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 { npcById } from '../../../data/npcs'
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import { findEvent, fire } from './events'
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export function diplomacyTick(w: World): void {
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const s = w.state
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const drift = w.rng.chance(0.15)
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for (const npc of Object.values(s.npcFamilies)) {
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if (drift) {
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if (npc.relation > 0) npc.relation -= 1
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else if (npc.relation < 0) npc.relation += 1
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}
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if (npc.relation < -50) {
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const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
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if (s.year - last >= 2 && w.rng.chance(0.03)) {
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fire(w, `ev-raid-${npc.id}`)
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}
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}
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}
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}
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export function yearGrowth(w: World): void {
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const s = w.state
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for (const npc of Object.values(s.npcFamilies)) {
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const def = npcById(npc.id)
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const [a, b] = def.powerGrowth
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npc.power += w.rng.int(a, b)
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}
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}
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export function npcRelation(w: World, npcId: string): number {
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return w.state.npcFamilies[npcId]?.relation ?? 0
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}
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export function calcGiftGain(stones: number): number {
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return Math.max(1, Math.round(stones / 12))
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}
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export const GIFT_TIERS = [40, 120, 300] as const
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export function giftNpc(w: World, npcId: string, stones: number): boolean {
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const fam = w.state.family
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if (stones <= 0 || fam.stones < stones) return false
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fam.stones -= stones
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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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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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export function makePeace(w: World, npcId: string): boolean {
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const fam = w.state.family
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const npc = w.state.npcFamilies[npcId]
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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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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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}
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export function marryNpcFamily(w: World, npcId: string): boolean {
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const s = w.state
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const fam = s.family
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const npc = s.npcFamilies[npcId]
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if (!npc || npc.relation < 25 || npc.allied) return false
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const eligible = w
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.aliveMembers()
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.filter((c) => w.ageOf(c) >= 16 && w.ageOf(c) <= 46 && c.state !== 'expedition')
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.filter((c) => !c.spouseId || w.isWidowed(c))
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if (eligible.length === 0) return false
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const npcDef = npcById(npcId)
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const candidate = w.rng.pick(eligible)
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candidate.spouseHouse = npc.name
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npc.relation += 20
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npc.allied = true
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npc.alliedSinceYear = s.year
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fam.reputation += 4
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w.chronicle('marriage', `${candidate.name}与${npc.name}联姻,两家绸缪通好。`, candidate.id, true)
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w.log('good', `${candidate.name} 与${npc.name}联姻成功!每年或降麟儿。`)
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return true
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}
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export function arrangeWedding(w: World, aId: string, bId: string): boolean {
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const a = w.memberById(aId)
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const b = w.memberById(bId)
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if (!a.alive || !b.alive) return false
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if (a.spouseId && !w.isWidowed(a)) return false
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if (b.spouseId && !w.isWidowed(b)) return false
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if (a.gender === b.gender) return false
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if (a.fatherId === b.fatherId && a.fatherId) return false
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if (a.motherId === b.motherId && a.motherId) return false
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a.spouseId = b.id
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b.spouseId = a.id
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const aAge = w.ageOf(a)
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const bAge = w.ageOf(b)
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if (w.state.family.flag['tenants']) {
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w.state.family.reputation += 1
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}
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w.chronicle('marriage', `${a.name}(${aAge})与${b.name}(${bAge})拜堂成亲。`, a.id, true)
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w.log('good', `${a.name} 与 ${b.name} 结为连理。`)
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return true
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}
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