42773b7e-7147-4ad5-828d-da7fcf0290b8
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@@ -17,6 +17,8 @@ type SfxName =
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| "expeditionDefeat" // 探险失败(下行低音)
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| "prestige" // 飞升(宏大扫频)
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| "achievement" // 成就解锁(亮丽琶音)
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| "tideStart" // 星潮降临(神秘扫频)
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| "tideEnd" // 星潮结束(柔和消退)
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| "uiHover" // 界面悬停(极轻)
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| "uiClick"; // 界面点击(轻确认)
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@@ -249,6 +251,21 @@ class AudioEngine {
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this.tone(1318.51, 0.4, "triangle", 0.18, 0.24);
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break;
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}
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case "tideStart": {
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// 神秘扫频 + 泛音列
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this.sweep(330, 660, 0.8, "sine", 0.16);
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this.sweep(440, 880, 0.8, "triangle", 0.08, 0.04);
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this.tone(523.25, 0.5, "sine", 0.1, 0.2);
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this.tone(783.99, 0.6, "sine", 0.08, 0.3);
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break;
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}
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case "tideEnd": {
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// 柔和下行消退
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this.tone(659.25, 0.3, "sine", 0.14, 0);
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this.tone(523.25, 0.35, "sine", 0.12, 0.1);
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this.tone(392, 0.5, "triangle", 0.1, 0.22);
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break;
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}
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case "uiHover": {
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this.tone(880, 0.05, "sine", 0.05);
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break;
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@@ -30,6 +30,8 @@ export const INITIAL_STATE = {
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lastEnergyTick: Date.now(),
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totalExpeditions: 0,
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achievements: {},
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activeTide: null,
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lastTideEnd: 0,
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theme: "dark" as const,
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soundOn: true,
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};
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+13
-2
@@ -8,8 +8,9 @@ import {
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CONTACT,
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} from "./config";
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import { achievementBonuses } from "./achievements";
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import { getTideModifiers, type StarTide } from "./starTide";
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/** 由技术树 + 飞升蓝图 + 成就聚合计算产能字段 */
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/** 由技术树 + 飞升蓝图 + 成就 + 星潮聚合计算产能字段 */
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export function recomputeStats(state: Partial<GameState>): {
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crystalsPerSec: number;
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crystalCap: number;
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@@ -23,6 +24,7 @@ export function recomputeStats(state: Partial<GameState>): {
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const tech = state.tech ?? {};
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const bp = state.blueprints?.length ?? 0;
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const ach = achievementBonuses(state.achievements ?? {});
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const tideMod = getTideModifiers((state.activeTide as StarTide | null) ?? null);
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let crystalsPerSec = INITIAL_STATE.crystalsPerSec;
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let crystalCap = INITIAL_STATE.crystalCap;
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@@ -74,6 +76,10 @@ export function recomputeStats(state: Partial<GameState>): {
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crystalsPerSec *= 1 + ach.crystalsPerSecPct / 100;
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insightMult *= 1 + ach.insightPct / 100;
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// 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)
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insightMult += tideMod.insightMultAdd;
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contactRateMult *= tideMod.contactRateMult;
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return {
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crystalsPerSec,
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crystalCap,
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@@ -111,7 +117,7 @@ export function performPrestige(state: GameState): GameState {
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].slice(0, PRESTIGE.maxBlueprints);
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// 保留:fragments, totalDecoded(累计), ascensions+1, blueprints, achievements, theme/sound, expeditionLog
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// 重置:资源、技术、产能、pendingCrystals、activePuzzle、activeExpedition、contact、lastTick、energy
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// 重置:资源、技术、产能、pendingCrystals、activePuzzle、activeExpedition、contact、lastTick、energy、星潮
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const fresh = createInitialState();
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const stats = recomputeStats({ tech: {}, blueprints, achievements: state.achievements });
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return {
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@@ -128,6 +134,9 @@ export function performPrestige(state: GameState): GameState {
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lastEnergyTick: Date.now(),
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expeditionLog: state.expeditionLog,
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totalExpeditions: state.totalExpeditions,
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// 星潮:飞升后清空,lastTideEnd 设为现在,使首次星潮在 firstDelay 后触发
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activeTide: null,
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lastTideEnd: Date.now(),
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...stats,
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};
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}
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@@ -139,6 +148,8 @@ export function createInitialState(): GameState {
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tech: {},
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fragments: {},
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achievements: {},
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activeTide: null,
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lastTideEnd: Date.now(),
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pendingCrystals: [],
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activePuzzle: null,
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activeExpedition: null,
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@@ -0,0 +1,209 @@
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// 回响星核 / Echo Nexus — 星潮事件系统(周期性全局玩法修饰)
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//
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// 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。
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// 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。
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export type TideType =
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| "crystal" // 晶体潮:产能 ×2
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| "resonance" // 谐振风暴:解码奖励 +60%
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| "ruins" // 遗迹共振:探险力 +5、生命 +30
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| "void" // 虚空低语:洞见 ×2
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| "core" // 星核悸动:接触率 ×3、脉冲 ×2
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| "silence"; // 寂静期:产能 ×0.5,但结束时补偿洞见
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export interface StarTide {
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type: TideType;
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startedAt: number;
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endsAt: number;
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/** 唯一 id,用于 React key */
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id: string;
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}
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export interface TideModifiers {
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crystalsPerSecMult: number;
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decodeRewardMult: number;
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insightMultAdd: number; // 加到 insightMult(百分比,0.5 = +50%)
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contactRateMult: number;
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pulsePowerMult: number;
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expeditionPowerBonus: number;
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expeditionHpBonus: number;
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/** 寂静期结束时补偿的洞见(按持续秒数) */
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silenceInsightPerSec?: number;
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}
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export const TIDE_CONFIG = {
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/** 星潮持续时间(毫秒) */
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duration: 75000,
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/** 星潮之间的间隙(毫秒) */
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gap: 40000,
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/** 首次星潮触发延迟(毫秒,从 init 起) */
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firstDelay: 30000,
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};
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export const TIDE_EVENTS: Record<
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TideType,
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{
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name: string;
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desc: string;
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color: string;
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glow: string;
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icon: string;
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/** 是否负面事件(影响 UI 提示语气) */
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negative: boolean;
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}
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> = {
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crystal: {
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name: "晶体潮",
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desc: "深空晶体涌动,采矿产能翻倍",
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color: "#34d399",
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glow: "rgba(52,211,153,0.5)",
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icon: "✺",
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negative: false,
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},
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resonance: {
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name: "谐振风暴",
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desc: "共振序列被放大,解码奖励 +60%",
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color: "#fb7185",
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glow: "rgba(251,113,133,0.5)",
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icon: "❖",
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negative: false,
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},
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ruins: {
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name: "遗迹共振",
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desc: "远古遗迹苏醒,探险力 +5、生命 +30",
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color: "#fbbf24",
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glow: "rgba(251,191,36,0.5)",
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icon: "⬢",
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negative: false,
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},
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void: {
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name: "虚空低语",
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desc: "虚空传来回响,洞见获取翻倍",
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color: "#e879f9",
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glow: "rgba(232,121,249,0.5)",
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icon: "✷",
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negative: false,
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},
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core: {
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name: "星核悸动",
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desc: "星核震荡,接触率 ×3、脉冲威力 ×2",
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color: "#a5f3fc",
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glow: "rgba(165,243,252,0.5)",
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icon: "✦",
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negative: false,
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},
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silence: {
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name: "寂静期",
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desc: "虚空沉寂,产能减半;结束时按时长补偿洞见",
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color: "#94a3b8",
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glow: "rgba(148,163,184,0.5)",
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icon: "◌",
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negative: true,
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},
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};
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/** 权重表(寂静期概率略低) */
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const TIDE_WEIGHTS: Record<TideType, number> = {
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crystal: 22,
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resonance: 20,
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ruins: 16,
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void: 18,
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core: 14,
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silence: 10,
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};
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export function rollTide(rng: () => number = Math.random): TideType {
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const total = Object.values(TIDE_WEIGHTS).reduce((a, b) => a + b, 0);
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let r = rng() * total;
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for (const k of Object.keys(TIDE_WEIGHTS) as TideType[]) {
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r -= TIDE_WEIGHTS[k];
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if (r <= 0) return k;
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}
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return "crystal";
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}
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/** 计算当前星潮的修饰器 */
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export function getTideModifiers(tide: StarTide | null): TideModifiers {
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if (!tide) {
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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}
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switch (tide.type) {
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case "crystal":
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return {
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crystalsPerSecMult: 2,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "resonance":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1.6,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "ruins":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 5,
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expeditionHpBonus: 30,
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};
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case "void":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 1, // insightMult 翻倍(+100%)
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "core":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 3,
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pulsePowerMult: 2,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "silence":
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return {
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crystalsPerSecMult: 0.5,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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silenceInsightPerSec: 0.4,
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};
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}
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}
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/** 寂静期结束时的洞见补偿 */
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export function computeSilenceCompensation(tide: StarTide): number {
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const mod = getTideModifiers(tide);
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if (!mod.silenceInsightPerSec) return 0;
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const secs = (tide.endsAt - tide.startedAt) / 1000;
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return Math.round(mod.silenceInsightPerSec * secs);
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}
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@@ -128,6 +128,10 @@ export interface GameState {
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// 成就
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achievements: Record<string, boolean>; // achievementId -> unlocked
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// 星潮事件
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activeTide: import("./starTide").StarTide | null;
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lastTideEnd: number;
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// 元
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lastTick: number;
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createdAt: number;
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