refactor(0.1.14-P1): 内核归位——game/ 按引擎架构重排(零行为漂移)
结构(旧 game/core+engine → 新 engine/ 域): - engine/kernel/ 时钟/随机/插件协议/fxqueue/timesense/format/urgency/guide/names(原 core) - engine/narrative/ legacy/报告/列传/谱系/年轴(原 core 叙事族) - engine/runtime/ World/creation/pcgen/ApiFacade/capabilities/pluginManager/boot/clocks + Systems/*(12 系统) - engine/sim/ Market(未来 WorldSim 同行) - 旧 game/core、engine/systems、engine/world.ts 等路径全部废弃(无 re-export 兼容层) 验证:35 套件/967 测试全绿(金钟罩三档零漂移=纯搬迁无行为变化) typecheck 0 error
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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 { pack } from '../../../data/registry'
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import { techniqueById } from '../../../data/techniques'
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import { EnemyDef, LootDef } from '../../../data/secrets'
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import { traitBonuses } from '../pcgen'
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import { npcById } from '../../../data/npcs'
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import { aspirationById, fitBonusOf } from '../../../data/aspirations'
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import { formationById, FormationId } from '../../../data/formations'
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export function combatPowerOf(w: World, c: Character): number {
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if (!c.alive) return 0
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const base = basePower(c.realm)
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const stat = 1 + (c.perception + c.physique) / 32
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const tech = techniqueById(c.techniqueId)
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const wuRank = (c.techniqueRank ?? 0) > 1 ? 0.2 : (c.techniqueRank ?? 0) === 1 ? 0.08 : 0
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const techBonus = tech ? 1 + tech.powerBonus + wuRank : 1
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const equip = c.equipment ? 1 + (pack().artifacts[c.equipment] ?? 0) : 1
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const aspiration = aspirationById(c.aspiration)
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const aspi = aspiration?.effect.type === 'battle' ? 1 + aspiration.effect.value : 1
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const fit = fitBonusOf(c).battle ? 1.04 : 1
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const trait = 1 + traitBonuses(c).windBonus
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const health = 0.5 + 0.5 * (c.health / 100)
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return round1(base * stat * techBonus * equip * trait * aspi * fit * health)
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}
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function round1(n: number): number {
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return Math.round(n * 10) / 10
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}
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export function enemyPowerOf(enemy: EnemyDef, risk: number): number {
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const base = basePower({ major: enemy.realm, minor: 2 })
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return Math.round(base * enemy.strength * (1.05 + risk * 0.55))
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}
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export interface EncounterResult {
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win: boolean
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draw: boolean
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lines: string[]
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loot?: Record<string, number>
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losses: string[]
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}
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const WIN_DESC = [
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'你我咬紧牙关,剑光铺天盖地,那厮节节败退。',
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'阵中爆出一声大喝,众人齐攻要害,对方哀嚎退走。',
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'硬撼三合,杀得对方胆寒,丢下敌辎拽着尾巴逃了。'
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]
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const LOSE_DESC = [
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'对方攻势如潮,我方左支右绌,且战且退。',
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'眼睁睁瞧着族中子弟咳血倒地,只得弃了阵脚。',
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'护山大阵差点被轰裂,残兵败将忍着羞辱撤回。',
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'突袭来得隐秘,伤亡不小,幸好退路还在。'
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]
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const DRAW_DESC = [
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'杀了个天昏地暗,双方均伤,各自罢手。',
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'僵持半晌,天入暮色,双方收阵戒备而退。'
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]
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export function resolveEncounter(
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w: World,
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opts: {
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title: string
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enemy: EnemyDef
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risk: number
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team: Character[]
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kind: BattleLog['kind']
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year: number
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month: number
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formation?: FormationId
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}
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): EncounterResult {
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const form = formationById(opts.formation)
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let team = 0
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for (const c of opts.team) team += combatPowerOf(w, c)
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const enemy = Math.round(enemyPowerOf(opts.enemy, opts.risk) * form.def)
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const jitter = w.rng.between(0.88, 1.12)
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const teamFinal = Math.round(team * form.atk * jitter)
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const roll = w.rng.next()
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const win = teamFinal >= enemy * 1.08
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const lose = teamFinal < enemy * 0.82
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const draw = !win && !lose
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const year = opts.year
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const month = opts.month
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const names = opts.team.map((c) => c.name).join('、')
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const lines: string[] = []
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lines.push(`—— ${opts.title} ——`)
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lines.push(`${year}年${month}月,${names}以「${form.name}」列阵,迎上了【${opts.enemy.name}】。(敌势 ${enemy},我阵 ${teamFinal})`)
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if (win) {
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lines.push(`首战告捷:${w.rng.pick(WIN_DESC)}`)
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} else if (lose) {
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lines.push(`败象已成:${w.rng.pick(LOSE_DESC)}`)
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} else {
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lines.push(`来回缠斗:${w.rng.pick(DRAW_DESC)}`)
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}
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const loss: string[] = []
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for (const c of opts.team) {
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if (!c.alive || c.state === 'wounded') continue
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const severity = w.rng.next()
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if (!win) {
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if (severity < 0.1 && w.rng.chance(opts.risk * 0.08 + 0.02)) {
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c.alive = false
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c.deathYear = year
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c.deathCause = `战殁于${opts.enemy.name}之手`
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loss.push(`${c.name} 陨落`)
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w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true)
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} else if (severity < 0.45) {
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const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound)
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c.health = Math.max(1, c.health - woundAmt)
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c.state = 'wounded'
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loss.push(`${c.name} 重伤`)
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}
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} else if (w.rng.chance(0.12)) {
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c.health = Math.max(1, c.health - 20 - w.rng.int(0, 15))
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if (c.health < 35) c.state = 'wounded'
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loss.push(`${c.name} 轻伤`)
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}
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}
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let loot: Record<string, number> | undefined
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if (win) {
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loot = {}
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const res = opts.risk > 0.8 ? { lingkuang: [20, 60], lingcao: [15, 40] } : { lingcao: [10, 30], lingkuang: [5, 20] }
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for (const [k, r] of Object.entries(res)) {
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const v = w.rng.int(r[0], r[1])
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loot[k] = v
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w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
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}
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lines.push(`此战缴获:${Object.entries(loot).map(([k, v]) => `${itemName(k)} ×${v}`).join('、')}。`)
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}
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const result: EncounterResult = { win, draw, lines, loot, losses: loss }
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const log: BattleLog = {
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id: w.seq(),
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year,
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month,
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title: opts.title,
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kind: opts.kind,
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lines,
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winner: win ? 'player' : draw ? 'none' : 'enemy',
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loot,
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losses: loss
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}
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w.battle(log)
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return result
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}
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function itemName(id: string): string {
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const names: Record<string, string> = {
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lingcao: '灵草',
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lingkuang: '灵矿',
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beastcore: '兽核',
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stones: '灵石'
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}
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return names[id] ?? id
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}
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export function resolveRaid(
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w: World,
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npcId: string,
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team: Character[],
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formation?: FormationId
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): EncounterResult {
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const npc = w.state.npcFamilies[npcId]
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const def = npcById(npcId)
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const enemy: EnemyDef = {
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id: npcId,
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name: `${npc.name}的劫掠队`,
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realm: def.leaderRealm,
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strength: 0.78,
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icon: '袭',
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desc: def.desc
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}
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const risk = 0.55
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const res = resolveEncounter(w, {
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title: `${npc.name}来袭!`,
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enemy,
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risk,
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team,
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kind: 'war',
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year: w.state.year,
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month: w.state.month,
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formation
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})
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if (res.win) {
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npc.relation = Math.min(60, npc.relation + 25)
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w.state.family.reputation += 6
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w.chronicle('battle', `击退${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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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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if (lostFew > 0) w.log('bad', `宗族仓廪被劫掠,损失灵石 ${lostFew}。`)
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}
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return res
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}
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export function rollWarbooty(w: World, loot: LootDef): Record<string, number> {
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const result: Record<string, number> = {}
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for (const [k, r] of Object.entries(loot.resources)) {
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const v = w.rng.int(r[0], r[1])
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result[k] = v
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w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
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}
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if (loot.artifactChance && w.rng.chance(loot.artifactChance)) {
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const pool = ['weapon-fan', 'weapon-qi', 'weapon-ling']
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const a = w.rng.pick(pool)
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w.state.family.inventory[a] = (w.state.family.inventory[a] ?? 0) + 1
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result[a] = 1
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}
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if (loot.techniqueChance && w.rng.chance(loot.techniqueChance)) {
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const t = w.rng.pick(pack().techniques)
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w.state.family.techniques.push(t.id)
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result['tech'] = 1
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}
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return result
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}
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