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
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@@ -82,7 +82,7 @@ describe('审计回归:P0 修复固化', () => {
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})
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it('防御性修补后金钟罩不变(行为等价确认)', () => {
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('9531969e')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('aeefac96')
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('c923fdd1')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('5edde2cd')
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})
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})
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+5
-4
@@ -7,11 +7,12 @@ import { World } from '../src/renderer/game/engine/runtime/World'
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* 任何改动(重构日程/调平衡/加系统)若改变了确定性序列或结果,此测试立刻报红。
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* 更新规则:仅当**有意**变更序列逻辑时,三枚 seed 指纹同版更新并注明原因。
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*/
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// 0.1.16 资源闭环基线:修为耗草/炼丹概率化/铸器/灵脉折算/NPC战力/灾变落效/渡劫药力/结盟后固化。
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// 0.1.17 世界真炉膛基线:市场实体化(供给/需求呼吸+NPC上桌+玩家买卖回写)
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// + NPC博弈(互攻/关系网/战争伤骨)+ 灾年持续化后固化。
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const GOLDEN: Record<string, Record<number, string>> = {
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'bell-seed-1': { 560: '9531969e', 1200: 'cdd70056', 2160: '7e33a89d' },
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'bell-seed-2': { 560: 'f2ecc3e1', 1200: 'dab62832', 2160: '03c02233' },
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'bell-seed-3': { 560: 'aeefac96', 1200: '9eda1d0f', 2160: 'b3bcf822' }
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'bell-seed-1': { 560: 'c923fdd1', 1200: '2cb58265', 2160: 'a367ba40' },
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'bell-seed-2': { 560: 'e98eb9fa', 1200: '3dd495e9', 2160: '17a588c2' },
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'bell-seed-3': { 560: '5edde2cd', 1200: '476512f7', 2160: 'bc2d55d8' }
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}
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const TIERS = [
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@@ -162,7 +162,7 @@ describe('GameFacade 门面', () => {
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const f = new GameFacade(w, 1)
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const info = f.about()
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expect(info.title).toBe('仙途家族志')
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expect(info.version).toContain('0.1.16')
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expect(info.version).toContain('0.1.17')
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expect(info.modules).toBeGreaterThanOrEqual(11)
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expect(info.systems).toBeGreaterThan(0)
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expect(info.plugins).toBeGreaterThanOrEqual(3)
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@@ -170,7 +170,7 @@ describe('GameFacade 门面', () => {
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it('默认配置金钟罩不受门面化影响', () => {
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PACK.reset()
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('9531969e')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('aeefac96')
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('c923fdd1')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('5edde2cd')
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})
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})
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@@ -105,7 +105,9 @@ describe('diplomacy 外交', () => {
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const before = npc.relation
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expect(giftNpc(w, npc.id, 120)).toBe(true)
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expect(npc.relation).toBe(100)
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expect(w.state.family.stones).toBe(800 - 120)
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// 0.1.17 回礼机制:30% 概率回灵石(≤+15)、30% 概率回灵草(不破灵石断言)
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expect(w.state.family.stones).toBeGreaterThanOrEqual(800 - 120)
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expect(w.state.family.stones).toBeLessThanOrEqual(800 - 120 + 15)
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})
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it('赠礼不足预算时拒绝且分文不动', () => {
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@@ -80,9 +80,9 @@ describe('PluginCore 插件协议', () => {
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})
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it('默认管线金钟罩不受插件层影响', () => {
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('9531969e')
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expect(stateFingerprint(longRun('bell-seed-2').state)).toBe('f2ecc3e1')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('aeefac96')
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expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('c923fdd1')
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expect(stateFingerprint(longRun('bell-seed-2').state)).toBe('e98eb9fa')
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expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('5edde2cd')
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})
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it('facade 插件查询与 about.plugins', () => {
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@@ -0,0 +1,107 @@
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import { describe, expect, it } from 'vitest'
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import { World } from '../src/renderer/game/engine/runtime/World'
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import { WorldSim } from '../src/renderer/game/engine/sim/WorldSim'
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import { buyItem, sellItem, marketPrice, buyTechnique, techniquePrice } from '../src/renderer/game/engine/sim/Market'
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import { resolveRaid } from '../src/renderer/game/engine/runtime/Systems/combat'
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import { POOL_BASE } from '../src/renderer/game/engine/sim/worldsim-data'
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function worldWithSim(seed: string): World {
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const w = World.create({ seed, surname: '万', familyName: '万家', motto: 'm', difficulty: 'normal' })
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w.advanceMonth()
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w.state.totalTicks = 60
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return w
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}
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describe('0.1.17 世界真炉膛', () => {
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it('买卖回写池:买浅卖盈,断供拒单', () => {
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const w = worldWithSim('w1')
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const sim = new WorldSim(w)
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const p0 = sim.marketMultFor('lingcao')
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expect(buyItem(w, 'lingcao', 5)).toBe(true)
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const p1 = sim.marketMultFor('lingcao')
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expect(p1).toBeLessThan(p0) // 买浅 → 价涨
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expect(sellItem(w, 'lingcao', 5)).toBe(true)
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const p2 = sim.marketMultFor('lingcao')
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expect(p2).toBeGreaterThan(p1) // 卖盈 → 价跌回来
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// 断供:池压平后拒单
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const ws = w.state.worldSim as { marketPool: Record<string, number> }
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ws.marketPool['lingcao'] = POOL_BASE.lingcao * 0.3
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const before = w.state.family.inventory['lingcao'] ?? 0
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expect(buyItem(w, 'lingcao', 1)).toBe(false)
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expect(w.state.family.inventory['lingcao'] ?? 0).toBe(before)
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})
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it('市场呼吸有界:长跑 600 月池不枯竭亦不冲顶', () => {
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const w = World.create({ seed: 'w2', surname: '安', familyName: '安家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < 600; i++) w.advanceMonth()
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const ws = w.state.worldSim as { marketPool: Record<string, number> }
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for (const id of Object.keys(POOL_BASE)) {
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expect(ws.marketPool[id]).toBeGreaterThan(POOL_BASE[id] * 0.1)
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expect(ws.marketPool[id]).toBeLessThanOrEqual(POOL_BASE[id] * 2.5)
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}
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})
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it('NPC 上桌:长期活跃于池(需料者逢底而购)', () => {
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const w = World.create({ seed: 'w3', surname: '风', familyName: '风家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < 240; i++) w.advanceMonth()
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const ws = w.state.worldSim as { marketPool: Record<string, number> }
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const beast = ws.marketPool['beastcore']
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expect(beast).toBeGreaterThan(POOL_BASE.beastcore * 0.12)
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expect(beast).toBeLessThan(POOL_BASE.beastcore * 2.4)
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})
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it('劫掠胜利:NPC 伤筋动骨(power-18%、raidCount/warCooldownYear 写值)', () => {
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const w = worldWithSim('w4')
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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const npc = w.state.npcFamilies[npcId]
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npc.power = 200
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const team = [w.state.members['x1']!, w.state.members['x2']!, w.state.members['x3']!, w.state.members['x4']!]
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for (const c of team) {
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c.realm = { major: 'spirit', minor: 0 }
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c.health = 100
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}
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const res = resolveRaid(w, npcId, team)
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expect(res.win).toBe(true)
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expect(npc.power).toBeLessThan(200)
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expect(npc.raidCount).toBeGreaterThan(0)
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expect(npc.warCooldownYear).toBe(w.state.year)
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})
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it('灾年持续 6 月并散去(B12)', () => {
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const w = worldWithSim('w5')
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w.state.month = 1
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void w
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const ws = w.state.worldSim as { calamity?: string; calamityLeft?: number }
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// 强制触发:首月+高概率 seed 抽——健壮断言:任何时刻 calamityLeft ∈ [0,6]
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for (let i = 0; i < 24; i++) {
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w.advanceMonth()
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const left = ws.calamityLeft ?? 0
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expect(left).toBeLessThanOrEqual(6)
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if (ws.calamity) expect(left).toBeGreaterThan(0)
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}
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})
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it('NPC 关系网填充:同风格亲近、异风格有隙,且年首漂移', () => {
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const w = worldWithSim('w6')
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const dyn = (w.state.worldSim as { npcDyn: Record<string, { relationsWithOthers: Record<string, number> }> }).npcDyn
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const xuan = dyn['n-xuanying']?.relationsWithOthers ?? {}
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expect(Object.keys(xuan).length).toBeGreaterThanOrEqual(3)
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const after = (w.state.worldSim as { npcDyn: Record<string, { relationsWithOthers: Record<string, number> }> }).npcDyn
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// 长跑后关系网仍存在(不丢)
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expect(Object.keys(after['n-xuanying']?.relationsWithOthers ?? {}).length).toBeGreaterThanOrEqual(3)
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})
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it('功法价格与 techniquePrice 一致(面板引用安全)', () => {
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const w = worldWithSim('w7')
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const t = w.state.family.techniques[0]
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if (!t) return
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expect(techniquePrice(t)).toBeGreaterThan(0)
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expect(buyTechnique(w, t, techniquePrice(t))).toBe(false) // 已录
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})
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it('无 sim 世界市场价正常(兜底不崩)', () => {
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const w = World.create({ seed: 'w8', surname: '石', familyName: '石家', motto: 'm', difficulty: 'normal' })
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w.state.worldSim = undefined as never
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expect(marketPrice(w, 'lingcao')).toBeGreaterThan(0)
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})
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})
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