diff --git a/docs/repo b/docs/repo
index 27bb1555e..433c19cc7 160000
--- a/docs/repo
+++ b/docs/repo
@@ -1 +1 @@
-Subproject commit 27bb1555e5a2b7915b253cb1cab4aeb799627a07
+Subproject commit 433c19cc7350885278263f8a2a11ab251e86a455
diff --git a/download/qa-v03-home.png b/download/qa-v03-home.png
new file mode 100644
index 000000000..7469eb245
Binary files /dev/null and b/download/qa-v03-home.png differ
diff --git a/download/qa-v031-constellation.png b/download/qa-v031-constellation.png
new file mode 100644
index 000000000..a5a8f580f
Binary files /dev/null and b/download/qa-v031-constellation.png differ
diff --git a/download/qa-v031-dialog.png b/download/qa-v031-dialog.png
new file mode 100644
index 000000000..314ab986c
Binary files /dev/null and b/download/qa-v031-dialog.png differ
diff --git a/download/qa-v031-starmap-unlocked.png b/download/qa-v031-starmap-unlocked.png
new file mode 100644
index 000000000..898a544e5
Binary files /dev/null and b/download/qa-v031-starmap-unlocked.png differ
diff --git a/src/app/page.tsx b/src/app/page.tsx
index bc10d7600..47e0fe89c 100644
--- a/src/app/page.tsx
+++ b/src/app/page.tsx
@@ -12,6 +12,8 @@ import { SettingsDialog } from "@/components/game/SettingsDialog";
import { ExpeditionPanel } from "@/components/game/ExpeditionPanel";
import { AchievementsPanel } from "@/components/game/AchievementsPanel";
import { AchievementNotifier } from "@/components/game/AchievementNotifier";
+import { ConstellationPanel } from "@/components/game/ConstellationPanel";
+import { ConstellationDialog } from "@/components/game/ConstellationDialog";
import {
StarTideNotifier,
StarTideIndicator,
@@ -32,16 +34,19 @@ import {
Rocket,
Github,
Trophy,
+ Star,
} from "lucide-react";
import { TECH_TREE, FRAGMENTS, formatNum } from "@/lib/game/config";
import { ACHIEVEMENTS } from "@/lib/game/achievements";
import { TIDE_EVENTS } from "@/lib/game/starTide";
+import { CONSTELLATION_PERKS } from "@/lib/game/constellation";
export default function Page() {
useGameLoop();
useAudioSync();
const [prestigeOpen, setPrestigeOpen] = useState(false);
const [settingsOpen, setSettingsOpen] = useState(false);
+ const [constellationOpen, setConstellationOpen] = useState(false);
const [mounted, setMounted] = useState(false);
const contact = useGameStore((s) => s.contact);
@@ -51,6 +56,8 @@ export default function Page() {
const ownedTech = useGameStore((s) => s.tech);
const ownedFragments = useGameStore((s) => s.fragments);
const ownedAchievements = useGameStore((s) => s.achievements);
+ const ownedConstellation = useGameStore((s) => s.constellation ?? []);
+ const pendingPerkChoices = useGameStore((s) => s.pendingPerkChoices);
const crystals = useGameStore((s) => s.crystals);
const crystalCap = useGameStore((s) => s.crystalCap);
const activeTide = useGameStore((s) => s.activeTide);
@@ -75,7 +82,9 @@ export default function Page() {
const ownedTechCount = Object.values(ownedTech).filter((v) => v > 0).length;
const ownedFragCount = Object.values(ownedFragments).filter(Boolean).length;
const ownedAchCount = Object.values(ownedAchievements).filter(Boolean).length;
+ const ownedConstCount = ownedConstellation.length;
const canPrestige = contact >= 100;
+ const hasPendingPerk = pendingPerkChoices && pendingPerkChoices.length > 0;
// 仓库满仓警告
const warehouseFull = crystals >= crystalCap * 0.98;
@@ -95,6 +104,9 @@ export default function Page() {
if (warehouseFull) {
goal = "⚠ 仓库已满,产能浪费中!请解码晶体或升级仓库";
}
+ if (hasPendingPerk) {
+ goal = "✦ 星图觉醒!点击顶部「星图」按钮选择一道天赋";
+ }
if (activeTide) {
const tm = TIDE_EVENTS[activeTide.type];
goal = `${tm.icon} 星潮「${tm.name}」进行中 · ${tm.desc}`;
@@ -121,12 +133,23 @@ export default function Page() {
回响星核
- ECHO NEXUS · v0.3
+ ECHO NEXUS · v0.3.1
+ {hasPendingPerk && (
+
+ )}
{canPrestige && (
- {/* 标签面板:探险 / 技术 / 图谱 / 成就 / 统计 */}
+ {/* 标签面板:探险 / 技术 / 星图 / 图谱 / 成就 / 统计 */}
-
-
+
+
探险
@@ -187,6 +210,13 @@ export default function Page() {
技术
+
+
+ 星图
+ {hasPendingPerk && (
+
+ )}
+
图谱
@@ -209,6 +239,9 @@ export default function Page() {
+
+
+
@@ -272,6 +305,7 @@ export default function Page() {
+
@@ -289,6 +323,7 @@ function StatsPanel() {
{ label: "已学技术", value: `${Object.values(s.tech).filter((v) => v > 0).length} / ${TECH_TREE.length}` },
{ label: "已获碎片", value: `${Object.values(s.fragments).filter(Boolean).length} / ${FRAGMENTS.length}` },
{ label: "已解锁成就", value: `${achCount} / ${ACHIEVEMENTS.length}` },
+ { label: "星图天赋", value: `${s.constellation?.length ?? 0} / ${CONSTELLATION_PERKS.length}` },
{ label: "接触进度", value: `${s.contact.toFixed(1)}%` },
{ label: "晶体产能", value: `${s.crystalsPerSec.toFixed(2)} /s` },
{ label: "仓库上限", value: `${formatNum(s.crystalCap)}` },
diff --git a/src/components/game/ConstellationDialog.tsx b/src/components/game/ConstellationDialog.tsx
new file mode 100644
index 000000000..3cb5d6a00
--- /dev/null
+++ b/src/components/game/ConstellationDialog.tsx
@@ -0,0 +1,179 @@
+"use client";
+// 回响星核 / Echo Nexus — 星图天赋选择对话框(飞升后弹出,3 选 1)
+import { useEffect, useState } from "react";
+import {
+ Dialog,
+ DialogContent,
+ DialogHeader,
+ DialogTitle,
+ DialogDescription,
+} from "@/components/ui/dialog";
+import { Button } from "@/components/ui/button";
+import { useGameStore } from "@/store/gameStore";
+import {
+ getPerk,
+ CONSTELLATION_CATEGORY_META,
+ constellationProgress,
+} from "@/lib/game/constellation";
+import { sfx } from "@/hooks/useAudio";
+import { Sparkles, RefreshCw } from "lucide-react";
+
+interface Props {
+ open: boolean;
+ onOpenChange: (v: boolean) => void;
+}
+
+export function ConstellationDialog({ open, onOpenChange }: Props) {
+ const pendingChoices = useGameStore((s) => s.pendingPerkChoices);
+ const constellation = useGameStore((s) => s.constellation ?? []);
+ const choosePerk = useGameStore((s) => s.chooseConstellationPerk);
+ const reroll = useGameStore((s) => s.rerollPerkChoices);
+ const [picked, setPicked] = useState(null);
+
+ // 关闭时清理本地状态
+ useEffect(() => {
+ // eslint-disable-next-line react-hooks/set-state-in-effect
+ if (!open) setPicked(null);
+ }, [open]);
+
+ // 自动 open:当 pendingPerkChoices 存在且当前未 open 时
+ useEffect(() => {
+ if (pendingChoices && pendingChoices.length > 0 && !open) {
+ onOpenChange(true);
+ }
+ if ((!pendingChoices || pendingChoices.length === 0) && open) {
+ onOpenChange(false);
+ }
+ }, [pendingChoices, open, onOpenChange]);
+
+ const handlePick = (perkId: string) => {
+ setPicked(perkId);
+ const ok = choosePerk(perkId);
+ if (ok) {
+ sfx("constellation");
+ // 延迟关闭,让选中动画播放
+ setTimeout(() => onOpenChange(false), 500);
+ }
+ };
+
+ const handleReroll = () => {
+ reroll();
+ sfx("uiClick");
+ };
+
+ if (!pendingChoices || pendingChoices.length === 0) return null;
+
+ const progress = constellationProgress(constellation);
+
+ return (
+
+ );
+}
diff --git a/src/components/game/ConstellationPanel.tsx b/src/components/game/ConstellationPanel.tsx
new file mode 100644
index 000000000..116c996fe
--- /dev/null
+++ b/src/components/game/ConstellationPanel.tsx
@@ -0,0 +1,337 @@
+"use client";
+// 回响星核 / Echo Nexus — 星图天文台面板(飞升元进程可视化)
+// 6 个星座(六边形布局)× 3 颗星 = 18 个天赋节点,已解锁的星点亮 + 连线
+import { useEffect, useRef, useState, useMemo } from "react";
+import { useGameStore } from "@/store/gameStore";
+import {
+ CONSTELLATION_PERKS,
+ CONSTELLATION_CATEGORY_META,
+ getPerk,
+ constellationBonuses,
+ getConstellationLayout,
+ getStarsInCategory,
+ countUnlockedInCategory,
+ constellationProgress,
+ type ConstellationCategory,
+} from "@/lib/game/constellation";
+import type { ConstellationPerk } from "@/lib/game/constellation";
+
+interface StarPoint {
+ perk: ConstellationPerk;
+ x: number;
+ y: number;
+}
+
+interface HoverState {
+ perk: ConstellationPerk;
+ x: number;
+ y: number;
+ unlocked: boolean;
+}
+
+export function ConstellationPanel() {
+ const constellation = useGameStore((s) => s.constellation ?? []);
+ const canvasRef = useRef(null);
+ const containerRef = useRef(null);
+ const [size, setSize] = useState({ w: 360, h: 360 });
+ const [hover, setHover] = useState(null);
+ const ownedSet = useMemo(() => new Set(constellation), [constellation]);
+
+ // 自适应尺寸
+ useEffect(() => {
+ const el = containerRef.current;
+ if (!el) return;
+ const ro = new ResizeObserver(() => {
+ const r = el.getBoundingClientRect();
+ setSize({ w: Math.max(280, r.width), h: Math.max(280, Math.min(420, r.width)) });
+ });
+ ro.observe(el);
+ return () => ro.disconnect();
+ }, []);
+
+ // 计算布局(中心点 + 半径)
+ const layout = useMemo(() => {
+ const cx = size.w / 2;
+ const cy = size.h / 2;
+ const radius = Math.min(size.w, size.h) * 0.32;
+ return { cx, cy, radius };
+ }, [size]);
+
+ // 收集所有星点 + 每个星座的星点列表
+ const clusters = useMemo(() => {
+ const centers = getConstellationLayout(layout.cx, layout.cy, layout.radius);
+ return centers.map((c) => {
+ const stars = getStarsInCategory(c.category, c.cx, c.cy, 1) as StarPoint[];
+ return { ...c, stars };
+ });
+ }, [layout]);
+
+ // 绘制
+ useEffect(() => {
+ const canvas = canvasRef.current;
+ if (!canvas) return;
+ const ctx = canvas.getContext("2d");
+ if (!ctx) return;
+ const dpr = window.devicePixelRatio || 1;
+ canvas.width = size.w * dpr;
+ canvas.height = size.h * dpr;
+ canvas.style.width = `${size.w}px`;
+ canvas.style.height = `${size.h}px`;
+ ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
+ let rafId = 0;
+ const start = performance.now();
+ const draw = (now: number) => {
+ const t = (now - start) / 1000;
+ ctx.clearRect(0, 0, size.w, size.h);
+ // 背景径向暗光
+ const bg = ctx.createRadialGradient(layout.cx, layout.cy, 0, layout.cx, layout.cy, layout.radius * 1.6);
+ bg.addColorStop(0, "rgba(40,30,80,0.18)");
+ bg.addColorStop(1, "rgba(5,4,16,0)");
+ ctx.fillStyle = bg;
+ ctx.fillRect(0, 0, size.w, size.h);
+
+ // 中心装饰:星核
+ ctx.save();
+ ctx.translate(layout.cx, layout.cy);
+ const coreR = 6 + Math.sin(t * 1.5) * 1.5;
+ const coreGrad = ctx.createRadialGradient(0, 0, 0, 0, 0, coreR * 3);
+ coreGrad.addColorStop(0, "rgba(232,121,249,0.9)");
+ coreGrad.addColorStop(0.4, "rgba(232,121,249,0.3)");
+ coreGrad.addColorStop(1, "rgba(232,121,249,0)");
+ ctx.fillStyle = coreGrad;
+ ctx.beginPath();
+ ctx.arc(0, 0, coreR * 3, 0, Math.PI * 2);
+ ctx.fill();
+ ctx.fillStyle = "#fce7ff";
+ ctx.beginPath();
+ ctx.arc(0, 0, coreR * 0.6, 0, Math.PI * 2);
+ ctx.fill();
+ ctx.restore();
+
+ // 连接星座到中心的虚线(已解锁 >=1 时)
+ for (const c of clusters) {
+ const cnt = countUnlockedInCategory(constellation, c.category);
+ if (cnt > 0) {
+ ctx.save();
+ ctx.strokeStyle = c.meta.glow;
+ ctx.lineWidth = 1;
+ ctx.setLineDash([2, 4]);
+ ctx.globalAlpha = 0.4 + Math.sin(t * 2 + c.cx) * 0.1;
+ ctx.beginPath();
+ ctx.moveTo(layout.cx, layout.cy);
+ ctx.lineTo(c.cx, c.cy);
+ ctx.stroke();
+ ctx.restore();
+ }
+ }
+
+ // 绘制每个星座
+ for (const c of clusters) {
+ const cnt = countUnlockedInCategory(constellation, c.category);
+ // 星座中心标签
+ ctx.save();
+ ctx.font = "10px ui-monospace, monospace";
+ ctx.textAlign = "center";
+ ctx.fillStyle = cnt > 0 ? c.meta.hex : "rgba(148,163,184,0.5)";
+ ctx.globalAlpha = 0.85;
+ ctx.fillText(c.meta.name, c.cx, c.cy + 38);
+ ctx.restore();
+
+ // 同星座内已解锁星点之间的连线
+ const unlockedStars = c.stars.filter((s) => ownedSet.has(s.perk.id));
+ if (unlockedStars.length >= 2) {
+ ctx.save();
+ ctx.strokeStyle = c.meta.glow;
+ ctx.lineWidth = 1.5;
+ ctx.globalAlpha = 0.6;
+ ctx.beginPath();
+ unlockedStars.forEach((s, i) => {
+ if (i === 0) ctx.moveTo(s.x, s.y);
+ else ctx.lineTo(s.x, s.y);
+ });
+ ctx.stroke();
+ ctx.restore();
+ }
+
+ // 绘制星点
+ for (const star of c.stars) {
+ const unlocked = ownedSet.has(star.perk.id);
+ ctx.save();
+ ctx.translate(star.x, star.y);
+ // 闪烁系数
+ const twinkle = unlocked ? 0.85 + Math.sin(t * 3 + star.x * 0.1) * 0.15 : 0.3;
+ // 外光晕
+ const haloR = unlocked ? 10 : 5;
+ const haloGrad = ctx.createRadialGradient(0, 0, 0, 0, 0, haloR);
+ haloGrad.addColorStop(0, unlocked ? c.meta.glow : "rgba(100,116,139,0.2)");
+ haloGrad.addColorStop(1, "rgba(0,0,0,0)");
+ ctx.fillStyle = haloGrad;
+ ctx.globalAlpha = twinkle;
+ ctx.beginPath();
+ ctx.arc(0, 0, haloR, 0, Math.PI * 2);
+ ctx.fill();
+ // 核心
+ ctx.globalAlpha = unlocked ? 1 : 0.4;
+ ctx.fillStyle = unlocked ? c.meta.hex : "#475569";
+ ctx.beginPath();
+ ctx.arc(0, 0, unlocked ? 3.5 : 2, 0, Math.PI * 2);
+ ctx.fill();
+ // 解锁星点:4 道十字光线
+ if (unlocked) {
+ ctx.strokeStyle = c.meta.hex;
+ ctx.globalAlpha = 0.7 * twinkle;
+ ctx.lineWidth = 0.8;
+ const ray = 7 + Math.sin(t * 4 + star.y * 0.1) * 1.5;
+ ctx.beginPath();
+ ctx.moveTo(-ray, 0); ctx.lineTo(ray, 0);
+ ctx.moveTo(0, -ray); ctx.lineTo(0, ray);
+ ctx.stroke();
+ }
+ ctx.restore();
+ }
+ }
+
+ rafId = requestAnimationFrame(draw);
+ };
+ rafId = requestAnimationFrame(draw);
+ return () => cancelAnimationFrame(rafId);
+ }, [clusters, layout, size, constellation, ownedSet]);
+
+ // 鼠标交互:检测 hover
+ const handleMove = (e: React.MouseEvent) => {
+ const canvas = canvasRef.current;
+ if (!canvas) return;
+ const rect = canvas.getBoundingClientRect();
+ const mx = e.clientX - rect.left;
+ const my = e.clientY - rect.top;
+ let best: HoverState | null = null;
+ let bestDist = 14;
+ for (const c of clusters) {
+ for (const star of c.stars) {
+ const d = Math.hypot(star.x - mx, star.y - my);
+ if (d < bestDist) {
+ bestDist = d;
+ best = {
+ perk: star.perk,
+ x: star.x,
+ y: star.y,
+ unlocked: ownedSet.has(star.perk.id),
+ };
+ }
+ }
+ }
+ setHover(best);
+ };
+ const handleLeave = () => setHover(null);
+
+ const progress = constellationProgress(constellation);
+
+ return (
+
+ {/* 顶部进度 */}
+
+
+ ✦
+ 星图天赋
+
+ {progress.unlocked}/{progress.total}
+
+
+
每次飞升可解锁 1 个
+
+
+ {/* Canvas 星图 */}
+
+
+ {/* Hover tooltip */}
+ {hover && (
+
+
+ {hover.unlocked ? "★ " : "☆ "}
+ {hover.perk.name}
+
+
{hover.perk.desc}
+
+ {CONSTELLATION_CATEGORY_META[hover.perk.category].name} · 序{hover.perk.order}
+
+
+ )}
+
+
+ {/* 类别图例 + 当前总修饰 */}
+
+ {(Object.keys(CONSTELLATION_CATEGORY_META) as ConstellationCategory[]).map((cat) => {
+ const meta = CONSTELLATION_CATEGORY_META[cat];
+ const cnt = countUnlockedInCategory(constellation, cat);
+ const total = CONSTELLATION_PERKS.filter((p) => p.category === cat).length;
+ return (
+
0 ? { borderColor: `${meta.hex}40` } : undefined}
+ >
+ 0 ? `0 0 4px ${meta.hex}` : "none" }}
+ />
+ {meta.name}
+ 0 ? meta.hex : "rgba(148,163,184,0.5)" }}>
+ {cnt}/{total}
+
+
+ );
+ })}
+
+
+ {/* 已解锁天赋列表 */}
+
+ {constellation.length === 0 ? (
+
+
✦
+ 尚未解锁任何天赋。
+ 累积接触进度至 100%,发起「飞升」即可在 3 个随机天赋中选 1。
+
+ ) : (
+
+ {constellation.map((id) => {
+ const perk = getPerk(id);
+ if (!perk) return null;
+ const meta = CONSTELLATION_CATEGORY_META[perk.category];
+ return (
+
+
+
+
{perk.name}
+
{perk.desc}
+
+
{meta.name}
+
+ );
+ })}
+
+ )}
+
+
+ );
+}
diff --git a/src/components/game/PrestigeDialog.tsx b/src/components/game/PrestigeDialog.tsx
index 2d2857201..7f5b1ef9f 100644
--- a/src/components/game/PrestigeDialog.tsx
+++ b/src/components/game/PrestigeDialog.tsx
@@ -10,9 +10,10 @@ import {
DialogFooter,
} from "@/components/ui/dialog";
import { Button } from "@/components/ui/button";
-import { RotateCcw, Sparkles } from "lucide-react";
+import { RotateCcw, Sparkles, Star } from "lucide-react";
import { PRESTIGE } from "@/lib/game/config";
import { computeNewBlueprints, computePrestigeBonus } from "@/lib/game/engine";
+import { constellationProgress } from "@/lib/game/constellation";
import { useState } from "react";
import { useToast } from "@/hooks/use-toast";
import { sfx } from "@/hooks/useAudio";
@@ -32,6 +33,7 @@ export function PrestigeDialog({
const newBp = computeNewBlueprints(state);
const bonus = computePrestigeBonus(state);
const totalBpAfter = Math.min(PRESTIGE.maxBlueprints, state.blueprints.length + newBp);
+ const cProgress = constellationProgress(state.constellation ?? []);
return (
diff --git a/src/lib/game/achievements.ts b/src/lib/game/achievements.ts
index 9b9954e2d..edc759917 100644
--- a/src/lib/game/achievements.ts
+++ b/src/lib/game/achievements.ts
@@ -167,6 +167,30 @@ export const ACHIEVEMENTS: Achievement[] = [
reward: { insights: 8 },
rewardText: "+8 洞见",
},
+ {
+ id: "ach_constellation_1",
+ name: "星图初绘",
+ desc: "觉醒第 1 道星图天赋",
+ icon: "✨",
+ color: "#e879f9",
+ check: (s) => (s.constellation?.length ?? 0) >= 1,
+ reward: { insights: 30, crystalsPerSecPct: 5 },
+ rewardText: "+30 洞见 · 产能 +5%",
+ },
+ {
+ id: "ach_constellation_6",
+ name: "六分星辉",
+ desc: "觉醒 6 道星图天赋(每类各 1 道)",
+ icon: "✺",
+ color: "#34d399",
+ check: (s) => {
+ const c = s.constellation ?? [];
+ const cats = new Set(c.map((id) => id.split("_")[1]));
+ return cats.size >= 6 && c.length >= 6;
+ },
+ reward: { crystalsPerSecPct: 12, insightPct: 12 },
+ rewardText: "产能 +12% · 洞见 +12%",
+ },
];
/** 计算成就提供的永久加成(跨周目保留) */
diff --git a/src/lib/game/audio.ts b/src/lib/game/audio.ts
index 1ce92a5e9..76d9bf2e3 100644
--- a/src/lib/game/audio.ts
+++ b/src/lib/game/audio.ts
@@ -19,6 +19,7 @@ type SfxName =
| "achievement" // 成就解锁(亮丽琶音)
| "tideStart" // 星潮降临(神秘扫频)
| "tideEnd" // 星潮结束(柔和消退)
+ | "constellation" // 星图觉醒(空灵琶音 + 高频闪光)
| "uiHover" // 界面悬停(极轻)
| "uiClick"; // 界面点击(轻确认)
@@ -266,6 +267,16 @@ class AudioEngine {
this.tone(392, 0.5, "triangle", 0.1, 0.22);
break;
}
+ case "constellation": {
+ // 星图觉醒:上升琶音 + 高频闪光
+ this.tone(523.25, 0.18, "sine", 0.16, 0);
+ this.tone(659.25, 0.2, "sine", 0.16, 0.08);
+ this.tone(783.99, 0.22, "sine", 0.18, 0.16);
+ this.tone(1046.5, 0.35, "triangle", 0.16, 0.24);
+ // 高频闪光
+ this.tone(2093, 0.15, "sine", 0.08, 0.3);
+ break;
+ }
case "uiHover": {
this.tone(880, 0.05, "sine", 0.05);
break;
diff --git a/src/lib/game/config.ts b/src/lib/game/config.ts
index a460e4658..7f5b8f00e 100644
--- a/src/lib/game/config.ts
+++ b/src/lib/game/config.ts
@@ -32,6 +32,8 @@ export const INITIAL_STATE = {
achievements: {},
activeTide: null,
lastTideEnd: 0,
+ constellation: [] as string[],
+ pendingPerkChoices: null as string[] | null,
theme: "dark" as const,
soundOn: true,
};
diff --git a/src/lib/game/constellation.ts b/src/lib/game/constellation.ts
new file mode 100644
index 000000000..19ba8886c
--- /dev/null
+++ b/src/lib/game/constellation.ts
@@ -0,0 +1,215 @@
+// 回响星核 / Echo Nexus — 星图天文台:飞升后元进程(Meta-Progression)
+// 设计动机:回应 Issue #1「就一直连连看?」——飞升后玩家从 3 个随机星座天赋中选 1,
+// 跨周目永久生效。增加策略选择 + 视觉变化(动态星图)。
+import type { GameState } from "./types";
+
+/** 星座天赋类别(6 类,每类 3 个天赋 = 18 个) */
+export type ConstellationCategory =
+ | "mining" // 翠 - 采矿
+ | "decoding" // 玫 - 解码
+ | "expedition" // 琥 - 探险
+ | "contact" // 紫 - 接触
+ | "economy" // 灰 - 经济
+ | "cosmic"; // 金 - 宇宙
+
+/** 天赋效果(聚合到 recomputeStats 或具体动作处) */
+export interface ConstellationPerk {
+ id: string;
+ category: ConstellationCategory;
+ name: string;
+ desc: string;
+ /** 顺序序号(同类别 1/2/3,决定星座内的位置) */
+ order: number;
+}
+
+/** 类别可视化(用于 Canvas 与 CSS) */
+export const CONSTELLATION_CATEGORY_META: Record<
+ ConstellationCategory,
+ { name: string; color: string; glow: string; hex: string; icon: string; desc: string }
+> = {
+ mining: { name: "永动矿脉", color: "emerald", glow: "rgba(52,211,153,0.55)", hex: "#34d399", icon: "Pickaxe", desc: "晶体产能与仓储" },
+ decoding: { name: "光谱矩阵", color: "rose", glow: "rgba(251,113,133,0.55)", hex: "#fb7185", icon: "ScanLine", desc: "解码效率与脉冲" },
+ expedition: { name: "远征星图", color: "amber", glow: "rgba(251,191,36,0.55)", hex: "#fbbf24", icon: "Rocket", desc: "探险力与生命" },
+ contact: { name: "接触回响", color: "fuchsia", glow: "rgba(232,121,249,0.55)", hex: "#e879f9", icon: "Sparkles", desc: "接触进度与飞升" },
+ economy: { name: "虚空市场", color: "slate", glow: "rgba(148,163,184,0.55)", hex: "#94a3b8", icon: "Coins", desc: "经济与离线" },
+ cosmic: { name: "宇宙回响", color: "amber", glow: "rgba(251,191,36,0.55)", hex: "#fcd34d", icon: "Star", desc: "全局综合增益" },
+};
+
+/** 18 个星座天赋(6 类 × 3) */
+export const CONSTELLATION_PERKS: ConstellationPerk[] = [
+ // 翠 · 永动矿脉
+ { id: "c_min_1", category: "mining", order: 1, name: "永动钻头", desc: "晶体/秒 +20%" },
+ { id: "c_min_2", category: "mining", order: 2, name: "深井网络", desc: "仓库上限 +50%" },
+ { id: "c_min_3", category: "mining", order: 3, name: "谐振熔炉", desc: "主动脉冲威力 +50%" },
+ // 玫 · 光谱矩阵
+ { id: "c_dec_1", category: "decoding", order: 1, name: "光谱记忆", desc: "洞见倍率 +15%" },
+ { id: "c_dec_2", category: "decoding", order: 2, name: "步幅延展", desc: "解码步数上限 +1" },
+ { id: "c_dec_3", category: "decoding", order: 3, name: "自动校准", desc: "自动解码周期 -3s" },
+ // 琥 · 远征星图
+ { id: "c_exp_1", category: "expedition", order: 1, name: "维生护盾", desc: "探险生命 +25%" },
+ { id: "c_exp_2", category: "expedition", order: 2, name: "信标矩阵", desc: "探险力 +20%" },
+ { id: "c_exp_3", category: "expedition", order: 3, name: "能量共振", desc: "能量上限 +1" },
+ // 紫 · 接触回响
+ { id: "c_con_1", category: "contact", order: 1, name: "接触共鸣", desc: "接触进度率 +20%" },
+ { id: "c_con_2", category: "contact", order: 2, name: "飞升加速", desc: "飞升所需接触 -10" },
+ { id: "c_con_3", category: "contact", order: 3, name: "蓝图回响", desc: "每个蓝图额外 +2% 全属性" },
+ // 灰 · 虚空市场
+ { id: "c_eco_1", category: "economy", order: 1, name: "离线缓存", desc: "离线效率 +15%" },
+ { id: "c_eco_2", category: "economy", order: 2, name: "晶体富集", desc: "T2/T3 晶体出现率 +8%" },
+ { id: "c_eco_3", category: "economy", order: 3, name: "星潮引导", desc: "星潮间隙 -10s" },
+ // 金 · 宇宙回响
+ { id: "c_cos_1", category: "cosmic", order: 1, name: "飞升礼包", desc: "每次飞升后获得 +30 晶体 / +5 洞见" },
+ { id: "c_cos_2", category: "cosmic", order: 2, name: "二周目经验", desc: "解码奖励 +10%" },
+ { id: "c_cos_3", category: "cosmic", order: 3, name: "全息共振", desc: "所有产能与脉冲 +8%" },
+];
+
+/** 由 ID 取天赋 */
+export function getPerk(id: string): ConstellationPerk | undefined {
+ return CONSTELLATION_PERKS.find((p) => p.id === id);
+}
+
+/** 聚合玩家已解锁天赋的总修饰器(供 recomputeStats / 具体动作使用) */
+export interface ConstellationModifiers {
+ crystalsPerSecMult: number;
+ crystalCapMult: number;
+ pulsePowerMult: number;
+ insightMultAdd: number;
+ decodeStepsBonus: number;
+ autoDecodeIntervalDeltaSec: number;
+ expeditionHpMult: number;
+ expeditionPowerMult: number;
+ energyMaxBonus: number;
+ contactRateMult: number;
+ prestigeContactMinDelta: number;
+ perBlueprintAllStatsPct: number;
+ offlineEffBonus: number;
+ t2t3BonusRate: number;
+ tideGapDeltaSec: number;
+ prestigeStartCrystals: number;
+ prestigeStartInsights: number;
+ decodeRewardMult: number;
+ allProductionMult: number;
+}
+
+export function constellationBonuses(perks: string[]): ConstellationModifiers {
+ const owned = new Set(perks);
+ const m: ConstellationModifiers = {
+ crystalsPerSecMult: 1,
+ crystalCapMult: 1,
+ pulsePowerMult: 1,
+ insightMultAdd: 0,
+ decodeStepsBonus: 0,
+ autoDecodeIntervalDeltaSec: 0,
+ expeditionHpMult: 1,
+ expeditionPowerMult: 1,
+ energyMaxBonus: 0,
+ contactRateMult: 1,
+ prestigeContactMinDelta: 0,
+ perBlueprintAllStatsPct: 0,
+ offlineEffBonus: 0,
+ t2t3BonusRate: 0,
+ tideGapDeltaSec: 0,
+ prestigeStartCrystals: 0,
+ prestigeStartInsights: 0,
+ decodeRewardMult: 1,
+ allProductionMult: 1,
+ };
+ if (owned.has("c_min_1")) m.crystalsPerSecMult += 0.2;
+ if (owned.has("c_min_2")) m.crystalCapMult += 0.5;
+ if (owned.has("c_min_3")) m.pulsePowerMult += 0.5;
+ if (owned.has("c_dec_1")) m.insightMultAdd += 0.15;
+ if (owned.has("c_dec_2")) m.decodeStepsBonus += 1;
+ if (owned.has("c_dec_3")) m.autoDecodeIntervalDeltaSec -= 3;
+ if (owned.has("c_exp_1")) m.expeditionHpMult += 0.25;
+ if (owned.has("c_exp_2")) m.expeditionPowerMult += 0.2;
+ if (owned.has("c_exp_3")) m.energyMaxBonus += 1;
+ if (owned.has("c_con_1")) m.contactRateMult += 0.2;
+ if (owned.has("c_con_2")) m.prestigeContactMinDelta -= 10;
+ if (owned.has("c_con_3")) m.perBlueprintAllStatsPct += 2;
+ if (owned.has("c_eco_1")) m.offlineEffBonus += 0.15;
+ if (owned.has("c_eco_2")) m.t2t3BonusRate += 0.08;
+ if (owned.has("c_eco_3")) m.tideGapDeltaSec -= 10;
+ if (owned.has("c_cos_1")) {
+ m.prestigeStartCrystals += 30;
+ m.prestigeStartInsights += 5;
+ }
+ if (owned.has("c_cos_2")) m.decodeRewardMult += 0.1;
+ if (owned.has("c_cos_3")) m.allProductionMult += 0.08;
+ return m;
+}
+
+/** 生成 3 个可选天赋(从未拥有的中随机抽取,保证类别多样性) */
+export function rollPerkChoices(
+ owned: string[],
+ rng: () => number = Math.random
+): string[] {
+ const ownedSet = new Set(owned);
+ const pool = CONSTELLATION_PERKS.filter((p) => !ownedSet.has(p.id));
+ if (pool.length === 0) return [];
+ // 洗牌
+ const shuffled = [...pool].sort(() => rng() - 0.5);
+ // 取前 3 个,但尽量保证不同类别
+ const picked: ConstellationPerk[] = [];
+ const usedCats = new Set();
+ // 第一轮:每类最多 1 个
+ for (const p of shuffled) {
+ if (picked.length >= 3) break;
+ if (!usedCats.has(p.category)) {
+ picked.push(p);
+ usedCats.add(p.category);
+ }
+ }
+ // 第二轮:补齐
+ for (const p of shuffled) {
+ if (picked.length >= 3) break;
+ if (!picked.includes(p)) picked.push(p);
+ }
+ return picked.slice(0, 3).map((p) => p.id);
+}
+
+/** 给定类别取该类别内已解锁的天赋 order 数 */
+export function countUnlockedInCategory(perks: string[], cat: ConstellationCategory): number {
+ const owned = new Set(perks);
+ return CONSTELLATION_PERKS.filter((p) => p.category === cat && owned.has(p.id)).length;
+}
+
+/** 计算总进度(已解锁 / 18) */
+export function constellationProgress(perks: string[]): { unlocked: number; total: number } {
+ return { unlocked: perks.length, total: CONSTELLATION_PERKS.length };
+}
+
+/** 飞升所需接触进度(受天赋影响) */
+export function computePrestigeContactMin(state: GameState): number {
+ const c = constellationBonuses(state.constellation ?? []);
+ return Math.max(60, 100 + c.prestigeContactMinDelta);
+}
+
+/** 星图布局:6 个星座中心点(极坐标转笛卡尔) */
+export function getConstellationLayout(centerX: number, centerY: number, radius: number) {
+ const cats: ConstellationCategory[] = ["mining", "decoding", "expedition", "contact", "economy", "cosmic"];
+ return cats.map((cat, i) => {
+ // 六边形布局:每 60° 一个
+ const angle = (Math.PI / 3) * i - Math.PI / 2; // 顶部为第一个
+ return {
+ category: cat,
+ cx: centerX + radius * Math.cos(angle),
+ cy: centerY + radius * Math.sin(angle),
+ meta: CONSTELLATION_CATEGORY_META[cat],
+ };
+ });
+}
+
+/** 取某类别内 3 个星点的局部坐标(相对星座中心) */
+export function getStarsInCategory(cat: ConstellationCategory, cx: number, cy: number, scale = 1) {
+ const perks = CONSTELLATION_PERKS.filter((p) => p.category === cat).sort((a, b) => a.order - b.order);
+ return perks.map((p, i) => {
+ // 三角形排布:order 1 顶点,2/3 底部
+ const localY = i === 0 ? -22 * scale : 14 * scale;
+ const localX = i === 0 ? 0 : (i === 1 ? -18 * scale : 18 * scale);
+ return {
+ perk: p,
+ x: cx + localX,
+ y: cy + localY,
+ };
+ });
+}
diff --git a/src/lib/game/engine.ts b/src/lib/game/engine.ts
index 5c3aa9f9e..fabadc703 100644
--- a/src/lib/game/engine.ts
+++ b/src/lib/game/engine.ts
@@ -9,8 +9,9 @@ import {
} from "./config";
import { achievementBonuses } from "./achievements";
import { getTideModifiers, type StarTide } from "./starTide";
+import { constellationBonuses, rollPerkChoices } from "./constellation";
-/** 由技术树 + 飞升蓝图 + 成就 + 星潮聚合计算产能字段 */
+/** 由技术树 + 飞升蓝图 + 成就 + 星图天赋 + 星潮聚合计算产能字段 */
export function recomputeStats(state: Partial): {
crystalsPerSec: number;
crystalCap: number;
@@ -25,6 +26,7 @@ export function recomputeStats(state: Partial): {
const bp = state.blueprints?.length ?? 0;
const ach = achievementBonuses(state.achievements ?? {});
const tideMod = getTideModifiers((state.activeTide as StarTide | null) ?? null);
+ const cm = constellationBonuses(state.constellation ?? []);
let crystalsPerSec = INITIAL_STATE.crystalsPerSec;
let crystalCap = INITIAL_STATE.crystalCap;
@@ -67,15 +69,25 @@ export function recomputeStats(state: Partial): {
}
}
- // 飞升蓝图加成
- crystalsPerSec *= 1 + bp * PRESTIGE.perBlueprint.crystalsPerSecMult;
- insightMult *= 1 + bp * PRESTIGE.perBlueprint.insightMult;
- contactRateMult *= 1 + bp * PRESTIGE.perBlueprint.contactRateMult;
+ // 飞升蓝图加成(+ 星图「蓝图回响」额外加成)
+ const bpAllPct = cm.perBlueprintAllStatsPct / 100;
+ crystalsPerSec *= 1 + (bp * (PRESTIGE.perBlueprint.crystalsPerSecMult + bpAllPct));
+ insightMult *= 1 + (bp * (PRESTIGE.perBlueprint.insightMult + bpAllPct));
+ contactRateMult *= 1 + (bp * (PRESTIGE.perBlueprint.contactRateMult + bpAllPct));
// 成就永久加成(跨周目)
crystalsPerSec *= 1 + ach.crystalsPerSecPct / 100;
insightMult *= 1 + ach.insightPct / 100;
+ // 星图天赋永久加成(跨周目)
+ crystalsPerSec *= cm.crystalsPerSecMult * cm.allProductionMult;
+ crystalCap *= cm.crystalCapMult;
+ pulsePower *= cm.pulsePowerMult * cm.allProductionMult;
+ offlineEff = Math.min(1, offlineEff + cm.offlineEffBonus);
+ insightMult += cm.insightMultAdd;
+ contactRateMult *= cm.contactRateMult;
+ decodeStepsBonus += cm.decodeStepsBonus;
+
// 星潮瞬时修饰(contactRateMult 与 insightMult 进缓存;产能/脉冲/探险在用点处即时乘)
insightMult += tideMod.insightMultAdd;
contactRateMult *= tideMod.contactRateMult;
@@ -108,7 +120,7 @@ export function computeNewBlueprints(state: GameState): number {
return Math.max(0, Math.min(PRESTIGE.maxBlueprints, earned) - state.blueprints.length);
}
-/** 执行飞升:重置数值,保留蓝图与图谱与成就与部分技术 */
+/** 执行飞升:重置数值,保留蓝图/图谱/成就/星图天赋,并触发天赋选择 */
export function performPrestige(state: GameState): GameState {
const newBp = computeNewBlueprints(state);
const blueprints = [
@@ -116,10 +128,15 @@ export function performPrestige(state: GameState): GameState {
...Array.from({ length: newBp }, (_, i) => `bp_${Date.now()}_${i}`),
].slice(0, PRESTIGE.maxBlueprints);
- // 保留:fragments, totalDecoded(累计), ascensions+1, blueprints, achievements, theme/sound, expeditionLog
+ // 星图天赋:飞升后获得一次 3 选 1 的机会
+ const choices = rollPerkChoices(state.constellation ?? []);
+ // 星图「飞升礼包」天赋的初始资源补偿
+ const cm = constellationBonuses(state.constellation ?? []);
+
+ // 保留:fragments, totalDecoded(累计), ascensions+1, blueprints, achievements, constellation, theme/sound, expeditionLog
// 重置:资源、技术、产能、pendingCrystals、activePuzzle、activeExpedition、contact、lastTick、energy、星潮
const fresh = createInitialState();
- const stats = recomputeStats({ tech: {}, blueprints, achievements: state.achievements });
+ const stats = recomputeStats({ tech: {}, blueprints, achievements: state.achievements, constellation: state.constellation });
return {
...fresh,
fragments: state.fragments,
@@ -127,6 +144,11 @@ export function performPrestige(state: GameState): GameState {
ascensions: state.ascensions + 1,
blueprints,
achievements: state.achievements,
+ constellation: state.constellation,
+ pendingPerkChoices: choices.length > 0 ? choices : null,
+ // 飞升礼包补偿
+ crystals: cm.prestigeStartCrystals,
+ insights: cm.prestigeStartInsights,
theme: state.theme,
soundOn: state.soundOn,
createdAt: state.createdAt,
@@ -194,4 +216,18 @@ export function rollCrystalTier(rng: () => number = Math.random): CrystalTier {
return 3;
}
+/** 生成一颗晶体(带 T2/T3 概率补偿,受星图「晶体富集」影响) */
+export function rollCrystalTierWithBonus(t2t3Bonus: number, rng: () => number = Math.random): CrystalTier {
+ if (t2t3Bonus <= 0) return rollCrystalTier(rng);
+ const r = rng();
+ // 基础:T1=0.7, T2=0.25, T3=0.05
+ // 补偿:从 T1 中按 bonus 比例挪到 T2/T3
+ const shift = Math.min(0.5, t2t3Bonus); // 上限 50%
+ const t1 = 0.7 - 0.7 * shift;
+ const t2 = 0.25 + 0.25 * shift * 0.7;
+ if (r < t1) return 1;
+ if (r < t1 + t2) return 2;
+ return 3;
+}
+
export type { ResonanceColor };
diff --git a/src/lib/game/expedition.ts b/src/lib/game/expedition.ts
index 57f12d2ef..ae529f906 100644
--- a/src/lib/game/expedition.ts
+++ b/src/lib/game/expedition.ts
@@ -9,6 +9,7 @@ import type {
ExpeditionResult,
GameState,
} from "./types";
+import { constellationBonuses } from "./constellation";
/** 简单可复现随机(mulberry32) */
function makeRng(seed: number) {
@@ -173,7 +174,7 @@ export function generateExpedition(
};
}
-/** 计算探险力(由技术树 + 飞升蓝图) */
+/** 计算探险力(由技术树 + 飞升蓝图 + 星图天赋) */
export function computeExpeditionPower(state: GameState): number {
let power = EXPEDITION_CONFIG.basePower;
// 探险分支技术加成
@@ -185,6 +186,9 @@ export function computeExpeditionPower(state: GameState): number {
power *= 1 + (state.blueprints?.length ?? 0) * 0.08;
// 飞升周目加成
power *= 1 + (state.ascensions ?? 0) * 0.15;
+ // 星图「信标矩阵」加成
+ const cm = constellationBonuses(state.constellation ?? []);
+ power *= cm.expeditionPowerMult;
return Math.round(power);
}
@@ -193,6 +197,9 @@ export function computeExpeditionHp(state: GameState): number {
let hp = EXPEDITION_CONFIG.baseHp;
hp += (state.tech?.exp_2 ?? 0) * 20;
hp += (state.ascensions ?? 0) * 10;
+ // 星图「维生护盾」加成
+ const cm = constellationBonuses(state.constellation ?? []);
+ hp = Math.round(hp * cm.expeditionHpMult);
return hp;
}
diff --git a/src/lib/game/types.ts b/src/lib/game/types.ts
index db31c7331..d8a13d46c 100644
--- a/src/lib/game/types.ts
+++ b/src/lib/game/types.ts
@@ -132,6 +132,10 @@ export interface GameState {
activeTide: import("./starTide").StarTide | null;
lastTideEnd: number;
+ // 星图天文台(v0.3.1 元进程)
+ constellation: string[]; // 已解锁天赋 ID 列表
+ pendingPerkChoices: string[] | null; // 飞升后待选择(3 选 1)
+
// 元
lastTick: number;
createdAt: number;
diff --git a/src/store/gameStore.ts b/src/store/gameStore.ts
index a7acae38f..bfd8aca3c 100644
--- a/src/store/gameStore.ts
+++ b/src/store/gameStore.ts
@@ -22,7 +22,7 @@ import {
createInitialState,
recomputeStats,
decodeRewards,
- rollCrystalTier,
+ rollCrystalTierWithBonus,
computeNewBlueprints,
performPrestige,
} from "@/lib/game/engine";
@@ -50,6 +50,11 @@ import {
type StarTide,
type TideType,
} from "@/lib/game/starTide";
+import {
+ getPerk,
+ constellationBonuses,
+ rollPerkChoices,
+} from "@/lib/game/constellation";
interface GameActions {
// 生命周期
@@ -86,6 +91,10 @@ interface GameActions {
// 飞升
doPrestige: () => { newBp: number } | null;
+ // 星图天文台
+ chooseConstellationPerk: (perkId: string) => boolean;
+ rerollPerkChoices: () => void;
+
// 成就
checkAchievements: () => Achievement[];
consumeAchievementQueue: () => Achievement[];
@@ -118,6 +127,7 @@ function syncStats(state: Partial) {
insightMult: s.insightMult,
contactRateMult: s.contactRateMult,
autoDecode: s.autoDecode,
+ decodeStepsBonus: s.decodeStepsBonus,
};
}
@@ -162,9 +172,14 @@ export const useGameStore = create()(
pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
});
}
- // 兼容旧存档:补全 achievements / 星潮 字段
+ // 兼容旧存档:补全 achievements / 星潮 / 星图 字段
const achievements = s.achievements ?? {};
const activeTide = s.activeTide ?? null;
+ const constellation = s.constellation ?? [];
+ const pendingPerkChoices = s.pendingPerkChoices ?? null;
+ // 星图「能量共振」天赋 +1 能量上限
+ const cm = constellationBonuses(constellation);
+ const energyMax = (INITIAL_STATE.energyMax) + cm.energyMaxBonus;
// lastTideEnd:0 表示从未触发过星潮(首次游玩),保留 0 让 firstDelay 生效
const lastTideEndRaw = s.lastTideEnd ?? 0;
// 若旧存档有已过期的星潮,清掉
@@ -182,16 +197,19 @@ export const useGameStore = create()(
achievements,
activeTide: tide,
lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw,
- ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide }),
+ constellation,
+ pendingPerkChoices,
+ energyMax,
+ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation }),
});
} else {
- set({ lastTick: now, activePuzzle, achievements, activeTide: tide, lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide }) });
+ set({ lastTick: now, activePuzzle, achievements, activeTide: tide, lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw, constellation, pendingPerkChoices, energyMax, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation }) });
}
},
loadOnline: () => {
const s = get();
- set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide }) });
+ set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation }) });
},
hardReset: () => {
@@ -201,6 +219,9 @@ export const useGameStore = create()(
tickTide: (now) => {
const s = get();
const tide = s.activeTide;
+ // 星图「星潮引导」减少间隙
+ const cm = constellationBonuses(s.constellation ?? []);
+ const gap = Math.max(15000, TIDE_CONFIG.gap + cm.tideGapDeltaSec * 1000);
// 1) 检查当前星潮是否结束
if (tide && now >= tide.endsAt) {
const endedType = tide.type;
@@ -217,7 +238,7 @@ export const useGameStore = create()(
lastTideEnd: now,
insights: newInsights,
// 星潮结束后重算 stats(移除 contactRate/insight 修饰)
- ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: null }),
+ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: null, constellation: s.constellation }),
_tideEvents: [...s._tideEvents, event],
});
return event;
@@ -227,7 +248,7 @@ export const useGameStore = create()(
const since = now - s.lastTideEnd;
// 首次:以 createdAt 起算 firstDelay;之后以 lastTideEnd 起算 gap
const firstStart = s.lastTideEnd === 0 || s.lastTideEnd <= s.createdAt + 1000;
- const need = firstStart ? TIDE_CONFIG.firstDelay : TIDE_CONFIG.gap;
+ const need = firstStart ? TIDE_CONFIG.firstDelay : gap;
if (since >= need) {
const type = rollTide();
const newTide: StarTide = {
@@ -240,7 +261,7 @@ export const useGameStore = create()(
set({
activeTide: newTide,
// 星潮开始后重算 stats(应用 contactRate/insight 修饰)
- ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: newTide }),
+ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: newTide, constellation: s.constellation }),
_tideEvents: [...s._tideEvents, event],
});
return event;
@@ -280,7 +301,9 @@ export const useGameStore = create()(
now - lastSpawn > spawnInterval &&
pending.length < CRYSTAL_SPAWN.maxPending
) {
- const tier = rollCrystalTier();
+ // 星图「晶体富集」提升 T2/T3 概率
+ const cm = constellationBonuses(s.constellation ?? []);
+ const tier = rollCrystalTierWithBonus(cm.t2t3BonusRate);
const crystal: Crystal = {
id: `c_${now}_${Math.random().toString(36).slice(2, 7)}`,
tier,
@@ -351,13 +374,15 @@ export const useGameStore = create()(
const res = tryClickNode(puzzle, nodeId);
if (res.ok) {
if (res.finished) {
- // 结算奖励(星潮解码奖励修饰)
+ // 结算奖励(星潮解码奖励修饰 + 星图「二周目经验」)
const tideMod = getTideModifiers(s.activeTide);
+ const cm = constellationBonuses(s.constellation ?? []);
const base = decodeRewards(puzzle.tier, s.insightMult, s.contactRateMult);
+ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
const rewards = {
- crystals: Math.round(base.crystals * tideMod.decodeRewardMult),
- insights: Math.round(base.insights * tideMod.decodeRewardMult),
- contact: +(base.contact * tideMod.decodeRewardMult).toFixed(2),
+ crystals: Math.round(base.crystals * finalMult),
+ insights: Math.round(base.insights * finalMult),
+ contact: +(base.contact * finalMult).toFixed(2),
};
const newTotal = s.totalDecoded + 1;
const newContact = Math.min(100, s.contact + rewards.contact);
@@ -422,17 +447,21 @@ export const useGameStore = create()(
const s = get();
if (!s.autoDecode) return;
const now = Date.now();
- if (now - s._lastAutoDecode < 12000) return;
+ // 星图「自动校准」减少自动解码周期
+ const cm = constellationBonuses(s.constellation ?? []);
+ const interval = Math.max(5000, 12000 + cm.autoDecodeIntervalDeltaSec * 1000);
+ if (now - s._lastAutoDecode < interval) return;
// 找一颗 T1 晶体自动解码
const idx = s.pendingCrystals.findIndex((c) => c.tier === 1);
if (idx < 0) return;
const crystal = s.pendingCrystals[idx];
const tideMod = getTideModifiers(s.activeTide);
const base = decodeRewards(1, s.insightMult, s.contactRateMult);
+ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
const rewards = {
- crystals: Math.round(base.crystals * tideMod.decodeRewardMult),
- insights: Math.round(base.insights * tideMod.decodeRewardMult),
- contact: +(base.contact * tideMod.decodeRewardMult).toFixed(2),
+ crystals: Math.round(base.crystals * finalMult),
+ insights: Math.round(base.insights * finalMult),
+ contact: +(base.contact * finalMult).toFixed(2),
};
const newTotal = s.totalDecoded + 1;
const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
@@ -459,7 +488,7 @@ export const useGameStore = create()(
set({
insights: s.insights - node.cost,
tech: newTech,
- ...syncStats({ tech: newTech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide }),
+ ...syncStats({ tech: newTech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation }),
});
return true;
},
@@ -572,9 +601,13 @@ export const useGameStore = create()(
if (s.contact < CONTACT.prestigeMin) return null;
const newBp = computeNewBlueprints(s);
const next = performPrestige(s);
+ // 星图「能量共振」提升上限
+ const cm = constellationBonuses(next.constellation ?? []);
+ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
set({
...next,
- ...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements, activeTide: next.activeTide }),
+ energyMax,
+ ...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements, activeTide: next.activeTide, constellation: next.constellation }),
_lastAutoDecode: Date.now(),
_lastSpawn: Date.now(),
_combo: 0,
@@ -584,6 +617,31 @@ export const useGameStore = create()(
return { newBp };
},
+ chooseConstellationPerk: (perkId) => {
+ const s = get();
+ if (!s.pendingPerkChoices || !s.pendingPerkChoices.includes(perkId)) return false;
+ const perk = getPerk(perkId);
+ if (!perk) return false;
+ if (s.constellation?.includes(perkId)) return false;
+ const newConstellation = [...(s.constellation ?? []), perkId];
+ const cm = constellationBonuses(newConstellation);
+ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
+ set({
+ constellation: newConstellation,
+ pendingPerkChoices: null,
+ energyMax,
+ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: newConstellation }),
+ });
+ return true;
+ },
+
+ rerollPerkChoices: () => {
+ const s = get();
+ if (!s.pendingPerkChoices) return;
+ const choices = rollPerkChoices(s.constellation ?? []);
+ if (choices.length > 0) set({ pendingPerkChoices: choices });
+ },
+
checkAchievements: () => {
const s = get();
const newlyUnlocked: Achievement[] = [];
@@ -611,7 +669,7 @@ export const useGameStore = create()(
insights,
contact,
...(statsDirty
- ? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated, activeTide: s.activeTide })
+ ? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated, activeTide: s.activeTide, constellation: s.constellation })
: {}),
_achievementQueue: [...s._achievementQueue, ...newlyUnlocked],
});
@@ -653,3 +711,8 @@ export function nextFragmentThreshold(totalDecoded: number): number | null {
}
export { FRAGMENTS, PRESTIGE, TECH_TREE };
+
+// 开发期调试:暴露 store 到 window,便于 QA 测试
+if (typeof window !== "undefined" && process.env.NODE_ENV !== "production") {
+ (window as unknown as { __gameStore?: typeof useGameStore }).__gameStore = useGameStore;
+}
diff --git a/worklog.md b/worklog.md
index b480e0e55..7ee3d5130 100644
--- a/worklog.md
+++ b/worklog.md
@@ -61,6 +61,38 @@
- **QA**:agent-browser 全流程通过(触发/指示器/叠层/寂静期补偿 50→81 洞见);VLM 视觉确认;lint 零错误
- 详见 docs/repo/docs/07-星潮事件系统-v0.3.md
+### v0.3.1 星图天文台 · 元进程天赋系统(本轮完成)
+- **动机**:再次回应 Issue #1「就一直连连看?」——加入 Slay the Spire 式飞升后 3 选 1 天赋 draft,跨周目永久生效,增加策略深度 + 视觉变化
+- **核心模块**(`src/lib/game/constellation.ts`):
+ - 6 大星座 × 3 颗星 = **18 个天赋**:永动矿脉(翠)/光谱矩阵(玫)/远征星图(琥)/接触回响(紫)/虚空市场(灰)/宇宙回响(金)
+ - `constellationBonuses()` 聚合 19 项修饰器(产能/上限/脉冲/洞见/解码步数/自动解码周期/探险生命/探险力/能量上限/接触率/飞升门槛/蓝图全属性/离线效率/T2T3概率/星潮间隙/飞升礼包/解码奖励/全局产能)
+ - `rollPerkChoices()` 智能抽取:保证 3 个来自不同类别
+ - `getConstellationLayout()` 六边形布局 + `getStarsInCategory()` 三角形排布
+- **状态扩展**(`types.ts` + `config.ts`):`GameState.constellation: string[]` + `pendingPerkChoices: string[] | null`
+- **引擎接入**(`engine.ts`):`recomputeStats` 聚合三层加成(技术+蓝图+成就+星图);`performPrestige` 触发天赋选择 + 飞升礼包补偿;新增 `rollCrystalTierWithBonus()`
+- **探险系统接入**(`expedition.ts`):`computeExpeditionPower` + `computeExpeditionHp` 应用星座修饰器
+- **Store 接入**(`gameStore.ts`):
+ - 新增 `chooseConstellationPerk(perkId)` + `rerollPerkChoices()` 动作
+ - `tickTide` 应用星潮间隙缩减;`autoDecodeTick` 应用周期缩减;`tick` 应用 T2/T3 概率补偿;`clickNode`/`autoDecodeTick` 应用解码奖励倍率
+ - 旧存档兼容:init() 补全 constellation=[] / pendingPerkChoices=null / energyMax 加成
+- **UI 组件**:
+ - `ConstellationPanel.tsx`:Canvas 动态星图(六边形 6 星座 × 3 星点,闪烁/光晕/十字光线/连接线/中心星核呼吸)+ Hover 提示 + 类别图例 + 已解锁列表
+ - `ConstellationDialog.tsx`:飞升后自动弹出,3 卡片 draft + 重新抽取 + 选中粒子动画
+ - `PrestigeDialog.tsx`:增加「星图觉醒预告」卡片
+ - `page.tsx`:6 列标签栏(探险/技术/星图/图谱/成就/统计)+ 顶部「觉醒」按钮(pendingPerkChoices 存在时脉冲提示)+ 统计面板加星图天赋条目
+- **音频**:新增 `constellation` SFX(上升琶音 C5→E5→G5→C6 + 高频闪光 2093Hz)
+- **成就**:新增 2 项 —— `ach_constellation_1`「星图初绘」(+30 洞见·产能+5%) / `ach_constellation_6`「六分星辉」(产能+12%·洞见+12%)
+- **QA 验证**(agent-browser + VLM):
+ - 星图标签渲染正确,6 类别图例齐全
+ - 设置 pendingPerkChoices 后对话框自动弹出,3 卡片显示不同类别
+ - 点击天赋 → constellation 数组增加,crystalsPerSec 提升,pending 清空,对话框关闭
+ - 重新抽取 → 3 张新卡片(不同类别)
+ - 多天赋叠加:c_min_1 + c_con_1 → crystalsPerSec 1.416, contactRateMult 1.2
+ - 6 类别各 1 天赋 → 自动解锁「六分星辉」成就(Toast 弹出)
+ - VLM 视觉确认:星图 Canvas 渲染正确,单星点亮(绿色永动矿脉)
+- **lint 零错误;HTTP 200;编译 < 200ms**
+- 详见 docs/repo/docs/08-星图天文台系统-v0.3.1.md
+
### 进行中
- [ ] 持续迭代:云存档+排行榜(v0.4)、全5纪元叙事(v0.5)、socket 多人同步星潮(后续)