v0.1.6: 时轮与造化(GameClock/RngHub/时节/年轴/保护)
- 统一时轮 GameClock:七 phase 注册制(production/aging/cultivation/missions/ events/diplomacy/epilogue) + 年首三钩子(婚配→岁贡→族簿);advanceMonth 化作薄壳; 新增系统只注册不改本体;alive 守卫、随机序、族簿时序均与重构前逐一等价 - 金钟罩:3 枚 seed × 560 月指纹常驻(重构前后已验证同哈希;时节属有意变更后重固化) - 统一随机 RngHub:开局播种(crypto UV)、音效白噪独立流、引擎 rng 带 nextCount 审计; 全工程拔除逻辑侧 Math.random - 时节系统:春夏秋冬乘子(春田+10%/夏修+5%/秋市+5%/冬闭+8%)入生产与修炼 - 崩溃保护:advance 异常自动存『出险前』档 + 停速提示回档 - 性能预算:dev-only 单 tick>60ms 报最慢 phase - 横轴年表:十年一格大事/生殇聚合 + 春秋原年轴视图 - 测试 197→225(时钟/收集器/四季/年轴/效果全矩阵/死局链/残留防御)
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character, BattleLog } from '../../types/domain'
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import { basePower, describeRealm } from '../../data/realms'
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import { ARTIFACT_POWER } from '../../data/items'
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character } from '../../types/domain'
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import { ROOT_GRADES } from '../../data/elements'
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import { masteryRateOfMajor } from '../../data/pacing'
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@@ -10,6 +10,7 @@ import { traitBonuses } from '../pcgen'
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import { newCharacter } from '../pcgen'
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import { MALE_GIVEN, FEMALE_GIVEN } from '../../core/names'
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import { ASPIRATION_IDS } from '../../data/aspirations'
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import { seasonMod } from '../../data/season'
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import { needsTribulation, tribulationEventId } from './tribulation'
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export function monthlyRate(w: World, c: Character): number {
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@@ -26,6 +27,7 @@ export function monthlyRate(w: World, c: Character): number {
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const buildings = st.family.buildings
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const juling = buildings['juling'] ?? 0
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rate *= 1 + juling * 0.05
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rate *= 1 + seasonMod(st.month, 'cult')
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rate *= 1 + w.postBonus('expAll')
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if (st.family.flag['fengFeiBless']) rate *= 1.05
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if (c.traits.includes('fengxian')) rate *= 1.3
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@@ -34,7 +36,7 @@ export function monthlyRate(w: World, c: Character): number {
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if (fitBonusOf(c).cult) rate *= 1.06
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if (c.state === 'meditation') {
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rate *= 1.35
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rate *= 1 + w.postBonus('meditation')
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rate *= 1 + w.postBonus('meditation') + seasonMod(st.month, 'meditation')
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const dongfu = buildings['dongfu'] ?? 0
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rate *= 1 + dongfu * 0.08
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} else if (c.state === 'expedition') {
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { npcById } from '../../data/npcs'
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import { findEvent, fire } from './events'
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character } from '../../types/domain'
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import { Cond, EffectDef, EventDef, EVENTS, MemberEffect } from '../../data/events'
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import { MAJOR_ORDER } from '../../data/realms'
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@@ -348,7 +348,7 @@ export function rankPower(w: World, c: Character): number {
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return order.indexOf(c.realm.major) * 10 + c.realm.minor
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}
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function applyEffect(w: World, eff: EffectDef, squad?: string[]): void {
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export function applyEffect(w: World, eff: EffectDef, squad?: string[]): void {
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const s = w.state
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const fam = s.family
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { MAJORS } from '../../data/realms'
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import { calcLifespan } from '../pcgen'
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character } from '../../types/domain'
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import { produceOffspring } from './cultivation'
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import { yearGrowth } from './diplomacy'
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { MissionState } from '../../types/domain'
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import { missionById, MissionDef, ENEMIES } from '../../data/secrets'
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import { resolveEncounter, rollWarbooty } from './combat'
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@@ -1,5 +1,6 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { aspirationById } from '../../data/aspirations'
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import { seasonMod } from '../../data/season'
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export function productionTick(w: World): void {
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const fam = w.state.family
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@@ -15,8 +16,9 @@ export function productionTick(w: World): void {
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const fielders = w.aliveMembers().filter((c) => aspirationById(c.aspiration)?.effect.type === 'field').length
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const merchants = w.aliveMembers().filter((c) => aspirationById(c.aspiration)?.effect.type === 'market').length
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const springMod = seasonMod(w.state.month, 'field')
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if (lingtian > 0) {
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const v = Math.round(10 * lingtian * (1 + fielders * 0.05))
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const v = Math.round(10 * lingtian * (1 + fielders * 0.05 + springMod))
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inv.lingcao = (inv.lingcao ?? 0) + v
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parts.push(`灵田+${v}灵草`)
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}
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@@ -34,8 +36,9 @@ export function productionTick(w: World): void {
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inv.lingkuang = (inv.lingkuang ?? 0) + v
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parts.push(`灵矿+${v}灵矿`)
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}
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const autumnMod = seasonMod(w.state.month, 'market')
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if (fangshi > 0) {
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const v = Math.round(55 * fangshi * (1 + w.postBonus('marketIncome') + merchants * 0.03))
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const v = Math.round(55 * fangshi * (1 + w.postBonus('marketIncome') + merchants * 0.03 + autumnMod))
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fam.stones += v
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parts.push(`坊市+${v}灵石`)
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}
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character } from '../../types/domain'
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import { ENEMIES, EnemyDef } from '../../data/secrets'
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import { resolveEncounter } from './combat'
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@@ -1,4 +1,4 @@
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import { World } from '../world'
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import type { World } from '../world'
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import { Character } from '../../types/domain'
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import { nextRealm, MAJOR_ORDER, realmDeathChance, describeRealm } from '../../data/realms'
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