42773b7e-7147-4ad5-828d-da7fcf0290b8

This commit is contained in:
2026-06-23 13:52:13 +00:00
parent da18f32df2
commit f3d2e53e4f
16 changed files with 562 additions and 34 deletions
Submodule docs/repo updated: 51714d2532...27bb1555e5
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+45 -4
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@@ -12,6 +12,11 @@ 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 {
StarTideNotifier,
StarTideIndicator,
StarTideOverlay,
} from "@/components/game/StarTide";
import { useGameLoop } from "@/hooks/useGameLoop";
import { useAudioSync } from "@/hooks/useAudio";
import { useGameStore } from "@/store/gameStore";
@@ -30,6 +35,7 @@ import {
} 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";
export default function Page() {
useGameLoop();
@@ -47,6 +53,7 @@ export default function Page() {
const ownedAchievements = useGameStore((s) => s.achievements);
const crystals = useGameStore((s) => s.crystals);
const crystalCap = useGameStore((s) => s.crystalCap);
const activeTide = useGameStore((s) => s.activeTide);
const energy = useGameStore((s) => s.energy);
const hasActiveExpedition = useGameStore((s) => !!s.activeExpedition && !s.activeExpedition.finished);
@@ -88,12 +95,18 @@ 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 (activeTide) {
const tm = TIDE_EVENTS[activeTide.type];
goal = `${tm.icon} 星潮「${tm.name}」进行中 · ${tm.desc}`;
}
if (canPrestige) goal = "✦ 接触进度已满,可发起飞升进入新周目";
return (
<div className="relative min-h-screen flex flex-col bg-[#050410] text-foreground overflow-x-hidden">
{/* 星空背景 */}
<StarfieldCanvas className="fixed inset-0 w-full h-full -z-10" />
{/* 星潮背景叠层 */}
<StarTideOverlay />
{/* 顶部 Header */}
<header className="sticky top-0 z-30 px-3 sm:px-5 pt-3 pb-2">
@@ -108,11 +121,12 @@ export default function Page() {
<div className="leading-tight">
<h1 className="text-base sm:text-lg font-bold text-gradient"></h1>
<p className="text-[9px] sm:text-[10px] text-muted-foreground/70 -mt-0.5 tracking-wider">
ECHO NEXUS · v0.2.1
ECHO NEXUS · v0.3
</p>
</div>
</div>
<div className="ml-auto flex items-center gap-1.5">
<StarTideIndicator />
{canPrestige && (
<Button
size="sm"
@@ -212,9 +226,35 @@ export default function Page() {
{/* 底部 Footer */}
<footer className="sticky bottom-0 z-20 mt-auto px-3 sm:px-5 pb-2 pt-1">
<div className={`glass rounded-xl px-3 py-2 flex items-center gap-2 text-xs ${warehouseFull ? "border-amber-400/40 animate-pulse" : ""}`}>
<span className={warehouseFull ? "text-amber-400" : "text-fuchsia-300"}></span>
<span className={`flex-1 truncate ${warehouseFull ? "text-amber-200" : "text-muted-foreground"}`}>{goal}</span>
<div
className={`glass rounded-xl px-3 py-2 flex items-center gap-2 text-xs ${
warehouseFull ? "border-amber-400/40 animate-pulse" : ""
} ${activeTide ? "border-white/20" : ""}`}
style={
activeTide
? { boxShadow: `inset 0 0 16px ${TIDE_EVENTS[activeTide.type].glow}` }
: undefined
}
>
<span
className={
warehouseFull
? "text-amber-400"
: activeTide
? ""
: "text-fuchsia-300"
}
style={activeTide ? { color: TIDE_EVENTS[activeTide.type].color } : undefined}
>
</span>
<span
className={`flex-1 truncate ${
warehouseFull ? "text-amber-200" : "text-muted-foreground"
}`}
>
{goal}
</span>
<span className="hidden sm:inline text-muted-foreground/60">|</span>
<span className="hidden sm:inline text-muted-foreground/70">
{formatNum(crystalsPerSec)}/s
@@ -234,6 +274,7 @@ export default function Page() {
<PrestigeDialog open={prestigeOpen} onOpenChange={setPrestigeOpen} />
<SettingsDialog open={settingsOpen} onOpenChange={setSettingsOpen} />
<AchievementNotifier />
<StarTideNotifier />
</div>
);
}
+130
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@@ -0,0 +1,130 @@
"use client";
// 回响星核 / Echo Nexus — 星潮事件 UI(横幅 + 通知 + 背景叠层)
import { useEffect, useState } from "react";
import { useGameStore } from "@/store/gameStore";
import { useToast } from "@/hooks/use-toast";
import { sfx } from "@/hooks/useAudio";
import { TIDE_EVENTS, TIDE_CONFIG } from "@/lib/game/starTide";
/** 星潮事件通知消费者:监听 _tideEvents 队列,弹 Toast + 播音效 */
export function StarTideNotifier() {
const events = useGameStore((s) => s._tideEvents);
const consume = useGameStore((s) => s.consumeTideEvents);
const { toast } = useToast();
useEffect(() => {
if (events.length === 0) return;
const items = consume();
for (const ev of items) {
if (ev.started) {
const meta = TIDE_EVENTS[ev.started];
sfx("tideStart");
toast({
title: `${meta.icon} 星潮降临:${meta.name}`,
description: meta.desc,
});
}
if (ev.ended) {
const meta = TIDE_EVENTS[ev.ended];
if (ev.silenceCompensation && ev.silenceCompensation > 0) {
sfx("techBuy");
toast({
title: `${meta.icon} 寂静期消散`,
description: `虚空回赠 ${ev.silenceCompensation} 洞见。`,
});
} else {
sfx("tideEnd");
toast({
title: `${meta.icon} ${meta.name}结束`,
description: "星潮退去,物理法则恢复。",
});
}
}
}
}, [events, consume, toast]);
return null;
}
/** 顶部星潮指示器(活跃时显示倒计时芯片) */
export function StarTideIndicator() {
const activeTide = useGameStore((s) => s.activeTide);
const [, force] = useState(0);
// 每秒刷新倒计时
useEffect(() => {
if (!activeTide) return;
const id = setInterval(() => force((n) => n + 1), 500);
return () => clearInterval(id);
}, [activeTide]);
if (!activeTide) return null;
const meta = TIDE_EVENTS[activeTide.type];
const remaining = Math.max(0, activeTide.endsAt - Date.now());
const secs = Math.ceil(remaining / 1000);
const progress = 1 - remaining / TIDE_CONFIG.duration;
return (
<div
className="flex items-center gap-1.5 px-2 py-1 rounded-full text-[10px] font-medium relative overflow-hidden"
style={{
background: `${meta.color}1a`,
border: `1px solid ${meta.color}55`,
color: meta.color,
boxShadow: `0 0 10px ${meta.glow}`,
}}
title={meta.desc}
>
{/* 进度环背景 */}
<div
className="absolute inset-0 opacity-20"
style={{
background: `linear-gradient(90deg, ${meta.color}40 ${progress * 100}%, transparent ${progress * 100}%)`,
}}
/>
<span className="relative text-xs leading-none">{meta.icon}</span>
<span className="relative leading-none">{meta.name}</span>
<span className="relative font-mono leading-none opacity-80">{secs}s</span>
</div>
);
}
/** 全屏背景叠层:活跃星潮时给页面罩一层对应色的微光 */
export function StarTideOverlay() {
const activeTide = useGameStore((s) => s.activeTide);
if (!activeTide) return null;
const meta = TIDE_EVENTS[activeTide.type];
return (
<div className="fixed inset-0 pointer-events-none z-0 transition-opacity duration-1000">
{/* 顶部色带 */}
<div
className="absolute top-0 left-0 right-0 h-24 opacity-40"
style={{
background: `linear-gradient(180deg, ${meta.color}22, transparent)`,
}}
/>
{/* 底部色带 */}
<div
className="absolute bottom-0 left-0 right-0 h-24 opacity-40"
style={{
background: `linear-gradient(0deg, ${meta.color}22, transparent)`,
}}
/>
{/* 边缘呼吸光 */}
<div
className="absolute inset-0"
style={{
boxShadow: `inset 0 0 120px ${meta.glow}`,
animation: "tide-breathe 3s ease-in-out infinite",
}}
/>
<style jsx>{`
@keyframes tide-breathe {
0%, 100% { opacity: 0.5; }
50% { opacity: 0.9; }
}
`}</style>
</div>
);
}
+11 -7
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@@ -3,10 +3,11 @@
import { useEffect, useRef } from "react";
import { useGameStore } from "@/store/gameStore";
/** 250ms tick:产能 + 自动产晶体 + 自动解码 + 成就检测 */
/** 250ms tick:产能 + 自动产晶体 + 自动解码 + 星潮 + 成就检测 */
export function useGameLoop() {
const tick = useGameStore((s) => s.tick);
const autoDecodeTick = useGameStore((s) => s.autoDecodeTick);
const tickTide = useGameStore((s) => s.tickTide);
const checkAchievements = useGameStore((s) => s.checkAchievements);
const init = useGameStore((s) => s.init);
const inited = useRef(false);
@@ -16,30 +17,33 @@ export function useGameLoop() {
init();
inited.current = true;
}
let achCounter = 0;
let counter = 0;
const id = setInterval(() => {
const now = Date.now();
tick(now);
autoDecodeTick();
// 星潮检测每 tick 都查(结束/触发判定需及时)
tickTide(now);
counter++;
// 成就检测每秒执行一次(降低开销)
achCounter++;
if (achCounter % 4 === 0) {
if (counter % 4 === 0) {
checkAchievements();
}
}, 250);
return () => clearInterval(id);
}, [tick, autoDecodeTick, checkAchievements, init]);
}, [tick, autoDecodeTick, tickTide, checkAchievements, init]);
// 页面可见性:切回时补 tick + 立即检测成就
// 页面可见性:切回时补 tick + 星潮 + 成就
useEffect(() => {
const onVis = () => {
if (document.visibilityState === "visible") {
tick(Date.now());
tickTide(Date.now());
checkAchievements();
}
};
document.addEventListener("visibilitychange", onVis);
return () => document.removeEventListener("visibilitychange", onVis);
}, [tick, checkAchievements]);
}, [tick, tickTide, checkAchievements]);
}
+17
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@@ -17,6 +17,8 @@ type SfxName =
| "expeditionDefeat" // 探险失败(下行低音)
| "prestige" // 飞升(宏大扫频)
| "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)
| "uiHover" // 界面悬停(极轻)
| "uiClick"; // 界面点击(轻确认)
@@ -249,6 +251,21 @@ class AudioEngine {
this.tone(1318.51, 0.4, "triangle", 0.18, 0.24);
break;
}
case "tideStart": {
// 神秘扫频 + 泛音列
this.sweep(330, 660, 0.8, "sine", 0.16);
this.sweep(440, 880, 0.8, "triangle", 0.08, 0.04);
this.tone(523.25, 0.5, "sine", 0.1, 0.2);
this.tone(783.99, 0.6, "sine", 0.08, 0.3);
break;
}
case "tideEnd": {
// 柔和下行消退
this.tone(659.25, 0.3, "sine", 0.14, 0);
this.tone(523.25, 0.35, "sine", 0.12, 0.1);
this.tone(392, 0.5, "triangle", 0.1, 0.22);
break;
}
case "uiHover": {
this.tone(880, 0.05, "sine", 0.05);
break;
+2
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@@ -30,6 +30,8 @@ export const INITIAL_STATE = {
lastEnergyTick: Date.now(),
totalExpeditions: 0,
achievements: {},
activeTide: null,
lastTideEnd: 0,
theme: "dark" as const,
soundOn: true,
};
+13 -2
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@@ -8,8 +8,9 @@ import {
CONTACT,
} from "./config";
import { achievementBonuses } from "./achievements";
import { getTideModifiers, type StarTide } from "./starTide";
/** 由技术树 + 飞升蓝图 + 成就聚合计算产能字段 */
/** 由技术树 + 飞升蓝图 + 成就 + 星潮聚合计算产能字段 */
export function recomputeStats(state: Partial<GameState>): {
crystalsPerSec: number;
crystalCap: number;
@@ -23,6 +24,7 @@ export function recomputeStats(state: Partial<GameState>): {
const tech = state.tech ?? {};
const bp = state.blueprints?.length ?? 0;
const ach = achievementBonuses(state.achievements ?? {});
const tideMod = getTideModifiers((state.activeTide as StarTide | null) ?? null);
let crystalsPerSec = INITIAL_STATE.crystalsPerSec;
let crystalCap = INITIAL_STATE.crystalCap;
@@ -74,6 +76,10 @@ export function recomputeStats(state: Partial<GameState>): {
crystalsPerSec *= 1 + ach.crystalsPerSecPct / 100;
insightMult *= 1 + ach.insightPct / 100;
// 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;
return {
crystalsPerSec,
crystalCap,
@@ -111,7 +117,7 @@ export function performPrestige(state: GameState): GameState {
].slice(0, PRESTIGE.maxBlueprints);
// 保留:fragments, totalDecoded(累计), ascensions+1, blueprints, achievements, theme/sound, expeditionLog
// 重置:资源、技术、产能、pendingCrystals、activePuzzle、activeExpedition、contact、lastTick、energy
// 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 });
return {
@@ -128,6 +134,9 @@ export function performPrestige(state: GameState): GameState {
lastEnergyTick: Date.now(),
expeditionLog: state.expeditionLog,
totalExpeditions: state.totalExpeditions,
// 星潮:飞升后清空,lastTideEnd 设为现在,使首次星潮在 firstDelay 后触发
activeTide: null,
lastTideEnd: Date.now(),
...stats,
};
}
@@ -139,6 +148,8 @@ export function createInitialState(): GameState {
tech: {},
fragments: {},
achievements: {},
activeTide: null,
lastTideEnd: Date.now(),
pendingCrystals: [],
activePuzzle: null,
activeExpedition: null,
+209
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@@ -0,0 +1,209 @@
// 回响星核 / Echo Nexus — 星潮事件系统(周期性全局玩法修饰)
//
// 深空中偶发的「星潮」会短暂改变物理法则,给放置循环注入动态变化。
// 每 ~40s 间隙后触发一次持续 ~75s 的星潮,6 种类型各有正负效果。
export type TideType =
| "crystal" // 晶体潮:产能 ×2
| "resonance" // 谐振风暴:解码奖励 +60%
| "ruins" // 遗迹共振:探险力 +5、生命 +30
| "void" // 虚空低语:洞见 ×2
| "core" // 星核悸动:接触率 ×3、脉冲 ×2
| "silence"; // 寂静期:产能 ×0.5,但结束时补偿洞见
export interface StarTide {
type: TideType;
startedAt: number;
endsAt: number;
/** 唯一 id,用于 React key */
id: string;
}
export interface TideModifiers {
crystalsPerSecMult: number;
decodeRewardMult: number;
insightMultAdd: number; // 加到 insightMult(百分比,0.5 = +50%
contactRateMult: number;
pulsePowerMult: number;
expeditionPowerBonus: number;
expeditionHpBonus: number;
/** 寂静期结束时补偿的洞见(按持续秒数) */
silenceInsightPerSec?: number;
}
export const TIDE_CONFIG = {
/** 星潮持续时间(毫秒) */
duration: 75000,
/** 星潮之间的间隙(毫秒) */
gap: 40000,
/** 首次星潮触发延迟(毫秒,从 init 起) */
firstDelay: 30000,
};
export const TIDE_EVENTS: Record<
TideType,
{
name: string;
desc: string;
color: string;
glow: string;
icon: string;
/** 是否负面事件(影响 UI 提示语气) */
negative: boolean;
}
> = {
crystal: {
name: "晶体潮",
desc: "深空晶体涌动,采矿产能翻倍",
color: "#34d399",
glow: "rgba(52,211,153,0.5)",
icon: "✺",
negative: false,
},
resonance: {
name: "谐振风暴",
desc: "共振序列被放大,解码奖励 +60%",
color: "#fb7185",
glow: "rgba(251,113,133,0.5)",
icon: "❖",
negative: false,
},
ruins: {
name: "遗迹共振",
desc: "远古遗迹苏醒,探险力 +5、生命 +30",
color: "#fbbf24",
glow: "rgba(251,191,36,0.5)",
icon: "⬢",
negative: false,
},
void: {
name: "虚空低语",
desc: "虚空传来回响,洞见获取翻倍",
color: "#e879f9",
glow: "rgba(232,121,249,0.5)",
icon: "✷",
negative: false,
},
core: {
name: "星核悸动",
desc: "星核震荡,接触率 ×3、脉冲威力 ×2",
color: "#a5f3fc",
glow: "rgba(165,243,252,0.5)",
icon: "✦",
negative: false,
},
silence: {
name: "寂静期",
desc: "虚空沉寂,产能减半;结束时按时长补偿洞见",
color: "#94a3b8",
glow: "rgba(148,163,184,0.5)",
icon: "◌",
negative: true,
},
};
/** 权重表(寂静期概率略低) */
const TIDE_WEIGHTS: Record<TideType, number> = {
crystal: 22,
resonance: 20,
ruins: 16,
void: 18,
core: 14,
silence: 10,
};
export function rollTide(rng: () => number = Math.random): TideType {
const total = Object.values(TIDE_WEIGHTS).reduce((a, b) => a + b, 0);
let r = rng() * total;
for (const k of Object.keys(TIDE_WEIGHTS) as TideType[]) {
r -= TIDE_WEIGHTS[k];
if (r <= 0) return k;
}
return "crystal";
}
/** 计算当前星潮的修饰器 */
export function getTideModifiers(tide: StarTide | null): TideModifiers {
if (!tide) {
return {
crystalsPerSecMult: 1,
decodeRewardMult: 1,
insightMultAdd: 0,
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
};
}
switch (tide.type) {
case "crystal":
return {
crystalsPerSecMult: 2,
decodeRewardMult: 1,
insightMultAdd: 0,
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
};
case "resonance":
return {
crystalsPerSecMult: 1,
decodeRewardMult: 1.6,
insightMultAdd: 0,
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
};
case "ruins":
return {
crystalsPerSecMult: 1,
decodeRewardMult: 1,
insightMultAdd: 0,
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 5,
expeditionHpBonus: 30,
};
case "void":
return {
crystalsPerSecMult: 1,
decodeRewardMult: 1,
insightMultAdd: 1, // insightMult 翻倍(+100%
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
};
case "core":
return {
crystalsPerSecMult: 1,
decodeRewardMult: 1,
insightMultAdd: 0,
contactRateMult: 3,
pulsePowerMult: 2,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
};
case "silence":
return {
crystalsPerSecMult: 0.5,
decodeRewardMult: 1,
insightMultAdd: 0,
contactRateMult: 1,
pulsePowerMult: 1,
expeditionPowerBonus: 0,
expeditionHpBonus: 0,
silenceInsightPerSec: 0.4,
};
}
}
/** 寂静期结束时的洞见补偿 */
export function computeSilenceCompensation(tide: StarTide): number {
const mod = getTideModifiers(tide);
if (!mod.silenceInsightPerSec) return 0;
const secs = (tide.endsAt - tide.startedAt) / 1000;
return Math.round(mod.silenceInsightPerSec * secs);
}
+4
View File
@@ -128,6 +128,10 @@ export interface GameState {
// 成就
achievements: Record<string, boolean>; // achievementId -> unlocked
// 星潮事件
activeTide: import("./starTide").StarTide | null;
lastTideEnd: number;
// 元
lastTick: number;
createdAt: number;
+116 -17
View File
@@ -42,6 +42,14 @@ import {
EXPEDITION_CONFIG,
} from "@/lib/game/expedition";
import { ACHIEVEMENTS, type Achievement } from "@/lib/game/achievements";
import {
TIDE_CONFIG,
rollTide,
getTideModifiers,
computeSilenceCompensation,
type StarTide,
type TideType,
} from "@/lib/game/starTide";
interface GameActions {
// 生命周期
@@ -53,6 +61,10 @@ interface GameActions {
tick: (now: number) => void;
pulse: () => { gain: number; combo: number } | null;
// 星潮
tickTide: (now: number) => { started?: TideType; ended?: TideType; silenceCompensation?: number } | null;
consumeTideEvents: () => { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
// 解码
startDecode: (crystalId: string) => void;
clickNode: (nodeId: number) => { ok: boolean; finished: boolean; solvable?: boolean; failReason?: string };
@@ -92,6 +104,7 @@ type Store = GameState & GameActions & {
_combo: number;
_lastPulse: number;
_achievementQueue: Achievement[];
_tideEvents: { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
};
/** 计算并写回产能字段 */
@@ -129,6 +142,7 @@ export const useGameStore = create<Store>()(
_combo: 0,
_lastPulse: 0,
_achievementQueue: [],
_tideEvents: [],
init: () => {
const s = get();
@@ -148,8 +162,13 @@ export const useGameStore = create<Store>()(
pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
});
}
// 兼容旧存档:补全 achievements 字段
// 兼容旧存档:补全 achievements / 星潮 字段
const achievements = s.achievements ?? {};
const activeTide = s.activeTide ?? null;
// 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
const tide = activeTide && activeTide.endsAt > now ? activeTide : null;
// 首次进入:补发离线收益
const elapsed = Math.max(0, (now - s.lastTick) / 1000);
if (elapsed > 5) {
@@ -161,20 +180,81 @@ export const useGameStore = create<Store>()(
lastTick: now,
activePuzzle,
achievements,
...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements }),
activeTide: tide,
lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw,
...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide }),
});
} else {
set({ lastTick: now, activePuzzle, achievements, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements }) });
set({ lastTick: now, activePuzzle, achievements, activeTide: tide, lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide }) });
}
},
loadOnline: () => {
const s = get();
set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements }) });
set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide }) });
},
hardReset: () => {
set({ ...createInitialState(), _lastAutoDecode: Date.now(), _lastSpawn: Date.now(), _combo: 0, _lastPulse: 0, _achievementQueue: [] });
set({ ...createInitialState(), _lastAutoDecode: Date.now(), _lastSpawn: Date.now(), _combo: 0, _lastPulse: 0, _achievementQueue: [], _tideEvents: [] });
},
tickTide: (now) => {
const s = get();
const tide = s.activeTide;
// 1) 检查当前星潮是否结束
if (tide && now >= tide.endsAt) {
const endedType = tide.type;
// 寂静期补偿洞见
let silenceCompensation = 0;
if (tide.type === "silence") {
silenceCompensation = computeSilenceCompensation(tide);
}
const newInsights = s.insights + silenceCompensation;
const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { ended: endedType };
if (silenceCompensation > 0) event.silenceCompensation = silenceCompensation;
set({
activeTide: null,
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 }),
_tideEvents: [...s._tideEvents, event],
});
return event;
}
// 2) 检查是否该触发新星潮(间隙已过)
if (!tide) {
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;
if (since >= need) {
const type = rollTide();
const newTide: StarTide = {
id: `tide_${now}_${Math.random().toString(36).slice(2, 7)}`,
type,
startedAt: now,
endsAt: now + TIDE_CONFIG.duration,
};
const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { started: type };
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 }),
_tideEvents: [...s._tideEvents, event],
});
return event;
}
}
return null;
},
consumeTideEvents: () => {
const s = get();
if (s._tideEvents.length === 0) return [];
const items = s._tideEvents;
set({ _tideEvents: [] });
return items;
},
tick: (now) => {
@@ -182,11 +262,14 @@ export const useGameStore = create<Store>()(
const dt = Math.max(0, (now - s.lastTick) / 1000);
if (dt <= 0) return;
// 星潮产能修饰(即时乘)
const tideMod = getTideModifiers(s.activeTide);
const effCps = s.crystalsPerSec * tideMod.crystalsPerSecMult;
// 产能累加(仅闲置产能受仓库上限;探险奖励可超出)
const newCrystals =
s.crystals >= s.crystalCap
? s.crystals // 已达/超上限,不再自动产出
: Math.min(s.crystalCap, s.crystals + s.crystalsPerSec * dt);
: Math.min(s.crystalCap, s.crystals + effCps * dt);
// 自动产出待解码晶体(每 baseInterval 秒一颗,受技术/飞升略提速)
const bpBoost = 1 + s.blueprints.length * 0.03;
@@ -238,7 +321,9 @@ export const useGameStore = create<Store>()(
combo = Math.min(10, s._combo + 1);
}
const mult = 1 + (combo - 1) * 0.15;
const gain = s.pulsePower * mult;
// 星潮脉冲威力修饰
const tideMod = getTideModifiers(s.activeTide);
const gain = s.pulsePower * mult * tideMod.pulsePowerMult;
set({
crystals: Math.min(s.crystalCap, s.crystals + gain),
_combo: combo,
@@ -266,8 +351,14 @@ export const useGameStore = create<Store>()(
const res = tryClickNode(puzzle, nodeId);
if (res.ok) {
if (res.finished) {
// 结算奖励
const rewards = decodeRewards(puzzle.tier, s.insightMult, s.contactRateMult);
// 结算奖励(星潮解码奖励修饰)
const tideMod = getTideModifiers(s.activeTide);
const base = decodeRewards(puzzle.tier, s.insightMult, s.contactRateMult);
const rewards = {
crystals: Math.round(base.crystals * tideMod.decodeRewardMult),
insights: Math.round(base.insights * tideMod.decodeRewardMult),
contact: +(base.contact * tideMod.decodeRewardMult).toFixed(2),
};
const newTotal = s.totalDecoded + 1;
const newContact = Math.min(100, s.contact + rewards.contact);
const newInsights = s.insights + rewards.insights;
@@ -336,7 +427,13 @@ export const useGameStore = create<Store>()(
const idx = s.pendingCrystals.findIndex((c) => c.tier === 1);
if (idx < 0) return;
const crystal = s.pendingCrystals[idx];
const rewards = decodeRewards(1, s.insightMult, s.contactRateMult);
const tideMod = getTideModifiers(s.activeTide);
const base = decodeRewards(1, s.insightMult, s.contactRateMult);
const rewards = {
crystals: Math.round(base.crystals * tideMod.decodeRewardMult),
insights: Math.round(base.insights * tideMod.decodeRewardMult),
contact: +(base.contact * tideMod.decodeRewardMult).toFixed(2),
};
const newTotal = s.totalDecoded + 1;
const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
checkFragments(tentative);
@@ -362,7 +459,7 @@ export const useGameStore = create<Store>()(
set({
insights: s.insights - node.cost,
tech: newTech,
...syncStats({ tech: newTech, blueprints: s.blueprints }),
...syncStats({ tech: newTech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide }),
});
return true;
},
@@ -376,8 +473,9 @@ export const useGameStore = create<Store>()(
if (s.energy < EXPEDITION_CONFIG.energyCost) {
return { ok: false, reason: "能量不足" };
}
const power = computeExpeditionPower(s);
const hp = computeExpeditionHp(s);
const tideMod = getTideModifiers(s.activeTide);
const power = computeExpeditionPower(s) + tideMod.expeditionPowerBonus;
const hp = computeExpeditionHp(s) + tideMod.expeditionHpBonus;
const seed = Math.floor(Math.random() * 1e9);
const expedition = generateExpedition(seed, power, hp);
set({
@@ -476,11 +574,12 @@ export const useGameStore = create<Store>()(
const next = performPrestige(s);
set({
...next,
...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements }),
...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements, activeTide: next.activeTide }),
_lastAutoDecode: Date.now(),
_lastSpawn: Date.now(),
_combo: 0,
_lastPulse: 0,
_tideEvents: [],
});
return { newBp };
},
@@ -512,7 +611,7 @@ export const useGameStore = create<Store>()(
insights,
contact,
...(statsDirty
? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated })
? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated, activeTide: s.activeTide })
: {}),
_achievementQueue: [...s._achievementQueue, ...newlyUnlocked],
});
@@ -537,8 +636,8 @@ export const useGameStore = create<Store>()(
storage: createJSONStorage(() => localStorage),
// 不持久化临时字段
partialize: (s) => {
const { _lastAutoDecode, _lastSpawn, _combo, _lastPulse, _achievementQueue, ...rest } = s;
void _lastAutoDecode; void _lastSpawn; void _combo; void _lastPulse; void _achievementQueue;
const { _lastAutoDecode, _lastSpawn, _combo, _lastPulse, _achievementQueue, _tideEvents, ...rest } = s;
void _lastAutoDecode; void _lastSpawn; void _combo; void _lastPulse; void _achievementQueue; void _tideEvents;
return rest as GameState;
},
}
+14 -3
View File
@@ -51,16 +51,27 @@
- **验证**agent-browser 全流程通过;成就 3/14 解锁;lint 零错误;HTTP 200
- 详见 docs/repo/docs/06-音频与成就系统-v0.2.1.md
### v0.3 星潮事件系统(本轮完成)
- **动机**:回应 Issue #1「玩法单一」反馈,为放置循环注入动态变化
- **6 种星潮**`src/lib/game/starTide.ts`):晶体潮(产能×2)/谐振风暴(解码×1.6)/遗迹共振(探险+5力+30血)/虚空低语(洞见×2)/星核悸动(接触×3脉冲×2)/寂静期(产能×0.5,结束补偿洞见)
- **触发**:首次 30s,常规间隙 40s,持续 75s,权重抽取,飞升重置
- **修饰器应用**:产能/脉冲/解码奖励即时乘;洞见/接触率进 recomputeStats 缓存;探险力/血量即时加
- **UI**`src/components/game/StarTide.tsx`):顶部指示器芯片(图标+名称+倒计时) + 全屏背景叠层(色带+呼吸光) + Toast通知 + Footer联动
- **音效**tideStart(神秘扫频) + tideEnd(柔和消退),程序化合成
- **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
### 进行中
- [ ] 持续迭代:socket 全局「星潮」事件(v0.3 剩余)、云存档+排行榜(v0.4)、全5纪元叙事(v0.5)
- [ ] 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)
## 未解决问题或风险 / 下一阶段优先事项
- Issue #1 玩家反馈「玩法单一」,后续可考虑:更多探险事件变体、限时星潮事件、成就奖励多样化
- v0.3 星潮为单机版(原计划 socket 全局事件),后续可扩展为多人同步
- Issue #1 玩家反馈已通过星潮系统部分回应,后续可加更多探险事件变体
- v0.2 探险 BOSS 战胜率较低(基础探索力 10 vs BOSS 难度 5-7,胜率约 25%),需玩家投资探险技术
- 探险能量恢复较慢(45s/点),后续可加技术提升恢复速度
- 需持续关注 Gitea 工单(仓库 Issues)获取额外需求
- 下一阶段优先:socket 全局「星潮」实时事件、云存档+排行榜
- 下一阶段优先:云存档+排行榜、全5纪元叙事
## 定时任务
- 已设置:每 15 分钟 webDevReview(自动 QA + 迭代开发,job_id: 227581