v0.1.24: 寰宇初构——世界种子生成器 + 插件时轮锚点(1034 全绿)
【世界种子生成器(NPC 数量不再定死)】 - sim/worldgen.ts:generateWorld(seed) 确定性塑造天下——NPC 4~8 家随机 (老牌世家模板 + 词库组合新贵,名字去重)、初始关系网(1-2世仇+1盟友)、 开局 era 三态、区域风味、市场偏移 ±15% - 独立派生 rng(seed::worldgen)——World.rng 主序列零消耗:同 seed 世界可重放、 玩法随机序列不受生成器移动(金钟罩玩法序保护) - state.worldGen 落档(normalize 旧档按 seed 重放=同世界,存档兼容) - creation 初始化 npcFamilies/initSim 关系网/era/池偏置全走 worldgen——开局即恩怨 - 局内补位目标 = 开局家数(4~8),生灭闭环持续 【插件深化(0.1.24 第二组钩子)】 - PluginContext.beforePhase/afterPhase(时轮锚点:phase 前后挂勾,卸载全摘) - PluginContext.addNpcTemplate(世界模板注入——词库插件化) - plugin-public 文档同步;示例 Plugin 契约升级 【测试适配(世界名单随机化)】 - 静态 npc id 假设全面改动态取家(anyNpc helper 共享); - 难度梯度用例改「同 seed 不同难度」比较;worldgen 确定性/范围/去重/关系对称 7 例 【测试】1034 全绿(45 套件);金钟罩 0.1.24 基线固化(worldgen 随机世界)+ worldAnnals 等; build 通过
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@@ -49,20 +49,22 @@ describe('赠礼档位', () => {
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it.each(GIFT_TIERS.map((t) => [t] as const))('档位 %i 赠予后关系精确', (t) => {
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const w = baseWorld(`gift-${t}`)
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const npc = w.state.npcFamilies['n-xuanying']
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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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const before = npc.relation
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w.state.family.stones = 1000
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giftNpc(w, 'n-xuanying', t)
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giftNpc(w, npcId, t)
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expect(npc.relation).toBe(Math.min(100, before + calcGiftGain(t)))
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})
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it('赠礼不足预算拒绝,分文不动', () => {
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const w = baseWorld('gift-poor')
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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w.state.family.stones = 10
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const before = w.state.npcFamilies['n-xuanying'].relation
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const ok = giftNpc(w, 'n-xuanying', 40)
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const before = w.state.npcFamilies[npcId].relation
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const ok = giftNpc(w, npcId, 40)
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expect(ok).toBe(false)
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expect(w.state.npcFamilies['n-xuanying'].relation).toBe(before)
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expect(w.state.npcFamilies[npcId].relation).toBe(before)
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})
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})
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