Files
ChronicleOfTheImmortalClan/src/renderer/game/engine/runtime/Systems/diplomacy.ts
T
thzxx ff6df8054c refactor(0.1.14-P1): 内核归位——game/ 按引擎架构重排(零行为漂移)
结构(旧 game/core+engine → 新 engine/ 域):
- engine/kernel/  时钟/随机/插件协议/fxqueue/timesense/format/urgency/guide/names(原 core)
- engine/narrative/  legacy/报告/列传/谱系/年轴(原 core 叙事族)
- engine/runtime/   World/creation/pcgen/ApiFacade/capabilities/pluginManager/boot/clocks + Systems/*(12 系统)
- engine/sim/     Market(未来 WorldSim 同行)
- 旧 game/core、engine/systems、engine/world.ts 等路径全部废弃(无 re-export 兼容层)

验证:35 套件/967 测试全绿(金钟罩三档零漂移=纯搬迁无行为变化)
typecheck 0 error
2026-08-23 13:23:25 +08:00

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import type { World } from '../World'
import { npcById } from '../../../data/npcs'
import { findEvent, fire } from './events'
export function diplomacyTick(w: World): void {
const s = w.state
const drift = w.rng.chance(0.15)
for (const npc of Object.values(s.npcFamilies)) {
if (drift) {
if (npc.relation > 0) npc.relation -= 1
else if (npc.relation < 0) npc.relation += 1
}
if (npc.relation < -50) {
const last = (w.state.family.flag[`raidCD-${npc.id}`] as number | undefined) ?? 0
if (s.year - last >= 2 && w.rng.chance(0.03)) {
fire(w, `ev-raid-${npc.id}`)
}
}
}
}
export function yearGrowth(w: World): void {
const s = w.state
for (const npc of Object.values(s.npcFamilies)) {
const def = npcById(npc.id)
const [a, b] = def.powerGrowth
npc.power += w.rng.int(a, b)
}
}
export function npcRelation(w: World, npcId: string): number {
return w.state.npcFamilies[npcId]?.relation ?? 0
}
export function calcGiftGain(stones: number): number {
return Math.max(1, Math.round(stones / 12))
}
export const GIFT_TIERS = [40, 120, 300] as const
export function giftNpc(w: World, npcId: string, stones: number): boolean {
const fam = w.state.family
if (stones <= 0 || fam.stones < stones) return false
fam.stones -= stones
const npc = w.state.npcFamilies[npcId]
const gain = calcGiftGain(stones)
npc.relation = Math.min(100, npc.relation + gain)
w.log('info', `厚礼送往${npc.name},两家关系 +${gain}。`)
return true
}
export function makePeace(w: World, npcId: string): boolean {
const fam = w.state.family
const npc = w.state.npcFamilies[npcId]
if (fam.stones < 200) return false
fam.stones -= 200
npc.relation = Math.max(npc.relation + 35, 30)
w.chronicle('diplomacy', `${npc.name}立下和约,两家罢兵互市。`, undefined, true)
w.log('good', `与${npc.name}言和。`)
return true
}
export function marryNpcFamily(w: World, npcId: string): boolean {
const s = w.state
const fam = s.family
const npc = s.npcFamilies[npcId]
if (!npc || npc.relation < 25 || npc.allied) return false
const eligible = w
.aliveMembers()
.filter((c) => w.ageOf(c) >= 16 && w.ageOf(c) <= 46 && c.state !== 'expedition')
.filter((c) => !c.spouseId || w.isWidowed(c))
if (eligible.length === 0) return false
const npcDef = npcById(npcId)
const candidate = w.rng.pick(eligible)
candidate.spouseHouse = npc.name
npc.relation += 20
npc.allied = true
npc.alliedSinceYear = s.year
fam.reputation += 4
w.chronicle('marriage', `${candidate.name}${npc.name}联姻,两家绸缪通好。`, candidate.id, true)
w.log('good', `${candidate.name}${npc.name}联姻成功!每年或降麟儿。`)
return true
}
export function arrangeWedding(w: World, aId: string, bId: string): boolean {
const a = w.memberById(aId)
const b = w.memberById(bId)
if (!a.alive || !b.alive) return false
if (a.spouseId && !w.isWidowed(a)) return false
if (b.spouseId && !w.isWidowed(b)) return false
if (a.gender === b.gender) return false
if (a.fatherId === b.fatherId && a.fatherId) return false
if (a.motherId === b.motherId && a.motherId) return false
a.spouseId = b.id
b.spouseId = a.id
const aAge = w.ageOf(a)
const bAge = w.ageOf(b)
if (w.state.family.flag['tenants']) {
w.state.family.reputation += 1
}
w.chronicle('marriage', `${a.name}${aAge})与${b.name}${bAge})拜堂成亲。`, a.id, true)
w.log('good', `${a.name}${b.name} 结为连理。`)
return true
}