- 望气定鼎:stats 追踪四维(人兴/道兴/威名/香火)+ 十二称号分档 + 铭文诗 春秋原页预演称号,落印定局(青册留档,不阻继续游历) - 太虚大比:每五年征召,点将三关(初试/拔擢/问鼎)复用战斗结算, 名次四档红利(声望/灵石/全场好感),史书战报自动落笔 - 宗门寄读:随机宗门收徒(适龄少年),寄读 2-4 年期间每季寄资源, 期满三选:归来精进(可触发突破+随机机运)或续读深造;低概率择师不回 - 求经台:藏书阁≥3 解锁,两年一访得稀有功法 - 春秋原复盘页:气数四维图/岁末族簿汇编/生卒与突破年表/大比年表 - 修复:大比征召曾因月份条件错过整年;抢在百年庆典前的优先级倒置 - 测试 161→176(评分边界/称号分档/大比三轨/寄读全链/求经冷却)
450 lines
16 KiB
TypeScript
450 lines
16 KiB
TypeScript
import { World } from '../world'
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import { Character } from '../../types/domain'
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import { Cond, EffectDef, EventDef, EVENTS, MemberEffect } from '../../data/events'
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import { MAJOR_ORDER } from '../../data/realms'
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import { TECHNIQUES } from '../../data/techniques'
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import { MISSIONS } from '../../data/secrets'
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import { npcById } from '../../data/npcs'
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import { resolveRaid } from './combat'
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import { sendMission } from './missions'
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import { findInheritor } from '../creation'
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const ALL_EVENTS: EventDef[] = [...EVENTS]
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export function findEvent(id: string, world?: World): EventDef | undefined {
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return ALL_EVENTS.find((e) => e.id === id) ?? dynamicEventFor(id, world)
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}
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export function dynamicEventFor(id: string, w?: World): EventDef | undefined {
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if (id.startsWith('ev-raid-')) {
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const npcId = id.replace('ev-raid-', '')
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const npc = npcById(npcId)
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return {
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id,
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name: `${npc.name}来犯`,
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category: 'major',
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weight: 0,
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text: `${npc.name}与贵庄积怨已久,如今撕破脸面,遣来劫掠队围门叫战。`,
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options: [
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{ label: '迎战!', hint: '大战一场,胜则大利,败则伤财', eff: { raid: { npcId } } },
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{ label: '割地求和', hint: '灵石-250,关系+25', eff: { res: { stones: -250 }, relation: { [npcId]: 25 }, flag: { [npcId]: 'paid' } } },
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{ label: '先议和缓兵', hint: '关系+10', eff: { relation: { [npcId]: 10 } } }
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]
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}
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}
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if (id === 'ev-centennial') {
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return {
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id,
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name: '百年庆典',
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category: 'fate',
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weight: 0,
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once: true,
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text: '百年元辰已至:这百年间,苗裔繁衍、香火未断。大宴宾客?还是告天祭祖?',
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options: [
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{ label: '大开宴席,张灯结彩', hint: '灵石-200,声望+15,全族心境大悦', eff: { res: { stones: -200 }, rep: 15, memberBy: { by: 'inspire', target: 'all', n: 4 } } },
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{ label: '设坛告天', hint: '灵石-100,声望+10', eff: { res: { stones: -100 }, rep: 10, flag: { centennial: 'rite' } } },
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{ label: '阖家简庆', hint: '声望+5', eff: { rep: 5 } }
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]
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}
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}
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if (id.startsWith('ev-tournament-')) {
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const year = Number(id.replace('ev-tournament-', ''))
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return {
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id,
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name: '太虚大比',
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category: 'major',
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weight: 0,
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text: `太虚仙盟十年一会,新一期大比于祖庭开擂。观礼之众云集,百族竞锋——可遣嫡系赴赛,亦可称病让席。`,
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options: [
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{ label: '点将赴赛', hint: '战三关,位次定声望', eff: { tournament: true, flag: { [`tournamentYear-${year}`]: true } } },
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{ label: '献礼买名', hint: '灵石-200,名次垫底,各族好感略升', eff: { res: { stones: -200 }, relation: { 'n-xuanying': 5, 'n-danxin': 5, 'n-sihai': 5, 'n-nulei': 5 } } },
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{ label: '称病不出', hint: '声望小幅受挫', eff: { rep: -3 } }
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]
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}
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}
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if (id.startsWith('ev-apprentice-')) {
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const rest = id.replace('ev-apprentice-', '')
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const memberId = rest.split('-')[0]
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const member = w?.state.members[memberId] ?? undefined
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const sectName = member?.apprentice?.sect ?? '师门'
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const name = member?.name ?? '弟子'
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return {
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id,
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name: '寄读还乡',
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category: 'major',
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weight: 0,
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text: `${name} 在${sectName}寄读期满。宗门遣人传书:或归家,或续练。`,
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options: [
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{ label: '接其归家', hint: '其悟道大进,或携功法而归', eff: { flag: { apprenticeRet: memberId } } },
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{ label: '令其再拜师门', hint: '寄读二年,资源更厚', eff: { flag: { apprenticeStay: memberId } } }
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]
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}
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}
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if (id === 'ev-recruit') {
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return {
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id,
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name: '宗门收徒',
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category: 'major',
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weight: 0,
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text: '远方宗门遣师来访,观族中少年灵根不俗,欲收为记名弟子寄读。',
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options: [
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{ label: '送子寄读', hint: '其人外派,归时精进', eff: { apprentice: { build: true } } },
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{ label: '婉拒', hint: '无', eff: {} }
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]
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}
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}
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if (id === 'ev-feisheng') {
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return {
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id,
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name: '飞升之路',
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category: 'fate',
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weight: 0,
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once: true,
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text: '化神之上本为天堑,如今族中已有人触碰仙门。飞升之路敞开:宗族该作何抉择?',
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options: [
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{ label: '留仙坐镇', hint: '他留世镇族:天赋大盛', eff: { feisheng: { stay: true } } },
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{ label: '放仙飞升', hint: '他云游而去寻仙门:宗族蒙荫', eff: { feisheng: { stay: false } } }
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]
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}
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}
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return undefined
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}
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function asFlagString(flag: Record<string, number | boolean | string> | undefined, key: string): string | null {
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if (!flag) return null
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const v = flag[key]
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return typeof v === 'string' ? v : null
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}
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import {
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runTournament as _runTournament,
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buildApprentice as _buildApprentice,
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finalizeApprentice as _finalizeApprentice,
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checkApprenticeExpiry,
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recruitCheck
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} from './tournament'
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export const runTournament = _runTournament
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export const buildApprentice = _buildApprentice
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export const finalizeApprentice = _finalizeApprentice
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export function matchesCond(w: World, cond?: Cond): boolean {
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if (!cond) return true
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const s = w.state
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const fam = s.family
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const alive = w.aliveMembers()
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const adults = alive.filter((c) => w.ageOf(c) >= 16)
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const head = s.members[fam.headId]
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if (cond.all && !cond.all.every((c) => matchesCond(w, c))) return false
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if (cond.any && !cond.any.some((c) => matchesCond(w, c))) return false
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if (cond.not && matchesCond(w, cond.not)) return false
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if (cond.minYear !== undefined && s.year < cond.minYear) return false
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if (cond.minGeneration !== undefined && fam.generation < cond.minGeneration) return false
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if (cond.minHeadRealm !== undefined && (!head || MAJOR_ORDER.indexOf(head.realm.major) < MAJOR_ORDER.indexOf(cond.minHeadRealm as never))) return false
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if (cond.minBuilding && (fam.buildings[cond.minBuilding.id] ?? 0) < cond.minBuilding.level) return false
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if (cond.minRep !== undefined && fam.reputation < cond.minRep) return false
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if (cond.maxRep !== undefined && fam.reputation > cond.maxRep) return false
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if (cond.minResource && (fam.inventory[cond.minResource.id] ?? 0) < cond.minResource.n) return false
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if (cond.minAdult !== undefined && adults.length < cond.minAdult) return false
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if (cond.maxAdult !== undefined && adults.length > cond.maxAdult) return false
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if (cond.minMembers !== undefined && alive.length < cond.minMembers) return false
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if (cond.eligibleAdult !== undefined) {
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const eligible = adults.filter((c) => !c.spouseId && !c.spouseHouse)
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if (eligible.length < cond.eligibleAdult) return false
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}
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if (cond.hasMeditation && !alive.some((c) => c.state === 'meditation')) return false
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if (cond.relation) {
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const r = s.npcFamilies[cond.relation.npcId]?.relation ?? 0
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if (cond.relation.gt !== undefined && r <= cond.relation.gt) return false
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if (cond.relation.lt !== undefined && r >= cond.relation.lt) return false
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}
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if (cond.flag) {
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const v = fam.flag[cond.flag.key]
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if (v !== cond.flag.eq) return false
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}
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if (cond.minTechCount !== undefined && fam.techniques.length < cond.minTechCount) return false
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return true
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}
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export function eventRoll(w: World): void {
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const s = w.state
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if (s.pendingEvent || s.eventQueue.length > 0) {
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if (!s.pendingEvent && s.eventQueue.length > 0) {
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fire(w, s.eventQueue.shift()!)
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}
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return
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}
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// 命运里程碑最优先(百年庆典 > 飞升之路)
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if (s.year >= 100 && !s.completedEvents.includes('ev-centennial')) {
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fire(w, 'ev-centennial')
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return
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}
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const firstSpirit = s.flags['firstSpirit'] as number | undefined
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if (firstSpirit && s.year - firstSpirit >= 2 && s.year - firstSpirit <= 3 && !s.completedEvents.includes('ev-feisheng')) {
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fire(w, 'ev-feisheng')
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return
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}
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checkApprenticeExpiry(w)
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recruitCheck(w)
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// 五年一会的太虚大比(该年任一时刻)
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const tourneyNext = Math.ceil(s.year / 5) * 5
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if (s.year >= 10 && s.year === tourneyNext && !s.completedEvents.includes(`ev-tournament-${tourneyNext}`)) {
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fire(w, `ev-tournament-${tourneyNext}`)
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return
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}
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const roll = w.rng.next()
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const category: 'daily' | 'major' | 'fate' | undefined = roll < 0.5 ? 'daily' : roll < 0.78 ? 'major' : roll < 0.86 ? 'fate' : undefined
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if (!category) return
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const candidates = ALL_EVENTS.filter(
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(e) =>
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e.category === category &&
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!(e.once && s.completedEvents.includes(e.id)) &&
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matchesCond(w, e.cond)
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)
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if (candidates.length === 0) return
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const total = candidates.reduce((a, e) => a + e.weight, 0)
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let r = w.rng.next() * total
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for (const e of candidates) {
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r -= e.weight
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if (r <= 0) {
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fire(w, e.id)
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return
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}
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}
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}
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export function fire(w: World, id: string): void {
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w.state.pendingEvent = id
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w.pendingEvent(id)
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}
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export function applyEventChoice(w: World, eventId: string, optionIdx: number, squad?: string[]): void {
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const s = w.state
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const def = findEvent(eventId, w)
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if (!def) {
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s.pendingEvent = undefined
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return
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}
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const opt = def.options[optionIdx]
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if (opt) {
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applyEffect(w, opt.eff, squad)
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if (def.once && !s.completedEvents.includes(def.id)) s.completedEvents.push(def.id)
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}
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s.pendingEvent = undefined
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}
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export type OptionSquadPicker = (w: World) => { pool: string[]; initial: string[] }
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// ---------------- effects ----------------
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function pickMember(w: World, spec: MemberEffect): Character | Character[] {
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const alive = w.aliveMembers()
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if (alive.length === 0) return []
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const byTarget = (t: string): Character[] => {
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const sorted = [...alive]
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switch (t) {
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case 'random':
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return [w.rng.pick(sorted)]
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case 'head': {
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const h = w.state.members[w.state.family.headId]
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return h && h.alive ? [h] : []
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}
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case 'youngest':
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return [sorted.sort((a, b) => w.ageOf(a) - w.ageOf(b))[0]]
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case 'oldest':
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return [sorted.sort((a, b) => w.ageOf(b) - w.ageOf(a))[0]]
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case 'highestPerception':
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return [sorted.sort((a, b) => b.perception - a.perception)[0]]
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case 'highestPower':
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return [sorted.sort((a, b) => rankPower(w, b) - rankPower(w, a))[0]]
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case 'highestFortune':
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return [sorted.sort((a, b) => b.fortune - a.fortune)[0]]
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case 'all':
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return sorted
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default:
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return [w.rng.pick(sorted)]
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}
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}
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return byTarget(spec.target)
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}
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export function rankPower(w: World, c: Character): number {
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const order = ['mortal', 'qi', 'foundation', 'core', 'nascent', 'spirit']
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return order.indexOf(c.realm.major) * 10 + c.realm.minor
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}
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function applyEffect(w: World, eff: EffectDef, squad?: string[]): void {
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const s = w.state
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const fam = s.family
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if (eff.res) {
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for (const [k, v] of Object.entries(eff.res)) {
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if (k === 'stones') fam.stones = Math.max(0, fam.stones + v)
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else fam.inventory[k] = Math.max(0, (fam.inventory[k] ?? 0) + v)
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}
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}
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if (eff.pillGain) {
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for (const [k, v] of Object.entries(eff.pillGain)) fam.inventory[k] = (fam.inventory[k] ?? 0) + v
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}
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if (eff.rep) {
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fam.reputation += eff.rep
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if (Math.abs(eff.rep) >= 4) w.log(eff.rep > 0 ? 'good' : 'bad', `家族声望${eff.rep > 0 ? '上升' : '下跌'}${Math.abs(eff.rep)}。`)
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}
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if (eff.relation) {
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for (const [k, v] of Object.entries(eff.relation)) {
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const npc = s.npcFamilies[k]
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if (npc) npc.relation = Math.max(-100, Math.min(100, npc.relation + v))
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}
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}
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if (eff.addBuilding && !fam.buildings[eff.addBuilding]) {
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fam.buildings[eff.addBuilding] = 1
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}
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if (eff.flag) {
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Object.assign(fam.flag, eff.flag)
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}
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if (eff.techniqueChance && w.rng.chance(eff.techniqueChance)) {
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const t = w.rng.pick(TECHNIQUES)
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if (!fam.techniques.includes(t.id)) {
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fam.techniques.push(t.id)
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w.log('good', `得《${t.name}》残篇,录入藏书阁。`)
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}
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}
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if (eff.artifactChance && w.rng.chance(eff.artifactChance)) {
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const a = w.rng.pick(['weapon-fan', 'weapon-qi', 'weapon-ling'])
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fam.inventory[a] = (fam.inventory[a] ?? 0) + 1
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w.log('good', '库中多了一件法器。')
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}
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if (eff.addTech) {
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if (!fam.techniques.includes(eff.addTech)) fam.techniques.push(eff.addTech)
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}
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if (eff.tournament) {
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runTournament(w)
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}
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if (eff.apprentice?.build) {
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buildApprentice(w)
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}
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const retId = asFlagString(eff.flag, 'apprenticeRet')
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const stayId = asFlagString(eff.flag, 'apprenticeStay')
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if (retId) {
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finalizeApprentice(w, retId, 'return')
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delete fam.flag['apprenticeRet']
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}
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if (stayId) {
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finalizeApprentice(w, stayId, 'stay')
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delete fam.flag['apprenticeStay']
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}
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if (eff.feisheng) {
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const s2 = w.state
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const immortal = w
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.aliveMembers()
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.sort((a, b) => rankPower(w, b) - rankPower(w, a))[0]
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if (immortal) {
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if (eff.feisheng.stay) {
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if (!immortal.traits.includes('fengxian')) immortal.traits.push('fengxian')
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w.chronicle('event', `${immortal.name} 谢绝仙门征召,愿镇守此世,护佑宗族万世。`, immortal.id, true)
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w.log('good', `${immortal.name} 留世坐镇(仙风入体)。`)
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} else {
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immortal.alive = false
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immortal.deathYear = s2.year
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immortal.deathCause = '云游飞升'
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s2.family.flag['fengFeiBless'] = true
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w.chronicle('event', `${immortal.name} 于月首孤身东去,驾鹤而飞。天地留一缕仙风,庇佑宗族。`, immortal.id, true)
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w.log('good', `${immortal.name} 飞升而去,宗族蒙庇。`)
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if (s2.family.headId === immortal.id) {
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const heir = findInheritor(w)
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if (heir) w.assignHead(heir.id, true)
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}
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}
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}
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}
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if (eff.memberBy) {
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const targets = pickMember(w, eff.memberBy)
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const by = eff.memberBy.by
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const n = eff.memberBy.n ?? 1
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const list = Array.isArray(targets) ? targets : [targets]
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for (const c of list) {
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if (!c.alive) continue
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switch (by) {
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case 'exp':
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c.realmProgress = Math.min(100, c.realmProgress + n)
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w.log('info', `${c.name} 感悟顿生,修为精进。`)
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|
break
|
|
case 'wound':
|
|
c.health = Math.max(1, c.health - 20 - n)
|
|
if (c.health < 35) c.state = 'wounded'
|
|
w.log('bad', `${c.name} 因此事负伤。`)
|
|
break
|
|
case 'heal':
|
|
c.health = Math.min(100, c.health + 20)
|
|
break
|
|
case 'breakthrough':
|
|
c.realmProgress = 100
|
|
break
|
|
case 'fatal': {
|
|
if (w.rng.chance(0.35)) {
|
|
c.alive = false
|
|
c.deathYear = s.year
|
|
c.deathCause = '遭遇不测'
|
|
w.chronicle('death', `${c.name} 突遭不测,殒命于家宅之内。`, c.id, true)
|
|
} else {
|
|
c.health = Math.max(1, c.health - 60)
|
|
c.state = 'wounded'
|
|
}
|
|
break
|
|
}
|
|
case 'repGain':
|
|
fam.reputation += 2
|
|
break
|
|
case 'inspire':
|
|
c.realmProgress = Math.min(100, c.realmProgress + n)
|
|
break
|
|
case 'loot':
|
|
c.fortune = Math.min(12, c.fortune + n)
|
|
break
|
|
case 'madness':
|
|
c.mind = Math.max(1, c.mind - 1)
|
|
c.health = Math.max(30, c.health - 10)
|
|
break
|
|
case 'genius':
|
|
c.perception = Math.min(10, c.perception + 1)
|
|
c.mind = Math.min(10, c.mind + 1)
|
|
break
|
|
}
|
|
}
|
|
}
|
|
if (eff.mission) {
|
|
const def = MISSIONS.find((m) => m.id === eff.mission)
|
|
if (def) {
|
|
const squad = w
|
|
.aliveMembers()
|
|
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition' && c.realm.major !== 'mortal')
|
|
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
|
.slice(0, def.maxMembers)
|
|
if (squad.length >= def.minMembers) {
|
|
sendMission(w, def.id, squad.map((c) => c.id))
|
|
w.log('info', `家族闻讯而动,遣人奔赴【${def.name}】。`)
|
|
}
|
|
}
|
|
}
|
|
if (eff.raid) {
|
|
const npc = s.npcFamilies[eff.raid.npcId]
|
|
if (npc) {
|
|
let team = w
|
|
.aliveMembers()
|
|
.filter((c) => w.ageOf(c) >= 16 && c.state !== 'expedition')
|
|
.sort((a, b) => rankPower(w, b) - rankPower(w, a))
|
|
.slice(0, 4)
|
|
if (squad && squad.length > 0) {
|
|
team = squad.map((id) => w.memberById(id)).filter((c) => c.alive && c.state !== 'expedition' && w.ageOf(c) >= 16)
|
|
}
|
|
if (team.length > 0) {
|
|
resolveRaid(w, eff.raid.npcId, team)
|
|
fam.flag[`raidCD-${eff.raid.npcId}`] = s.year
|
|
}
|
|
}
|
|
}
|
|
}
|