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
This commit is contained in:
2026-08-23 13:23:25 +08:00
parent 2528226a9f
commit ff6df8054c
89 changed files with 281 additions and 281 deletions
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import type { World } from '../World'
import { MAJORS } from '../../../data/realms'
import { calcLifespan } from '../pcgen'
export function lifespanOf(w: World, c: { realm: { major: keyof typeof MAJORS }; physique: number }): number {
return calcLifespan(c.realm.major, c.physique)
}
export function deathTick(w: World): void {
for (const c of Object.values(w.state.members)) {
if (!c.alive) continue
const age = w.ageOf(c)
const span = lifespanOf(w, c)
const softCap = span * 0.85
let p = 0
if (age >= span) p = 0.35
else if (age >= softCap) {
const t = (age - softCap) / (span - softCap)
p = Math.min(0.3, Math.pow(t, 5) * 0.9)
}
if (c.health < 30) p += 0.18
if (age < 2) p = Math.max(p, 0.008)
if (p > 0 && w.rng.chance(p)) {
c.alive = false
c.deathYear = w.state.year
const cause = age < 2 ? '幼夭' : c.health < 30 ? '伤势不治' : '寿元将尽'
c.deathCause = cause
w.state.yearStats.deaths += 1
w.chronicle('death', `${c.name} 辞世,年 ${age}${age < 2 ? '族人无不痛惜。' : c.health < 30 ? '临终前仍在牵挂家族。' : '族人焚香送别。'}`, c.id, true)
w.log('bad', `${c.name}${age}岁)${cause}`)
}
}
}
export function woundHealTick(w: World): void {
for (const c of Object.values(w.state.members)) {
if (!c.alive) continue
if (c.state === 'wounded') {
c.health = Math.min(100, c.health + 12 + c.physique)
if (c.health >= 95) {
c.state = 'idle'
w.log('info', `${c.name} 伤势痊愈。`)
}
} else if (c.health < 100) {
c.health = Math.min(100, c.health + 2 + c.physique * 0.5)
}
}
}