【A 经济闭环(引擎核心)】 - 修为经济化:灵草成修行燃料——练气以上月耗(闭关2/普通1),无草速修0.6~1.0衰减+缺草每年一告 - 炼丹等级化:bonusOf 白名单表达式求值器(extra 单源);craftChance 转正(L5=100%),丹方 PILL_RECIPES(破境丹需丹房3级),失败折半退料 - 炼器筑宝:FORGE_RECIPES(法器/灵器/法宝)灵矿兽核入炉 - 秘灵灵脉:secretQiOf→rollWarbooty 收益门槛(0.5~1.5 折算),掉落按秘境 techGrades 过滤(暗墨林不再出仙典) - NPC 实力参战:raid 强度/风险随 npc.power 浮动(0.5~1.8)——外交成长期博弈 - 灾年落效:CALAMITY_FAMILY 月度减产乘子 + 疫病/兽潮一次性体感 【B 世界活在 UI】 - 天下面板:快讯时间线/行情/灾年/群雄谱(宗主详情+换代数)+ 结盟(setAlliance,关联岁差不降+年利) - 结盟引擎 truly 落地:allied 字段第一次被写值 【C 写史与治理】 - 手写史书:ChroniclePanel 输入条(misc 入史)+ MemberModal 册立家主 + 年报要闻/辞世讣告 + EventModal 收益预览 - C13 破境丹渡劫修正:需渡劫大境界时药力→tribBoost(+12%)入渡劫事件,不再跳三选 - C14 存储防线:loadState 过 migrate;MigrationError(TOO_NEW/未知版本) 醒目提示 - C15 registry 补全(aspirations/formations/season)+ startNewGame facade 复用 bug 【测试】986 全绿(37 套件,新增经济闭环 7 例);金钟罩 0.1.16 基线固化(修为耗草/炼丹/灾害序列变更受控)
162 lines
6.7 KiB
TypeScript
162 lines
6.7 KiB
TypeScript
import { useGameStore } from '../store'
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import { MISSIONS, missionById } from '../../game/data/secrets'
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import { sendMission, recallAll } from '../../game/engine/runtime/Systems/missions'
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import { combatPowerOf } from '../../game/engine/runtime/Systems/combat'
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import { useState } from 'react'
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import { describeRealm, MAJOR_ORDER } from '../../game/data/realms'
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import { FORMATIONS, FormationId } from '../../game/data/formations'
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import { WorldSim } from '../../game/engine/sim/WorldSim'
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export default function ExpeditionPanel() {
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const world = useGameStore((s) => s.world)
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const bump = useGameStore((s) => s.bump)
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const selectedMissionDef = useGameStore((s) => s.selectedMissionDef)
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const setMissionDef = useGameStore((s) => s.setMissionDef)
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const revision = useGameStore((s) => s.revision)
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void revision
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const [squad, setSquad] = useState<string[]>([])
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const [formation, setFormation] = useState<FormationId>('vanguard')
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if (!world) return null
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const w = world
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const s = w.state
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const active = s.missions.filter((m) => !m.done)
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const candidates = Object.values(s.members).filter(
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(c) => c.alive && w.ageOf(c) >= 16 && c.state !== 'expedition'
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)
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const def = selectedMissionDef ? missionById(selectedMissionDef) : null
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const qiOf = (id: string): number | null => {
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try {
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return Math.round(new WorldSim(w).secretQiOf(id))
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} catch {
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return null
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}
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}
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const toggle = (id: string) => {
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setSquad((old) => (old.includes(id) ? old.filter((x) => x !== id) : [...old, id]))
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}
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return (
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<div>
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<div className="help-text">
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探秘即遣队伍远行:越远越险,收获越丰。途中遇袭会结算战报——带足好手再上路。
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(同期至多三支队伍在外)
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</div>
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<div className="mission-card">
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<div className="card-title" style={{ fontSize: '1rem' }}>择一行路</div>
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<div style={{ display: 'grid', gridTemplateColumns: 'repeat(auto-fill,minmax(180px,1fr))', gap: 8 }}>
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{MISSIONS.map((m) => {
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const sel = selectedMissionDef === m.id
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return (
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<div
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key={m.id}
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style={{
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border: sel ? '1px solid var(--gold)' : '1px solid var(--line)',
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borderRadius: 4,
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padding: '8px 10px',
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cursor: 'pointer',
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background: 'var(--panel)'
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}}
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onClick={() => {
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setMissionDef(sel ? undefined : m.id)
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setSquad([])
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}}
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>
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<div><span className="s-icon">{m.icon}</span> {m.name}</div>
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<div className="dim2" style={{ fontSize: '0.78rem' }}>{m.region} · 适合{describeRealm({ major: m.realmHint, minor: 0 })}</div>
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<div className="dim2" style={{ fontSize: '0.78rem' }}>{m.minMembers}-{m.maxMembers}人 · {m.stages.length}段</div>
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<div className="dim" style={{ fontSize: '0.8rem', marginTop: 3 }}>{m.desc}</div>
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{qiOf(m.id) !== null && (
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<div className="dim2" style={{ fontSize: '0.76rem', marginTop: 3 }}>
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灵脉 {qiOf(m.id)}% (探索后-6,回复2/月;灵气越足所获越丰)
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</div>
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)}
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</div>
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)
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})}
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</div>
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{def && (
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<div style={{ marginTop: 12, borderTop: '1px solid var(--line)', paddingTop: 10 }}>
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<div className="dim" style={{ marginBottom: 6 }}>
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队伍人选({squad.length}/{def.maxMembers} 人,至少{def.minMembers}人)
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</div>
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<div className="squad-picker">
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{candidates.map((c) => (
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<div
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key={c.id}
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className={`squadian ${squad.includes(c.id) ? 'sel' : ''}`}
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onClick={() => toggle(c.id)}
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>
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{c.name}·{describeRealm(c.realm)}·战力{Math.round(combatPowerOf(w, c))}
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</div>
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))}
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{candidates.length === 0 && <span className="dim2">无可派遣之人</span>}
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</div>
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<div className="formation-pick" style={{ marginBottom: 8 }}>
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{(Object.keys(FORMATIONS) as FormationId[]).map((fid) => (
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<div
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key={fid}
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className={`tag ${formation === fid ? 'gold-t' : ''}`}
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style={{ cursor: 'pointer', padding: '3px 10px' }}
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onClick={() => setFormation(fid)}
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title={FORMATIONS[fid].desc}
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>
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{FORMATIONS[fid].name}
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</div>
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))}
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</div>
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<button
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className="btn btn-primary"
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disabled={squad.length < def.minMembers || squad.length > def.maxMembers || active.length >= 3}
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onClick={() => {
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sendMission(w, def.id, squad, formation)
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setSquad([])
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bump()
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}}
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>
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遣队发兵
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</button>
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</div>
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)}
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</div>
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{active.length > 0 && (
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<div>
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<div className="card-title" style={{ fontSize: '1rem', marginTop: 8 }}>在外队伍</div>
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{active.map((m) => {
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const def2 = missionById(m.defId)
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const stage = def2.stages[m.stage]
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return (
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<div key={m.id} className="mission-card">
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<div style={{ display: 'flex', alignItems: 'center', gap: 10 }}>
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<b><span className="s-icon">{def2.icon}</span> {def2.name}</b>
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<span className="dim2" style={{ fontSize: '0.85rem' }}>
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{m.memberIds.map((id) => s.members[id]?.name ?? '?').join('、')}
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</span>
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<span className="dim" style={{ marginLeft: 'auto', fontSize: '0.85rem' }}>
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第{m.stage + 1}/{def2.stages.length}段
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{stage ? ` · ${stage.title}` : ''}
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</span>
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</div>
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<div className="dim2" style={{ fontSize: '0.8rem', margin: '6px 0' }}>
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启程 {m.startYear}年{m.startMonth}月 · 途中札记:
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</div>
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<div className="dim" style={{ fontSize: '0.85rem', lineHeight: 1.6 }}>
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{m.log.slice(-3).map((l, i) => (
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<div key={i}>· {l}</div>
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))}
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</div>
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<button className="btn btn-sm" style={{ marginTop: 6 }} onClick={() => { recallAll(w, m.id); bump() }}>
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召回
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</button>
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</div>
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)
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})}
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</div>
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)}
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</div>
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)
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}
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