import { GameClock } from '../kernel/clock' import { PluginContext } from '../kernel/plugin' import type { World } from './World' import { productionTick } from './Systems/production' import { deathTick, woundHealTick } from './Systems/lifecycle' import { cultivationTick } from './Systems/cultivation' import { missionTick } from './Systems/missions' import { eventRoll } from './Systems/events' import { diplomacyTick } from './Systems/diplomacy' import { yearStartMarriage } from './Systems/marriage' import { WorldSim } from '../sim/WorldSim' import { checkMandate } from './Systems/mandate' /** 原语义保留:满门凋零后仅存生产/寿元与收尾 */ function ifAlive(fn: (w: World) => void): (w: World) => void { return (w: World) => { if (w.aliveMembers().length > 0) fn(w) } } /** 能力开关:禁用即拔插(对应 capability id) */ function viaCap(capId: string, fn: (w: World) => void): (w: World) => void { return (w: World) => { if (w.sysEnabled(capId)) fn(w) } } export function emptyClock(): GameClock { return new GameClock() } /** * 内建系统注册(core-systems 插件入口)。 * 注册顺序 = 执行顺序(确定性红线,经由金钟罩校验)。 * 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 */ export function installCoreSystems(ctx: PluginContext): Array<() => void> { const unsubs: Array<() => void> = [] const clock = ctx.clock unsubs.push(clock.onYearStart(viaCap('marriage', (w) => yearStartMarriage(w)))) unsubs.push( clock.onYearStart( viaCap('marriage', (w) => { w.state.family.reputation += w.postBonus('familyRep') const zhenCount = w.aliveMembers().filter((c) => c.aspiration === 'zhen').length w.state.family.reputation += Math.round(zhenCount * 0.3 * 100) / 100 }) ) ) unsubs.push(clock.onYearStart(viaCap('annals', (w) => w.publishYearReport()))) unsubs.push(clock.register('production', viaCap('production', (w: World) => productionTick(w)))) unsubs.push(clock.register('aging', viaCap('aging', (w: World) => deathTick(w)))) unsubs.push(clock.register('aging', viaCap('aging', (w: World) => woundHealTick(w)))) unsubs.push(clock.register('cultivation', viaCap('cultivation', ifAlive((w: World) => cultivationTick(w))))) unsubs.push(clock.register('missions', viaCap('missions', ifAlive((w: World) => missionTick(w))))) unsubs.push(clock.register('events', viaCap('events', ifAlive((w: World) => eventRoll(w))))) unsubs.push(clock.register('diplomacy', viaCap('diplomacy', ifAlive((w: World) => diplomacyTick(w))))) unsubs.push(clock.register('worldsim', (w: World) => { if (w.sysEnabled('worldsim')) { new WorldSim(w).tick() } })) unsubs.push(clock.register('epilogue', (w: World) => w.epilogueTick())) // 0.1.40 天命系统:epilogue 末检查天命是否到期——种子派生选取,零 rng 消耗 unsubs.push(clock.register('epilogue', viaCap('events', ifAlive((w: World) => { void checkMandate(w) })))) return unsubs } /** 兼容旧接口:完整安装一套核心系统(测试/工具用) */ export function buildClock(): GameClock { const clock = emptyClock() const ctx = { world: undefined as never, clock, register: (phase: Parameters[0], fn: (w: World) => void) => clock.register(phase, fn), onYearStart: (fn: (w: World) => void) => clock.onYearStart(fn), addCapability: () => undefined, removeCapability: () => undefined, enableCapability: () => undefined, overridePack: () => undefined, resetPack: () => undefined, addEventPool: () => undefined, removeEventPool: () => undefined } installCoreSystems(ctx as never) return clock }