Files
ChronicleOfTheImmortalClan/src/renderer/game/engine/runtime/Systems/combat.ts
T
thzxx b420fa0c67 v0.1.35a: 缺陷歼灭——wonder 崩链/boss 卡队/patch 泄漏/拒单门/衰减/数值平衡 17 条
【高】wonder 全链修复(sendMission/settle/missionById wonders 回退+ExpeditionPanel 合并列表);
boss 战败 releaseSquad(整队不再永困 expedition);patchUndo 按插件归属 Map+rollbackPatch(跨 MOD/跨世界不再泄漏)
【中】buyItem 拒单线>池底(0.35>0.25——断供真断供);warFatigue 年首×0.9 衰减(长局不永久冷降);
MOD 功法注入 trackedTech 卸载摘除;patch 缺失键 warn;guard>1 钳制 Math.max(0,1-guard);
transition 12 处逗号简写→每属性独立时长(0.1.33 动画实际恢复);t-shanling/t-zidian 越级下调;土系恒应(×1.02)
【低】断供计数封顶12/播报 month 修正/era 权重下界 0.05/新贵 id 碰撞 7 位/新字段 normalize 补/
go() 停时器/saveNow 并发锁
【金钟罩】0.1.35 基线重算(warFatigue衰减/池底分离/功法平衡受控变更) 61 例绿
2026-08-23 22:30:02 +08:00

277 lines
10 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import type { World } from '../World'
import { Character, BattleLog } from '../../../types/domain'
import { basePower, describeRealm } from '../../../data/realms'
import { pack } from '../../../data/registry'
import { techniqueById } from '../../../data/techniques'
import { EnemyDef, LootDef } from '../../../data/secrets'
import { traitBonuses } from '../pcgen'
import { npcById } from '../../../data/npcs'
import { aspirationById, fitBonusOf } from '../../../data/aspirations'
import { formationById, FormationId } from '../../../data/formations'
export function combatPowerOf(w: World, c: Character): number {
if (!c.alive) return 0
const base = basePower(c.realm)
const stat = 1 + (c.perception + c.physique) / 32
const tech = techniqueById(c.techniqueId)
const wuRank = (c.techniqueRank ?? 0) > 1 ? 0.2 : (c.techniqueRank ?? 0) === 1 ? 0.08 : 0
const techBonus = tech ? 1 + tech.powerBonus + wuRank : 1
const equip = c.equipment ? 1 + (pack().artifacts[c.equipment] ?? 0) : 1
const aspiration = aspirationById(c.aspiration)
const aspi = aspiration?.effect.type === 'battle' ? 1 + aspiration.effect.value : 1
const fit = fitBonusOf(c).battle ? 1.04 : 1
const trait = 1 + traitBonuses(c).windBonus
const health = 0.5 + 0.5 * (c.health / 100)
return round1(base * stat * techBonus * equip * trait * aspi * fit * health)
}
function round1(n: number): number {
return Math.round(n * 10) / 10
}
export function enemyPowerOf(enemy: EnemyDef, risk: number): number {
const base = basePower({ major: enemy.realm, minor: 2 })
return Math.round(base * enemy.strength * (1.05 + risk * 0.55))
}
export interface EncounterResult {
win: boolean
draw: boolean
lines: string[]
loot?: Record<string, number>
losses: string[]
}
const WIN_DESC = [
'你我咬紧牙关,剑光铺天盖地,那厮节节败退。',
'阵中爆出一声大喝,众人齐攻要害,对方哀嚎退走。',
'硬撼三合,杀得对方胆寒,丢下敌辎拽着尾巴逃了。'
]
const LOSE_DESC = [
'对方攻势如潮,我方左支右绌,且战且退。',
'眼睁睁瞧着族中子弟咳血倒地,只得弃了阵脚。',
'护山大阵差点被轰裂,残兵败将忍着羞辱撤回。',
'突袭来得隐秘,伤亡不小,幸好退路还在。'
]
const DRAW_DESC = [
'杀了个天昏地暗,双方均伤,各自罢手。',
'僵持半晌,天入暮色,双方收阵戒备而退。'
]
/** 0.1.33 符箓开战(零 rng):消耗 1 张并返回其类型——风符全体战力+12%,山符+15%且受创减半 */
function talismanWarPrep(w: World): 'feng' | 'shan' | null {
const inv = w.state.family.inventory
if ((inv['talisman-feng'] ?? 0) > 0) {
inv['talisman-feng'] = inv['talisman-feng']! - 1
return 'feng'
}
if ((inv['talisman-shan'] ?? 0) > 0) {
inv['talisman-shan'] = inv['talisman-shan']! - 1
return 'shan'
}
return null
}
export function resolveEncounter(
w: World,
opts: {
title: string
enemy: EnemyDef
risk: number
team: Character[]
kind: BattleLog['kind']
year: number
month: number
formation?: FormationId
}
): EncounterResult {
const form = formationById(opts.formation)
const talisman = opts.kind === 'war' ? talismanWarPrep(w) : null
const talismMult = talisman === 'feng' ? 1.12 : talisman === 'shan' ? 1.15 : 1
let team = 0
let guard = 0
let crit = 0
for (const c of opts.team) {
team += combatPowerOf(w, c)
const t = techniqueById(c.techniqueId)
guard += (t?.guardBonus ?? 0)
crit += (t?.critChance ?? 0)
}
guard /= Math.max(1, opts.team.length)
crit /= Math.max(1, opts.team.length)
team *= talismMult
const enemy = Math.round(enemyPowerOf(opts.enemy, opts.risk) * form.def)
const jitter = w.rng.between(0.88, 1.12)
const teamFinal = Math.round(team * form.atk * jitter)
const roll = w.rng.next()
const win = teamFinal >= enemy * 1.08
const lose = teamFinal < enemy * 0.82
const draw = !win && !lose
const year = opts.year
const month = opts.month
const names = opts.team.map((c) => c.name).join('、')
const lines: string[] = []
lines.push(`—— ${opts.title} ——`)
lines.push(`${year}${month}月,${names}以「${form.name}」列阵,迎上了【${opts.enemy.name}】。(敌势 ${enemy},我阵 ${teamFinal}`)
if (win) {
lines.push(`首战告捷:${w.rng.pick(WIN_DESC)}`)
} else if (lose) {
lines.push(`败象已成:${w.rng.pick(LOSE_DESC)}`)
} else {
lines.push(`来回缠斗:${w.rng.pick(DRAW_DESC)}`)
}
const loss: string[] = []
for (const c of opts.team) {
if (!c.alive || c.state === 'wounded') continue
const severity = w.rng.next()
if (!win) {
if (severity < 0.1 && w.rng.chance((opts.risk * 0.08 + 0.02) * (1 - crit))) {
c.alive = false
c.deathYear = year
c.deathCause = `战殁于${opts.enemy.name}之手`
loss.push(`${c.name} 陨落`)
w.chronicle('death', `${c.name} 战殁于${opts.enemy.name},一身所学俱付尘烟。`, c.id, true)
w.emitFx('ripple', `death:${c.id}`)
} else if (severity < 0.45) {
const woundAmt = Math.round((40 + w.rng.int(0, 25)) * form.retreatWound * (talisman === 'shan' ? 0.5 : 1) * Math.max(0, 1 - guard))
c.health = Math.max(1, c.health - woundAmt)
c.state = 'wounded'
loss.push(`${c.name} 重伤`)
}
} else if (w.rng.chance(0.12)) {
c.health = Math.max(1, c.health - Math.round((20 + w.rng.int(0, 15)) * Math.max(0, 1 - guard)))
if (c.health < 35) c.state = 'wounded'
loss.push(`${c.name} 轻伤`)
}
}
let loot: Record<string, number> | undefined
if (win) {
loot = {}
const res = opts.risk > 0.8 ? { lingkuang: [20, 60], lingcao: [15, 40] } : { lingcao: [10, 30], lingkuang: [5, 20] }
for (const [k, r] of Object.entries(res)) {
const v = w.rng.int(r[0], r[1])
loot[k] = v
w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
}
lines.push(`此战缴获:${Object.entries(loot).map(([k, v]) => `${itemName(k)} ×${v}`).join('、')}。`)
}
if (talisman) lines.push(`武备先声:${talisman === 'feng' ? '风符化翼' : '山符镇阵'},家士气为之振。`)
if (win && opts.kind === 'war') w.emitFx('blade', 'battle')
const result: EncounterResult = { win, draw, lines, loot, losses: loss }
const log: BattleLog = {
id: w.seq(),
year,
month,
title: opts.title,
kind: opts.kind,
lines,
winner: win ? 'player' : draw ? 'none' : 'enemy',
loot,
losses: loss
}
w.battle(log)
return result
}
function itemName(id: string): string {
const names: Record<string, string> = {
lingcao: '灵草',
lingkuang: '灵矿',
beastcore: '兽核',
stones: '灵石'
}
return names[id] ?? id
}
export function resolveRaid(
w: World,
npcId: string,
team: Character[],
formation?: FormationId
): EncounterResult {
const npc = w.state.npcFamilies[npcId]
const def = npcById(npcId)
if (!def) return { win: false, draw: true, lines: ['此族已散。'], loot: undefined, losses: [] }
// P1-C 敌强度随玩家队伍战力动态化(0.1.29:防 5000+ 战力零风险碾压——战争永远有戏剧性)
const teamPower = team.reduce((a, c) => a + combatPowerOf(w, c), 0)
const npcPower = npc.power ?? 60
const rel = teamPower > 0 ? npcPower / teamPower : 0
const strength = Math.min(2.6, Math.max(0.5, 0.35 + rel * 0.55))
const enemy: EnemyDef = {
id: npcId,
name: `${npc.name}的劫掠队`,
realm: def.leaderRealm,
strength,
icon: '袭',
desc: def.desc
}
const risk = Math.min(0.75, 0.5 + (npcPower / 120) * 0.1)
const res = resolveEncounter(w, {
title: `${npc.name}来袭!`,
enemy,
risk,
team,
kind: 'war',
year: w.state.year,
month: w.state.month,
formation
})
if (res.win) {
npc.relation = Math.min(60, npc.relation + 25)
w.state.family.reputation += 6
// B5:战争伤骨——败方 power 重挫,次年不再来犯(warCooldownYear/raidCount 启用)
w.emitFx('blade', `raid:${npcId}`)
npc.power = Math.max(52, Math.round(npc.power * 0.82))
npc.raidCount = (npc.raidCount ?? 0) + 1
npc.warCooldownYear = w.state.year
// 1-3 蝴蝶效应:玩家重创名声——邻家对败者关系趋冷
for (const dyn of Object.values(w.state.worldSim?.npcDyn ?? {})) {
if (dyn && dyn.relationsWithOthers && npcId in dyn.relationsWithOthers) {
dyn.relationsWithOthers[npcId] = Math.max(-100, (dyn.relationsWithOthers[npcId] ?? 0) - 6)
}
}
w.chronicle('battle', `击退${npc.name}的犯境,家族声威大振。`, undefined, true)
} else if (!res.draw) {
npc.relation = Math.max(-100, npc.relation - 15)
w.emitFx('pulse', `raid-lose:${npcId}`)
npc.raidCount = (npc.raidCount ?? 0) + 1
npc.warCooldownYear = w.state.year
npc.power = Math.min(900, Math.round(npc.power * 1.06))
const st = w.state.family.stones
const lostFew = Math.min(st, Math.round(st * 0.25))
w.state.family.stones -= lostFew
if (lostFew > 0) w.log('bad', `宗族仓廪被劫掠,损失灵石 ${lostFew}。`)
}
return res
}
export function rollWarbooty(w: World, loot: LootDef, qiRatio = 1): Record<string, number> {
const result: Record<string, number> = {}
for (const [k, r] of Object.entries(loot.resources)) {
const v = Math.round(w.rng.int(r[0], r[1]) * qiRatio)
result[k] = v
w.state.family.inventory[k] = (w.state.family.inventory[k] ?? 0) + v
}
const itemFactor = Math.min(1.4, Math.max(0.5, 0.6 + 0.4 * qiRatio))
if (loot.artifactChance && w.rng.chance(loot.artifactChance * itemFactor)) {
const pool = ['weapon-fan', 'weapon-qi', 'weapon-ling']
const a = w.rng.pick(pool)
w.state.family.inventory[a] = (w.state.family.inventory[a] ?? 0) + 1
result[a] = 1
}
if (loot.techniqueChance && w.rng.chance(loot.techniqueChance * itemFactor)) {
const pool = loot.techGrades && loot.techGrades.length > 0
? pack().techniques.filter((t) => loot.techGrades!.includes(t.grade))
: pack().techniques
if (pool.length > 0) {
const t = w.rng.pick(pool)
w.state.family.techniques.push(t.id)
result['tech'] = 1
}
}
return result
}