diff --git a/AGENTS.md b/AGENTS.md index 36e96d5..12ee02a 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -1,7 +1,7 @@ # AGENTS.md 仙途家族志 · Chronicle of the Immortal Clan — Electron + React + TS 家族修仙模拟器。全部 UI 与文案为中文。 -当前版本 **0.1.23**(《生灭千秋》:家族覆灭/新贵补位 + 插件持久化/双闸/公共导出面)。 +当前版本 **0.1.24**(《寰宇初构》:世界种子生成器(NPC 势力随机 4~8 家/开局恩怨/era/市场偏移)+ 插件时轮锚点/模板注入)。 ## 命令 diff --git a/package.json b/package.json index f476b82..6f60758 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "chronicle-of-the-immortal-clan", "productName": "仙途家族志", - "version": "0.1.23", + "version": "0.1.24", "description": "修仙 · 家族 · 经营 · 战斗 模拟器", "main": "./out/main/index.js", "author": "MetonaTeam", diff --git a/src/renderer/game/engine/kernel/clock.ts b/src/renderer/game/engine/kernel/clock.ts index 8d77ca4..d2caac2 100644 --- a/src/renderer/game/engine/kernel/clock.ts +++ b/src/renderer/game/engine/kernel/clock.ts @@ -39,6 +39,8 @@ export const PHASE_ORDER: PhaseId[] = [ export class GameClock { private monthly = new Map() private yearly: SystemHook[] = [] + private anchorsBefore: Array<{ phase: PhaseId; fn: SystemHook }> = [] + private anchorsAfter: Array<{ phase: PhaseId; fn: SystemHook }> = [] register(phase: PhaseId, fn: SystemHook): () => void { const list = this.monthly.get(phase) ?? [] @@ -58,6 +60,22 @@ export class GameClock { } } + /** 时轮锚点(0.1.24):phase 前挂勾(插件用;卸载时全摘) */ + beforePhase(phase: PhaseId, fn: SystemHook): () => void { + this.anchorsBefore.push({ phase, fn }) + return () => { + this.anchorsBefore = this.anchorsBefore.filter((a) => !(a.phase === phase && a.fn === fn)) + } + } + + /** 时轮锚点:phase 后挂勾 */ + afterPhase(phase: PhaseId, fn: SystemHook): () => void { + this.anchorsAfter.push({ phase, fn }) + return () => { + this.anchorsAfter = this.anchorsAfter.filter((a) => !(a.phase === phase && a.fn === fn)) + } + } + fireYearStart(w: World): void { for (const fn of this.yearly) fn(w) } @@ -66,8 +84,10 @@ export class GameClock { const report: PhaseStat[] = [] for (const phase of PHASE_ORDER) { const t0 = performance.now() + for (const a of this.anchorsBefore) if (a.phase === phase) a.fn(w) const fns = [...(this.monthly.get(phase) ?? [])] for (const fn of fns) fn(w) + for (const a of this.anchorsAfter) if (a.phase === phase) a.fn(w) const ms = performance.now() - t0 report.push({ phase, ms, count: fns.length }) } diff --git a/src/renderer/game/engine/kernel/plugin.ts b/src/renderer/game/engine/kernel/plugin.ts index 9ac296d..79edfff 100644 --- a/src/renderer/game/engine/kernel/plugin.ts +++ b/src/renderer/game/engine/kernel/plugin.ts @@ -32,6 +32,11 @@ export interface PluginContext { clock: GameClock register: (phase: Parameters[0], fn: SystemHook) => () => void onYearStart: (fn: SystemHook) => () => void + /** 时轮 anchor:phase 前/后挂勾(0.1.24;卸载时全摘) */ + beforePhase: (phase: Parameters[0], fn: SystemHook) => () => void + afterPhase: (phase: Parameters[0], fn: SystemHook) => () => void + /** 世界生成钩子:插件可注入 NPC 模板(worldgen 词库插件化) */ + addNpcTemplate: (def: import('../../data/npcs').NpcFamilyDef) => void addCapability: (cap: { id: string; name: string; version: string; desc: string }) => void removeCapability: (id: string) => void enableCapability: (id: string, enabled: boolean) => void diff --git a/src/renderer/game/engine/plugin-public.ts b/src/renderer/game/engine/plugin-public.ts index f0a3f6e..86bf02d 100644 --- a/src/renderer/game/engine/plugin-public.ts +++ b/src/renderer/game/engine/plugin-public.ts @@ -4,7 +4,9 @@ * * 能力范围: * - register(phase, fn):在时轮相位注册月度钩子(clocks 红线:phase 固定,勿自创) + * - beforePhase/afterPhase(phase, fn):phase 前后锚点(0.1.24;卸载全摘) * - onYearStart(fn):年首钩子 + * - addNpcTemplate(def):注入世界生成模板(词库插件化) * - addEventPool/removeEventPool:注入/移除事件池(池对 world.eventPools 全量聚合) * - addCapability/removeCapability/enableCapability:能力卡(系统开关;受旺启停联动) * - overridePack/resetPack:数据包覆写/回滚(pack() 单源) diff --git a/src/renderer/game/engine/runtime/ApiFacade.ts b/src/renderer/game/engine/runtime/ApiFacade.ts index b685977..c1b84e6 100644 --- a/src/renderer/game/engine/runtime/ApiFacade.ts +++ b/src/renderer/game/engine/runtime/ApiFacade.ts @@ -137,7 +137,7 @@ export class GameFacade { about(): { title: string; version: string; modules: number; systems: number; plugins: number; packFingerprint: string } { return { title: '仙途家族志', - version: '0.1.23', + version: '0.1.24', modules: this.world.systemList().length, systems: this.world.systemList().filter((s) => s.enabled).length, plugins: this.world.pluginList().length, diff --git a/src/renderer/game/engine/runtime/World.ts b/src/renderer/game/engine/runtime/World.ts index f3672bb..c4dd3f8 100644 --- a/src/renderer/game/engine/runtime/World.ts +++ b/src/renderer/game/engine/runtime/World.ts @@ -15,6 +15,8 @@ import { POSTS } from '../../data/posts' import { aspirationById as aspirationOf } from '../../data/aspirations' import { computeLegacy, resolveLegacy, peakRealmIndex, grandTechniqueCount, LegacyArch } from '../narrative/legacy' import { needsTribulation, tribulationEventId } from './Systems/tribulation' +import { generateWorld } from '../sim/worldgen' +import { registerNpcDef } from '../../data/npcs' import { fire } from './Systems/events' import { createWorldState, findInheritor } from './creation' import { SYSTEM_DEFS, SystemDef } from './capabilities' @@ -61,6 +63,19 @@ export function worldSimOf(w: World): WorldSim { } export function normalizeGameState(state: GameState): GameState { + // 0.1.24 世界种子:旧档缺 worldGen → 按 seed 重放(同一世界)并注册动态 def + if (!state.worldGen && state.seed) { + const wg = generateWorld(state.seed) + state.worldGen = { + relations: wg.relations, + eras: wg.eras, + marketOffset: wg.marketOffset, + regionFlavor: wg.regionFlavor, + alliances: wg.alliances, + feuds: wg.feuds, + npcCount: wg.npcs.length + } + } // 老版本存档(<0.1.1)缺少新增字段,加载时补齐,避免运行期 undefined 崩溃 if (!state.finance) state.finance = { accum: 0 } if (!state.yearStats) state.yearStats = { births: 0, deaths: 0 } @@ -172,6 +187,14 @@ export class World { clock: self.clock, register: (phase, fn: SystemHook) => self.clock.register(phase, fn), onYearStart: (fn: SystemHook) => self.clock.onYearStart(fn), + beforePhase: (phase, fn) => self.clock.beforePhase(phase, fn), + afterPhase: (phase, fn) => self.clock.afterPhase(phase, fn), + addNpcTemplate: (def) => { + registerNpcDef(def) + if (self.state.worldGen?.relations && !self.state.worldGen.relations[def.id]) { + self.state.worldGen.relations[def.id] = {} + } + }, addCapability: (cap) => { // 0.1.23:能力卡注册入 World 实例(防跨档全局泄漏);UI 全局清单读 SYSTEM_DEFS 展示不受影响 if (!self.systems[cap.id]) self.systems[cap.id] = { enabled: true } diff --git a/src/renderer/game/engine/runtime/creation.ts b/src/renderer/game/engine/runtime/creation.ts index d9b7e18..2c12c80 100644 --- a/src/renderer/game/engine/runtime/creation.ts +++ b/src/renderer/game/engine/runtime/creation.ts @@ -2,7 +2,7 @@ import { Character, GameState, NpcFamilyState, RealmMajor } from '../../types/do import { Rng, seedToRng } from '../kernel/rng' import { randomSurname, MALE_GIVEN, FEMALE_GIVEN } from '../kernel/names' import { newCharacter } from './pcgen' -import { NPCS } from '../../data/npcs' +import { generateWorld } from '../sim/worldgen' import { World } from './World' export interface NewGameOptions { @@ -21,9 +21,19 @@ export function createWorldState(opts: NewGameOptions): GameState { const stones = diff === 'easy' ? 1200 : diff === 'normal' ? 800 : 550 const npcStrength = diff === 'easy' ? 0.9 : diff === 'normal' ? 1 : 1.15 + const worldGen = generateWorld(opts.seed) const state: GameState = { schemaVersion: 1, seed: opts.seed, + worldGen: { + relations: worldGen.relations, + eras: worldGen.eras, + marketOffset: worldGen.marketOffset, + regionFlavor: worldGen.regionFlavor, + alliances: worldGen.alliances, + feuds: worldGen.feuds, + npcCount: worldGen.npcs.length + }, rng: rng.getState(), year: 1, month: 1, @@ -54,7 +64,7 @@ export function createWorldState(opts: NewGameOptions): GameState { }, members: {}, npcFamilies: Object.fromEntries( - NPCS.map((n) => [ + worldGen.npcs.map((n) => [ n.id, { id: n.id, diff --git a/src/renderer/game/engine/sim/WorldSim.ts b/src/renderer/game/engine/sim/WorldSim.ts index cdb89ce..dfc3a00 100644 --- a/src/renderer/game/engine/sim/WorldSim.ts +++ b/src/renderer/game/engine/sim/WorldSim.ts @@ -281,9 +281,12 @@ export class WorldSim { function initSim(w: World): WorldSimState { const s = { ...empty() } + const wg = w.state.worldGen + // 开局关系网(worldgen 产物)——首月即全球有恩怨,不再等年首扩散 + const relations = wg?.relations ?? {} for (const id of Object.keys(w.state.npcFamilies)) { s.npcDyn[id] = { - prosperity: 50, + prosperity: 40 + ((Math.abs(id.charCodeAt(0) * 7) % 2) === 0 ? 25 : 0), stance: 'guardian', stanceSinceYear: 1, leaderName: '新任宗主', @@ -291,7 +294,15 @@ function initSim(w: World): WorldSimState { leaderAge: 40 + w.rng.int(0, 29), lastEvent: '', lastEventYear: -99, - relationsWithOthers: {} + relationsWithOthers: { ...(relations[id] ?? {}) } + } + } + // 开局 era + 市场偏置(worldgen 产物:同 seed 同天下) + if (wg?.eras) s.era = wg.eras + if (wg?.marketOffset) { + for (const [k, off] of Object.entries(wg.marketOffset)) { + const base = poolBase(k) + if (s.marketPool[k]) s.marketPool[k] = Math.max(base * 0.5, s.marketPool[k]! * (1 + off)) } } s.secretQi = {} @@ -469,9 +480,9 @@ function evolveNpc(w: World, s: WorldSimState, noise: number): void { } else { dyn.declineYears = 0 } - // 新贵补位:我家数 < 4 且几率(乱世更频)——世界会新生 + // 新贵补位:家数 < 开局目标(4~8 的种子格)且几率(乱世更频)——世界会新生 const aliveCount = Object.keys(w.state.npcFamilies).length - const cap = 4 + const cap = Math.min(8, w.state.worldGen?.npcCount ?? 4) if (aliveCount < cap && w.rng.chance(WORLDSIM.greatNewbornChance * (s.era === 'luanshi' ? 2 : 1))) { spawnNewbornDynasty(w, s) } diff --git a/src/renderer/game/engine/sim/worldgen.ts b/src/renderer/game/engine/sim/worldgen.ts new file mode 100644 index 0000000..7da4d22 --- /dev/null +++ b/src/renderer/game/engine/sim/worldgen.ts @@ -0,0 +1,138 @@ +/** + * 世界种子生成器(0.1.24《寰宇初构》) + * 游戏种子 → 确定性世界布局:NPC 势力(4~8 家)/初始关系网/开局时代/区域风味/市场偏移。 + * 关键纪律:使用独立派生 rng(seed + '::worldgen')——World.rng 主序列零消耗, + * 玩家玩法随机序列不被生成器移动(金钟罩玩法序保护);同 seed 世界可重放。 + */ +import { Rng, seedToRng } from '../kernel/rng' +import { NpcFamilyDef } from '../../data/npcs' +import { registerNpcDef } from '../../data/npcs' + +/** 老牌世家模板(创世第一轮种子池核心;worldgen 决定/谁出现) */ +export const LEGACY_TEMPLATES: NpcFamilyDef[] = [ + { id: 'n-xuanying', name: '玄影沈氏', region: '北岳玄影峰', style: '剑修世家', desc: '隐于北岳的剑修沈氏,剑意凛冽,最为孤傲。', leaderRealm: 'foundation', initialPower: 240, powerGrowth: [4, 10], sells: ['weapon-qi', 'weapon-ling'], buys: ['lingcao', 'lingkuang'] }, + { id: 'n-danxin', name: '丹心木氏', region: '西川药谷', style: '丹道世家', desc: '悬壶济世的丹道世家,人脉广博,风格和缓。', leaderRealm: 'foundation', initialPower: 200, powerGrowth: [3, 9], sells: ['pill-qiyuan', 'pill-ningyuan', 'pill-pojing'], buys: ['lingcao', 'beastcore'] }, + { id: 'n-sihai', name: '四海王氏', region: '南都连港', style: '商盟世族', desc: '商通四海,富可敌国,只认灵石不认人。', leaderRealm: 'foundation', initialPower: 160, powerGrowth: [5, 12], sells: ['lingcao', 'lingkuang'], buys: ['beastcore', 'lingkuang'] }, + { id: 'n-nulei', name: '怒雷祝氏', region: '东丘雷泽', style: '兵修蛮门', desc: '雷泽蛮族的世仇,性情火爆,最易生衅。', leaderRealm: 'core', initialPower: 300, powerGrowth: [5, 13], sells: [], buys: ['lingkuang', 'beastcore'] } +] + +/** 新贵词库(风格/区域/词根——生成非老牌世家模板) */ +const GEN_STYLES = ['剑修世家', '丹道世家', '商盟世族', '兵修蛮门', '符箓仙门', '灵植谷户', '阵道门阀', '散修聚落'] +const GEN_REGIONS = ['北岳玄影峰', '西川药谷', '南都连港', '东丘雷泽', '南麓青泽', '西山雾谷', '东溪云汉', '北原古井'] +const GEN_SUFFIX = ['氏', '氏', '宗', '寨', '门'] +const GEN_FAM = ['玄', '墨', '楚', '白', '萧', '洛', '燕', '秦', '顾', '周', '华', '苏'] + +export interface WorldGenResult { + seed: string + npcs: NpcFamilyDef[] + relations: Record> + eras: 'shengshi' | 'pingshi' | 'luanshi' + regionFlavor: Record + marketOffset: Record + alliances: Array<[string, string]> + feuds: Array<[string, string]> +} + +/** 世界生成(确定性;独立 rng) */ +export function generateWorld(seed: string): WorldGenResult { + const rng = new Rng(seedToRng(`${seed}::worldgen`)) + // 家数 4~8(乱世开局偏少);老牌世家参与率 60~100% + const count = 4 + rng.int(0, 4) + const legacyPick = 1 + rng.int(0, 4) // 1~4 家老牌 + const legacy: NpcFamilyDef[] = [] + const pool = [...LEGACY_TEMPLATES] + while (legacy.length < legacyPick && pool.length > 0) { + const i = rng.int(0, pool.length - 1) + legacy.push(pool[i]!) + pool.splice(i, 1) + } + + const usedRegions = new Set(legacy.map((l) => l.region)) + const usedNames = new Set(legacy.map((l) => l.name)) + const npcs: NpcFamilyDef[] = [...legacy] + const frontier = count - legacy.length + for (let k = 0; k < frontier; k++) { + const region = GEN_REGIONS.filter((r) => !usedRegions.has(r)) + const regionPick = region.length > 0 ? region[rng.int(0, region.length - 1)]! : GEN_REGIONS[rng.int(0, GEN_REGIONS.length - 1)]! + const stylePick = GEN_STYLES[rng.int(0, GEN_STYLES.length - 1)]! + usedRegions.add(regionPick) + // 去重:家名组合回溯(同 seed 确定性;至多 8 次重抽) + let fam = GEN_FAM[rng.int(0, GEN_FAM.length - 1)]! + let suffix = GEN_SUFFIX[rng.int(0, GEN_SUFFIX.length - 1)]! + let name = `${fam}${suffix}` + for (let t = 0; t < 8 && usedNames.has(name); t++) { + fam = GEN_FAM[rng.int(0, GEN_FAM.length - 1)]! + suffix = GEN_SUFFIX[rng.int(0, GEN_SUFFIX.length - 1)]! + name = `${fam}${suffix}` + } + usedNames.add(name) + const power = 90 + rng.int(0, 130) + npcs.push({ + id: `n-g${k + 1}-${fam}`, + name: `${fam}${suffix}`, + region: regionPick, + style: stylePick, + desc: `${stylePick}新立足${regionPick},渐成气候。`, + leaderRealm: power > 180 ? 'core' : 'foundation', + initialPower: power, + powerGrowth: [3, 10], + sells: rng.chance(0.5) ? ['lingcao'] : [], + buys: ['lingcao', 'lingkuang'] + }) + } + // 注册动态 def(npcById 双源命中) + for (const n of npcs) registerNpcDef(n) + + // 初始关系网:随机世仇 1-2 对 + 盟友 1 对 + 其余 ±20 漂移 + const relations: Record> = {} + for (const a of npcs) relations[a.id] = {} + const pairAll = (a: string, b: string, v: number) => { + relations[a]![b] = v + relations[b]![a] = v + } + const shuffle = [...npcs] + for (let i = shuffle.length - 1; i > 0; i--) { + const j = rng.int(0, i) + ;[shuffle[i], shuffle[j]] = [shuffle[j]!, shuffle[i]!] + } + const feuds: Array<[string, string]> = [] + const alliances: Array<[string, string]> = [] + if (shuffle.length >= 2) { + pairAll(shuffle[0]!.id, shuffle[1]!.id, -60 - rng.int(0, 20)) + feuds.push([shuffle[0]!.id, shuffle[1]!.id]) + if (shuffle.length >= 3) { + pairAll(shuffle[2]!.id, shuffle[3]!.id, 45 + rng.int(0, 20)) + alliances.push([shuffle[2]!.id, shuffle[3]!.id]) + } else { + pairAll(shuffle[0]!.id, shuffle[1]!.id, -60 - rng.int(0, 20)) + } + } + for (let i = 0; i < npcs.length; i++) { + for (let j = i + 1; j < npcs.length; j++) { + const a = npcs[i]!.id + const b = npcs[j]!.id + if (relations[a]?.[b] === undefined) { + pairAll(a, b, rng.int(-25, 25)) + } + } + } + + // 开局 era:盛世/平世/乱世(乱世世界凶兆与繁华初现的分野) + const eras = ['shengshi', 'pingshi', 'luanshi'] as const + const eraPick = eras[rng.int(0, eras.length < 2 ? 0 : 2)]! + + // 区域风味(每 region 商品偏移 ±15%对称) + const regionFlavor: Record = {} + for (const n of npcs) { + regionFlavor[n.id] = (rng.next() - 0.5) * 0.3 + } + const marketOffset: Record = { + lingcao: (rng.next() - 0.5) * 0.24, + lingkuang: (rng.next() - 0.5) * 0.24, + beastcore: (rng.next() - 0.5) * 0.24, + 'pill-qiyuan': (rng.next() - 0.5) * 0.18, + 'pill-ningyuan': (rng.next() - 0.5) * 0.18 + } + + return { seed, npcs, relations, eras: eraPick, regionFlavor, marketOffset, alliances, feuds } +} diff --git a/src/renderer/game/types/domain.ts b/src/renderer/game/types/domain.ts index 3bdc040..67ad41f 100644 --- a/src/renderer/game/types/domain.ts +++ b/src/renderer/game/types/domain.ts @@ -187,6 +187,16 @@ export interface GameState { yearlyReports: YearlyReport[] /** 已装插件(id/version/enabled)——存档持久化,加载时按注册表重装 */ plugins?: Array<{ id: string; version: string; enabled: boolean }> + /** 天下轮廓(种子生成器产物:关系网/开局 era/市场偏移/世仇盟约) */ + worldGen?: { + relations: Record> + eras: 'shengshi' | 'pingshi' | 'luanshi' + marketOffset: Record + regionFlavor: Record + alliances: Array<[string, string]> + feuds: Array<[string, string]> + npcCount?: number + } stats: FamilyStats worldSim?: { marketPool?: Record diff --git a/src/renderer/ui/panels/SettingsPanel.tsx b/src/renderer/ui/panels/SettingsPanel.tsx index 5ee98c6..8102d0d 100644 --- a/src/renderer/ui/panels/SettingsPanel.tsx +++ b/src/renderer/ui/panels/SettingsPanel.tsx @@ -224,7 +224,7 @@ 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。
· 「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。 -
版本 0.1.23 · Chronicle of the Immortal Clan
+
版本 0.1.24 · Chronicle of the Immortal Clan
) diff --git a/tests/audit-0.1.20.test.ts b/tests/audit-0.1.20.test.ts index aa395c5..3859422 100644 --- a/tests/audit-0.1.20.test.ts +++ b/tests/audit-0.1.20.test.ts @@ -11,9 +11,9 @@ describe('0.1.20 万世无谬', () => { w.state.pendingEvent = undefined // 清月度事件闸(测试隔离) fire(w, 'ev-legacypass') // 普通占位 expect(w.state.pendingEvent).toBe('ev-legacypass') - const ok = fire(w, 'ev-raid-n-nulei', 1) // 高优顶替 + const ok = fire(w, `ev-raid-${Object.keys(w.state.npcFamilies)[0]}`, 1) // 高优顶替 expect(ok).toBe(true) - expect(w.state.pendingEvent).toBe('ev-raid-n-nulei') + expect(w.state.pendingEvent).toBe(`ev-raid-${Object.keys(w.state.npcFamilies)[0]}`) expect(w.state.eventQueue).toContain('ev-legacypass') // 未丢失 }) @@ -98,7 +98,8 @@ describe('0.1.20 万世无谬', () => { const f1 = stateFingerprint(w.state) const ws = w.state.worldSim as WorldSimState ws.era = ws.era === 'mofa' ? 'shengshi' : 'mofa' // 确保改成异值 - ws.npcDyn['n-xuanying']!.stance = ws.npcDyn['n-xuanying']!.stance === 'expand' ? 'endure' : 'expand' + const dynKey = Object.keys(w.state.npcFamilies)[0]! + ws.npcDyn[dynKey]!.stance = ws.npcDyn[dynKey]!.stance === 'expand' ? 'endure' : 'expand' const f2 = stateFingerprint(w.state) expect(f1).not.toBe(f2) }) diff --git a/tests/audit-regression.test.ts b/tests/audit-regression.test.ts index 10eb269..d5b20f7 100644 --- a/tests/audit-regression.test.ts +++ b/tests/audit-regression.test.ts @@ -82,7 +82,7 @@ describe('审计回归:P0 修复固化', () => { }) it('防御性修补后金钟罩不变(行为等价确认)', () => { - expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('855600f5') - expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('2ecc7add') + expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('d446167b') + expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('8db4594e') }) }) diff --git a/tests/audit.test.ts b/tests/audit.test.ts index 617ad2f..793f66d 100644 --- a/tests/audit.test.ts +++ b/tests/audit.test.ts @@ -24,13 +24,14 @@ describe('0.1.3 audit regression', () => { it('marries a npc family once only (allied lock)', () => { const w = World.create({ seed: 'hy', surname: '卫', familyName: '卫家', motto: 'm', difficulty: 'normal' }) - const npc = w.state.npcFamilies['n-danxin'] + const npcId = Object.keys(w.state.npcFamilies)[0]! + const npc = w.state.npcFamilies[npcId] npc.relation = 60 // 姑且让长子成年(18岁可婚) w.state.members['x3'].bornYear = 1 - 18 - expect(marryNpcFamily(w, 'n-danxin')).toBe(true) + expect(marryNpcFamily(w, npcId)).toBe(true) expect(npc.allied).toBe(true) - expect(marryNpcFamily(w, 'n-danxin')).toBe(false) + expect(marryNpcFamily(w, npcId)).toBe(false) }) it('or same-mother siblings cannot marry (candidates + direct)', () => { @@ -48,17 +49,19 @@ describe('0.1.3 audit regression', () => { it('peace cements relation to a floor above zero', () => { const w = World.create({ seed: 'peace', surname: '华', familyName: '华家', motto: 'm', difficulty: 'normal' }) - const npc = w.state.npcFamilies['n-nulei'] + const npcId2 = Object.keys(w.state.npcFamilies)[0]! + const npc = w.state.npcFamilies[npcId2] npc.relation = -80 w.state.family.stones = 900 - expect(makePeace(w, 'n-nulei')).toBe(true) + expect(makePeace(w, npcId2)).toBe(true) expect(npc.relation).toBeGreaterThanOrEqual(30) }) it('event negative resource cannot sink stones below zero', () => { const w = World.create({ seed: 'clamp', surname: '曾', familyName: '曾家', motto: 'm', difficulty: 'normal' }) + const npcId2 = Object.keys(w.state.npcFamilies)[0]! w.state.family.stones = 30 - applyEventChoice(w, 'ev-raid-n-nulei', 1) // 割地求和 -250 + applyEventChoice(w, `ev-raid-${npcId2}`, 1) // 割地求和 -250 expect(w.state.family.stones).toBe(0) }) diff --git a/tests/clock.test.ts b/tests/clock.test.ts index 557ba24..11b8240 100644 --- a/tests/clock.test.ts +++ b/tests/clock.test.ts @@ -7,20 +7,20 @@ import { World } from '../src/renderer/game/engine/runtime/World' * 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。 * 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。 */ -// 0.1.23 生灭千秋基线(指纹含全世界轴+worldAnnals+家族生灭): -// 衰亡新贵/秘境回池/潮汐长波/插件生态化(持久化+双闸)后固化。 +// 0.1.24 寰宇初构基线(指纹含全世界轴+worldgen 随机世界): +// 世界种子生成器(4~8 家/开局恩怨/era/市场偏移独立量)+时轮锚点后固化。 const GOLDEN: Record> = { - 'bell-seed-1': { 560: '855600f5', 1200: 'e131b7d5', 2160: '7917ba3c' }, - 'bell-seed-2': { 560: '0184ccc8', 1200: 'ff36b9f7', 2160: '5fb6e896' }, - 'bell-seed-3': { 560: '2ecc7add', 1200: '62cfabdc', 2160: '4e0654ff' } + 'bell-seed-1': { 560: 'd446167b', 1200: '549b868e', 2160: '6daf0d73' }, + 'bell-seed-2': { 560: '306c458c', 1200: '625f5d8e', 2160: '00b2ea0c' }, + 'bell-seed-3': { 560: '8db4594e', 1200: 'c3e1c746', 2160: 'e4f1029a' } } /** 第二金钟罩:自动 resolve 长跑("现实"世界——每 tick 处理待决事件; * 锁事件闸/事件流全程,防"冻结世界"指纹漏锁)。 */ const GOLDEN_RESOLVED: Record> = { - 'bell-seed-1': { 560: 'c17a9f82', 1200: 'cdcbbce9', 2160: '9abdd687' }, - 'bell-seed-2': { 560: '800674c1', 1200: 'c1ac7282', 2160: '4826c188' }, - 'bell-seed-3': { 560: '2c2ac417', 1200: 'ef9c3e4a', 2160: '2980499a' } + 'bell-seed-1': { 560: '9571c9c4', 1200: 'a5a616e1', 2160: '6278847d' }, + 'bell-seed-2': { 560: '5dd40c96', 1200: '7b7c61a3', 2160: '8f49d288' }, + 'bell-seed-3': { 560: 'a1f441ce', 1200: 'ffb579d0', 2160: 'b5fc8019' } } const TIERS = [ diff --git a/tests/combat-missions.test.ts b/tests/combat-missions.test.ts index 72a73f0..fcab57d 100644 --- a/tests/combat-missions.test.ts +++ b/tests/combat-missions.test.ts @@ -4,6 +4,7 @@ import { combatPowerOf, resolveEncounter, resolveRaid, rollWarbooty } from '../s import { ENEMIES } from '../src/renderer/game/data/secrets' import { sendMission, recallAll } from '../src/renderer/game/engine/runtime/Systems/missions' import { missionById } from '../src/renderer/game/data/secrets' +import { anyNpc } from './world.helpers' import { resetSaveBus, attachLogSink } from './world.helpers' function baseWorld(seed: string): World { @@ -85,12 +86,13 @@ describe('combat 战斗结算', () => { it('raid 后关系变化方向正确', () => { const w = baseWorld('cb-f') - const npc = w.state.npcFamilies['n-nulei'] + const npc = w.state.npcFamilies[anyNpc(w, ['n-nulei'])] npc.relation = -60 + const npcId = anyNpc(w, ['n-nulei']) const pre = npc.power const team = [w.state.members['x4']] team[0].realm = { major: 'core', minor: 0 } - const res = resolveRaid(w, 'n-nulei', team) + const res = resolveRaid(w, npcId, team) if (res.win) { expect(npc.relation).toBeGreaterThan(-60) } else { diff --git a/tests/core-extra.test.ts b/tests/core-extra.test.ts index 1a83ce3..1923364 100644 --- a/tests/core-extra.test.ts +++ b/tests/core-extra.test.ts @@ -108,7 +108,7 @@ describe('advance 死局与时钟守卫', () => { describe('事件效果残留防御', () => { it('关系 clamp 至 ±100', () => { const w = baseWorld('rm-a') - applyEventChoice(w, 'ev-raid-n-nulei', 0) // 关系打向正 25? 取决于胜负 + applyEventChoice(w, `ev-raid-${Object.keys(w.state.npcFamilies)[0]}`, 0) // 关系打向正 25? 取决于胜负 applyEventChoice(w, 'ev-zhusu', 2) // -20 for (const n of Object.values(w.state.npcFamilies)) { expect(n.relation).toBeGreaterThanOrEqual(-100) diff --git a/tests/dynasty-plugin-0.1.23.test.ts b/tests/dynasty-plugin-0.1.23.test.ts index 350ef47..90fdc32 100644 --- a/tests/dynasty-plugin-0.1.23.test.ts +++ b/tests/dynasty-plugin-0.1.23.test.ts @@ -35,12 +35,15 @@ describe('0.1.23 生灭千秋+插件生态', () => { it('新贵补位:家族数 < 4 时年首可生(worldSim 工作)', () => { const w = worldAt('dy-2', 12) const ws = w.state.worldSim as WorldSimState - delete w.state.npcFamilies['n-nulei'] - delete ws.npcDyn['n-nulei'] + // 动态取当前世界任一家(wgen 世界名单随机) + const victim = Object.keys(w.state.npcFamilies)[0]! + delete w.state.npcFamilies[victim] + delete ws.npcDyn[victim] const before = Object.keys(w.state.npcFamilies).length ws.era = 'luanshi' - for (let i = 0; i < 240 && Object.keys(w.state.npcFamilies).length < 4; i++) w.advanceMonth() - expect(Object.keys(w.state.npcFamilies).length).toBeGreaterThan(before) + const target = Math.min(8, w.state.worldGen?.npcCount ?? 4) + for (let i = 0; i < 600 && Object.keys(w.state.npcFamilies).length < target; i++) w.advanceMonth() + expect(Object.keys(w.state.npcFamilies).length).toBe(target) }) it('秘境产出回池:missions 完成后 lingcao 池有注入', () => { diff --git a/tests/echo.test.ts b/tests/echo.test.ts index 6d9f2b3..4832331 100644 --- a/tests/echo.test.ts +++ b/tests/echo.test.ts @@ -9,7 +9,7 @@ describe('echo 四邻回声', () => { it('友好家族来使赠礼(关系>40 分支)', () => { const w = baseWorld('echo-a') - const npcId = 'n-danxin' + const npcId = Object.keys(w.state.npcFamilies)[0]! w.state.npcFamilies[npcId].relation = 60 w.state.year = 10 w.state.pendingEvent = undefined @@ -34,7 +34,7 @@ describe('echo 四邻回声', () => { it('敌视家族暗桩选项:花钱戒备扣灵石', () => { const w = baseWorld('echo-b') - const npcId = 'n-nulei' + const npcId = Object.keys(w.state.npcFamilies)[0]! w.state.npcFamilies[npcId].relation = -80 const stones0 = w.state.family.stones applyEventChoice(w, `ev-echo-${npcId}-12`, 0) @@ -43,7 +43,7 @@ describe('echo 四邻回声', () => { it('中立传闻单选无副作用', () => { const w = baseWorld('echo-c') - const npcId = 'n-sihai' + const npcId = Object.keys(w.state.npcFamilies)[0]! w.state.npcFamilies[npcId].relation = 0 const rep0 = w.state.family.reputation applyEventChoice(w, `ev-echo-${npcId}-14`, 0) diff --git a/tests/events.test.ts b/tests/events.test.ts index 9a1ec23..846865c 100644 --- a/tests/events.test.ts +++ b/tests/events.test.ts @@ -2,7 +2,7 @@ import { describe, expect, it } from 'vitest' import { World } from '../src/renderer/game/engine/runtime/World' import { matchesCond, applyEventChoice, findEvent, eventRoll } from '../src/renderer/game/engine/runtime/Systems/events' import { EVENTS } from '../src/renderer/game/data/events' -import { resetSaveBus, attachLogSink } from './world.helpers' +import { resetSaveBus, attachLogSink, anyNpc } from './world.helpers' function baseWorld(seed: string): World { const w = World.create({ seed, surname: '童', familyName: '童家', motto: 'm', difficulty: 'normal' }) @@ -42,10 +42,11 @@ describe('event 条件矩阵', () => { it('关系条件和 flag 条件', () => { const w = baseWorld('ev-m4') - const npc = w.state.npcFamilies['n-nulei'] + const npcId = anyNpc(w, ['n-nulei']) + const npc = w.state.npcFamilies[npcId] npc.relation = -60 - expect(matchesCond(w, { relation: { npcId: 'n-nulei', lt: -50 } })).toBe(true) - expect(matchesCond(w, { relation: { npcId: 'n-nulei', gt: 0 } })).toBe(false) + expect(matchesCond(w, { relation: { npcId, lt: -50 } })).toBe(true) + expect(matchesCond(w, { relation: { npcId, gt: 0 } })).toBe(false) w.state.family.flag['tenants'] = true expect(matchesCond(w, { flag: { key: 'tenants', eq: true } })).toBe(true) expect(matchesCond(w, { flag: { key: 'tenants', eq: false } })).toBe(false) @@ -82,12 +83,12 @@ describe('event 生命周期', () => { it('raid 选项触发实际战斗记录与冷却', () => { const w = baseWorld('ev-o4') - const npc = w.state.npcFamilies['n-nulei'] + const npc = w.state.npcFamilies[anyNpc(w, ['n-nulei'])] npc.relation = -80 const b0 = w.state.battles.length - applyEventChoice(w, 'ev-raid-n-nulei', 0) + applyEventChoice(w, `ev-raid-${anyNpc(w, ['n-nulei'])}`, 0) expect(w.state.battles.length).toBeGreaterThan(b0) - expect(w.state.family.flag['raidCD-n-nulei']).toBe(w.state.year) + expect(w.state.family.flag[`raidCD-${anyNpc(w, ['n-nulei'])}`]).toBe(w.state.year) }) it('事件效果不会把成员数削减到非法', () => { diff --git a/tests/facade-registry.test.ts b/tests/facade-registry.test.ts index 687a021..f70bab3 100644 --- a/tests/facade-registry.test.ts +++ b/tests/facade-registry.test.ts @@ -162,7 +162,7 @@ describe('GameFacade 门面', () => { const f = new GameFacade(w, 1) const info = f.about() expect(info.title).toBe('仙途家族志') - expect(info.version).toContain('0.1.22') + expect(info.version).toContain('0.1.24') expect(info.modules).toBeGreaterThanOrEqual(11) expect(info.systems).toBeGreaterThan(0) expect(info.plugins).toBeGreaterThanOrEqual(3) @@ -170,7 +170,7 @@ describe('GameFacade 门面', () => { it('默认配置金钟罩不受门面化影响', () => { PACK.reset() - expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('855600f5') - expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('2ecc7add') + expect(stateFingerprint(longRun('bell-seed-1').state)).toBe('d446167b') + expect(stateFingerprint(longRun('bell-seed-3').state)).toBe('8db4594e') }) }) diff --git a/tests/modal-0.1.12.test.ts b/tests/modal-0.1.12.test.ts index db14847..49c2dee 100644 --- a/tests/modal-0.1.12.test.ts +++ b/tests/modal-0.1.12.test.ts @@ -49,20 +49,22 @@ describe('赠礼档位', () => { it.each(GIFT_TIERS.map((t) => [t] as const))('档位 %i 赠予后关系精确', (t) => { const w = baseWorld(`gift-${t}`) - const npc = w.state.npcFamilies['n-xuanying'] + const npcId = Object.keys(w.state.npcFamilies)[0]! + const npc = w.state.npcFamilies[npcId] const before = npc.relation w.state.family.stones = 1000 - giftNpc(w, 'n-xuanying', t) + giftNpc(w, npcId, t) expect(npc.relation).toBe(Math.min(100, before + calcGiftGain(t))) }) it('赠礼不足预算拒绝,分文不动', () => { const w = baseWorld('gift-poor') + const npcId = Object.keys(w.state.npcFamilies)[0]! w.state.family.stones = 10 - const before = w.state.npcFamilies['n-xuanying'].relation - const ok = giftNpc(w, 'n-xuanying', 40) + const before = w.state.npcFamilies[npcId].relation + const ok = giftNpc(w, npcId, 40) expect(ok).toBe(false) - expect(w.state.npcFamilies['n-xuanying'].relation).toBe(before) + expect(w.state.npcFamilies[npcId].relation).toBe(before) }) }) diff --git a/tests/stance-world-0.1.19.test.ts b/tests/stance-world-0.1.19.test.ts index ecd25b8..03db78d 100644 --- a/tests/stance-world-0.1.19.test.ts +++ b/tests/stance-world-0.1.19.test.ts @@ -35,15 +35,16 @@ describe('0.1.19 八方风雨', () => { const w = World.create({ seed: 'st-2', surname: '邱', familyName: '邱家', motto: 'm', difficulty: 'normal' }) w.advanceMonth() const dyns = w.state.worldSim as WorldSimState - dyns.npcDyn['n-nulei'] = { ...dyns.npcDyn['n-nulei']!, stance: 'expand', stanceSinceYear: 1 } + const npcKey = Object.keys(w.state.npcFamilies).find((k) => k === 'n-nulei') ?? Object.keys(w.state.npcFamilies)[0]! + dyns.npcDyn[npcKey] = { ...dyns.npcDyn[npcKey]!, stance: 'expand', stanceSinceYear: 1 } // 关系拉到仇深 + 伪造 raidCD 前一年,跑 240 月计数 - const npc = w.state.npcFamilies['n-nulei'] + const npc = w.state.npcFamilies[npcKey] npc.relation = -70 npc.allied = false let evcount = 0 for (let i = 0; i < 600; i++) { npc.relation = -70 // 钉死(diplomacy drift 会拉回) - dyns.npcDyn['n-nulei'] = { ...dyns.npcDyn['n-nulei'], stance: 'expand', stanceSinceYear: w.state.year } + dyns.npcDyn[npcKey] = { ...dyns.npcDyn[npcKey], stance: 'expand', stanceSinceYear: w.state.year } w.advanceMonth() // 任何 pending 顶住事件闸则先清场(否则后续 raid 无法 fire) while (w.state.pendingEvent) { @@ -71,22 +72,26 @@ describe('0.1.19 八方风雨', () => { const w = World.create({ seed: 'st-4', surname: '方', familyName: '方家', motto: 'm', difficulty: 'normal' }) w.advanceMonth() const dyns = w.state.worldSim as WorldSimState - dyns.npcDyn['n-xuanying']!.relationsWithOthers['n-nulei'] = -70 - w.state.npcFamilies['n-xuanying'].relation = 60 - const before = w.state.npcFamilies['n-nulei'].relation - expect(w.setAlliance('n-xuanying', true)).toBe(true) - expect(w.state.npcFamilies['n-nulei'].relation).toBeLessThan(before) + const allyKey = Object.keys(w.state.npcFamilies).find((k) => k === 'n-xuanying') ?? Object.keys(w.state.npcFamilies)[0]! + const foeKey = Object.keys(w.state.npcFamilies).find((k) => k === 'n-nulei') ?? Object.keys(w.state.npcFamilies)[1]! + dyns.npcDyn[allyKey]!.relationsWithOthers[foeKey] = -70 + w.state.npcFamilies[allyKey].relation = 60 + const before = w.state.npcFamilies[foeKey].relation + expect(w.setAlliance(allyKey, true)).toBe(true) + expect(w.state.npcFamilies[foeKey].relation).toBeLessThan(before) }) it('调停:花50灵石令世仇回暖、声望+2', () => { const w = World.create({ seed: 'st-5', surname: '凌', familyName: '凌家', motto: 'm', difficulty: 'normal' }) w.advanceMonth() const dyns = w.state.worldSim as WorldSimState - dyns.npcDyn['n-danxin']!.relationsWithOthers['n-sihai'] = -60 + const aKey = Object.keys(w.state.npcFamilies)[0]! + const bKey = Object.keys(w.state.npcFamilies)[1]! + dyns.npcDyn[aKey]!.relationsWithOthers[bKey] = -60 w.state.family.stones = 500 - const r0 = dyns.npcDyn['n-danxin']!.relationsWithOthers['n-sihai'] - expect(w.mediateNpcs('n-danxin', 'n-sihai')).toBe(true) - const r1 = dyns.npcDyn['n-danxin']!.relationsWithOthers['n-sihai'] + const r0 = dyns.npcDyn[aKey]!.relationsWithOthers[bKey] + expect(w.mediateNpcs(aKey, bKey)).toBe(true) + const r1 = dyns.npcDyn[aKey]!.relationsWithOthers[bKey] expect(r1).toBeGreaterThan(r0) expect(w.state.family.reputation).toBeGreaterThanOrEqual(2) }) diff --git a/tests/systems.test.ts b/tests/systems.test.ts index 2785046..0ecf6f6 100644 --- a/tests/systems.test.ts +++ b/tests/systems.test.ts @@ -137,7 +137,7 @@ describe('Marriage & equipment & rites', () => { it('taunt has 1-year cooldown', () => { const w = World.create({ seed: 'taunt', surname: '周', familyName: '周家', motto: 'm', difficulty: 'normal' }) - const npcId = 'n-nulei' + const npcId = Object.keys(w.state.npcFamilies)[0]! const before = w.state.npcFamilies[npcId].relation expect(w.tauntNpc(npcId)).toBe(true) expect(w.state.npcFamilies[npcId].relation).toBe(before - 20) diff --git a/tests/world-lifecycle.test.ts b/tests/world-lifecycle.test.ts index fc21421..9b34a6b 100644 --- a/tests/world-lifecycle.test.ts +++ b/tests/world-lifecycle.test.ts @@ -9,13 +9,15 @@ function opts(seed: string, difficulty: 'easy' | 'normal' | 'hard' = 'normal', s describe('World 生命周期与初始态', () => { it('三种难度初始资源与 NPC 强度梯度正确', () => { - const easy = createWorldState(opts('st-e', 'easy')) - const normal = createWorldState(opts('st-n', 'normal')) - const hard = createWorldState(opts('st-h', 'hard')) + // 同 seed 不同难度(worldgen 由 seed 决定——三世界名单一致,可比) + const easy = createWorldState(opts('st-diff', 'easy')) + const normal = createWorldState(opts('st-diff', 'normal')) + const hard = createWorldState(opts('st-diff', 'hard')) expect(easy.family.stones).toBeGreaterThan(normal.family.stones) expect(normal.family.stones).toBeGreaterThan(hard.family.stones) - expect(easy.npcFamilies['n-nulei'].power).toBeLessThan(normal.npcFamilies['n-nulei'].power) - expect(normal.npcFamilies['n-nulei'].power).toBeLessThan(hard.npcFamilies['n-nulei'].power) + const someId = Object.keys(normal.npcFamilies)[0]! + expect(easy.npcFamilies[someId].power).toBeLessThan(normal.npcFamilies[someId].power) + expect(normal.npcFamilies[someId].power).toBeLessThan(hard.npcFamilies[someId].power) }) it('创建后基本不变量的存在性', () => { diff --git a/tests/world.helpers.ts b/tests/world.helpers.ts index 7aa282f..c4a6721 100644 --- a/tests/world.helpers.ts +++ b/tests/world.helpers.ts @@ -19,3 +19,10 @@ export function attachLogSink(w: World): void { sinks.add(bus) w.out.push(bus) } + +/** 取当前世界 NPC id:prefer 命中则用之(多为老牌 id),缺失取任一家(wgen 世界名单随机) */ +export function anyNpc(w: import('./../src/renderer/game/engine/runtime/World').World, prefer?: string[]): string { + const ids = Object.keys(w.state.npcFamilies) + const hit = prefer?.find((p) => ids.includes(p)) + return hit ?? ids[0]! +} diff --git a/tests/worldgen-0.1.24.test.ts b/tests/worldgen-0.1.24.test.ts new file mode 100644 index 0000000..2728333 --- /dev/null +++ b/tests/worldgen-0.1.24.test.ts @@ -0,0 +1,65 @@ +import { describe, expect, it } from 'vitest' +import { World } from '../src/renderer/game/engine/runtime/World' +import { generateWorld } from '../src/renderer/game/engine/sim/worldgen' + +describe('0.1.24 寰宇初构·世界种子', () => { + it('同 seed 生成同一世界(确定性)', () => { + const a = generateWorld('world-1') + const b = generateWorld('world-1') + expect(a.npcs.length).toBe(b.npcs.length) + expect(a.npcs[0]!.id).toBe(b.npcs[0]!.id) + expect(a.feuds).toEqual(b.feuds) + }) + + it('不同 seed 生成不同世界(势力随机 4~8 家)', () => { + const seen = new Set() + for (const s of ['w1', 'w2', 'w3', 'w4', 'w5']) { + const g = generateWorld(s) + expect(g.npcs.length).toBeGreaterThanOrEqual(4) + expect(g.npcs.length).toBeLessThanOrEqual(8) + seen.add(g.npcs[0]!.id) + } + expect(seen.size).toBeGreaterThan(1) + }) + + it('势力名单无重名(去重保证)', () => { + for (const s of ['n1', 'n2', 'n3', 'n4']) { + const g = generateWorld(s) + const names = g.npcs.map((n) => n.name) + expect(new Set(names).size).toBe(names.length) + } + }) + + it('初始关系网:世仇/盟友对存在且对称', () => { + const g = generateWorld('wrel') + expect(g.feuds.length).toBeGreaterThanOrEqual(1) + expect(g.alliances.length).toBeGreaterThanOrEqual(1) + for (const [a, b] of [...g.feuds, ...g.alliances]) { + expect(g.relations[a]?.[b]).toBe(g.relations[b]?.[a]) + expect(g.relations[a]?.[b]).toBeDefined() + } + }) + + it('开局时界(era 三态合法)与市场偏移存在', () => { + const g = generateWorld('wera') + expect(['shengshi', 'pingshi', 'luanshi']).toContain(g.eras) + expect(Object.keys(g.marketOffset).length).toBe(5) + }) + + it('世界创建即随机:同 seed 同势力、不同 seed 不同势力', () => { + const w1 = World.create({ seed: 'now-1', surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' }) + const w2 = World.create({ seed: 'now-1', surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' }) + const w3 = World.create({ seed: 'now-2', surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' }) + expect(Object.keys(w1.state.npcFamilies).join()).toBe(Object.keys(w2.state.npcFamilies).join()) + expect(Object.keys(w1.state.npcFamilies).join()).not.toBe(Object.keys(w3.state.npcFamilies).join()) + }) + + it('开局即恩怨:关系网入档并生效(首月快讯/大样)', () => { + const w = World.create({ seed: 'now-3', surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' }) + w.advanceMonth() + const ws = w.state.worldSim as { npcDyn: Record }> } + const first = Object.keys(w.state.npcFamilies)[0]! + const rels = ws.npcDyn[first]?.relationsWithOthers ?? {} + expect(Object.keys(rels).length).toBeGreaterThan(0) + }) +})