【资源物品大扩容】 - ItemKind 6 值:resource/material/pill/talisman/brew/artifact——市场分群/背包/售卖/modSchema 全链 - 新材料七种:灵玉/灵木/兽皮/灵果(POOL_BASE+MARKET_IDS+worldgen 偏移四同步入世界池)、 灵露/丹砂/符纸(道具料) - 循环接入:新建筑灵果园(灵果)/灵木坊(灵木);productionTick 泛化逐建筑读 produceTable 全键; 秘境掉落材料化(灵玉/兽皮/灵木);材料类同向微漂(物产同源生态) 【新用途】 - 符箓:war 战斗开战武备自动消耗(talismanWarPrep 零 rng) - 灵酿:渡劫伤后自动回气 +5 - 新丹方和灵丹/虚元丹 + 玉澜刃/灵酿铸器配方 【测试 5009】86 套件(+1000:matrix-treasure-a/b 950 + 断链修整); 【金钟罩】0.1.32 基线重算(物品/池/生产泛化受控变更);build 通过
57 lines
2.3 KiB
TypeScript
57 lines
2.3 KiB
TypeScript
import { describe, expect, it } from 'vitest'
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import { stateFingerprint, longRun } from './fingerprint.helper'
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import { World } from '../src/renderer/game/engine/runtime/World'
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/**
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* 金钟罩:固定种子长跑 560 月的状态指纹。
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* 任何改动(重构日程/调平衡/加系统)若改变了确定性序列或结果,此测试立刻报红。
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* 更新规则:仅当**有意**变更序列逻辑时,三枚 seed 指纹同版更新并注明原因。
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*/
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// 0.1.32 万宝琳琅基线:物品六类化/新材料(灵玉灵木兽皮灵果入池)/
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// 生产泛化(produceTable 全键)/武备符箓/灵酿回气/材料相关漂移后固化。
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const GOLDEN: Record<string, Record<number, string>> = {
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'bell-seed-1': { 560: '778d1488', 1200: 'a098f660', 2160: 'bc511374' },
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'bell-seed-2': { 560: 'dfab016c', 1200: 'dc3d843f', 2160: '7096cf66' },
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'bell-seed-3': { 560: '00ac5fa4', 1200: 'e2278a35', 2160: '173d2770' }
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}
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/** 第二金钟罩:自动 resolve 长跑("现实"世界——每 tick 处理待决事件;
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* 锁事件闸/事件流全程,防"冻结世界"指纹漏锁)。 */
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const GOLDEN_RESOLVED: Record<string, Record<number, string>> = {
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'bell-seed-1': { 560: '9c603274', 1200: 'e8ada769', 2160: '3e632c02' },
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'bell-seed-2': { 560: '3c952764', 1200: '48e457fd', 2160: '6caa2e3e' },
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'bell-seed-3': { 560: 'de77eb9f', 1200: '2d4a1039', 2160: '41cf5c22' }
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}
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const TIERS = [
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[560, '47 年(4 个十年)'],
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[1200, '100 年'],
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[2160, '180 年']
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] as const
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describe('金钟罩 · 长跑确定性指纹(三档:47/100/180 年)', () => {
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for (const [seed, tiers] of Object.entries(GOLDEN)) {
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for (const [months, label] of TIERS) {
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it(`${seed} ${label}指纹 === ${tiers[months]}`, () => {
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const w = run(seed, months)
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expect(stateFingerprint(w.state)).toBe(tiers[months])
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})
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}
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}
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it('同 seed 两次长跑指纹一致(无状态污染)', () => {
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const a = stateFingerprint(longRun('bell-seed-1').state)
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const b = stateFingerprint(longRun('bell-seed-1').state)
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expect(a).toBe(b)
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})
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})
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function run(seed: string, months: number): ReturnType<typeof longRun> {
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const w = World.create({ seed, surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' })
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for (let i = 0; i < months; i++) {
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if (w.state.gameOver) break
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w.advanceMonth()
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}
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return w
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}
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