- 职事任命:长老(+修炼)/供奉(+战力)/执事(+坊市)/掌教(+闭关) 每人加成叠加,上限管理 - 功法悟道:修习积悟性点,小成/大成逐级+战力,大境界突破传道于直系晚辈 - 宗族谱系页:世代分带 + 夫妻同卷 + 子孙连枝,点节点开详情,先人簿可查 - 功德碑:宗主辞世即勒石,宗祠页碑录永存 - 百年庆典 + 飞升之路事件链(留世坐镇/仙风入体 或 云游飞升/宗族蒙荫) - 合成音效(WebAudio):鼓点/钟鸣/纸韵/磬响,设置页开关 - 单测 29→38;typecheck/build 通过;GUI 冒烟受限于 WSLg 掉线(SMOKE-TIMEOUT 优雅退出)
136 lines
5.1 KiB
TypeScript
136 lines
5.1 KiB
TypeScript
import { useGameStore } from '../store'
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import { BUILDINGS } from '../../game/data/buildings'
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import { useMemo } from 'react'
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export default function TerritoryPanel() {
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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 revision = useGameStore((s) => s.revision)
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void revision
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if (!world) return null
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const fam = world.state.family
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const ids = useMemo(() => Object.keys(BUILDINGS), [])
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const levelLabel = (l: number) => '·'.repeat(l) + '。'.repeat(5 - l)
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return (
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<div>
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<div className="help-text">
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族产经营:建造建筑后每月自动产出;坊市、丹房等基础设施可解锁功能。
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灵石与灵矿不足则无法建造或升级。
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</div>
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<div className="bld-grid">
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{ids.map((id) => {
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const def = BUILDINGS[id]
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if (!def) return null
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const level = fam.buildings[id] ?? 0
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const built = level > 0
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const cost = built && level >= def.maxLevel ? null : def.upgradeCost(built ? level + 1 : 1)
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const produce = def.produceTable ? def.produceTable(built ? level : 1) : null
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const canUpgrade =
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!!cost &&
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fam.stones >= cost.stones &&
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fam.inventory['lingkuang'] >= cost.lingkuang
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return (
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<div key={id} className={`bld-card ${built ? '' : 'dim2'}`}>
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<div className="bld-head">
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<span className="bld-icon">{def.icon}</span>
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<div>
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<div>{def.name}</div>
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<div className="dim2" style={{ fontSize: '0.75rem' }}>{def.kind === 'produce' ? '产出' : '功效'}</div>
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</div>
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<span className="bld-lv">{built ? `${level}级` : ''}</span>
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</div>
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<div className="bld-desc">{def.desc}</div>
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{produce && Object.keys(produce).length > 0 && (
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<div className="bld-prod">
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{Object.entries(produce)
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.filter(([k]) => k !== 'beastcore' || (built && level >= 3))
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.map(([k, v]) => `${itemLabel(k)} ×${v}`)
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.join(' / ')}
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/月
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</div>
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)}
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<div style={{ display: 'flex', alignItems: 'center', gap: 8, marginTop: 'auto' }}>
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{built ? (
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<>
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{level < def.maxLevel ? (
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<button
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className="btn btn-sm"
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disabled={!canUpgrade}
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onClick={() => {
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world.upgrade(id)
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bump()
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}}
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>
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升至{level + 1}级({cost?.stones ?? 0}灵石 + {cost?.lingkuang ?? 0}灵矿)
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</button>
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) : (
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<span className="gold">已臻极致</span>
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)}
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{id === 'zongci' && (
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<button
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className="btn btn-sm btn-primary"
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disabled={world.state.year - ((fam.flag['lastRiteYear'] as number) ?? -9) < 2 || fam.stones < 150}
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title="耗灵石150 · 每两年一回 · 声望+6 · 全族修为气血微升"
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onClick={() => {
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world.ancestralRite()
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bump()
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}}
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>
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祭祖{world.state.year - ((fam.flag['lastRiteYear'] as number) ?? -9) < 2 ? '(冷却)' : '150灵石'}
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</button>
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)}
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<span className="dim2" style={{ marginLeft: 'auto' }}>{levelLabel(level)}</span>
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</>
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) : (
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<button
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className="btn btn-sm btn-primary"
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disabled={!canUpgrade}
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onClick={() => {
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world.build(id)
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bump()
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}}
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>
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营建({cost?.stones ?? 0}灵石 + {cost?.lingkuang ?? 0}灵矿)
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</button>
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)}
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</div>
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</div>
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)
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})}
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</div>
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</div>
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)
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}
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function MonumentList() {
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const world = useGameStore((s) => s.world)
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const revision = useGameStore((s) => s.revision)
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void revision
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if (!world) return null
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const monuments = world.state.chronicle.filter((e) => e.text.startsWith('功德碑')).slice().reverse()
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if (monuments.length === 0) return null
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return (
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<div className="monument-strip">
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<div className="card-title" style={{ fontSize: '0.98rem' }}>宗祠碑录</div>
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{monuments.slice(0, 4).map((m) => (
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<div key={m.id} className="dim" style={{ lineHeight: 1.7 }}>
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<span className="ch-year" style={{ marginRight: 8 }}>{m.year}年</span>
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{m.text.slice(3)}
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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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function itemLabel(k: string): string {
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const map: Record<string, string> = {
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stone: '灵石',
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lingcao: '灵草',
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lingkuang: '灵矿',
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beastcore: '兽核'
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}
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return map[k] ?? k
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}
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