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 { GameClock } from '../kernel/clock'
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import { PluginContext } from '../kernel/plugin'
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import type { World } from './World'
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import { productionTick } from './Systems/production'
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import { deathTick, woundHealTick } from './Systems/lifecycle'
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import { cultivationTick } from './Systems/cultivation'
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import { missionTick } from './Systems/missions'
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import { eventRoll } from './Systems/events'
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import { diplomacyTick } from './Systems/diplomacy'
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import { yearStartMarriage } from './Systems/marriage'
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/** 原语义保留:满门凋零后仅存生产/寿元与收尾 */
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function ifAlive(fn: (w: World) => void): (w: World) => void {
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return (w: World) => {
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if (w.aliveMembers().length > 0) fn(w)
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}
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}
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/** 能力开关:禁用即拔插(对应 capability id) */
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function viaCap(capId: string, fn: (w: World) => void): (w: World) => void {
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return (w: World) => {
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if (w.sysEnabled(capId)) fn(w)
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}
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}
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export function emptyClock(): GameClock {
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return new GameClock()
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}
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/**
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* 内建系统注册(core-systems 插件入口)。
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* 注册顺序 = 执行顺序(确定性红线,经由金钟罩校验)。
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* 时间线:婚配养育 → 声望岁贡 → 岁末族簿 —— 再逐月:生产→寿元→修炼→任务→事件→外交→收尾
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*/
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export function installCoreSystems(ctx: PluginContext): Array<() => void> {
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const unsubs: Array<() => void> = []
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const clock = ctx.clock
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unsubs.push(clock.onYearStart(viaCap('marriage', (w) => yearStartMarriage(w))))
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unsubs.push(
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clock.onYearStart(
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viaCap('marriage', (w) => {
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w.state.family.reputation += w.postBonus('familyRep')
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const zhenCount = w.aliveMembers().filter((c) => c.aspiration === 'zhen').length
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w.state.family.reputation += Math.round(zhenCount * 0.3 * 100) / 100
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})
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)
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)
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unsubs.push(clock.onYearStart(viaCap('annals', (w) => w.publishYearReport())))
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unsubs.push(clock.register('production', viaCap('production', (w: World) => productionTick(w))))
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unsubs.push(clock.register('aging', viaCap('aging', (w: World) => deathTick(w))))
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unsubs.push(clock.register('aging', viaCap('aging', (w: World) => woundHealTick(w))))
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unsubs.push(clock.register('cultivation', viaCap('cultivation', ifAlive((w: World) => cultivationTick(w)))))
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unsubs.push(clock.register('missions', viaCap('missions', ifAlive((w: World) => missionTick(w)))))
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unsubs.push(clock.register('events', viaCap('events', ifAlive((w: World) => eventRoll(w)))))
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unsubs.push(clock.register('diplomacy', viaCap('diplomacy', ifAlive((w: World) => diplomacyTick(w)))))
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unsubs.push(clock.register('epilogue', (w: World) => w.epilogueTick()))
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return unsubs
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}
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/** 兼容旧接口:完整安装一套核心系统(测试/工具用) */
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export function buildClock(): GameClock {
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const clock = emptyClock()
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const ctx = {
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world: undefined as never,
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clock,
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register: (phase: Parameters<GameClock['register']>[0], fn: (w: World) => void) => clock.register(phase, fn),
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onYearStart: (fn: (w: World) => void) => clock.onYearStart(fn),
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addCapability: () => undefined,
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removeCapability: () => undefined,
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enableCapability: () => undefined,
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overridePack: () => undefined,
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resetPack: () => undefined,
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addEventPool: () => undefined,
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removeEventPool: () => undefined
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}
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installCoreSystems(ctx as never)
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return clock
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}
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