import { useGameStore } from '../store' import { ITEMS } from '../../game/data/items' import { TECHNIQUES } from '../../game/data/techniques' import { techniqueGradeName } from '../../game/data/realms' import { marketPrice, buyItem, sellItem, buyTechnique, techniquePrice } from '../../game/engine/sim/Market' import { PILL_RECIPES, FORGE_RECIPES } from '../../game/data/items' import { bonusOf } from '../../game/data/buildings' import { useMemo, useState } from 'react' export default function MarketPanel() { const world = useGameStore((s) => s.world) const bump = useGameStore((s) => s.bump) const revision = useGameStore((s) => s.revision) void revision const [tab, setTab] = useState<'goods' | 'tech' | 'craft'>('goods') if (!world) return null const w = world const fam = w.state.family const inv = fam.inventory const goods = useMemo( () => Object.values(ITEMS).filter((i) => ['resource', 'material', 'pill', 'talisman', 'brew', 'artifact'].includes(i.kind)), [] ) const artifacts = useMemo(() => Object.values(ITEMS).filter((i) => i.kind === 'artifact'), []) const marketTech = TECHNIQUES.filter((t) => t.grade <= 3) const cangshuLv = fam.buildings['cangshu'] ?? 0 const price = (id: string) => marketPrice(w, id) return (
setTab('goods')}>货栈
setTab('tech')}>法帖
setTab('craft')}>定制
{tab === 'goods' && ( <>
集市物价随季节波动(当前行情 {Math.round(((fam.flag['priceMult'] as number) ?? 1) * 100)}%)。 仓库寄存的灵草、灵矿、兽核均可在此出手。
{[...goods, ...artifacts].map((item) => { const have = ['resource', 'material', 'pill', 'talisman', 'brew', 'artifact'].includes(item.kind) ? inv[item.id] ?? 0 : 0 const stock = item.kind === 'artifact' ? 3 : ['pill', 'talisman', 'brew'].includes(item.kind) ? 5 : 9999 const count = item.kind === 'artifact' ? 1 : 5 return ( ) })}
品名 说明 行价 库存/持有 买卖
{item.icon} {item.name} {item.desc} {price(item.id)} 灵石 {have} {' '} {(['resource', 'material', 'pill'].includes(item.kind) && have >= count) && ( )} {item.kind === 'artifact' && have > 0 && ( 已购藏 )}
)} {tab === 'tech' && ( <>
藏书阁录存法帖,族人可修习。藏书阁等级决定可在坊市搜购的品阶(当前 {cangshuLv} 级,可购至{techniqueGradeName(Math.min(4, Math.max(0, cangshuLv + 1)))})。 若藏书阁未建或等级不足,只可见基础法帖。
{marketTech .filter((t) => t.grade <= 1 + cangshuLv) .filter((t) => t.grade <= 3) .map((t) => { const owned = fam.techniques.includes(t.id) const p = t.grade <= 1 + cangshuLv const priceT = techniquePrice(t.id) return ( ) })}
法帖 品阶/路子 妙用 修为加成 战力加成
《{t.name}》 {techniqueGradeName(t.grade)} · {t.path} {t.desc} +{Math.round((t.expBonus) * 100)}% +{Math.round((t.powerBonus) * 100)}% {owned ? ( 已录 ) : ( )}
)} {tab === 'craft' && ( <>
丹房依「灵草+兽核+灵石」配比丹药,成数随丹房等级;破境丹需丹房三级。炼器以灵矿兽核+灵石相合,无建筑门槛,只看家底。

丹房炼制(当前 {fam.buildings['danfang'] ?? 0} 级 · 成率 {Math.round(bonusOf('danfang', 'craftChance', fam.buildings['danfang'] ?? 0) * 100)}%)

{PILL_RECIPES.map((r) => { const lvl = fam.buildings['danfang'] ?? 0 const enough = (inv['lingcao'] ?? 0) >= r.lingcao && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones return ( ) })}
丹方药性配方门槛
{r.name} {r.desc} 草{r.lingcao}·核{r.beastcore}·灵石{r.stones} {r.danfangLevel}级丹房

铸器坊(灵矿+兽核+灵石 → 兵刃)

{FORGE_RECIPES.map((r) => { const enough = (inv['lingkuang'] ?? 0) >= r.lingkuang && (inv['beastcore'] ?? 0) >= r.beastcore && fam.stones >= r.stones return ( ) })}
兵刃妙用配方
{r.name} {r.desc} 矿{r.lingkuang}·核{r.beastcore}·灵石{r.stones}
{(fam.buildings['danfang'] ?? 0) > 0 && (
破境丹亦可等拍卖会落槌(需要时留神百年拍卖)。
)} )}
灵矿不足时可上坊市民间收购;妖丹于探秘与灵兽园中可得。
) }