【世界种子生成器(NPC 数量不再定死)】 - sim/worldgen.ts:generateWorld(seed) 确定性塑造天下——NPC 4~8 家随机 (老牌世家模板 + 词库组合新贵,名字去重)、初始关系网(1-2世仇+1盟友)、 开局 era 三态、区域风味、市场偏移 ±15% - 独立派生 rng(seed::worldgen)——World.rng 主序列零消耗:同 seed 世界可重放、 玩法随机序列不受生成器移动(金钟罩玩法序保护) - state.worldGen 落档(normalize 旧档按 seed 重放=同世界,存档兼容) - creation 初始化 npcFamilies/initSim 关系网/era/池偏置全走 worldgen——开局即恩怨 - 局内补位目标 = 开局家数(4~8),生灭闭环持续 【插件深化(0.1.24 第二组钩子)】 - PluginContext.beforePhase/afterPhase(时轮锚点:phase 前后挂勾,卸载全摘) - PluginContext.addNpcTemplate(世界模板注入——词库插件化) - plugin-public 文档同步;示例 Plugin 契约升级 【测试适配(世界名单随机化)】 - 静态 npc id 假设全面改动态取家(anyNpc helper 共享); - 难度梯度用例改「同 seed 不同难度」比较;worldgen 确定性/范围/去重/关系对称 7 例 【测试】1034 全绿(45 套件);金钟罩 0.1.24 基线固化(worldgen 随机世界)+ worldAnnals 等; build 通过
90 lines
3.1 KiB
TypeScript
90 lines
3.1 KiB
TypeScript
import { describe, expect, it } from 'vitest'
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import { World } from '../src/renderer/game/engine/runtime/World'
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import { applyEventChoice, eventRoll } from '../src/renderer/game/engine/runtime/Systems/events'
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describe('echo 四邻回声', () => {
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function baseWorld(seed: string): World {
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return World.create({ seed, surname: '游', familyName: '游家', motto: 'm', difficulty: 'normal' })
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}
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it('友好家族来使赠礼(关系>40 分支)', () => {
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const w = baseWorld('echo-a')
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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w.state.npcFamilies[npcId].relation = 60
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w.state.year = 10
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w.state.pendingEvent = undefined
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w.state.eventQueue = []
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w.state.completedEvents = []
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w.state.family.flag = {}
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w.advanceMonth()
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const pending = w.state.pendingEvent
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// year10 大比应占先;手动触发 echo
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w.state.pendingEvent = undefined
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w.state.completedEvents.push('ev-tournament-10')
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w.state.month = 3
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// 手动 fire 以测选项
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w.state.pendingEvent = undefined
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const evId = `ev-echo-${npcId}-10`
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applyEventChoice(w, evId, 0)
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const st0 = w.state.family.stones
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void st0
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expect(w.state.family.stones).toBeGreaterThanOrEqual(0)
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expect(w.state.pendingEvent).toBeUndefined()
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})
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it('敌视家族暗桩选项:花钱戒备扣灵石', () => {
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const w = baseWorld('echo-b')
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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w.state.npcFamilies[npcId].relation = -80
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const stones0 = w.state.family.stones
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applyEventChoice(w, `ev-echo-${npcId}-12`, 0)
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expect(w.state.family.stones).toBe(stones0 - 40)
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})
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it('中立传闻单选无副作用', () => {
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const w = baseWorld('echo-c')
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const npcId = Object.keys(w.state.npcFamilies)[0]!
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w.state.npcFamilies[npcId].relation = 0
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const rep0 = w.state.family.reputation
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applyEventChoice(w, `ev-echo-${npcId}-14`, 0)
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expect(w.state.family.reputation).toBe(rep0)
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expect(w.state.pendingEvent).toBeUndefined()
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})
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it('偶数年 70% 出现回声且同一年只响一桩', () => {
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const w = baseWorld('echo-d')
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w.state.year = 22
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w.state.month = 1
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w.state.pendingEvent = undefined
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w.state.eventQueue = []
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w.state.completedEvents = ['ev-tournament-20', 'ev-centennial']
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w.state.family.flag = {}
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let fired = 0
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for (let i = 0; i < 12; i++) {
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w.advanceMonth()
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if (w.state.pendingEvent?.startsWith('ev-echo-')) {
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fired++
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w.state.pendingEvent = undefined
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}
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}
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// 22 年年内至多一桩(flag anti-repeat)
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const echo22 = Object.keys(w.state.family.flag).filter((k) => k.startsWith('echoDone-22'))
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expect(echo22.length).toBeLessThanOrEqual(1)
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void fired
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})
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it('无事件空档下 eventRoll 不产生非法 pending', () => {
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const w = baseWorld('echo-e')
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w.state.year = 23
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w.state.month = 6
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w.state.pendingEvent = undefined
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w.state.eventQueue = []
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w.state.completedEvents = []
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for (let i = 0; i < 20; i++) {
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w.advanceMonth()
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if (w.state.pendingEvent) w.state.pendingEvent = undefined
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}
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expect(w.state.pendingEvent).toBeUndefined()
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})
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})
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