v0.1.17: 天下为市——世界真炉膛(市场实体化+NPC博弈+灾年持续)
【A 市场实体化(真库存循环)】 - 世界呼吸:池月供给 × 潮汐span - 常驻需求(worldSupplyRate 2% vs worldDemandRate 1.5%) - NPC 上桌:def.sells/buys 逐月入池出池——池浅采不到→power-15%,池深抛货→市场暖意 - 玩家交易回写:buy 浅池价涨/sell 盈池价跌(tradeSettle 0.35 份额粒度);池深<35% 断供拒单(12% 是枯井) - marketPrice 统一走 marketMultFor;本地 POOL_BASE/TECH 复刻清除(worldsim-data 单源) 【B 世界格局博弈】 - 战争伤骨:劫掠胜负回写 power(败-18%/胜+6%)+ dead 字段 raidCount/warCooldownYear 启用 - 社交回响:赠礼回礼(30% 灵石/30% 灵草)+ power 微涨;联姻/和约/结盟皆涨 power - NPC 关系网:relationsWithOthers 填实(同风格亲30~55/异风格隙-35~15)+ 年首±5 漂移;世仇<-50 年首互攻(败方-18%) - 灾年共苦:灾年 NPC 贸易 ×0.7;tide 对供给 ±0.3 弹性 - 灾年持续 6 月渐退;灾起/灾散快讯(kind 标记) 【UI】 - 天下面板:池深百分比(含断供阈值 tooltip)/本族天下排位/灾年余月 - 快讯响应化:行情见顶抛售5/见底吃进5/灾年救济(50灵石→关系8) - MarketPanel 法帖价格改 techniquePrice()(硬编码清除) 【测试】994 全绿(38 套件,新增世界炉膛 8 例);金钟罩 0.1.17 基线固化
This commit is contained in:
@@ -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: '0.1.16',
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version: '0.1.17',
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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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@@ -190,9 +190,16 @@ export function resolveRaid(
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if (res.win) {
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npc.relation = Math.min(60, npc.relation + 25)
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w.state.family.reputation += 6
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// B5:战争伤骨——败方 power 重挫,次年不再来犯(warCooldownYear/raidCount 启用)
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npc.power = Math.max(40, Math.round(npc.power * 0.82))
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npc.raidCount = (npc.raidCount ?? 0) + 1
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npc.warCooldownYear = w.state.year
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w.chronicle('battle', `击退${npc.name}的犯境,家族声威大振。`, undefined, true)
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} else if (!res.draw) {
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npc.relation = Math.max(-100, npc.relation - 15)
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npc.raidCount = (npc.raidCount ?? 0) + 1
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npc.warCooldownYear = w.state.year
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npc.power = Math.min(900, Math.round(npc.power * 1.06))
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const st = w.state.family.stones
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const lostFew = Math.min(st, Math.round(st * 0.25))
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w.state.family.stones -= lostFew
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@@ -49,6 +49,17 @@ export function giftNpc(w: World, npcId: string, stones: number): boolean {
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const npc = w.state.npcFamilies[npcId]
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const gain = calcGiftGain(stones)
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npc.relation = Math.min(100, npc.relation + gain)
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npc.power = Math.min(900, npc.power + gain * 0.4)
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// 回礼:盛情难却,或赠灵石或赠灵草
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if (w.rng.chance(0.3)) {
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const back = Math.round(gain * 1.5)
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w.state.family.stones += back
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w.log('info', `${npc.name} 回赠灵石${back},来而往之。`)
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} else if (w.rng.chance(0.3)) {
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const back = 2 + w.rng.int(0, 3)
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w.state.family.inventory['lingcao'] = (w.state.family.inventory['lingcao'] ?? 0) + back
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w.log('info', `${npc.name} 回赠灵草${back}株。`)
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}
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w.log('info', `厚礼送往${npc.name},两家关系 +${gain}。`)
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return true
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}
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@@ -59,6 +70,7 @@ export function makePeace(w: World, npcId: string): boolean {
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if (fam.stones < 200) return false
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fam.stones -= 200
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npc.relation = Math.max(npc.relation + 35, 30)
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npc.power = Math.min(900, npc.power + 5)
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w.chronicle('diplomacy', `${npc.name}立下和约,两家罢兵互市。`, undefined, true)
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w.log('good', `与${npc.name}言和。`)
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return true
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@@ -454,6 +454,7 @@ export class World {
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if (npc.relation < 40) return false
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npc.allied = true
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npc.alliedSinceYear = this.state.year
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npc.power = Math.min(900, npc.power + 10)
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this.log('good', `与${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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@@ -11,14 +11,8 @@ export function marketPrice(w: World, itemId: string): number {
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const fam = w.state.family
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const mult = typeof fam.flag['priceMult'] === 'number' ? (fam.flag['priceMult'] as number) : 1
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const mood = fam.reputation >= 40 ? 1.06 : fam.reputation >= 20 ? 1.02 : 0.98
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// 世界行情乘子(缺省 1)
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let simMult = 1
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if (w.state.worldSim?.marketPool) {
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const pool = w.state.worldSim.marketPool[itemId] as number | undefined
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const basePool = POOL_BASE[itemId] ?? 100
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const r = (pool ?? basePool) / basePool
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simMult = Math.max(0.55, Math.min(2.3, r))
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}
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// 世界行情乘子(唯一读口:worldSim.marketMultFor;无 sim 时 1)
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const simMult = w.state.worldSim ? new WorldSim(w).marketMultFor(itemId) : 1
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// 利己(priceMult)与信誉修正
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const sellers = w.aliveMembers().filter((c) => traitBonuses(c).priceMult > 0).length
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const liarPct = Math.min(0.2, sellers * 0.04)
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@@ -28,10 +22,14 @@ export function marketPrice(w: World, itemId: string): number {
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export function buyItem(w: World, itemId: string, count: number): boolean {
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const fam = w.state.family
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if (!pack().items[itemId]) return false
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const sim = w.state.worldSim ? new WorldSim(w) : null
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// 断供告急:池深低于下限时拒单(零库存市场无货可买;世界生产与 NPC 供给会回填)
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if (sim && sim.poolDepthOf(itemId) < WORLDSIM.tradeFloorPct && w.state.totalTicks > 12) return false
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const total = marketPrice(w, itemId) * count
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if (total > fam.stones) return false
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fam.stones -= total
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fam.inventory[itemId] = (fam.inventory[itemId] ?? 0) + count
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sim?.tradeSettle(itemId, -count)
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return true
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}
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@@ -42,6 +40,7 @@ export function sellItem(w: World, itemId: string, count: number): boolean {
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if (have < count) return false
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fam.inventory[itemId] = have - count
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fam.stones += marketPrice(w, itemId) * count
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if (w.state.worldSim) new WorldSim(w).tradeSettle(itemId, count)
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return true
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}
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@@ -59,8 +58,7 @@ export function techniquePrice(techId: string): number {
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}
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import { TECHNIQUES } from '../../data/techniques'
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const POOL_BASE: Record<string, number> = { lingcao: 600, lingkuang: 300, beastcore: 80, 'pill-qiyuan': 90, 'pill-ningyuan': 40 }
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import { WORLDSIM } from './worldsim-data'
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const TECHNIQUE_GRADE_PRICE: Record<number, number> = { 1: 120, 2: 300, 3: 700, 4: 1600 }
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const TECH_GRADE_BASE: Record<string, number> = Object.fromEntries(
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@@ -37,13 +37,16 @@ export class WorldSim {
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s.secretQi[key] = clamp(s.secretQi[key] + (s.tide > 0.85 ? 5 : 2) - (s.secretQi[key] > 70 ? 2 : 0), 0, 100)
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}
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// ---- D. 灾变年签(每年首月一掷) ----
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// ---- D. 灾年(年签一掷 + 持续渐退;B12) ----
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// 剩数递减
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if ((s.calamityLeft ?? 0) > 0) s.calamityLeft = (s.calamityLeft ?? 0) - 1
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if (this.w.state.month === 1 && rng.chance(WORLDSIM.calamityChance)) {
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const cl = rng.pick([...WORLDSIM.calamities])
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s.calamity = cl
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s.calamityYear = this.w.state.year
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s.calamityLeft = WORLDSIM.calamityMonths
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applyCalamityToMarket(s, cl as CalamityName)
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this.w.log('bad', `【天下灾年】${cl}——灵植减产,市价将行。`)
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this.w.log('bad', `【天下灾年】${cl}——灵植减产,市价将行(约半年风雨)。`)
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// B7 灾年落家族(一次性体感效果)
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if (cl === '疫病') {
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for (const c of this.w.aliveMembers()) {
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@@ -60,14 +63,23 @@ export class WorldSim {
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inv(this.w)['beastcore'] = (inv(this.w)['beastcore'] ?? 0) + 2
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this.w.log('bad', `兽潮涌至,坊市稍有折损;猎得兽核数枚。`)
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}
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} else {
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}
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// 灾年到期散去
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if (s.calamity && (s.calamityLeft ?? 0) <= 0) {
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s.calamity = undefined
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s.newsFeed.push({
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year: this.w.state.year, month: this.w.state.month, src: '天道',
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text: `灾云散尽,灵气复清,天下重归平宁。`, kind: 'calamity'
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})
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this.w.log('info', `【天下】灾云散尽,灵气复清。`)
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}
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// ---- A. 资源循环市场(库存自然流向 + 再平衡 + 价格信号) ----
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driftMarket(s, rng.next())
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// ---- A. 资源循环市场(世界供给/需求 + NPC 上桌 + 再平衡) ----
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worldBreath(this.w, s) // A2+A3:常驻供给与需求(潮汐乘化)
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npcTrade(this.w, s, rng.next()) // A4:NPC 按 sells/buys 与池交易
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driftMarket(s, rng.next()) // 波动项(保留噪声弹性)
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// ---- B. NPC 演化(聚合模拟) ----
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// ---- B. NPC 演化(换代 + 关系网 + 互攻;B7) ----
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evolveNpc(this.w, s, rng.next())
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// ---- E. 天下快讯(节流) ----
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@@ -97,14 +109,30 @@ export class WorldSim {
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return this.s().tide
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}
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/** 当前市场行情(价格乘子,反馈到 Market) */
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/** 当前市场行情(价格乘子,Market 唯一读口) */
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marketMultFor(id: string): number {
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const s = this.s()
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const pool = s.marketPool[id] ?? 50
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const pool = s.marketPool[id] ?? 60
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const base = poolBase(id)
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return clamp(pool / base, WORLDSIM.priceFloor, WORLDSIM.priceCeil)
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}
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/** 玩家交易回写池:买 -delta / 卖 +delta(单件约 0.35 池份额波动) */
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tradeSettle(resKey: string, delta: number): void {
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const s = this.s()
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const base = poolBase(resKey)
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const cur = s.marketPool[resKey] ?? base
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const impact = delta * 0.35
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s.marketPool[resKey] = clamp(cur + impact, base * 0.12, base * WORLDSIM.tradeCeilPct)
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}
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/** 池深比率(0.12~2.4):断供告急时 < tradeFloorPct */
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poolDepthOf(resKey: string): number {
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const s = this.s()
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const base = poolBase(resKey)
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return (s.marketPool[resKey] ?? base) / base
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}
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news(): WorldSimState['newsFeed'] {
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return this.s().newsFeed
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}
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@@ -149,6 +177,52 @@ function empty(): WorldSimState {
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}
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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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function worldBreath(w: World, s: WorldSimState): void {
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const tide = s.tide
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const span = 1 - (tide - 1) * WORLDSIM.tideSupplySpan
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const supplySpan = Math.max(0.75, Math.min(1.35, span))
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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
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const demand = base * WORLDSIM.worldDemandRate
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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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}
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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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function npcTrade(w: World, s: WorldSimState, noise: number): void {
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let n = noise
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for (const [id, npc] of Object.entries(w.state.npcFamilies)) {
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const per = n; n += 0.31
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const def = npcById(id)
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const isCalamity = !!s.calamity
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const rate = WORLDSIM.npcTradeRate * (isCalamity ? 0.7 : 1)
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// 卖:NPC 抛货 → 池增(量小到可忽略贸易盈亏,只表潮流)
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for (const itemId of def.sells ?? []) {
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if (!MARKET_IDS.includes(itemId)) continue
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const base = poolBase(itemId)
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const vol = base * rate * (0.6 + (per % 1) * 0.8)
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s.marketPool[itemId] = clamp((s.marketPool[itemId] ?? base) + vol, base * 0.12, base * WORLDSIM.tradeCeilPct)
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}
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// 买:NPC 采购 → 池减;池太浅采不到 → NPC 繁荣受挫(power 微跌)
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for (const itemId of def.buys ?? []) {
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if (!MARKET_IDS.includes(itemId)) continue
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const base = poolBase(itemId)
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const cur = s.marketPool[itemId] ?? base
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const vol = base * rate * (0.6 + ((per * 7) % 1) * 0.8)
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if (cur - vol < base * 0.12) {
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npc.power = Math.max(40, Math.round(npc.power * 0.985))
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} else {
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s.marketPool[itemId] = cur - vol
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npc.power = Math.min(900, npc.power + 0.5)
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}
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}
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}
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}
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function driftMarket(s: WorldSimState, noise: number): void {
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let n = noise
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for (const id of MARKET_IDS) {
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@@ -181,14 +255,33 @@ function poolBase(id: string): number {
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function evolveNpc(w: World, s: WorldSimState, noise: number): void {
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void noise
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const year = w.state.year
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const ids = Object.keys(w.state.npcFamilies)
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for (const [id, npc] of Object.entries(w.state.npcFamilies)) {
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const dyn = s.npcDyn[id] ?? initDynFor(id)
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s.npcDyn[id] = dyn
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if (!dyn.relationsWithOthers || Object.keys(dyn.relationsWithOthers).length === 0) {
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// 关系网初始化:同风格亲近(剑修→剑修 +30~55),异风格事仇(-35~+15)
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const mine = npcById(id)
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for (const oid of ids) {
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if (oid === id) continue
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const other = npcById(oid)
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const sameStyle = mine.style === other.style
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dyn.relationsWithOthers[oid] = sameStyle
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? 30 + w.rng.int(0, 25)
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: -35 + w.rng.int(0, 50)
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}
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}
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const def = npcById(id)
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const curRealm = MAJOR_ORDER[dyn.leaderRealmIdx] ?? def.leaderRealm
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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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// 关系漂移:年首各 ±5(邻近的讲合、世仇的愈深)
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for (const oid of ids) {
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if (oid === id) continue
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const cur = dyn.relationsWithOthers[oid] ?? 0
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dyn.relationsWithOthers[oid] = clamp(cur + (w.rng.chance(0.5) ? 1 : -1) * 5, -100, 100)
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}
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// 换代评估:寿终阈值 或 年首小概率(退隐/遇害)——约 50 年一代
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const chanceNow = dyn.leaderAge > lifespan * 0.9 ? 0.5 : 0.02
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if (w.rng.chance(chanceNow) && !w.rng.chance(0.25)) {
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@@ -202,8 +295,26 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void {
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pushNews(w, s, [id])
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w.log('info', `【天下】${def.name} 更易宗主,气象一新。`)
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}
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// B7 互攻:与世仇(关系<-50)年首相搏——败方伤筋动骨
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for (const oid of ids) {
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if (oid === id) continue
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const foe = w.state.npcFamilies[oid]
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if (!foe) continue
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const rel = dyn.relationsWithOthers[oid] ?? 0
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if (rel < -50 && w.rng.chance(WORLDSIM.npcEventChance)) {
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const winner = w.rng.chance(0.5) ? npc : foe
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const loser = winner === npc ? foe : npc
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winner.power = Math.min(900, Math.round(winner.power * 1.06))
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loser.power = Math.max(40, Math.round(loser.power * 0.82))
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s.newsFeed.push({
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year, month: 1, src: winner.name,
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text: `${winner.name} 与 ${loser.name} 起衅——痛挫其锋,势力大动。`
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})
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w.log('info', `【天下】${winner.name} 击破 ${loser.name},气象一新。`)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
void npc
|
||||
}
|
||||
}
|
||||
|
||||
@@ -224,7 +335,7 @@ function pushNews(w: World, s: WorldSimState, about: string[]): void {
|
||||
const idx = rng.int(0, about.length - 1)
|
||||
const id = about[idx]
|
||||
const tide = s.tide > 1.0 ? '灵潮上涨' : s.tide < 0.75 ? '灵潮回落' : '汐平'
|
||||
let row: { year: number; month: number; src: string; text: string }
|
||||
let row: { year: number; month: number; src: string; text: string; itemId?: string; kind?: 'quote' | 'npc' | 'calamity' }
|
||||
if (id.startsWith('n-')) {
|
||||
const def = npcById(id)
|
||||
const dyn = s.npcDyn[id]
|
||||
@@ -232,7 +343,8 @@ function pushNews(w: World, s: WorldSimState, about: string[]): void {
|
||||
year: w.state.year,
|
||||
month: w.state.month,
|
||||
src: def.name,
|
||||
text: dyn ? `灵潮气象:${dyn.leaderName} 宗主更替,势力重排。` : `${def.name} 世务新张。`
|
||||
text: dyn ? `灵潮气象:${dyn.leaderName} 宗主更替,势力重排。` : `${def.name} 世务新张。`,
|
||||
kind: 'npc'
|
||||
}
|
||||
} else {
|
||||
const pool = clamp(s.marketPool[id] ?? poolBase(id), POOL_BASE[id] * 0.5, POOL_BASE[id] * 1.8)
|
||||
@@ -243,7 +355,9 @@ function pushNews(w: World, s: WorldSimState, about: string[]): void {
|
||||
year: w.state.year,
|
||||
month: w.state.month,
|
||||
src: `世界·${itemName}`,
|
||||
text: pct !== 0 ? `${itemName}行情${pct > 0 ? '升' : '降'}${Math.abs(pct)}% (${tide})` : `${itemName}行情平稳 (${tide})`
|
||||
text: pct !== 0 ? `${itemName}行情${pct > 0 ? '升' : '降'}${Math.abs(pct)}% (${tide})` : `${itemName}行情平稳 (${tide})`,
|
||||
itemId: id,
|
||||
kind: 'quote'
|
||||
}
|
||||
}
|
||||
s.newsFeed.push(row)
|
||||
|
||||
@@ -25,11 +25,13 @@ export interface WorldSimState {
|
||||
tide: number
|
||||
tideDir: 1 | -1
|
||||
tideTicks: number
|
||||
/** 灾年(当年灾因 id) */
|
||||
/** 灾年(当前灾因 id;持续 calamityMonths 个月) */
|
||||
calamity?: string
|
||||
calamityYear: number
|
||||
/** 天下快讯(滚动 N=120) */
|
||||
newsFeed: { year: number; month: number; src: string; text: string }[]
|
||||
/** 灾年剩余月数(递减,归 0 时散去) */
|
||||
calamityLeft?: number
|
||||
/** 天下快讯(滚动 N=120;itemId/kind 供 UI 响应按钮与区分) */
|
||||
newsFeed: { year: number; month: number; src: string; text: string; itemId?: string; kind?: 'quote' | 'npc' | 'calamity' }[]
|
||||
lastNewsMonth: number
|
||||
/** NPC 换代计数 */
|
||||
npcSuccessions: number
|
||||
@@ -44,6 +46,7 @@ export function makeWorldSimState(): WorldSimState {
|
||||
tideDir: 1,
|
||||
tideTicks: 0,
|
||||
calamityYear: -99,
|
||||
calamityLeft: 0,
|
||||
newsFeed: [],
|
||||
lastNewsMonth: -99,
|
||||
npcSuccessions: 0
|
||||
@@ -65,14 +68,26 @@ export const WORLDSIM = {
|
||||
marketRebalance: 0.1,
|
||||
priceFloor: 0.55,
|
||||
priceCeil: 2.3,
|
||||
// —— 0.1.17 真库存循环 ——
|
||||
worldSupplyRate: 0.02, // 世界侧月供给(base 比例;潮涨时 ×1.3)
|
||||
worldDemandRate: 0.015, // 世界侧月需求(坊市/宗门常驻消耗)
|
||||
npcTradeRate: 0.008, // 每 NPC 月贸易量(base 比例;上桌食量)
|
||||
tradeFloorPct: 0.35, // 池低于此比例时玩家买入拒单(断供告急)
|
||||
tradeCeilPct: 2.4, // 池上限(玩家大量卖出后价格封顶)
|
||||
tideSupplySpan: 0.3, // 潮汐对供给的浮动幅度(tide±0.35 时 ×(1∓0.3))
|
||||
// —— 灾年持续 ——
|
||||
calamityMonths: 6, // 灾年效果持续月数(结束月报“灾云散尽”)
|
||||
// —— 潮汐/秘境 ——
|
||||
tideCycle: 72, // 月周期(6年)
|
||||
tideMin: 0.65,
|
||||
tideMax: 1.35,
|
||||
secretRecover: 4,
|
||||
secretConsume: 0,
|
||||
secretRecover: 2, // 灵气月恢复(潮高 ×2.5 → 用 secretRecoverHi)
|
||||
secretRecoverHi: 5,
|
||||
secretConsume: 6, // 每次探索消耗(missions 默认)
|
||||
// —— 天下事件 ——
|
||||
calamityChance: 0.18,
|
||||
calamities: ['旱灾', '涝灾', '蝗灾', '疫病', '兽潮', '寒潮'] as const,
|
||||
npcEventChance: 0.05,
|
||||
npcEventChance: 0.05, // NPC 互攻年首诗签概率
|
||||
newsEvery: 24, // 月
|
||||
newsKeep: 120
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user