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)
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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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