === 'ally' ? 0 : 1
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// 0.1.19 盟约连坐:与我结盟各家的世仇,更易扣边
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const dyns = (w.state.worldSim?.npcDyn ?? {}) as Record<string, { relationsWithOthers?: Record<string, number> }>
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for (const ally of Object.values(s.npcFamilies)) {
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if (!ally.allied) continue
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const rel = dyns[ally.id]?.relationsWithOthers?.[npc.id] ?? 0
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if (rel < -60) raidMult *= 2
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}
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if (s.year - last >= 2 && w.rng.chance(0.03 * raidMult)) {
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fire(w, `ev-raid-${npc.id}`)
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}
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}
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@@ -47,7 +57,10 @@ export function giftNpc(w: World, npcId: string, stones: number): boolean {
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if (stones <= 0 || fam.stones < stones) return false
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fam.stones -= stones
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const npc = w.state.npcFamilies[npcId]
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const gain = calcGiftGain(stones)
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let gain = calcGiftGain(stones)
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// 结盟亲善势:报之以加倍情面
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const stance = (w.state.worldSim?.npcDyn?.[npcId] as { stance?: string } | undefined)?.stance
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if (stance === 'ally') gain = Math.round(gain * 1.3)
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npc.relation = Math.min(100, npc.relation + gain)
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npc.power = Math.min(900, npc.power + gain * 0.4)
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// 回礼:盛情难却,或赠灵石或赠灵草
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@@ -89,6 +89,18 @@ export function normalizeGameState(state: GameState): GameState {
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state.worldSim.secretQi = state.worldSim.secretQi ?? {}
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state.worldSim.newsFeed = state.worldSim.newsFeed ?? []
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if (typeof state.worldSim.tide !== 'number') state.worldSim.tide = 0.5
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if (typeof state.worldSim.tideTicks !== 'number') state.worldSim.tideTicks = 0
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if (typeof state.worldSim.npcSuccessions !== 'number') state.worldSim.npcSuccessions = 0
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if (typeof state.worldSim.calamityLeft !== 'number') state.worldSim.calamityLeft = 0
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if (state.worldSim.era !== 'shengshi' && state.worldSim.era !== 'pingshi' && state.worldSim.era !== 'luanshi' && state.worldSim.era !== 'mofa') {
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state.worldSim.era = 'pingshi'
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state.worldSim.eraStartYear = 1
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}
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for (const dyn of Object.values(state.worldSim.npcDyn)) {
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if (dyn && typeof (dyn as { prosperity?: unknown }).prosperity !== 'number') {
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(dyn as { prosperity: number }).prosperity = 50
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}
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}
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}
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if (state.family.headId && !state.members[state.family.headId]) {
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const firstAlive = Object.values(state.members).find((c) => c.alive)
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@@ -451,11 +463,47 @@ export class World {
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// ==================== player actions ====================
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/** 盟友求援响应:捐灵石助其重整武备(power+15、关系+8) */
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assistAlly(npcId: string, cost = 200): boolean {
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const fam = this.state.family
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const ws = this.state.worldSim as { distress?: { id: string } } | undefined
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if (!ws?.distress || ws.distress.id !== npcId) return false
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if (fam.stones < cost) return false
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fam.stones -= cost
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const npc = this.state.npcFamilies[npcId]
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if (!npc) return false
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npc.power = Math.min(900, npc.power + 15)
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npc.relation = Math.min(100, npc.relation + 8)
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fam.reputation += 3
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ws.distress = undefined
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this.log('good', `驰援${npc.name}——敌锋既退,盟谊愈坚(声望+3)。`)
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this.chronicle('diplomacy', `助${npc.name}重整武备,同盟益固。`, undefined, true)
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return true
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}
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/** 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) */
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mediateNpcs(npcA: string, npcB: string, cost = 50): boolean {
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const fam = this.state.family
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const dyns = this.state.worldSim?.npcDyn as Record<string, { relationsWithOthers: Record<string, number> }> | undefined
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if (!dyns?.[npcA]?.relationsWithOthers || dyns[npcA].relationsWithOthers[npcB] === undefined) return false
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if (fam.stones < cost) return false
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fam.stones -= cost
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for (const [a, b] of [[npcA, npcB], [npcB, npcA]] as const) {
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const rel = dyns[a].relationsWithOthers[b]
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if (rel < -30) dyns[a].relationsWithOthers[b] = -25
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}
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fam.reputation += 2
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this.log('info', `调停${this.state.npcFamilies[npcA]?.name ?? npcA}与${this.state.npcFamilies[npcB]?.name ?? npcB}——干戈化玉帛,声望+2。`)
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return true
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}
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setAlliance(npcId: string, on: boolean): boolean {
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const npc = this.state.npcFamilies[npcId]
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if (!npc) return false
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if (on) {
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if (npc.relation < 40) return false
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const stA = (this.state.worldSim?.npcDyn?.[npcId] as { stance?: string } | undefined)?.stance
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const need = stA === 'ally' ? 30 : 40
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if (npc.relation < need) return false
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npc.allied = true
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npc.alliedSinceYear = this.state.year
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npc.power = Math.min(900, npc.power + 10)
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@@ -465,6 +513,19 @@ export class World {
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dyn.relationsWithOthers[npcId] = Math.max(-100, (dyn.relationsWithOthers[npcId] ?? 0) - 3)
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}
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}
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// 0.1.19 盟约连坐:其世仇恼我结盟,两邦关系走冷
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const dyn = (this.state.worldSim?.npcDyn as Record<string, { relationsWithOthers: Record<string, number> }> | undefined)?.[npcId]
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if (dyn) {
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for (const [oid, rel] of Object.entries(dyn.relationsWithOthers)) {
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if (rel < -50) {
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const foeNpc = this.state.npcFamilies[oid]
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if (foeNpc) {
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foeNpc.relation = Math.max(-100, foeNpc.relation - 20)
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this.log('info', `${foeNpc.name} 见我已与${npc.name}结盟,心怀芥蒂,关系-20。`)
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}
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}
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}
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}
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this.log('good', `与${npc.name}结成同盟——盟誓既立,互不犯边。`)
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this.chronicle('diplomacy', `本族与${npc.name}缔结同盟。`, undefined, true)
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return true
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@@ -1,6 +1,6 @@
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/** WorldSim —— 世界自进化引擎(game/engine/sim/WorldSim.ts) */
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import { World } from '../runtime/World'
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import { WorldSimState, NpcDynamics, WORLDSIM, ERA_CONF, ERA_DURA, CALAMITY_EFFECT, CALAMITY_FAMILY, CalamityName, POOL_BASE } from './worldsim-data'
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import { WorldSimState, NpcDynamics, WORLDSIM, ERA_CONF, ERA_DURA, makeWorldSimState, NpcStance, CALAMITY_EFFECT, CALAMITY_FAMILY, CalamityName, POOL_BASE } from './worldsim-data'
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import { pack } from '../../data/registry'
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import { ITEMS } from '../../data/items'
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import { npcById } from '../../data/npcs'
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@@ -196,6 +196,8 @@ function initSim(w: World): WorldSimState {
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for (const id of Object.keys(w.state.npcFamilies)) {
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s.npcDyn[id] = {
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prosperity: 50,
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stance: 'guardian',
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stanceSinceYear: 1,
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leaderName: '新任宗主',
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leaderRealmIdx: MAJOR_ORDER.indexOf(npcById(id).leaderRealm),
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leaderAge: 40 + w.rng.int(0, 29),
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@@ -209,18 +211,7 @@ function initSim(w: World): WorldSimState {
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}
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function empty(): WorldSimState {
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return {
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marketPool: { lingcao: 600, lingkuang: 300, beastcore: 80, 'pill-qiyuan': 90, 'pill-ningyuan': 40 },
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npcDyn: {},
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secretQi: {},
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tide: 0.5,
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tideDir: 1,
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tideTicks: 0,
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calamityYear: -99,
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newsFeed: [],
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lastNewsMonth: -99,
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npcSuccessions: 0
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}
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return { ...makeWorldSimState() }
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}
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/** A2+A3:世界常驻供给与需求(潮汐乘化)——池有了呼吸 */
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@@ -231,14 +222,25 @@ function worldBreath(w: World, s: WorldSimState): void {
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const supplySpan = Math.max(0.75, Math.min(1.35, span))
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const eraSupply = era.supplyMult
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const eraDemand = era.demandMult
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let overflow = false
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for (const id of MARKET_IDS) {
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const base = poolBase(id)
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const cur = s.marketPool[id] ?? base
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const supply = base * WORLDSIM.worldSupplyRate * supplySpan * eraSupply
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// 超卖潮:池过剩 > 1.8×base 时世界产能自发回调(谷贱伤农)
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const saturated = cur > base * 1.8
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if (saturated) overflow = true
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const supply = base * WORLDSIM.worldSupplyRate * supplySpan * eraSupply * (saturated ? 0.7 : 1)
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const demand = base * WORLDSIM.worldDemandRate * eraDemand
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s.marketPool[id] = clamp(cur + supply - demand, base * 0.12, base * WORLDSIM.tradeCeilPct)
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}
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void w
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// 超卖播报(年一次)——玩家能看到"别把市场玩崩"
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if (overflow && s.overfluxYear !== w.state.year) {
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s.overfluxYear = w.state.year
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s.newsFeed.push({
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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'
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})
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if (w.state.totalTicks > 12) w.log('bad', '【坊市】谷贱伤农,世界产能回调。')
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}
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}
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/** A4:NPC 按 def.sells/buys 与池交易——世界波动的背后有了玩家(NPC 化) */
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@@ -250,7 +252,9 @@ function npcTrade(w: World, s: WorldSimState, noise: number): void {
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const dyn = s.npcDyn[id] ?? initDynFor(id)
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s.npcDyn[id] = dyn
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const isCalamity = !!s.calamity
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const rate = WORLDSIM.npcTradeRate * (isCalamity ? 0.7 : 1)
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const stance2 = (dyn.stance ?? 'guardian') as string
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const tradeMult = stance2 === 'expand' ? 1.3 : stance2 === 'endure' ? 0.7 : 1
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const rate = WORLDSIM.npcTradeRate * (isCalamity ? 0.7 : 1) * tradeMult
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// 景气驱动(1-2):入不敷出则衰、仓廪常足则旺
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let prosperity = dyn.prosperity ?? 50
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// 卖:NPC 抛货 → 池增;有货自给,景气微涨
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@@ -336,6 +340,16 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
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const lifespan = MAJORS[curRealm].lifespan
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if (w.state.month === 1) {
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dyn.leaderAge++
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// 姿态评估(era>景气>power>relation)
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if (w.state.month === 1 && (w.state.year - (dyn.stanceSinceYear ?? 1)) >= 8) {
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const newStance = assessStance(w, id, dyn)
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if (newStance !== dyn.stance) {
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dyn.stance = newStance
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dyn.stanceSinceYear = w.state.year
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pushNews(w, s, [id])
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w.log('info', `【天下】${def.name} 态度一变——${STANCE_NAME[newStance]}。`)
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||||
}
|
||||
}
|
||||
// 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} 与 ${loser.name} 起衅——痛挫其锋,势力大动。`
|
||||
})
|
||||
w.log('info', `【天下】${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} 遭${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,
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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 {
|
||||
|
||||
@@ -210,7 +210,7 @@ export default function SettingsPanel() {
|
||||
· 「外交」与四邻结好联姻;仇雠之族隔岁来犯,打得赢名望大涨,打不赢蚀钱伤丁。<br />
|
||||
· 「史书」自动记述繁华与凋零——百年之后,后人翻开这一卷家族志,见代代薪火、历历雪泥。
|
||||
</div>
|
||||
<div className="dim2" style={{ marginTop: 8 }}>版本 0.1.18 · Chronicle of the Immortal Clan</div>
|
||||
<div className="dim2" style={{ marginTop: 8 }}>版本 0.1.19 · Chronicle of the Immortal Clan</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
|
||||
@@ -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> 盟友 <b>{w.state.npcFamilies[ws.distress.id].name}</b> 遣使求援:
|
||||
<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() }}
|
||||
>出资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', `${npc?.name ?? '盟友'} 见吾族坐视,失望而返。`)
|
||||
bump()
|
||||
}}
|
||||
>见死不救</button>
|
||||
</span>
|
||||
</div>
|
||||
)}
|
||||
{annals.length > 0 && (
|
||||
<div style={{ marginBottom: 10 }}>
|
||||
<h4 className="dim" style={{ margin: '4px 0 6px' }}>史官十年鉴</h4>
|
||||
@@ -155,6 +180,28 @@ export default function WorldPanel() {
|
||||
<div className="dim">宗主:{dyn?.leaderName ?? '未知'}({dyn ? MAJOR_NAMES[REALM_IDX[dyn.leaderRealmIdx] ?? 'qi'] : ''} · {dyn?.leaderAge ?? '?'}岁)</div>
|
||||
<div className="dim2" style={{ margin: '2px 0 6px' }}>{def.desc}</div>
|
||||
<div className="dim">新近之事:{dyn?.lastEvent ? `${dyn.lastEvent}(${dyn.lastEventYear ?? '?'}年)` : '暂无'}</div>
|
||||
<div style={{ marginTop: 4 }}>
|
||||
<div className="dim2" style={{ marginBottom: 3 }}>恩怨网(此家眼中各家)</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() }}
|
||||
>调停</button>
|
||||
)}
|
||||
</span>
|
||||
</div>
|
||||
) : null
|
||||
})}
|
||||
</div>
|
||||
{npc.alliedSinceYear && <div className="dim">同盟自 {npc.alliedSinceYear} 年</div>}
|
||||
<div style={{ marginTop: 6, display: 'flex', gap: 6 }}>
|
||||
<button
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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}年${e.month}月 ${e.text}`, year: e.year, month: e.month })
|
||||
|
||||
Reference in New Issue
Block a user