feat(v0.4): 回响编年史 — 跨周目叙事时间轴系统
- 新增 ChronicleEntry / RunStartSnapshot 类型与 GameState 字段 - 新建 chronicle.ts: 5 纪元名生成、模板化叙事、里程碑检测、run delta 计算 - engine.ts performPrestige 构建编年史条目并重置 runStart - gameStore: init 兼容旧存档 + tickTide 记录星潮 + resolveCurrentNode 计 BOSS 击杀 - chooseConstellationPerk 回填最近一条 entry 的 perksThisAscension - 新建 ChronicleDialog.tsx: 时间轴 UI + 5 纪元循环色 + 入场动画 - 新增 6 项成就: 首部编年/三纪元回响/五纪元闭环/首杀维度/维度猎手/星潮亲历者 - 新增 chronicle / chronicleOpen 程序化音效 - 修复关键 BUG: PrestigeDialog disabled 逻辑错误导致玩家永远无法飞升 - 修复 UX: newBp=0 时不再永久禁用飞升按钮(v0.3.1 星图+v0.4 编年史已提供动机) - 统计面板新增 BOSS 击破/星潮亲历/编年史条目 3 行 - 版本号升至 v0.4
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// 回响星核 / Echo Nexus — 回响编年史(v0.4 跨周目叙事时间轴)
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import type { ChronicleEntry, GameState, RunStartSnapshot } from "./types";
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import { CONSTELLATION_PERKS, getPerk, CONSTELLATION_CATEGORY_META } from "./constellation";
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import { TIDE_EVENTS } from "./starTide";
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/** ID → 名称 速查表 */
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const PERK_NAME_MAP: Record<string, string> = Object.fromEntries(
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CONSTELLATION_PERKS.map((p) => [p.id, p.name])
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);
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/** 星潮 ID → 叙事用名(从 TIDE_EVENTS 复用,避免硬编码错位) */
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const TIDE_LORE_NAMES: Record<string, string> = Object.fromEntries(
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Object.entries(TIDE_EVENTS).map(([type, ev]) => [`tide_${type}`, ev.name])
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);
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/**
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* 纪元名生成 —— 5 纪元循环 + 形容词池,每次飞升从池中按 ascensionNumber 抽取
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* 对应 v0.5 路线图「全 5 纪元叙事」的早期骨架
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*/
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const EPOCH_NAMES: { prefix: string; suffixes: string[] }[] = [
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{ prefix: "第一纪元", suffixes: ["觉醒之晨", "初鸣之夕", "晶体降诞", "回响初啼"] },
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{ prefix: "第二纪元", suffixes: ["谐振潮汐", "光谱涌动", "深空低语", "残响交织"] },
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{ prefix: "第三纪元", suffixes: ["遗迹苏醒", "星辉汇聚", "虚空回望", "接触前夜"] },
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{ prefix: "第四纪元", suffixes: ["维度折叠", "以太共振", "星核悸动", "飞升之歌"] },
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{ prefix: "第五纪元", suffixes: ["终末回响", "永恒闭环", "超越之境", "起源重述"] },
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];
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/** 程序化生成纪元名(按 ascensionNumber 循环 5 纪元) */
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export function generateEpochName(ascensionNumber: number, seed: number): string {
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const epochIdx = (ascensionNumber - 1) % EPOCH_NAMES.length;
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const epoch = EPOCH_NAMES[epochIdx];
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// 用 seed 选 suffix,保证可复现
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const suffixIdx = seed % epoch.suffixes.length;
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return `${epoch.prefix} · ${epoch.suffixes[suffixIdx]}`;
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}
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/** 叙事模板片段 —— 根据本周目数据动态拼装 */
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function buildLore(entry: {
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ascensionNumber: number;
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epochName: string;
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durationSec: number;
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techsThisRun: number;
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expThisRun: number;
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bossKillsThisRun: number;
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decodedThisRun: number;
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newTides: string[];
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perksThisAscension: string[];
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blueprintsAfter: number;
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milestones: string[];
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}): string {
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const minutes = Math.max(1, Math.round(entry.durationSec / 60));
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const parts: string[] = [];
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// 开场:纪元定调
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parts.push(
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`「${entry.epochName}」——无人机群在第 ${entry.ascensionNumber} 次跨越维度的余烬中重新校准。这一周目持续了约 ${minutes} 分钟。`
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);
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// 中段:核心活动
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const activities: string[] = [];
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if (entry.decodedThisRun > 0) {
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activities.push(`解码了 ${entry.decodedThisRun} 颗记忆晶体`);
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}
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if (entry.techsThisRun > 0) {
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activities.push(`激活了 ${entry.techsThisRun} 项新技术`);
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}
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if (entry.expThisRun > 0) {
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activities.push(`完成了 ${entry.expThisRun} 次遗迹探险`);
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}
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if (entry.bossKillsThisRun > 0) {
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activities.push(`击破 ${entry.bossKillsThisRun} 处维度 BOSS`);
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}
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if (activities.length > 0) {
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parts.push(`自治机群${activities.join(",")},回响在虚空中沉淀。`);
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} else {
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parts.push(`自治机群在静默中等待,仅完成最基本的脉冲扫描。`);
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}
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// 星潮段落
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if (entry.newTides.length > 0) {
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const tideNames = entry.newTides.map((t) => TIDE_LORE_NAMES[t] || t).join("、");
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parts.push(`本周目经历了 ${entry.newTides.length} 次星潮事件(${tideNames}),深空的呼吸塑造了每一个决策。`);
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}
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// 觉醒段落
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if (entry.perksThisAscension.length > 0) {
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const perkNames = entry.perksThisAscension
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.map((id) => PERK_NAME_MAP[id] || id)
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.join("、");
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parts.push(`飞升之际,星图觉醒「${perkNames}」,铭刻于永恒回响。`);
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}
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// 里程碑段落
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if (entry.milestones.length > 0) {
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parts.push(`✦ 里程碑:${entry.milestones.join(";")}。`);
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}
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// 收尾
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parts.push(
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`蓝图累计 ${entry.blueprintsAfter} 张,新的周目在等深处的回声。`
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);
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return parts.join(" ");
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}
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/** 星潮 ID → 叙事用名(已在文件顶部从 TIDE_EVENTS 派生 TIDE_LORE_NAMES) */
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/** 检测本周目首次达成的里程碑 */
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function detectMilestones(state: GameState, deltas: {
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techsThisRun: number;
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expThisRun: number;
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bossKillsThisRun: number;
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decodedThisRun: number;
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newTides: string[];
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}): string[] {
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const m: string[] = [];
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const ascN = state.ascensions + 1; // 即将变成的飞升次数
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if (ascN === 1) m.push("首次飞升");
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if (deltas.expThisRun > 0 && state.runStart.expeditionsCompleted === 0) {
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m.push("首次完成遗迹探险");
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}
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if (deltas.bossKillsThisRun > 0) {
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m.push("首杀维度 BOSS");
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}
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if (deltas.decodedThisRun >= 10) m.push(`单周目解码 ${deltas.decodedThisRun} 颗`);
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if (deltas.decodedThisRun >= 30) m.push(`单周目解码 ${deltas.decodedThisRun} 颗`);
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if (deltas.techsThisRun >= 5) m.push("技术狂人");
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if (deltas.newTides.length >= 3) m.push("星潮亲历者");
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if ((state.constellation?.length || 0) >= 6) m.push("星图六分");
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if ((state.constellation?.length || 0) >= 12) m.push("星图十二宫");
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return m;
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}
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/** 计算本周目 delta */
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export function computeRunDeltas(state: GameState): {
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durationSec: number;
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techsThisRun: number;
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expThisRun: number;
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bossKillsThisRun: number;
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decodedThisRun: number;
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newTides: string[];
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} {
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const now = Date.now();
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const rs = state.runStart;
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return {
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durationSec: Math.max(1, Math.floor((now - rs.timestamp) / 1000)),
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techsThisRun: Math.max(0, Object.keys(state.tech || {}).length - rs.techsUnlocked),
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expThisRun: Math.max(0, state.totalExpeditions - rs.expeditionsCompleted),
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bossKillsThisRun: Math.max(0, state.bossKills - rs.bossKills),
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decodedThisRun: Math.max(0, state.totalDecoded - rs.crystalsDecoded),
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newTides: (state.starTidesEncountered || []).filter(
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(t) => !(rs.starTidesEncountered || []).includes(t)
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),
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};
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}
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/** 构建一条编年史记录(在 performPrestige 内调用,perksThisAscension 暂为空,由 chooseConstellationPerk 后回填) */
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export function buildChronicleEntry(
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state: GameState,
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perksThisAscension: string[] = []
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): ChronicleEntry {
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const ascensionNumber = state.ascensions + 1;
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const deltas = computeRunDeltas(state);
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const seed = (state.createdAt + ascensionNumber * 7919) >>> 0;
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const epochName = generateEpochName(ascensionNumber, seed);
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const milestones = detectMilestones(state, deltas);
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const blueprintsAfter = Math.min(
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state.blueprints.length + 1, // 即将获得的 1 张
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6 // PRESTIGE.maxBlueprints
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);
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const lore = buildLore({
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ascensionNumber,
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epochName,
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durationSec: deltas.durationSec,
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techsThisRun: deltas.techsThisRun,
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expThisRun: deltas.expThisRun,
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bossKillsThisRun: deltas.bossKillsThisRun,
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decodedThisRun: deltas.decodedThisRun,
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newTides: deltas.newTides,
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perksThisAscension,
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blueprintsAfter,
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milestones,
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});
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return {
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ascensionNumber,
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epochName,
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timestamp: Date.now(),
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durationSec: deltas.durationSec,
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summary: {
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techsUnlocked: Object.keys(state.tech || {}).length,
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constellationsTotal: state.constellation?.length || 0,
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expeditionsCompleted: state.totalExpeditions,
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bossKills: state.bossKills,
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starTidesEncountered: state.starTidesEncountered?.length || 0,
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blueprintsAfter,
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crystalsDecoded: state.totalDecoded,
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crystalsDecodedThisRun: deltas.decodedThisRun,
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},
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perksThisAscension,
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tidesThisRun: deltas.newTides,
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lore,
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milestones,
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};
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}
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/** 创建新一轮 runStart 快照(飞升后调用) */
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export function createRunStartSnapshot(state: GameState): RunStartSnapshot {
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return {
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timestamp: Date.now(),
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techsUnlocked: Object.keys(state.tech || {}).length,
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expeditionsCompleted: state.totalExpeditions,
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bossKills: state.bossKills,
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starTidesEncountered: [...(state.starTidesEncountered || [])],
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crystalsDecoded: state.totalDecoded,
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};
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}
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/** 旧存档兼容:补全缺失字段 */
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export function migrateChronicleFields(state: Partial<GameState>): {
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chronicle: ChronicleEntry[];
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runStart: RunStartSnapshot;
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bossKills: number;
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starTidesEncountered: string[];
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} {
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return {
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chronicle: Array.isArray(state.chronicle) ? state.chronicle : [],
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runStart: state.runStart || {
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timestamp: state.createdAt || Date.now(),
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techsUnlocked: Object.keys(state.tech || {}).length,
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expeditionsCompleted: state.totalExpeditions || 0,
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bossKills: state.bossKills || 0,
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starTidesEncountered: [...(state.starTidesEncountered || [])],
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crystalsDecoded: state.totalDecoded || 0,
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},
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bossKills: typeof state.bossKills === "number" ? state.bossKills : 0,
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starTidesEncountered: Array.isArray(state.starTidesEncountered)
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? state.starTidesEncountered
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: [],
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};
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}
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/** 将指定 entry 标记 perksThisAscension(飞升后选择天赋时回填) */
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export function withPerks(entry: ChronicleEntry, perks: string[]): ChronicleEntry {
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// 若 perks 与原一致,直接返回
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if (
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entry.perksThisAscension.length === perks.length &&
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entry.perksThisAscension.every((p, i) => p === perks[i])
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) {
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return entry;
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}
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// 重新生成 lore 以包含天赋名
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const perksNames = perks
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.map((id) => PERK_NAME_MAP[id] || id)
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.join("、");
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const appendText =
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perks.length > 0
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? ` 飞升之际,星图觉醒「${perksNames}」,铭刻于永恒回响。`
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: "";
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// 去重:原 lore 若已含「飞升之际」段则不再追加
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const hasAwakenSeg = entry.lore.includes("飞升之际");
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const lore = hasAwakenSeg ? entry.lore : entry.lore + appendText;
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return {
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...entry,
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perksThisAscension: perks,
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lore,
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};
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}
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/** 获取已点亮天赋的类别统计(用于编年史展示) */
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export function getPerkCategoryBreakdown(perks: string[]): Record<string, number> {
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const breakdown: Record<string, number> = {};
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for (const id of perks) {
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const cat = getPerk(id)?.category;
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if (cat) {
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breakdown[cat] = (breakdown[cat] || 0) + 1;
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}
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}
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return breakdown;
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}
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/** 类别 → 中文名(用于编年史展示) */
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export function getCategoryName(cat: string): string {
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return CONSTELLATION_CATEGORY_META[cat as keyof typeof CONSTELLATION_CATEGORY_META]?.name || cat;
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}
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/** 类别 → 颜色 hex(用于编年史展示) */
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export function getCategoryColor(cat: string): string {
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return CONSTELLATION_CATEGORY_META[cat as keyof typeof CONSTELLATION_CATEGORY_META]?.hex || "#94a3b8";
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}
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export { PERK_NAME_MAP };
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