v0.15: 叙事深化 + 放置平衡 + UX 增强
- loreLayers 多层碎片文本(8 碎片 × 2 层 = 16 层深层叙事,5 条暗线交织) - 永久加成 softcap(≤30 全额 / 30-100 ×0.5 / >100 ×0.25,防滚雪球) - 批量领取全部工程 + 工程完成 toast 通知 - StatsPanel 独立组件 + idle 统计行(永久加成/完成工程/产出晶体/历史) - Codex 分层渲染(L0 emerald 表层 / L1 amber 隐秘注脚 / L2 fuchsia 深层回响) - 修复 v0.14 双重计算 bug(idleTotalPerSec) - 严格 4 色全息,lint 零错误,agent-browser 端到端验证通过
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@@ -1,25 +1,131 @@
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"use client";
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// 回响星核 / Echo Nexus — 记忆图谱(碎片叙事)
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import { useState } from "react";
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import { useGameStore, FRAGMENTS } from "@/store/gameStore";
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import { nextFragmentThreshold } from "@/store/gameStore";
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// 回响星核 / Echo Nexus — 记忆图谱(碎片叙事 + v0.15 多层文本)
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import { useState, useMemo } from "react";
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import { useShallow } from "zustand/react/shallow";
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import { useGameStore, FRAGMENTS, nextFragmentThreshold } from "@/store/gameStore";
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import { isLoreLayerUnlocked } from "@/lib/game/config";
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import { Card } from "@/components/ui/card";
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import { ScrollArea } from "@/components/ui/scroll-area";
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import { BookOpen, Lock, Sparkles } from "lucide-react";
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import type { Fragment } from "@/lib/game/types";
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import type { Fragment, FragmentLoreLayer } from "@/lib/game/types";
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const ERA_NAMES = ["", "寂灭前夜", "谐振纪", "飞升潮", "回响纪", "接触纪"];
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/** 锁定层用的乱码占位文本(视觉上像被加密的全息碎片) */
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const LOCKED_PLACEHOLDER =
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"▓░▒░ ▓▒░▒▓ ░▒▓░ ▒▓░▒░ ▓▒░ ▓░▒░▒ ░▒▓░▒ ▓░▒ ░▒▓░ ▒▓░▒▓░ ▓▒░░▒▓ ░▒▓ ▓░▒▒░ ▓▒░▓░▒ ░▒▓░ ▒▓░▒░ ▓▒░ ░▒▓░";
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/** 渲染单层叙事文本(已解锁 / 未解锁两态)。L1=amber / L2=fuchsia */
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function LoreLayerBlock({
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layer,
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unlocked,
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}: {
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layer: FragmentLoreLayer;
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unlocked: boolean;
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}) {
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const isL1 = layer.layer === 1;
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const accentText = isL1 ? "text-amber-300" : "text-fuchsia-300";
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const accentBorder = isL1 ? "border-amber-400/30" : "border-fuchsia-400/30";
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const accentBg = isL1 ? "bg-amber-950/20" : "bg-fuchsia-950/20";
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const accentBody = isL1 ? "text-amber-50/90" : "text-fuchsia-50/90";
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const accentChipBg = isL1 ? "bg-amber-500/15" : "bg-fuchsia-500/15";
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const accentChipText = isL1 ? "text-amber-300" : "text-fuchsia-300";
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const layerTag = isL1 ? "L1" : "L2";
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return (
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<div
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className={`rounded-lg border ${
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unlocked ? accentBorder : "border-white/5"
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} ${unlocked ? accentBg : "bg-black/20"} p-3`}
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>
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<div className="flex items-center justify-between mb-2 gap-2">
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<div className="flex items-center gap-1.5 min-w-0">
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<span
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className={`text-[9px] font-mono px-1.5 py-0.5 rounded shrink-0 ${
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unlocked ? `${accentChipBg} ${accentChipText}` : "bg-white/5 text-muted-foreground/60"
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}`}
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>
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{layerTag}
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</span>
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<span
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className={`text-[11px] font-semibold truncate ${
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unlocked ? accentText : "text-muted-foreground/70"
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}`}
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>
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{unlocked ? layer.title : "???"}
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</span>
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</div>
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{!unlocked && (
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<span className="flex items-center gap-1 text-[10px] text-amber-200/50 shrink-0">
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<Lock className="h-2.5 w-2.5" />
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<span className="font-mono hidden xs:inline sm:inline">{layer.unlockHint}</span>
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</span>
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)}
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</div>
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{unlocked ? (
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<p className={`text-[12px] leading-relaxed italic ${accentBody}`}>
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「{layer.text}」
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</p>
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) : (
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<p
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className="text-[12px] leading-relaxed blur-sm select-none text-muted-foreground/40 pointer-events-none"
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aria-hidden="true"
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>
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「{LOCKED_PLACEHOLDER}」
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</p>
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)}
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{!unlocked && (
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<div className="mt-2 pt-2 border-t border-white/5 text-[10px] text-amber-200/50">
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<span className="font-mono">🔒 {layer.unlockHint}</span>
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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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export function Codex() {
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const fragments = useGameStore((s) => s.fragments);
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const totalDecoded = useGameStore((s) => s.totalDecoded);
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// useShallow 一次性订阅所有判定所需的 state 切片
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const { fragments, totalDecoded, ascensions, contact, bossKills } = useGameStore(
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useShallow((s) => ({
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fragments: s.fragments,
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totalDecoded: s.totalDecoded,
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ascensions: s.ascensions,
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contact: s.contact,
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bossKills: s.bossKills,
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})),
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);
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const nextThreshold = nextFragmentThreshold(totalDecoded);
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const [selected, setSelected] = useState<Fragment | null>(null);
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// v0.1 只展示第一纪元
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const era1 = FRAGMENTS.filter((f) => f.era === 1);
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const era1 = useMemo(() => FRAGMENTS.filter((f) => f.era === 1), []);
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const unlockedCount = era1.filter((f) => fragments[f.id]).length;
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// 用于判定解锁的快照对象(结构匹配 isLoreLayerUnlocked 的 Pick)
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const stateSnapshot = {
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ascensions,
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totalDecoded,
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contact,
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fragments,
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bossKills,
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};
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// 深层叙事统计:所有 loreLayer 中已解锁数 / 总数
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const loreStats = useMemo(() => {
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let total = 0;
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let unlocked = 0;
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for (const f of era1) {
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if (!f.loreLayers) continue;
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for (const layer of f.loreLayers) {
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total += 1;
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if (isLoreLayerUnlocked(layer.unlock, stateSnapshot)) unlocked += 1;
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}
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}
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return { total, unlocked };
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}, [era1, ascensions, totalDecoded, contact, fragments, bossKills]);
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return (
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<div className="flex flex-col gap-2 h-full">
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<div className="flex items-center justify-between">
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@@ -32,6 +138,16 @@ export function Codex() {
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</span>
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</div>
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{/* v0.15 深层叙事统计 */}
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<div className="flex items-center justify-between text-[10px] px-1">
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<span className="text-muted-foreground/80">深层叙事</span>
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<span className="font-mono">
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<span className="text-amber-300">{loreStats.unlocked}</span>
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<span className="text-muted-foreground/60"> / {loreStats.total} </span>
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<span className="text-muted-foreground/60">已解锁</span>
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</span>
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</div>
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{nextThreshold && (
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<div className="text-[10px] text-muted-foreground/80 px-1">
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再解码 <span className="text-fuchsia-300 font-mono">{nextThreshold - totalDecoded}</span> 颗 → 下一个碎片
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@@ -42,6 +158,17 @@ export function Codex() {
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<div className="grid grid-cols-2 gap-2 pr-2">
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{era1.map((f, i) => {
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const unlocked = !!fragments[f.id];
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// 计算此碎片 L1 / L2 解锁状态(用于标题旁标记)
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const l1Layer = f.loreLayers?.find((l) => l.layer === 1);
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const l2Layer = f.loreLayers?.find((l) => l.layer === 2);
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const l1Unlocked = l1Layer
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? isLoreLayerUnlocked(l1Layer.unlock, stateSnapshot)
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: false;
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const l2Unlocked = l2Layer
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? isLoreLayerUnlocked(l2Layer.unlock, stateSnapshot)
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: false;
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const hasDeepUnlocked = l1Unlocked || l2Unlocked;
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return (
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<button
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key={f.id}
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@@ -69,7 +196,22 @@ export function Codex() {
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{unlocked ? (
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<>
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<div className="absolute -top-3 -right-3 h-12 w-12 rounded-full bg-fuchsia-500/20 blur-xl" />
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<Sparkles className="h-3 w-3 text-fuchsia-300 mb-1" />
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<div className="flex items-center gap-1 mb-1">
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<Sparkles className="h-3 w-3 text-fuchsia-300" />
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{hasDeepUnlocked && (
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<span
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className="flex items-center gap-0.5"
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title="此碎片含已解锁的深层文本"
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>
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{l1Unlocked && (
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<span className="inline-block h-1.5 w-1.5 rounded-full bg-amber-400 shadow-[0_0_4px_rgba(251,191,36,0.8)]" />
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)}
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{l2Unlocked && (
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<span className="inline-block h-1.5 w-1.5 rounded-full bg-fuchsia-400 shadow-[0_0_4px_rgba(232,121,249,0.8)]" />
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)}
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</span>
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)}
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</div>
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<div className="text-[11px] font-semibold text-fuchsia-100 leading-tight">
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{f.title}
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</div>
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@@ -91,14 +233,14 @@ export function Codex() {
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</div>
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</ScrollArea>
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{/* 详情弹层 */}
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{/* 详情弹层 — v0.15 分层渲染 */}
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{selected && (
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<div
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className="fixed inset-0 z-50 flex items-center justify-center p-4 bg-black/70 backdrop-blur-sm"
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onClick={() => setSelected(null)}
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>
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<Card
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className="max-w-md w-full p-5 bg-gradient-to-br from-fuchsia-950/60 to-black/80 border-fuchsia-400/40"
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className="max-w-md w-full max-h-[88vh] overflow-y-auto p-5 bg-gradient-to-br from-fuchsia-950/40 to-black/80 border-fuchsia-400/40 [scrollbar-width:thin] [scrollbar-color:rgba(232,121,249,0.4)_transparent]"
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onClick={(e) => e.stopPropagation()}
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style={{ boxShadow: "0 0 40px rgba(232,121,249,0.25)" }}
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>
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@@ -108,15 +250,52 @@ export function Codex() {
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第 {selected.era} 纪元 · {ERA_NAMES[selected.era] || ""}
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</span>
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</div>
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<h4 className="text-lg font-bold text-fuchsia-100 mb-3">
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<h4 className="text-lg font-bold text-fuchsia-100 mb-4">
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{selected.title}
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</h4>
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<p className="text-sm text-foreground/90 leading-relaxed italic">
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「{selected.echo}」
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</p>
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{/* L0 表层回响(永远显示,emerald 主题) */}
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<div className="rounded-lg border border-emerald-400/30 bg-emerald-950/20 p-3 mb-3">
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<div className="flex items-center gap-1.5 mb-2">
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<span className="text-[9px] font-mono px-1.5 py-0.5 rounded bg-emerald-500/15 text-emerald-300">
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L0
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</span>
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<span className="text-[11px] font-semibold text-emerald-300">
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表层回响
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</span>
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</div>
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<p className="text-[12px] leading-relaxed italic text-emerald-50/90">
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「{selected.echo}」
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</p>
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</div>
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{/* L1 / L2 深层叙事(条件渲染,按 layer 升序) */}
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{selected.loreLayers
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?.slice()
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.sort((a, b) => a.layer - b.layer)
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.map((layer) => {
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const unlocked = isLoreLayerUnlocked(layer.unlock, stateSnapshot);
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return (
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<div
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key={`${selected.id}-L${layer.layer}`}
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className="mt-3 first:mt-0"
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>
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<div className="border-t border-white/5 mb-3" />
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<LoreLayerBlock layer={layer} unlocked={unlocked} />
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</div>
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);
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})}
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{/* 若该碎片没有 loreLayers */}
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{!selected.loreLayers?.length && (
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<div className="mt-4 pt-3 border-t border-white/5 text-[10px] text-muted-foreground/50 italic">
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此碎片暂无更深层叙事。
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</div>
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)}
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<button
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onClick={() => setSelected(null)}
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className="mt-4 text-xs text-muted-foreground hover:text-foreground transition"
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className="mt-5 text-xs text-muted-foreground hover:text-foreground transition"
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>
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关闭
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</button>
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