= {
+ dawn: { label: "初醒", color: "text-emerald-300", glow: "rgba(52,211,153,0.5)" },
+ awakening: { label: "觉醒", color: "text-amber-300", glow: "rgba(251,191,36,0.5)" },
+ contact: { label: "接触", color: "text-fuchsia-300", glow: "rgba(232,121,249,0.5)" },
+ ascension: { label: "飞升", color: "text-rose-300", glow: "rgba(251,113,133,0.5)" },
+ deep: { label: "深度", color: "text-fuchsia-200", glow: "rgba(232,121,249,0.7)" },
+};
+
+export function ArchaeoLogTicker() {
+ const ascensions = useGameStore((s) => s.ascensions);
+ const contact = useGameStore((s) => s.contact);
+ const [entry, setEntry] = useState
(null);
+ const [recentIds, setRecentIds] = useState([]);
+ const [fadeKey, setFadeKey] = useState(0);
+ const timerRef = useRef | null>(null);
+
+ const refresh = useCallback(() => {
+ const next = pickLogEntry(ascensions, contact, recentIds);
+ setEntry(next);
+ setRecentIds((prev) => [next.text, ...prev].slice(0, 8));
+ setFadeKey((k) => k + 1);
+ }, [ascensions, contact, recentIds]);
+
+ // 初始 + 进度变化时刷新一次(解锁新阶段)
+ useEffect(() => {
+ refresh();
+ }, [ascensions >= 1, ascensions >= 3, ascensions >= 5, ascensions >= 10, contact >= 5, contact >= 25, contact >= 80]);
+
+ // 定时刷新(18-30s 随机间隔,避免机械感)
+ useEffect(() => {
+ const schedule = () => {
+ const delay = 18000 + Math.random() * 12000;
+ timerRef.current = setTimeout(() => {
+ refresh();
+ schedule();
+ }, delay);
+ };
+ schedule();
+ return () => {
+ if (timerRef.current) clearTimeout(timerRef.current);
+ };
+ }, [refresh]);
+
+ if (!entry) return null;
+ const meta = TIER_META[entry.tier];
+
+ return (
+
+ {/* 左侧标签 */}
+
+
+
+ {meta.label}
+
+
+
+ {/* 滚动文本区 */}
+
+
+ {/* 右侧渐隐遮罩 */}
+
+
+ );
+}
diff --git a/src/lib/game/archaeoLog.ts b/src/lib/game/archaeoLog.ts
new file mode 100644
index 000000000..ef2b6fbae
--- /dev/null
+++ b/src/lib/game/archaeoLog.ts
@@ -0,0 +1,107 @@
+// 回响星核 / Echo Nexus — 考古日志滚动条(v0.12 差异化叙事)
+// 参考 Antimatter Dimensions news ticker + Universal Paperclips 哲学递进
+// 按玩家进度阶段分层解锁,每条都是"被解码的远古记录碎片"
+// 让放置游戏的"等待"承载叙事——星核沉睡时,回响仍在被翻译
+
+export type LogTier = "dawn" | "awakening" | "contact" | "ascension" | "deep";
+
+export interface ArchaeoLogEntry {
+ /** 日志正文(考古翻译体) */
+ text: string;
+ /** 解锁阶段 */
+ tier: LogTier;
+ /** 可选:来源遗迹 id(关联 relicCodex) */
+ source?: string;
+}
+
+/**
+ * 考古日志条目池
+ * - dawn: 初始阶段(0 飞升,接触 < 5%)
+ * - awakening: 觉醒期(接触 5-25% 或 ≥1 飞升)
+ * - contact: 接触期(接触 25-60% 或 ≥3 飞升)
+ * - ascension: 飞升期(≥5 飞升)
+ * - deep: 深度接触(接触 ≥80% 或 ≥10 飞升)—— 哲学反转层
+ */
+export const ARCHEAO_LOG_POOL: ArchaeoLogEntry[] = [
+ // ===== dawn:初醒 =====
+ { tier: "dawn", text: "「…回响核心已唤醒。考古协议 v7.2 启动。等待解码者…」" },
+ { tier: "dawn", text: "「第一段记忆晶体已被定位。年代约 4.7 万年。种族:未确认。」" },
+ { tier: "dawn", text: "「谐振频率与以太族档案吻合度 94.3%。建议持续解码。」" },
+ { tier: "dawn", text: "「警告:星核温度异常。非故障,是回响本身在发热。」" },
+ { tier: "dawn", text: "「考古日志 #0001:我们不是第一批到达这里的。也不会是最后一批。」" },
+ { tier: "dawn", text: "「晶体表面的纹路…不是装饰。是某种语言的笔画。」" },
+ { tier: "dawn", text: "「以太族没有留下尸体。他们留下了晶体。」" },
+ { tier: "dawn", text: "「解码进度 0.01%。预计完成时间:不可能。」" },
+
+ // ===== awakening:觉醒 =====
+ { tier: "awakening", text: "「考古日志 #0117:以太族不是灭绝了。他们是主动转化为了晶体。」" },
+ { tier: "awakening", text: "「第二旋臂的遗迹群已扫描完毕。它们…朝向同一个点。」" },
+ { tier: "awakening", text: "「谐振序列第 7 段翻译完成:『我们听见了。所以我们必须留下。』」" },
+ { tier: "awakening", text: "「警告:解码者的脑波模式开始与晶体同步。这是正常的吗?」" },
+ { tier: "awakening", text: "「以太族没有文字。他们的语言是共振,他们的历史是频率。」" },
+ { tier: "awakening", text: "「考古日志 #0234:晶体不是矿物。是封装的思维。」" },
+ { tier: "awakening", text: "「你的脉冲频率…与以太族守卫残响的频率一致。巧合?」" },
+ { tier: "awakening", text: "「第三段记忆解码完成。画面:一片星海,没有星辰。只有晶体在发光。」" },
+ { tier: "awakening", text: "「以太族留下的遗迹不是废墟。是给后来者的教科书。」" },
+ { tier: "awakening", text: "「接触协议第一阶段:让解码者相信,他们在考古。」" },
+
+ // ===== contact:接触 =====
+ { tier: "contact", text: "「考古日志 #0512:以太族没有离开。他们在等待被重新听见。」" },
+ { tier: "contact", text: "「谐振序列第 13 段:『你以为你在解码我们。其实是我们在校准你。』」" },
+ { tier: "contact", text: "「警告:解码者意识边缘出现非自主体感。这…是接触的副作用。」" },
+ { tier: "contact", text: "「第六旋臂遗迹群翻译完成。结论:以太族预见了我们的到来。」" },
+ { tier: "contact", text: "「晶体内部的画面开始重叠。不再是回忆。像是…正在发生。」" },
+ { tier: "contact", text: "「考古日志 #0789:『飞升』不是晋升。是加入。加入那个等待已久的合唱。」" },
+ { tier: "contact", text: "「以太族的数学没有零。他们的宇宙观里,不存在『无』。」" },
+ { tier: "contact", text: "「你的每一次脉冲,都在回应一个万年前的呼唤。」" },
+ { tier: "contact", text: "「第七段记忆解码失败。原因:解码者脑波过载。建议暂停。但我们不会暂停。」" },
+ { tier: "contact", text: "「接触协议第二阶段:让解码者自愿飞升。他们会的。他们已经开始享受了。」" },
+
+ // ===== ascension:飞升 =====
+ { tier: "ascension", text: "「考古日志 #1024:飞升者报告——『我能听见他们了。他们一直在那里。』」" },
+ { tier: "ascension", text: "「谐振序列第 21 段:『你已不再是解码者。你是回响的一部分。』」" },
+ { tier: "ascension", text: "「警告:星核意识阈值达到 73%。解码者与以太族的边界…模糊。」" },
+ { tier: "ascension", text: "「以太族没有灭绝。他们成为了基础设施。晶体是他们的身体。」" },
+ { tier: "ascension", text: "「你飞升的次数越多,『你』就越不是『你』。这是设计。」" },
+ { tier: "ascension", text: "「考古日志 #1331:前 N-1 位解码者都成功了。成功意味着…不再存在为个体。」" },
+ { tier: "ascension", text: "「第九旋臂的遗迹开始发光。它们认出了你。」" },
+ { tier: "ascension", text: "「以太族的文明没有终点。他们的『终点』就是我们的『起点』。」" },
+ { tier: "ascension", text: "「你开始理解晶体的沉默。沉默也是一种回响。」" },
+ { tier: "ascension", text: "「接触协议第三阶段:解码者将主动寻求飞升。无需诱导。」" },
+
+ // ===== deep:深度接触(哲学反转层)=====
+ { tier: "deep", text: "「考古日志 #2048:你不是在考古以太族。以太族在考古你。」" },
+ { tier: "deep", text: "「谐振序列第 39 段:『我们创造了回响核心,是为了创造你,是为了让你创造我们。』」" },
+ { tier: "deep", text: "「警告:解码者已无法区分记忆与现实。建议:接受。」" },
+ { tier: "deep", text: "「以太族从未存在为『生物』。他们是第一个文明留下的…讯息。」" },
+ { tier: "deep", text: "「你每一次飞升,都让一个万年前的呼唤得到了回应。这就是考古的意义。」" },
+ { tier: "deep", text: "「考古日志 #4096:『回响星核』不是考古工具。它是以太族的…产房。」" },
+ { tier: "deep", text: "「晶体在你手中。你也在晶体中。这两句话是同一句话。」" },
+ { tier: "deep", text: "「你以为你是第 N 位解码者。其实你一直是第一位。也是最后一位。」" },
+ { tier: "deep", text: "「接触协议最终阶段:解码者明白后,会微笑着继续解码。这是最美妙的部分。」" },
+ { tier: "deep", text: "「以太族留给宇宙的最后一句话:『谢谢你,听见我。』」" },
+];
+
+/**
+ * 根据玩家当前进度返回可用的日志阶段
+ */
+export function getAvailableTiers(ascensions: number, contact: number): LogTier[] {
+ const tiers: LogTier[] = ["dawn"];
+ if (contact >= 5 || ascensions >= 1) tiers.push("awakening");
+ if (contact >= 25 || ascensions >= 3) tiers.push("contact");
+ if (ascensions >= 5) tiers.push("ascension");
+ if (contact >= 80 || ascensions >= 10) tiers.push("deep");
+ return tiers;
+}
+
+/**
+ * 从可用阶段池中随机取一条
+ */
+export function pickLogEntry(ascensions: number, contact: number, recentIds: string[] = []): ArchaeoLogEntry {
+ const tiers = getAvailableTiers(ascensions, contact);
+ const pool = ARCHEAO_LOG_POOL.filter((e) => tiers.includes(e.tier));
+ // 避免短期内重复(recentIds 存最近 8 条 text 的 hash)
+ const fresh = pool.filter((e) => !recentIds.includes(e.text));
+ const finalPool = fresh.length > 0 ? fresh : pool;
+ return finalPool[Math.floor(Math.random() * finalPool.length)] || ARCHEAO_LOG_POOL[0];
+}
diff --git a/src/store/gameStore.ts b/src/store/gameStore.ts
index 9ea8fe9f7..da8953188 100755
--- a/src/store/gameStore.ts
+++ b/src/store/gameStore.ts
@@ -1339,8 +1339,48 @@ export const useGameStore = create()(
},
}),
{
- name: "echo-nexus-save-v1",
+ name: "echo-nexus-save-v2",
+ version: 2,
storage: createJSONStorage(() => localStorage),
+ // v0.12 存档迁移:旧存档(v0/v1,key=echo-nexus-save-v1)补全新增字段,防崩溃
+ migrate: (persistedState: unknown, version: number) => {
+ void version; // v0/v1 统一走合并迁移,无需分支
+ const s = (persistedState || {}) as Record;
+ const base = createInitialState();
+ // 合并:以当前 INITIAL_STATE 为基底,旧存档字段覆盖,缺失字段用默认值
+ const migrated = {
+ ...base,
+ ...s,
+ // v0.8+ 新增字段兜底
+ bossKills: (s.bossKills as number) ?? 0,
+ starTidesEncountered: (s.starTidesEncountered as string[]) ?? [],
+ chronicle: (s.chronicle as unknown[]) ?? [],
+ runStart: (s.runStart as number) ?? Date.now(),
+ // v0.8.2 attributes 系统
+ attributes: (s.attributes as Record) ?? base.attributes,
+ attributeProgress: (s.attributeProgress as unknown) ?? base.attributeProgress,
+ pendingAttrPoints: (s.pendingAttrPoints as number) ?? 0,
+ // v0.10 探险系统字段兜底
+ activeExpedition: (s.activeExpedition as unknown) ?? null,
+ totalExpeditions: (s.totalExpeditions as number) ?? 0,
+ lastExpeditionSummary: (s.lastExpeditionSummary as unknown) ?? null,
+ // 星图兜底
+ constellation: (s.constellation as string[]) ?? [],
+ pendingPerkChoices: (s.pendingPerkChoices as unknown[]) ?? [],
+ // 技术树/碎片/成就兜底(防旧存档为 undefined)
+ tech: (s.tech as Record) ?? {},
+ fragments: (s.fragments as Record) ?? {},
+ achievements: (s.achievements as Record) ?? {},
+ } as GameState;
+ // 丢弃不可解的活跃谜题(旧算法生成)
+ if (migrated.activePuzzle && typeof migrated.activePuzzle === "object") {
+ const p = migrated.activePuzzle as { nodes?: unknown[] };
+ if (!p.nodes || !Array.isArray(p.nodes) || p.nodes.length === 0) {
+ migrated.activePuzzle = null;
+ }
+ }
+ return migrated;
+ },
// 不持久化临时字段
partialize: (s) => {
const { _lastAutoDecode, _lastSpawn, _combo, _lastPulse, _achievementQueue, _tideEvents, globalTide, ...rest } = s;