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)
import type { ChronicleEntry, GameState, RunStartSnapshot } from "./types";
import { CONSTELLATION_PERKS, getPerk, CONSTELLATION_CATEGORY_META } from "./constellation";
import { TIDE_EVENTS } from "./starTide";
/** ID → 名称 速查表 */
const PERK_NAME_MAP: Record<string, string> = Object.fromEntries(
CONSTELLATION_PERKS.map((p) => [p.id, p.name])
);
/** 星潮 ID → 叙事用名(从 TIDE_EVENTS 复用,避免硬编码错位) */
const TIDE_LORE_NAMES: Record<string, string> = Object.fromEntries(
Object.entries(TIDE_EVENTS).map(([type, ev]) => [`tide_${type}`, ev.name])
);
/**
* 纪元名生成 —— 5 纪元循环 + 形容词池,每次飞升从池中按 ascensionNumber 抽取
* 对应 v0.5 路线图「全 5 纪元叙事」的早期骨架
*/
const EPOCH_NAMES: { prefix: string; suffixes: string[] }[] = [
{ prefix: "第一纪元", suffixes: ["觉醒之晨", "初鸣之夕", "晶体降诞", "回响初啼"] },
{ prefix: "第二纪元", suffixes: ["谐振潮汐", "光谱涌动", "深空低语", "残响交织"] },
{ prefix: "第三纪元", suffixes: ["遗迹苏醒", "星辉汇聚", "虚空回望", "接触前夜"] },
{ prefix: "第四纪元", suffixes: ["维度折叠", "以太共振", "星核悸动", "飞升之歌"] },
{ prefix: "第五纪元", suffixes: ["终末回响", "永恒闭环", "超越之境", "起源重述"] },
];
/** 程序化生成纪元名(按 ascensionNumber 循环 5 纪元) */
export function generateEpochName(ascensionNumber: number, seed: number): string {
const epochIdx = (ascensionNumber - 1) % EPOCH_NAMES.length;
const epoch = EPOCH_NAMES[epochIdx];
// 用 seed 选 suffix,保证可复现
const suffixIdx = seed % epoch.suffixes.length;
return `${epoch.prefix} · ${epoch.suffixes[suffixIdx]}`;
}
/** 叙事模板片段 —— 根据本周目数据动态拼装 */
function buildLore(entry: {
ascensionNumber: number;
epochName: string;
durationSec: number;
techsThisRun: number;
expThisRun: number;
bossKillsThisRun: number;
decodedThisRun: number;
newTides: string[];
perksThisAscension: string[];
blueprintsAfter: number;
milestones: string[];
}): string {
const minutes = Math.max(1, Math.round(entry.durationSec / 60));
const parts: string[] = [];
// 开场:纪元定调
parts.push(
`${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。`
);
// 中段:核心活动
const activities: string[] = [];
if (entry.decodedThisRun > 0) {
activities.push(`解码了 ${entry.decodedThisRun} 颗记忆晶体`);
}
if (entry.techsThisRun > 0) {
activities.push(`激活了 ${entry.techsThisRun} 项新技术`);
}
if (entry.expThisRun > 0) {
activities.push(`完成了 ${entry.expThisRun} 次遗迹探险`);
}
if (entry.bossKillsThisRun > 0) {
activities.push(`击破 ${entry.bossKillsThisRun} 处维度 BOSS`);
}
if (activities.length > 0) {
parts.push(`自治机群${activities.join("")},回响在虚空中沉淀。`);
} else {
parts.push(`自治机群在静默中等待,仅完成最基本的脉冲扫描。`);
}
// 星潮段落
if (entry.newTides.length > 0) {
const tideNames = entry.newTides.map((t) => TIDE_LORE_NAMES[t] || t).join("、");
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。`);
}
// 觉醒段落
if (entry.perksThisAscension.length > 0) {
const perkNames = entry.perksThisAscension
.map((id) => PERK_NAME_MAP[id] || id)
.join("、");
parts.push(`飞升之际,星图觉醒「${perkNames}」,铭刻于永恒回响。`);
}
// 里程碑段落
if (entry.milestones.length > 0) {
parts.push(`✦ 里程碑:${entry.milestones.join("")}`);
}
// 收尾
parts.push(
`蓝图累计 ${entry.blueprintsAfter} 张,新的周目在等深处的回声。`
);
return parts.join(" ");
}
/** 星潮 ID → 叙事用名(已在文件顶部从 TIDE_EVENTS 派生 TIDE_LORE_NAMES */
/** 检测本周目首次达成的里程碑 */
function detectMilestones(state: GameState, deltas: {
techsThisRun: number;
expThisRun: number;
bossKillsThisRun: number;
decodedThisRun: number;
newTides: string[];
}): string[] {
const m: string[] = [];
const ascN = state.ascensions + 1; // 即将变成的飞升次数
if (ascN === 1) m.push("首次飞升");
if (deltas.expThisRun > 0 && state.runStart.expeditionsCompleted === 0) {
m.push("首次完成遗迹探险");
}
if (deltas.bossKillsThisRun > 0) {
m.push("首杀维度 BOSS");
}
if (deltas.decodedThisRun >= 10) m.push(`单周目解码 ${deltas.decodedThisRun}`);
if (deltas.decodedThisRun >= 30) m.push(`单周目解码 ${deltas.decodedThisRun}`);
if (deltas.techsThisRun >= 5) m.push("技术狂人");
if (deltas.newTides.length >= 3) m.push("星潮亲历者");
if ((state.constellation?.length || 0) >= 6) m.push("星图六分");
if ((state.constellation?.length || 0) >= 12) m.push("星图十二宫");
return m;
}
/** 计算本周目 delta */
export function computeRunDeltas(state: GameState): {
durationSec: number;
techsThisRun: number;
expThisRun: number;
bossKillsThisRun: number;
decodedThisRun: number;
newTides: string[];
} {
const now = Date.now();
const rs = state.runStart;
return {
durationSec: Math.max(1, Math.floor((now - rs.timestamp) / 1000)),
techsThisRun: Math.max(0, Object.keys(state.tech || {}).length - rs.techsUnlocked),
expThisRun: Math.max(0, state.totalExpeditions - rs.expeditionsCompleted),
bossKillsThisRun: Math.max(0, state.bossKills - rs.bossKills),
decodedThisRun: Math.max(0, state.totalDecoded - rs.crystalsDecoded),
newTides: (state.starTidesEncountered || []).filter(
(t) => !(rs.starTidesEncountered || []).includes(t)
),
};
}
/** 构建一条编年史记录(在 performPrestige 内调用,perksThisAscension 暂为空,由 chooseConstellationPerk 后回填) */
export function buildChronicleEntry(
state: GameState,
perksThisAscension: string[] = []
): ChronicleEntry {
const ascensionNumber = state.ascensions + 1;
const deltas = computeRunDeltas(state);
const seed = (state.createdAt + ascensionNumber * 7919) >>> 0;
const epochName = generateEpochName(ascensionNumber, seed);
const milestones = detectMilestones(state, deltas);
const blueprintsAfter = Math.min(
state.blueprints.length + 1, // 即将获得的 1 张
6 // PRESTIGE.maxBlueprints
);
const lore = buildLore({
ascensionNumber,
epochName,
durationSec: deltas.durationSec,
techsThisRun: deltas.techsThisRun,
expThisRun: deltas.expThisRun,
bossKillsThisRun: deltas.bossKillsThisRun,
decodedThisRun: deltas.decodedThisRun,
newTides: deltas.newTides,
perksThisAscension,
blueprintsAfter,
milestones,
});
return {
ascensionNumber,
epochName,
timestamp: Date.now(),
durationSec: deltas.durationSec,
summary: {
techsUnlocked: Object.keys(state.tech || {}).length,
constellationsTotal: state.constellation?.length || 0,
expeditionsCompleted: state.totalExpeditions,
bossKills: state.bossKills,
starTidesEncountered: state.starTidesEncountered?.length || 0,
blueprintsAfter,
crystalsDecoded: state.totalDecoded,
crystalsDecodedThisRun: deltas.decodedThisRun,
},
perksThisAscension,
tidesThisRun: deltas.newTides,
lore,
milestones,
};
}
/** 创建新一轮 runStart 快照(飞升后调用) */
export function createRunStartSnapshot(state: GameState): RunStartSnapshot {
return {
timestamp: Date.now(),
techsUnlocked: Object.keys(state.tech || {}).length,
expeditionsCompleted: state.totalExpeditions,
bossKills: state.bossKills,
starTidesEncountered: [...(state.starTidesEncountered || [])],
crystalsDecoded: state.totalDecoded,
};
}
/** 旧存档兼容:补全缺失字段 */
export function migrateChronicleFields(state: Partial<GameState>): {
chronicle: ChronicleEntry[];
runStart: RunStartSnapshot;
bossKills: number;
starTidesEncountered: string[];
} {
return {
chronicle: Array.isArray(state.chronicle) ? state.chronicle : [],
runStart: state.runStart || {
timestamp: state.createdAt || Date.now(),
techsUnlocked: Object.keys(state.tech || {}).length,
expeditionsCompleted: state.totalExpeditions || 0,
bossKills: state.bossKills || 0,
starTidesEncountered: [...(state.starTidesEncountered || [])],
crystalsDecoded: state.totalDecoded || 0,
},
bossKills: typeof state.bossKills === "number" ? state.bossKills : 0,
starTidesEncountered: Array.isArray(state.starTidesEncountered)
? state.starTidesEncountered
: [],
};
}
/** 将指定 entry 标记 perksThisAscension(飞升后选择天赋时回填) */
export function withPerks(entry: ChronicleEntry, perks: string[]): ChronicleEntry {
// 若 perks 与原一致,直接返回
if (
entry.perksThisAscension.length === perks.length &&
entry.perksThisAscension.every((p, i) => p === perks[i])
) {
return entry;
}
// 重新生成 lore 以包含天赋名
const perksNames = perks
.map((id) => PERK_NAME_MAP[id] || id)
.join("、");
const appendText =
perks.length > 0
? ` 飞升之际,星图觉醒「${perksNames}」,铭刻于永恒回响。`
: "";
// 去重:原 lore 若已含「飞升之际」段则不再追加
const hasAwakenSeg = entry.lore.includes("飞升之际");
const lore = hasAwakenSeg ? entry.lore : entry.lore + appendText;
return {
...entry,
perksThisAscension: perks,
lore,
};
}
/** 获取已点亮天赋的类别统计(用于编年史展示) */
export function getPerkCategoryBreakdown(perks: string[]): Record<string, number> {
const breakdown: Record<string, number> = {};
for (const id of perks) {
const cat = getPerk(id)?.category;
if (cat) {
breakdown[cat] = (breakdown[cat] || 0) + 1;
}
}
return breakdown;
}
/** 类别 → 中文名(用于编年史展示) */
export function getCategoryName(cat: string): string {
return CONSTELLATION_CATEGORY_META[cat as keyof typeof CONSTELLATION_CATEGORY_META]?.name || cat;
}
/** 类别 → 颜色 hex(用于编年史展示) */
export function getCategoryColor(cat: string): string {
return CONSTELLATION_CATEGORY_META[cat as keyof typeof CONSTELLATION_CATEGORY_META]?.hex || "#94a3b8";
}
export { PERK_NAME_MAP };